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Pyroatheist.9031

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Posts posted by Pyroatheist.9031

  1. @"DrakusEnderBorn.7904" said:Since it's stated :

    Mesmer
    • Descent into Madness: Removed fall damage functionality from this trait. Renamed to "Method of Madness"
    • Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.Would that mean if a Mesmer casted normal feedback it would revive people? So if they mimic -> feedback -> feedback -> revive for medic's feedback and then cancel to proc after that 18s the person would be ressed 90% from full dead? If so wouldn't this be too broken in WvW lord ressurecting or ressing wiped people in a Zerg v Zerg fight? Esp since it just states "allies inside it" theoretically you could revive an entire zerg with 2+ mesmers placing feedback.

    No, it'll have a 5-target cap like every other normal aoe in the game. Additionally, if a mesmer is able to stand there burning a hilarious amount of cooldowns to slowly res people that can just get poisoned and cleaved out anyway, something has gone terribly wrong. This is a cute change but completely useless for WvW.

  2. @GWMO.4785 said:

    @"SloRules.3560" said:New "why am i being kicked from the squad" thread inc... from frustrated new player.Who needs a squad anyway. Just move with the tag. Join ts or so if you have/want to. Done, ez ^_^

    Turns out that group WvW is a frustrating and unfun experience if nobody cleanses your conditions or gives you stability, that's why.

  3. @Irenio CalmonHuang.2048 said:We’re aiming to bring into line some of the more dominant builds and compositions of the current WvW meta so that new options can be brought to the table

    I'll be providing feedback based on this statement of objective. My responses will be with respect to the WvW group meta, not roaming or small havocs.

    General Questions

    • Would your gameplay change as a result?
    • Do you feel these changes would improve or worsen the state of the game?
    • Are you looking forward to these potential changes?
    • What are your concerns with this set of changes?
    • What consequences do you expect would come from these changes?

    Would your gameplay change as a result?Not in any major ways.

    Do you feel these changes would improve or worsen the state of the game?These changes, by and large, would improve the state of the game.

    Are you looking forward to these potential changes?Yes, some particular aspect of these changes are worth looking forward to and would be highly beneficial to the WvW group meta.

    What are your concerns with this set of changes?These changes primarily address classes that are possibly overperforming in WvW. However, these changes do not address the classes that are underperforming in WvW. If the objective is to bring some new options to the table of the WvW meta, more attention needs to be paid to the question of why the underperforming classes are bad, not just lowering the strength of the strong classes.

    What consequences do you expect would come from these changes?There would be no major meta/composition consequences from the changes listed here.

    Engineer

    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.
    • Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW.
    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 seconds in WvW.

    Giving detection pulse back to engineers is an excellent change. Increasing the cooldown on sneak gyro goes along with that as an excellent change. Those two changes will have a significantly larger impact on group play than the sum total of the remainder of the changes here, in a positive way. Lowering the number of cleansing pulses on purge gyro is also a good change, as engineers are somewhat overtuned in their condition removal support currently. However, I would recommend that a broader look at engineer condition removal mechanics be conducted before making any changes to individual skills such as purge gyro.

    Guardian

    • Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.
    • Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.
    • Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    • Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.

    The sanctuary change is irrelevant.

    The change to Tome of Resolve would be a good change, but would likely have very little impact on actual play.

    Daring Challenge only grants aegis to the guardian itself, it does not grant boons to nearby allies. For this reason, the skill is extremely weak. The change would technically make it weaker, but it's already terrible. For that reason, this change would have little impact, but I'm not sure what purpose it serves.

    Removing aegis and retaliation from Unbroken Lines is good in that it slightly tones down the strong defensive support utility of firebrand without ruining it. It will not have major impacts on play, but it is a step in the right direction.

    Mesmer

    • Illusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW.
    • Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.
    • Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.
    • Chaos Storm: This skill now always dazes on the first strike but can no longer randomly daze on other strikes. This change also applies to Lesser Chaos Storm. Added skill fact to show chaos storm's duration.
    • Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities by 5 seconds when you interrupt a foe.

    None of the mesmer changes will have any impact whatsoever on group play in WvW. The illusion of life change will technically make the skill slightly weaker, but the duration of the effect will still be plenty long at 8 seconds, and the cooldown is already long enough at 75 that increasing it to 90 will be mostly unnoticeable.

    Call me biased, but I think Mesmers have been smacked around enough. They should probably be getting major buffs to group WvW capability, not more nerfs.

    Necromancer

    • Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
    • Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
    • Sand Cascade: Reduce the barrier granted by this skill by 33% in WvW & PvP.
    • Sand Flare: Reduced the barrier granted by this skill by 25% in WvW.

    The changes to Feast of Corruption and Devouring Darkness are good. Scourges are too powerful offensively, especially on the power side of things.

    The changes to Sand Cascade and Sand Flare are probably good, but do not serve a major purpose for WvW compositions. While they provide defensive support for the group, scourges are not really brought for that purpose. I would recommend instead to reduce the base amount of barrier while increasing the healing power scaling. This way the base defensive utility is reduced, but the capability for speccing into that defensive utility is increased.

    Ranger

    • Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.65-0.75 in WvW only.

    No impact on WvW group play.

    Revenant

    • Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill.
    • Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.

    These are generally good changes. I'm concerned about the red warning rectangle from the perspective of visual clutter. While it will be nice to see the CoR coming in, there's already an enormous amount of red visual clutter from scourge shades. I'm not positive of the best way to address this, but it's worth mentioning as a concern.

    Warrior

    • Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.
    • Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    • Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    • Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.

    The change to Sight Beyond Sight is good. With detection pulse re-added to engineers, it's unlikely that many spellbreakers would take it, but having the option is always a positive thing for compositions

    The changes to warhorn, while interesting, are completely irrelevant for WvW group play. The roles of boon support and condition removal are already well established, and warrior would need to sacrifice far too much offensive capability to bring these defensive warhorn abilities.

  4. @"Illconceived Was Na.9781" said:It was billed as an announcement about Living World. It was an announcement about Living World.It was entirely unsurprising that they barely mentioned anything else.


    WvW Restructuring will come when it's ready. They aren't going to push an announcement for it to suit the Living World release schedule, or delay hyping LS5 until it's ready.

    I'm not happy that Restructuring is taking so darn long. I just am not hanging my hopes on any single moment of ANet's marketing campaigns, especially since they tend to go ga-ga over stuff that I think barely matters and barely mention stuff that I think will be incredibly engaging to fans.

    Alliances is literally a project to give a data science intern 2 months and a machine running MATLAB to finish. Back when they announced alliances, they acknowledged that they basically have the tech to implement it, they just need to understand how to do it right. That makes alliances a data science, modeling, and simulation challenge, not a development project.

    Give any competent data scientist a dump of the last 18 months of WvW metrics, 2 months, and some modeling tools. They'd be done. The fact that alliances are still "oh we'll talk about it in a couple months" means that they haven't worked on it. At all.

  5. @GWMO.4785 said:

    @SloRules.3560 said:WHY? Why do you guys give him builds that are totally ineffective?It's like people
    want
    to have more players running awful builds in their wvw groups, I don't really understand.

    because:

    "Not saying that they will be very effective as say necro (scourge) or so.
    But these are the ones i would use if you where to persist on playing condi mirage
    "

    Providing options just encourages poor play. It's like if someone came up asking for the best ways to weld without using welding goggles, and you said "well, I'm not saying it'll be very effective, but you could try squinting really tightly". It's better just to say "no, don't do that".

  6. There is no build for the mesmer class in any way, shape, or form based around conditions that will do more damage than a condition scourge that plays by intermittently slapping the keyboard when the y feel like it. Any mesmer built for conditions would be an instant kick from any zerg squad because you might accidentally consume a boon that could be used by someone that isn't a free bag.

  7. @Skotlex.7580 said:

    @Aaralyna.3104 said:I haven't been in wvw but in pvp I didn't feel my clones insta died and that I could not execute shatters at all. How do rangers have pets handled as those are killable but not instant... Idem dito for necromancer minions. Apply that to mesmer/chrono/mirage and that part should be equal then. I personally like it that clones do damage/condi and are not just decoration following you. But well as a player in a zerg, you get insta downed by a carpet of aoe of opponents as well no matter if you have clones up or not. You can avoid this by not being inside the zerg tho (then clones also can be casted).

    FYI, before soulbeast, rangers were undesired for zerg settings as the pet was a hindrance. Soulbeasts bypass that issue by remaining merged.

    Fwiw soulbeasts suck in zergs too. They're only useful for driver sniping.

  8. @Toolbox.9375 said:I know Mesmers could stay stealthed permanently at various points in the past, but do they have the means to do so in their present state?

    I'm fairly certain that at no point in the game, under any circumstances, has mesmer been able to truly perma-stealth, even with that crazy torch trait. There may have been a brief period after HoT launch where you could technically do it on chrono, but i'm not sure about that.

  9. @draxynnic.3719 said:

    @"Levetty.1279" said:The phrase 'Smiter's boon' gets thrown around a lot but this is literally Smiter's boon mk 2, they even used the same reasoning and claims about coming back to fix it. I don't know whether to laugh or cry.

    Actually, they never claimed they'd come back and fix Smiter's Boon in GW1. The reasoning then was that they couldn't see
    any
    way it could be fixed and so they just wanted to remove it from competitive play altogether. They said that
    if
    they ever came up with a solution they
    might
    revisit it, but from what I recall at the time, they were fairly upfront that it would likely be permanent.

    Honestly, I think it would have been better if they'd boonsmited here as well: if they split the skill and made it effectively useless in PvP,
    at least it would show up in update notes.
    I heard that there'd been some major nerf applied to the CI mesmer, and my first port of call was to go to the update notes. It's not even a matter of "not everyone goes to the forums" - it's not even in the spot you'd expect to find it
    on
    the forums.

    To be fair, we only have the sacred word of the balance team that they'll somehow get around to implementing a comprehensive and quality solution to this skill.

    Realistically, we can expect them to take 3 months to slap it with a 10 second icd and also make MoD unusable in the same go, just for good measure.

  10. @SilentSam.1589 said:

    @"Curunen.8729" said:/shrug Hope it reduces the whining and moves some fotm players on.

    Main thing to take away from this is it sadly seems like it just isn't possible within their process to make changes whenever they like - everything more than little fixes has to be extremely deliberate and put as part of the big patches only.

    It's difficult for me to understand why this has to be the case - would be nice if they could explain why they can't for example implement changes for one or two things every week or so, but whatever, I accept (read: resign myself to) this is how their process works.

    Edit - they should really delete pvp for good now, just focus on pve and wvw only. Can't believe Im saying this having loved pvp in the past (mostly pre hot). But reality is gw2 never going to be anything other than casual in terms of gameplay so really ought to give up trying to half heartedly keep any kind of dedicated "competitive" (lol) pvp going when it died a long time ago.

    One of the big reasons for the slow changes is the limitations in the game engine to make quick fixes

    That's ridiculous. There's no game engine limitations to changing things quickly. Hotfixes like this even illustrate the fact that if they want to do things quickly, they can. The reason that every balance change takes ages is because critical thinking is painful for the balance team, so they have to do it in manageable portions.

  11. @"Me Games Ma.8426" said:If this account is real... https://m.twitch.tv/mikeobrien_arenanet

    then I have bad news for us.Yesterday this account and the well known BenP appeared in MightyTeapot's twitch stream and I thought I'd ask him if Robert Gee (the person who designed Chronomancer, Mirage, the Phantasm rework and the man behind the GW1 Mesmer overhaul) was still working on the Balance Team.

    The answer was "No, he got fired"

    It is honestly a sad time to be a mesmer main.

    No way is that legit.

    Seriously now, do you really think that Mike O'Brien himself would actually show up in a stream and say things? More than that, since when has anyone in Anet management made any kind of public statement whatsoever that wasn't pre-planned and controlled.

  12. @Levetty.1279 said:

    @Blood Red Arachnid.2493 said:I still run chronomancer. For open world, I use:

    Full Berserker GearGreatsword, Sword + SwordImpact + Force Sigils on both weapon sets.x6 Scholar Runes in the armor.

    Traits:

    Dueling: Phantasmal Fury, Fencer's Finesse, Superiority ComplexIllusions: Persistence of Memory, Phantasmal Haste, Phantasmal ForceChronomancer: Time Catches Up, Danger Time, Chronophantasma

    Utilities: Signet of the Ether, Phantasmal Disenchanter, (filler), (filler), Gravity Well.

    Though if I am going to be with a group, I change to a diviner set and run the buffing build. Even in a PUG zerg, chronobuffers can still command a lot of power through group quickness and alacrity. The filler skills I choose based on specific encounters, but generally I use Mirror Images and Well of Calamity. The Mantra of Pain is probably better than the well, but my eyes are bad and the icon is so cluttered I can't see when it counts up from 1 to 2, so instead I just use the well.

    Chronomancer still has a lot of QoL features in it. Particularly, Time Marches On, which makes traveling the overworld a lot less of a hassle. Flow of time and Continuum split are also good, for their own obvious reasons. The reason why I run Dueling/Illusions is because of all the self buffing this build does. Through a fight this build can give itself permanent fury, 25 might, and near permanent quickness, letting you cut through the overworld like a human buzz-saw.

    I do have a condi mirage build that I'll swap in to on occasion, but I largely stick to chronomancer for two reasons. First, I am
    really
    bad at condi mirage. The builds that should benchmark at 28k, I can barely break 20k after several hours of trying while copying their rotations. Second, condition builds don't do as well in the overworld. Yes, you can kill things with them, but unless you're fighting a champion level enemy, they'll never match the value that raw burst damage has.

    Fwiw, there are very few situations where the dps of sword outweighs the sheer utility of focus pull in open world. I'll always have another sword with me to swap on, but open world content is so heavily biased around killing clumps of trash that the focus is just invaluable.

    Isn't that what Raptor is for?

    Hah, I suppose so, but it's not exactly a 1-size-fits-all solution if you're in combat or need to use a different mount for things.

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