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AliamRationem.5172

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Everything posted by AliamRationem.5172

  1. Pretty much. Also seem to neglect that this wouldn't be the only change. If this got put in it would come with nerfs to cleanse. They would still die and complain about dying.So you both agree that you have nothing constructive to add and just say people are bad.You know attacking the person and not the argument means that you lost the argument. Im not attacking you, I am saying that you there are ways to deal with conditions. Use them instead of pleading developers to deal with them for you.I understand that in your mind conditions are OP and nerfing them is good, but I am certain that if condi nerf will just bring bunkers back online.And the double down.Why is it so bad to have more then one avenue to deal with conditions. And the current bunkers are condition based, so the fear you have is already here. there is MANY ways of dealing with conditions, MUCH MUCH more then dealing with power. Its a fact.States "Its a fact", doesn't give examples. With power you can kite, you can use protection, you can dodge(most conditions come from pulsing aoe fields which you have to double dodge out of or they come from passive traits of the type next hit will do x conditions and most attacks are not well telegraphed), you can use channeled block( this stops also conditions that are thrown but not the ones on you) , you can get toughness, you can get vitalit, you can use Agis, you can use healing, you can use CCs they are not doing damage if they can't move , you can use traits or abilities that make you uncrittable , or traits that give % reduction and most of all you can use all kinds of conditions to reduce power too nothing slow, chill, Weakness, cripple, immobile.Ranged power damage is probably the worst but it can be reflected, while condi ranged damage reflected is bad since you need to be condition build to make use of it since it scales by the defenders condition damage. Takes part in discussion, pretends he doesn't know what the other guy is talking about. Congrats, bro! You win the internet!
  2. Why are you defending a stupid design? Who cares if they warned you? Why design it that way? They've been doing collections for years where you just unlock the part you need and then you don't need it anymore. Is that not the smarter way to handle this than force people to hold off crafting or hold on to the items indefinitely until they need them?
  3. I don't care whose fault it is. There is absolutely no reason T1 must be a component for T2. They should just avoid this crap by not designing it that way in the first place!
  4. condi spike being better than power spike is not a thing. 1 condi cleanse and all that damage turns to 0. what amazing spike. the thing with condis is that the POTENTIAL is very high, but compared to power, the ACTUAL DPS is very low. it starts being very good towards the end of the fight when people run out of cooldowns. that "condi spike" you talk about, is actually them landing 10+ skills in succession on you when you no longer have condi cleanse, which is how condi builds are played. wait for condis to stack, then cleanse. don't cleanse the second you get 1 bleed and 1 poison. wait for them to waste more of their skills, and THEN you cleanse. This guy gets it.
  5. Lmao kid, thats how this game works for 8 years and every1 does that. Ive seen many complaints about teef, about oneshotting, evading, stealth uptime. But crying about using SS while stomping some1? I think youre the very first one Ive seen, at least in last few years.Wanna hear whats real bs when it comes to downed state? Ranger. AoE interrupt, pet healing bot and using pet skills. How about that, hmm? I will give you that you aren't spamming stealth or going OOC. Great job! You're also 100% correct that this is how thief is designed. I think a lot of people rather dislike that design, however. You're glassy on paper, but because of the design you leave very little opportunity for opponents to counter-pressure. In the hands of a good player like yourself, there are many builds that will have a difficult time counter-pressuring even if they are solid players. And even many of those are effectively countered in roaming by your ability to walk away whenever you like! In my opinion, it produces gameplay that is unsatisfying from the perspective of the players involved as well as that of the third party. How much fun is it to find that a significant portion of fights are fights you can't win but can't lose either because "that's the design"? How fun is it for your opponent in those scenarios? Of course, in a highlight reel you're going to include the wins, but you see the same thing there. It feels almost as if the outcome is a forgone conclusion. The ball is almost entirely in your court as to whether this fight results in a win or a draw (but never a loss!). Anyway, apologies for the thread hijack. I know you're somewhat looking for thief hate, but it's not directed at you so much as at the overall design.
  6. should cleansing heal back all the damage you took recently?should resistance make you 100% immune to power damage?Find out on the next episode of forum in a nutshell.BTW power builds are starting to dominate over condi builds again, yet you people keep thinking up elaborate ways to nerf condi every time.If condi builds become a problem you take resist or rev rune and you are fine, or slot more cleanse. If power builds like rev/thief overperfor then there is no counterplay to that lul LoL Agree 100%! Yes. The answer to complaints of a "condi bunker meta" (where the most OP build everyone can find to complain about runs berserker amulet for some strange reason...) is to reduce condition damage via weakness. As long as they can't kill you and you still can't kill them, we've solved the bunker problem! Wait...what? On an unrelated and completely random note, I was thinking it might be nice if we had a forum mascot. We can call him "Forum Man!" He'll run around in a cape with his underwear on the outside, proposing the worst solutions to every problem!
  7. Yea that is just the way thief is designed. Attack retreat. But as long as you're staying within combat as you play then a decent player can still delete you if they know what they're doing. So fair play imo. A tough pill that thieves really should learn to swallow however is that going OOC during a 1v1 is losing. I know they justify it as they didn't kill me so its a draw, but they're dead wrong. If a thief attacks a player and OOC's 4 times and then on the 5th time kills their target the score is 4-1 against the thief. If you've got cooldowns up to run away then you've got cool downs up to keep fighting and possibly win. But being out played is being outplayed, whether you're way pointing, or OOCing with shortbow/stealth. LoL@ It's fine. I just apply arbitrary conditions in my head so that when I lose I can call it winning! I don't complain about losing fights. Every build has strengths and weaknesses and it's anything goes out there (especially for roamers!)! I just said I dislike the way it is designed. Could you share the scoreboard for his video, though? I'm pretty sure he won, but we'll have to consult the rulebook to be sure. ;)
  8. No offense. I'm not casting any doubts on your ability as a player. But watching thief gameplay is nauseating. Port, burst, port, burst. Half-second window to do anything about it, but you're immobilized and you have weakness and a couple other condis auto-applied every time the thief ports in (assuming you aren't blinded on top of that!). Sorry! Missed your chance! He's back at range again! Barf. Nice skills though, as far as I can tell. I don't mean to diminish your abilities in any way. I just really dislike the design of thief in this game!
  9. Little PvP called to say that it's super jealous of your game mode's nickname.
  10. My favorite part is where everyone gets ridiculous buffs, but mesmer still gets nerfed hard! LoL
  11. You will likely be pleasantly surprised to find that all of these classes are much more than you've seen from them so far! Have fun! Edit: I realize I probably could have been more helpful. I notice you play weaver and it sounds like you're using a ranged weapon (staff or scepter). Here's a video of the way I like to play my weaver. I prefer to get up close and personal with sword, so the perspective is probably quite a bit different! This is just a quick open world demo against some enemies that were particular trouble for me as a new player.
  12. You're not wrong. However, I can tell you my mesmer running multiple teleport and stealth skills never had any trouble walking away from a fight. Meanwhile, my sword weaver is pretty much all-in on every engagement!
  13. If you ever want to try something a bit more complex with higher damage, here's another video (build link is in responses to viewer comments below). Note that this build also runs staff, so it should be a pretty easy transition if you want to try it later on!
  14. Hi! There are a lot of ways you can play mesmer, but if you're struggling with open world/story I think the Mirage elite spec is the way to go. You might not deal the most the damage with it, but it's very easy to stay alive with. I purposefully designed the build in this video to be as simple as possible to use. It isn't optimal for anything, really. But with all passive utilities and no weapon swap, you can literally just push 1 and dodge and this build will work and should get you through open world pretty easily. Feel free to add a weapon swap (I recommend axe/torch or scepter/pistol), change stats (rabid or trailblazer would be good for more damage!), or change to more useful utilities. Still, if you want to keep it simple it should also work as is.
  15. Well, naturally he cut out all the parts where he was running around looking for other players to fight. There wasn't much left after that...
  16. As Ayrilana.1396 notes, the POI is locked behind an event that begins at the southwatch waypoint. You don't have to complete the event yourself or even succeed at the mini boss event that follows as you fight the boss at the POI and will unlock it win or lose.
  17. Having the right build and knowing how to use it make a huge difference. I always feel this way when trying a new class or build. In fact, I gave up on learning the class several times with weaver. It just felt weak, like I was feeling pressured even against things that should be easy and the rotation wasn't making sense to me. More or less the same experience you're having, by the sound of it. Despite that, I did eventually learn weaver and now that I'm very comfortable with it and have developed a build that works for me I can do almost anything with it! Unfortunately, I don't know warrior very well so I can't give you specific advice to help you with that. But I think you should be able to find something that works for you. Just try not to get discouraged when switching from a class you're very comfortable with to one you're new to. I think it's pretty normal to struggle in that scenario.
  18. I think there needs to be an overhaul to the whole of everything, health to damage ratio is way out of hand I think to an extreme, and I am going off GW2s own words. "No race or profession is unequal". We both know that those words are untrue, and by extreme I am referring to the Eles having the lowest health and is supposed to be the highest damage and yet that's not true. And then the Necro not really fitting in. Players wanting Mesmer minions killable when they're manifestations of things. These are just some of the things that are extreme examples. By rework the whole of everything. Everybody has the same health in the same equivalent gear, damage taken is different depending on armor type and such, and then rework skills to where everything is equal across the board. Then you can get out of the rut of having to use the only viable build to being able to experiment with different builds and not a cookie cutter build that not everyone is going to be proficient in to be able to do the content that they're going to miss out on. PvE and WvW should be separate from PvP only content, that's what Guildwars used to be. I say WvW too because it's usually story based and the only PvP available to lower levels and up. And that way there is no capitulating to the PvPers that generally only PvP and could care less about what it does to the PvE content that they don't do. And then you add a resilience to WvW that you wouldn't have when you're doing PvE so that those same skills take longer to kill a player. Then the only thing you'd have to change is the resilience and not the skills themselves. Personally i think that's just a dream there is always going to be some classes in some ways good and others. EG: you already have tempest and guardians with firebrands as top level healers atm and firebrands offer tons of buffs. Best bet is to work on those unique features of other classes if you want t hem to be viable in their own ways such as rangers with the spirit stones and their own. I think some instances there is just no way you are going to get nec to be useful in the same way a mesmer is with its unique buffs such as quickness and alacrity. And eles have a ton of stuff they could be messing with to make them useful such as their auras which are unique only to elementalists. Even eles agree that auras should be their strong points that make them desired for. Wouldn't making everyone the same and same dmg kill the game? That does not mean the meta tight either, just because it may seem impossible to have really close to perfect balance does not mean it is not, I will say in my experience in many mmos they where far more balanced then a few of the more modern mmos like gw2. It seems many times there was maybe 2 or 3 classes with more quite a few more viable builds then others. What should matter is getting at equal as possible otherwise it really is not fun for anyone, you do not throw your hands up and give up and make flavor of the month worse then it already is. What i mean is you are going to have some classes that are better vs others and pure balance like chess is a false hope. Even world of warcraft has issues with balance. I'm not saying to throw hands up and give up but rather balance classes in such a way that you need to find tactics to overcome a class that is good versus that kind of thing. What they should do, is make so no class hard counters another to the point where you get pinned down and destroyed and unable to retaliate, because that is simply not fun. Playing a ele for instance and getting destroyed by a holosmith with no problem at all, and completely able to pin down the ele is not good if there is no counter for the holo while playing ele.You'd be wrong to say that you can't beat holo on your ele, though. That is not some kind of universal truth. Holo isn't meta because it auto-wins against your favorite class. It's meta because it's strong in multiple roles in PvP and matches up well against other builds that serve those same functions in the current meta. You can still run a non-meta build and beat them, but since your non-meta build has other disadvantages it will probably be less effective for ranking up than some other options you could choose (even if those options lose 1v1 to holo!). That's how the meta works. It isn't based on 1v1. For example, here's a duel from yesterday of my Fire Weaver vs. Holosmith. As best I can tell, my opponent is using something similar to this nade holosmith build that is supposed to be really OP for conquest right now and he has "Best of the Best" title, so I expect he probably knows what he's doing. Does this make my build better for conquest? Nope! But it does illustrate the point that you can play builds that can win against meta builds if you want to! To the OP, your opinions seem based on reading the forums rather than actually playing the game. I think you lack perspective and should see things for yourself rather than buying into random salt taken out of context. As others have tried to explain, they've been using skill splits for years. They still make changes to the way things work that impact both modes (e.g. the recent trait changes to ele), but all of the tweaks to the numbers are split so that PvE can still deal crazy damage while PvP/WvW are kept in line.
  19. I don't like dying to power damage. I think it would be better if we cap that, too. Thanks.
  20. Are we playing the same game? GW2's combat system is way above standard in the field of MMOs! Really?
  21. the trinity has a lotof strategy for several reasons.tanking is about positioning and protecting.you have to make sure the boss doesnt cleave all your dps and healersthis has massive potential in gw2.healers have to keep people alive.. this requires strategy.and dps has to dodge mechanics and do their rotation well. this seem simple but it also is tons easier to design complicated content to.world bosses at the moment are people passively applying boons.running around and rezzing people and we are all just trying to dps the boss down fast enough. with a trinity you have tanks holding down bosses and key enemies.healers keeping those tanks alive.dps trying to stay alive while dps those key big enemies so we can go back and focus on the big boss. tank uses taunt ability or goes in for damage aggrohealer goes woosh woosh from some corner on tanktank has established aggrodps moves in to a safe spot(loop)dps unleasheshealer goes woosh woosh from some corner on tank(/loop) that is the whole "strategy" in all strict trinity games, yeah, impressive. Yeah, you're right. Everyone just playing versions of "DPS/Support" and stacking in a pile is a much more interesting way of handling things... it barely is, but still, calling the trinity "strategy" is hogwash. Personally, I had hoped GW2 would be more about situational combat and reacting to a dynamic environment, no rotations, certainly not that ridiculous stacking and even more restrictive builds, . If it's hogwash, then why couldn't they figure out a way to design compelling encounters without introducing pseudo tanks and healers? And why would you want to play a game that does that rather than a game that builds from the ground up with that in mind? Flexibility is not a bad thing, but that isn't the issue with GW2 raiding. The issue is that they took away these dynamics, but didn't replace them with anything. Worse, they couldn't figure out a way to fully do without them, so they re-introduced them as a pale shadow of what they are in the games they're poorly copying after they said they wouldn't. failure to come up with a much better alternative does not elevate an original system, but you seem to be completely enthralled by the trinity. That being said, I doubt we are that much divided about GW2 approach as it appears.Not exactly. I play GW2, but I don't raid. When I played trinity games, I did raid. I guess you can make sense of that.
  22. the trinity has a lotof strategy for several reasons.tanking is about positioning and protecting.you have to make sure the boss doesnt cleave all your dps and healersthis has massive potential in gw2.healers have to keep people alive.. this requires strategy.and dps has to dodge mechanics and do their rotation well. this seem simple but it also is tons easier to design complicated content to.world bosses at the moment are people passively applying boons.running around and rezzing people and we are all just trying to dps the boss down fast enough. with a trinity you have tanks holding down bosses and key enemies.healers keeping those tanks alive.dps trying to stay alive while dps those key big enemies so we can go back and focus on the big boss. tank uses taunt ability or goes in for damage aggrohealer goes woosh woosh from some corner on tanktank has established aggrodps moves in to a safe spot(loop)dps unleasheshealer goes woosh woosh from some corner on tank(/loop) that is the whole "strategy" in all strict trinity games, yeah, impressive. Yeah, you're right. Everyone just playing versions of "DPS/Support" and stacking in a pile is a much more interesting way of handling things... it barely is, but still, calling the trinity "strategy" is hogwash. Personally, I had hoped GW2 would be more about situational combat and reacting to a dynamic environment, no rotations, certainly not that ridiculous stacking and even more restrictive builds, . If it's hogwash, then why couldn't they figure out a way to design compelling encounters without introducing pseudo tanks and healers? And why would you want to play a game that does that rather than a game that builds from the ground up with that in mind? Flexibility is not a bad thing, but that isn't the issue with GW2 raiding. The issue is that they took away these dynamics, but didn't replace them with anything. Worse, they couldn't figure out a way to fully do without them, so they re-introduced them as a pale shadow of what they are in the games they're poorly copying after they said they wouldn't.
  23. First, rank means nothing. A diamond rank player could be strictly a zerg player while maybe that bronze rank player is an alt roamer or a God of PvP who does a little roaming from time to time. Second, you don't speak for everyone. It just seems that way because there are a handful of condi whiners who sit on these forums complaining about condi all day long. Look closely at the names and you will see it's the same people in every thread.
  24. You are right, but in the meantime, signet of air only provides you 25% runspeed which is useless if you can maintain swiftness. You can keep GoEP as a stunbreak, it will help you in your counter attack / burst phase. Plus, you can also precast it before fight.Signet of Air is better defense with blind and 5s shorter recharge. Condi weaver doesn't really have swiftness application.If you take arcane, like I do, you gain swiftness every time you rotate into air attunement. So, in this case, the 25% run speed doesn't really do anything for me. This is purely for the stunbreak, although instantly applying blind + vuln is decent, too.
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