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lodjur.1284

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Everything posted by lodjur.1284

  1. With the exception of dwarf most of those have very low opportunity costs. Dwarf generally isn't used on the problematic build, it usually uses dragon as that's much better for outnumbering people. The cleansing potential isn't problematic, the transfer potential is, espec as you can let the stacks grow while you have resistance so there's no real risk to it Rev almost swaps on cooldown, because that's how you use energy the most efficient, making cleansing get relatively close to maximum effectiveness on rev, as opposed to builds that swap a lot less. The condis that the actual rev do are at a good spot rn, the transfers are not, yesterday on multiple occasions I got 40+ stacks of torment and 20+ stacks of burn on me just from transfers, from revs that didn't even use any dmg skills. This is essentially a 1 shot, from a very easy situation to trigger. For the rev to transfer that amount of condi they would have to have the conditions on themself first. When the rev pulls conditions from allies onto themself they do get a few seconds of resistance to deal with it short term, however, the opponent can dodge/ be out of range of the transfer and then the rev killed themself instead.With 5 targets using absorption once gives you 8 sec of resistance. That's not short, that's close enough to forever. It's an extremely low risk high reward playstyle that rewards outnumbering the enemy and creates poor play patterns.
  2. ...So piling up 30 stacks of condis on a single target in PvP/WvW is fine but throwing them back not? Maybe the source of those condi stacks should have noticed the resistance boon in the target before spamming all his skills on him. But I'll concede: I agree that is too strong, not because the volley back is undeserved but because a lot of times the transfer happens accidentally just because you need to swap reset your depleted energy levels, so sometimes in skirmishes the Rev nukes the entire opposition surrounding him not due a planned move but just because luck, and the game shouldn'r reward luck as a basis. First off, condi rev has pain absorption and demon facet, both actually pull condis from allies. Let's say I hit 6 enemies with mace 3, one of them a condi rev, it uses pain absorption once, now it has 24 stacks of torment, it swaps near me (or someone else) who now gets 24 stacks placed on them with no tell. Plenty of people don't even seem to attempt to use any offensive skills when running the build, just spamming pain absorption, making their resistance fairly close to permanent. Also someone if stands in your stuff long enough 30 stacks is okay. 30 stacks for just being near them when they pop off true nature demon or swap isn't okay.
  3. As happened with the trait wich caused instant damage on legend swap under certain amount of energy (which should never been deleted) this transfer lack of "call" should be easy to fix: put a clear visual and audio signal when the swap triggers the effect and delay the application 0.5, 0.75 or 1 second so the enemy knows what's going to come and can react to (which anyway would be great to force to spent them evades, iframes, etc). That would at least alleviate the issue. I personally would also want a cap of like 5 stacks or something as getting 30+ stacks from one attack is ridiculous either way.
  4. Yep this is what I do on my Bunker Herald for blobing. I once tanked 40 stacks of Burning under Burning oil and transferred it to people behind the gate repairing.Omegalul. While hilarious it is absolutely terrible design
  5. With the exception of dwarf most of those have very low opportunity costs. Dwarf generally isn't used on the problematic build, it usually uses dragon as that's much better for outnumbering people. The cleansing potential isn't problematic, the transfer potential is, espec as you can let the stacks grow while you have resistance so there's no real risk to it Rev almost swaps on cooldown, because that's how you use energy the most efficient, making cleansing get relatively close to maximum effectiveness on rev, as opposed to builds that swap a lot less. The condis that the actual rev do are at a good spot rn, the transfers are not, yesterday on multiple occasions I got 40+ stacks of torment and 20+ stacks of burn on me just from transfers, from revs that didn't even use any dmg skills. This is essentially a 1 shot, from a very easy situation to trigger.
  6. I mostly talk about about true nature - demon. Permeating pestilence is less annoying. The problem isn't rev being able to deal with condi (which condi rev has never struggled with). It's getting hit by like 30 torment and 20 burn in one untelegraphed hit (real example from yesterday). If these things cleared condis or had a cap on the amount of stacks transferring they'd just be like any strong clear which is okay All Revs have struggled with condi, even condi Rev. Has he got resist on? Pffft, no problem, boon strip, steal, or corrupt takes care of that, and there’s plenty of those skills to go around. Just for an example, if I’m running a condi class, I will always, ALWAYS, target the Rev because I know he doesn’t have anywhere near enough to clear them. As for your example, sure, that happens on occasion , but that’s a stars aligning in the right place at the right time kind of stuff and doesn’t happen all the time. Usually, condi cleansing takes care of that regardless, unless of course your running a Rev, which see above in that case.I currently must play condi rev, even without herald it's very strong against condi. Transfer herald is fairly common atm The transfer thing happens on a regular basis because it's very easy Step 1. Play condi heraldStep 2. Outnumber your enemyStep 3. Spam som pain absorptionStep 4. Hit true nature - demon and stance swap
  7. I didn’t mention cleansing sigils as it’s not a rev specific cleanse so it’s an advantage all classes can use against condi. How many people use dwarf? And it’s a 30 sec cd and forces you to use your heal just to cleanse condis. Also now with less condi stacks but longer durations, the usefulness of resistance is somewhat less. Now compare these to things like mesmer’s cleansing mantra, ranger and guardian cleanses and to an extent necro’s transfer/condi cleanses. But they are better on rev than on most classes and absurdly good against condi. I personally use dwarf, it has overall good skills. Between resistance and the clears that rev does on condi rev I feel about as good against condi as I do on most other classes Power rev I haven't really played enough but with 4 clears on stance swap it shouldn't be terrible. Either way they're not usually running the transfer stuff
  8. When you think about it though and compare to other professions, outside of the transfer, rev doesn’t have a lot of good cleanses, and this has always been one of revs biggest downfalls. The only realistic ones I can think of are one cleanse on legend swap, 2 on staff, and 6 On the dwarf heal? The others would be traited shield skills and Ventari but these in general aren’t really worth including unless playing support. You haveCleansing sigil (all classes but very good since stance swap counts)1 on swap with invoDwarf heal 5Mallyx resistance on trait and activeSome various stuff like removing chill/immob/cripple in assassin. Presumably permeating and true nature could be replaced with normal clears or something too
  9. I mostly talk about about true nature - demon. Permeating pestilence is less annoying. The problem isn't rev being able to deal with condi (which condi rev has never struggled with). It's getting hit by like 30 torment and 20 burn in one untelegraphed hit (real example from yesterday). If these things cleared condis or had a cap on the amount of stacks transferring they'd just be like any strong clear which is okay
  10. It shouldn't do any strike dmg because no other hard cc does, this is barely a nerf. It has plenty of ways of dealing with condi, at least the transfer builds would even without.
  11. Remove the condi transfer from herald (and permeating pestilence). A class with resistance shouldn't have condi transfers. Buff battle scars a bit in WvW, cool mechanic, terribly low numbers, maybe add more ways of obtaining it too (and increase maximum stacks to like 50). 60ish lifesteal is ridiculously low, 100-150 would be reasonable, 200 would be strong.
  12. Mallyx call to anguish shouldn't do dmg. It doesn't do much at all but for consistency it should have it's dmg nerfed to other hard CC skills. Otherwise it's completely fine. Condi rev would be completely dead without the leap pull (unless it got the old spam chill+torment field back, but that's not happening) Only nerf really needed is the transfers that condi rev (specifically herald but to some degree permeating pestilence) has, a class with resistance shouldn't have access to those. Don't nerf axe, condi rev already only has 1 good weapon, which is mace, the off-hand and off-bar are choices between varying levels of trash, where axe is a little above the rest.
  13. Power has a an edge still due to less counterplay options, but the edge is reasonable now and "balanced". Power being a bit more common and overall SLIGHTLY better is not an issue, the previous patch levels of power dominance was. I would personally like specifically condi transfers addressed (specifically the ones from herald). They're currently way too strong when outnumbering, but nerfing those doesn't particularly change the power vs condi balance as they're mostly a way for condi builds to hardcounters other condi builds.
  14. I would personally love some combination of Lower downstate hpNo invuln on downRemoval of the "2" skills (the anti stomp ones)No free cleanse on downSlower/removed ressing1-2 person cap on ressing Or a complete removal of it from WvW
  15. +1, an outnumbered group has no chance of winning now due to lack of damage, rez abuse usually on the other side's favor, each player's Warclaw dismount doing more damage than most power skills, etc. I feel the exact opposite and almost exclusively play in a small group outnumbered. It's not perfect and downstate is more problematic than last patch but even so outnumbered fights are more doable. The best builds for outnumbering enemies took some of the biggest hits to their dmg.
  16. I love the new visuals for the auras. They're much easier to see. The new icons however are much harder to differentiate from each other, revert them, or color them uniquely to each aura.
  17. Have you considered playing a first person shooter? Think that TTK might be more to your liking, 5-10 is ridiculous.
  18. Eh meta felt way better than last patch. I encountered maybe 20%ish condi dmg players (rough estimate), last patch I encountered them notably less. There's never been a condi meta, I very much doubt this will be one. At most maybe 1/3rd of damage players will be condi based. So I equipped a cleansing sigil and after that I had absolutely no issues with condis (previous to this I only had 1 clear on a 30 sec cd and a few tiny pieces of resistance in my build). Struggling against condi really is a l2p (or maybe rather l2build) issue.
  19. The main reason i stopped roaming was the amoint of dmg being thrown around by everybody, and everybody and their grandma playing stealth classes, that have ontop of that high dmg AND high mobility, just unfun to play against. Ye that's pretty much my views on it a bit simplified. I find it interesting that you seem to dislike high mobility high burst builds while disliking the warclaw Imo warclaw specifically helps low mobility builds (that generally aren't very bursty) From my perspective how good WvW is essentially comes down to the more (engaging/challenging /fun) fights/hour I get the better. The less time spent running/sieging/waiting the better. From this perspective the warclaw is an amazing addition, I imagine that if one cares more about objectives and less about fights then maybe the warclaw is a negative addition to WvW Warclaw just makes poeple skip fights making the fights/hour drastically lower.Yes, it makes fights/hour drastically lower by making people arrive to fights much faster. Skip all engagements to get to ktrain PvE faster* As opposed to before when they'd do the exact same thing, just using mobility skills/invulns instead of a mount Except i also have those things so i can keep up while hitting them forcing an engagement, also allows you to slot in extra mobility to be able to chase poeple, many also play glassy builds and don't bother to swap while traveling. You have skill 4 on your warclaw. If they're "good" enough at running away to dodge it you just know they'd be fast enough to get away on foot, personally I haven't had anyone get away from me cause of mounts yet (that wouldn't also have gotten away earlier) I'm sure that necromancer would have been fast enough to run from that mesmer because they dodged a spear. So what I am gathering is that the people who hate mounts only play high mobility builds and are a bit salty that they can't gank necros as easily anymore. Except it is, you either fight or flight, if you try to flee while you literally can't then you are just poor at making decissions, you think ill try to run from the thief on my necro? No im not stupid ill fight back. We are talking open map PvP, an engagement happens when one player attacks another and in any such game normally an engagent happens whenever 2 enemies meet, look at other RvR games, games with world PvP, BR's etc. Yet it's rarely an engaging fight, I too kill random solo players on weak builds (for stacks/parti if nothing else), but it's hardly why I play WvW. I play it for the engaging fights, which mounts increase the number of. I almost never gank, i am always on my own, i engage in PvP 1v1 or outnumbered but i mostly play alone, no squad, maybe 1 other person sometimes. You can def gank alone tho. Ganking is what took a very big hit with the release of mounts. Most players who would fight back to such a degree that it was remotely engaging still do (ie 1v1s with a bit better players or 1vX against a bit worse players) Idk I always play in a group size of 2-4 on extremely rare occasions maybe 5-6, not been more even once. We instantly started finding more fights as the warclaw was added. Also why people play bad builds I have no idea, but fighting them 1v1 isn't particularly exciting. You can't gank alone, that's called engaging in PvP combat. Ganking is when you use overwhelming force, like in a MOBA where ganking is trying to +1 to create a Xv1 situation.Yet this isn't a moba, if this was sPvP I'd even be inclined to agree you. But tbh any build that can (almost) 1 shot players from a position where the enemy is unprepared (ie from range, using stealth or with teleports) can gank by themselves, it's really just going out of your way to find unchallenging encounters and ending them very quickly. My friends all love mounts and think they're the best thing to happen to WvW. Doesn't change the fact that people don't do it, meaning fighting one of them is fairly meaningless. There needs to be at least 2-3 before fighting those players is even remotely engaging The people who benefit the most from warclaw is people who do like 2-4vX
  20. At the moment? Condi Mirage has been in this state since it got released almost 1,5 years ago lol. I am not trying to argue about condi mirage here, it is and has been broken since release. Obviously if it's currently broken that means it used to be broken since it's gotten nothing but nerfs, all with good reason.
  21. People always did that. Whatever is "in" is being played. Played whatever is meta ye, but condi has never been more common than power in the entire history of gw2. If we end up in a condition heavy meta, it will "self-correct" due to how powerful anti-condi options there are.
  22. Tbh condi mirage does as much damage as power builds atm in gear with both toughness and vitality on it. I even specifically mention condi mirage as an outlier. It is at the moment really broken, I expect it will still be very strong next patch but losing 50 endurance is a big deal so we will see. It's 1 trait. It's not an entire build or an entire damage type. Also this game needs more traits like permeating wrath that actually punish stacking. If your zerg is dying to condi when stuff likeCleansing SigilsDurability RunesAntitoxin RunesHeal scrapperHeal firebrandHeal tempestAnd other similar stuff exists, it's clearly a l2p issue. Yes the permeating wrath build is decent for zergsurfing but it does basically nothing but dmg and only works against people who stack in your AoEs and have little clear/resistance
  23. The answer is yes it is being lowered, bit less than power overall though. I will be very surprised if the majority of people play condi next patch as that's never happened before. Especially considering how dominant power is (ignoring the extreme outlier that is condi mirage)
  24. Both of those things are memeworthily bad tho. Doesn't change that taking 20%+ of dmg from passive sources that are unavoidable is bad. Passive dmg is still the only thing dumber than the defensive procs. Retal doesn't punish range anymore than melee, it punishes AoE multihits, some are ranged like meteor shower, some are melee like overload air or jalis hammers. It doesn't do anything at all against ranged single target, doing like 2k retal to the ranger rapid firing you for 14k+ doesn't help you at all. Reflects/projectile destruction helps melee, retal does nothing. Vengeful hammers in particular is extra stupid, because it has built in healing to promote the skillful play of hitting multiple enemies with it, but since everyone has retal it actually hurts you much more than it heals. It does punish ranged more than melee, because ranged can always cast on their enemies, if we are standing in 1200 range you can still hit me, while i cant with my 130 range. Ontop of that do melees usually not hit as many targets as ranged players (jalis being one of the exceptions, but using it in a meleepush, where warriors bubble all the boons away is the moment to activate it, and most ppl in bubble wont have reta), because their range is very small and mostly in a cone in front of your character, while the classes who "suffer" from reta usually have big red circles that hit alot of ppl. There's more than zerging. There's no specific class that suffers from retal, everyone in my group has arcdps and retal is never below 15% dmg taken (except for our healer which obviously takes very little retal dmg). This is with noone playing ranged. On the contrary our outgoing retal dmg is between 2-4%, depending a bit on the fight. This number doesn't go up when fighting stuff like staff eles or rangers. Unrealistic situation. You wouldn't bring LB ranger to a zerg. On just 1 target the retal dmg is insignificant even from 10 hits. It doesn't affect pirateshipping one bit. I almost only play tanky melee builds, I don't get instagibbed by it, it just adds up to 20-30% of my dmg taken anyway We play with a support, we play around retal, doesn't change the fact that taking 20-30% of all your dmg passively is beyond stupid. Vampirism runes are a joke.Heal on crit is a joke. Removing retal wouldn't dumb down ranged. It would only make it slightly harder to beat people just by being more people in the area. If you only zerg you literally wouldn't notice retaliation going away. Just cause something else is bad, doesn't make retal good. Falling and breaking your leg still sucks, even if hitting your head and dying would be worse. I mean I would be 100% okay with adding a minimum range of like 600/900 to it and increasing the damage by 500%, then it would be a deterrent for range attacks, but I doubt that's ever happening
  25. Both of those things are memeworthily bad tho. Doesn't change that taking 20%+ of dmg from passive sources that are unavoidable is bad. Passive dmg is still the only thing dumber than the defensive procs. Retal doesn't punish range anymore than melee, it punishes AoE multihits, some are ranged like meteor shower, some are melee like overload air or jalis hammers. It doesn't do anything at all against ranged single target, doing like 2k retal to the ranger rapid firing you for 14k+ doesn't help you at all. Reflects/projectile destruction helps melee, retal does nothing. Vengeful hammers in particular is extra stupid, because it has built in healing to promote the skillful play of hitting multiple enemies with it, but since everyone has retal it actually hurts you much more than it heals.
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