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Hey, look! Still no fix to elven battle vs. thorned roots/avalanche!

feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
How many more weeks of this suffering do we have to endure? Please either fix this or give us a free option to exchange an elven battle enchantment for a negation enchantment of the same level id you have (as it seems) no intention at all of fixing it.

Comments

  • benskix2benskix2 Member, NW M9 Playtest Posts: 674 Arc User
    Can I trade my barkshield for a negation too? It's not bugged but it still sucks worse than elven battle....
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    I gave up and traded yesterday
  • sweatapodimassweatapodimas Member Posts: 257 Arc User
    edited October 2015
    I still have mine but just ended up selling HAMSTER and making a transc negation. Hope they fix one day.

    On another note: Is it me or is the negation animation just terrible and a bit Tron-like? I think soulforge has the best animation. Elven is pretty cool looking.
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    What with coal wards going down to 75 trade bars I'll be able to make a trans negation from shards alone in about 3 months, about 6 weeks if I start from lesser enchants. But I'm seriously sick of these real bugs (and class balance, and enchant balance) being ignored in favor of no fixes at all or really minor fixes that do not impact the game at all.
  • pando83pando83 Member Posts: 2,564 Arc User

    I still have mine but just ended up selling HAMSTER and making a transc negation. Hope they fix one day.

    On another note: Is it me or is the negation animation just terrible and a bit Tron-like? I think soulforge has the best animation. Elven is pretty cool looking.

    I feel you i'm sick of seeing that flashy white shield popping on my face every second when facing a Negation user (99% of PvP population).
    Plus it makes everyone look like a freakin' shiny UFO.
  • ryoshinetteryoshinette Member, NW M9 Playtest Posts: 488 Arc User
    Turning off of weapons/armour enchants visuals would be awesome.
    But still, u'll meet HR - perma root. $#HAMSTER@# amazing that they don't care about us so much.
    Ryoshin GF (4.2k)
    .Suicide Squad.




  • kweassakweassa Member Posts: 2,390 Arc User
    I'm guessing it's probably due to some kind of a blooper that becomes impossible to fix once it's out.

    My guess is that mechanics wise, the game probably doesn't have an "immunity" setting. Possible evidence is TR ITC, how it sets up deflect at 20k value to achieve 100%. They don't have some sort of a systematic flag that allows certain situations to either not happen or be ignored.

    So probably I'm guessing "CC immunity" mechanics are also the same. There is no such thing as CC immunity in the game build, technically speaking, and therefore all the "CC immune" situations, such as boss mobs, or GWF Unstoppable, or ITC... probably has just a really, really high CC-resistance value. Dunno why this is, considering (obviously) damage formulae allow for total immunity=0 damage. I'm guessing the CC formulae are involved in some other calcualtion which may cause a divide by zero problem if 'immunity=0 value' is involved.

    So, in reverse, Thorned Roots mechanics also probably activate simply when a certain target is marked over X% in control resistance, so in theory, against permanently 'immune=very high CCr in reality' targets, you'd be able to just proc one Thorned Roots and have it killing the target.

    This presents a problem, if for example, a single HR enters a dungeon content, fires off one shot against a boss and it could kill it by dealing damage ticks until it dies. So to prevent this problem, while the tooltip does not mention it, the power itself has a duration timer set to max 30 seconds. They'd have probably figured that since any player-activated CC immunity power (such as Unstoppable, ITC, Oghma's and such) ends under 10 seconds, it wouldn't cause any problems.

    That's probably what they thought of when they first designed Thorned Roots... and then, after a mod or two, they forgot about it when they redesigned Elven, which, for some reason, basically considers you an "immune" state against roots or slows.

    This is a bit controversial since TEB offers 80% resistance value, and when combined with tenacity around 120~130%, which reduces the duration of most CCs to less than half. This is a strong resistance but no where enough to be flagged as (practically) immune state. Thorned Roots shouldn't even be activating on it. I'm guessing that there's some kind of a junk code or bug involved with the core design of TEB which triggers it, and there is no way to change or remove it unless they just dump the current version of Elven Battle build and come up with a totally new set of codes with a revised structure that stops this from happening... which takes time.


    But of course, they figure it's only one enchantment that only a few people use, so it's not serious, and they're already all busy for the next anticipated piece of shat balance busting heap of trash mod. So it'll wait. Until they finally feel like destroying the current TEB and coding up a totally new one from scratch.

    Anyhow, that's how I figure.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • ryoshinetteryoshinette Member, NW M9 Playtest Posts: 488 Arc User
    Very nice explanation. Really.

    But how can you explain fact, that my GF without Villiance menace is rooted to death, but when I'm using it (effect kinda similar to elven enchant) nothing wrong happens and I'm total immune fot those roots? No side effects at all !

    Ryoshin GF (4.2k)
    .Suicide Squad.




  • kweassakweassa Member Posts: 2,390 Arc User

    Very nice explanation. Really.

    But how can you explain fact, that my GF without Villiance menace is rooted to death, but when I'm using it (effect kinda similar to elven enchant) nothing wrong happens and I'm total immune fot those roots? No side effects at all !

    ...well blow me down, matey. That sounds... Cryptic...

    Ooooooooooohhh

    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
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  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    morenthar said:

    For those of you coveting a Negation enchantment, I think we can now let the cat fully out of the bag as Mod 8 is upon us.

    Normal Negation enchantments will be dropping from the new lockbox. In combination with lower Coal Ward prices, they are bound to get REAL cheap. So if you want to sell yours, do it quick and CERTAINLY before the next 2x RP event.

    Also, I have 4000 amor pen from a guild boon and another 4000 from my mount, nearly 14k total. So negation enchantments aren't exactly going to be too useful against a lot of players.

  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited November 2015

    I have 4000 amor pen from a guild boon

    Armor Penetration Bonus requires Stable at lvl 10, and this requires Guild Hall at lvl 20 and this requires about 180 days of just upgrading time. And much less time passed since Module 7: Strongholds came out.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User

    I have 4000 amor pen from a guild boon

    Armor Penetration Bonus requires Stable at lvl 10, and this requires Guild Hall at lvl 20 and this requires about 180 days of just upgrading time. And much less time passed since Module 7: Strongholds came out.
    Keep telling yourself that. I'll keep running around with well over 100% resistance ignored.
  • rversantrversant Member Posts: 896 Arc User

    I have 4000 amor pen from a guild boon

    Armor Penetration Bonus requires Stable at lvl 10, and this requires Guild Hall at lvl 20 and this requires about 180 days of just upgrading time. And much less time passed since Module 7: Strongholds came out.
    for 8k It requires stable 10 and gh 20. but 4k you get from a rank 5 or 6 stable (not sure which)
    I have 121% Resist ignore atm. but against people with 75% Arpenresist I only effectively have like 26% or so. if I swapped into an axebeak and used some dark offense I could probably hit 160-170% pretty easily but even then it'd only be like 40-42.5% RI against targets with full lionsmane. when it comes down too it though this is still good. It is essentially giving 400:1 like power does and against targets with less Arpen resist its definitely better.
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    rversant said:

    I have 4000 amor pen from a guild boon

    Armor Penetration Bonus requires Stable at lvl 10, and this requires Guild Hall at lvl 20 and this requires about 180 days of just upgrading time. And much less time passed since Module 7: Strongholds came out.
    for 8k It requires stable 10 and gh 20. but 4k you get from a rank 5 or 6 stable (not sure which)
    I have 121% Resist ignore atm. but against people with 75% Arpenresist I only effectively have like 26% or so. if I swapped into an axebeak and used some dark offense I could probably hit 160-170% pretty easily but even then it'd only be like 40-42.5% RI against targets with full lionsmane. when it comes down too it though this is still good. It is essentially giving 400:1 like power does and against targets with less Arpen resist its definitely better.
    Yup. A good explain for what feanor70118 missed. The 40% RI / 80% RI cap makes 50% of the sum, and 50% of 8,000 is mentioned feanor70118's 4,000 that is impossible to get yet because of just time that have to pass (~180 days) to upgrade GH.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited November 2015
    20k Arp is 142% RI as someone told me, Arp doesn´t seem to be a linear graph
    so 170% RI is out of range imo ?

    DR - (121%x0,25)
    so against a player with 75% arp resist you will ignore 30% DR
    btw, is it possible to stack 75% arp resist??
  • pando83pando83 Member Posts: 2,564 Arc User
    With full Lionsmane armor and lionsmane neck-rings-belt. 500 tenacity is around 2,5-3% damage-crit-CC resist and 5-6% ArP resist.
  • zionzin#7422 zionzin Member Posts: 5 Arc User
    Please fix the Elven Enchantment.
  • orkuniuorkuniu Member Posts: 14 Arc User
    I would say: Please fix roots.
  • flehstifferflehstiffer Member, NW M9 Playtest Posts: 167 Arc User
    Small nitpick... 4k armor pen from boon is easily possible. You only need rank 6 stable and rank 12 guild hall. Far less than 180 days are required for that. (My guild is almost there, and the only reason we aren't is because we are all broke for Christmas season).

    I'd be genuinely surprised if the actual time spend upgrading for stable rank 6 was over a month
  • korden1korden1 Member, NW M9 Playtest Posts: 61 Arc User
    edited December 2015
    orkuniu said:

    I would say: Please fix roots.

    quite agree.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    Pfft. Anyone whining about roots has never tried to use them against a member of a pvp guild, where they have no effect at all.
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