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Okamakiri

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Posts posted by Okamakiri

  1. To be sure: Are you only talking about the relics, or are you suggesting that all the armor/weapons/implants from the PvP vendors not work outside of warzones?

     

    Because PvE gear isn't useless in warzones. PvE relics and medpacks are useless.

     

    Well in the very least PVP relics shouldn't proc in PVE environment since the reverse is already true of PVE relics.

     

    But if it was up to me, expertise and gear in PVP would be abolished completely. PVP should be about cosmetic upgrades, titles and bragging rights. PVP'ers should be able to earn unique gear skins, titles, mounts, etc. Some of them could be purchasable via some PVP currency, others could have actual rating requirements so they're a symbol of prestige. These items should change every season to give incentive to keep playing. This is one of the few things GW2 does right, their instanced PVP game is completely separate from the rest of the game. You choose your PVP stats and spec independently from the rest of the game. There are no gold sinks or any other reason to play anything outside of instanced PVP in order to participate in instanced PVP. In fact, everything you do outside of their instanced PVP has no positive or negative bearing on the PVP side of the game. This would make entry to PVP easy and would solve the problem of people that are in WZs only for the gear. As for open world PVP, dailies, etc. well those are all really PVE activities, so if you want to participate in them, collect PVE gear like everyone else.

  2. It would also be a nerf to PVPers who do open world PVP, since they'd then need PVE relics to fight in open world.

     

    As it should be. PVE gear is useless in WZs, so why should gear only earnable in WZs be equally useful outside of WZs? PVP gear is already OP in open world, expertise shouldn't even work outside of WZs, but that's a whole different discussion.

     

    A better alternative would be to make BIS PVE relics available via daily comms vendors like they were before 2.0 instead of having to raid to get them.

     

    And no, that's a terrible idea. BiS gear should have some meaning and people should have to work for it. PVE relics are in a perfect spot atm.

  3. Please Please Please make them wins only count, and you need 4 or even 6 a day.

     

    We do not want Ranked filled with the PvE'ers in there PvE gear just taking up space to get the relics they want. It's bad enough there in regs getting killed from behind by sorcs doing there keyboard turning wondering where the dmg is coming from.

     

    Please make it so you have to win to get credit.

     

    Was with you until you made that ignorant generalization. Besides, you're focusing on the symptom instead of the problem. Make PVP relics not work in PVE the same way PVE relics don't work in PVP. Problem solved.

  4. Yes, and nobody forces you to use Gore as soon as it resets either. You have 20 seconds on the ICD, that's more than enough to time it properly. As for the Reset occurring at the wrong time, that mainly happens during the beginning of the fights (at least, to me) when Gore itself procs Slaughter and fails to reset, that's frustrating as fawk. However, during the fights themselves I rarely have problems with Slaughter proccing at the wrong time. It usually procs 1 or 2 attacks after the ICD is over anyways.

     

    In PVE, delaying Gore for any amount of time is a DPS loss. On occasion 1-2 GCDs can be excused if you're trying to line it up with cooldowns, but otherwise using it on CD IS required for optimum DPS. Also, the longer you delay using your reset Gore, the more likely you will trigger another Slaughter before Gore's natural CD. Slaughter ICD starts the moment it procs, which is why you don't want to delay Gore at all after the proc.

     

    As for early Slaughter procs, it happens to me all the time with timer <2s on Gore cooldown. The only way I can ensure it doesn't happen is if I just stop attacking the last couple of seconds of CD on Gore, but again, that's a big DPS loss. There is no reason why in the very least they can't make this QoL adjustment.

  5. Carnage is fine as it is, it requires team support to fully take advantage of its potential but hey, it's not the only skill tree that does. Despite the RNG being kinda messy sometimes that's what makes it unique and exciting to play. I don't want it dumbed down more; delaying the usage of procs and timing your Gore windows is essential and it requires skill to do, unlike the procs that are based on stacks (which is what bioware seems to be in favor of). The only thing we need is just maybe a slight protection to Gore Windows, or as somebody else suggested, make u gain stacks that are used up when we attack, and even then it doesn't feel that necessary. I whole heartedly agree with the increase to the Execute proc though, it can be a pain in the *** to have Gore come off CD and STILL not have Execute up.

     

    There is no skill involved in having your Slaughter proc too early or too late.

  6. The only problem I could see with that (and really, maybe it's not a problem), is that it kind of leaves us in the same spot we're in right now. Our opener would be Charge (if we need to close the gap), Battering Assault, Gore, then Massacre spam to try and get execute. The good news is, with that proposed change, when Execute procs, we'll be ready with our second Gore plus Vicious Throw, unless we get the proc with the first or second Massacre, then we could finish the first Gore with a crit Scream.

     

    But if part of the design intent was that we pop our first Gore when we get our first Execute proc (which is how the class functioned pre 2.0), the proposed change wouldn't help with that. But then, that's not the problem we have. The problem is slaughter proccing before our first Gore.

     

    So yeah, that's another good possibility for a QoL change.

     

    Execute can be fixed the same way. Up the chance to 100%, add an ICD so at best you're buffing every second FS. They did it with Operatives when they made Collateral Strike refund Tactical Advantage 100% of the time but on a 10s ICD.

     

    But even if they leave Execute untouched, bad RNG on that proc is nowhere near as devastating to our DPS as current Slaughter mechanic causing procs too early or too late.

  7. When the Slaughter/Hand of Justice skill was first designed, it did not originally reset the cooldown on Gore/Precision Slash. After some play-testing, the thought was that players would just sit on their free Vicious Throw/Dispatch until Gore/Precision Slash was available, so we made the skill reset the cooldown of Gore/Precision Slash as well (to keep players from feeling like they needed to hold off on using Vicious Throw/Dispatch until their Gore/Precision Slash buff was active). The Gore/Precision Slash cooldown resets triggered by unplanned Ataru Form strikes was not thoughtfully intended, but rather, it is a byproduct of making sure Marauders/Sentinels do not have to hold off on using Vicious Throw/Dispatch until their Gore/Precision Slash comes off cooldown. However, we did not plan to make Gore/Precision Slash harder to use by resetting its cooldown, because the Slaughter/Hand of Justice skill was primarily focused on resetting Vicious Throw’s/Dispatch’s cooldown rather than Gore’s/Precision Slash’s cooldown.

     

    You may not have intended for double Gore to be used as it is, but the fact of the matter is that for nearly a year it has been and the spec has been balanced around having ideal procs and execution. Whenever the RNG works against us, it is a massive DPS loss since Carnage DPS outside of Gore windows is pitiful. You already fixed the RNG aspect behind Conc Ops, Arsenal Mercs and Lightning Sorcs, I really thought you would extend us the same courtesy. The way I see it:

    • Slaughter already has a long internal cooldown, it doesn't need a low proc chance as well. Ops, Mercs and Sorcs were given 100% proc chance on procs that have ICD, why aren't we? I've had instances where it would not proc at all the full duration of Gore cooldown.
    • The proc should not be able to trigger if Gore is already OFF cooldown.

     

    I'm really disappointed to read such a dismissive answer instead of getting the same treatment that other classes already got. It's extremely annoying starting off a boss fight and getting a Slaughter proc off Leap or Battering Assault, before you've even had a chance to consume your first Gore. It is a massive DPS loss every time it happens, especially at start of fights when all relic procs and raid cooldowns are perfectly aligned.

  8. It's odd that you would say it that way, for I have you already proven wrong by naming several examples of character progression that doesn't make a character any stronger and are still a staple in at least some MMOs.

     

    It's even odder that after disagreeing with me on the gear progression thing you write another post complaining about how horrible it is having to farm the same 10 encounters over and over - a symptom in MMOs directly caused by them overfocusing on vertical gear progression, instead of at least adding a component of horizontal/non-stat increasing progression content at the same time.

     

    People on the internet... :rolleyes:

     

    The only thing "odd" is your self delusion of somehow being right and me being wrong. I guess I should've prefixed my "Yes it does" with a "For a majority of players". The "no gear progression" approach has been tried, and at best has resulted in a niche following. You pointed out a few examples of HOW it can work, but not WHERE it actually worked. I've heard it all before. I won't go as far as to call your opinion wrong (technically there is no such thing as a wrong opinion), but it certainly is in the minority.

     

    When developers add new content, there are a couple of scenarios how it can be consumed:

    - In a no gear progression game, players will take part in this content for the fun aspect of it. They might do it once to a few times if they enjoy it. Eventually they'll get bored of it and look for something new to play. Possibly a new game all together (see GW2 active population since release). A small number may continue to grind it for cosmetic reasons, but unlike power, cosmetic upgrades are a matter of opinion, hence very selective. What you may consider awesome looking, someone else might consider hideous, and vice versa.

    - In a gear progression game, player will also take part in new content for the fun aspect of it. They will also do it once to a few times for fun before getting bored with it. However, they will continue doing the content even when it's no longer fun because it offers a different form of fun, which is the ability to improve their character.

     

    Gear progression extends the lifetime and relevance of content, giving devs sufficient time to create something new to keep you entertained. In a game like GW2, it's literally impossible for devs to produce new content as fast as players can consume it. Which is why for over a year they've been producing nothing but the horrible living story crap that has driven a large portion of the player base away from the game completely. It's also why they went back on their word about no gear progression, and introduced Ascended gear tier, in hopes of keeping power progression people interested.

     

    There have been many articles, written by people that share your opinion, attacking gear treadmill MMO design and discussing how it exploits players psychologically with a "carrot on a stick". However, at the end of the day, this design has been around for decades, it works, and most importantly, the players DO enjoy it. If they didn't, there would be a lot more games like GW2 out there.

     

    Back on topic, no new ops for a year is unacceptable BW. There should be a completely new OP at most every 6 months, with a NiM mode released half way through that cycle.

  9. only NiM modes until june ? srsly ?

     

    ur kidding right ?

     

    oricon ops shall last another 4 month ? and u release NiM Modes fpr about 3-5% of all raid players and paint it as content ?

    wow....u must be kidding....sorry but u wont keep the pve raiders all in game with that slow release of operations and real new content. but hey pls more cool gsf stuff *yawn* at least 1 of my guild is still hardcore playing it, bet he will keep his aub as long as he find some other dudes to fly with him.... bad road map, very disappointing

     

    NO! It'll be 7-8 months before new OP. They're only opening NiM DP in June, and they're bound to leave it up for at least 2-3 months before they release a new OP. So no new OPs before Aug-Sep, maybe even October time frame, a year of milking the same ten encounters. Completely unacceptable.

  10. Mind you, "progression" doesn't necessarily need to mean "making them stronger"

     

    Yes it does. If you want a no progression game, go play GW2. But even they bailed on that idea of "no gear progression" when they started losing players left and right, and they quickly introduced Ascended gear, obtainable in most grindtastic fashion.

  11. The point I am trying to make is that even though there maybe 10 months before a new ops there are still tons of things to do in the game PvE wise besides ops.

     

    Not at end game there isn't. FPs, events, etc. can all be fun distractions, but the only form of PVE progression at end game is ops. And those require a change of scenery a lot more often than 8-10 months. New ops every 6 months at most, with NiM released half way through that 6 month period, would be an acceptable frequency. Anything longer than that is causing people to leave the game for months at a time, and it's a gamble every time how many of them will come back. I love this game, but with such a slow ops schedule, I'm just getting bored and finding it hard to justify a sub or to find a reason to keep logging in.

  12. 2013/10/02 - 2.4 release of DF & DP

    2014/04/08 - NiM DF (6 months of no update to DF)

    2014/06/10 - NiM DP (8 months of no update to DP)

     

    Given their track record, who knows how long they will leave us with NiM DF & DP before adding a new Op. So we're looking at a year+ of miliking the same 10 bosses? I defend this game all the time, but that is bs. Crap like this is what makes me want to unsub.

  13. In PVE, its an "Oh ****" button that is used infrequently, in PVP its a "I'm going to die, so near death I am suddenly going to be near inestructible so I can finish off this dude". Its a strategic use power that sees a lot more use in PVP, and is a huge part of the overpowered Marauder survivability in PVP. You are not likely to be popping Undying Rage every 45s in PVE, but you are in PVP. This was a well placed nerf, I think. I fully agree with it.

     

    The 45s cooldown is for one spec only. The other two specs, which are already inferior to Rage in PVP, have to deal with a 90s cooldown. This nerf is not well placed and it should be applied to Rage talents, not the base ability.

  14. So, revives don't count as skills? You're incorrect about there being no other skills that lock each other out, but they're different enough that it's not worth pursuing. And to be honest? This skill has already been nerfed hard in hopes of making it less necessary that a marauder be on the raid team, I'm pretty sure that it used to provide more than 5% boost. At the moment, it's only worth using if you immediately follow up with the berserk, to increase the power of your boosted attacks (when soloing. The only class that will notice if you use it in a raid is every other sentinel/marauder, because they can't build centering/fury any more).

     

    Guarded by the Force is overpowered. It is now, it always has been. And no amount of "It's just the set bonuses/skill trees" whining will change that. They make it more overpowered, yes. But it practically forced someone to save their stun for it in PVP, because it was entirely possible to get them down to execute range, and then lose in the last moments due to that skill. The only option was to save the stun to keep them out of it during those moments, and now, it's going to turn that skill back on them. It's like having 50% healing debuff for the duration, only messier, because it's likely to leave them in execute range without a healer going overtime, and unlike before, it's not something a warzone medpack can take them out of.

     

    Obviously I disagree on both counts, but I have no interest in arguing with you. My post was addressed to BW.

  15. potato vs. potato

     

    To be honest, I didn't follow their posts; I was just chiming in to remind them that while we don't have a hard stun we do have the ability to stun characters for 6s. Personally, I prefer this to the Merc's Electro Dart. In any event, every class should not have access to the same abilities.

     

    Intimidating Roar is a great ability, but it's not a stun. A single dot tick or any splash damage from any other players around you will break it. It's no different than Operative/Sniper's Flash Bang, and those classes also have stuns. The effect it applies on targets is same as any of the single target CC's that break on damage (Assassin's Mind Trap/Whirlwind, Sorc's Whirlwind, Merc's Concussion Missile, etc.). Disorients are generally used defensively or strategically (such as eliminating a healer from a fight during an offensive move on another target).

     

    Stuns on the other hand can also be used offensively since they don't break on damage. This is also why they're generally considered the strongest form of CC and why BW had the range of all stuns reduced to 10m. It's also why they're generally of shorter duration and most of the time single target (exception being PT/Vanguard's Carbonize/Neural Surge).

     

    I do agree with you though that not every class should have same abilities, that would be boring. However, given the importance and strength of stuns, I don't think it's right that Mara/Sent is the only class without access to one.

  16. For the most part, the proposed changes are good. I don't even disagree with the sentiment behind UR/GBTF and BT/Inspiration changes, but I do strongly disagree with how they are being implemented.

     

    Bloodthirst/Inspiration

    Making the buff raid wide is a good change. However, as mentioned by others, 5 min debuff is too long. Not only does it discourage bringing more than one mara/sent to the raid, but it also makes the whole raid vulnerable to a mistake of a single person. No other class is prevented from using their utility in raid if there are other players of their class present. In the very least this debuff should be reduced to 1-2 minutes to prevent chain usage, while still allowing more than one mara/sent present in raid to contribute their utility, which is one of the factors that they're balanced around.

     

    UR/GBTF

    Base version of UR/GBTF is not overpowered. Where this ability starts becoming unbalanced is when you add the talents from Rage/Focus spec and the PVP set bonus. Instead of removing the Rage/Focus talents and the PVP set bonus, you're nerfing the ability for all three specs, thus making the two specs that were already inferior in PVP even more inferior. Applying the damage at the end of the ability is also a horrible change for PVE, where it's likely to cause healers to spend twice as much time and resources healing us. It also makes any self healing half as effective, since we're not able to alleviate some of the pressure on healers by using a medpac immediately.

     

    I don't think you'll find too many players disagreeing with you about wanting to re-balance these abilities, but please reconsider how you're doing it.

  17. We have Intimidating Roar...

     

    Not sure which of his points you were replying to, but just for the record, Intimidating Roar is a disorient, not a stun. Stuns don't break on damage. Closest thing to a stun that Mara has is Force Choke, but the fact that it's channeled makes it far less useful than a true stun.

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