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Axl.8924

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  1. Personally i don't have a issue with necros in pve. Now pvp and wvw are another story. having 2-3 necros at a time does show that ANET is kinda trapped and ele is kinda stuck. but i think thats more a issue with necro counters being nerfed out of existence.
  2. Some people live in another reality and clearly cannot see the forest from the trees. People who love one class will defend it til death and other times the opposite can happen you hate something so much that you won't be happy until that said class that person hates is deleted from the game and unable to do anything. Its the very reason i am iffy about who i trust about info. I heard some claim for instance that bladesworn isn't good as spellbreaker but i cannot really be sure or unsure since i don't have the expo for either and there could be bias. There was bias in necro forums obviously defending OP classes in the past as there was with others, but some classes specifically always get tons and tons of hate. Necromancer engineer warr thief Mesmers in my opinion recieve more hate than others.
  3. Guardian Firebrand is another support build that's good at a few too many things. The main aspect that we want to bring down is its ability to heal allies, and for this update we've targeted its passive healing capability via Battle Presence. This will reduce the firebrand's overall healing output while still leaving Tome of Resolve as a higher-impact healing option. Battle Presence: The following changes affect the firebrand elite specialization only. o Reduced pulse base heal from 84 to 42 in WvW only. o Reduced pulse heal attribute scaling from 0.06 to 0.03 in WvW only. In this update, we're shaving down the damage output from both power guardian and revenant in WvW. Staff damage is something that we've brought down previously, but it's still higher than we'd like to see on a weapon primarily designed for support builds. Test of Faith: Reduced passthrough strike power coefficient from 2.52 to 2.22 in WvW only. Procession of Blades: Increased cooldown from 20 seconds to 25 seconds in WvW only. Holy Strike: Reduced power coefficient from 0.91 to 0.73 in WvW only. Symbol of Swiftness: Reduced power coefficient from 0.3 to 0.25 in WvW only. Righteous Instincts has been a key piece of power guardian builds for as long as it's been in the game. Core power guardian currently sees average success in lower ranked play, but it hasn't been a major player in higher ranks or serious tournament games for quite a while. While we were looking at updates for willbender, we floated the idea of enhancing Righteous Instincts and saw it as an interesting option. This is another change that we'll be keeping a very close eye on to measure the impact and see if it's something that we need to reevaluate. Righteous Instincts: Increased bonus critical chance from 25% to 40% in PvP only. While the Righteous Instincts effect is potentially a big one for willbender, we felt that there were a few other pieces that were worth adjusting. A longer immobilization on Advancing Strike gives willbender slightly more potential to set up its own damage, and lower virtue cooldowns solidify the specialization as a high-mobility roamer. Advancing Strike: Increased immobile duration from 1 second to 2 seconds in PvP and WvW. Lethal Tempo: Increased damage bonus per stack from 2% to 3% in PvP and WvW. Flowing Resolve: Reduced ammo recharge from 30 seconds to 20 seconds in PvP and WvW. Increased initial base heal from 783 to 1,331 in PvP and WvW. Crashing Courage: Reduced cooldown from 50 seconds to 30 seconds in PvP and WvW. Roiling Light: Reduced cooldown from 30 seconds to 25 seconds in PvP and WvW. Heaven's Palm: Reduced cooldown from 25 seconds to 20 seconds in PvP and WvW. Mighty Blow: Reduced cooldown from 8 seconds to 6 seconds in PvP and WvW. Zealot's Embrace: Increased power coefficient from 0.8 to 1.2 in PvP and WvW. Ring of Warding: Reduced cooldown from 30 seconds to 25 seconds in PvP and WvW.
  4. ArenaNet Staff Popular Post Posted 22 hours ago 03/29/2022—March 29 Release Notes Super Adventure Festival Moto's world-renowned Super Adventure Box returns again when the Super Adventure Festival kicks off on March 29! Explore two worlds of excitement, peril, and educational entertainment to earn holographic weapons and a variety of loot. Travelers can visit the Adventure Box in Rata Sum—temporary portals have been placed in each major city to facilitate easy travel to the scenic hub of asuran culture! Festivities begin on March 29 and continue until April 19 at noon Pacific Time (UTC-7). Complete the festival's meta-achievement, (Annual) Super Adventure Box Nostalgia, to earn the new Reality Rig Mk1 chest armor! Last year's reward, the Mini Super Ooze, is now available from the Super Adventure Box Traders. Once you have your Mk1 in hand, talk to the Super Adventure Box Traders to upgrade it with Bauble Bubbles into the Reality Rig Mk2 and Reality Rig Mk3. A new holographic Hardlight weapon set is now available! You'll receive your choice of a weapon by progressing the Super Adventure Box Nostalgia meta-achievement, and you have a rare chance of finding additional tradeable weapons in Super Loot Bags, available from a new daily achievement. A new partial weapon series, the Retro-Forged weapons, has been crafted by a visitor to Rata Sum. You can purchase these weapons directly from a festival vendor or find them as rare drops in Super Loot Bags. A new daily achievement, Extracurricular Adventures, has been added. This achievement can be completed by beating levels in the Box or defeating champions anywhere in Tyria. The achievement rewards Super Loot Bags containing helpful items for your adventures in and out of the Box. The rotation of daily achievements for Super Adventure Box has been reorganized to increase the variety of achievements appearing in different combinations. New Super Adventure Box-themed guild decorations have been added! Give your hall a sky-high treatment with new cloud platforms. Crimson Assassin Tokens can now be traded for Bauble Bubbles. Super Adventure Box has been updated to no longer remove food, utility, and other positive effects on entry. The remaining time on these effects will be suspended for the duration of your Super Adventure and resume when you return to Tyria. Super Adventure Box vendors will now leave Rata Sum when the Box closes—they will be available year-round in the skritt cave in Lion's Arch. Updated the properties of moving objects, such as rapids logs, to reduce rapids-related catastrophes. A number of Super Adventure-related bugs have been fixed to ensure a safe education for all heroes. World Polish Players can now obtain up to five stacks of the Dragon's End Contributor effect by participating in the Battle for the Jade Sea meta-event. All players can obtain a stack of the effect when each of the three lanes' escort events succeeds, and a stack when the "Quell the Branded void corruption" event succeeds. Players can then obtain a fifth stack by participating in the "Use crystallized dragon magic to charge matching prismatic crystals" event if it succeeds, for a total of five possible stacks. The number of events needed to increase the readiness levels in the central area of Dragon's End during the "Preparations: Central" event has been reduced. Fixed a bug that could cause some of the Purist agitators to travel outside of the event radius in the "Thwart the Purist agitators!" event in New Kaineng City. The "Defeat the Purist champion" event in Old Kaineng will now trigger after every successful completion of the "Thwart the Purist agitators!" event in New Kaineng City, rather than every 5 completions. To compensate, the "Thwart the Purist agitators!" event will trigger less often. Adjusted the spawn conditions and locations in Dragon's End for the Looking Back collection achievement. Marjory will now appear as long as the meta-event is not actively running. The hint text for this achievement will be updated in a future release. General Exposed The Exposed effect is applied when a creature's defiance bar is broken and causes the creature to take additional power and condition damage for a short duration. Previously, there was no consistent duration for Exposed. We are standardizing its applied duration to 10 seconds, which is longer than the previous durations. With increased duration, we are also adjusting the effect to compensate. Previously, Exposed caused the target to take 30% increased damage from strikes and 100% from conditions. This short window of Exposed overrewarded certain builds with high burst capability in content such as fractals. Moving forward, Exposed causes 10% increased damage from strikes and 20% from conditions over its longer duration of 10 seconds. This allows more time to take advantage of this window of opportunity while more consistently rewarding a variety of builds. We will be keeping a very close eye on the effects of this change. This change does not affect the Exposed effect on Soo-Won in the final encounter of the Dragon's End map meta-event. Bug Fixes Fixed incorrect progress text in the Cryptseeker achievement. The Simpleminded achievement has been reworked to require throwing treasures at naga looters instead of requiring throwing treasures at multiple naga looters simultaneously. A hungry hatchling in Dragon's End now correctly consumes the right fish. Fixed an issue with the Tsunami Dodger achievement that prevented progress from being awarded. Updated the description to clarify the requirements. Fixed a bug that prevented certain repeatable hero challenges from updating to be fully complete and caused the content guide system to erroneously point to them. Added a pair of diving goggles and a diving achievement in Arborstone. Fixed elite specialization collection text to more accurately refer to a specific enemy group instead of a specific enemy type within a map. The Thruster Control Unit has been moved to the Kaineng Overlook Strike Mission reward chest. Several PvP reward boxes have new icons. Bian will no longer mistake asura for sylvari at the end of her world tour. Updated the hint involving the tengu-made bow in the Character Growth achievement. Minions will no longer be permanently knocked down if they are caught in a shock wave in the chapter "The Only One." Several easily excitable shrine guardian fox kits in Seitung Province and Echovald Wilds are no longer in time-out for being overly playful with groups of adventurers. Jade lanterns now have a new interact animation. A new-but-possibly-familiar friend has appeared in Arborstone for those players with the Arborstone Revitalization Globalization Mastery. Resting is now effective in all of Arborstone, not just the inn. Players staying in or logging out from anywhere in Arborstone for at least 4 hours will get an experience bonus effect based on their Arborstone Revitalization Mastery progress. The type of objects made for assisting the tengu crafters for the Mori Village renown heart will now properly cycle through all of the daily options. Collecting all 3 ingredients for making the crafters' objects for the Mori Village renown heart now helpfully displays the location to take your full basket to make the finished product. The duration of the damage-bonus effect granted when a player successfully returns to their body at the top of the platform during the final boss fight in The Battle for the Jade Sea meta-event is now refilled once the boss returns to the platform after that phase completes. Updated the inventory icon for the Speaker Supplies gathered for an objective during the "Bring Speaker supplies to Stas" event in Echovald Wilds to appear more distinct from the nonobjective rewards dropped by defeated Speakers. Fixed a bug in which Kestrel Ariana would teleport during the "Prevent both of the gangs from seizing control of the junkyard" event. She now stays and fights. Fixed an issue that prevented the asura gate to Lion's Arch inside of Arborstone from being usable upon training the Base of Operations tier of the Arborstone Revitalization Mastery track. Fixed a bug in which Tateo and Trainer Saya were not reappearing after the "Track down the missing tengu, Tateo" event. Tateo and Saya now reappear consistently. Fixed a bug in which the corrupted moa in Echovald Wilds could get an incorrect amount of added boss abilities. Fixed an issue that made a small number of kirin in Echovald Wilds unintentionally hostile toward players by default. Made scaling adjustments to enemies in the "Stop Void Corrupters from tainting the jade shipment" event in Dragon's End. Fractals Thaumanova Reactor: The cooling chamber no longer burns player pets, and it no longer causes mechs to be stuck in an infinite damage loop. Sunqua Peak: The Sorrowful Spellcaster's overlapping area-of-effect attacks will no longer kill player pets. Raids The catalyst's jade sphere energy is now set to maximum when engaging a raid or strike boss. Personal Story Updated the interior of the apartment complex in Brume Alley in New Kaineng City to prevent it from automatically kicking players out in the chapter "The Future in Jade" in End of Dragons. Added an optional quest marker for Joon's office inside Yong Reactor to increase visibility on the location in the chapter "Deepest Secrets" in End of Dragons. Fixed an issue in which players would get automatically dismounted when trying to mount if they were wielding Sohothin in the chapter "Beast of War" in Path of Fire. Items The elite specialization collection item earned from completing the End of Dragons story can now be earned from completing the Dragon's End meta-event or purchased from vendors in Dragon's End if you have finished the story with another character. The text will be adjusted to reflect this change in a separate update. Recipes for lower-level potions of slaying have been adjusted. Weak recipes produce 1 potion, minor recipes produce 2, powerful recipes still produce 10, and all other recipes produce 3. Fixed a bug with jade bot scavenger protocols. Scavenger protocols will no longer work when killing players. Testimonies of Jade Heroics may be exchanged for Testimonies of Desert Heroics at heroics notaries. Profession Skills Elementalist Catalyst In our previous update, we addressed the fact that the catalyst's pure DPS builds were simultaneously providing 100% quickness uptime for a party while doing among the highest damage output of any specialization in the game. As other boon support builds that provide excellent uptime on critical boons (such as quickness or alacrity) have less damage output than builds focused purely on damage, the catalyst was at risk of supplanting all other quickness providers in group content. We addressed this by making trait and damage output changes quickly to prevent it from distorting the cooperative play meta-game. However, it left the catalyst's damage builds not meeting our goals for the profession; it's difficult to play well and is only dealing competitive damage on large targets or targets where you can stand inside their hitbox. That's not great! We want every profession and specialization to feel awesome, regardless of the size of your enemy. We've prepared a list of changes to specific skills and effects to help reach these goals for PvE play. None of the following changes apply to PvP or WvW. Key Issues Issue 1 Hammer 3's orbiting elemental missiles each give a beneficial passive effect while active, but the skill usage pattern required to upkeep each one is very unforgiving. To address this, the duration of the elemental missiles and their effects in PvE are being increased from 5 seconds to 15 seconds. As before, activating a new one refreshes the timer on all of them. It's not only going to be easier to keep them up all of the time—we're also significantly increasing the passive benefits for having each active so that keeping them all up is a rewarding goal! Rocky Loop and Icy Coil now reduce incoming damage by three times more than they did previously (from 5% up to 15%), while Crescent Wind now gives an increased critical hit chance (formerly 7%, now 10%), and Flame Wheel now increases all of the damage you do (formerly by 5%, now 10%). Issue 2 Too much of the catalyst's damage is reliant on hitting as often as possible with Hammer 3's orbiting elemental missiles. This can make it hard to play consistently against small targets or in situations where you can't walk inside of your target's hitbox. To address this, the damage from Hammer 3's missiles is being dramatically reduced so that the catalyst is not reliant on keeping them inside an enemy's hitbox for effective play. Instead, we've packed all of that removed damage and a lot more into the other things that you're doing while they're up. The hammer is a weighty weapon, and it should feel like it when you're crushing your enemies. All of your Hammer 1 and Hammer 2 skills will now deal more damage per hit. Grand Finale deals a lot more damage per missile now, too, so once you have all your missiles from Hammer 3 out, you're ready to launch an attack worthy of that preparation! Issue 3 The Shattering Ice utility skill is a powerful source of damage, but fully taking advantage of it requires that you hit a target every 0.25 seconds—otherwise you miss out on damage you could have gotten from this skill. To address this, we're increasing the interval on this effect from 0.25 seconds to 1 second, with significantly increased damage. This makes it easier to reliably get the full damage possible out of this utility skill. Catalyst PvE Updates Hammer Singeing Strike: Damage coefficient increased from 0.67 to 0.9 in PvE only. Surging Flames: Damage coefficient increased from 1.5 to 1.8 in PvE only. Stream Strike: Damage coefficient increased from 0.7 to 0.8 in PvE only. Water Rush: Damage coefficient increased from 0.9 to 1.1 in PvE only. Chilling Crack: Damage coefficient increased from 1.2 to 1.4 in PvE only. Rain of Blows: Damage coefficient per strike increased from 0.42 to 0.45 (4 strikes). Wind Slam: Damage coefficient increased from 0.72 to 0.9 in PvE only. Hurricane of Pain: Damage coefficient per strike increased from 0.513 to 0.6 (9 strikes). Stonestrike: Damage coefficient increased from 0.93 to 1.1 in PvE only. Whirling Stones: Damage coefficient per strike increased from 0.51 to 0.65 (5 strikes). Flame Wheel, Icy Coil, Crescent Wind, Rocky Loop: Damage coefficient reduced from 0.1 to 0.001 in PvE only. Rocky Loop: Duration increased from 5 seconds to 15 seconds in PvE only. Damage reduction while active increased from 5% to 15% in PvE only. Crescent Wind: Duration increased from 5 seconds to 15 seconds in PvE only. Critical Chance bonus while active increased from 7% to 10% in PvE only. Icy Coil: Duration increased from 5 seconds to 15 seconds in PvE only. Condition damage reduction while active increased from 5% to 15% in PvE only. Flame Wheel: Duration increased from 5 seconds to 15 seconds in PvE only. Damage and condition damage bonus while active increased from 5% to 10%. Grand Finale: Damage coefficient per missile increased from 0.7 to 1.0 in PvE only. Utilities Shattering Ice: Damage coefficient per strike increased from 0.1 to 0.6 in PvE only. Chill duration increased from 0.5 seconds to 1 second in PvE only. Interval between strikes on the same target increased from 0.25 seconds to 1 second in PvE only. Traits Empowered Empowerment: PvP split removed; effectiveness increase in PvE changed from 50% back to 100%, matching PvP and WvW.
  5. What i meant by confusion is if hammer has issues maybe you could ask ANET to overhaul whatever deficiencies it has and hopefully get changes? I was asking because i don-t know and don't know if maybe its not done just because firebrand exists and it already offers a lot of stuff.
  6. You know what i'm worried about? instead of touching mechanist in itself they are gonna touch core and make scrapper even more inferior to mechanist and or ruin core. I am always worried about anet ruining core classes to fix the new elites since they have a bad tendency to do that.
  7. I dunno man that build seemed to be able to do more than that too at moments like 10+k dmg charge i forget the exact amount. Don't get me wrong it has issues and all, but its practically a instance charge 5-6k dmg from dragontrigger which if timed well can down peeps.
  8. Then overhaul hammer? ask for overhaul of hammer unless of course it won't be done because of firebrand being a big supporter and its weapon offers something which i don't know.
  9. The video of who was it naru? maybe someone else? saw pvp and bladesworn insta 5-6k and you can do possibly bigger plus it has good mobility where you use the charge up of dragontrigger to catch up to people from afar teleport and gank them.
  10. Nerfing classes because people don't like it is how we kill the game and destroy enthusiasm for classes. The problem is: Yes i think complexity of a class can be a good thing i think as long as for instance a class is fun such as: You are a ele or mes main and your build is super complex but very enjoyable and gives reasonable performance for the level of dps required, then it is acceptable. Unless you completely change to make every class complex and difficult to master then i think this mentality wouldn't work, and there would possibly be a uprising with pitchforks defending classes. A person who plays scrapper or holo or weaver should prob at least like the class and enjoy playstyle if they plan to play it long term, because part of the reward of a challenging class is mastering it and having all buttons perfect to get that real high dps.
  11. Comparing easier to harder classes based on button mash didn't work because If for instance: ele and mes are more complicated button combos and lets say nec were easier then you would have to nerf to inneficiency and that would cause groups of people to leave and i doubt ANET wants that. What you can do is compare classes in roles and say Here is weaver here is holosmith here is mechanist what do we want mechanist to be? what vision do we have for weaver and catalyst? what about the vision for lets say dragonhunter vs willbender?
  12. I heard that a cele holosmith can hold its own but any got any videos of some skilled cele holo players? i'm interested in seeing. I heard there are very few cele holo masters and that skill cap is high is that true?
  13. No i'm just putting it here and wondering what ANET wants us to play support hybrid or what on catalyst.
  14. Catalyst Deploy Jade Sphere: Cooldown increased from 5 seconds to 15 seconds in PvE, matching PvP and WvW. Shattering Ice: Damage coefficient reduced from 0.3 to 0.15 in PvE only. Relentless Fire: Damage bonus reduced from 15% to 10% in PvE only. Empowered Empowerment: Elemental Empowerment effectiveness increase changed from 100% to 50% in PvE only. Sphere Specialist: Raised the base duration increase of Jade Sphere boons from 20% to 100% in PvE only.
  15. The guy above is right though there should be variety of classes able to play support.
  16. Im a bit of both i can enjoy aesthetics but i want it to also to be functional. I got a bit frustrated for instance with how the virtuoso weapon lacked mobility and now we are seeing gs taken i get frustrated when i don't understand what the motive of the new elite spec is and if its meant to fill a niche or outright replace something.I think personally each elite and spec should fit its niche and allow people to enjoy the game how they want. If i want to play the game and for instance if i were to fall in love with playing mirage for some reason and i want to, then the game should allow mirage to be viable somehow in pve. understnad things being strong in 1 mode and weak in the other but each one should have something it fits if its meant for PVP only well i don't think thats good because what if a pve minded person wants to enjoy a new class?'
  17. Question are you refering to barrier? or heal as in regen or both? and are you able to do like 2500 hp regens? cause i've seen 2500 something from a mechanist in a raid the guy did die trying to keep his team alive.
  18. I saw someone raiding with mechanist i didn't recognize the class at all because well i only played for like 5 mins tops and didn't recognize it. How good is the actual support its able to do?
  19. Maybe make virtuoso something like single burst class that is above chrono by buffing it and fixing some issues it has with the actual weapons. Seriously there is a weird delay on the shatters which shouldn't be there. Considering chrono has a delay in that you need to build up clones to do burst damage if they fix up power virt we could see it surpass chrono enough for instant burst hopefully.
  20. I like that idea actually and or dps outside shroud i mean 37k dps was really respectable for reaper and for that sustain it used to have was pretty darn high.
  21. The problem with this, is that shroud is where most dps is and they were very high dps but in relatively good area. And nerfing them by too much would put them in a area where nobody would want them because they would:A die faster and b: Lose shroud too fast and thus lose DPS. That is unless ANET plans to buff weapons outside shroud and keep shroud only for survival. It's like that saying If you offer a long route frought with possible failure and frustration or a shorter route thats easier and far less failure its obvious what will be picked more often.
  22. I'm talking about pve reaper are very heavy handed nerfs. scourge may or may not be ok i guess we will have to wait to see but reaper pve nerfs are def very heavy handed.
  23. GS would prob be taken in pvp over dagger in pvp lack of sustain then again that weird delay and lack of mobility isn't helpful either. At least chrono can escape by taking the place of its clone and at least mirage has some mobility to escape attacks. What the heck are you meant to do with virtuoso?
  24. True but the other side isn't " delete Spec from pve and fractals and raids" OH i found out that willbender is stronger than firebrand as condi dps so i guess it does actually have something it thrives in.
  25. They could always focus on fixing the actual EOD specs and sitting down and thinking what their vision for each spec is. For instance: What is anets vision for berserker now that bladesworn is out? In pve? in pvp/Wvw? etc etc. What is anets vision for Reaper In pve/PVP/WVW? on and on don't just nerf classes out of meta actually sit down and think about the classes and discuss plans about what to do. Is x class supposed to only be in pvp good? why? Is y class only supposed tob e good in pve? why? A good example is their vision for willbender.
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