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Crinn.7864

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Everything posted by Crinn.7864

  1. 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.
  2. 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.
  3. Ranger because pulsing immobilizes need to kitten off.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Ranked PvP uses the highest rated player's rating. It does not average. Unranked however does use an average.
  10. 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.
  11. 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?
  12. Just dodge the shockwave and use condi clear on the radiation burns and you'll be fine.
  13. I wonder what he'll do if he ever realizes that all cleave skills go through walls.
  14. 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.
  15. Reaper doesn't do anymore damage than other damage dealer classes though.
  16. 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.
  17. yep. my main beef too. shouldn't work on stun, pull, launch, push without EM but they have had over a year to change it, so I am not expecting much. Mirage cloak should be cosmetic then revert EM, Mirage will still maintain a second mechanic being Ambush skills. That's a cool idea. Photon forge should be cosmetic, you get that fancy transformation but no photon forge skills.Merge with the pet should be cosmetic, your pet disappears but do nothing.Finally a solution to all balance problems. Mesmer was the only spec to recieve 2 secondary mechanics with PoF, people had EM nerfed over Mirage Cloak.. No need to knee jerk, its a logical solution. Mirage cloak works outside the combat parameters of every other class, to defend that means to encourage more of it in the next expansion. Really? So DE received two mechanics by allowing them to stealth on dodge and mark, which one shall we will make cosmetic only? EM was op before released, lots of mesmers warned ANet of this. Dodge on stealth is because of the Silent Scope trait rework, it used to be on rifle kneel and only applicable when traited... Another knee jerk reaction... Yea, everyone complained about EM because you can dodge while stunned, of those complaints only experienced players or mirage players knew the issue was mirage cloak hence my first comment mentioning to revert EM. I personally see no difference between traiting to stun break on dodge or stealth on dodge, its also the same as traiting to Temp and being given 4 stun breaks on overloads. TLDR: Mirage Cloak is and forever will be a fundamentally flawed design at its core.Defending this opens the door to more specs breaking the combat parameters that every other class is refined too. That doesn't invalidate that de has 2 mechanics. By giving mirage cloak a cosmetic only approach you're actually crippling mirage, like here take this worse dodge but hey it looks good.Before you say it, ambushs apart from axe and sword which are indeed good, are just fillers. Plus axe 2 was drawn in a way that you need to use it with mc. By making mc cosmetic only you'd have to give an evade to axe 2. As for EM, it doesn't need a revert, it needs a redesign, there were several good ideas flying around, like 20% cdr on deception, cleanse a condi and a soft cc.I know some people want to tie dodge while stunned to it. It's a bad idea, dodge while stunned needs simply to go. Since when are major traits class mechanics? Just because it is an on dodge effect that doesn't necessarily make it a class mechanic. By that logic, evasive arcana on ele's arcane spec is a class mecahnic. Isn't mirage cloak a dodge effect too? It's 2 dodge effects (attack while dodging, longer duration) packaged into one. The reason why this is generally considered to be a class mechanic is because it is a core part of the spec that every mirage gets regardless of their trait choices. A DE has to give up the other master major trait choices to get stealth dodge. Edit: Mirage is not the only elite spec that gets 2 class mechanics. Technically weaver does too. However, as the pleb class that it is, ele gets drawbacks attached to its mechanics. Weavers have reduced cds on their attunements, but the drawback is that all attunements go on cd while swapping instead of only the last attunement you used. Weavers also get access to dual skills, but the drawback is that you lose access to your #3 skills unless single attuning, and you get delayed access to the #4 and #5 skills of the attunement you just swapped to. 1 Second evade was given to mirage specifically as a direct result of how garbage and functionally unplayable the entire specialization was during the demo weekend before path of fire was released. Because you lose so much ability to physically get out of danger with mirage cloak because of the loss of mobility the extra evade frames are there to help give a bit of buffer should you need to about face and run out of fire, literally in some circumstances. Because at 0.75s any time you need to about face, or change any direction and move yourself out of danger you've effectively lost evade frames overall compared to a standard dodge roll no matter how fast you move yourself out of danger, mathematically. Isn't superspeed on dodge baseline for mirage? It is but it doesn't account for your need to get out of danger in any direction other than forward. If you need to about face, or go any direction other than forward you're wasting evade frames just to turn even if you use about face to turn as quickly as possible. First off, There is literally a keybind for performing a instant about face. Secondly, if you use your mouse to navigate you can rotate your character almost instantly anyways. Third, the lack of a movement component is not a drawback in PvP in any way. There are very few ground effect cleave skills in this game that last longer than 1s and the ones that do have very little damage per single strike so it's not going to ruin your precious mirage if you take a strike while stepping out. Fourth, the lack of a movement component is one of the biggest benefits of mCloak because it means that mCloak doesn't interrupt revive, stomp, or skill casts in the way that a regular animation does. Fifth, the lack of a movement component means that mirage can dodge while on a narrow ledge or jumping puzzle without falling off. Did you play demo weekend mirage? No? Okay then.Demo weekend mirage was fine in pvp. The complaints about the dodge not moving you came from PvE where raid and fractal bosses are heavy on the mega-circles-of-instant-wipe, and even then it was mostly a issues of players just not being used to using mCloak.
  18. yep. my main beef too. shouldn't work on stun, pull, launch, push without EM but they have had over a year to change it, so I am not expecting much. Mirage cloak should be cosmetic then revert EM, Mirage will still maintain a second mechanic being Ambush skills. That's a cool idea. Photon forge should be cosmetic, you get that fancy transformation but no photon forge skills.Merge with the pet should be cosmetic, your pet disappears but do nothing.Finally a solution to all balance problems. Mesmer was the only spec to recieve 2 secondary mechanics with PoF, people had EM nerfed over Mirage Cloak.. No need to knee jerk, its a logical solution. Mirage cloak works outside the combat parameters of every other class, to defend that means to encourage more of it in the next expansion. Really? So DE received two mechanics by allowing them to stealth on dodge and mark, which one shall we will make cosmetic only? EM was op before released, lots of mesmers warned ANet of this. Dodge on stealth is because of the Silent Scope trait rework, it used to be on rifle kneel and only applicable when traited... Another knee jerk reaction... Yea, everyone complained about EM because you can dodge while stunned, of those complaints only experienced players or mirage players knew the issue was mirage cloak hence my first comment mentioning to revert EM. I personally see no difference between traiting to stun break on dodge or stealth on dodge, its also the same as traiting to Temp and being given 4 stun breaks on overloads. TLDR: Mirage Cloak is and forever will be a fundamentally flawed design at its core.Defending this opens the door to more specs breaking the combat parameters that every other class is refined too. That doesn't invalidate that de has 2 mechanics. By giving mirage cloak a cosmetic only approach you're actually crippling mirage, like here take this worse dodge but hey it looks good.Before you say it, ambushs apart from axe and sword which are indeed good, are just fillers. Plus axe 2 was drawn in a way that you need to use it with mc. By making mc cosmetic only you'd have to give an evade to axe 2. As for EM, it doesn't need a revert, it needs a redesign, there were several good ideas flying around, like 20% cdr on deception, cleanse a condi and a soft cc.I know some people want to tie dodge while stunned to it. It's a bad idea, dodge while stunned needs simply to go. Since when are major traits class mechanics? Just because it is an on dodge effect that doesn't necessarily make it a class mechanic. By that logic, evasive arcana on ele's arcane spec is a class mecahnic. Isn't mirage cloak a dodge effect too? It's 2 dodge effects (attack while dodging, longer duration) packaged into one. The reason why this is generally considered to be a class mechanic is because it is a core part of the spec that every mirage gets regardless of their trait choices. A DE has to give up the other master major trait choices to get stealth dodge. Edit: Mirage is not the only elite spec that gets 2 class mechanics. Technically weaver does too. However, as the pleb class that it is, ele gets drawbacks attached to its mechanics. Weavers have reduced cds on their attunements, but the drawback is that all attunements go on cd while swapping instead of only the last attunement you used. Weavers also get access to dual skills, but the drawback is that you lose access to your #3 skills unless single attuning, and you get delayed access to the #4 and #5 skills of the attunement you just swapped to. 1 Second evade was given to mirage specifically as a direct result of how garbage and functionally unplayable the entire specialization was during the demo weekend before path of fire was released. Because you lose so much ability to physically get out of danger with mirage cloak because of the loss of mobility the extra evade frames are there to help give a bit of buffer should you need to about face and run out of fire, literally in some circumstances. Because at 0.75s any time you need to about face, or change any direction and move yourself out of danger you've effectively lost evade frames overall compared to a standard dodge roll no matter how fast you move yourself out of danger, mathematically. Isn't superspeed on dodge baseline for mirage? It is but it doesn't account for your need to get out of danger in any direction other than forward. If you need to about face, or go any direction other than forward you're wasting evade frames just to turn even if you use about face to turn as quickly as possible. First off, There is literally a keybind for performing a instant about face. Secondly, if you use your mouse to navigate you can rotate your character almost instantly anyways. Third, the lack of a movement component is not a drawback in PvP in any way. There are very few ground effect cleave skills in this game that last longer than 1s and the ones that do have very little damage per single strike so it's not going to ruin your precious mirage if you take a strike while stepping out. Fourth, the lack of a movement component is one of the biggest benefits of mCloak because it means that mCloak doesn't interrupt revive, stomp, or skill casts in the way that a regular animation does. Fifth, the lack of a movement component means that mirage can dodge while on a narrow ledge or jumping puzzle without falling off.
  19. The problem with your entire system is that you are assigning value to actions while ignoring that the value of various actions varies wildly with context. My system does not assign value to actions, but instead only gives value to the outcome of actions. Outcomes are definitive and quantifiable. Actions are neither. Your system would just result in players never wanting to push nodes for fear of getting point screwed. Let say you have two evade spam weavers fighting a eternal 1v1 on a neutral node. After awhile a thief shows up and stabs one of the weavers to death. Under your system both the weaver and the thief get equal credit for scoring the kill. Under my system the thief gets the bulk of the credit, since he the one that scored the kill. See the difference? Like if I'm in a blowout match under your system, the best thing for me to do is to go cap close and sit on it. I don't want to push any enemy nodes because I would just get penalized and since the match is tending towards a blowout I just want to cut my losses via holding that one node for my value points. My system gives better rewards to those who go above and beyond, while players that contribute what is expected of them get the expected reward.
  20. The invisible/positive/negative distinctions are irrelevant. 1.) Decaps/caps should only give points to the capper up until the node is contested again. Once a node is contested it should only give it points to the currently defending players. Players contesting a neutral node should get 1PPS. Players contesting a friendly node should get 2PPS. (1 for the node not being in enemy hands, and 1 for it being in your team's hands)2.) Points should not be awarded for merely being in a fight, as per #1 a player is already gaining points for simply fighting over a neutral or friendly node. Extra point rewards are superfluous as simply being in a fight is not necessarily contributing to winning.3.) Fighting on a enemy node does not need a penalty as the penalty is already there the form of the player not gaining points for defending as per #1.4.) Points awarded per kill should be distributed by a player's eDamage* against the target. If player 1 has 60% of the eDamage dealt to the killed foe and player 2 has 40% of the eDamage dealt to the killed foe, then player 1 gets 3 points of the 5, and player 2 gets 2 points of the 5. If you count kills via tags such as you currently have proposed, you'll just have thieves running around tagging everything.5.) death penalty is too heavy handed. A 5 point loss is enough, moreover there should be a 2 point loss for friendly players within 1500 range for failing to peel for their downed comrade. If you leave the death penalty as you currently propose you end up with stuff like a Scourge getting screwed over pointwise because his team's firebrand is a moron.6.) Fighting outnumbered should not just give points. Whether or not fighting outnumbered is advantageous is highly situational, if your team has players on respawn then you being outnumbered is contributing nothing. *eDamage = Effective Damage. eDamage = Damage Dealt to Target - Healing Target Received. So if you hit a enemy for 5k and the enemy then heals himself for 4k, then your eDamage is 1k. If you DO NOT use eDamage, you end up with players getting lots of damage credit for beating their face on a bunker for 3mins, while the guy that runs in a bursts the target down would get little credit. eDamage insures that credit is distributed only to players that where actually responsible for killing the target, and not give credit to players that are just tagging. Having the value be the only measure towards the leaderboard is also going to be ripe for abuse, as players would basically try and find whichever class is best for farming value points. A better system is this: At the end of the match the values of all the players on a team are added up. You can then compare each individual player's value against the total value of their team to get each player % of team value. We can expect each player to contribute 1/5th of their team's value. If a player has more value than 1/5th then they get bonus rating equivalent to how much above the expected 1/5th they are. If a player gets less than 1/5th of the team's value then they get less rating. If a player gets exactly 1/5th then you give them the exact glicko2 rating change. that they would have gotten if our system didn't exist. In the case of a loss the player's with above expected value loose less rating than the player with below expected value.
  21. It works perfectly fine for me if I input correctly from my side. And my ping is about 100-150. The reaction time of a college aged person typically around 0.25 seconds for a visual cue and 0.2 seconds for a audio cue. Adding 100ms of ping to that brings it up to 0.35 seconds for a visual cue and 0.3 seconds for a audio cue. I 100% guarantee that you can not reactively dodge a 0.25 second cast.
  22. You randomly dodge and hope you get lucky. I'm not joking. This isn't something new, ArenaNet actually tried to get rid of the build back in 2016 by trying to prevent the use of teleports while vaulting, except they didn't do it right and you can still use steal while vaulting.
  23. The teleporting stealth class that can spam evades through weapon skills is vulnerable with minimal escape potential? What Stealth? You mean from the Shadow Trap that is on cooldown? Oh yeah, I forgot, Thieves can equip 10 utilities (8 regular, 2 elite of course) and trait into all 6 traitlines at once. Its so OP that they can do that...No you just do what literally every thief does and have shortbow as your off weapon with blinding powder, signet, and shadow step for utilities. That's 2 stunbreaks, 2 teleports, a endurance refill, and stealth, all on the same package.
  24. I prefer the new one. The old one looks absurd and does not match the skill's hit VFX at all.
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