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Alaya.8765

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  1. I already answered like this in another wvw cele post but I am happy to share my pov again. If you were to compare stats on ascended gear and for this thought experiment assume you only use the exact same stat for everything : 3 stat gear: 1 x major stat 1381 and 2 x minor stat 961 each total of 3303 4 stat gear: 2 x major stat 1173 and 2 x minor stat 633 each total of 3612 so 4 stat gear has 9.36% more stats than 3 stat gear of the same quality and people are up in arms about it already 9 stat gear. 9 x major stat 639 each total of 5721 so 9 stat gear has 73.21% more stats than 3 stat gear and 58.39% more stats than 4 stat gear. Before the May 11, 2021 patch that gave celestial expertise and concentration the stat total was already 4473 which was a stat advantage over 3 stats of 35.42% and for 4 stats of 23.84%. Now if we just compare for example berserk to celestial: Berserk has 1381 power 961 precision and 961 ferocity. Celestial has 639 of each of them + other stats. So one might think: "Oh yes glass canon does soo much more dmg look at the numbers" But consider that pretty much every celestial build can keep 25 stacks of might (+750 power and condi dmg) up permanently and has a lot of other boons that the typical glass canon build will not have or will have for very short amounts of time or only with a certain setup process. So the buffed up Cele build runs with 1.389 power which is even higher than the stats berserk gives by itself. Yes yes berserk still has more crit chance and a higher modifier but I assure you the cele build will still hit harder than the berserk build since the cele build not only has more hp and more toughness but also longer lasting boons like protection in case. If we would take a look at Trailblazer for arguments sake. Trailblazer has 1173 toughness and 1173 condition damage and 633 vitality and 633 expertise. Celestial has 639 of each of them + other stats. Once again if we were to crunch numbers a bit with 25 stacks of might (+750 power and condi dmg) up permanently we are at 1.389 condition damage which is higher yet once again. So the argument for trailblazer would be 534 extra toughness in comparison to 639 healing power, concentration, power, precision and ferocity. Celestial has an insane number of stat points it provides like I said above. 73.21% more stats than 3 stat gear and 58.39% more stats than 4 stat gear. So the situation is simple. If you have certain specs that profit from having different stats they will profit immensely from this very situation. You could probably reduce the total stats of celestial by 20-25% and not break it but just bring it more in line with other gear options in wvw at least. If the gear would have been stat adjusted to consider the 2 added stats in the May 11, 2021 patch it would be 497 per stat and 4473 total which would still give it a stat advantage over 3 stat gear of 35.42% and for 4 stats of 23.84% just like before the patch. If you now slot those numbers in my comparisons above the total power in the berserker comparison would still come close to it and the total condition damage would still be higher in the fully buffed situation. Expertise and concentration each give 1% duration for 15 points so the current stats give 42,6% of both without any traits or runes / sigils in the equation. The reduced numbers would be 33,134%. If you disagree with anything I said be my guest the only thing I want to point out in this situation is simply that the celestial gear has an insane stat advantage and that even a number adjustment (in case for wvw only) would not even kill the builds. If we would look at the pre February 26, 2020 patch days there might be an argument you could make that you would just fall over like a piece of paper if you were to meet a full glass canon 1 shot build but nowadays I do not think that even the adjusted stats would make you drop like nothing.
  2. If they first remove dual and multi q for ranked and unranked and lock class / skills / everything the second you join a map sure I do not mind no reward on loss.
  3. If you were to compare stats on ascended gear and for this thought experiment assume you only use the exact same stat for everything : 3 stat gear: 1 x major stat 1381 and 2 x minor stat 961 each total of 3303 4 stat gear: 2 x major stat 1173 and 2 x minor stat 633 each total of 3612 so 4 stat gear has 9.36% more stats than 3 stat gear of the same quality and people are up in arms about it already 9 stat gear. 9 x major stat 639 each total of 5721 so 9 stat gear has 73.21% more stats than 3 stat gear and 58.39% more stats than 4 stat gear. Before the May 11, 2021 patch that gave celestial expertise and concentration the stat total was already 4473 which was a stat advantage over 3 stats of 35.42% and for 4 stats of 23.84%. Now if we just compare for example berserk to celestial: Berserk has 1381 power 961 precision and 961 ferocity. Celestial has 639 of each of them + other stats. So one might think: "Oh yes glass canon does soo much more dmg look at the numbers" But consider that pretty much every celestial build can keep 25 stacks of might (+750 power and condi dmg) up permanently and has a lot of other boons that the typical glass canon build will not have or will have for very short amounts of time or only with a certain setup process. So the buffed up Cele build runs with 1.389 power which is even higher than the stats berserk gives by itself. Yes yes berserk still has more crit chance and a higher modifier but I assure you the cele build will still hit harder than the berserk build since the cele build not only has more hp and more toughness but also longer lasting boons like protection in case. If we would take a look at Trailblazer for arguments sake. Trailblazer has 1173 toughness and 1173 condition damage and 633 vitality and 633 expertise. Celestial has 639 of each of them + other stats. Once again if we were to crunch numbers a bit with 25 stacks of might (+750 power and condi dmg) up permanently we are at 1.389 condition damage which is higher yet once again. So the argument for trailblazer would be 534 extra toughness in comparison to 639 healing power, concentration, power, precision and ferocity. Celestial has an insane number of stat points it provides like I said above. 73.21% more stats than 3 stat gear and 58.39% more stats than 4 stat gear. So the situation is simple. If you have certain specs that profit from having different stats they will profit immensely from this very situation. You could probably reduce the total stats of celestial by 20-25% and not break it but just bring it more in line with other gear options in wvw at least. If the gear would have been stat adjusted to consider the 2 added stats in the May 11, 2021 patch it would be 497 per stat and 4473 total which would still give it a stat advantage over 3 stat gear of 35.42% and for 4 stats of 23.84% just like before the patch. If you now slot those numbers in my comparisons above the total power in the berserker comparison would still come close to it and the total condition damage would still be higher in the fully buffed situation. Expertise and concentration each give 1% duration for 15 points so the current stats give 42,6% of both without any traits or runes / sigils in the equation. The reduced numbers would be 33,134%. If you disagree with anything I said be my guest the only thing I want to point out in this situation is simply that the celestial gear has an insane stat advantage and that even a number adjustment (in case for wvw only) would not even kill the builds. If we would look at the pre February 26, 2020 patch days there might be an argument you could make that you would just fall over like a piece of paper if you were to meet a full glass canon 1 shot build but nowadays I do not think that even the adjusted stats would make you drop like nothing.
  4. It does? Why did the patch notes not state it though?
  5. Not even that. If they want to keep the Instability as it is there is one simple fix to make it actually relevant. ADD RESOLUTION TO NPNG Forces everyone to either boonstrip or deal with lower damage across the board.
  6. I know people are still fighting about the turtle acquisition problems but please leave those and similar topics aside while in this post. The thing I want to bring into the room to discuss and in case for others to tell me if I am wrong about is the dye channels of the turtles skins in the new 5 pack. Luminous Bastion and Deepwater Barbshell DO HAVE dye channels for the golden parts of the jade tech construction that is attached to the turtle. Southern Terrapin DOES HAVE half a dye channel for those parts since the pieces that are attached to the shell outside of the boosters the canons and the seat so to speak the straps and the dragon head and tail parts do have a dye channel but not the aforementioned boosters, canons and the seat. Magmaback Snapper and Painted River DO NOT HAVE any dye channel tied to the jade tech parts that are bolted to the turtle so they are always golden. The fact that the green is not a dye channel is totally ok since it is THE JADE after all. BUT the fact that the golden pieces are not dyable on 2 and a half of the 5 new skins kind of gets below my skin. I think EVERY turtle skin should have 1 dye channel dedicated to the jade tech parts that are bolted to the turtle. What do you all think?
  7. Yes there is no key bind currently which would be very useful.
  8. Like the title already mentions I am looking for a few others to try to get Spirit Watch wins and Stronghold wins with a nice and easy 5 man premade group. If you are interested comment here or PM me. Edit: forgot to add I am EU
  9. A small guild a few friends started together which is being upgraded currently. The only real content we provide is guild missions once a week. Which is exactly the one thing I am going to advertise here. If you have a free guild slot and always wanted to just have a guild without any obligations or need to fit in which is doing weekly no nonsense guild missions for your commendations you found the correct guild. We offer PVE guild missions which will be a thing for the foreseeable future without any other obligations. The slot will be either Saturday or Sunday evening not sure about the concrete time yet. If you are interested PM me here.
  10. I already mentioned it above but downstate by itself is fine and we will not get rid of it either way. The biggest problem is that there is no Downed penalty in PvP.You often down people and they get simply rezzed and then healed to full.And what do you get out of it?You have skills on cooldown and the downed person had skills recharge while downed ... If we would have the Downed penalty from PVE or even a different one it would feel a lot better overall I assume. Also the other 2 problems were mentioned a lot already so I won't flesh them out again. Rally a whole team with one killDowned Abilities being totally unbalanced
  11. They do not even have to remove the Downstate. It would already improve the whole experience a ton if we could get Downed penalty in PvP.
  12. @"Ayrilana.1396" "Yes as the check is done when equipping weapons to the build templates. Reapplying the infusions after the weapon has been equipped will cause them to remain there although it’s a less efficient use of the infusion." This is the part I do have problems with my friend.Because I have tired that and the game does not allow me to do that.So I simply do not understand how to do just that I might simply be dumb but oh well. I mean If I do exactly as you say.The game does not allow me to put more infusions in the template.I did try multiple times exactly what you told me and:It simply did not allow me to put infusions from my inventory in the weapon. The game insists on using Infusions that are already present in the template in another tab and does not allow me to put more in there.As in:No matter what I tried as long as I have any legendary weapon with Infusions equipped in my second template it does not allow me under any circumstances to put any infusions but those the game can share from my second template in weapons from the first template.I tried for a long time and for the love of all that is holy I could not get it to work the way you described it to me. Until I figure out how to do that I will simply not put weapons in my other template tabs and before i switch template un equip the weapons.Then I won't face that problem it is clunky and stupid but works.
  13. In case you wanted context to the above: https://en-forum.guildwars2.com/discussion/91220/solved-legendary-upgrades-duplicated-due-to-pvp-equipment-bug#latest That is about LEGENDARY RUNES AND SIGILLS.If you only use legendary weapons and armor without any piece of ascended in between with a full set of 6 Runes and 4 Sigills this might be useful. BUTI do neither have legendary Runes nor Sigills. So I put Eternity with 2 +7 Infusions in template 1.Then I put Kudzu with 2 +7 Infusions in template 2.It will kick out the 2 Infusions in Kudzu.Then I change Kudzu to any Ascended 2 handed weapon .It will kick a Infusion less Kudzu into my inventory.ANDIf I re equip it will not even automatically put the 2 infusions that are apparently forcefully shared out of Eternity in Kudzu since guess what? The game sees me put in an Infusion less Kudzu and assumes it is not supposed to have any or what?So I will have a infusion less Kudzu equipped and if I want them back in there I MANUALLY have to do it. That is more work than if i would just equip all my equipment out of my inventory.At least I would not have to play Infusion Bingo every time. Also since they made the Infusions and Sigills removable since October 30th 2018 according to the wiki they would have no problem to give the legendary weapons a option to lock them. We already have that fancy screen where we can choose the stat combinations etc.They can just add a small check box on the left side where you can choose to lock or unlock Sigills and Infusions. Heck I am not a programmer but I just can't imagine that giving the option to lock or unlock would break the code or give them a headache since the small checkbox would only make the legendary behave like a ascended weapon while it is checked and like a legendary if unchecked. Well my fix might be dumb but it would work and logic tells me there should be no problem but what do you all say? Notice how I said “along the same lines”? All upgrades function exactly the same way on legendary gear as legendary runes/sigils in regards to equipment templates. Paying attention to what’s going on makes this fairly obvious instead of going “it’s not working like I think it should so it’s bugged”. I also suggest looking at what the infinite symbol means for build templates. If you absolutely must have similar upgrades not shared, you can just reapply them and they’ll remain. The check to have only the minimum number of upgrades occurs when initially adding the weapon, or armor, to a build template. I have no idea what that bloody infinity symbol means since i know there is some post where they explained a few things about it but I can't find that for the life of mine any more since I assume it is not pinned. Also I literary have no idea what you are talking about so please explain that in a more expansive way. What do you mean with reapplying it for them to stay? If you try to put in an infusion from your inventory while weapon is equipped it will take one from another equipped legendary.If you swap that weapon out and put the infusions back in while it is in your inventory they get kicked out when you swap weapon back in.If you swap it out and and swap in back in without infusions it still won't let you pick em like you want. So you say you got it to stop kicking out infusions?Then please explain how exactly you did that since "you can just reapply them and they’ll remain" makes no sense to me at all.
  14. In case you wanted context to the above: https://en-forum.guildwars2.com/discussion/91220/solved-legendary-upgrades-duplicated-due-to-pvp-equipment-bug#latest That is about LEGENDARY RUNES AND SIGILLS.If you only use legendary weapons and armor without any piece of ascended in between with a full set of 6 Runes and 4 Sigills this might be useful. BUTI do neither have legendary Runes nor Sigills. So I put Eternity with 2 +7 Infusions in template 1.Then I put Kudzu with 2 +7 Infusions in template 2.It will kick out the 2 Infusions in Kudzu.Then I change Kudzu to any Ascended 2 handed weapon .It will kick a Infusion less Kudzu into my inventory.ANDIf I re equip it will not even automatically put the 2 infusions that are apparently forcefully shared out of Eternity in Kudzu since guess what? The game sees me put in an Infusion less Kudzu and assumes it is not supposed to have any or what?So I will have a infusion less Kudzu equipped and if I want them back in there I MANUALLY have to do it. That is more work than if i would just equip all my equipment out of my inventory.At least I would not have to play Infusion Bingo every time. Also since they made the Infusions and Sigills removable since October 30th 2018 according to the wiki they would have no problem to give the legendary weapons a option to lock them. We already have that fancy screen where we can choose the stat combinations etc.They can just add a small check box on the left side where you can choose to lock or unlock Sigills and Infusions. Heck I am not a programmer but I just can't imagine that giving the option to lock or unlock would break the code or give them a headache since the small checkbox would only make the legendary behave like a ascended weapon while it is checked and like a legendary if unchecked. Well my fix might be dumb but it would work and logic tells me there should be no problem but what do you all say?
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