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Zoser.7245

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Everything posted by Zoser.7245

  1. The reason for each one can be a whole history that doesn't matter. A lot of people don't want to have that personal iteraction. Then add that part of those that use those voip tools never talk, only listen, even they deactive their microphones to not use them by accident. Is somethig i watch in our WvW discord. I also watch people that even post asking for guilds that explicity do content without voice requirement. There is a simple way to measure it in gw2. Look at the number of players in your guild or guilds. How many of them use the voip channel of the guild? In my experience a minority, often, veterans that have been playing for a while together and new open members that join looking for it. So, for me, a pre-made message system with shortcuts that you can use for comunication during the match is more universal and works for all players including those that don't want to live talk with others using their voice or even can't talk physically. Of course, you can add both systems. VoIP will be more effective for compete but the message system more used, even by those that also use VoIP and faster than lose time writing in the chat. Although none of them will not avoid the toxicity. 🙄 Ideally, they should add both systems, the in-game VoIP and a pre-made message system with menu and shortcuts.
  2. In any case, I think that only a minority would make use of that function/feature. I see a ready-made message interface to communicate game circumstances much more useful for the majority, a pop-up window with them and shortcuts, like other dedicated Pvp games have. For premades, you can already use some a third-party program like guilds do in WvW o teams in PvP tournaments.
  3. Oh sure, sure that Arenanet is very keen these days to invest in developing or implementing VoIP in the game... and happy to deal with live insults, threats, recordings of people, etc. 🙄
  4. If done... "Only PvP". Although i doubt they want to split in that way and even less that they want to affect PvE experience with something like that. Even in WvW with its large maps and structures profitable by certain skills. If not Arenanet, NCSoft will order to stop/revert it in no time once the noise and the complaints start in the social media.
  5. Nice, from the afks to the bot legion! At least they will do something ✌️ lol 🤣 Although i'm not sure if extending the match in that way and lose anyways is the right thing. Because i have no doubt that those afks will end using bots. At least, the afk match ends sooner. I would prefer a surrender option available after certain time in the match. Or both things added, the anti-afk and the surrender option. As passive as they are against using bots, the surrender option would work better. Although understandable, the bots fill the queues... 🙄😏
  6. Reward bots for spamming skills? Great! 😁
  7. Combo fields: "Only 5 unique combatants can combo with a given combo field." In this case yes, by blasting them more than 5 players could be affected depending on the situation. And a player could get a maximum of 15 seconds of stealth if affected by all the combos from a single combo field. Sneak Gyro was updated and now only affects 5 allies. The skills that still affect a bigger number of players with stealth i believe that are: Mass Invisibility and Veil from mesmers. I imagine that they will updated them with a cap of 5 allies in a near future. Although they should rename Mass Invisibility with a different name and add something more to that elite. Not sure what they'll do with Veil but a bit scared of what they could do with it, could end up being garbage, you know. About the shields, walls, etc. I'm not sure if those affect more than 5 allies today. But, if not, i see them doing the same as they did with boons and adding a cap of 5 allies protected inside/behind those skills with a priority system, like with boons, so the player that use the skill is always protected , after him his group, etc. And, of course, blocking/reflecting all the icoming attacks for those protected allies.
  8. I've seen tainted bolts pass through most shields in other game modes, so I'm pretty sure they're not projectiles. Regardless, it's something to look at and, based on their design, make them work consistently across all game modes and skills. It's pretty clear that they rushed the new specializations and there are still many bugs and other things to fix.
  9. Intended. They are not projectiles like the Bolts from Mesmer's scepter or orbs from its Staff, guardian scepter orbs, etc. In that case then the bug must be in the Magnetic Aura. Report it in the bug section and in game support option. I have not tested it but i'll do and report it if it's bugged for me. There are a lot of things to fix, i have found several bugs that affect the harbinger and the necromancer, also overlooked grand master traits for the new specialization. I already reported all them. As we have a big balance upcoming, with luck, they'll fix them for the next big balance patch. Although bugs should be fixed at any time as they are no tied to balance patches.
  10. Hello. Yes, another bug. 😞 When i'm in Necromancer's Shroud, core and any other specialization. I can not interact with farm nodes, i can't Mine, Chop and Gather the nodes, saplings, ores, herbs, etc. But the pop-up message is available. Although nothing happens when i try to do it. So clicking in the messsage or using the "F" key or the one you key-binded it doesn't work. So there is a bug, you should be able to do it and interact with the nodes or the message should not appear. But, for example, i can interact while in Shroud with items from events, so i can grab the Kodan's Flame and carry it in BitterFrost Frontier, or grab crystals/items on the ground and carry them to complete events while in Shroud. So, click the pop-up message and the "F" key work in those cases. And is very useful be able to interact with items while in shroud doing the events. I hope that you can fix this bug and let us interact with nodes while we are in Necromancer's Shroud and the shroud of its specializations. It's annoying at times not be able to interact with the nodes if you are in Shroud. It will be a nice Quality of Life bug fix. Thank you again. 🙂
  11. So instead of sacrificing yourself for the good of the profession and giving his minions an easy snack... you showed him that mesmers can run in god mode like chickenados and leave the combat alive. Well... at least we now have someone to blame if weird nerfs come next week and next month... ☠️ (From the leak with "// Hidden dev notes.") Game Updates Notes preview: In progress... Mesmer: Mass Invisivility: Number of players affected reduced to 5. Duration reduced to 3s Distortion (F4) removed from the game and "Temporal Shield" takes it place. Temporal Shield: Grants one stack of Aegis for 1 second. // Still to decide if 1 stack per clone or if clones extend the single stack in duration. Prismatic Understanding: Boons and stealth extension removed, now apply 3 seconds of distortion. Cooldown: 300 seconds. Blink: Range reduced to 600. //New breakstun and CC rules Blurred Frenzy: It now applies 2 stacks of self bleeding for 10s. // Swing blades that fast is dangerous, be aware. Don't f*ck my minions!!! Chronomancer: As we are defining dedicated support roles for every profession, now the Chronomancer will become a pure support. Traits with damage modifiers and offensive boons removed, new traits with defensive boons or modifiers added. // Work in progress... Bye bye alacrity-quickness duo. Muahahaha Mirage: Mirxge Cxoak rexxxxx... dsfdk rrlllssscxxx Olldd..aff xxxxxxx Xxxxxxxxxx xxxdfsdxXXxxx. // "Classified". Password: ..I.. In progress...
  12. Mirror Blade used to create the clone upon hitting the target and then bounce on the created clone. With the maximum damage against a single target It enabled you to burst a single target from max distance, a great opener. Now is crap against a single foe if the blade/greatsword can't bounce. It makes no sense that it can burst at range against two foes by bouncing between them, but not against a single one even if it's clone is present. Report it and good luck... If the change was done due to the Virtuoso, you could end with a worse skill than before.
  13. Transfusion trait already has exceptions for other specializations and core to make it valuable as a Grandmaster. For the Harbinger, Transfusion actually does not have enough value to choose it. So apply heal or add other exception to make it valuable is needed. Unholy Sanctuary does not work fine, the trait itself let you get downed in the first tick of blight after enter in your Shroud because it activates your Shroud with 1hp of health so unless you are in a low level map where the 2% healing saves your kitten you are instantly downed in the first tick. In theory the Blight reduce 1.5% of your maximun health while you should be healed by 2% from the trait plus a small quantity from Alchemic Vigor not allowing you to die. In practice, as you are being attacked to trigger the trait and your life force is not your health bar anymore... you die due to any tiny damage in queue or that you receive in the first tick. For the scourge is very different as when shroud is triggered you gain a big barrier giving you time to react. With core and Reaper you also don't have problems as the trait is triggered with enough life force that acts as your second health bar. So for the Harbinger Unholy Sanctuary is a lot less valuable than for other necromancers, the same case as Transfusion. Dread is also not fine. You can not trigger the boons with your shroud skills as no one of them has fear condition. The trait was designed to reduce cooldown of the fear skills "3" in the Shrouds that have a high cooldown. But for trigger the trait with Harbinger you need to equip Staff and/or Spectral Ring that you never do for the majority of content, but the skill affeted by the recharge reduction is "Devouring Cut" that only has 8 seconds cooldown. It makes no sense. Another grandmaster trait with a lot less value for the Harbinger than for the rest of the necromancers. So, for me, is clear that "Dread" one must be updated too. Maybe to work with Vital Draw and float cc. Or in other way profitable for the Harbinger Shroud. Maybe you are not interested in it because you don't play Harbinger, but for those that play it, these traits should be updated to have equal value as for core and other Necromancer specializations. Is called balance and for that reason some of those traits already have exceptions to make them valuable. And more being Grandmaster traits.
  14. Please update Transfusion Grandmaster trait with an exception that make it valuable for the Harbinger. It's another overlooked Grandmaster trait. Transfusion: (Grandmaster of Blood Magic) https://wiki.guildwars2.com/wiki/Transfusion This trait has exceptions for core necromancer and it's specializations to make it valuable for all them... right? Less for the Harbinger, OF COURSE, another overlooked and useless grandmaster for the Harbinger, like Dread and Unholy Sanctuary. As the Harbinger does not have life force as a second health bar, this trait should heal the Harbinger as it does with the Scourge, or add other exception for the Harbinger to make it valuable as a Grandmaster trait. Thanks for reading.
  15. Ok here we go again. I'm adding this one here to make the team notice it. The trait works but it has a lot less value than for the core necromancer and other other specializations. Transfusion: (Grandmaster of Blood Magic) https://wiki.guildwars2.com/wiki/Transfusion This trait has exceptions for core necromancer and it's specializations to make it valuable for all them... right? Less for the Harbinger, OF COURSE, another overlooked and useless grandmaster for the Harbinger, like Dread and Unholy Sanctuary. As the Harbinger does not have life force as a second health bar, this trait should heal the Harbinger as it does with the Scourge, or add other exception for the Harbinger to make it valuable as a Grandmaster trait. I'm getting worried to watch the amount of grandmaster traits that you overlooked for the Harbinger killing a lot of potential new builds.
  16. I have tested it and is working for me. All them. Anyways it's another overlooked trait and i'm going to report it. Transfusion has exceptions for each specialization of the necromancer and the core itself to make it valuable. For the Scourge, as it does not life force as a health bar, the Tranfusion trait also heals the necromancer/Scource too. And for the Harbinger what? Nothing, they overlooked it completely like they did with the Unholy Sanctuary and Dread grandmaster traits. Or maybe they did not want to do a sh*t with them. 😡 I'm getting worried to watch the amount of grandmaster traits that they overlooked for the Harbinger, on purpose or not...
  17. By casuality, testing builds i have discovered that Jagged Horrors created by Death Nova grandmaster trait don't trigger gain life force from their deaths. Your other minions do it when they die or when you sacrifice or explode them on purpose. They should contribute to gain life force too. In more or less quantity but they should trigger it. I opened a topic with some bugs here: We'll see if we're lucky and they fix any of them... or not.
  18. Hello again. @Fire Attunement.9835 Another day, another bugs. Well, adding to the above ones: Superior Rune of Sanctuary does not work with Parasitic Contagion trait, the Grandmaster from Curses, at least in PvP, but probably everywhere. Jagged Horrors created by the Grand Master trait Death Nova from Death Magic don't increase your life force whey they die. You should gain life force from nearby deaths, right? Like when you explode or sacrifice your minions and when your other type of minions die. Maybe a lower quantity than others or the same, but they should trigger gain life force too. Also i'm pretty sure that Dread, the Grandmaster from the necromancer's Spite trait line, has been overlooked like the Unholy Sanctuary for the Harbinger. Dread trait was originally designed to interact with fear skills that had a high cooldown. Dread: Inflicting fear on a foe gives you boons. Shroud skill 3 partially recharges when you defeat foes. Quickness (5s): Skills and actions are faster. Fury (10s): +20% Critical Chance Recharge Reduced: 50% In the case of the shroud ones for the necromancer and reaper, the fear is in the skill 3 of the Shroud which makes sense, so you gain the boons with them inflicting fear and those skills have a reduced recharge when you defeat foes. In the case of the Scourge it started to derail as the skill that triggers it from it's shroud is Garish Pillar... that for the source code is the skill 4 of the shroud due to how it's programmed. Which means that the skill that has its recharge reduced for the Scourge Shroud is Sand Cascade, the one that provide a barrier instead the one that infllict fear with a bigger cooldown. But... at least, everything is triggered and i'm not sure if you left it like that on purpose or if it was already overlooked previously. For the Harbinger is even worse... Harbinger does not have fear in it's shroud so those boons will never be triggered by the harbinger shroud skills or related traits, which makes that grandmaster trait undesirable. In fact, the skill that has the recharge reduced by defeating foes is Devouring Cut, a dash skill with low cooldown. For me, it does not make sense. Thank you very much for reading.
  19. I would prefer no new specializations for the current professions. Instead of that, create new weapons for core professions so we have new ones ready for the future. Also add one or two new professions with their own three specializations to mach the current ones. And experiment new design concepts in the new ones. That should be a good claim to attract new players. They have years ahead of them, so time shouldn't be an issue this time.
  20. Implacable Foe ( Harbinger Master, Major): It should apply 3 stacks of stability in PVE. It only apply a single one... like if someone did a copy and paste of the PvP version for the PVE code without update the number of the stacks applied. (Finally solved, one bug less). Unholy Sanctuary (Death Magic, Grandmaster, Major): Useless for the Harbinger. Harbinger Shroud is not a secondary health pool, Harbinger also does not have barriers like the Scourge when you enter in Shroud so when you enter in Harbinger Shroud you only have 1 point of health. lol A single condition applied to you as a test purpose imply a downed state after the Unholy Sanctuary trait acts in a lvl 80 map, you can only survive in very low level Captures Thanks for reading
  21. Hello. @Fire Attunement.9835, @Rubi Bayer.8493 After reading the great news about the future of GW2. In it there is a section dedicated to updating professions and balancing. Explicitly mentioning that: "In addition to the number tweaks that you're used to seeing, the team will be revisiting some underpowered and underused weapon skills, traits, or utilities for each profession in each profession update to help expand your arsenal." Consequently, players have already created topics about what to change or improve... But without any basis other than each player's own desire or idea about what should or should not change. We do not have the necessary statistics or a list of what is really going to be reviewed or changed. It's a bit like trying to throw ideas into the air, blindly, about things to improve that probably won't even be reviewed. With several months still to go until the release of the next big balance update, I think it is a good time, with the new specializations just arriving, the meta still settling and the threads of bugs and comments about them still open, to try to unite everything and create a good balanced base for the future. Is it possible that you can give us a list in the near future of issues, lack of synergy, skills, traits or utilities that you are going to review or modify? Also deeper planned changes in professions and specializations that we can discuss such as the spirits of the rangers or banners of the warriors. Maybe certain core or specializations reworks planned... If a good base is created now by taking advantage of the recent release of the expansion with the new specializations, future balances will require less work. Perhaps a official feedback topic or topics could be created on the changes to be made in the same way that it was done with the specializations. Something that if done now will no longer be necessary later for further balance updates if you already have a good balanced base. In any case, even if the development team does not need our ideas for the balance matter. At least, we would have a basis on which to debate, on what is really going to be worked on and also propose other things that it should be reviewed that is not included in the list, if possible. And so not to waste time trying to give ideas about things that are not going to be discussed or reviewed. Thank you for reading.
  22. Hello Implacable Foe (trait Master, Major): Instead of applying three stability stacks in PVE just apply one. It should apply 3 stacks of stability. Unholy Sanctuary (trait., Grandmaster, Major): OVERLOOKED. By watching the trait... You were aware of it for the Sourge requiring 25% of life force threshold to activate its shroud when it takes a lethal blow. SO, why overlook it for the Harbinger? You enter in Harbinger Shroud literally with 1 point of health so you are instantly downed by your first blight tick at high level if not sooner due to something else. The 2% healing only saves you at very low level character/maps, i tested it. The rezz-up/shroud feature is practically useless for the Harbinger.. Also note that the necromancer has corruption skills... There should be some exception in the Unholy Sanctuary trait for the Harbinger, the trait should heal an initial amount of health that gives the player time to react and use a skill to prevent be downed in the first tick or even instantly. At least for one tick of blight, which would be 1.5% health. But that only in theory, because in practice with an average player level... it should be something else. Between 3% and 7% of your health that is considered balanced. 7% of your health is around the 10% of the shroud life force 😉 Or find another way or rework... And, profiting this quote, a QoL request: When i play the mechanist i can control and watch it's mech health bar... When i play ranger i can do the same with their pets... But when i play any necromancer i can't watch the health of my minions unless i put the mouse pointer on them in the screen. That is completely unpractical and sometimes impossible when a lot of players and foes are mixed with your minions, in teamfights, etc. It makes you less efffective playing even if you only use one or two of them and don't let you to extract the maximum profit from them as, for example, command them when they have low health and you cannot heal them so you, at least, you can take profit one last timeof their command skills by healing yourself, do extra damage, or cc... Also coordinate your healing skills better to help your minions and heal them at the right time. If you cannot watch their health bar you can't do that in an optimal way and timing. And often you lose them and only notice it when they are already dead. So, please, add a very bright life/health bar for minions between the utility/elite skills (above them) and the boons bar/icons (below them). Like the red bar we have below our skills that notice you when they are out of range or you can't use them. Also add the to the elementalist's elementals, etc. P.S: I liked the Harbinger at the beggining and also was upset due to the second beta changes. But after the release and watch the Alchemic Vigor's change and that you listened us, I played it again and discovered the new mechanic for elixirs. Wow, I'm so proud of it now as i was with the flying axes like boomerangs for the Mirage and other ideas. 😊 I would have loved a increase in the range of the Voracious Arc skill or Devouring Cut, one of them, but ok, we cannot get all, lol. Maybe in the future you can also have time to do something with the Mirage as it wasn't designed to be a "one dodge man" as the Vindicator is, review the core mesmer and update/improve the off-hand #5 skill of necromancer's warhorn (I wrote an idea about it in the Harbinger feedback thread). For now, enjoying my new Harbinger's build but also afraid of the next balance patches 😋 R.I.P. my Mirage and Renegade builds due to the latest ones, i've updated the Mirage's one but is not as good or effective anymore. All in all... Thank you very much.
  23. Well maybe the next one will be for them... Imagine that the next specialization is called "Bard" literally but plays an electronic guitar with a battery on his back or an energy container connected to the guitar that must be recharged regularly in order to use its skills or mechanic skills. 😁 I would like to watch the reaction of bard lovers/fans if they release something like that. Maybe with a heavy metal or steampunk animations. 😱🤭 Now with the jade technology and mixing professions who knows...
  24. You don't seem to understand how the balance team works. So they'll fix it in their way. Nerf incoming to the Bloodsong trait for make Infinite Forge more valuable. Done. 👽
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