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Dadnir.5038

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Everything posted by Dadnir.5038

  1. > @"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.).
  2. > @"Teratus.2859" said: > Fully support this. > > Also fully support taking the duration off elementals as well, let me play a summoner!!! lol > Elementalists should be able to have summons up constantly like Necro's it would not in any way diminish the Necromancer. > Ele's at best can have 2 summons up at once via skills, Necros can have more than 10.. giving ele summons perma durations would only be a good thing. You're not up to date, they changed the glyphs and you can now have up to 5 elementals at once, not just 2. That's also why it would be a nice QoL change to have them stay despite mounting.
  3. 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.
  4. > @"Anchoku.8142" said: > Updating the aggro calculation, the threat mechanic Lily mentioned, was on our wish list since 2012. Control effects, healing, buffs, big damage skill tells (cast time), and overall dps should play a stronger role in the aggro calculation. The aggro mechanic's reliance on toughness affects PvE balance and trait selection too much. > > The original game developers may have hoped PvE would be difficult enough that everyone would need to consider toughness for sustain purposes but sustain now primarily relies upon damage avoidance skills. Players in instanced PvE opt for dps and support leaving toughness for aggro control. > > To be fair, Arenanet has attempted some low-tech fixes. > * Break bar on Defiant bosses > * Boss and event phases > * Boss add's > * Pet toughness > * Carapace (I had hoped Carapace would bypass the aggro table but it seems like an aborted effort.) > They also: - Increased the necromancer's direct damage. _The necromancer's direct damage used to be 1/2 to 2/3 of what other professions could do._ - Removed the reliance on combo field/finisher for party buff. _This allowed the necromancer to use it's own fields that aren't very attractive and made the fact that it's blast finishers aren't reliable a non-issue._ - Reduced the ability to skip trash mobs between boss fights. _Making the lack of instant mobility and reliable blast finisher of the necro less of an issue._ - Tried to give necromancer thematic support. _In an attempt to improve the necromancer value in group._ - Add instabilities that generate boons/condition in fractals. _In an attempt to make boon conversion and condition manipulation a thing in PvE._ - Gave the necromancer melee cleave and support through e-specs. _Because core isn't up to par in both role for PvE purpose._ - They made pets take less damage if they aren't directly targeted. _To fix their survivability._ - They even introduced skills that deal %age of maximum health damage on boss. _In an attempt to make shroud/barrier a valuable asset._ - Val guardian even have an aegis (boon) that stay until it's removed through boon hate. _In a mock attempt to make boon hate worth something._ To my knowledge, the only silly thing that they have yet to try is giving bosses a buff that prevent them from taking critical hits in order to make life leeching effects "viable" as a damaging/support tool. > Fear is difficult to balance. For one thing, fear is a gap-opener, which is the opposite of what a low-mobility, debuffing profession needs. Conditions and control effects that act as gap-closers are needed; e.g., taunt, bind, chill, cripple, torment, or slow. Necro also has Fear baked into every build and some modifiers available in traits. Fear also counts as an interrupt where it was excluded in the past. Adding a short fear to a weapon sounds attractive but __Arenanet could simply add another pull like greatsword's Grasping Darkness to any weapon.__ Even if the necromancer had control effects to close gap, it doesn't work on defiant foes anyway.
  5. For the sake of making different e-specs concept easier to integrate, I'd change: - _Mental anguish:_ This trait basically force the F skills to have a damaging component, it's a restrictive design. I'd change it to: "gain 20 power (10s) for each illusion you shatter. Stack up to 10 time." - _Master of fragmentation:_ I'd change the effect of this trait on _mind wrack_ to: "Recharge 15% faster" (making it a 30% reduced CD of mind wrack along _master of misdirection_)
  6. > @"Megametzler.5729" said: > > @"Widmo.3186" said: > > You dont like build diversity? > > Kitten is wrong with you? > > Nobody likes condi thief though... If you read the forum, you can even shorten your sentence to: "Nobody likes condi"
  7. Honnestly, just take the sPvP core meta build and swap blood magic with reaper.
  8. > @"Al Masone.1274" said: > Thanks. > So I guess that's one more reason not to play condi reaper Well, you can also see things the other way, the fact that we are in a power meta in which players are more likely to encounter power reaper is a good opportunity to play condi reaper and catch them off-guard. As for PvE, condi reaper flirt with the 30k dps potential so it's not a bad option.
  9. > @"SpellOfIniquity.1780" said: > > @"Dadnir.5038" said: > If someone has frequent Stability access and you rotate your Corrupts and other Fears properly you can almost perma-Fear someone to death. I use Staff + Axe/Focus , Spectral Ring, and Path of Corruption when I play core power Necro, and under the right circumstances I can Fear someone between 3 and 6 times consecutively. > > I don't agree with people that complain about Necro's access to Fear because it only gets ridiculous if the target has Stability. If someone wants to counter this they just have to be more cautious about using it, otherwise it has pretty moderate Fear application. > > I think Terrormancer is still a viable build but is less so now than previously because of the added cast time to Doom. I don't disagree with you, players tend to overreact when they find themself in front of a build they have a hard time fighting against. Nonetheless, the current access to fear is enough, especially in sPvP/WvW where you can corrupt stability into fear (like you say).
  10. It would be specified "condition damage" if it was the case. You can see an example of a trait that improve both damage and condition damage on tempest: _transcendant tempest_. This trait clearly specify which damages are increased. There is also _Twice as vicious_ on soulbeast (and probably other traits but I think it's already sufficient enough as examples).
  11. > @"Lily.1935" said: > For me, I'd like to see terrormancer become a thing. Maybe not raid viable but at least threatening enough in PvP, wvw and open world PvE. It's too cute atm and strictly worse than both terror scourge and terror reaper which both under preform. It is already threatening enough in sPvP/WvW, we've already peoples complaining about the necromancer's fear all over the sPvP subforum. Personally, I don't like how fear work in GW2. It's useful and in line with what some other CC can do but I'm just not a fan of this mechanism. I think that among the games I know, the one that express "fear" the best is LOTRO and in GW2 it would be translated as a vitality debuff stackable in intensity (In GW it would not have been far from what the condition _Deep wound_ do, it's just that a %age would be a bit OP in the PvE of a game like GW2).
  12. > @"Lily.1935" said: > Fear is break bar degen it's not instant like daze. Which makes it inferior in raids and fractals. Its break bar damage is about the same overall but considering the duration and time spent its lacking. On something like Damos it doesn't work at all. Fear in PvE is poorly balanced which is a shame. Same goes for taunt. Where _fear_ and _taunt_ are superior is in the fact that they are not removed by other control effects. It's not a very interesting point against _defiant_ foes but the necromancer's tools being hard nerfed by _defiance_ is not anything new.
  13. Do you realize that showing your winrate don't make your build "OP"? In a sPvP match you're fighting 5v5. You've got 4 players playing alongside you, they are just as much responsible of the victory or defeat than you (or your build) are.
  14. > @"Lan Deathrider.5910" said: > > @"Teratus.2859" said: > > Corrupting 20-25 might for example should convert into a big 10-12 stacks of bleeding or poison or something like that. > > Please don't nerf warrior more... > > But that would be hilarious to do to a warrior. You mean that it would spell the end of sPvP/WvW since pretty much anybody can stack 25 might (Yeah, it's a bit harder since feb patch but still pretty much doable). There would be riots in the whole forum (not just the sPvP subforum), players would brandish pitch and forks, they would ask to burn necromancers alive (And I must say that I would probably agree, there is a good reason why might isn't converted into a stackable damaging condition). The funniest point is that it would increase even more boon convertion's difference of efficiency between PvE and competitive modes. Which mean that on one side you'd have a necromancer PvE community argue that they are lacking while all other professions PvP player would label them as being broken OP (not very different from what we already have but accentuated nonetheless).
  15. > @"Anchoku.8142" said: > I am still left wondering what Necro needs that does not address an intentional weakness in the profession's core design for balance purposes. I wouldn't say that there is anything left that necro really "need" within those boundaries. That's also why I say that at this point ANet can very well choose any weapon for the next e-spec.
  16. > @"Anchoku.8142" said: > Perhaps we should make a list of things Necromancer is bad at and consider which characteristics will not be OP and break balance if Necro has a specialization to add it. > > * Stealth > * Boon-sharing or group buffing > * Concentration stat > * Long range dps > * ? I think it's easier to make a list of things that exist and are potentially in line with gw2's necromancer's "identity": - New condition: slow (We've got defense through sustain: reaper. We've got defense through area denial: scourge. I expect defense through conditions that mitigate damage next) - Advantage: Dark aura (It's thematically in line, we could very well get utility/shroud skills that provide us with the aura like shouts/overloads provide auras to tempest) - Movement: Immobilize (I can imagine the necromancer summoning hands from the floor to immobilize it's foe. The mechanism wouldn't be very different mechanically from ranger's grasping vines, so it should be pretty easy to implement). - I wouldn't rule confusion and retaliation out of the picture either. With regard to range we already have melee covered by reaper and "long range" covered by scourge (because shade are basically that), I do think that it leave ANet room to choose any weapon at this point. The stat: Scourge's "stats" are expertise and concentration, so I'd say that concentration is covered already. It might be a disappointing idea but I can easily imagine ANet giving the necromancer a shroudless "tank" spec with a main hand mace. The mace would apply slow on the third hit of the AA chain and maybe have another source of slow on skill#2 or #3. You could have a trait that apply immobilize when you daze or fear a foe with maybe a source of daze on mace. I don't think ANet focus on what a profession lack when they create an e-spec but expand on the profession's design.
  17. > @"Teratus.2859" said: > I'm not against this, though I think all Necro's boonstrips should be changed to boon corruption instead and corruption should be almost exclusive to Necros. It's interesting, my point of view lead me to the opposite direction. I think necro's boonstrips should be only boonrips supported by traits that apply specific condition based on the specialization chosen (core/reaper/scourge) and a successfull boon ripped. I believe boon corruption in it's current form shouldn't exist in the game (so, of course, I'm against the notion of this mechanism being exculsive to the necromancer). From my point of view, it could only be better for the necromancer and the game as a whole if the boon corruption mechanism was scraped to what I suggest. Of course I might be wrong but, still, that's my point of view and I don't think it's a worse point of view than yours. since, objectively, there is nothing to gain from the necromancer getting exclusivity on boon corruption.
  18. > @"Lan Deathrider.5910" said: > I hope that at least the new PvE content is boon heavy on the mob side so that it matters there. The issue in PvE is less a matter of number of boons than the fact that mobs don't "need" them and encounter design (a Big lump of HP attacked by a horde of players) leave room only for "the best boon ripper" (which is mesmer for the simple fact that he got boon rip on sword AA). Objectively, having boon heavy mobs on the new PvE content won't even begin to fix the issue since in the end you'll make use of the mesmer and if one isn't enough you'll just take a second instead of relying on other professions. Furthermore, If ANet generalize boon hate through e-specs, you'll end up having more competition over the boons that the poor lump of HP generate. And this might end up being an issue since ANet tend to make e-spec that carry "boon hate" effect being dependant on actually doing some boon hate in order to work at 100% (For example, spellbreaker make use of it's boon hate to build _attacker insight_ while scourge actually need boon to corrupt for it's _punishments_ to apply torment and cripple). In my opinion, the necessary step to fix boon hate in PvE is to make boon hate effects interact with _defiant_ foes (not just the breakbar). I'm not asking for boon hate to remove defiance but at least to proc associated effect when they encounter the mechanism, without the need of superficial boons that the single mesmer with it's sword AA can remove faster than anyone.
  19. > @"Obtena.7952" said: > Every class having a boon strip is not thematically supported. We need to support the idea that choices in this game are meaningful, not degrade them with giving all classes full access to a ever widening pool of skills. They managed to give it to warrior so I guess they can very well give it to any profession. Otherwise, I do agree with Lan Deathrider, before thinking of giving boon hate on every profession, ANet should probably first fix the difference of "impact" boon hate have between sPvP/WvW and PvE. I would say that the necromancer suffer more from this "difference of impact" than from ANet using him as their main mean to restrain boons in sPvP/WvW.
  20. Yep, to much focus on a single profession will narrow the player's point of view to 2 points: - The weaknesses of the profession he play - The strengths of the professions he doesn't play And such narrow point of view always end up with: "buff me! Nerf them!"
  21. > @"Psycoprophet.8107" said: > > @"Opopanax.1803" said: > > > @"Psycoprophet.8107" said: > > > > @"MatyrGustav.6210" said: > > > > > @"Opopanax.1803" said: > > > > > I think ele will lose 2 attunements, but gain weapon swap. > > > > > > > > > > Warrior will be staff and midrange heal/support. > > > > > > > > The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this. > > > > > > > > Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon. > > > > > > Yes warrior having now 2 of it's most viable builds being heal/support build would truly add to the warrior aesthetic that all warrior mains love lol > > > > The answer is fixing the myriad of dps weapons that warrior has, not making another and then also making it subpar. > > > > Naw, give us a proper healing support spec. And buff the other stuff without overdoing it. > > True enough but u live in a world where u believe anet will fix any of warrior's weapons where as I do not. I disagree. "Fixing" warrior weapon will just make it a more "powerful" support. The issue is that the game's trait system don't create a wide enough difference in personal performances between support builds and dps builds. I don't say that it doesn't somehow work for some professions but the warrior's specific support is to closely tied to "power" for a clear difference to appear. In some case, it's support tools even work better for himself than they work for it's teammates (traited banners) making it actually "better" for a warrior that want to deal damage to take support tools instead of dps tools. I would say that this is the fondamental issue of GW2's warrior and why it end up being stuck with support meta builds instead of dps or even tank builds.
  22. > @"steki.1478" said: > > @"Dadnir.5038" said: > > > @"steki.1478" said: > > > None of the ele traits are passive procs, they are just regular traits that trigger on other actions. Passive procs are the ones that trigger on low hp, getting disabled or getting hit, like frost aura traits from water/tempest, which for some reason have higher cooldown than all the traits you mentioned. > > > > _Woven stride_? 5s CD for a trait that proc on taking a "soft" CC. > > _Elemental bastion_ proc on a 75% health treshold which is probably enough to justify the 40s ICD. _Which is, what, 10s higher than the engi trait that proc on being hard CC? Granting you frost aura, health and every single "on applying aura" proc that you've traited (which can be a lot)._ > > > > I understand what you mean, but it's a narrow point of view. There is objectively no reason for elementalist to envy other professions' similar traits. > > The first one, while being right, is just swiftness, which most of the time you already have, and the condition you get isnt even cleansed or anything. > > Ele bastion has a reasonable cooldown IMO. The comparison to engi doesn't matter that much since engi gets all the elixir benefits from the same specialization, some even on the minor traits, which is basically no sacrifice. Tempest needs to get various aura traits from other specs to get the best use of the ele bastion trait. And again, it's 1 trait vs 3+. You just proved my point, when you chain all those traits, it becomes obnoxious, which is exactly what's the problem with engi - 1 passive elixir means nothing, but when you chain 3 passive ones + traits from other specs, you get very strong passive sustain while focusing your skills mainly on offense. Similar to warrior pre nerf, one endure pain is a relatively solid defense, but when you chain it with other 3 passive defenses, damage conversion on heal etc, you get an unkillable tank which deals tons of damage (or at least it used to work that). > > I'm not saying that ele traits should always be on lower cooldowns or similar, but defensive traits and skills are usually pretty bad compared to other classes. Just compare armor of earth to stand your ground and dolyak stance and you'll see what Im talking about. Game mode doesn't even matter. I would say that you undervalue elementalist and overvalue other professions. If an ele really care to make himself resilient through traits he sure is going to be very resilient. The thing is that it's not something that elementalist's player tend to do, elementalist's players tend to favor sustain and damage over resilience. I'm sorry but I'm not seeing engi getting better things out of those "passive" procs trait than ele get out of it's own. You're really making a bigger deal out of those engi passive procs than they are really worth.
  23. > @"Lan Deathrider.5910" said: > Having played with both traits I'll put my 2 copper in. > > Blighter's Boon can reach high levels of sustain with Spite. With damage reduced the way it is right now, its almost an unfair trait to take. Is it boring? Yes. Effective though. Reaper's Onslaught just brings better attack speed and more damage via +300 Ferocity. > It's even more effective coupled with rune of aristocracy. > Deathly Chill, is _okay_. It honestly could have double the amount of bleed in all game modes and not be OP. > > Perhaps the path forward though is to mimic RO and put a stat adjustment into BB and DC. > > Blighter's Boon: add in +300 toughness while in Reaper's Shroud. Toughness? Really? You suggest such a strong toughness buff after the sPvP subforum litterally begged (and managed to get the nerf) to reduce carapace toughness? > Deathly Chill: add in +300 condition damage while in Reaper's Shroud. I'd say that the idea is attractive but ultimately dangerous for sPvP purpose, let's not forget that condition damages aren't especially appreciated in sPvP and a 300 condi buff on a reaper shroud that will ultimately mainly apply burns through dhuumfire feel like a pill that's really hard to swallow (thought, even with such a buff players might favor RO for the attack speed which ultimately mean more burn stacks). I don't think "buffs" to those 2 traits is the proper way to address their lack of popularity.
  24. It's not that ele's staff is bad, it's that the gameplay it offer isn't adapted to sPvP "needs" and "mentality". It's design would work well in a siege war where you can actually hide behind walls or a line of meat shields (WvW in a nutshell). I'd say that one of the thing that hurt the most elementalist's weapons is that most are designed to facilitate a gameplay that rely on fields and finishers, yet field/finisher combo has long been left into the dust by efficient traits and utility skills.
  25. Personally, I don't think there is a "need" for another profession. As for the "warlock", the focus on dual wielding don't really fullfil my image of a "classic magic caster". For me (just my opinion): - a warlock is a mage that made a pact with a greater being to gain "power" (which is a niche that's already taken by revenant). - a sorcerer is someone that draw it's power from it's bloodline (From my point of view, Soulbeast flirt with the concept. I could also imagine the necromancer taping into such concept as well in a futur e-spec since blood is kinda necromancer's thing) - The sage "image" might fit better with your concept of light and dark, I imagine a sage as someone that use the aspect of both creation and destruction in it's magic. (That said, you could easily give a light/shadow mage concept to a thief e-spec) - I don't have much thought on the ravager as a concept, from my point of view it's an e-spec name that can fit almost any existing profession. If there was a "new" profession, I'd prefer ANet to go into a totally different direction and create something more akin to lotro's minstrel or warden, relying heavily on weak skills combo to unlock more powerful skills (I'm not sure it would work well with how GW2 is built, thought).
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