Showing Posts For Ars Valde.8693:
10% is pathetic for a grandmaster major trait. It needs to be at least 15%.
Still wouldn’t touch it at 15%(needs to be 20). Hell, even if this was 20% I probably wouldn’t use it due to how difficult it is to make a symbol build in spvp(You’d need Zeal, honor, valor).
Symbols aren’t something you build around, they’re a tool available to weapons with them. Shouts and Meditations are a line and build because of their universality, symbols will never be something more than an area control tool and damage source like any other ability weapons have.
Especially in a game heavily about mobility. You can use them for area control and punishment for fighting in tight spaces, but attempting to center a build around them rather than accepting them as a unique additional mechanic guardians have is, I feel, the wrong way to approach them.
Symbols are definitely a significant part of the guardian’s repertoire. Of the 6 mainhand/two handed weapons we have, 4 have a symbol and 1 more has (arguably) a skill that really should be a symbol. The bow, which will be introduced with HoT, will also have a symbol.
And from a broader point of view, nearly everything guardian currently has is focused around area denial in some form. Consecrations, wards, and symbols all make for excellent area denial, but the problem is and has always been that we have very little at our disposal to KEEP enemies in place to take our damage. Area denial isn’t very effective outside of conquest PvP where there isn’t a particular area to defend.
So.. just WvW where guardians shine in a variety of other ways? There are 2 game modes where symbols rank from amazing to situationally powerful, and one game mode hyper dominated by massive mobility where guardians are not the only ones suffering for area control abilities are STILL have plenty of mobility associated with their skills. Like. Of the things to whine about for guardians I’d think Spirit Weapons and Shield would get far more attention than an actually good trait for symbols.
10% is pathetic for a grandmaster major trait. It needs to be at least 15%.
Still wouldn’t touch it at 15%(needs to be 20). Hell, even if this was 20% I probably wouldn’t use it due to how difficult it is to make a symbol build in spvp(You’d need Zeal, honor, valor).
Symbols aren’t something you build around, they’re a tool available to weapons with them. Shouts and Meditations are a line and build because of their universality, symbols will never be something more than an area control tool and damage source like any other ability weapons have.
Especially in a game heavily about mobility. You can use them for area control and punishment for fighting in tight spaces, but attempting to center a build around them rather than accepting them as a unique additional mechanic guardians have is, I feel, the wrong way to approach them.
That’s completely false. If this wasn’t the case then we wouldn’t have so many symbol traits to begin with. Due to the lack of soft-cc and any real mobility, symbols are actually counter-intuitive to this games design and thus SHOULD provide a significant damage bonus due to that fact. If it’s nigh-impossible to keep any competent enemy(player) within a specific area(especially with no soft-cc attached) then it should be strong.
I compare this to the ridiculously strong Berserker’s Power to which you have no real limitation and the damage bonus is significant. If anything, due to the nature of how hard it is to use symbols, the damage should have been reversed(10% for them, 20% for us). The whole risk vs. reward deal is completely thrown out the window now.
Edit: You have 4 symbol traits, 1 meditation trait and 1 shout trait….come on.
Symbols are hard to use? I’ve been PvPing on my guardian for a couple years now, unless they magically changed how damage patches with effects work they’re not all that difficult. You’re hyperbolizing.
Symbols deal damage, provide boons, and you can’t simply look at them in a vacuum and cherry pick to compare against other abilities. It’s a cohesive picture for guardians that can apply a huge amount of AoE pressure and burst potential in an area compared to many other classes especially. Symbols are a tool, and they have minor traits with ONE major trait that’s a flat 10% DPS boost in a trait line that already grants access to other steroid bursting without requiring management of our F1 utilities around it as well. Symbols are fine, in PvE they’re incredibly powerful additional DPS tools and in PvP they can be used for area denial and additional damage while forcing your opponent to fight in them.
I agree with you, they should contribute to area denial in pvp. Meaning they should be punishing if stood in, not easily laughed at and ran past. Would that mean they should do more damage? I’m sure no one wants to see that after what happened recently with the stacking bug, but a compromise in sustain and/or in damage to make them useful in mobile fights may be what they need.
Right now, even if you stand in a symbol it is not that bad. Necro wells work “well” because they can be layered on top of eachother to do stacking damage in a short duration of time. Guardian symbols tick at the same speed, but you can get 2 or 3 decent overlapping ticks, versus necro wells that have 3 damaging sources and additional ranged aoe ticking in unison, all contributing to burst damage.
At the moment necros “area denail” far better than the advertised frontline first in last out “punish the enemy for ground” guardian….
Area denial tools accessible to a guardian far outstrip what a necromancer can offer, in my opinion, due to the hugely AoE nature of a guardian and the sustainability of it. Symbols can’t be taken alone in consideration for the pressure a guardian can put out in an area, and I hardly see anyone just ignore them in a PvP setting with the prevalence of glass builds anymore.
I didn’t touch on PvE because well.. Symbols are amazing there and hardly 6 need extra love, let alone how this trait serves as a decent conditional steroid in a line that can boost your overall damage by nearly 25%
10% is pathetic for a grandmaster major trait. It needs to be at least 15%.
Still wouldn’t touch it at 15%(needs to be 20). Hell, even if this was 20% I probably wouldn’t use it due to how difficult it is to make a symbol build in spvp(You’d need Zeal, honor, valor).
Symbols aren’t something you build around, they’re a tool available to weapons with them. Shouts and Meditations are a line and build because of their universality, symbols will never be something more than an area control tool and damage source like any other ability weapons have.
Especially in a game heavily about mobility. You can use them for area control and punishment for fighting in tight spaces, but attempting to center a build around them rather than accepting them as a unique additional mechanic guardians have is, I feel, the wrong way to approach them.
Why? Because you guys want it to be? What does it fight with for a slot? Are either of the other two GMs even worth considering outside niche builds?
Sure, I want to agree and get a free 10% more damage, but I’m having trouble coming up with a rational for it. “Because it’s a GM” simply doesn’t cut it. Thanks to it and other changes guardians are able to do more damage than ever. As a PVE guard you’re basically guaranteed to want Zeal already with Fiery Wrath and if GS build Zealous Blade, then symbol damage and burns with Symbolic Avenger a delicious cream cheese icing on the top. Sure I’d never turn down getting some sprinkles too making the topping even better, but why do they have to be there? Ok, I’m making myself hungry now, but still, what’s the rational on why it has to be stronger?
becasue if u can actually lock down an opponent in your symbol you should be rewarded. GS symbol last 4 seconds. not a whole lot of uptime on it. if u can lock them down for the full 4 secs, it should be rewarding.
just because the alts stink, is not an excuse to say it stinks less, so it shouldn’t be improved.
its lunchtime,
i have a crap sandwich. there’s also a worm, maggot filled crap sandwich, and a pile of crap (no bread to make sandwich!)
why should i say, well the crap sandwich is better than the alts, so i should be happy w/ it. y cant i say, i’d rather have chicken than crap in my sandwich.
now there’s a food metaphor
If you can’t take advantage of the extra 10% burst on your opponent with your GS in PvP then perhaps you need a little more practice, it’s pretty easy to have area control during a fight with symbols.
If you can’t keep a PvE mob in your symbol well… Maybe guardian isn’t the class for you. The trait is fine and already powerful in a line that adds a huge amount of damage to guardian play. Buff the other traits so this GM isn’t the default.
First and foremost, Signet of Mercy does need a giant change. I cannot name the last time I had the skill on my bar for any reason. It’s useless in it’s current form.
Secondly, and it’s taken me a long time to accept, Anet will never give the Guardian a mobility boost. Our teleports are meant to close the gap in combat. They see the guardian being the “first in, last out” class in fights, and giving us 25% movement would conflict with the design philosophy of Guards.
That being said, because every class has access to some sort of passive boost, you find Guardians running Trav runes to accommodate. Having to stick with those runes really limits build diversity in WvW, which is a shame.
Personally, the solution I wish for would be for Anet to consider removing all classes 25% boosts. Passive or otherwise. But the uproar against that would be insane.
Lets not forget Mesmers who only have their focus for swiftness out of combat and it’s not even 100% uptime. Every class is balanced for in combat and out mobility, and with guardians having retreat as well as staff for permanent swiftness they are not low man on the totem pole for mobility.
If you’re going for a Dagger build, I’d suggest shorter air cooldowns…especially with focus, over more damage in air.
I would also suggest Cleansing Fire over Mist Form so you have a cleanse (since D/F has none innately).
For PvE, I always find Staff builds to be much slower and duller even though some theorize that it can pump out the most damage. Scepter would work better for you if you need range because it’s pretty good at almost any range…though excels in melee with all the blast finishers.
Between the Condi removal on water attune, and Focus 4 in Earth, I actually have fairly solid condition removal.
I would like to remain with dagger out of preference, and I’ve not seen any real compelling reason to use staff over Dagger or Scepter sans a build that focuses on Lava Font spam.
tl;dr Version:
-The damage loss from going from Zerkers to Celestial: is it worth the survivability/support increase? Would it be worth using Traveler’s Runes over Scholar’s for that reasoning as well?
-Is it worth going deeply into Arcane for the extra support once again, despite the damage loss? Is the loss significant? Would it be better to do Fresh Air/Arcane with a minor in Water? The heal from Healing Ripple is powerful and I’m not sure if the tradeoff is worth it. ( I may grab Cleansing Fire to help with Condi removal if I lose Cleansing Wave )
I’ve heard mix reviews of celestial, but know that the damage loss wasn’t huge. The build I use currently doesn’t offer nearly as much might stacking as the Bunker-esque build does with Dagger/Dagger, but the Focus utility is pretty nice. I hadn’t really considered swapping out Armor of Earth, perhaps Lightning Flash would be worth trying over it for the faster stun break.
Scepter is kept for ranged content, though I was wondering if Staff wouldn’t offer better utility, perhaps I should look into a more flexible variation for both.
If you had taken time to look at the link I provided, you’d have seen I was running Dagger/Focus.
The reason for focus is the large amount of utility and survivability is brings to a group, and while the lightning hammer is nice it is purely DPS. The loss of damage I incur by not consistently using the hammer is marginal compared to the group protection and personal survivability offered by just.. not using it.
Lightning Hammer is fantastic for a might spam fury stacking build that focuses on pewpewpew, but since that sort of build is relative trash in an uncoordinated group and further still you didn’t even bother to address the real question which revolved around what gear to focus on:
Thank you for taking the time to read nothing.
So currently, this is my build that I’m running post Dec 10th patch:
It’s a essentially a Fresh Air build that I use for dungeoning/fractaling.
I’m beginning to work towards Ascended Gear and curious if I should continue down my ‘Zerks or bust’ path, or if perhaps it would serve myself and my group better if I built to live longer, or utilized the bigger stat gain of Celestial gear.
Notes:
-We are not static zerkers groups. I die, they die, so support is useful.
-I would love advice on the build, if there’s more efficient ways to damage or support without losing much one way or another. The utility of focus for dungeons despite possibly being subpar is pretty hard to argue with.
-Group utility is nice. I’m open to trying a completely different build before deciding as long as I bring competitive damage and useful things such as projectile destruction and CC
Thank you for your feedback everyone!
Instant Cast, didn’t disappear on drop, Auto-Attack didn’t eat charges ( Charges adjusted to compensate ) , more possible secondary effects similar to how the FGS damages on summon
As the title states. I’m tired of blocking someone only for them to be able to spam /surprise 50 times and completely bypass it. It’s been over a year and this hasn’t been done, making it easy for people who know that block doesn’t stop emotes to still harass others.
Casters with hammer is just lol. Will never happen and I’m glad.
http://images.wikia.com/darksiders/images/b/b3/Darksiders-2-death-hammer.jpg
Do i have to constantly remind you people of there are no weapon limitations?Do i have to constantly remind you that this is GW2? I have never seen a necromancer strong enough to wield a hammer.. or one to ever want it, lore-wise.
Just because you lack imagination doesn’t mean that I shouldn’t have a hammer.
My Norn is ready and waiting.
The calculations do not account for any traits that improve damage, as it would simply increase each weapon equally.
This isn’t true and the DPS calculations are worthless without it. Builds are entirely geared around traits and specing them for things like being able to add vulnerable with a quick stealth shot or anything else, this entire calculation has no actual meaning in real time play.
tl;dr: checking base damage without using a build is pointless. It tells you nothing of what the weapon can actually do, since none of us run around with no traits.
+10% damage increases every weapon by 10%, thereby making it meaningless to include in the comparison.
Except trait lines and gear influence damage too. 10% Damage boost to the shortbow doesn’t matter as much because it’s a condi geared spec and Conditions don’t benefit from the flat boost, the same way that Sword doesn’t benefit from specing deep into the precision tree since the added DPS from the Condi boost is nearly worthless. 10% Damage buff is not the same for every weapon.
Your better bet rather than doing off the cuff theory crafting, is to actually take maximized builds and figure out optimal rotations ( ignoring that you stated things that other skills don’t influence damage when obviously sword can use a warhorn offhand that adds DPS while spamming it’s auto, same for axe. Also Maul for GS being better damage and adding vuln to further fuel the AA)
(edited by Ars Valde.8693)
The calculations do not account for any traits that improve damage, as it would simply increase each weapon equally.
This isn’t true and the DPS calculations are worthless without it. Builds are entirely geared around traits and specing them for things like being able to add vulnerable with a quick stealth shot or anything else, this entire calculation has no actual meaning in real time play.
tl;dr: checking base damage without using a build is pointless. It tells you nothing of what the weapon can actually do, since none of us run around with no traits.
in pvp the sword is an op weapon. its very good in any 1v1 situation. but if there are more than 1 enemy its pain in the@ss. you need to stop in the attack chain to move and loose damage or select a target and lock yourself or not selest anybody and fly away. the problem is this is our only melee one handed and we cant use it out of 1v1… make axe main as a cleave melee and i will be ok.
Make axe bleed ( Or torment. We have lots of bleeds and I didn’t think too kitten that one ) on hit and bounce off the ranger and it’s a magical mainhand condi-melee weapon. Would make my Condi build so happy.
Since it’s supposed to be a mobility denial move, and with the condition meta so active and powerful at the moment, coupled with it’s long recharge, I’d like to see a couple different things:
1) It’s a patch. Rather than applying it’s mass bleed stacks immediately (And making them susceptible to cleansing) I’d rather it applies its long duration bleeds over time in the patch. It gives you area denial and an effective and powerful elite. Someone teleports out and cleanses? Well doesn’t matter if they roll back in.
2) Cooldown reduction: It’s a kitten ed long cooldown for essentially a very pretty and easy countered elite at the moment. Rampage gives Stability and might stacking for quite a bit of time, which also further boosts condi builds with how quickly you can attack via Shortbow, perhaps with that in mind Entangle could get a cooldown, and possibly be classified as a survival skill as well.
I’d rather we had the old functionality back and fixed. Splitting it into two parts simply makes the power clunky to use and awkward. If you can’t get the leap to work appropriately then simply make it a teleport, but there’s no reason I should click twice to achieve what one button press was supposed to do before.
Oh look… It’s this idea again… I preferred the idea where every X seconds your pet gets a stack of “Natural Evasiveness”, dodging would also grant this, and it causes the next attack against the pet to cause them to evade for 1s.
This would be next to useless. You couldn’t predict or control the attack against your pet, it’d be like Aegis where it can be plinked away by an attack to strip it, before being hit by a harder spike. The ability to dodge/gain evade frames when you do adds skillful gameplay tied to your pet.
I have to say, reading that thread keenlam, that I agree fully with quite a few things of what’s posted in there.
I wasn’t even contemplating being able to use our pet skills but that’d be beyond fantastic.
i agree the stack of vulnerability is too weak also i always thought it should be a blast finisher from the gfx it has on activation, would make sence
Not on such a short timer. That’d be a bit OP. Well … more than a bit.
Mighty Blow from Guardian Hammer would like to say hello.
So this came from a discussion with my ranger friends, as well as my musings have recently rolled a ranger myself.
One of the more prominent things is how pets don’t have any inherent AI to move out of danger patches while they attack (Which is terrible) but part of that solution could be allowing pets to ‘dodge’ or ‘evade’ when the ranger dodges. It’s not a perfect solution at all, but I feel it does allow tactical gameplay, rewarding rangers who could use this to have their pet eat more damage in PvE with well timed dodges and builds.
At the minimum for those who do not possess that skill level, it allows of pets to avoid some of the beefier incoming damage/AoE that a ranger is dodging at the same time.
The idea would be the pet dodging towards the ranger when the ranger dodges, or simply has evade frames like the ranger does during a dodge as well.
Thoughts?
First fight demonstrates how you are beaten easily in a 2v1 situation, second fight is a stalemate as a tanky Engi who knows how to sustain fights a Mesmer who needs to practice more.
The confusion didn’t kill you, playskill did.
aside your elitism in the bad meaning of it….you just said that fractal are not easy…
The debate was on fotm being not hard.
And fotm can be hard if you infact remove those safenetsAlso pugging require lot of skill
and can be fun if people is not too bad.
How can you enjoing doing the same dungeon in the same way with the same people everytime
_?
It becomes stale fast.
Fractals are not for PuGing. Fractals are specifically about coordinated team effort to beat content. In fact all of the GW2 Dungeons are that, very few of them reward mindless gameplay and non-coordinated group tactics that are associated with PuGs.
There is -nothing- a Guardian brings to the table that other classes don’t bring as well in one form or another. It simply requires knowing your class. PvE is the ability to counter the same mechanics that either hit harder/have more HP consistently, that’s it.
If you think a Guardian is required for anything in the game, then you simply do not know how to play your class well enough.
But what makes your elementalist preferred to other DPS that can do more stuff with less requirements?
Anything is viable with 2 guardians in fotms
Anything is viable in Fractals, period. They’re not that hard, it’s beating mechanics with basic skills. Bring a focus and don’t be a kitten and you win at life half the time.
Ele damage is fine to excellent, though I’d love to see bug fixes and tweaks. After playing bunker for so long, and trying to eke more damage out of it, the truth is bunker just doesn’t deal damage compared to builds actually focused on it.
Start with your traits and learn how to survive without as much defense. I assure you it’s not nearly as necessary as you think.
I actually just found your post detailing out useful information as well. After playing Bunker for so long and finding myself dealing with most PvE content easily, I find the wealth of information between the two of you reassuring. I tried a Scepter/Focus Fresh Air build in Fractals 14 the other night to good success, but even further now after reading your post Zelyhn I’m looking at Dagger/Focus instead. I feel as if I’ve made a grave mistake ignoring the Ele focus for so long.
…That is phenomenal! Thank you Good Sir/Madame/Person!
So I’ve been playing my D/D Bunker Ele for about 8 months now, but took a break when they did the balance pass for the professions a couple months ago. Returning to the game I was just curious what the prevalent builds are.
I’ve heard of Fresh Air, as well as the Lightning Hammer, and I’m well familiar with D/D Bunker, but I was looking for the premier suggested build for PvE Dungeons/Fractals for supporting my group and helping us get through dungeons quickly.
I like being flexible, dealing as much damage as possible within the scope of the build, and understand that certain builds take more skill/are more dangerous than others.
I was also wondering about optimized equipment, or at least stat spread, for each build.
Thank you in advance to those who offer information!
Lately there seems to be a trend with the circles not being helpful in a game that relies heavily on specific positioning and need-to-know situational awareness. It’s becoming frustrating.
AKA: crappy design for the encounter that requires mobility and awareness in an area that hinders both.
Completely agreed. If you lose in the Arena, especially considering this is a celebration and not something that I assume should result in ‘real’ death within the game, why don’t we simply get spit out at the Ringmaster fully alive when we fail?
Also Door Exit Icon for the love of quaggan, the inane walk out is ridiculous.
Now, I’m not saying this to complain, but there seems to be a few specific anti-zerg mechanics that are blatant death for people in the Gauntlet area.
Kuraii is the biggest offender, with his poison pools that not only nearly insta-down you, then kill you, but further still is that they have no wind up. I’m all for large AoEs forcing a zerg to pay attention and shift, but when you’re fighting in limited space with an attack that covers a huge area, stacks up, and doesn’t give you warning about it’s location before triggering and killing you; to me that feels like a cheap mechanic.
Better is Wiggen’s with his artillary. The circles are clear and easy to see in the environment, and you have enough of a delay to move without being insta-gibbed.
I simply find the disparity in difficulty between these enemies to be pretty blatantly broken.
Yes, I know it’s difficult to design challenging enemies for large groups of players to take down and that we spam boons, cleanses and healing in an AoE constantly, but this is not a difficulty or challenge to overcome, it’s an insta-gib that is difficult to avoid, if not outright impossible.
Please Anet, the point of the red circles is to give us warning about what’s coming so we can use your fantastic mobility and skill based mechanics to make the most of the situation and avoid damage, design your encounters around that fact.
Even more so since in these zerg situations it’s more imperative to focus on the red circles on the ground rather than the target you’re fighting. There are hardly any ‘tells’ for these powerful attacks and it feels ultimately frustrating and unfairly punishing to constantly die to something I’ve no chance to defend against.
It doesn’t feel like my mistake, it feels like bad game design.
So currently in-game my right mouse button has a few different functions, one of which is a redundant target selection. When you right-click an NPC/Player/Thing it targets (or de-targets) and I want to remove this functionality.
Unfortunately I cannot find any method in-game to unbind it and was wondering if there was something I had missed, or a different way to reconfigure how Guild Wars uses the button?
I’m going to quote Isaiah Cartwright on the cost of ascended accessories:
These items are mainly earned through guild content, we included them on the laurels vendor to give players the opportunity to earn them if they are not in a guild but they are priced high to encourage players to try and accomplish them via the guild content.
(Note: I personally disagree with his reasoning, because some players simply have no access to guild missions and its rewards because smaller guilds (10 people or less) have difficulty earning enough influence to unlock the guild content, let alone completing any guild missions.)
I figured that was the reasoning behind making them more expensive, but this is beyond absurd. Even at 30 Laurels a piece they’re still more expensive and time consuming than doing Guild Events, there is no need to make them ridiculously priced at 45 Laurels and 50 Ectos.
( Just using your information as another point, not disagreeing with you. )
Irrelevant that they have lower stats than rings. Rings don’t go in the accessory slot.
If my helm piece had lower stats than my chest piece, that’s irrelevant too.
Except your chest piece costs more than your helm in dungeon tokens. They price according to stat, not because it’s an armor piece.
Also why Two handed weapons are more expensive than a single hander in dungeon tokens.
Also each of the Corrupted Temples in Orr drop a chest at the end of their event
Am I the only one that thinks it’s -absurd- that Ascended Earrings cost 45 Laurels and 50 Ectos each? They have lower stats than the rings, and even a single better stat item like the Ammy is only 35.
If anything they should cost 25 Laurels. What the blazes Anet? I understand you’re also introducing them with the Guild Missions system, but as that system really only caters to large guilds at the moment unless tweaked, this seems to be the only viable method for players in smaller guilds.
Am I off base here, or does anyone else agree?
Going to honestly chime in here. These are definitely the events hit by their test of the new scaling DE System and I dislike it.
The events are more difficult and engaging yes, but the champions they are throwing at us are event calibur on their own, and take a while to burn down. While you’re burning them down it actually blocks the spawn of anything further. So not only are you losing time to killing another giant sack of HP, you’re losing more loot, on TOP of said champion only dropping blues, if they drop anything at all.
I’m -fine- with increasing the difficulty, as long as you increase the reward. Give the champs a 100% chance to drop stuff, and a good chance to drop decent stuff, and I won’t complain. Getting 1-2 extra rares because I was there to focus the champs down faster while we were more likely to die is fine with me, but getting nothing for dropping these enemies, makes me wonder why I’m bothering doing anything.
I looked into this thread to say one thing:
You’re welcome!
That much less incentive for me to try a spirit weapon build.
@Aza
I’m happy you’re ok with mediocre weapons, and abilities.
I want to see your 1.8k crits, and what you’re giving up to attain that, which almost sounds like a pure damage build, where you’ll have roughly 12k HPs, and die if anyone in WvWvW breaths on you.
I have four classes at 80, all exotic gear as follows; Ranger, Warrior, Guardian, and Thief.
My Warrior build provides at least five times, yes 5x the damage my Guardian can do, and can provide the following buffs permanently; Regeneration, Fury (20% Crit), and three stacks of Might (+105 Power/Condition Damage) to myself, and the entire group I’m with, on top of the +10% Critical Damage, which is also applied all but 2 seconds it takes to wait for my banner recast time.
When moving the Banner also provides a permanent Swiftness while carrying it, because I can recast it, before the original timer is off. By the time I’m done, or decide not to cast these buffs, there is a 2 minute timer before they expire.
So excuse me if I’m not ok with Empower, and Symbol of Swiftness, when I can provide so much, so easily on my Warrior, and give up virtually no damage, while my Guardian seems lackluster in the department you think they would excel at.
Then play your warrior?
How does this fix anything? Seriously. This ‘If you don’t like it, then leave.’ kind of mentality is atrocious and does not encourage positive discussion. Granted you posted a very nice and thought out post and personal observation from playing with staff Aza, but when other people come in with valid arguments telling them to ‘leave’ rather than debating them just quashes any form of respectable discussion.
Most of the crap in the store is massively overpriced too. Bring down the consumables to a considerate level and add things WORTH buying, especially vanity stuff. As is? I’ll buy a character slot or two, and some bank enhancements, and that’s about it. The rest of the stuff is absurdly priced, especially when thinking in value of real money, not just gold.
I do think that item pricing is one of the things that ArenaNet will need to keep an eye on with their gem store. Some of the account improvement prices aren’t too bad (in my opinion… YMMV), but I’m not likely to buy many of the consumables at curent prices.
Just, when broken down into direct cost, and then further when compared to the amount of gold they cost, most of the boosts seem underpowered for their cost. I could see getting 3 Karma boosters for 75 gems, or even 5, considering that directly 75 gems is nearly a dollar. I can also see the Black Lion Keys being -much- cheaper, as the value from the chests are not all that great. I know I’d personally spend more money in the store if some things were brought down, specifically the consumables, and some of the vanity items as well. Not to mention dyes being completely overpriced.
For example: For 275 Gems I get a Dye pack, of 5 common and 2 uncommon/rare dyes. Nice, right? Except for the conversion costs to buy those gems, which currently 2g25s = 275 gems as of this posting, I can get nearly 30 dyes for the same amount. I can’t say how much converted Gems to Gold it would be, but as long as it was somewhere near 1g or more you’d have nearly double the buying capacity to purchase unidentified dyes directly off the market. I understand the market is still adjusting (and adjusting upward specifically for dyes at the moment since the ‘bug’ fix) but it still doesnt make any sense to actually buy from the store.
I just feel they overcharge quite a bit for novelty items, or consumables.
Most of the crap in the store is massively overpriced too. Bring down the consumables to a considerate level and add things WORTH buying, especially vanity stuff. As is? I’ll buy a character slot or two, and some bank enhancements, and that’s about it. The rest of the stuff is absurdly priced, especially when thinking in value of real money, not just gold.
Trahearne is upsetting because he really displays no emotion or anything. I get that he’s level headed and whatnot, but even in instances where he’s supposed to be incredulous at the thought of commanding the Pact, or supposed to be growing as a leader, he simply has the same flat personality in all instances. I’d like him more if:
A) He was more involved in all aspects of the story from the beginning. Show him as someone reliable and continues to be so as you find him suddenly more and more integral to fighting Orr.
B) Have your character compliment them. I understand this requires assigning a more specific personality to the PC than most would want, but for the sake of story I’d be okay with Trahearne being something of a backseat personality until you just help to mesh and synergize with him, that he eventually truly becomes the leader of the Pact.
C) GIVE HIM EMOTION. God, every instance he is seen he sounds flat. He’s neither afraid, nor courageous, nor emboldened, nor meek. He simply -is- which does NOT make him any sort of a leader.
So, I’ve recently started gambling on dyes as a way to make money, and to acquire gratuitous amounts of colors for myself and friends. However I have reached the point where we are all saturated, and so I end up giving away large amounts of worthless dyes for free to people instead.
This is when I hit chat/email suppression. In Anets effort to combat bot-spamming and emails they have taken a heavy handed approach that is affecting the players. When I’m attempting to list off dyes to give away I link quite a few at once and it gets chopped down for some reason. Nothing like linking 10 dyes to give away and only 2 show, causing me to have to INSTEAD post multiple times in smaller increments, which I then hit the spam suppression.
Further to aggravate this is attempting to send out emails to people who request said dyes (Because we don’t have any way to actually TRADE with people) gets suppressed for rapid emailing.
My solution so this isn’t just kittening?
Chat Suppression: Tone it down, bots are easily blocked. If someone DOES get suppressed, give them a timer so they don’t repeatedly test the suppression and get chatbanned for a longer period of time.
Email: Enable a feature to only receive emails from friends/guildies/game mail, and not random emails, and remove the suppression completely. Getting a few emails a day is not that bad.
(edited by Ars Valde.8693)
Looking for a spirit weapon build. (post all of the guardian changes)
in Guardian
Posted by: Ars Valde.8693
@Ynna: Because some people suck at making builds. It’s not their thing, they’re not adept at it, and they are more comfortable taking another build someone suggests and tweaking it their own way.
Yes. Guardians are the worst class in the game. Just reroll and move on.
I tried some WvW last night and found myself more and more leaning on the hammer. I’ll have to give judges a shot over Wall of Reflection next time.
How is this thread not locked yet and Dan H. not marked for trolling? Seriously?
and can be fun if people is not too bad.