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Vegeta.2563

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Posts posted by Vegeta.2563

  1. > @"SloRules.3560" said:

    > Corrupts should never outnumber cleanses, NEVER! Or boon application for that matter, but they should achieve effect in a localized time, for 2-5 seconds maybe. But even than, it shouldn't always happen on first try.

     

    Corrupts never have outnumbered cleanses, that's not the point I was making. The point I was making was that boon application being applied from purity of purpose via cleanses might be a bit much to keep up with, and that boons would be applied too frequently basically making corrupts pointless to use at all.

     

    > @"Dawdler.8521" said:

     

    > > @"Vegeta.2563" said: https://wiki.guildwars2.com/wiki/Super_Elixir (cooldown of 20 seconds, 1 cleanse on 5 allies every second for 10 seconds, pulses 11 times) (330 cleanses every 2 minutes)

    > Your math is wrong. It literally takes 1/3rd off your total cleanse count.

    >

    > Super elixir only cleanse conditions on the initial AoE, the pulses heal.

     

    Noted.. I made adjustments to the original post. I was looking at the skill description, and not so much the notes.

  2. These are based on **Perfect Scenarios**

     

    ## Scrapper

    A list of all condition cleansing skills from scrapper based on current meta build used. None of these skills are being adjusted according to the notes.

     

    * https://wiki.guildwars2.com/wiki/Cleansing_Field (cooldown 15 seconds, 1 cleanse every pulse every second, 4 pulses.. doesn't specify target cap, let's assume 5 allies) (160 cleanses every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Cleansing_Pulse (cooldown of 10 seconds, 1 cleanse on 5 allies) (60 cleanses every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Purge_Gyro (cooldown of 20 seconds, 1 cleanse on 5 allies every second for 5 seconds) (150 every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Super_Elixir (cooldown of 20 seconds, 1 cleanse on 5 allies) (30 cleanses every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Fumigate (cooldown of 12 seconds, 1 cleanse on 5 allies within the cone effect for each pulse that hits the enemy) (250 cleanses every 2 minutes)

     

    Comes out to be 650 cleanses every 2 minutes. You add on Purity of Purpose that gives boons for each cleanse, and that's just insane.

     

    ## Scourge

    Now let's look at scourge and corrupts with their target cap and skill cooldown with current meta after the patch would hit.

     

    * https://wiki.guildwars2.com/wiki/Path_of_Corruption (F2 now converts 1 boon to condition) (see Nefarious Favor)

    * https://wiki.guildwars2.com/wiki/Nefarious_Favor aka F2 (Cooldown 4.25 seconds with Sinister Shroud trait, converts 1 boon to condition while using Path of Corruption trait on 5 targets.) (140 corrupts every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Devouring_Darkness (Cooldown 10 seconds, converts 1 boon to condition up to 5 targets). (60 corrupts every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Well_of_Corruption (Cooldown 40 seconds, converts 1 boon to condition every second for 5 seconds up to 5 targets). (75 corrupts every 2 minutes).

    * https://wiki.guildwars2.com/wiki/Unholy_Feast (Cooldown 12 seconds, converts 2 boons to conditions on 5 targets within 600 radius of necro, unlike Devouring Darkness which is range) (100 corrupts every 2 minutes).

    * https://wiki.guildwars2.com/wiki/Spinal_Shivers (Cooldown 20 seconds, converts 3 boons to conditions on 1 target only). (18 corrupts every 2 minutes).

    * https://wiki.guildwars2.com/wiki/Ghastly_Breach (Cooldown 90 seconds, converts 1 boon to conditions on assuming 5 targets) (33 corrupts every 2 minutes)

    * https://wiki.guildwars2.com/wiki/Sand_Flare (Cooldown 20 seconds, converts 1 boon to conditions on 5 targets) (30 corrupts every 2 minutes)

     

    I left out Trail of Anguish as most of the time the skill is hard to determine how many corrupts it can pull off in 2 minutes considering the enemy position and yourself.

     

    Comes out to be 456 boon corrupts every 2 minutes.

     

    Without Devouring Darkness nerf.. it would be at 516 boon corrupts every 2 minutes. Still not even enough to keep up with scrapper cleanses.

     

    If purity of purpose had a 1 second internal cooldown, it would help make up for it. Keep in mind scrapper will still be able to cleanse 650 conditions every 2 minutes, but the amount of boons gained from conditions would be halved (325 boons applied)

     

    The amount of boons that are going to be applied vs the amount of corrupts going out is going to impossible to keep up with it. Especially with boons being applied every cleanse. The amount of boons applied are 1.425 ..... times higher than corrupts going out in a 1:1 class scenario.

     

    When it comes down to it.. most of scourges corrupts come from stationary skills.. meanwhile cleanses from scrapper are based around scrapper themselves either via purge gyro, cleansing field, and cleansing pulse. You can dodge out of stationary fields and it's going to be even easier with cripple being removed from Manifest Sand Shade. How do you compete with cleanses that are mobile??

     

  3. > @"Keaven Freeman.6157" said:

    > > @"Ceriph.3518" said:

    > > > @"Keaven Freeman.6157" said:

    > > > There are two achievements associated with those: the individual, "Light the [area]" achievement, and the collective, "Luminary" achievement. The individual ones are daily achievements and reset at the same time as other dailies. The "Luminary" achievement does **not** reset and tracks if you have _ever_ done the individual achievements.

    > >

    > > I did all 4 Lighting the X achievements, got the Luminary title, but the Asgeir one, Lighting the Legacy is now grayed out like I didnt do it

    > > Proof: https://imgur.com/a/YA5vtbK

    >

    > As I said, the individual "Lighting the [area]" achievements reset at the daily-reset time. Therefore, they will display in the achievement panel as not done. However, this **does not** reset the meta tracking of _ever_ having completed these achievements. The "Luminary" achievement (which tracks the completion of all the light puzzles), and the "Whisper in the Dark Mastery" achievement (which tracks the completion of all episode achievements) do not clear your record of ever having competed these "Lighting the [area]" achievements because they mark off that you've done it at least once.

     

    Why is there even ap added to the 4 achievements that reset. This makes no sense.

  4. > Sand Savant: This trait no longer increases the target cap of shade skills in WvW only.

     

    That's fine and all.. but if this also includes increases recharge time.. this trait is now worthless.

     

    Also when are we going to expect a nerf to perma stealth deadeye which can sit inside a keep or tower and just non stop stealth and then port their mesmer buddy in?

     

    Our group spent a good 20 minutes looking for someone inside of Bay throwing down painter traps and the second he hits them he removes reveal and restealths and goes far away so we can't find him again. I feel that classes that can remove reveal shouldn't have access to portal.

  5. So a patch is coming up on Dec 3rd. Might be helpful to see an update on how the balance update part is coming so we can give our feedback before the release.

     

    Like how Sand Savant is going to be changed. If it's going to remain with the 100% recharge rate increase for only 120 radius increase.. or if the trait is going to be completely redone.. things like this we need to know.

  6. > @"Robert Gee.9246" said:

    > **I need falling damage reduction for some jumping puzzles.**

    > Right now we think the only one that really needs it is Griffonrook Run because it integrates fall damage into the critical path (the red eggs restore health for this reason). We'll be adding fall damage reduction into the bomb buff as a result. We don't think this necessary for the other jumping puzzles at the moment but are open to adding it as the need arises.

     

    I think you missed another..

     

     

    ^ Start at 7:18

     

  7. > we feel that they are currently over-complicating trait descriptions

     

    What's complicated about "reduces fall damage by 50%" ?

     

    Removing the fall damage trait is going to make doing some jumping puzzles impossible to complete. For example someone without a mount or glider doing the Silverwastes JP, that requires you to jump down to reach a checkpoint needs the fall damage reduction part of the trait to survive. There is no way around it.

     

    I believe they should remain in PvE at the very least.

  8. > @"Cal Cohen.2358" said:

    > Hi again,

    >

    > First off, really enjoying reading through all the feedback. While we don’t have time to respond to each individual post, we wanted to respond to a few of the points that have been brought up multiple times.

    >

    > * Nerfing only Scourge will result in boons and cleanses being too strong

    >

    > This is a real concern and definitely something we thought about when deciding on which changes to make for this update. What it really comes down to is the question of how long we want to chase our own tails right now. If we nerf Scourge, then maybe we need to nerf boons and cleanses, then maybe we need to nerf conditions and corrupts, and on and on we go. Now this is one of the goals of the future patch, but that is going to take longer than the time we have for this balance cycle.

    >

    > The alternative here is to just make no changes until the future update is ready, but we don’t think this is the right thing to do. We know Scourge is a problem, so we’re going to make an adjustment in the short-term. If it does end up that Scourge was keeping things in check and those things start to overperform, we do have opportunity to make slight adjustments out of the normal balance cadence, but ideally we want to spend as much time as possible working on the patch where we are trying to address everything at once.

     

    One of my concerns was that with Devouring Darkness corruption being reduced from 2 to 1. That would also affect the Torment you could apply. Being that it only applied when corrupting a boon.

     

  9. Why don't we bring up one of the more overpowered specs from a non-meta class. Condi Deadeye with rifle and venom utilities that spams perma immob with [spotter's Shot](https://wiki.guildwars2.com/wiki/Spotter%27s_Shot "https://wiki.guildwars2.com/wiki/Spotter%27s_Shot"). Most classes can't even touch them because they sit at 1500 range and no one can reach them besides another class with 1500 range, and let's face it, there isn't many of those. Sure you could try curing your own conditions, but the way that works it removes the damaging one first, and even by the time you got to remove the immobilize, it'll just get re-applied anyway. There is no counter play against these and this needs to be looked at.

  10. Let's take a look at the amount of cleanses both scrapper and firebrands get.

     

    * Scrapper:

    1. Cleansing Synergy: 1 cleanse up to 5 targets every 10 seconds (5 conditions)

    2. Purge Gyro: Remove 1 condition every 5 seconds up to 5 targets. (25 conditions)

    3. Med Kit (Cleansing Field): Remove 1 condition each pulse, up to 4 pulses (assuming 5 target limit) (20 conditions).

     

    * Firebrand:

    1. Tome of Resolve: Activating this skill with Absolute Resolution trait will remove 3 conditions on 5 targets (15 conditions)

    2. Tome of Resolve (Chapter 2: Radiant Recovery): 2 Conditions removed every 2.75 seconds on 5 targets with Loremaster trait. (10 conditions).

    3. Mantra of Lore (Opening Passage): Convert 2 conditions on 5 targets (10 conditions)

    4. Mantra of Lore (Clarified Conclusion): Convert 5 conditions on 5 targets (25 conditions).

     

    * Scourge:

     

    If these changes go live with that means..

     

    1. You have Axe 3 that converts 2 boons on 5 targets (10 boons).

    2. Scepter 3 would now only convert 1 boon on 5 targets (5 boons).

    3. Well of Corruption assuming is 1 boon corrupted per pulse every second (up to 25 boons if all 5 targets are stationary inside the well long enough which is 90% of the time never).

    4. Ghastly Breach You can corrupt 1 boon (assuming) up to 5 targets, 1 per pulse up to 5 pulses (25 boons if all 5 targets are again stationary and don't move out of the breach).

    5. Dagger 5 Corrupt 1 boon on 5 targets (5 boons)

    6. Shade 2 (with Path of Corruption trait) would convert 2 boons on 5 targets (10 boons).

     

    The problem with balancing out the number of corrupts vs boons, is that most of the scourge corrupts are stationary attacks that the enemy can dodge out of and move way from. Meanwhile support classes like Firebrand or Scrapper require teammates to be closeby and don't suffer from the lack from this.

     

    In my honest opinion, the change to the Sand Savant target limit should be enough boon corrupt nerf for the time being. And Devouring Darkness should remain at 2.

  11. > @"DeadlySynz.3471" said:

    > Cal,

    >

    > the corrupt potential of the scourge isn't the problem, boon application far outweighs the corrupts. Jump in any group and switch off the grid view and watch your party in the middle of battle. All you see is an influx of boons being applied with very little conditions or conditions appearing and then vanishing. If corrupts were a problem, we'd see the opposite; we'd see less boons and boons vanishing and tons of conditions ticking. We don't see that, leave the corrupts alone.

    >

    > Shades also aren't the problem, the only real class they bother is the guardian, and to a lesser extent the warrior. Thieves, Rangers, Mesmers, Revs, and Engineers have little to no issue with shades. The shade complaints are coming from those 2 classes which is ironic because it's the Guardian class itself that does too much. What you need to do is revert all the changes on all the classes back to the start of PoF and take the heavy nerf bat to the Guardian and Guardian alone.

    >

    > Case and point, One of the skills the Firebrand has converts 5 conditions to 5 boons on 5 targets (basically functions like an elite skill), on a relatively short cool down. The counter skill to this would have been devouring darkness, which in it's original state converting 3 boons to 3 conditions on 5 targets was never on par to even begin with; it needed to be increased to 5 boons to 5 conditions on 5 targets to match it. Then it got reduced to 2 conditions, now will be reduced down to 1, and the Firebrand skill remains untouched????? Do you see the problem here?

    >

    > Changing Scourge isn't going to change the meta, the sole problem with the meta is the Guardian class. Making those changes will likely reduce Scourges in WvW yes, but it will also likely reduce amount of players playing as well (and there aren't many left as is). What will the scourge be replaced with? Ele's? Nope, die to retaliation and their healing is sub par compared to Firebrand. Revs? Good possibility but does WvW need more Revs, many players will say no? More Rangers and thieves? Nope, too much reflect because of Guardian. More scrappers? Again, highly unlikely, they don't serve a large enough function to warrant many of them. Mesmers? How many chrono tanks are needed in groups?

    >

    > Then that lastly brings us to warriors, who better to fill the boon stripping gap then warriors? With little fear of boon corruption now, warriors can run amok much easier. Then the original problem has been created that plagued WvW prior to HoT's release, that awful melee meta, the one that started making players quite the game in masses, due to the lack of class diversity and alienation of other classes. Reducing boon corrupts is about the poorest move you can make Cal.

    >

    > That isn't the only problem the guardian class poses; they dish out too much retaliation, too many reflects, too much resistance, too much stability, and too much healing. Then also aside from too much condi conversion in their wheelhouse, they pack too much overall condition cleanse as well. Your nerf bat should be squarely focused on them and reducing them down to the level of other classes. They should only be able to do one of those things well on that list (like party stab), and one other thing marginally well (like healing). Everything else needs to be completely removed from their skill list. That is what will change the meta and bring more diversity into the game mode.

     

    I agree 100%. Corrupts have never been an issue. Going from 3 corrupts to 2 hurt a bit, now going from 2 to 1 is even worse. I have a hard time even keeping up with corrupts, while boons are applied almost twice as often from guardian and scrapper.

  12. > @"Grimjack.8130" said:

    > > @"Vegeta.2563" said:

    > > > @"Cal Cohen.2358" said:

    > > > * Sand Savant: This trait no longer increases the target cap of shade skills in WvW only

    > > > * Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only

    > > >

    > > > Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

    > > >

    > > > -The Systems Team

    > > >

    > >

    > > * Sand Savant: Besides a radius increase there is no reason to run this trait anymore and is now useless. Maybe for at least a compensation remove the shade recast increase?

    > >

    > > * Devouring Darkness: Might as well use Axe as that has 2 corrupts and is AoE (while the range is shorter, it's still better than this).

    >

    > Pros and Cons, more range, less boons. Less range, more boons. This is good balancing, stop raging about it.

     

    Still can't argue that sand savant is going to be pointless to run if these changes go live.

  13. > @"Cal Cohen.2358" said:

    > * Sand Savant: This trait no longer increases the target cap of shade skills in WvW only

    > * Devouring Darkness (from Lingering Curse): Reduced the number of boons corrupted from 2 to 1 in WvW only

    >

    > Remember that these changes are not locked down and we still have time to iterate. We look forward to your thoughts and feedback.

    >

    > -The Systems Team

    >

     

    * Sand Savant: Besides a radius increase there is no reason to run this trait anymore and is now useless. Maybe for at least a compensation remove the shade recast increase?

     

    * Devouring Darkness: Might as well use Axe as that has 2 corrupts and is AoE (while the range is shorter, it's still better than this).

  14. Can we please have separate builds per game mode back? Remember where traits and utilities saved per game mode you entered? Now with build templates, in its current state you have 1 build template per game mode. Basically what we already had. Sure you could have 3 templates for PvE, or 3 for WvW, but its basically what we already had separately. I feel like the build template slots (the personal builds with traits and utilities), should have their own separate game mode builds like how we used to.

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