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Torqiseknite.1380

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Posts posted by Torqiseknite.1380

  1. > @"Firebeard.1746" said:

    > 1) Is Deadeye's mark supposed to do damage?

    >

    > Was scolling through a combat log and saw 1.1k damage from it, but tooltip shows none. i don't play thief so I don't know, but that looks suspicious

    >

    > 2) Death's judgement crit for11k I understand it scales with malice but that still seems insanely high given the tooltip damage of 768 I saw. That's over 10x base. How is this possible? Can someone break it down for me?

    >

    > On a semi related note, I've seen a tootip where a core mesmer shatter hit me for 4.5k, I know mesmer well enough to emulate the build but still couldn't generate numbers like that.

     

    sure, let's run some numbers to see how it's possible

    disclaimer: i will be assuming a glass 1shot build with low survivability, most thieves don't hit this hard in spvp

     

    direct damage formula is: (weapon strength * power * skill coefficient)/(target armor)

    pvp weapon strength is equivalent to level 78 exotic weapon, which for a rifle is 955-1167 (avg 1061)

     

    for power we'll assume he used berserker amulet with scholar rune for max damage, so 1375

    now since he's running a 1shot build we can factor in assassin signet which is +540

    because he has mug we know he's using deadly arts, revealed training gives another +200

    most thieves run trickery so we can assume 3 might from thrill of the crime for +90

    finally if he's using maleficent seven in deadeye, that's 10 more might for +300

    1375 + 540 + 200 + 90 + 300 = 2505 power

     

    skill coefficient for death's judgment in pvp is 1.11

     

    you didn't mention your build at the time so i will assume you had the minimum light armor of 1888

     

    therefore the direct damage comes out to (1061 * 2505 * 1.11)/1888 = 1562 damage

    his critical damage is 225% from berserker amulet + scholar rune so 1562 * 2.25 = 3514 damage with crit

     

    now let's move on to the damage modifiers which mostly stack multiplicatively, but i think sigils are additive with each other

    death's judgment deals +15% damage per stack of malice, with maleficent seven that's +105%

    exposed weakness in deadly arts gives +2% damage per condition, minor traits apply poison/weakness and binding shadow has immob/vuln for +8%

    the 15 vuln from binding shadow is another +15%

    lead attacks in trickery gives up to +15%

    iron sight in deadeye gives +10%

    and let's assume he has sigil of separation and opportunity for +10%

    finally scholar rune bonus for +5%

     

    3514 * 2.05 * 1.08 * 1.15 * 1.15 * 1.10 * 1.10 * 1.05 = 13072 damage

     

    so as you can see, 11k+ death's judgment is very possible under good conditions with a glass build, even if we adjust your armor up to 2167 (heavy instead of light) that would still be 11389 damage, hope this helps

  2. > @"Lan Deathrider.5910" said:

    > Fair. We kind of need an elite shout, but would they grant it elite status? 45s traited is 36s. Is a 36s CD not worth taking with an AoE fear?

    I don't think so. The only pvp build that runs tactics is core warrior with strength/tactics/discipline. Bull's charge and shake it off are automatic picks on that build, since nothing really competes with the cc/mobility/evade of bull's and you need the cleanse/stunbreak from shake it off. The last slot is usually occupied by for great justice due to strong synergy with might makes right/mending might. I can't see fear me replacing any of those 3 even if it was on a 36 second cooldown. Tactics spellbreaker is a thing in wvw, but I'm pretty sure the boonball meta is still going strong there so an aoe fear would just get negated by resistance/stability spam.

    > Sounds like a great skill, but would making Fear Me actually usable be better?

    I'd use it if it was an elite, certainly more impactful than signet of rage. Being able to reliably interrupt glyph of renewal or signet of mercy could also be clutch as seen in the recent mAT.

     

     

  3. Even with a 45 second cooldown, I doubt most warriors would take "fear me!" since there's no room for it in current competitive builds. It's also hard to buff the skill when it scales so much with proximity and number of targets. I think it'd be better to keep it at 60 seconds and make it our elite shout, since there are many situations where having a 600 range unblockable aoe fear would be useful if it didn't compete with our stunbreaks/physicals.

     

    To replace it in our utility roster, I suggest removing weakness from "fear me!" (it doesn't make sense to apply weakness when you've already feared the targets away) and adding the following:

     

    "You're All Alone!": Weaken and immobilize target foe. Single target shout, 2 seconds of immobilize and 6 seconds of weakness with 2 ammo and 25 second count recharge. This would offer synergy with opportunist in arms and leg specialist in tactics as well as consistent weakness application.

     

    Skill reworks for sword and rifle may be asking a bit much from the balance team if they're not trying to shift the class's overall power. Berserker overhaul looks interesting though, here's an idea for the heal:

     

    Blood Reckoning: Heal yourself, regain adrenaline, and gain bonus adrenaline when striking a foe. Heal for a percentage of your outgoing damage. Immediately grants 15 adrenaline, with an additional 2 adrenaline on hit (maybe 1 in competitive modes). 33% damage conversion to healing, 5 second duration.

  4. > @"Lan Deathrider.5910" said:

    > Yeah, that is the tricky part. It needs something else to make it worth taking, although for it being in Arms it would have to be condi or critical hit related. How about critical hits while dual wielding provide quickness(3s 10s CD) and swiftness (3s 10s CD) in addition to the base attack speed increase?

    While thematic, I think this would overlap a bit too much with heightened focus in discipline for passive quickness uptime. Maybe it could grant 3 seconds of superspeed on a 15 second cd instead?

     

    > @"Lan Deathrider.5910" said:

    > > @"Sobx.1758" said:

    > > > @"Lan Deathrider.5910" said:

    > > > **Added:**

    > > > * Kill Shot self root removal. Reasoning is the same as Flurry. I went ahead and added that in since I was adding to rifle. Self roots in general are suicide in a game where active defense is the main means of defense.

    > >

    > > Does it mean you advocate for removing self root on every skill in the game? Because otherwise this reasoning seems inconsistent and biased, just saying :p

    >

    > I do in fact. That kitten needs to go. In particular for anything channeled. A 1/4s self root is one thing a +1.5s self root is another. But sure get rid of them all.

    If kill shot gets unrooted, it needs a more visible animation since the current one can be difficult to see. I'd also argue that self root on a skill like hundred blades is fine, because it's meant to require setup for a high risk/high reward burst, similar to eviscerate (which locks you into the leap animation). On the other hand, flurry is evidently intended to set itself up with immobilize, but that doesn't always work if you can't get opponents to stand still long enough to start casting it on them.

  5. > @"Lan Deathrider.5910" said:

    > > @"Torqiseknite.1380" said:

    > > * Rifle 4 still has the bug where it cancels itself and goes on cooldown if the target enters your hitbox during its 1/2 second cast, even if you're standing still. They should either fix that bug or change it to evade before shooting.

    > It would be better to evade first.

    > > * I don't think longbow really needs buffs, it's already a good power weapon that can be used to 1v1 any other warrior build with the right setup (people on NA can whisper me for duels if you want to test it). If the goal is to make it useful for condi/hybrid, I'd argue that the issue lies with arms being too weak to compete with literally any other trait line warrior has in pvp.

    > I have had surprising success with it myself in the past, but arcing arrow is clunky and fan of fire needs a tighter cone so that you aren't forced into melee range to get the most benefit of it.

    > > * Defy pain and last stand are still dead traits. I suggest having defy pain proc 5 seconds of retaliation (for synergy with spiked armor) and protection when dropping below 50% health on a 60 second cooldown. Other ideas could involve granting barrier instead of protection or keeping the stunbreak functionality. As for last stand, I think that lesser balanced stance should be replaced with reducing stance cooldowns by 20% while keeping the increased durations and vigor.

    >

    > Those are all good suggestions.

    > > * I disagree with your suggestion of speeding up impale, as I've not really had any difficulty landing it compared to rip, and if arms becomes viable it'll already get a faster cast from dual wielding. Instead, I think they should increase the duration of the impaled debuff to 6 seconds to allow a longer window to use rip, and/or decrease rip's cast time to 1/2 second.

    > It's more for normalization with throw axe which is a 1/4s cast. I don't think we'd get a duration increase, but I can see reducing Rip's cast time as well.

    > > * For offhand mace, tremor shouldn't be counted as a projectile. It's already a slow-moving skill that can't traverse elevation or gaps in terrain, and the fact that it can be reflected just makes it even clunkier to use.

    > It would be better if it hit 4 150x300 rectangles in a row. Each with a 5 target cap. Mace 4 also feels like it should be quicker, but you are right on that a better worked version of dual wielding may help that instead. Any thoughts on dual wielding or Arms specifically?

    >

    >

     

    Balancing dual wielding is probably a bit tricky since the main question is whether or not it should stack with quickness for +70% attack speed. At the very least, I think it should stack with the +15% attack speed from berserk mode since berserker is essentially warrior's condi elite spec. If stacking with quickness is a problem, it could also grant a 5-10% bonus to power/condition damage when you have quickness to cover that loss of functionality.

     

    Burst precision should give a brief 100% crit chance buff after using a burst skill, similar to hidden killer in critical strikes. This would allow for greater synergy with the bloodlust minor and potentially help hybrid builds with their burst (e.g. guaranteed crit on final thrust after flurry).

     

    The bonus bleed duration on bloodlust should be increased to +25% in competitive modes to reflect its status as a minor grandmaster (compare with barbed precision, the minor adept in curses that grants the same amount of bleed on crit and +20% bleed duration).

  6. * Rifle 4 still has the bug where it cancels itself and goes on cooldown if the target enters your hitbox during its 1/2 second cast, even if you're standing still. They should either fix that bug or change it to evade before shooting.

    * I don't think longbow really needs buffs, it's already a good power weapon that can be used to 1v1 any other warrior build with the right setup (people on NA can whisper me for duels if you want to test it). If the goal is to make it useful for condi/hybrid, I'd argue that the issue lies with arms being too weak to compete with literally any other trait line warrior has in pvp.

    * Defy pain and last stand are still dead traits. I suggest having defy pain proc 5 seconds of retaliation (for synergy with spiked armor) and protection when dropping below 50% health on a 60 second cooldown. Other ideas could involve granting barrier instead of protection or keeping the stunbreak functionality. As for last stand, I think that lesser balanced stance should be replaced with reducing stance cooldowns by 20% while keeping the increased durations and vigor.

    * I disagree with your suggestion of speeding up impale, as I've not really had any difficulty landing it compared to rip, and if arms becomes viable it'll already get a faster cast from dual wielding. Instead, I think they should increase the duration of the impaled debuff to 6 seconds to allow a longer window to use rip, and/or decrease rip's cast time to 1/2 second.

    * For offhand mace, tremor shouldn't be counted as a projectile. It's already a slow-moving skill that can't traverse elevation or gaps in terrain, and the fact that it can be reflected just makes it even clunkier to use.

  7. > @"Crustydog.9825" said:

    > I was fully trained in all masteries, did research wiki when I could not access the waystation from the map, and I did repair the client. (I will not slip any personal data in the future - just makes me troll meat.) The purpose of this thread was to attempt to find others that can not access the waystation icon from the map such as myself in the hopes of speeding up the fix. But it seems that no one else that has the issue has come across this thread.

    It's not possible to access waystations remotely. What you're probably seeing are people airdropping to captured forts by clicking directly on the blue circle icons around the map, the same way that you'd use a waypoint. You don't need to interact with a waystation to use this feature, and I'm not sure why they have that option at all since it's rather redundant/misleading.

  8. Both of these are interesting suggestions, however they seem too strong for the current meta.

     

    The first one would allow warriors to bypass long cooldown ward skills such as line of warding, seal area, or unsteady ground with minimal investment. That's already bad, but it would also become almost mandatory in duels for one of the reasons that bull's charge is mandatory. You'd be able to cast any movement skill to negate incoming cc, so competent warriors could reactively cast eviscerate, shield bash, breaching strike, etc in response to incoming stuns and land a guaranteed hit during the enemy's aftercast. While I agree that good timing should be rewarded, this concept seems overtuned due to the large number of affected skills and would prevent certain plays like interrupting the start of gs 3.

     

    The second idea basically powercreeps existing builds which already run greatsword and bull's charge, it also seems technically challenging to implement with movement skills that have unusual animations such as kick, stomp, head butt, etc. Unless there was some change to make these skills require a target (which would be a massive nerf), the trait would likely promote kiting more than it would help stay on target.

     

    In general it seems like ANet is moving away from low cd stability procs with reworks to existing traits such as crystal configuration: eclipse and unwavering avoidance. If brave stride ever gets updated I doubt that they'll keep the original theme of granting stability.

  9. it's not necessary to level crafting for the stations, all elegant tools can be purchased from trading post (most for only a few silver)

     

    also you can already unlock city travel from mechanist ninn, direct home instance access seems unlikely though as the lounges don't have that either

  10. hi, thanks for making this thread, it's really opened my eyes to how incredibly broken signet of courage is. clearly this skill needs an emergency nerf before people realize its godlike healing potential.

     

    however, i believe warrior's battle standard is a strong contender for the title of most op elite skill. consider this scenario: all four of your teammates have died bunkering a point. they're all necros or warriors, so their base health is 19,212. since downed health is 3x normal health, if you banner them, it heals for a total of 230,544. this is an average of 1,921 health per second with 0 healing power.

     

    but wait, there's more. the map is khylo, and you are the best trebuchet user in the game, so you downed the whole enemy team on top of each other as they were trying to stomp. they're also necros and warriors, therefore when your battle standard finishes them, it deals the equivalent of 288,180 downstate damage. all this from a skill that only has a 2 second cast time and 180 second cooldown, 120 when picked up. don't forget it also pulses boons in a radius.

     

    in summary, nerf trebuchet

  11. Rifle changes look fun, still wish they would've unrooted kill shot and given it a bigger tell to make the weapon less of a gimmick. Hammer is probably going to hit like a wet noodle. Offhand mace will have a 3 second knockdown every 20 seconds, could actually be viable with stunbreak nerfs

     

    Defy pain/last stand are basically getting deleted, no one will use them at 5 mins cooldown. Hopefully they'll be reworked into something more interesting down the line, I'd love to have a useful stance trait.

     

    Shake it off seems iffy at 75 sec cooldown per charge, maybe people will go back to berserker stance or featherfoot. 60 seconds on balanced stance is also rather long, so I'm expecting the standard bar to be something along the lines of bulls charge/endure pain/featherfoot. Not sure how noticeable the healing signet nerf will be, but it's possible that mending will overtake it with builds like condi rev looking pretty strong

     

    > * Shield Stance: Increased power coefficient from 25 seconds to 30 seconds

    Nice

  12. > @"Umbramagna.9268" said:

    > I have deleted my local.dat file and it resolved the issue, now I can even say that its now slightly faster than it was before the patch, where my loading times were 15 to 20 seconds, now are 10 to 15 seconds. If you want to try it, search google how to find your appdata folder (windows), then find the GW2 folder inside the \roaming folder.

     

    This worked for me also, DR loading time went from 30 sec back down to 10. Cheers

     

    edit: Doesn't seem to be a stable fix, loading times are high again after restarting the game.

  13. > @"TheBravery.9615" said:

    > -snip-

    > Thank you for your critical review. I doubt ANET will read this thread but they could maybe take some pointers in our conversations. Feel free to rebuke if I disagreed anywhere btw.

    Glad I could contribute. I think several of the areas we disagreed in are likely due to gameplay differences between WvW and sPvP, so it'd be up to the devs to work out trait/skill designs that would be effective in both modes. Hopefully this discussion provides some useful feedback for them.

     

    Also, in my suggestion for Brave Stride, I meant 4 seconds of stability on landing a burst with an 8 second cooldown, not 4 seconds of passive stability every 8 seconds. Sorry for the unclear phrasing there.

  14. > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Fear Me**](https://wiki.guildwars2.com/wiki/%22Fear_Me!%22 "**Fear Me**"): Cooldown too high for low benefit. | This is a gimmick so I guess embrace the gimmick? If the 5 target cap limit is lifted and this is able to fear 15 enemies, this would be worth taking in such a scenario even with a 60 second cooldown. |

    Counter-suggestion: Reduce cooldown to 40 seconds, increase maximum range to 900.

     

    Reason: In the only game mode where fearing 15 enemies would be useful, it's likely that those targets would have stability and/or resistance. Lowering the cooldown seems like a better way of improving this skill in general.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Frenzy**](https://wiki.guildwars2.com/wiki/Frenzy_(warrior_skill) "**Frenzy**"): Reason why this isn't taken is because this is only a damage modifier skill and there are better options out there for warrior. If this offered more utility in the form of something else, this would be considered. | Rework this. No longer breaks stuns. For 10 seconds, burst attacks use reduced adrenaline and burst recharge is halved while this stance is active. Pulse quickness and alacrity. 40s cd. |

    Counter-suggestion: Leave as is.

     

    Reason: This skill is actually pretty good now with the addition of might stacks in conjunction with the Might Makes Right trait. I think there's a good trade-off between using it as a damage boost or as a stunbreak, with the ideal scenario being to stunbreak into a counter-burst. It's a viable pick for the meta Spellbreaker build.

     

    I either agree or am ok with everything else. Great list as always, OP

  15. > @"TheBravery.9615" said:

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Brave Stride**](https://wiki.guildwars2.com/wiki/Brave_Stride "**Brave Stride**"): Design of this trait only benefits the warrior once when entering combat and provides no benefit in sustained combat state. Goes against the design philosophy of the warrior remaining in combat and gaining adrenaline. | Rework this. Gain 5 strikes of adrenaline on your first strike entering combat. Landing burst attacks grant 1 stack of 6 second stability. |

    Counter-suggestion: Reduce duration of stability to 4 seconds, with 8 second internal cooldown.

     

    Reason: It could have allowed for egregious amounts of stability stacking with Discipline traits or skills like Decapitate, which would be excessive for an adept trait. Still might be a bit too strong, comparable to Crystal Configuration: Eclipse on Holosmith.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Opportunist**](https://wiki.guildwars2.com/wiki/Opportunist "**Opportunist**"): Warrior only have 5 skills in their entire arsenal that inflict immobilize. 1 of which is from an aquatic weapon, another 1 from a utility, and another from a burst attack- meaning only 2 weapons skills inflict immobilize For a trait that benefits when you inflict immobilize, this is extremely lacking. Need to turn it around and have it inflict immobilize under special conditions. | Rework this. Critical strikes against foes under 25% health will immobilize them for 1 second (15s cd). Gain 5s fury when striking foes under 25%. (15s cd) |

    Counter-suggestion: Replace this trait with your version of Burning Arrows.

     

    Reason: Since Arms is meant to be the condition damage line, the longbow trait seems more suitable here than in Discipline.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Dual Wielding**](https://wiki.guildwars2.com/wiki/Dual_Wielding "**Dual Wielding**"): Too much of a niche and the benefit is minimal even when wielding dual weapons. The speed increase conflicts with the speed cap that comes with quickness. | Rework this. Critical strikes gain bonus adrenaline, with effect doubled when wielding a mainhand weapon on offhand. Gain 5 seconds of alacrity when you gain max adrenaline (15s cd) |

    > |

    Counter-suggestion: Instead of alacrity, your next strike after reaching max adrenaline inflicts 10 stacks of bleeding, same cooldown.

     

    Reason: As far as I know, ANet wants to limit the availability of certain boons such as alacrity to specific classes. Additionally, it seems odd for a damage-oriented condition line like Arms to grant a supportive boon like alacrity.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Defy Pain**](https://wiki.guildwars2.com/wiki/Defy_Pain_(warrior_trait) "**Defy Pain**"): Despite it's history of nerfs it remains a prime choice in the defense trait line, but mostly because of the fact it competes with the likes of sundering mace and armored attack. It's likely in the best interest of the balance of this game to just move it to swap it with Rousing Resilience in Major Grandmaster, so the Major Grandmaster traits offer the choice between physical damage mitigation (defy pain), condition damage mitigation (Cleansing Ire), or control mitigation (Last Stand) | Swap places with Rousing Resilience in Major Grandmaster. Increase PvP stance time to 3 seconds from 2 seconds. |

    Counter-suggestion: Leave Defy Pain in its current slot. Change the trait to stunbreak and grant 8 seconds of protection when struck below 50% health, 60 second cooldown.

     

    Reason: I think it's healthier for the game if the devs continue to rework these passive invulnerability traits, like they did with passive Elixir S on Engineer. Reducing the power of this trait would also make it less of an automatic pick in its slot.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Last Stand**](https://wiki.guildwars2.com/wiki/Last_Stand "**Last Stand**"): Tooltip is inaccurate. Trait will proc when warrior has stability and isn't disabled | Either update tooltip so it clarifies so this will proc when struck by an attack with a disable effect or account for when the warriors have stability. |

    Counter-suggestion: Remove the auto-stunbreak on this trait. It now grants 2 stacks of stability for 6 seconds upon activating a stance, in addition to its current effects.

     

    Reason: As with Defy Pain, I believe it's better to have fewer passive traits in the game.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Cleansing Ire**](https://wiki.guildwars2.com/wiki/Cleansing_Ire "**Cleansing Ire**"): Fell out of favor due to rampant condi re-application. In need of a minor tune up. Conflicts with spellbreaker's "Revenge Counter", removes condition before they're transferred. | Update this so you remove 3 conditions regardless of amount of adrenaline spent. Rework it so transfer effects occur before the conditions are removed. |

    Counter-suggestion: Retain the current scaling of conditions removed with adrenaline spent. In addition to its current effects, this trait now removes blind upon casting a burst skill.

     

    Reason: I suspect the main reason this trait has become unpopular is due to its reliance on actually landing burst skills to proc cleanse. Clearing blind at the start of the cast would make it more reliable.

    > | | |

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    > | [**Phalanx Strength**](https://wiki.guildwars2.com/wiki/Phalanx_Strength "**Phalanx Strength**"): Fell out of favor with the nerf and made it no longer a viable option. | In addition to it's current effects, nearby allies will also have their might cap increased from 25 to 30. |

    Counter-suggestion: Leave the might cap. Increase the base duration of might granted to 5 seconds.

     

    Reason: Increasing the might cap would make this trait a must-pick in PvE modes, which contradicts the reason for nerfing it in the first place (i.e. to make room for other sources of might stacking). Your proposed change to Body Blow also makes it stronger, with axe skills granting guaranteed might on all crits instead of half.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Smash Brawler**](https://wiki.guildwars2.com/wiki/Smash_Brawler "**Smash Brawler**"): My issue with this is that it's pve minded only and is not a viable option for PvP and WvW due to the uncontrollable nature of berserk and when it's needed most. | In addition to current effect, unlock the F2 function to end berserk mode early and put on full cooldown. (Deals PBAOE damage, dazes self and inflicts damage on self) |

    Counter-suggestion: Rage skills now decrease the cooldown of Berserk by 3 seconds when used outside of Berserk Mode.

     

    Reason: While it would be interesting to have an actual functionality/UI shift, that might be too much to ask for an adept trait. This change would accomplish the same goal of granting more control over Berserk uptime/downtime.

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    > | [**Sun and Moon Style**](https://wiki.guildwars2.com/wiki/Sun_and_Moon_Style "**Sun and Moon Style**"): While Loss aversion and Slow counter aren't overpowered traits, Sun And Moon Style is specific to dagger and even as a niche falls short in comparison. | Change it so critical hits with dagger strips boons. |

    Counter-suggestion: Remove the main-hand and off-hand limitations of this trait, i.e. while wielding a dagger in any hand, heal for a percent of outgoing critical damage and interrupts grant quickness.

     

    Reason: Adding passive boon strip to a trait in this slot would have negative synergy with Loss Aversion while also being notable powercreep. In my opinion, it's better for boon strip to remain tied to specific skills.

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    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > |[ **Full Counter**](https://wiki.guildwars2.com/wiki/Full_Counter " **Full Counter**"): For a profession mechanic this has become a very weak attack in competitive modes. Overnerfed. Initial issues came from it's behavior, activating from ranged attacks and punishing allies near the spellbreaker if hit accidentally. | Change it's behavior so it's similar to Riposte, blocking ranged attacks and only activating when struck by a melee attack by an opponent within range. Increase damage in competitive modes to 50% of PvE damage.Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Inflict disenchantment for 5 seconds on enemies you strike (unable to apply boons) |

    Counter-suggestion: Full Counter is no longer considered a burst skill. Normalize its cooldown and damage at 10 seconds and 75% of its PvE value respectively. It's now a single-target attack that exclusively targets the entity that triggered it, inflicting disenchantment. If it fails to strike a target, refund the adrenaline spent.

     

    Reason: With your suggested changes to traits like Brave Stride, Body Blow, Cleansing Ire, and Burst Mastery, Full Counter has the potential to be an excessively overloaded skill. Removing its burst status would solve this problem while also making it easier to balance in general. Additionally, though your proposal would remove the possibility of ranged attackers triggering Full Counter on their allies in melee distance, it wouldn't necessarily address the issues of clones/pets, pulsing AoEs, or secondary melee attackers. Making it a single-target attack on the enemy that activated it would ensure that it only punished that individual while also matching Spellbreaker's design as a duelist specialization. However, I do like the idea of disenchantment as a means of mitigating boon reapplication in the current boon-heavy meta.

    > | | |

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    > | [**Scorched Earth**](https://wiki.guildwars2.com/wiki/Scorched_Earth "**Scorched Earth**"): Minor bug or oversight, your are able to proc adrenaline traits even if you don't hit anyone with this if you just fire this and it lands on the ground. | Fix bug |

    > | [**Combustive Shot**](https://wiki.guildwars2.com/wiki/Combustive_Shot "**Combustive Shot**"): Same issue as scorched earth. | Fix bug |

    Counter-suggestion: Leave as is.

     

    Reason: Since this is currently the only reason to take longbow in competitive modes, I don't think it needs to be changed for the time being.

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    > | [**Kill Shot**](https://wiki.guildwars2.com/wiki/Kill_Shot "**Kill Shot**"): Severely outdated cheesy attack. Needs a usability update | Remove the kneel animation to cast. Allow movement |

    Counter-suggestion: Add a visual indicator to the skill's warm-up animation.

     

    Reason: While it would be great if this skill became unrooted, it would then need additional telegraphing to distinguish it from generic rifle skills.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Flurry**](https://wiki.guildwars2.com/wiki/Flurry "**Flurry**"): This is a pretty awful attack to spend adrenaline on. Long cast time, self rooting, poor damage. Final Thrust is more worthy of being a burst attack.. | Just swap places with Final Thrust |

    > | [**Final Thrust**](https://wiki.guildwars2.com/wiki/Final_Thrust "**Final Thrust**"): This is a good attack, worthy of being a burst. More so than flurry.. | Just swap places with Flurry |

    Counter-suggestion: Keep Flurry as the burst skill, but it now reflects projectiles. Either significantly reduce its cast time or increase its damage/bleed stacks.

     

    Reason: Moving a bad skill from the burst to the weapon won't make it any less of a bad skill, better to just update it.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Outrage**](https://wiki.guildwars2.com/wiki/Outrage "**Outrage**"): What I dislike about the changes to the rage skills and h ow they tie with berserker duration is the fact that they don't benefit the warrior outside of berserker. It could be given a Glyph / physical treatment which would give it more uses | While in berserk mode, this increases berserk duration (more if breaking a stun). Outside of berserk mode, you gain adrenaline. Gain 2 additional charges, increase cooldown to 20 seconds. |

    > | [**Shattering Blow**](https://wiki.guildwars2.com/wiki/Shattering_Blow "**Shattering Blow**"): Same issue as outrage. | While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. |

    > | [**Sundering Leap**](https://wiki.guildwars2.com/wiki/Sundering_Leap "**Sundering Leap**"): Same issue as outrage, doesn't have a use scenario or niche to use. | While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Reduce cast time to half second, change from vulnerability and cripple to burning, bleeding, and torment. |

    > | [**Wild Blow**](https://wiki.guildwars2.com/wiki/Wild_Blow "**Wild Blow**"): Same issue as outrage, nice use. | While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Greatly increase damage dealt and launch distance. |

    > | [**Headbutt**](https://wiki.guildwars2.com/wiki/Head_Butt "**Headbutt**"): Same issue as outrage. | While in berserk mode, increase berserk duration. Outside of berserk mode, refreshes the berserk mode cooldown. |

    Counter-suggestion: Leave as is, rework Smash Brawler or make Berserk cd reduction baseline.

     

    Reason: In terms of improved functionality, I think it's better for Rage skills to incrementally reduce the cooldown of Berserk Mode when used outside of it, per my Smash Brawler suggestion. Building adrenaline outside of Berserk isn't an issue, it's sitting at full adrenaline when Berserk Mode is still on a long cooldown.

    > | | |

    > |----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|

    > | [**Sight Beyond Sight**](https://wiki.guildwars2.com/wiki/Sight_beyond_Sight "**Sight Beyond Sight**"): That recent 2 second revealed increase did not change the underlying flaws with this ability and how stealth works in game. | Increase radius to 600. Grants self the ability to see stealthed players within range. |

    Counter-suggestion: This skill now makes all attacks critical hits for 5 seconds and applies revealed to foes struck. Also grants immunity to blindness for its duration.

     

    Reason: While your idea for countering stealth would be cool, it would make it difficult for stealthed players to know when they're still visible. Furthermore, I think it's best if there aren't multiple anti-stealth mechanics in the game. Maybe they can implement your suggestion in a future overhaul to how stealth and reveal work.

  16. I'd recommend following the story, it'll take you through all the pof maps so you should be able to find some hero points and explore along the way. If you're struggling with the combat, I'd suggest looking for a guild or friends to show you the ropes. You could also post your server region (EU/NA) and maybe find some helpers that way

  17. > @"Dadnir.5038" said:

    > > @"Torqiseknite.1380" said:

    > > > @"TheBravery.9615" said:

    > > > > @"Red Haired Savage.5430" said:

    > > > > This would have been a much better idea than what they did, but in certain circumstances could be a little too OP. There are a few PvE foes that do a percentage of your health as damage instead of having damage multipliers and whatnot. If I remember the forged bastion's charge up laser beam skill does a percentage of your health.

    > > > > https://wiki.guildwars2.com/wiki/Forged_Bastion

    > > >

    > > > I mean rather than nerfing competitive FC they could have applied OP's suggestion and leave pve alone.

    > > Yes, it would almost certainly need to be split from pve

    >

    > This split would be a different mechanism between gamemode since there would be a mechanism looking for the the coefficient of the incoming attack to apply it and ANet don't split mechanisms, just numbers.

    A split doesn't necessarily have to change the damage calculation, they could just put a cap on how much damage the skill can do against nonplayer opponents, similar to when they had a npc only icd on meteor shower

  18. > @"TheBravery.9615" said:

    > > @"Red Haired Savage.5430" said:

    > > This would have been a much better idea than what they did, but in certain circumstances could be a little too OP. There are a few PvE foes that do a percentage of your health as damage instead of having damage multipliers and whatnot. If I remember the forged bastion's charge up laser beam skill does a percentage of your health.

    > > https://wiki.guildwars2.com/wiki/Forged_Bastion

    >

    > I mean rather than nerfing competitive FC they could have applied OP's suggestion and leave pve alone.

    Yes, it would almost certainly need to be split from pve

    > @"Strages.2950" said:

    > I could live with this. But how would it work against condi builds? Scaling it off the power coefficient seems a little too simple.

    It's hard to come up with a perfect solution for this, but one idea I had was to remove the flat +20% damage on revenge counter and instead make the conditions copied by that trait scale off the stats of the player that originally applied them. For example, if you copied a scourge's burning back onto him with revenge counter he'd take burn ticks based on his own condition damage. However, in this case they'd probably need to make the skill single target, as otherwise a spellbreaker could just run into a teamfight and repeatedly spread an enemy scourge's condis to his own team

  19. Although its damage is now quite anemic after the recent patch, full counter originally encouraged an odd behavior where you would want to deliberately walk into pulsing aoes and other weak attacks just to proc it for damage, which ran contrary to the skill's defensive nature. This always seemed somewhat counterintuitive so I can kind of see why it got nerfed.

     

    Not sure if it's technically possible, but I think it would be cool if the damage instead scaled off the power coefficient of the incoming skill that triggered it, meaning that you would want to use it strategically to block major attacks like eviscerate or arcing slice for maximum effect. This would preserve the potential of the skill to punish attackers for bursting into it while making it less rewarding to trigger it off random aoes or mesmer clone autos.

  20. I don't have a set of pack runes in pve so I can't test them, but I was testing rage runes which had their 4th bonus changed to "gain fury for 8 seconds when entering combat" on a 10 second cd. What I found is that the bonus procs when entering combat and when leaving combat (enemy dies or you move out of range) but it does not refresh every 10 seconds in combat.

     

    I also noticed that ogre runes don't say "when entering combat" in their description but rather "while in combat," and in fact the only runes that proc "while in combat" are the ones that summon npc allies. Therefore, I'm pretty sure that runes like pack and rage are actually in a different category where the bonus only activates when entering or leaving combat, which is indeed rather bad

     

    Edit: Tested fire runes as well and they seem to be the same as rage, except they didn't proc when leaving combat, only on entering

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