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Everything posted by Crinn.7864
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I have for a long time been of the opinion that all boons and all conditions should be rebalanced to stack intensity not duration, and that boon-to-condition and condition-to-boon conversions should convert equivalent stack quantities. i.e. 3 might corrupts into 3 weakness wherein 1 stack of weakness equals 2% glancing and endurance redux.
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Bring back half of the orignal damage from CC of Warriors
Crinn.7864 replied to JinONplay.8905's topic in Player vs. Player
No, they should absolutely return the damage to all CC weapons skills. That change was stupid then, and is still stupid now. We can debate the merits of returning damage to utility CCs. -
What is the most annoying profession to duel? (PvP)
Crinn.7864 replied to Vinny.7260's topic in Player vs. Player
Ranger because pulsing immobilizes need to kitten off. -
This is a very odd time to be complaining about corrupts. Since the feb 2020 patch halved the amount of boon corrupts and the duration of boons, no necro even bothers building for corrupts. Lets look at the modern necro builds: Core condi necro: Has 2 corruption skills; Scepter 3 and Dagger 5. 1 boon apiece. Might have a double corrupt if they took path of corruption trait, however Terror seems to be more popular these days. Scourge: Same as core. Spectral Reaper. Axe 3 only. Single corrupt. The only class that is majorly affected by modern necro's corrupts is warrior as warrior exclusively produces might and has no cover boons, thus every single corrupt will hit the warrior's might. This is a warrior only problem. This is also why nerf weakness threads are exclusively written by warrior mains.
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Because whenever a "nerf weakness" thread shows up, it's always a warrior main that posted it. Every single time. With the exception of the rev stuff, all of those things you linked have been around since before the specialization update in 2014. This is not a balance problem. Throwing nerf requests at random stuff is not making sPvP any better. They literally halved the duration of weakness application on most skills in the feb. 2020 patch. If they make it anymore "tactical" it literally won't exist.
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This is objectively incorrect. All necros will continue using staff even if Soul Marks is deleted because there is no other option for that slot. Core necro has 3 mainhands (axe, scepter, dagger) and 1 two handed weapon. (staff) Mainhand dagger is nonviable in all gamemodes so in practice necro only has 3 options for 2 weapon slots. Axe and Scepter are polar opposites the former is a pure power weapon and the latter is a pure condition weapon. As such there really isn't any reason to have both on a build. Thus the only sane weapon combinates are Axe/x + Staff for power builds and Scepter/x + Staff for condition builds. Now lets look at elites. Scourge is a given an offhand torch and comes in either condi dps or support flavors. Since torch is offhand only it doesn't compete with anything scourge is pigeonholed into scepter/x + staff for all gamemodes. Reaper is a given a Greatsword which *is* a viable alternative to staff, and you will periodically encounter Axe+GS Reapers is SPvP. (I am one of those.) Harbinger is given a MH pistol, however both pistol and scepter are 900 range pure condition weapons and as such are competing against each other rather than competing with staff.
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Between HoT and megabalance necro was competitive due to having a monopoly on boon corruption in an era defined by extreme boon uptime. ArenaNet in their infinite wisdom have since decided to halve boon uptime, eliminate concentration, and halve the amount of corruption necro has access to. As such necromancer's old claim to viability no longer exists and necro don't even run corruption builds anymore because there is no point. If necromancer is reduced to it's pre-megabalance level of relative survivability, then the class would simply cease being usable and would join warrior in the "Why would you even play this?" Who is using rune of speed on necro? The choice runes for necro right now are +10% HP runes because such runes are amazing on a class whose sustain scales almost linearly with HP pool.
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For our purposes the config isn't what you want to be looking at. You want to be looking at the Pseudo-Code which is the next section on the wiki page. The relevant function being the scoreRoster function at the bottom. def scoreRoster(roster, team, maxRosterSize, config): score = 0 # adjust score by time queued score += roster.age * config.age.seconds # adjust score by rating difference distance = abs(team.averageRating - roster.rating) score += distance * config.rating.distance # adjust score by games played difference distance = abs(team.averageGames - roster.games) score += distance * config.rating.distance # adjust score by rank difference distance = abs(team.averageRank - roster.rank) score += distance * config.rank.distance # adjust score by roster size difference distance = abs(maxRosterSize - len(roster)) score += distance * config.rosterSize.distance # adjust score by profession counts for profession in allProfessions: # roster has none of these professions if roster.count(profession) == 0: continue # too many of the same profession totalCount = roster.count(profession) + team.count(profession) if totalCount > config.professions.max: score += (totalCount - config.professions.max) * config.professions.common # otherwise favor the variety elif team.count(profession) == 0: score += config.professions.unique return score Unfortunately, even this doesn't tell us what we want to know because we need to know how roster.rank and roster.rating are implemented. No other information is given. There is the XPath section which has definitions for Scoring/Rating/@distance and Scoring/Rank/@distance. I have no experience with XPath and I don't know if it is referring to the same thing and the pseudo-code or not. If it is, then your position is correct. However I have a very distinct memory of ArenaNet patching the ranked matchmaker to only use the highest player in the group due to people exploiting the hell out of it. IIRC this was sometime in the early seasons.
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I'm convinced ArenaNet was so traumatized by the power creep disaster that HoT and PoF releases where that they are terrified of giving EoD specs anything without a dozen tradeoffs.
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Elixer heal is objectively better than consume unless the enemy team is heavy on condition damage. Elixer elite is also good. Elixer of Bliss is also decent, although I don't understand why Anet put the Resolution boon on a skill that dumps 5 conditions. What makes Harbinger totally unplayable however is that they put the charge skill on shroud 3 instead of shroud 2. Are they seriously really going to force me to unlearn 5 years of muscle memory?
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Just dodge the shockwave and use condi clear on the radiation burns and you'll be fine.
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Looking at thieves..I realize the scope of nerf threads...
Crinn.7864 replied to Arheundel.6451's topic in Player vs. Player
No thieves keep stealing all the nerf threads. -
I wonder what he'll do if he ever realizes that all cleave skills go through walls.
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Again , if thief didnt shutdown , other ''light'' character , you wouldnt see those bunker .And we would see a more rotating with each season meta . Just buff other specs to have such mobility , and those bunker with be out of job Haventbthey already buffed most classes so atleast one spec has good mobility?I guess necromancer doesn't count as a class anymore.
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Every single time
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Instant NCSY would just make it a crappy version of warrior's signet.I agree it needs to be more than instant before its really relative to being a decent shout. My idea for NCSY instant cast (though not required would be nice if it was instant cast) applies 3 seconds of reveal on hit (needs this badly) always applies the 10 vuln on hit always strips stability, resistance, and protection on hitThat suggestion is ludicrously overloaded for a 20s untraited cooldown skill.Quick reaper fix guide: Death's charge and Death Spiral are now frontal blocks.Death's charge yes... death spiral thats a bit questionable but maybe..... it would have to lose some of its current mechanics as its currently pretty loaded as is for 1 skill as is.I think you are confusing Death Spiral with Soul Spiral. Grasping Darkness is no longer negated by projectile destructs.Just make it unblockable ez fix (its still going to be buggy though)Grasping Darkness is not buggy tho, they fixed it a long time ago. It's just overly penalized due to being negated by all projectile destructs. Executioner's Scythe will always apply it's stun the current target instead of picking one target at random to apply the stun to.Im not sure this is a major thing either, Honestly the skill should technically just be partly reworked First of all it should at the very least be able to strike 3 targets (your target and/or the 2 closest foes to the landing center of the aoe) increase the stun duration in addition to the current damage based on foes hp value3 targets is too much for how much damage the skill does. Also the stun duration is fine. 1.5s is already very punishing. Chilled to the Bone cast time reduced from 1.25 to 0.75 to bring it inline with similar skills on other classes.This is not a necessity but its would be a nice QoL although i don't see this as some sort of marvelous changeIt's very necessary in order to improve the ability to clutch with the skill. Moreover Anet has been moving similar skills on other classes down to 0.75s cast. (see Chaotic Release change) Gravedigger's reset mechanic is removed and Gravedigger's power scaling increased by 25%.Needs more tbh 25% is not worth the cd reset going away in its on its own. 25% Power scale increase Delivers a 2nd strike on foes under 50% hp after a short delay (this strike uses the same damage values as the normal strike)The cd reset has no value. You ain't hitting anyone twice with gravedigger and you will be lucky to hit someone once. The purpose of the change is to make gravedigger worth using. 25% does that because it puts the skill firmly in the 7k-10k critical range, whereas right now it's 5k-8k critical range and 3-5k non-critical which isn't worth the 1.25s cast. You second strike mechanic isn't desirable because it still leaves the skill worthless when the foe isn't below 50%, while at the same time being a guaranteed insta kill against a foe below 50%. You also forgot a few important things on your listAugury of Death Shouts now Life Siphon into hp and life force on hit.In addition to the current cd reduction mechanic that this trait grants, all shouts now have their recharges partially reduced when other shouts you use strike foes. 2% per foe struck (the more shouts you run the more you can use them generally)That would be too much as a full shout build could potentially YSIM every 10s.Deathly ChillIncreases the effectiveness of chill from -66% to -77% movement and cooldown recharge, and additionally reduces the effective distance of skills that cause movement by an equal amount, Rush, Swoop, Bull charge etc (Blinks and shadow steps are not affected)No, that's too brutal. You'd be able to completely and effortlessly lockdown any class that doesn't have passive chill removal. It's too binary.
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Reaper doesn't do anymore damage than other damage dealer classes though.
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Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
There are exactly 3 ranged weapons available to reaper AxeScepterStaff Axe is already used by all modern reaper builds.Scepter is only viable on condi builds and condi reaper has been dead and buried ever since Anet killed it off in 2017.Staff is excellent for kiting, but has no power coefficients whatsoever so swapping into it locks you out of applying any kind of pressure until you swap into another weapon. Moreover since Reaper's best damage comes from melee range, there isn't anything to be gained by trying to range kite with staff anyways. -
Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
Problem 1: Hardly anyone ever plays FB in regular queues.Problem 2: Reaper is still kitten even with a FB compared to other options. I've seen really good reapers destroying everyone, you just need some more skill than its other spec, scourge In my opinion the theme has become out dated with all the power creep and mobility/defence buffs given to other professions in the number of blances patches. This has exaggerated the problem of a themed slow moving low mobility Reaper. Because of this, Reaper's lack of mobility creates another problem that it's damage to sustain ratio is trash. In others words although the theme is good and damage is fine, not having mobility to get to opponents fast enough to put them under pressure combined with only having a non-scaling defense mechanic (Shroud) doesn't work well on higher levels of sPvP when the devs decide to power creep the overall damage levels by 100%. You need a ton more skill to play Reaper well enough to get the same results as a scourge. Only on low levels like sliver and maaaaybe gold Reapers can wade into a team fight and wreck everyone. The reason is all the enemy of the team fight need to be right next to you, CC'ed and with ALL thier defensives blown for you to inflict any kind of damage, or they just need to simply avoid the wells. This means 75% of all professuons can stand out of your range withour fear of you being able to get to them, or get away from them while they focus you down. There is a reason why everyone targets the Reaper at mid: no defenses outside shroud (Which can be blasted from 100% -0 in a matter of seconds when focused by 2-3 enemy, and no way to escape after that. Reapers are the literal "sitting duck" of the gameGiving reapers mobility would make them nearly impossible to disengage from as they'll be able to keep up with you whilst spamming axe or something like that You mean impossible to disengage in the way that thieves, mesmers, holosmiths, and revenants are? Power Reaper has exactly 2 ranged attacks, are both 900 range. Of those two Ghastly Claws is the only one that does noticeable damage, and even there it's damage dealt over a channel and requires vuln stacks in order to get adequate damage. Calling Reaper ranged is like calling warrior ranged because of Axe3. Reaper does not have the offensive or defensive capacity to justify it's poor mobility. It's damage is on par with other damage dealing builds while offering worse sustain and worse mobility than other damage dealing builds. Either Reaper needs it's defensive capabilities to be upgraded to withstand PoF damage levels, or it needs it's mobility upgrade to allow it at least be able to counterpressure. Problem 1: Hardly anyone ever plays FB in regular queues.Problem 2: Reaper is still kitten even with a FB compared to other options. I've seen really good reapers destroying everyone, you just need some more skill than its other spec, scourge I have over two thousand matches on Reaper alone. I think I've got a pretty good grasp on the class.But giving Reaper more mobility or blocks/defensive capabilities ontop of being able to have an extra health bar would be way too much. You don' need to be a warrior with 2 health bars or a revenant with 2 health barsFull shroud at start is meaningless. Reaper has no issues building lifeforce rapidly even under pressure. But giving Reaper more mobility or blocks/defensive capabilities ontop of being able to have an extra health bar would be way too much. You don' need to be a warrior with 2 health bars or a revenant with 2 health barsHaving 2 healthbars is significantly worse than having 1 healthbar and a bunch of blocks/evades, because blocks/evades have no upper limit on how much damage they can mitigate. Not to mention that blocks/evades also prevent you from being CC'ed or having condis applied to you, while a 2nd healthbar does not. Btw making it so all shroud skills are off cooldown when entering shroud is the most OP kitten toe ver suggest, you can go into shroud like every 10 seconds?No you can't go into shroud every 10 seconds because the cooldown doesn't start until after you leave shroud. In practice you only go into shroud once every 15-30 seconds. -
Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
This is also fine but: Cooldown -reduction- rather than a reset, otherwise running the trait that puts you back in shroud on death with a LF gen build is gonna be obnoxious. Reduction would be stronger tho, as if you reduced cooldowns a reaper running with Soul Reaping could potentially be able to fit in multiple uses of the 3-5 skills per shroud use. "the trait that puts you back in shroud" would be Unholy Sanctuary which is a Death Magic GM and would require taking that entire bloody useless traitline in order to get. Moreover abusing USanc + Reset would require the Reaper to let themselves get killed in order to use. That's not a good value, and wouldn't really be good except for making a cherrypicked meme kill youtube compilation. -
Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
I understand this, but allow me to annoy you anyway. Speed Runes. Spectral walk is GOOD now cmonnnn I'm actually using speed runes already. Still get outrun by shit. I had to pick them up after having to switch off Aristo Reaper because there is too much cleanse in the meta to allow Aristo Reaper to work. A lot of Reaper's mobility problems stem not from a lack of raw landspeed, but from the overabundance of cripple and immobilize that is getting thrown around. The lack of damage avoidance on necro means that you get hit with literally every cripple that gets thrown at you which is a huge problem. -
Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
Problem 1: Hardly anyone ever plays FB in regular queues.Problem 2: Reaper is still kitten even with a FB compared to other options. I've seen really good reapers destroying everyone, you just need some more skill than its other spec, scourge In my opinion the theme has become out dated with all the power creep and mobility/defence buffs given to other professions in the number of blances patches. This has exaggerated the problem of a themed slow moving low mobility Reaper. Because of this, Reaper's lack of mobility creates another problem that it's damage to sustain ratio is trash. In others words although the theme is good and damage is fine, not having mobility to get to opponents fast enough to put them under pressure combined with only having a non-scaling defense mechanic (Shroud) doesn't work well on higher levels of sPvP when the devs decide to power creep the overall damage levels by 100%. You need a ton more skill to play Reaper well enough to get the same results as a scourge. Only on low levels like sliver and maaaaybe gold Reapers can wade into a team fight and wreck everyone. The reason is all the enemy of the team fight need to be right next to you, CC'ed and with ALL thier defensives blown for you to inflict any kind of damage, or they just need to simply avoid the wells. This means 75% of all professuons can stand out of your range withour fear of you being able to get to them, or get away from them while they focus you down. There is a reason why everyone targets the Reaper at mid: no defenses outside shroud (Which can be blasted from 100% -0 in a matter of seconds when focused by 2-3 enemy, and no way to escape after that. Reapers are the literal "sitting duck" of the gameGiving reapers mobility would make them nearly impossible to disengage from as they'll be able to keep up with you whilst spamming axe or something like thatYou mean impossible to disengage in the way that thieves, mesmers, holosmiths, and revenants are? Power Reaper has exactly 2 ranged attacks, are both 900 range. Of those two Ghastly Claws is the only one that does noticeable damage, and even there it's damage dealt over a channel and requires vuln stacks in order to get adequate damage. Calling Reaper ranged is like calling warrior ranged because of Axe3. Reaper does not have the offensive or defensive capacity to justify it's poor mobility. It's damage is on par with other damage dealing builds while offering worse sustain and worse mobility than other damage dealing builds. Either Reaper needs it's defensive capabilities to be upgraded to withstand PoF damage levels, or it needs it's mobility upgrade to allow it at least be able to counterpressure. Problem 1: Hardly anyone ever plays FB in regular queues.Problem 2: Reaper is still kitten even with a FB compared to other options. I've seen really good reapers destroying everyone, you just need some more skill than its other spec, scourgeI have over two thousand matches on Reaper alone. I think I've got a pretty good grasp on the class. -
Instant NCSY would just make it a crappy version of warrior's signet. Quick reaper fix guide: Death's charge and Death Spiral are now frontal blocks.Grasping Darkness is no longer negated by projectile destructs.Executioner's Scythe will always apply it's stun the current target instead of picking one target at random to apply the stun to. Nightfall does 50% less damage per strike but ticks every 1 second instead of every 2.Chilled to the Bone cast time reduced from 1.25 to 0.75 to bring it inline with similar skills on other classes.Gravedigger's reset mechanic is removed and Gravedigger's power scaling increased by 25%. Entering Shroud resets the cooldowns of all shroud skills. Seriously, you should always have your shroud skills available when you enter shroud.
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Reaper melee, Mobility and Gap closers
Crinn.7864 replied to James.1065's topic in Player vs. Player
Gravedigger's damage is really poor for a 1.25s cast skill. There are no situations where it is actually worth using, except for the occasional dodge bait. Cooldown resetting shroud sounds OP, but in practice it would not be, it simply insures the reaper will be able to use their tools when entering shroud. Most non-reaper players fighting against a reaper probably wouldn't even notice a difference. Lol dude. While I think some of the shroud skills should have a bit shorter CD, what you are suggesting is extremely broken.A shorter cd would be a larger buff than what I am suggesting.