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Dadnir.5038

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Everything posted by Dadnir.5038

  1. > @"Nephalem.8921" said: > Either the wiki or the editor is wrong then. I would say its the editor. And like i wrote earlier danger time does work just like a modifier which only affects crits. I mean there is a reason why chrono has an almost 43k bench. Absurd modifiers. I do not deny it, but the thread base itself on the editor's number, so I find it logical to "play along".
  2. > @"Nephalem.8921" said: > > @"Dadnir.5038" said: > > > @"Nephalem.8921" said: > > > > @"Dadnir.5038" said: > > > > - Chrono can reach close to 314%. http://gw2skills.net/editor/?PigAw6W4aEA-zxIY7ohvICuA0fWE+1C-e (150 ferocity unlisted + 10% while foe is slowed) > > > The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits. > > > > _Fencer's finesse_? That's the source of the 150 point of ferocity. The 10% are for _danger time_. Ideally I should add another 10% for _superiority complex_ but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought) > > Thought you mean danger time because you mentioned slow. Both traits dont just add 10% crit dmg or 25% on top. It adds 10% or 25% when the hit crits. Means it is 3.14 * 1.1 * 1.25 instead of 3.14 + 0.1 + 0.25. Nope, the 15% from _superiority complex_ is taken into account by the editor and this editor show it as additive not multiplicative. 150 ferocity is 10% critical damage, which push the base from 294% to 304%, logically, the extra 10% from the _danger time_ and _superiority complex_ should push it to 324%.
  3. > @"Arheundel.6451" said: > > @"draxynnic.3719" said: > > Yeah, this has been a problem going back to GW1 days. They nerf everything that _supports_ the problem rather than the problem itself, sometimes rendering those supporting states into a level where they're now _only_ useful when used to support the problem, and when they eventually grudgingly address the problem directly, the supporting skills they nerfed along the way are left in a subpar state. > > > > At least we don't have professions being nerfed because of what some _other_ profession is doing using their skills as a secondary profession > > Balance in GW1 would deserve a Nobel Prize for development compared to GW2, do remember that many core devs left Anet since then..... Yep, at least it was easy to identify which skills were problematic from a PvP point of view. That said, I do agree with draxynnic that being nerfed due to another profession having imbalanced result with your profession's skills was annoying.
  4. > @"Nephalem.8921" said: > > @"Dadnir.5038" said: > > - Chrono can reach close to 314%. http://gw2skills.net/editor/?PigAw6W4aEA-zxIY7ohvICuA0fWE+1C-e (150 ferocity unlisted + 10% while foe is slowed) > The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits. _Fencer's finesse_? That's the source of the 150 point of ferocity. The 10% are for _danger time_. Ideally I should add another 10% for _superiority complex_ but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought)
  5. > @"Scykosix.7836" said: > > @"MatyrGustav.6210" said: > > I think it would be awesome to have shields as a Necro. Also would be amazing to summon Stationary Bone Walls to hide behind. just some thoughts. > > I also would hope more weapons are being added to the classes outside the elite specs. For Necro I think The Main hand sword as a base weapon would be amazing as well. > > The last thing a necro with 30K hp and 20k hp shroud needs, is a sustain build through shield. Well, ANet already proved that they can reduce base stats through e-spec (scrapper/berserker), so an e-spec can have it's base vitality reduced making 30k hp a lot more unlikely. Anet also proved that the shroud isn't the only option possible for an e-spec (scourge), so the 20k hp shroud might very well be optional. This mean that a sustain build through shield in a e-spec isn't an impossibility.
  6. It depend if you want to restrict yourself to warrior or if you're open to any profession. - Reaper can reach 318% in shroud. _Not very difficult, just take Reaper Onslaught and death perception_ - Weaver can theoretically reach 335% with assassin's stats. http://gw2skills.net/editor/?PGgAg2FTkdBWWfAA-zxIY7ohvICuA0fWE+1C-e _get lightning hammer and fury on_ - You can reach 333% as a soulbeast while wielding an axe. http://gw2skills.net/editor/?POgAweDbDcB/AMgC-zxQYhoB2hvICuA0fWE+1C-e - Guardian as a whole seem to peak below 290%. http://gw2skills.net/editor/?PWQAEWEA-zxQYhoA2hvICuA0fWE+1C-e - Deadeye reach 321%. http://gw2skills.net/editor/?PaQAQW2ekA-zxIY7ogvICuA0fWE+1C-e (7% unlisted while above 90% HP) - Engineer can reach 302%. http://gw2skills.net/editor/?PeQAQOQKMA-zxIY7ogvICuA0fWE+1C-e - Chrono can reach close to 314%. http://gw2skills.net/editor/?PigAw6W4aEA-zxIY7ohvICuA0fWE+1C-e (150 ferocity unlisted + 10% while foe is slowed) - Renegade reach 295%. http://gw2skills.net/editor/?PmQAYltAsNgpBsMgNCMDgLiHIA-zxIY7ogvICuA0fWE+1C-e - Berserker's _blood reaction_ could allow warrior to reach 332% in berserk mode (without the signet's trait stacking effect). http://gw2skills.net/editor/?PKgAceDjDsIsoaEA-zxIY7ohvICuA0fWE+1C-e
  7. 1- Arguable but I'm all for elite transformations being removed from sPvP. 2- I doubt a nerf is needed. 3- Trapper runes have been a problem child since release, I wouldn't be against a rework. This runeset already led ranger's and thief's traps to be nerfed, it might be time to admit that the runeset 6th line was the issue. 4- I doubt weaver really need a damage buff. 5- The mesmer do not "need" a sustain buff, else mesmers would build for sustain (hint: inspiration traitline). What mesmer need the most is mechanical QoL.
  8. I would say that it's a bit more complicated than a lack of maintenance. The issue is more that the balance focus to much on the core tenets of each profession, leading to imbalance by over-emphasys of those core tenets. Most things are good when in an healthy amount, however when you put the concept of healthy amount behind you, it become imbalanced. The necromancer is the perfect example of that. Number wise and weaknesses wise it's more or less balanced, however he used to have different options (less in line with it's thematic) that have been discarded in favor of it's thematic option. And this lead to imbalance. - Fear: At release the necromancer had 3 sources of fear, Downstate, Staff#5 and _Doom_. Nowaday, it's downstate, staff#5, 1 in the shroud mechanism, _Spectral ring_, lich#3 and stability conversion. Not to mention the increased amount of traits effects supporting fear. Let's be honest, it's no longer an healthy amount. - Boon conversion: The necromancer used to have half boon conversion and half boon rip. Now, only a single boon riping effect remain while the number of boon conversion effects have been excessively increased to keep in check the growing amount of boons on other professions. Let's be honest, it's no longer an healthy amount. - Life leeching: The necromancer used to have some life leeching ability but it's been increased so much that it even hinder it's ability to deal damage. And yet the mechanism still feel lackluster. Let's be honest, it's no longer an healthy amount and in this case maybe the mechanism should have been looked at. - The shroud: The shroud used to be a very pale shadow of what we got right now. It used to be better to flash shroud for damage and stay in shroud for defense. Now you need to stay in shroud for everything. Let's be honest, it's no longer an healthy amount. - Area denial: The necromancer used to only rely on well and staff for area denial, now it's everywhere and scourge pushed area denial to the next level. Let's be honest, it's no longer an healthy amount. - ... etc. Keep in mind that the necromancer here is just an example, every profession got the same treatment. Every profession have been bloated with their own thematical tools to an unhealthy amount.
  9. > @"Nimon.7840" said: > > @"Dadnir.5038" said: > > Yep the nerf is insignificant, not so long ago _well of darkness_ didn't even have damages. > > Lol. It is significant. Assuming corruption had a 0.45 ratio, darkness a 0.8 and suffering a 0.9 > > all wells together that was 2.15 ratio and now 1.7 ratio. That's 21% less damage on the wells Spike. > 21% isn't "insignificant". On such a high cooldown. > > But it is insignificant. Maybe not for the builds that used it since feb 2020 but compared to builds pre feb 2020 using this well still net you more damage. In the first place this well is overloaded since february, not expecting any kind of nerf was/is shortsigthed. To be honest, I'm already amazed that it lasted this long without being nerfed.
  10. I wouldn't say that _Tempestuous aria_ is weak now, but it's disturbing by it's lack of focus. As it is it stand as both a defensive and offensive trait, personally, I'd replace weakness by fury and make it the true offensive option of it's tier.
  11. I'd say duelling and illusion are even. The most effective traitline depend on the encounter design and your "role" in the team. If the boss mainly take damage while in breakbar/stuned state then go for duelling, if the fight need a constant DPS then go for illusion. That's how I see things.
  12. That's an organized PvE trait. So I guess you mean: "work efficiently in competitive modes." The answer is probably "no", because the extra damage that this trait offer to the phantasms aren't exactly needed in competitive modes where either the said fanstasm might be destroyed before doing it's job (WvW/large scale) or you'll simply not have the support behind you to gain high might (sPvP/solo roaming).
  13. The main issue of the necromancer in PvE (and fear) isn't the strength of it's traits but the fact that _defiance_ replace stability, resistance and vigor. The necromancer's traitline put to much emphasys on fear indeed but, overall, ANet tend to put to much emphasys on specific mechanisms for each profession. Over these past 8 years ANet continuously used this strategy and it always end up breaking balance, I doubt it's a good thing to encourage them on this path. Personally, I'd just agree with number 2 (I don't mind _fear of death_ being change to something very different as long as it's not another source of fear which could be a source of complains from other professions). _Terror_ is to strong in competitive modes to be a minor trait while _fear of death_ increasing fear's base duration is a very dangerous prospect.
  14. > @"Nimon.7840" said: > Yeah overall good changes. > > BUT > > There's still things missing. > - Damage guard wasn't nerfed enough, it does still 1,5-2,5times the damage that other classes can do. > - Arc divider damage seems to be overlooked as well. We had a berserker that did more damage with one skill than any necro with his whole kit, while having much more defenses. > - Then ranger not being touched is a joke. Entangle needs a solid nerf as well as ranger longbow damage, and uptime of defensive boons without investing into boon duration > - support ele took a huge nerf while engi wasn't touched at all, which basically makes support ele unplayable > - engi bomb kit still does too much damage > > - then traits with 300seconds cooldown still didn't see a rework > - some signature spells like executioner scythe from reaper should get a bit of their damage back, even though they are cc skills. > - the emblems you get for kills and captures are still not sellable > > You can't really have expected GW2's dev to adress all this in a single patch right? Personally, I think it's better than expected already (not difficult since I expected nothing).
  15. I'd say that all those change are "ok". - ANet want to reduce the number of skills that hit 10 players in WvW and they managed to do it pretty well. (it bled a bit in sPvP but you seldom need 10 target effect there) - Engineer lost a bit of damage on grenade kit as the sPvP subforum asked. (not sure it's the best way to fix the issue, but it's a way to do it) - Same goes for the guardian's symboles getting a cut on damage, I wouldn't say that it's the best way to adress the complains but... - Necromancer getting a cut of damage on 2 well isn't really a big matter. I'd even say that WoD still do to much damage for what it do. - Revenant's change seem to go in the right direction to tone down renegade. (not sure it's the wisest way to tone it down thought) - Thiefs changes are all understandable individually. I'd even say that the plasma nerf is pretty tame, it come from the mesmer, it should probably just give 3 random boons instead of the whole set. - Warrior's change are interesting, the healbreaker is obviously targeted. Thought, the "tankier" builds get a nice buff.
  16. > @"Lily.1935" said: > I do agree with you. But I'd also go a step further and say PvE needs some more unique mechanics such as a threat system that also requires some unique balance for classes to interact with. That's where I disagree with you, I do not think a more intensive threat system is needed. I would say, though, that there should be more incentive to use defensive stats than just the threat system (but that's more about encounter design than anything). You said it all there: > Enemies in GW2 are so drastically different from how they are in GW1 In GW, foes were very close in abilities to what a player could do. In GW2 they could hardly be more different. They do not use classes or skills, they do not rely on boons for efficiency, some conditions work at half efficiency on basic mobs and defiance allow boss/elite mobs to disregard most conditions/hard CC, and, lastly, mobs don't have dodge/endurance management. I can understand that CCs and some mechanisms (like projectile reflection) have the potential to trivialize PvE encounters due to limited AI. However, these mechanisms are already taken into account into profession's balance and design. This lead PvE to really reward only party support and outgoing damage while pure tanking and the more exotic support become insignificant due to how inefficient they are as dedicated roles. Honestly, in my opinion, _defiance_ need to be worked on, stat sets need to be more specialized, reflect effects should at least block incoming projectiles, auras need to be good by themselve (not only good if 3-4 traits are dedicated to them), mobs need to rely more on boons than on their inate attribute and the environment need to learn to use conditions in a healthy way (well that last point might be difficult since it's hardly the case in competitive modes already). PS.: I don't push for mobs needing an endurance bar and learning to dodge, because that might be to much to ask. Yet _defiance_ could probably be dependant on endurance and thus vigor/weakness.
  17. Well, at least it's difficult for sPvP/WvW players to claim that ANet ruin their gamemode with PvE balance. The main issue I have with PvE balance isn't the balance of the "P" but the balance of some mechanisms of the "E". And unfortunately, it seem that balancing those mechanisms either isn't high on the priority list of the game developpers or might come with the next x-Pack (which will bring with him it's own share of "issues" anyway).
  18. Yep the nerf is insignificant, not so long ago _well of darkness_ didn't even have damages.
  19. > @"NorthernRedStar.3054" said: > > @"Dadnir.5038" said: > > Well it feel more like they are addressing different arguable concerns. I mean, people wanted plasma nerfed since 2013 already. And some players were arguing that shortbow was mandatory and, well, it seem that it's no longer mandatory after this "patch"... > > > > I wouldn't say that _essence sap_ and _signet of agility_ are "bad" nerfs. > > Considering how slow the projectile speed and cast time for Sap are, the nerf seems slightly overreactive. Consume Plasma I can understand, but Signet of Agility AND IA together seem too much w/o compensation. You're looking at it the wrong way. You see it all together when ANet probably looked at all 4 skill alone. - Sap, even after the nerf might deal more damage than the revenant's version. - Signet of agility will still have one of the most powerful signet active in game (The cleansing of 3 conditions on 5 target is already quite good as a signet active, the endurance might have felt to big of an advantage. Without forgeting that the passive is also attractive by itself.) - IA is the main if not only reason thief take shortbow as a mandatory weapon (I don't think increasing the cost was the best idea, but it might force thiefs to look into other weaponset, which isn't a "bad" thing.) - As for plasma, it was overdue (well again i'm not sure that was the way they should have adressed it, as a bundle, even after the nerf it's still imbalanced compared to most other bundles)
  20. Well it feel more like they are addressing different arguable concerns. I mean, people wanted plasma nerfed since 2013 already. And some players were arguing that shortbow was mandatory and, well, it seem that it's no longer mandatory after this "patch"... I wouldn't say that _essence sap_ and _signet of agility_ are "bad" nerfs.
  21. > @"The Boz.2038" said: > There is no *hard* block on changing the 2s daze into 1s fear, or something like that. All the numbers are easily fungible. Pretending there is one shows a lack of imagination. The only reason people want warhorn to get fear instead of daze is to exploit a bit more the existing traits which are already more powerful than they should granted the overly inflated access to fear since the start of the game. The necromancer focus to much on fear, if anything, for balance's sake, he need more of the other CCs and less fear. Edit: _Spectral wall_ now _Spectral ring_ used to apply vulnerability instead of fear. The sources of boon conversion on the necromancer have increased a lot. And as far as I recall, lich form didn't have fear. I'm not even sure that boon conversion converted stability to fear prior to 2015.
  22. Balance is subjective, you're calling for a nerf of a damage mean that isn't even favored/meta at the moment. Why would the developpers nerf something that's less used by players? Just for the sake of reducing build diversity? This would go against all logics.
  23. > @"Jekkt.6045" said: > > @"Dadnir.5038" said: > > > @"Jekkt.6045" said: > > > > @"Dadnir.5038" said: > > > > How about first introducing sigils, runesets and traits that reduce incoming CC duration? I mean, we already have sigils, runeset and traits that increase CC duration why isn't there anything to reduce it? I'm pretty sure it would help a bit with some of the issues generated by CC curently. > > > > > > > > Let's not forget that CC like float or sink are usually broken on taking damage in other game. (Thought, they also usually last longer) > > > > > > > > NB.: I'd add food to the list of thing that reduce CC duration but there is no food in sPvP. > > > > > > rune of melandru reduces cc duration by 20%. > > > > > > honestly, sigils should actually be offensive in nature, yet cleansing and energy are the most slotted and most defensive ones... i'm not a fan of another band aid fix sigil, especially one that could potentially be must pick. > > > > > > sure, you could add sigils that reduce incoming cc duration, 2s stab on swap, or break stun on swap (which would be busted af) but the main problem if you add that is keeping track of everything. > > > > > > you already have to count dodges, energy sigil, skill cooldowns and stunbreaks. add to that a sigil that could stunbreak or a random % duration reduction and it might be too much. > > > > > > it would be better if they properly balanced cc skills. increase some cooldowns, reduce aoe radius or change some that are aoe to single target etc. maybe buff a small number of burst skills to make it more rewarding. > > > > I don't see how it might be "too much". I'm just talking about reducing CC duration not removing them. For me CCs main purpose should be to tactically interupt a skill not make the opponent helpless for who-know-how-long in order to bash him without worry. > > > > NB.: But yes, I missed _rune of melandru_ and mesmer's _moa signet_. I still believe that we need more of those effects instead of more of the effect that are already all over the professions (stab/stunbreak/block/aegis/dodge... etc.). > > there are multiple types of cc. there is interrupt, usually in the form of daze. setup cc like bull's charge and peel cc that is a mix between soft and hard cc that is situational. > > all of them have their rightful spot in the game. dazes should obviously be used for rupts, low telegraph, low cast time skills. > > the problem lies with hard cc which many lack a good enough tell or long enough casting time (0.75-1s is the right range here)or are simply too spamable. > > what i mean by too much is, at one point you have to track so much stuff in a fight that it gets tedious. or in the case of % reduction, how are you going to know how much reduction your opponent is running? that's why i think it's a bad idea and just balancing cc skills is a better idea. Do you know how much condition duration reduction players are running when you play a condi build? Do you know how much toughness and damage reduction your opponent is going to have when you play a direct damage build? I don't really understand your points there. If a build need long duration CC to set up it's damage rotation, building to reduce the duration of incoming CC to counter it should be as valid an option as any other option. I don't agree with your point on daze, you're generalizing things a bit to much. Fact is that on demand quick, low telegraph interupts are few in game while slow, high telegraph CC are the standard. It's to the point that player seldom use CC to actually interupt other and favor lock down build based on long duration CC. And when you happen to encounter a few lock down builds at once, the game become totally unfun to play. I could careless wether CC deal damage or not, it's not what break the fun for me. Being stun/dazed/knockdown or under the effect of fear/taunt for 3-4s straigth despite having stunbreakers and stability, that is what steal the fun for me. And I don't think having the tools to reduce passively those 3-4s of helplessness to 1 second would be a bad thing for the game.
  24. > @"SpellOfIniquity.1780" said: > I wasn't around to experience the 4 skill Shroud, but I've seen pictures, and it's so weird. It's strange to think how closely Shroud was modelled after downed state, and how apparent that is when seeing how it used to look with the bar being closer to the middle of the screen. It was supposed to be the downed state. I'd say that downstate have been modelled after the shroud more than the opposite.
  25. Gratz, mine was created between october and december 2012, well... He should be 8 year old already. He helped me going through the time where the servers were so unstable that I couldn't even play in PvE (for someone that don't really enjoy PvP, that hurt, because Ironically, while other had issues in WvW and not in PvE, I faced the opposite). I can still remember: - Shroud being paper thin. - Downstate health not even being half of the other profession's. - The blessed week where _Spectral walk_ and _Spectral armor_ had no ICD and could finally grant LF while in shroud. - The shroud having only 4 skills.
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