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RisenHowl.2419

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Everything posted by RisenHowl.2419

  1. Only issue with running burn guard/dh/fb right now is scrapper's purity of purpose. all that sweet burning gets turned into aegis and makes any group running scrappers immortal =/
  2. First off: I cant believe you posted this, as it will be used against you :) Second: Thx for sharing! First: It already is, most guilds run something similar. except the crayon eaters that run condi or hybrid scourge stillSecond: NP! Happy corrupting! First off: I cant believe you posted this, as it will be used against you :) Second: Thx for sharing! That's nothing special. Every good scourge player is running a similar build right now. Just skipped through the video The only thing I do like more is torch instead of dagger offhand. Cause dagger 5 is slooooooooww :disappointed:And torch gives the ability to hit enemies on walls/ inside buildings. I run only one sigil of energy and an absorption sigil instead of the other one torch, ew. 5 is single target and slow, 4 causes burning that gets turned into aegis. the LF gain on 4 is nice, but not needed. dagger 5 also applies weakness and 4 can be used on targets off tag to fully cleanse yourself and take a little strain off your healers do you have arcdps installed to see if absorption is worth it? it doesn't trigger on corrupting stab->fear unless they're casting something and don't have resistance at that time. double energy sigils allows you to run full glass pretty comfortably and scales up in usefullness the better you are with the class Arc-dps sadly doesn't show the boons removed from absorption, or at least I didn't find it. But I put another interior sigil on the weaponset (the one that gives bonus precision and ferocity) and I'm having a pretty high uptime on that, as I can see it in my buffbar. So absorption should trigger as often. Yes torch 4 is burning, but also does decent power damage. I normally crit between 3k-4k.But I'm a little wierdo. Playing axe/ torch and sceptre/focus. Not the other way round.Played with offhand dagger a long time, but it felt very clunky. But from time to time I give it a try again^^I'm glad it's working for you! I couldn't get the interrupt sigil working but I'll have to give it a shot again lol I really like frenzy on scepter, that sigil is crazy strong on scourge over the course of a longer fight. I don't love dagger for the reasons you mentioned, but a good weakness/corrupt on a weaver casting MS really fucks them up =D
  3. Sure, a more experienced player may generally do well on anything but also will - in a squad - perform better or have better output on a class fit for the squad, as Risen says. And new player may also do better on a build fit for a squad than an old player who randomly snowflakes (new-old is a better paradigm than in/experienced in that regard), as Archon said. However, I'm not really talking about that. I'm more so referring to how, let's say players from a "good" GvG guild, if/when they play with a pickup squad. Some may enter into the group and help carry that group. Easily as common however is that they will be the people who may piece together something like a quad-DD/support party and go wreak absolute havoc on an opposing squad if you have two middle-ground tags hesitantly manoeuvering pirateships. Adding parties like that to a meta base can be much stronger than an all-meta squad, it is just that they have much higher skill floors both in terms of classes/roles and organisation. Players who are inexperienced but show up on such classes will not be able to function in such parties for any foreseeable future whereas they can step into a meta squad on a meta class and learn the game mode from there while contributing fundamentally from the get-go. That is also why meta is meta and not because experienced players would somehow do better on the meta classes. In fact, the argument is rather that some builds do not only have higher skill floors but also higher skill roofs. If you have some very good players they may actually contribute more to a squad comming on such non-meta builds than comming on five more meta builds, both because they can punch above the roof of the meta build but also because they can give their commander a tool that the other commander does not have - a tool more valuable than another five players on meta builds. Ed. agreed. that's the whole reason a good weaver or staff DD is so hard to let go of lol
  4. This is a pretty good breakdown of it. A good player can make just about anything work to an acceptable level, but meta classes and builds have the best output in relation to player skill. that's why they're meta I'm saying that i'll take anyone, regardless of class, if they're performing acceptably. If your slb build doesn't show up in any useful metric, you don't get a party slot though i probably won't kick from squad if we aren't full. If the slb build is getting decent output though, i'll happily stick you in a party slot over a new player running a meta build poorly =D
  5. First off: I cant believe you posted this, as it will be used against you :) Second: Thx for sharing! First: It already is, most guilds run something similar. except the crayon eaters that run condi or hybrid scourge stillSecond: NP! Happy corrupting! First off: I cant believe you posted this, as it will be used against you :) Second: Thx for sharing! That's nothing special. Every good scourge player is running a similar build right now. Just skipped through the video The only thing I do like more is torch instead of dagger offhand. Cause dagger 5 is slooooooooww :disappointed:And torch gives the ability to hit enemies on walls/ inside buildings. I run only one sigil of energy and an absorption sigil instead of the other onetorch, ew. 5 is single target and slow, 4 causes burning that gets turned into aegis. the LF gain on 4 is nice, but not needed. dagger 5 also applies weakness and 4 can be used on targets off tag to fully cleanse yourself and take a little strain off your healers do you have arcdps installed to see if absorption is worth it? it doesn't trigger on corrupting stab->fear unless they're casting something and don't have resistance at that time. double energy sigils allows you to run full glass pretty comfortably and scales up in usefullness the better you are with the class
  6. Weird, as boonbeast I outsurvive everyone except Firebrands and Scrappers, and in fact I outsurvive them too because I can get away. I'm not single target and get plenty of kills in the backline and because I got away I continue to scout the enemy zerg while all those meta pukes run back. Statements that ranger can't bring what meta classes do to the blob are pretty accurate, but some of this nonsense.... come on, the cry about "snif commander dont invite-me" come almost from ppl that just wanna pew pew with longbow. if he were someone with superior skill of the class, he would not be in such a cry. There is a viable slb zerg build, it's just very unintuitive. We have two that run with us regularly and out damage scourges Do they outcorrupt scourges too? Definitely out barriers them! At least you understood the flaw in your argument. I would, however, expect you (you make tutorial vids on wvw blobclasses, after all) to know better. Compare ranger dps to weaver or herald dps. Neither of them has caught up with our top weaver, but they've beaten our heralds a couple times. Slb doesn't bring great boons or corrupts, but there are some useful tools in its kit. Plus one wolf pack in a party full of zerker scourges is <3 And i'm not recommending everyone play slb, but if people are playing a slb and doing well with it I'm not going to kick them from my squad. Think that's the point of this thread?
  7. Weird, as boonbeast I outsurvive everyone except Firebrands and Scrappers, and in fact I outsurvive them too because I can get away. I'm not single target and get plenty of kills in the backline and because I got away I continue to scout the enemy zerg while all those meta pukes run back. Statements that ranger can't bring what meta classes do to the blob are pretty accurate, but some of this nonsense.... come on, the cry about "snif commander dont invite-me" come almost from ppl that just wanna pew pew with longbow. if he were someone with superior skill of the class, he would not be in such a cry. There is a viable slb zerg build, it's just very unintuitive. We have two that run with us regularly and out damage scourges yes because scourge is totally there for the damage do you also use weavers and heralds? or replace them with rangersWe only run rangers, core preferably
  8. Weird, as boonbeast I outsurvive everyone except Firebrands and Scrappers, and in fact I outsurvive them too because I can get away. I'm not single target and get plenty of kills in the backline and because I got away I continue to scout the enemy zerg while all those meta pukes run back. Statements that ranger can't bring what meta classes do to the blob are pretty accurate, but some of this nonsense.... come on, the cry about "snif commander dont invite-me" come almost from ppl that just wanna pew pew with longbow. if he were someone with superior skill of the class, he would not be in such a cry. There is a viable slb zerg build, it's just very unintuitive. We have two that run with us regularly and out damage scourges Do they outcorrupt scourges too? Definitely out barriers them!
  9. Weird, as boonbeast I outsurvive everyone except Firebrands and Scrappers, and in fact I outsurvive them too because I can get away. I'm not single target and get plenty of kills in the backline and because I got away I continue to scout the enemy zerg while all those meta pukes run back. Statements that ranger can't bring what meta classes do to the blob are pretty accurate, but some of this nonsense.... come on, the cry about "snif commander dont invite-me" come almost from ppl that just wanna pew pew with longbow. if he were someone with superior skill of the class, he would not be in such a cry.There is a viable slb zerg build, it's just very unintuitive. We have two that run with us regularly and out damage scourges
  10. Seconded I always run open squad, the only builds I don't want around are burn guard and transfusion scourge as both can cause unnecessary losses. Burn guard spews burning, which scrappers convert to aegis. If not for purity of purpose, burn guard can do really good damage. But that isn't the meta right now. Instead they make scrapper comps immortal Transfusion scourge is too risky. Poor stab and lasts 9s. All it takes is one mesmer to pull you into a bomb, then you pull all the other downs into the bomb, then they die and rally half the enemy causing a wipe. Other than that, I can't make anyone run something useful. If you have some strange build and it's showing up as effective in arcdps, I'm not going to complain- im going to ask for a link. On the flip side of that, if you have really bad damage, cleansing, strip, heal, and boon output.... why would you want to run that build at all?
  11. I like this idea, but it would need to be balanced well. Have keep lords drop 2 rarestower lords drop 1 rare +1 rare, +2g if it's a t2 structure+2 rares, +5g if it's a t3 structure To discourage flipping the structures back and forth, stick a loot chest next to the nodes that spawns when a structure reaches t3. Call it a chest of the mists, lootable once per skirmish. When opened it grants 5 rares, 10g, and potions of wvw experience. This makes the rewards for holding a t3 structure better than swapping it back and forth
  12. Build + guide. Game play starts at 20:07 if you want to see what it can do first
  13. Spite/curses/reaper. Bait the purge gyro, wait it out, unleash hell. Scrapper only runs 1-2 stun breaks and very little stab. Force them to burn cds and chain cc them
  14. Placement were based upon ranking. Ideally there would have been 16 teams and every team would have had a first round opponent but with 11 teams there needed to be placements into the second round. Placements were based upon actual results of scrims. It seems fair, to me at least, to make the first round more competitive with as even matchups as possible instead of advancing teams because they have existed longer. It's a good thing the first round matchup gave the desired competitive result of 4-0! Only thing more competitive is Anet and WvW. Didn't last year start with a 4-0 game too?
  15. Is there going to be a testing phase before signups to weed out guilds that can't compete? I'd Hate watching a guild get destroyed in <1m four fights in a row again =/
  16. You first have to use scribing to create schematics, then individually queue each one into the assembly device which then takes 30s to create. for a stack of guild siege, that's a little over 2h of sitting in front of the assembly device and queueing 10 of them at a time. so for each stack, someone needs to sit at this machine and slowly add siege to it every 5 minutes for two straight hours. seriously, this is not a hard fix. make it automatically queue any schematics in guild storage. No one should have to spend hours upon hours every week just to make siege so their guild can wvw.
  17. Have the guild hall assembly device auto-queue all schematics in storage. please.
  18. I think that's why it takes Anet so long to ban those bots and their "owners", they are probably waiting for them to send the Gold/Items so they can track the owners account and ban their main. However if that's the thing I find it difficult to believe that Anet wouldn't have access to the IP addresses with which the accounts were made. What's great is that there are 16k players who've had their games ruined by each bot. So if they're trying to catch the responsible parties, maybe not the smartest way to go about it.
  19. What's the bug that causes target break on scepter 2?
  20. Except people who don't know classes, builds or how to play might think this is crazy, but its not. The HP pool of almost all of those people they killed were all zerk or close to it, that is the risk you play being high dmg, and look at his own HP pool, he got hit once and almost died. another thing to notice is most if not all looked like zerglings, not a dodge to be had, hell, he was dropping smoke field and stacking stealth RIGHT IN FRONT OF THEM. they still just ran along, a number of them who were not full zerk that were not one hit did nothing, they just kept running in a straight line, no dodging, didn't attack, no defensive skills or blocks or anything, might as well have been AFK players. He was picking targets well also, solo, or already in combat with someone else, not fighting specific classes etc. What is funny is that most of the classes he was killing also have access to stealth, engine, mes, DE etc and him with 14k HP would also be one shot. I will bet you he also has 4 times as much video of him being killed as well. What you are seeing is players who are not aware, vs someone who knows their class/build. Now, not saying stealth has not been broken, and attacks from stealth that deal that much might need to be looked at, but that is only the tip of the issue, and just about every class is able to do something like this to other zerk classes. I was told I was being reported as a cheater because I 4vs1 a group and won, when really they were just face roll players, I am far from the best, so that is saying something. So you don't think reducing power creep, for both damage and defense, would be healthy for the game? Can you explain why? We can't reduce defense until we reduce offense. Make damage multipliers additiveReduce endurance regen traits such as adrenal implant by 20%Reduce all invulns durations by 1sDouble all damage modifiers in pveConsider removing rune of adventure and energy sigil from pvp Yes, yes you can reduce them, and you can buff offense. The problem is people are asking for sweeping changes, when the problems are over performing builds of given classes, and is not a simple "give everyone a huge HP buff", as that ignores the flip side of the "one shot" builds, you then end up with builds that are almost unkillable in the current meta, give them another 15-20k HP and you can forget it, it would ruin any sort of small scale, as the build would not be killable with just the HP boost, no less the crit dmg nerf AND adding a boost to personal healing skills. This is just LAZY, and will not work. If you have issues with the game or power creep (again, as I said, I agree there is), but point out specifics and how to fix them, not sweeping changes that would only make things worse. This thread sounds like a turn WvW into a PvE match, skills don't do much dmg, so missing a dodge or block etc etc doesn't matter to much and OOHH!! Give us even more HP so planning rotations and bursts matter even less, you know what, let us just face tank everything please! It would push things even more to condi, as its the only thing not nerfed dmg wise in the OP. I mean THINK about it for a second, a ranger/SB etc with 35k BASE HP......BASE. Running close to 100% protection uptime, two invulnerable skills etc. And that would not even be the worse offender and can only think of the new builds that would be made. a BASE 40k Necro with barrier uptime, LOL, good luck, because the OP just buffed healing skills as well, so barrier becomes even more OP and without condi nerf as well, and the 50% reduction in skill CD time, I honestly don't think people know anything about other classes or builds before they suggest stuff like this. Now could SOME classes have a rework on base HP? Or some specific classes be changed to where you can't trait all the dmg modifiers into a single build? Sure, but it is a complex issue and no one would be severed well by the sweeping HP creep suggested in the OP. I never suggested a hp increase? You have the reasons pretty well laid out here. Damage multipliers are currently multiplicativewith each other, which is why some classes can pull off those sweet 25k one shots from stealth. By making them additive instead, it reduces top end builds by 20-40%. By reducing invuln frames through hitting endurance regen, we stop insane bunker builds. This also makes balance much easier for the devs as they don't have to work around extreme outliers. This allows defense to be toned down as well. You quoted my post dealing with sweeping changes for all classes, that was talking about HP and the OP and asked me to explain, I did. You said when you quoted me that defense can not be lowered until offense is as well, which is not true, you then went on to suggest MORE sweeping changes. As I already said, some specific over performing builds might need to be looked at and I also said that trait lines that allow the use of all dmg multipliers in a single build should be looked at. The problem with most of those builds being that the base class gives up little in defense when traiting these, the ones that give up a lot to get that sort of dmg however are fine for the most part, as its a very high risk high reward play. Sweeping changes however does nothing to fix those problems, and generates only more.Ahhh sorry for the misunderstanding, the post I quoted doesn't mention hp at all though? Think I was just in the quote chain. If they decrease defense without decreasing offense, the game becomes full of one shots. Both need to go down. By making multipliers additive it reduces all outliers equally with minimal impact on bruisers, and limits further power creep down the road.
  21. Except people who don't know classes, builds or how to play might think this is crazy, but its not. The HP pool of almost all of those people they killed were all zerk or close to it, that is the risk you play being high dmg, and look at his own HP pool, he got hit once and almost died. another thing to notice is most if not all looked like zerglings, not a dodge to be had, hell, he was dropping smoke field and stacking stealth RIGHT IN FRONT OF THEM. they still just ran along, a number of them who were not full zerk that were not one hit did nothing, they just kept running in a straight line, no dodging, didn't attack, no defensive skills or blocks or anything, might as well have been AFK players. He was picking targets well also, solo, or already in combat with someone else, not fighting specific classes etc. What is funny is that most of the classes he was killing also have access to stealth, engine, mes, DE etc and him with 14k HP would also be one shot. I will bet you he also has 4 times as much video of him being killed as well. What you are seeing is players who are not aware, vs someone who knows their class/build. Now, not saying stealth has not been broken, and attacks from stealth that deal that much might need to be looked at, but that is only the tip of the issue, and just about every class is able to do something like this to other zerk classes. I was told I was being reported as a cheater because I 4vs1 a group and won, when really they were just face roll players, I am far from the best, so that is saying something. So you don't think reducing power creep, for both damage and defense, would be healthy for the game? Can you explain why? We can't reduce defense until we reduce offense. Make damage multipliers additiveReduce endurance regen traits such as adrenal implant by 20%Reduce all invulns durations by 1sDouble all damage modifiers in pveConsider removing rune of adventure and energy sigil from pvp Yes, yes you can reduce them, and you can buff offense. The problem is people are asking for sweeping changes, when the problems are over performing builds of given classes, and is not a simple "give everyone a huge HP buff", as that ignores the flip side of the "one shot" builds, you then end up with builds that are almost unkillable in the current meta, give them another 15-20k HP and you can forget it, it would ruin any sort of small scale, as the build would not be killable with just the HP boost, no less the crit dmg nerf AND adding a boost to personal healing skills. This is just LAZY, and will not work. If you have issues with the game or power creep (again, as I said, I agree there is), but point out specifics and how to fix them, not sweeping changes that would only make things worse. This thread sounds like a turn WvW into a PvE match, skills don't do much dmg, so missing a dodge or block etc etc doesn't matter to much and OOHH!! Give us even more HP so planning rotations and bursts matter even less, you know what, let us just face tank everything please! It would push things even more to condi, as its the only thing not nerfed dmg wise in the OP. I mean THINK about it for a second, a ranger/SB etc with 35k BASE HP......BASE. Running close to 100% protection uptime, two invulnerable skills etc. And that would not even be the worse offender and can only think of the new builds that would be made. a BASE 40k Necro with barrier uptime, LOL, good luck, because the OP just buffed healing skills as well, so barrier becomes even more OP and without condi nerf as well, and the 50% reduction in skill CD time, I honestly don't think people know anything about other classes or builds before they suggest stuff like this. Now could SOME classes have a rework on base HP? Or some specific classes be changed to where you can't trait all the dmg modifiers into a single build? Sure, but it is a complex issue and no one would be severed well by the sweeping HP creep suggested in the OP.I never suggested a hp increase? You have the reasons pretty well laid out here. Damage multipliers are currently multiplicativewith each other, which is why some classes can pull off those sweet 25k one shots from stealth. By making them additive instead, it reduces top end builds by 20-40%. By reducing invuln frames through hitting endurance regen, we stop insane bunker builds. This also makes balance much easier for the devs as they don't have to work around extreme outliers. This allows defense to be toned down as well.
  22. Except people who don't know classes, builds or how to play might think this is crazy, but its not. The HP pool of almost all of those people they killed were all zerk or close to it, that is the risk you play being high dmg, and look at his own HP pool, he got hit once and almost died. another thing to notice is most if not all looked like zerglings, not a dodge to be had, hell, he was dropping smoke field and stacking stealth RIGHT IN FRONT OF THEM. they still just ran along, a number of them who were not full zerk that were not one hit did nothing, they just kept running in a straight line, no dodging, didn't attack, no defensive skills or blocks or anything, might as well have been AFK players. He was picking targets well also, solo, or already in combat with someone else, not fighting specific classes etc. What is funny is that most of the classes he was killing also have access to stealth, engine, mes, DE etc and him with 14k HP would also be one shot. I will bet you he also has 4 times as much video of him being killed as well. What you are seeing is players who are not aware, vs someone who knows their class/build. Now, not saying stealth has not been broken, and attacks from stealth that deal that much might need to be looked at, but that is only the tip of the issue, and just about every class is able to do something like this to other zerk classes. I was told I was being reported as a cheater because I 4vs1 a group and won, when really they were just face roll players, I am far from the best, so that is saying something. So you don't think reducing power creep, for both damage and defense, would be healthy for the game? Can you explain why? We can't reduce defense until we reduce offense. Make damage multipliers additiveReduce endurance regen traits such as adrenal implant by 20%Reduce all invulns durations by 1sDouble all damage modifiers in pveConsider removing rune of adventure and energy sigil from pvp
  23. https://en-forum.guildwars2.com/discussion/60999/why-not-make-damage-multipliers-additive-instead-of-multiplicative#latest Even easier solution that also limits future power creep and gives devs a better tool for balancing
  24. Do this the other way around, make stealth a boon that can be converted to chill. Give stealth a 2s duration. So if someone wants perma stealth they have to give up damage to get it.
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