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anduriell.6280

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Everything posted by anduriell.6280

  1. > @"Infusion.7149" said: > > @"zealex.9410" said: > > Speaking of other ncsoft titles, both l2 and bns are getting engine upgrades. in the case of l2 i think the game is moving from unreal 2.5 to unreal 4 which is a huge leap in visual fidelity and performance. > It's not a direct engine upgrade , Blade & Soul Complete is a separate server (Frontier World) and requires a new client. Also there's Blade and Soul 2 coming on _mobile_ not PC. > > Lineage 2 M (mobile) is using Unreal Engine 4 , and so did Lineage 2 Revolution. Lineage 2 : Remastered hasn't had any release announcement officially. > > There's also announced Aion 2 on _mobile_. > > Everything is coming on _mobile_ because that is where the money is to be made. > > You have to realize Unreal Engine 4 requires a 5% royalty. I don't get what has to do this with the opinion GW2 needs an upgrade. Microsoft provides guides to migrate Dx9 to DX12 (not directly but by steps), the new Visual Studio (i think GW engine is done in C++) provide helper libraries and there are also opensource helper libraries to help to translate the code from legacy D3DXX to D3D12. This should have been started already long time ago with the announcement of PoF. There is no excuse not to implement this as the game is still very profitable.
  2. > @"Trevor Boyer.6524" said: > > @"Luclinraider.2317" said: > > Since SPvP has around 100 players prime time(excluding bots), and WvW has around 500 players prime time (excluding bots). Your PvP community it likely down to around 5,000 active players, if that. > > It feels like the PvP scene can't really be any more dead. And even if these couple thousand players all quit, it wouldn't change anything. > > How about we finally do what should have been done 7 years ago and remove downed state from pvp? Not for a weekend, not for a mode, from PvP....period. > > You have games with far far smaller player bases than GW2 with extremely successful PvP scenes that are still holding tournaments. And then you have GW2 with one of the least active and most hated PvP scenes in an MMO primarily due to the downed state. > > And yes, it is indeed the reason their PvP failed. All games suffer balance issues, even games like WoW arena. Yet they still have hundreds of thousands of arena players fighting for a huge put every year. We even see this in smaller games like Blade and Soul...with 1/10 of the user base of GW2 but 10x the pvp scene. > > Downed state is awesome in PvE, Raids, Dungeons, Open World...but it has no place in PvP. You ask streamers, the old GW2 pro's (before the scene died so much that the new pro's are bots), WoW Arena players, they all say the same thing. We dont play GW2 because of the downed state. > > We really have nothing to lose at this point. PvP no longer exists in GW2, might as well give it a try and see what its like and if it attracts new players..... > > If you remove downstate from pvp, the top 10 will consist soley of: > > * Power Burst Sic Em Soulbeasts > * Rifle Deadeyes > * PD Condi Thieves Removing Downstate is not a good idea, it removes a good chunk of the game mechanics. I will say it again as man times before **My recommendation is simple: Remove the [Revival action ](https://wiki.guildwars2.com/wiki/Revival) (default key F) while in combat.** The downed player can still be rallied and all the of Downed skills/traits/runes/skills which offer revival will still work. If the pewpew can not hit you anymore because is being chased by your friendlies eventually you will revive yourself . If your friendlies aren't in combat they can revive you. It is feasible as it has already been implemented for defeated players (fully dead). Revival in PvP modes should carry more weight than currently has and for that Anet has to remove the Free revival with the F key. Revival skills have hefty cooldowns because the revive should mean something, Revive a friendly will change the outcome of any encounter. Being able to get it for free with literally no investment from the players is a very frustrating mechanic as it feels like you have been robbed from a victory. There is literally no downside to disabling the Revival action while in combat. None.
  3. I'm sorry but when i read the title i understood "Lich Form is OP" wich i was going to say "A little overtunned.. Yes..." Am i the only one who relates "broken" to be overtunned?
  4. > @"Abyssisis.3971" said: > > @"anduriell.6280" said: > > > @"Abyssisis.3971" said: > > > > @"anduriell.6280" said: > > > > > @"Abyssisis.3971" said: > > > > > Yea, I know, I tested it with impossible odds on rev, no issue with it, I get 5 Impossible odd hits when using unrelenting assault. Rapid fire attacks do land on the same intervals which is why it only gets 5 procs instead of 10. The 2.5 second channel time must have a slight pre/after cast to it. > > > > > > > > Um i was testing and i think the intervals 1/4 are bugged. With RF we get 10 arrows in a 2.5 seconds. Which means we get an arrow every 1/4 seconds (4 hits/s ). > > > > The intervals means the skill should have an Internal CD of 1/4 second so it should not matter the pre/after cast as long the the chanel takes 2.5s > > > > Either way more than 5 hits should have registered, that is an interval of 1/2 second. > > > > > > > > On the other hand Unrelenting Assault has a total of 5 hits which means in a similar or longer chanel which means is not a good way to compare the skills. One test that can be performed is Vulture stance (shared) with spike barrage (bristleback) which is 10 projectiles in 2 seconds and check if we get more than 4 procs. > > > > > > > > Edit: I can confirm the 1/4 intervals is not correct, it is imposible to get more than 4 procs in 2 seconds. I clearly procs every 1/2 second instead every 1/4 seconds. > > > > > > Well, hopefully the intervals get fixed instead of a tooltip changed to reflect 1/2sec strike intervals. > > > > > > Wonder if it’s been this way since pof release? Can just imagine how much more crying for nerfs the other classes will do if it was hitting 10 times a rapidfire.. ahah > > > > I think at some point it was activating more often, I remember at getting up to 580 tick heals with Predators cunning (it doesn't have ICD) while lately i can't get more that 350. > > Shortbow 2 and dagger 4 can still get that high of a tick, poison trap can also do it with hitting multiple people, was a lot better before the stack nerf tho. Could proc like 1500 heal per trap tick ahha Ahaha yes i don't mean Predators cunning is bugged, i mean i some point i did test builds with power build Barrage + Rapid Fire + Vulture. I remember seeing around ~500 tick heals. Poison as means to reduce target healing and as sustain. Now i can't pull off more than ~300 which is not good.
  5. > @"Abyssisis.3971" said: > > @"anduriell.6280" said: > > > @"Abyssisis.3971" said: > > > Yea, I know, I tested it with impossible odds on rev, no issue with it, I get 5 Impossible odd hits when using unrelenting assault. Rapid fire attacks do land on the same intervals which is why it only gets 5 procs instead of 10. The 2.5 second channel time must have a slight pre/after cast to it. > > > > Um i was testing and i think the intervals 1/4 are bugged. With RF we get 10 arrows in a 2.5 seconds. Which means we get an arrow every 1/4 seconds (4 hits/s ). > > The intervals means the skill should have an Internal CD of 1/4 second so it should not matter the pre/after cast as long the the chanel takes 2.5s > > Either way more than 5 hits should have registered, that is an interval of 1/2 second. > > > > On the other hand Unrelenting Assault has a total of 5 hits which means in a similar or longer chanel which means is not a good way to compare the skills. One test that can be performed is Vulture stance (shared) with spike barrage (bristleback) which is 10 projectiles in 2 seconds and check if we get more than 4 procs. > > > > Edit: I can confirm the 1/4 intervals is not correct, it is imposible to get more than 4 procs in 2 seconds. I clearly procs every 1/2 second instead every 1/4 seconds. > > Well, hopefully the intervals get fixed instead of a tooltip changed to reflect 1/2sec strike intervals. > > Wonder if it’s been this way since pof release? Can just imagine how much more crying for nerfs the other classes will do if it was hitting 10 times a rapidfire.. ahah I think at some point it was activating more often, I remember at getting up to 580 tick heals with Predators cunning (it doesn't have ICD) while lately i can't get more that 350.
  6. > @"InsaneQR.7412" said: > Approve weapon and role. > > I would choose concecrations as a skill for more AoE. > And as a class mechanic i would rather want something like a ventari tablet mechanic for the pet. So you can transform your pet into a totem you can use to cast spells. The totem type can be determined by choosing one. So the tradeoff would be to lose a second pet completely. > > The downside of the totem would be that you would need to constantly give it positioning orders but ofc this can be mitigated by petswap into the pet. That idea could work too, I personally don't like the micromanage of the totem that is the worst and most painful aspect of the tablet. If they make the totem to follow you like a pet in passive mode i think that could be an interesting design too so have it close until you send it away like the ventary tablet does. The Totem could be chosen using F1-F4 while in Totem form. And then what would the totem do? Would it replace your utility skill bar? How would you balance the access to 20 new different skills?
  7. > @"Lan Deathrider.5910" said: > Stopped briefly today to deposit materials in my inventory while talking to a friend, so obviously distracted by more important things in life, and a wild Soulbeast appeared: > > ![](https://i.imgur.com/6EBThg2.jpg "") > > Oh look its the exact combo I talked about, OWP->PBS->RF (it was super effective). BTW I was down before I even closed my inventory. Not that I'm mad about it, its always the risk you run when you stop to manage your inventory. 2.4k defense and 25k HP. Not tanky, but not squishy either. Although this guy kitten his own damage by using quickness, still enough to down a warrior before the knockback from PBS wears off. > > Found it funny that this happened given this conversation is still going on. Ah i find funny we are still discussing this. First of those number seems to high for the current numbers, is it an screenshot pre-nerf to Sicem? . I haven't seen a 2K OWP from long time ago. Currently the skill pulls 1.2 - 1.5K in wvw maybe because the targets usually run tankier. In any case... I have to say you got downed by a full berserker set ranger in scholar runes using [Quickening Zephyr](https://wiki.guildwars2.com/wiki/Quickening_Zephyr) + ["Sic 'Em!"](https://wiki.guildwars2.com/wiki/%22Sic_%27Em!%22) + [One Wolf Pack](https://wiki.guildwars2.com/wiki/One_Wolf_Pack) followed by a + [PBS](https://wiki.guildwars2.com/wiki/Point-Blank_Shot) and a full [RF channel](https://wiki.guildwars2.com/wiki/Rapid_Fire). So that ranger has to run around full glass and blow up the utility bar and the elite and a couple of weapon skills and you stay totally still and AFK to pull that off as a single dodge would have evaded the full Rapid Fire channel. Or one single application of Protection. Toughness doesn't do much in this game. A DH can pull that off with a couple of traps and the shield. A mesmer with one shatter. Even Scourge can deal that amount of damage in one go using the F1-F4 at once in a full glass build, at 1200 range and still have available the whole utility bar and the weapon skills.
  8. > @"Justine.6351" said: > I wouldn't trust that 2 1/2 cast time as being absolute 2.5 seconds. > Oh skill history says they changed it specifically to 2.5 > Idk I have open a new thread in the bugs subforum anyway. I mean if it's supposed to proc every 1/2 it's fine by me but at least reflect that in the tooltip. Predators cunning is impacted by this (as it will not heal as much) and may need a buff and applying quickness to sword or dagger will not provide any extra procs on One Wolf Pack.
  9. > @"Abyssisis.3971" said: > Yea, I know, I tested it with impossible odds on rev, no issue with it, I get 5 Impossible odd hits when using unrelenting assault. Rapid fire attacks do land on the same intervals which is why it only gets 5 procs instead of 10. The 2.5 second channel time must have a slight pre/after cast to it. Um i was testing and i think the intervals 1/4 are bugged. With RF we get 10 arrows in a 2.5 seconds. Which means we get an arrow every 1/4 seconds (4 hits/s ). The intervals means the skill should have an Internal CD of 1/4 second so it should not matter the pre/after cast as long the the chanel takes 2.5s Either way more than 5 hits should have registered, that is an interval of 1/2 second. On the other hand Unrelenting Assault has a total of 5 hits which means in a similar or longer chanel which means is not a good way to compare the skills. One test that can be performed is Vulture stance (shared) with spike barrage (bristleback) which is 10 projectiles in 2 seconds and check if we get more than 4 procs. Edit: I can confirm the 1/4 intervals is not correct, it is imposible to get more than 4 procs in 2 seconds. I clearly procs every 1/2 second instead every 1/4 seconds.
  10. ##Moody Dolyak. Moody Doylaks are a race of doylaks which are too stubborn to carry with loads or follow roads. Those doylaks are always roaming free and tend to charge if any creature get close . Many civilizations have tried to domesticate them as they have many virtues but none has succeeded as the moody doylaks are always in a mood and can not be reason with. Strangely some Rangers have been able to create a connection with Moody Doylaks allowing them even to reach an understanding so the moody dolyaks allow to be used as mounts. _Pet Skills_: * _Headbutt_ CD 1s . The pet basic attack is just hitting with it head, It does not do much damage as the fur cushion most of the impact. Yet the moody dolyak will try to headbutt you. * _Speedy Dolyak_ 20s. The moody dolyak cast super speed (10s) on itself while charging against a target( range 1200) launching(360) up to 5 foes on the way. Does little damage due to the furr (0.01) but the foes will have fun flying away. * _Protected Dolyak_ CD 30s . Under the stress of the combat the Moody Doylak cast a moving bubble (10s duration) around itself which blocks projectiles and strengthen the friendlies inside the bubble (25% damage reduction 25% condition damage reduction) so it can get some breathing room to chill. _Beast Ability F2_ * _Mount the Moody_ (60s CD). The ranger will get the permission to mount the Moody dolyak. It will work like a mount without an engage skill. Moody mount will grant access to normal pet skills in the weapon bar with the pet cooldowns. The ranger will still have access to stances, commands, spirits , glyphs and signet skills (skills wich don't need an specific animation) while mounted on the moody. Any other skills are deactivated (greyed out) and can not be swapped out while mounted. Once the ranger is mounted on the moody the F2 skill will switch to Unmount. After unmounting the skill will go in CD. _Soulbeast abilitites_ * _Speedy charge_ 30s CD. Cast superspeed (10s) while charging forward (1200) knocking down any foes on the way. * _Protective ward_ 50s CD . Cast a dome around the Soulbeast which block projectiles and provide a 25% damage reduction to self and up to 5 friendlies inside the dome. _Moody Dolyak Behaviour and Mechanics_ The Moody dolyak will use the stats from the [Juvenile bear family](https://wiki.guildwars2.com/wiki/Bear) while using a mechanics similar to the [Moa](https://wiki.guildwars2.com/wiki/Juvenile_Pink_Moa). It will try to charge on CD but the protective dome skill will be used when the Dolyak has 75% health or less.
  11. > @"Dadnir.5038" said: > > @"anduriell.6280" said: > > > @"Dadnir.5038" said: > > > I expected/would have liked totems to replace the Pet, as utility it feel a bit to close to nature spirits. That was a great start but, in the end it ended up feeling a bit to "norn" for me. > > > > Thank you i appreciate your opinion. Yes that was the idea to give it a "norn" theme and feel. I considered removing the pets in the design to use the spirits as F1-F4 as passive buff but somehow i thought it would remove the main ranger mechanic in the process making the class lose it's "flavour" . > > Why not having the totem replace the pet? With F4 allowing you to resummon your totem (proc'ing the traits associated) and F2 using the active of the totem? That's a very valid point and i appreciate you sharing this here. Totems aren't the best mechanics as spirits has shown us, an static minion soaking in damage even with 19K hp will be broken most of the time. This totems are designed with that in mind, they are a big help because they won't or should not last long in the battlefield. So even if the shaman can get 5s-10s of use the effect is good enough to justify having the skill in the slot. Replacing pets by the totems would mean the shaman would spend most of it's time with their main mechanic shut down, if the totems are not targetable then the main mechanic for the ranger is lost (the pet mechanic). This design will keep the pet mechanic, making pets stronger (by sharing the totems or spirit form passive effects) and at the same time provides a new set of tools so it makes the shaman to work differently (more static ) while justifying that by the tools provided.
  12. > @"Dadnir.5038" said: > I expected/would have liked totems to replace the Pet, as utility it feel a bit to close to nature spirits. That was a great start but, in the end it ended up feeling a bit to "norn" for me. Thank you i appreciate your opinion. Yes that was the idea to give it a "norn" theme and feel. I considered removing the pets in the design to use the spirits as F1-F4 as passive buff but somehow i thought it would remove the main ranger mechanic in the process making the class lose it's "flavour" .
  13. Although Anet probably already has done with the ranger spec coming with End of Dragons i'd like to share this in case it can help in any way (to provide inspiration or new ideas). ##Shaman From the northern mountains and freezing steppes where only the icebrood flourish there are still some norn and kodan left in the badlands. Know only by myths and legends the shamans are forged within the cold of the deep North and the fire from their blood to keep the natural balance. Mighty foes the make use of the hammer to open it's way in the frozen tundra cracking the ice on their wake with their mighty blows. With deep understanding of the natural order they have achieve intimate knowledge of the Spirits of the Wild, being able to gather their blessings thru Totems or even becoming one with the Spirits themselves. ##Hammer. The shaman uses the hammer as weapon of choice, they use the weapon as their tool for daily activities, like opening paths in the frozen snow or cracking open a lake for fishing which strongly reflects in their combat style. Hammer is a melee weapon with longer reach with strong emphasis in soft CC using chilling in their attacks. It is an slow weapon, power damage with CC skills. It is mechanically based on ranger's greatsword with the attacks inspired on the different spirits of the wild. **The Hammer of the Spirits** * Swing (3/4 s) / Swing(3/4 s) / Hammer bash (1s) . Basic attack this swing covers a 160º front of the ranger which reaches further (250 range) as the shaman tries to use the maximum momentum provided by using the pole extension being able to hit multiple foes (5) . Hammer bash will apply 2s chill. * Bear's Roar (1s)(10s). The shaman calls upon the might of the Bear and swings the hammer in a 180º while an animation of the Bear spirit roar. This half arc attack used also to clear blocked paths reaches 500 units as the roar from the spirit reaches up to 5 foes. The skill applies weakness on impact (4s) and cripple (6s) and does a moderate damage. * Lynx's Maul (1/2) (20s). The shaman requests the prowess of the Snow Lynx Spirit to perform an impossible leap. The Spirit guides the shaman in a long range leap (1200) while protecting the Shaman (protection 4s) and use the hammer to crack the ground under the hammer upon arrival. Used for cracking the frozen layer of the lakes this Leap will knockdown(2s) and apply chill(6s) up to 5 foes in the target area. * Raven's Flight (3/4)(25s) . The shaman will imbue the Raven Spirit in it's weapon being able to throw it forward. Used to open new paths in the deep snow the shaman throws the hammer forward (1200 ) piercing up to 5 foes doing moderate damage and Dazing (2s) and chilling(4s) them. If the target had any impairing movement condition the hammer will stun(2s) them instead. * Wolf's Howl ( channeling 5s )(30s) . The shaman call up the Wolf Spirit to use it powerful howl to protect the shaman. Placing the hammer on the grown the shaman reveres the Spirit while the Wolf Howls over the character. Used to deviate snow avalanches and rock slides this skill uses the mighty howl to reflect projectiles (radius 360) and empower allies. Up to 5 foes within the radius of the howl (600) will be chilled(6s) and slowed(6s) by the strong winds coming from the howl. The howl will break stun for up to 5 friendlies in the Howl area will be protected (protection 4s , regeneration 6s) by the Spirit once (they can be affected by the effect once per the duration of the channelling) This skill is an stun break. ##Totems Totems are the Shamman's link with the spirits of the wild and that link is reflected as a ghostly blue tether which connects the shaman and the totem. In exchange for being revered the Spirits will provide specific buffs to the shaman as long as the tether is not broken. Shamans uses the Totems to revere upon minor Spirits of the Wild looking for their help in life and combat as no spirit is a weak spirit in their eyes. **Mechanics** A totem is an passive minion which can be targeted and destroyed which can be summon at range ( range 900) but does not move or perform any actions. When the Totem is planted it created a tether with the shaman which provides different effects while the tether is active (range 1200). The totem is unsummoned if the tether is broken with the shaman and the skill goes into CD. The totem also provides an active effect which destroys the totems while providing an additional more powerful effect at a cost of longer cooldown. * Totems do have HP equal to the maximum Shaman HPs when summoned and are vulnerable to direct and condition attacks. * Totems are immune to any CC or status conditions. * Totems are immune to any kind of healing. * Totems can be summoned in a 900 radius from the shaman. * Totems create a tether with the shaman and share their buffs while the tether is active. * Totems are unsummoned when there is no active tethers. * Tethers have a range of 1200. Broken tethers can not be formed again. * Totems tethers will target Friendlies first and then pets. * Shaman can only have active one totem tether. Multiple totems can be cast but only one tether can be active at the same time. * Casting the Active Effect from the Totem will destroy the totem doubling the cool down time. **Totems** * Owl Totem ( 1/2 s cast 30s CD ). A medium height altar where the owl sits and looks. **The Passive** The totem will absorb 50% of power and Condition damage received by the shaman. Additionally the totem will grant pulsing heal to the shaman this healing will drain 1% of the totems total hp. **The Active** Will cleanse all conditions, moderate heal and apply invulnerability to power damage for short time (5s). Conditions and Control effects will still damage the shaman . The CD will be 60s. * Hare (bunny) Totem ( 1/2 s cast 30s CD ) Small altar where the bunny looks around. **The Passive** The totem will guarantee pulsing superspeed to the Shaman( every 5s x 5s superspeed ) which will drain 2% of the totem's total hp. Each time the shaman is affected by crippled, chilled, feared, immobilized it will consume the condition and will hop while evading(3/4s) and which effect application will drain 5% of the totem totals life. **The Active** The totem will grant the shaman the ability to evade all attacks for a short time (5s) while performing basic attacks. Those basic attacks will not trigger but instead a hop ( leap 600) with evade frames will be performed. This will stunbreak and if the shaman stun break using this active the duration of the effect will be doubled (10s) The CD will increase to 60s. * Gorila Totem ( 1/2 s cast 30s CD ) A low wide totem where the gorila spirit smashing the ground with his powerful fists. **The Passive** The totem will grant might(6s) and fury(3s) each time the Shaman hits(ICD 1s). Foes with might or Fury will receive increased damage (10%) , each application will drain 2% of the total totems life. **The Active** The totem will provide the shaman with 33% increased damage and 33% increased condition damage for 6 seconds. The CD will be 60s. * Minotaur totem ( 1/2 s cast 30s CD ) A tall totem with the Minotaur Spirit staring the shaman. **The Passive** Attacks will remove 1 stack of stability from foes hit by the shaman. The totem will break stun on shaman and the pet when any crowd control condition(Daze,Stun,Knockdown,Pull,Knockback,Launch,Float,Sink,Fear,Taunt) Each time the totem breaks stun or remove stability it will drain 10% of the totems max hp. **The Active** up to 5 foes around the Shaman (600) will be stunned for 3 seconds. The CD will be 60s. * Otter totem ( 1/2 s cast 30s CD ) An small stump with the spirit of the Otter looking curious around **The Passive** The totem will consume damaging conditions (burning, bleeding, poison, confusion, torment..) to guarantee a critical hit in the next attack (1 condition / second). Each application will drain 5% of the total totems HP. **The Active** The totem will convert all conditions into boons. The CD will be 60s. * Fire Totem ( 1/2 s cast 60s CD ) This totem with the form of the sacred Koda's Flame allows the Shaman to connect with the Spirit of Fire. **The Passive** Attacks will apply splashing burning(1 stack 3 seconds) around the target (360 up to 2 additional foes ) this will drain 3% of the totems total life for each application. Additionally burning , chilled, immobilised, fear and slow incoming conditions on the shaman will be consumed healing the shaman and draining a 10% of the totems total life for application. **The Active** An explosion around the shaman(450) does high damage, knocking back foes and reviving up to 5 downed friendlies . The CD will be 120s. ##Becoming the Spirit. The Shamans not only revere lesser Spirits but also have commune with the Great Spirits of the wild gaining the ability to be imbued by their spirits becoming one with them. This allows the Shaman to have access to a new set of abilities while losing access to it's own. **Mechanics** F5 allows the Shaman to transform in one of the 4 Great Spirits while losing access to all the shaman's own skillset. Utility Skills become the access to different the spirits of the wild while the Weapon skills change depending on the form taken. * Utility skills are replaced by the 4 great spirits being Bear, Raven, Snow Leopard and Wolf. * Elite skill is reserved to return to normal. * Weapon skill change in relation to the form the shaman has at that moment. * Model is changed to reflect the Spirit the shaman is tuned, ideally the animal itself. * The shaman can only use each form once. Once is being used the form is disabled until the shaman returns to normal. * CD for the "Becoming the Spirit" (F5) is 60s. * The shaman still have access to the pet skills with the normal F1-F4 actions. * Becoming the spirit will also apply passive buff to for the tradeoff of loosing all skills. **Becoming the Spirit** * Bear. -25% damage and condition damage. 1. Paw Swipe - Basic melee attack (130) 2. Rending Maul - High power attack it grant Attack of opportunity (25%) to the next attack. . 4. Purge Conditions - Cleanse all conditions from self 5. Enfeebling Roar - Apply vulnerability and weakness to foes around the shaman. 6. Defy pain - become immune to damage for short time. * Raven. +33% movement speed. +20% crit chance 1. Slash. Slice your foe twice . 2. Rending Talons. Sile 4 times your foe and apply bleeding. 3. Swoop thru the mists. A leap (1200) while evading. 4. Riding the Storm. The Shaman brings the storm with him, dazing and damaging foes in the area (5 pulses channelling 5s). 5. Wind Blast. An attack which push away foes with the wind from it's wings. Hold down to increase the push distance. * Snow Leopard . +300 ferocity. Chilled, Crippled and Immobilised are cleansed once every 5s. 1. Slash . Slash your foe causing bleeding. 2. Maul. Slash repeatedly causing bleeds and gaining might. 3. Pounce (900) Leap to apply high damage and crippling the target. 4. Dash. (2000) Dash at foes ignoring chilled and crippled. Hold down to increase the length of the dash. 5. Prowl. Apply stealth 6s to the shaman. Will grant Attack of opportunity (25%) to the next attack. . * Wolf. Pulsing self healing,Pulsing reveal (5s ICD 1s revealed) around the shaman (600) 1. Bite. Bite your foe causing bleeding 2. Leap. Leap ( 900 ) to your foe applying damage and cripple 3. Takedown. Leap knocking down up to 3 foes (range 900 ) in the target area. 4. Snarl. Cause fear (2s) to the shaman's target ( range 900) 5. Howl. Howl giving boons to allies around the Shaman (fury, protection, regeneration) . It causes up to 5 foes around the Shaman(180 radius) to be knocked back (360) during the blow out. ##Traits. * Minors would guarantee access to hammer and totems; reduced duration (33%) of the effects of chilled and burning for the shaman and pet; Share the Totems passive effect with the pet (pets aren't tethered to the totem, they just share the shaman passives) and share the spirit form passives with the pet. Hammer * Trait for the hammer, reduce 33% CD in hammer skills. Hammer skills will do a 10% more damage. * Trait for when the shaman hit a foe affected by chilled the shaman will apply slow (1s no icd) . * Trait when applying chilled on foes friendlies are healed around the target ( no ICD / 360 radius from the foe ). Totems * One trait reduce the Actives Cooldown (33%) . Totems which haven't been activated before being destroyed/unsummoned have a penalization of 20% on the CD. * One trait will allow the totems to link up to 4 additional friendlies (5 tethered with the shaman). This trait will also limit the consumption from passives to half from the normal values as to allow the totem to stand a bit better. (owl will receive 25% of the 50% damage absorption, Hare will drain 2.5%, etc...). * One trait it will allow the shaman to be able to have 2 totem effects active at the same time. Spirit form * Spirit form will share their passive buff with up to 5 allies around the shaman(600). * Spirit form skills have reduced CD (20%) . Additionally the shaman and pet gain +20% damage while in spirit form. * Spirit forms gain an additional charge so the shaman may transform into an specific spirit twice for each form. ##Trade offs: * The totems can be destroyed by direct damage and can not be healed or moved in any way. * Spirit forms remove the access to weapon skills and utility skills. * Only one totem effect can be active at once on one friendly. * The range of the totems is limited, as such the tether can be broken due a knockback or fear. * The Spirit forms are very limited in it's use and uses with the idea of promote the swap between forms and going in and out of the spirit form. * Cds are generally big. Some can be mitigated using the traits (reduce CD on hammer, reduced passive drain, additional charge for the spirit form ) but then the shaman has to sacrifice other choices. * No access to stability but access to more stunbreaks.
  14. > @"Shroud.2307" said: > It frustrates me when people come in to those threads just to say the build is bad, so I defend myself as necessary. _X thing will roflstomp you_ is a criticism and advice, but it isn't very constructive either. You could say that about an entire class in some cases, never mind specific builds. Don't take it personally, my opinion is this thread is not about scourge builds so it's understable some peeps may have a contrarian opinion.
  15. > @"kash.9213" said: > > @"Dawdler.8521" said: > > > @"anduriell.6280" said: > > > I think we all agree with the notion stealth is trash mechanic. Not only for thief but also for druid, dragon hunter and engineer. > > > I'd like to say the stealth on dodge from [silent Scope](https://wiki.guildwars2.com/wiki/Silent_Scope) and the revealed removal from [shadow Meld](https://wiki.guildwars2.com/wiki/Shadow_Meld) are very toxic mechanics at the same level of [Ancient Seeds](https://wiki.guildwars2.com/wiki/Ancient_Seeds). > > > > > > But if Anet remove those mechanics the Deadeye will be really useless. And it will not address the main issue wich is a mechanic with no counter like it is stealth. Any other nerfs to the class will not work as the thief can circumvent all the nerfs to stealth or mobility (which is also an issue in a class with no cooldowns when it can reset the fight whenever they want but the enemies can't reset the cooldowns). > > > > > > > > > As such i will again propose this: > > > * **First : While stealthed the character enters combat.** This is very important as i'm able to mount while in stealth. > > > * Deadeye converts all incoming stealth to extended [Camouflage ](https://wiki.guildwars2.com/wiki/Camouflage). For each application of stealth it is converted to camouflage plus additional seconds so the effect last longer. Camouflage makes the deadeye invisible but it can not perform any actions, not even movement. I gains stealth in [Death's Retreat](https://wiki.guildwars2.com/wiki/Death%27s_Retreat) and in [shadow Flare](https://wiki.guildwars2.com/wiki/Shadow_Flare) and [shadow Swap](https://wiki.guildwars2.com/wiki/Shadow_Swap) which is a cantrip with no use. So everytime it uses a teleport can be seen for less than a second. > > > * Stealth from thief and smoke fields only makes invisible to enemies farther than 600 units. Any enemy closer than that to the thief will be able to see the thief but not reveal it. A trait could be so the range is reduced to 300 only for the thief. This will fix not only the Thief but also any other means of stealth like the druid, the trapper runes, etc... > > > * Stealth from mesmers works the other way around. The mesmer is invisible to enemies in a range of 600 with a trait to make it wider up to 900. > > > > > > And like that we fix many issues and open squad spots for thieves and mesmers, as the first will guarantee stealth while approaching while the other stealth on close. > > Or you could just tweak **existing mechanics** to actually have some meaning: > > > > - Each second someone remains in stealth adds a second to revealed which gets applied when the person exits stealth (either by attacking another player or stacked stealth expiring). > > > > And there you go. Problem solved. If a deadeye want to stay stealthed for 1 minute, he can be. But afterwards he cannot stealth for 1 minute. If a tp theif want to stealth for 5s, appear to do a single attack and stealth again then infinetily repeat it as they teleport back and forward... nope. You can stealth for 5 seconds sure. But that means you cant for 5 seconds. > > > > Simple and effective. > > That's a more realistic compromise. Silent scope isn't even that bad, you have spend Initiative bouncing out to keep distance or to swap and evade some which rifle doesn't have. Guy mentioning no cooldowns like everything is free is a good preview to the rest of his idea. I like your idea. **But deadeye can remove the revealed with [shadow Meld](https://wiki.guildwars2.com/wiki/Shadow_Meld).** That elite has 2 charges. How are you proposing to fix that? Are you thinking now adding a _new reveal_ which can't be removed? And then Anet adds a new stealth which can remove that reveal? That is the equivalent to power creep but for invisibility. That's why i thought about camouflage. The idea is to allow the DE to be stealthed for long periods of time with the only requirement to not to perform actions. Also Camouflage would fix the fact you only see the DE attacks when they hit you (with the only exception of [Death Judgement](https://wiki.guildwars2.com/wiki/Death%27s_Judgment) which can be circumvented by using quickness so the 1 second precast is minimized) . Which means the DE can land an attack like [spotter's Shot](https://wiki.guildwars2.com/wiki/Spotter%27s_Shot) from invisibility immobilise you then a [Three Round Burst](https://wiki.guildwars2.com/wiki/Three_Round_Burst) and go back into stealth while you are still bussy cleansing the immob. **Camouflage would disappear as soon as the DE hit the action button in opposition to when the projectile hit you**, which gives the player the opportunity to perform a counter play if the target is quick enough. Now the first impact is hit guaranteed. I understand the concept may be difficult to see but there is a big difference between stealth and camouflage. That's why i came up wit the idea of the visibility radius for normal stealth. **The point is to give the target the possibility to dodge or perform an action and to understand what happened even if that margin is very slim**. Right now i can one shot some glass eles or mesmers even before they can do anything. I see it as a very cheesy mechanic which i understand is very unfun to play against.
  16. I think we all agree with the notion stealth is trash mechanic. Not only for thief but also for druid, dragon hunter and engineer. I'd like to say the stealth on dodge from [silent Scope](https://wiki.guildwars2.com/wiki/Silent_Scope) and the revealed removal from [shadow Meld](https://wiki.guildwars2.com/wiki/Shadow_Meld) are very toxic mechanics at the same level of [Ancient Seeds](https://wiki.guildwars2.com/wiki/Ancient_Seeds). But if Anet remove those mechanics the Deadeye will be really useless. And it will not address the main issue wich is a mechanic with no counter like it is stealth. Any other nerfs to the class will not work as the thief can circumvent all the nerfs to stealth or mobility (which is also an issue in a class with no cooldowns when it can reset the fight whenever they want but the enemies can't reset the cooldowns). As such i will again propose this: * **First : While stealthed the character enters combat.** This is very important as i'm able to mount while in stealth. * Deadeye converts all incoming stealth to extended [Camouflage ](https://wiki.guildwars2.com/wiki/Camouflage). For each application of stealth it is converted to camouflage plus additional seconds so the effect last longer. Camouflage makes the deadeye invisible but it can not perform any actions, not even movement. I gains stealth in [Death's Retreat](https://wiki.guildwars2.com/wiki/Death%27s_Retreat) and in [shadow Flare](https://wiki.guildwars2.com/wiki/Shadow_Flare) and [shadow Swap](https://wiki.guildwars2.com/wiki/Shadow_Swap) which is a cantrip with no use. So everytime it uses a teleport can be seen for less than a second. * Stealth from thief and smoke fields only makes invisible to enemies farther than 600 units. Any enemy closer than that to the thief will be able to see the thief but not reveal it. A trait could be so the range is reduced to 300 only for the thief. This will fix not only the Thief but also any other means of stealth like the druid, the trapper runes, etc... * Stealth from mesmers works the other way around. The mesmer is invisible to enemies in a range of 600 with a trait to make it wider up to 900. And like that we fix many issues and open squad spots for thieves and mesmers, as the first will guarantee stealth while approaching while the other stealth on close.
  17. I knew you were expecting my answer and wouldn't give me time to correct the post (i understood me asking for nerfs) There you have: > @"anduriell.6280" said: > Sure my pleasure. > > @"melandru.3876" said: > > because templates are obviously used for other aspects > > **but no, lets force a player to hamster yet another gearset, get some extra templates to not get sniped by a soulbeast** > > > > play weaver for once instead of your soulbeast, then perhaps then we can have a decent talk > > > @"melandru.3876" said: > > all "bunkers" are fine, just decap druid is bs > > > > immobilize > > immobilize > > immobilize > > point blank shot > > immobilize > > point blank shot > > immobilize > > > > i just give up the node, and take their close > https://en-forum.guildwars2.com/discussion/comment/1395580#Comment_1395580 > > happy now? > Now i'm done with you. > > Quick search no even looking seriously.
  18. Sure my pleasure. > @"melandru.3876" said: > because templates are obviously used for other aspects > **but no, lets force a player to hamster yet another gearset, get some extra templates to not get sniped by a soulbeast** > > play weaver for once instead of your soulbeast, then perhaps then we can have a decent talk > @"melandru.3876" said: > all "bunkers" are fine, just decap druid is bs > > immobilize > immobilize > immobilize > point blank shot > immobilize > point blank shot > immobilize > > i just give up the node, and take their close https://en-forum.guildwars2.com/discussion/comment/1395580#Comment_1395580 happy now? Now i'm done with you.
  19. > @"Veprovina.4876" said: > I got knocked into the water, but the circumstances don't really matter. I got rooted on ground as well that time and couldn't get out of it either. > I got rooted before and yeah, you have to wail on the thing more than on a DPS build, but you can get out and get away or i got killed after or whatever, that's fine, but this time it was just weird behaviour. I wonder if maybe it has something to do with the servers because a lot of people in my group were complaining about rubberbanding and i myself got disconnected once that session. Well rubberbanding and lag will definitely mess up the effects, but not only for the roots. > Anyway, i don't have a problem with counters, you shouldn't be able to be good against everything, that's not balance. But someone should look at that skill (and many others to be fair), cause it seems buggy. Like, half of mesmer skills are buggy but they don't negatively impact other players that go against those skills. Just mesmers themselves. This skill seems wonky at the best of times, and severely impacts players that have to deal with it at the worst. > Cause i don't think it consistently works like it says it does. You can't clense it, it doesn't last only 4 seconds it lasts more, sometimes you can't even attack the roots themselves to get out of them, i mean, you have to admit it seems wonky sometimes. Idk if that's because of server lag or something, but it's not just "it's a counter to X build", it's more than that. As i said, in land is enough to cleanse while pressing W as far as you have some kind of movement speed buff on you (+25% movement speed by traits is enough). If you are chilled, crippled or have any movement impaired condition on you then you need to cleanse followed by a dodge. I agree [Ancient Seeds](https://wiki.guildwars2.com/wiki/Ancient_Seeds) (the reason you got rooted in the water) trait is a very unfun trait and should be removed from the game, but not because the roots are overpowered but because of the spam of immobilize that trait brings. The effect is not wonky, it works as designed. You should keep in mind there are two different type of roots which many peeps don't realize because not understanding the ranger class, it is easier just to hate and don't question. [Entangle](https://wiki.guildwars2.com/wiki/Entangle) : This roots apply 2s of immobilize each pulse which will translate in longer duration if you allow the full duration to take effect as each pulse accumulate with the next. [Ancient Seeds](https://wiki.guildwars2.com/wiki/Ancient_Seeds) : This roots apply 1s immobilize each pulse which will make the condition to be gone after the 5 pulses.
  20. > @"melandru.3876" said: > iroically you are the soulbeast main who created dozens of topic trying to make soulbeast work in wvw (squad play, and yes weaver is the highest dps option) > "asking the game to adapt what you want" is literally you, in all said above threads crying for fixes and buffs I'm asking for changes (sometimes buffs other times nerfs) on the classes i play and you are asking for nerfs on anything you don't like and neither know or understand. Learn the difference.
  21. > @"melandru.3876" said: > a squad weaver (that is berserker with some pieces of marauder) uses staff > not everything in wvw is a roamer, despite the fact that these "roamers" see it so There is no "squad weaver" builds, you must be playing on some forgotten NA server with squad Weavers doing only God knows what and Support Soulbeasts instead Firebrands. Naturally you will end up doing a lot of return trips to the squad which takes us to the next point. > @"melandru.3876" said: >what are the types that often get pew pew'd? players doing dailies, or people returning to squad. I don't see what has to do the build "squad weaver" with "people returning to squad" or "players doing dailies". Either way if you get pewpew'd out of your mount that is per game design as counter play to mounts that's why they have so little hp. Again **what you are describing are L2P issues and asking the game to adapt to what you want** instead understanding and learning the game mechanics.
  22. > @"Veprovina.4876" said: > I don't have a problem with the skill itself really, i have a problem with it bugging out while not being able to damage it OR clense it. Did you read my post? I was stuck with it in water while not being able to do anything. I don't think that's a good "counter" or even intended behaviour. > If i could just clense it, fine, i'd be even fine with needing to do 2 clenses for it, 1 for roots, another for the condition effect. But nothing i did worked. If that's a counter to bunkers, it's not really a fair one. Well underwater is more complicated because we are not used to use dodge underwater. It is true because we move slower underwater you can't cleanse and move, you need to do as Dawdler said: **Cleanse followed by a Dodge and keep moving forward** **On land is enough to cleanse while pressing W** if you have any sort of swiftness or movement speed increase on you.
  23. > @"charlag.6528" said: > I like the idea of TF2-like tradeoffs instead of upgrades. I think that analysis by OP is superficial but nonetheless. I won't be able to digest the whole thread but I think I would chip in my 50c here regarding engi, mostly for PvE. > > **Holo** is OP. It especially feels OP compared to the core which has no powerful third traitline to offer. This is well known. > The biggest _gain_ of holo is dps scaling based on heat. It is so powerful it overshines everything else. Even condi these days are holo which makes no sense for a "spiky" spec. > The biggest _drawback_ is not even F5 toolbelt skill which is always pretty situational and mostly for PvP honestly. It's that you cannot get out of the forge for 6 seconds. This might not seem like a big deal but please remember: engi is a profession with constant kit swapping with virtually no cd. So you are sacrificing your kit piano-like playing for forge. Yes, you need pay attention to the heat and so on so you need strong sense of when to heat up but it's a skill ceiling and can be learned, it's not something that's balanced when you learn it. > > Like many people I really like the _idea_ or _flavor_ of core engi but it's so weak that it has no place anywhere across the game. I think is ok for Holo to do much damage, but the trade off should be becoming more glass. The issue i see with Holo is it can take all defensive tools and still do a ton of damage + CC with holo skill set. In my opinion it would need some special treatment like -360 vitality (3600 HP points) when the specialization is picked, as such moving closer to how thief plays. It definitely has the mobility, stealth and invulnerabilities access to make up for the low HP. [impact Savant](https://wiki.guildwars2.com/wiki/Impact_Savant) on the otherside it has no place in Scrapper. I would remove the penalization to Vitality and leave the barrier buff as it is. As far as my understanding goes that specialization has not bursts other than the ones available for core.
  24. > @"bigo.9037" said: > people, you have no excuse for dying to sicem meme rangers. you have mounts and build templates. swap to full nomads and mobility before you reach your squad. it’s literally 2 buttons. git gud. > > also, just stop running around with 2300 armor, maybe? if you run THAT squishy you have 0 right to complain about being 1shot. > > sicem ranger is no longer unblockable. block rapidfire and they have only melee, so kite them. now they have nothing. it’s so easy i can’t even remember the last time i died to sicem ranger. > > boonbeast GS- LB is way stronger but it won’t kill you in 2s. NM variant with sw-wh is just kinda.. meh? they can’t really hurt you unless you let them. WS - BM is where it’s at. skirmish + BM with quickdraw also works but it isn’t as strong as WS. boonbeast can currently be very tanky and deal decent dmg at the same time, BUT , it has 0 mobility outside of stealth. and if you play bird, you don’t have stealth other than LB. > > also i don’t really see how people are getting facerolled by noob rangers? they play like garbage. it’s not hard to beat. you are either playing too squish or they are just better than you think they are. > > dolyak stance is definitely a “”problem”” if you want to nerf soulbeast, but if you do nerf soulbeast significantly we will just go back to being useless in blobs, useless in roaming, useless in pvp. Yes that's why the nerfs have to be very sensible at this point. It is not that the soulbeast needs more nerfs it is just there are some outliers which could become problematic if the soulbeast would get any buffs. Glass sicem soulbeast is fine compared to other glass dps builds and the only issue i see is on the tanky BM-WS build doing so much damage with Axe mainhand. **There is an spot in this game for glass dps builds and we are going to have to deal with it**. I don't see Doylak problematic or unbalanced but just over bloated. The stance was fine before the buff and it didn't need more effects as it makes the Soulbeast to be forced to use that skill yes or yes (even with the nerf in sPVP with 60s CD the skill is still widely used ) . I would move the damage reduction from Doylak to Bear and reduce the CD of dowlak to 40s in sPvP which kinda makes better sense. Doylak is the "Counter-CC" stance, While Bear is the "Sustain" stance. And One Wolf Pack is the "Power" stance as such is fine like it is as power damage boost. Although my opinion it would be better if OWP would apply splash damage around the target up to 2 additional foes and divide the current damage between the amount of foes so they would get up 1/3 of the original damage each as a counter play and to make that elite more flexible. On the underwhelming side we have: Moa is the "Boon" stance which means it is fine providing extra boon duration and protection/fury/regeneration. Just needs to increase boon duration 33% instead 20% in PvP and WvW as the current 20% does not feel valuable enough because the ranger has access to such short boon duration. Griffon is the "Evade" stance as such is only missing an additional stun break so it is a real option. Vulture is the "Condi" stance as such it only misses to additionally apply bleeds to be valuable.
  25. > @"Tukaram.8256" said: > I completely agree. > A lot of games let you move any part of the UI around the screen. On GW2 everything is thrown on the screen higgledy-piggledy. I end up ignoring it all, except my health bar, and the critters health bar. I do not have time to be looking all over the screen for misc timers boons etc. Too much junk and no way to organize it. It would be better to be able to see the icons for boons on the selected target just over the toon. Normally i don't look at the skill bar or the top of the screen when i'm playing against other players and that would go miles so i would know easily when a target has stability or resistance on.
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