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xXxNikiGoesWildxXx.3678

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Posts posted by xXxNikiGoesWildxXx.3678

  1. Fix bug from Mirage-dueling where newly created clone from "Deceptive Evasion" trait attacks nearby target instead of targeted monster that is on higher distance from player. 

    Fix bug from Mirage where trait "Self-Deception" creating a clone makes it target closest target instead of targeted monster.

    Fix bug from Mirage where trait "Desert Distortion" getting distortion to yourself makes only player to do ambush spell and not clones when "Infinite Horizon" trait is in use. 

    - Move "Desert Distortion" trait to major grandmaster as it is a big strategy that comes with such trait, from getting distortion from signets to resetting Signet of illusions with Mimic having 3 times F4-distortion and up to 9 cubes. 

    - Move "Dune Cloak" to major master.


     

  2. For Mirage, add something more to be done with its rotation rather than dodge+1 dodge+1 dodge+1, especially how it gonna be with staff-staff. It makes no sense as such class can parry or even be better than elementalist with 20-30 buttons to press, reconsider rotations and how much investment is needed for each then grant gratis dmg to elementalist and nerf dmg from mesmer. 

    It is unfair that elementalist have less health, more buttons to press and still being worse than braindead classes with 2 buttons. 

    • Like 2
  3. Until every class has its purpose and slot in PvE, don't even think about adding new elite specializations from EoD. 

    There must be more work on splitting pure dps and utility classes from each other. Define which one is dps and which one is not(support).

    Firebrand shouldn't deal any damage with amount of boons and support it provides, especially not strongest damaging condition-burn which leads to bursting. As addition change how burning condition works, make it last longer and do less stacks(reduce intensity)-less bursty and harder to ramp up.

    From renegade, you just need to make renegade to sacrifice its damage traits/effects/stats to be able to provide that alacrity which is currently not the case. Reduce power dps on renegade-nerf shortbow power dmg, so people with diviner stat will only provide alacrity uptime, and if they wanna go for dps then they have to go for full viper stat and give up from alacrity uptime. Easy fix easy balance, not all in one. 


    Change how confusion works in PvE, currently it can't be included as "dps" but neither it needs to be like bleeding. 
    Example:
            - Confusion does X amount of damage +additional damage when target is not using a skill, damage occurs once per second. (Only in PvE).

    So if there is no defience bar, we can use crowd control to actually boost our confusion damage same as torment damage. Against bosses with defience bar, they attack slowly(once every few sec) so confusion may proc more often without disabling the boss. 

    - split confusion effect and how it works from PvE and WvW+PvP(split)

    Same for torment, keep current torment in WvW and PvP while adding new torment for PvE.


     

  4. There is utility glyph called "Glyph of lesser elementals".

    It has 40 sec cooldown, and duration of elemental is 120 sec. You can create up to 3 small elementals that way. If you have glyphs traited that is 32 sec cooldown on such spell which allows you to have up to 4 elements active. With alacrity that number rises up to 5 small elementals active. So i know how Al shouldn't be main mechanic anywhere in the game BUT these elementals have great synergy with tempest auras share. You can cleanse condis from them and heal them up, even protect them from damage. Elementals get aura effect from the source, which makes them also great side effect tool allowing auras to proc easier. 

    Rework i am requesting is: can such spell hit a quality of life change and let us spawn maximum number of elementals and such spell to just replace expiring elemental as maxium?
    Other words, can we spawn all 3 small elementals instantly and just keep them in that number, like ammo, having 3 charges at start with 40 sec cooldowns? It is very frustrating to wait 40 seconds to actually spawn another one. As tradeoff, maximum should be 3, and cooldown reductions would just allow you to replace your killed/expiring elemental faster but not to stack them up to 5 as it is case now. 

    I hope this will be checked by Dev team. 

  5. You may not believe but Mirage will be able to provide perma 25 might, perma alacrity, quickness (24 sec with 90 sec cd) to 10 allies, on top of that aegis to 5 allies and some random fury, include with that new resolution boon from chaos storm. 

    Guess what i love it, as i use to play a lot staff-staff mirage for very long but they are also buffing its dps. It will be "highest" (higher than chrono kekw) dps class, buffing dps of all allies by so much. And the fact that you need only 1 dude like that is insane. 

  6. 12 hours ago, Asum.4960 said:

    While that does sound reasonable design in theory, in practice slashing damage in half for those basically just means the deletion of those builds

    Well they provide aoe utility, indirectly buffing dmg/sustain or w/e of other allies, that is where their damage is, from allies. There is no need for such classes to also deal more damage than classes that are purely meant to be dps dealers and only that. Quickness, might, fury and alacrity. Anything that provides those boons/buffs/support needs to have halved or even less dps than real dps class.

    Condi firebrand is everywhere, the best role. They needed to split roles in same specialization, it can't be done now as they put everything in same class, so the only way is to gut its dps by a lot, so we can say: fine, it provides healing and quickness but nothing else more, so you won't see 4 firebrands in fractals but 1 or none. Same for any other playmode.

    • Like 1
  7. There should be a huge buff to classes that doesn't provide utility to allies with their condi build and very big nerf to classes that does. 

    Condi soulbeast dps-no utility=buff dmg,
    Condi weaver dps-no utility=buff dmg,

    Condi firebrand dps+utility=dmg nerf,
    Condi renegade dps+utility=dmg nerf,
    NEW* Alacrity mirage dps+utility= dmg nerf,

    So Mirage could provide 25 might and fury anyway to 10 targets if all orbs pass trough them from Chaos vortex. So it is understandable why its dps is lower currently. I think with such changes it will be overbuff to its dmg and i bet it will deal more than 30k dps on golem. 

    Firebrand and Renegade are not such a case, their dps is very high with ability to share quickness and alacrity. Those really needs to kiss a hammer of justice. Too much is too much, just cut their dmg by half, let other condi builds to shine. 

    There is also a condi berserkers with banners but i think power version of it is better or mix. Overall its dps is too high if we keep in mind its utility with banners. 

    There is also "healer scourge" which grants barriers to allies, so there should be also careful to not make its damage too high.

    What is really good is seeing condi thief hitting a buff with its dps as it doesn't provide any utility to allies, it seems as great change, good direction of changing/reworking/buffing the class.

    • Like 2
  8. 18 minutes ago, Alquinon.2957 said:

     

    Hello ArenaNet, this is a very bad idea. I will explain why. In this game there are 2 different types of damage, physical damage and condition damage. Power builds do physical damage, and condi builds do condition damage. Physical damage happens instantly as the enemy is struck, and most power builds have a rotation where they do a pretty big burst of damage. One such power build is the power soulbeast. It is great that you guys recognized how strong the burst of power soulbeast is and have brought it more in line. (Hopefully power soulbeast will receive adequate damage in return in the form of sustained dps.)

     

    Condition damage, on the other hand, happens over time. Conditions such as burning, bleeding, poison, and torment are applied to the enemy when they are hit, and each stack of those conditions will deal a certain damage every second. That is why condition damage takes more time to "ramp up" compared to physical damage. However, not all conditions are created equal. Bleeding and poison do less damage each second, but they last for more seconds. Burning, on the other hand, do more damage every second and they are generally shorter in duration. That is why the "ramp up" time for burning is much shorter than the other conditions.

     

    Condi firebrands are the only condi class that deal the majority of their damage in the form of burning, while the other condi builds such as mirage, scourge, renegade, and soulbeast deal their condition damage with conditions such as bleeding and torment. That is why naturally condi firebrands have a much shorter "ramp up" time than other condi builds. In fact, their "ramp up" time is more comparable to power classes than condition classes.

     

    Therefore, with this proposed change, condi firebrands will outclass all the other condi classes in fractals. I assume your original intent with this change to encourage more condi builds in fractals, in reality they will be left in the dust by condi firebrands. Furthermore, for your average fractal group that is not able to hit the tight breakpoints before condi firebrands overtake power classes, this change will also catapult condi firebrands beyond all the other power builds in fractals (especially with the nerfs to power soulbeast and such). Now I wouldn't think that will make for a very great build diversity in fractals when there is already an abundance of condi firebrands as the other posters have mentioned (or if you just check the fractals of the mist section in the lfg). After this proposed change, even more people will stop playing other dps builds in fractals in favour of condi firebrands.

    So overall i agree with you that some condis ramp up slowly and burning ramp up quickly. However in fractals low health makes power instant burst to be more viable than condis. So it is kind of understandable why such change is there for "exposed" effect. What is not understandable are raids and open world where health pools are much larger and as all builds do like 30 to 40k dps(both power and condi builds) giving condi build more damage makes no sense. 

    I think it should be changed depending on boss health pool or mechanic rather than being global effect to every boss.

    Also it should be changed for each damaging conditions, like instead of 100% it should be like 40% for burning as bonus as example while 100% should be kept for bleeding. Other words, depending on what is more bursty should get lower bonus from it and what is less bursty higher bonus.

  9. 1 hour ago, Fire Attunement.9835 said:

    Resolution

    • The Retaliation boon has been renamed Resolution.
    • Incoming condition kittenmage is decreased by 33%. Stacks duration.
    • Unless otherwise specified, skills and traits that formerly granted or used retaliation now use resolution.

    Resistance

    • Nonkittenmaging conditions currently on the player are ineffective. Stacks duration.


    It is nice to see some upkittentes for boons that counter conditions. However i personally can't see such boons useful in PvE ( not many fights spam condis on you, it is either one shot mechanics or just pulsing physical kittenmage).

    In PvP and WvW there is another problem that comes with it:
    1. problem is... such boons can be striped/corrupted so such boons not exist most of the time
    2. as long as cleansing exist, these boons will always be worse option
    3. only just 2 clkittenes use both boons most of the time - revenant and guardian, are those suppose to be "anti-condi" clkittenes?

    Which mechanics are really in the game requiring heavy anti-condi setups? Can we get a note for each line of patch notes with description where such change fits the current game mechanics? I see you wrote a text before any change but it tells not much what is the result of such changes to be made.

  10. Can we get some small upkittente for elementalist's "glyph of lesser elements" where maxium elements can be 3, but it takes long to summon all 3, instead can we get it to instant summon 3 elements/maximum, then just refresh 3. one on its death with cooldown of spell? I found it very interesting with tempest auras share. 

    I feel like elementalist's scepter(fire) needs more burn stacks on its spells to make it viable condi dps as tempest. Tempest is really forgotten as dps in pve and its supportive builds are outclkittened by other supports. You need some upkittente on auras in PvE to do something rather than nothing. 

  11. 19 minutes ago, Fire Attunement.9835 said:

    Soulcleave's Summit: Life stealing can now trigger a maximum of once per second for each affected target.

    This could be fine if it was maybe 0,5 sec but 1 sec is overnerf. Whole strategy of Khalla is to hit as many as possible in order to proc life steal effect. If such effect created problems for team/allies then let it be 1 sec cooldown for allies but let it be the same for renegade( no cooldown ) or 0,5 sec. Almost all spells are designed to hit a lot just because of such life steal effect. 

    After you allow mirage to give alacrity to 10 allies, it will directly replace "Alacrigade". In PvE, not much people use Khalla's elite because energy is more important for other kittenmaging spells while in wvw or pvp such elite can be easily interupted and it forces renegade to be imobile, always being near it. 

     

    19 minutes ago, Fire Attunement.9835 said:
    • The Superior Sigil of the Stars now also increases concentration and expertise.
    • The Celestial stat combination on gear now also increases concentration and expertise. The per-stat values have not been decreased.

    It is nice to add expertice and concentration on celestial stat. It creates so many interesting builds that can cover multiroles. However where you guys see this stat really useful? I peronsally can't see celestial in raids because of lower dps and toughness agrro problems. For fractals it could work, for wvw it could work, in pvp it is not existent. 

    • Like 2
  12. @"alemfi.5107" said:Whenever someone comes back to gw2, I really want to show them the new 2v2/3v3 modes, however they are often times not available, due to their off season nature and short duration. Would it not be possible to make them available in Unranked? We have the option to queue for stronghold, why not 2v2/3v3? As it is now, it feels like it's a "testing feature" that has still not been incorporated into the main game.

    Mate group up with your 3 friends and go to custom arena and show them that there, that is best way of doing it.

  13. @"Bazsi.2734" said:

    Don't! Please stop! Balance the builds causing the meta being slow. You created this situation by removing true support amulets and lowering damage to the level that support classes can outsustain it wearing bruiser amulets like menders. If anything I would go in the opposite direction, adding back healing mainstat/concentration amulets and nerfing the scaling with healing power on every ability in the game. That way supports would not be able to do damage(which would actually make people care not to overstack them), and would be reliant on boons. Not to mention the sustain of every bruiser would be hit aswell. We had metas like that, and they were more healthy than what we currently have.

    To add back concentration stat, global boon durations need to be toned down. Having endless boons like old holos and rangers even firebrands is not what this game needs. Some buffs/boons need to be temporal to show when player is strong and when player is weak. In time when its strong, if it get boon striped/corupted then it will always remain weak.

    I can compare world of warcraft support/healer to guild wars 2 and all i can tell is that in WoW there are larger health pools so it is easier for their healers/supports to work while in guild wars 2 health pools are too small compared to damage that can come out. As long as some spells can deal up to 50%+ health as damage, this game won't be any good neither viable for supports as the difference is from doing burst healing, missing bursting healing or even overhealing(healing nothing above full health).

    What also makes supports bad is that healing out of combat exist, so why needing a healer if you can disengage and heal up to full?

    Another comparation with WoW is that WoW supports have resource bar-"mana" so supports can be good but if they are spamming their spells too much and use high cost spells, at some point they can't keep up supporting. In guild wars 2 it is a healthbar....as long you are alive you can support and once you get pressured you can't even support yourself and that is a reason why we have bunker supports with mender.

    Another good thing that exist in wow are tanks in pvp. They redirect some % of damage on themselves, a real purpose of absorbing some damage for your team. While in gw2 you have tanks/bunkers who only care about their own life sitting on node and that's it. Even now, there is no toughness anymore, tanks just became brusiers or healers and that is where we have "bunker" meta with dps+tank and healer+tank builds.

    All classes need to be good in their own thing not to be good in everything. Moving from there, you can actually have different roles covering each other into good synergy which makes a team.

  14. It is fine to remove Mender's Amulet and lead supports to use Avatar's Amulet, but instead of removing Marshal amulet just change stats to:

    Power 1000Precision 1000Healing power 500Condition damage 500

    Without vitality or toughness, and without ferocity this amulet wouldn't provide much power damage nor much condition damage nor much tankiness.

  15. To make auras worth in PvE, they could rework "Powerful aura" trait to provide any aura to 10 targets but all auras last -1 sec(from 4 to 3), not just shouts.

    Below are just ideas that could help pve tempest:To make auras useful they could add secondary effects:

    Fire aura-fire shield instead of applying burn when being hit in pve, it also pulses 0,5-1 sec of burn per sec per attacker in like 240 radius(increased to 1-2 sec with 100% burn duration), so giving fire aura to 10 allies and maintainging its duration would increase tempest being able to share 25 might, heal allies and do fair burn dps in raids.

    I am not sure what can be done with frost-shock-magnetic aura there.

    Frost aura could provide opposite alacrity but as buff, for example: longer cooldowns for allies but also stronger damage/condi damage/effects of spells(ofc not 66% but maybe 10% for example). With alacrity it would be even fine because alacrity would cut more seconds from longer cooldown spells. It would lead to less piano play but more effective spells.

    Shock aura could also cause small lightning strikes applying vulnerability condition every 1 sec per attacker which would lead FA(fresh air) power tempest that share shock auras to 10 people viable as dps compared to weaver.

    Magnetic aura could stay as it is, as there are mechanics where having it on 10 people can be easy counter to boss that would throw projectiles around.

  16. i also think that powerful aura heals for more. With spells it is just half of its healing potential, with powerful aura it is like full healing potential. In PvE auras do nothing much(aura's effects) against some boss, boons and healing tempest provides is just replaced by firebrand and druid. In PvP and WvW you are limited to be a "pure healer" as you need some utilities for survival and different traits. Imagine now you can't go for pure healer build but for semi-healer(more cleanses,blink,stun breaks, more other things than just heal). Picking such role, being unable to fulfill purpose of same role.

    I mentioned Soothing mist+Soothing power as it wouldn't affect utility aspect of tempest in pvp/wvw and it wouldn't be too strong if there was a rule: to provide +100% you need to stay a little longer.

    Reason why soothing mist is strong is that Regeneration boon you can strip/corupt but soothing mist you can't which is why it is very unique and good for tempest. Thing is: you can't just stay in water as tempest but you need to swap elements and do some overloads for auras which can lead soothing mist to even expire(so in optimal play, current soothing mist is not existent as it is not up half of its time(tempest long cooldowns on elements) and because of its low healing.

  17. @Axl.8924 said:

    @"Svez Poizon XD.5268" said:Tempest in not meta in pve and only in pve it provides auras to 10 people. In wvw and pvp you have deep focused playstyles and i personally play multiple variants of tempest for example:
    1. instant 25 might share with many blast finishers and warhorn
    2. condi tempest with condi cleanses via auras(fire aura uptime with burn duration)
    3. healer
    4. i also tried FA overload air shock aura stunner

    So there are builds for it that work perfectly but its healing playstyle is outclassed by other professions. For its healing spec you have to sacrifice one thing to get another and even if you had both, you would do much worse than some other profession. Boons that you provide via auras are very short in wvw(even with concentration) and pvp and in pve such boons are useless(as other classes also provide those) compared to alacrity,quickness,stability and many other more important boons tempest cannot provide.

    Tempest's Auras are powerful effects that can't be removed anyhow which is unique and good but mostly in pvp and wvw . In PvE none of these auras effects matter against some boss.

    Point is: if you play tempest then you really want "Powerful Aura" as support to maximize your impact. And reason why such trait is not competing with "Cleansing Water" but with "Soothing Power" is that you can get area condi cleanse via fire trait "Smothering Auras". Alternative for that exists without sacrificing your gameplay and options you get. However because whole point there is to provide boons,heal etc , Soothing mist should be also there with its full effect.

    I made a build for "healer weaver" and with arcane traitline you can provide regeneration to allies but also empowered soothing mist which makes sense why soothing mist is still there....but i never saw "healer weaver" yet as only staff in water attunement allows it to really provide some healing/support(its all spells aren't focused for supporting).

    Wait so tempest aint meta?

    whats the reason its damage?

    As support it is not meta(in pve) there are better professions that can replace its slot and do better. Its damage is replaced with weaver.... i even tried to make some hybrid healer+burn dps that share 25 might to 10 people and it is just outclassed by druid(because druid also provide 25 might to 10 people and provide more healing/supportive things) and its dps is not that high. If auras mattered more in pve , it would be ok to be unique and just have auras and not healing as primary ability.

  18. @Dadnir.5038 said:

    @"Svez Poizon XD.5268" said:...
    snip!
    ...

    Let's take this in another way: "Why do you want to use aura share to play tempest healer?"

    Because you heal people when you give them aura and you grant them boons(regeneration for example) and that is its primary way of healing as tempest. Without those you are not even a healer and even with those(combined with weapons and overload water) you are doing much worse than firebrand,ventari rev, druid, maybe even worse than heal warrior and support scrapper.

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