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Soft CC and Defiance

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Posted by: Astralporing.1957

Astralporing.1957

Soft CC should deal % damage to the defiance bar over time, since it can’t be stacked. Or, they need to make it so it can stack.

I considered percentage/second as well!
But, at lower values of Defiance (rolling devils, etc), soft CC would be devalued. Typically, an enemy “vulnerable to CC” has a small bar, so 1-2 seconds of CC should be enough. If, for example, Cripple did 5% Defiance/second, it would really help against a boss, but those smaller enemies would require 20 seconds to break.

So, a percentage with a minimum value?

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As ranged player i need to be always in melee

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Posted by: Astralporing.1957

Astralporing.1957

Maybe, but the key drawback of ranger melee is that the pet will steal buffs etc from another group player. So for group melee, rangers would also have to stow their pet.

Players are prioritized over pets and minions. If your pet got the buff but some player in your group didn’t, it means that player simply wasn’t in range.

I am not arguing rangers are best of profession at this or that, I am pointing out that ranged ranger makes contributions that may not be so obvious to non-ranger players or are measureable via dps meters.

And we’re pointing out that those contributions are in no way connected to being a “ranged” ranger.

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About Raid Rewards

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Yes, only one “boss chest” per boss per week. Week starts with Monday.

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PoF stat combos obtainable with Mag Shards?

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Posted by: Astralporing.1957

Astralporing.1957

You will probably need a new currency. This is probably to further prevent players who don’t have PoF from getting the stats in it.

PvP ascended gear rewards have already proved that you don’t need new, expac-locked currenty for that. They already can show different vendor tabs to players depending on their expac unlock status.

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Power is a joke

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Posted by: Astralporing.1957

Astralporing.1957

Condition damage is overpowered. 90% of professions playing PvP are condition damage based.

Well, an average pvp player either cleanses at random or has no cleanse at all.

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As ranged player i need to be always in melee

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Posted by: Astralporing.1957

Astralporing.1957

Clam down all, PoF has answered your prayers. In the demo, there were bosses who had this mechanic that boils down to, “You have to use ranged now, you have to use melee now, okay back to range.”

That’s equally stupid. You still do not really have a choice. The game makes that choice for you.

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Power is a joke

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Posted by: Astralporing.1957

Astralporing.1957

Precisely.
@OP: Notice how the top dps is a power build? And, in fact, on large hitbox, power builds still reign supreme?

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PoF stat combos obtainable with Mag Shards?

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Posted by: Astralporing.1957

Astralporing.1957

So, they are going to indroduce the traditional expansion gear grind, just camouflaged a bit.
Laaameeeee….

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Taking advantage of your player base

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Posted by: Astralporing.1957

Astralporing.1957

We already sort of have hidden player gm’s. As the arenanet staff does play the game and don’t always rep their special tag. I’m sure we all have played some form of the game and have played with them and not even know it. I know i have in wvw.

?

There’s at least one video floating around with a cheater that tried to cap a keep in WvW using invulnerability/movement hacks, and found out that an Anet employee was inside, playing there.
Yes, some of the devs/gms are out there playing the game. It’s just that there aren’t that many of them (and most play in US)

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As ranged player i need to be always in melee

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Posted by: Astralporing.1957

Astralporing.1957

I wouldnt go as far as to say that ranged combat sucks….but longbow ranger is flat out useless….even blurred frenzy does more dmg than that crap.

Making buff aoes higher would completely break the gameplay, especially in wvw. They are fine as they are and reward groups with proper positioning. If u wanna roleplay do it in divinity’s reach pls, not fractals.

LB Ranger stacks invulnerability. If that was all the ranger did they would be adding approximately one half member damage in the standard group before you add in any LB dps the ranger is directly credited with.

LB Ranger can also AoE heal around their target. No credit for this either I suspect.

LB Ranger can also strike anything in their arrows line of sight. No credit for this either I suspect.

So yes LB Ranger pinging at distance on a dps target dummy is going to have low dps.

Notice that, with the exception of piercing (which is a really poor substitute for cleave) everything else is not dependant on the “LB” part of “LB Ranger”. A melee one can do all of that as well.

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Mai trin help

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Posted by: Astralporing.1957

Astralporing.1957

Boring fight, Mai Trin needs a revamp just like Jade Maw, the scripted stuff is really bad, not fun, forced and repetitive.

I actually quite like it. I definitely wouldn’t want it to be changed in the way of the newest fractals.

@OP: it may seeem overwhelming at the beginning. Avoiding aoes may take some time, but eventually you will get used to it. You have to remember few things though:

1. cannons target each player individually. one player running around can increase the difficulty for everyone else, as “his” aoes will end up overlapping with those for others.

2. additionally, if someone dies, it seems that “their” aoes will get redirected to those still alive. It seems to be relatively recent, because it definitely wasn’t like that before, but recently i have noticed that if 2 or more people die during (or just before that phase), the bombardment for the others gets much more intense.
This may be a bug though.

3. contrary to what you might think reading the point above, do not ever ress anyone during that phase. That is one of the quickest ways to die.

so, basically, during that phase everyone should pick the spot (4 people in corners, one in the middle), try to remain as stationary as possible, try to avoid circles by just moving around, saving dodges, heals and invulns for when they will be really needed. As long as no more than one person dies during bombardment phase, you’re golden.

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Condition Damage.

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Posted by: Astralporing.1957

Astralporing.1957

One thing is for sure: I will continue play condition damage during PoF. It’s overpowered, it’s lazy, it’s easy, and it is rewarding.

Just going to point out that for about 4 years that was the exact situation with power damage, and nobody at that time suggested that power should be nerfed below condition level.

It’s not that condi is OP, lazy, easy and rewarding, It’s that the whole gameplay is that way, and always has been.

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Taking advantage of your player base

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Astralporing.1957

So you want to rule the community through annonymous fear like the Gestapo and KGB.

More like through actually enforcing the rules. There’s nothing to fear if you don’t break them, after all.

Still don’t think giving such power to players is a good move. Any their decision would have to be revieved anyway, so it wouldn’t really save any time or work for Anet. And might in fact increase it.

That’s without even considering the possible loss of prestige caused by even a few of bad apples in the mix.

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As ranged player i need to be always in melee

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Posted by: Astralporing.1957

Astralporing.1957

Want to sta safe?
Stay ranged.

That’s the problem. With the nowadays meta, staying ranged not only results in lower dps, no cleave, no boons, and possible loss of enemy position management, but also (due to no heals, no defensive boons, and no shared disto) is also less safe.

So, basically, there’s not even a single avantage to use range dps outside of open world solo roaming. Which makes the whole concept completely pointless.

At the very least, any “lower damage when in melee” effects on the few ranged weapons that have them should be removed, because those have no point whatsoever nowadays – assuming, of course, that the point was not “do not use that weapon for anything serious”. In the long run, the role of ranged weapons in the game should be looked at again. There should be a purpose to them, they should not always be an inferior choice.
Notice, that the only ranged weapons that are used in meta are those that can be used in melee with no downsides. That [retty much tells you all you want to know about the current role of ranged weapons nowadays.

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(edited by Astralporing.1957)

Hero points sink(s)

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Posted by: Astralporing.1957

Astralporing.1957

So yeah anything that could be done for these soon to be dead currencies?

The best solution would be to not make them dead in the first place.

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Fixes and changes to PoF elites

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Posted by: Astralporing.1957

Astralporing.1957

Yeah, looking at the sheer level of doom and gloom in the Revenant forum, news about hopefully positive changes for the Renegade is badly needed.

That’s only if there are any such positive changes planned at all.

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How is the game these days?

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Posted by: Astralporing.1957

Astralporing.1957

Generally, legendary crafting got a bit simplified compared to the initial wave of second-gen legendaries that came with HoT, but it’s still more tedious than in case of original legendaries (for one, you have to craft precursor as well), and it still requires HoT materials/currencies (not only for gen2 weapons, but also for leg armor and leg trinket).

Can’t say much about PvP (as i got burned out on it due to its legendary backpack farming), but the seasons seem to be more stable now, as the devs no longer experiment with different matchmaking mechanics, and split skill rating from seasonal reward progression.

In PvE, raids are now the endgame with the older vision of more open-ended game seemingly abandoned, but (based on the first area of PoF that we’ve seen recently in a demo weekend and two stress tests) at least open world in PoF seems to be less insistent on forcing players to higher levels of play before they can have fun, like the game did with HoT.

I’m a bit torn on mounts, so i won’t comment on them beyond a warning: from what we’ve heard, they seem to be necessary for at least some parts of the game. At the same time, if you have any kind of motion sickness-related problems, you’d better be very careful about using them.

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(edited by Astralporing.1957)

Condition Damage.

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Posted by: Astralporing.1957

Astralporing.1957

Correct me if I am wrong, but the opening post’s complaint was that condition builds only required investment into condition damage. For clarification: Was this referring to optimization or viability, and was it for a specific game mode?

Almost certainly for viability, not optimization, and only for PvP environment, where going full glass is generally not advised.

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Condition Damage.

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Posted by: Astralporing.1957

Astralporing.1957

…You are however completely wrong if you think a condi build only need 1 or 2 starts. It need 4 (with current stat options, power, condi power, precition and condi duration)…

yes, because condi builds totally need power in them!?

Actually, a significant part of condi builds’ damage does come from power. If you ignore power, and use only condition ticks, you negate 1/4 to 1/3 of the builds’ damage relative to the maximized damage output.

the funny part is that you dont even need expertise. sigils + runes + food is easily enough condition duration for any condition you can apply. they give a LOT of +% duration

Food got nerfed really hard if you haven’t noticed and is no longer that significant. Besides, there’s no food in sPvP.

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

You have yet to give proper reason as to why locking prestige behind challenge is any way shape or form bad when we have clear societal reasons that dictate that doing so benefits society as an entirety and provides people an avenue to become someone better than they are now. I can give you millions of reasons as to why its good to do this.

Actually, no, we don’t have any such clear societal reasons for that. You’re mistaking the cause and effect here. Locking prestige behind challenge is often beneficial, that’s true, but it’s never about locking prestige behind challenge in general. It’s always because promoting people to rise to that specific challenge is beneficial. Notice, that i didn’t say beneficial for the society, because quite often it’s not the society as a whole that benefits, but only a small subset of it (sometimes at the cost of a different subset).

Also, loot does not equal prestige.

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(edited by Astralporing.1957)

Solution to getting to raid problem

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Posted by: Astralporing.1957

Astralporing.1957

there is a diffrence from selling raids to players who will watch from the side and do nothing to requireing participation of all 10 players of the raid.

So, they will play. And usually die, really fast. Participation requirement fulfilled.

And you really can’t require anything more, or it would go against the very purpose you wanted. Let’s face it, any newbie is almost certainly going to fail hard the first times they’re trying the raid. If they were able to play throughout the encounter without problems, they wouldn’t really be newbies. They wouldn’t need to learn anymore. And there’s no real way to distinguish this from people buying the encounter.

So all it would cause is that (apart from people ignoring the incentive completely), you’d get groups cheesing it using alternate accounts/bringing in close friends, and groups selling that one spot for a discount for newbies. The discount depending on how big the incentive would be.

I really doubt that it would cause LFG requirements to drop in any visible way outside of those cases.

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Solution to getting to raid problem

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Posted by: Astralporing.1957

Astralporing.1957

Has been proposed many times already. Unfortunately, it won’t work, for many reasons.
1. if the incentive is not good enough to offset greater risk of failing the boss, it will be ignored.
2. if the incentive is good enough, it will be exploited (usually by using secondary accounts of veteran raiders)
3. you will never get people to agree which level of LI’s is “experienced enough”, so you will still see people asking for LI’s in order to filter off the people that are above the LI limit, but are still (according to those people) too inexperienced to group with.
4. additionally, if, say, the limit was at 50 LI, many people would assume that everyone that has those has been carried by experienced groups just for the incentive, and don’t actually know the encounter at all. Which means, the required LIs for joining a raid group would simply get increased by 50 across the board.

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Something weird is going on:

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Posted by: Astralporing.1957

Astralporing.1957

The situation at the profession forums is why developers rarely post there.

It goes the other way around as well – the situation at the professions forum is as it is because the balance devs rarely communicate at all.

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Something weird is going on:

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Posted by: Astralporing.1957

Astralporing.1957

IHow can every class be bad, every skill too low damage?

That’s simple. Past experiences have shown, that the class that the least number of people are complaining about (or, even worse, class that a significant number of people people claim is okay) is going to get nerfed. Nobody wants their class to get nerfed.

Also, as someone already mentioned, a lot of complains are much more specific than this – they’re about either specific elite spec, a skill, a weapon, or a situation/environment. Every class has some elements that are… not so good. And every class/build has a situation/content type where it may be suboptimal and overshadowed by other classes.
There’s also a case of some widespread nerfs (like the condi food change) where everyone is affected and people are comparing the situation with prenerf state.

So, basically, a lot of complains are very valid, you just need to pay attention what exactly is being complained about.

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(edited by Astralporing.1957)

Is the LFG tool abuse being addressed?

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Posted by: Astralporing.1957

Astralporing.1957

I am going to look into a solution for this.

Would a possible solution be to disable the “join squad” feature while you are in an instance?

Either this, or have each player in group having to accept (and join) on individual basis, instead of merging the whole group the moment one person agrees.

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Koutalophile

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Posted by: Astralporing.1957

Astralporing.1957

Thanks for the replies.
The RNG isn’t an issue for me, just wanted to make sure I hadn’t fubared the achievement.

You haven’t. The trigger for changing the siege commander’s spoon into broken spoon in drop tables is unlocking it in the collection. Even if it could drop before getting the collection (which, afaik, it can’t), it wouldn’t matter.

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Could the Agony-System be reworked?

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Posted by: Astralporing.1957

Astralporing.1957

That’s why i dont care if they can make a class based check, i’d support it. But for something someone has <20hrs on for example i personally don’t think that needs to be seen in t4 and is something that person should take to t1-t2 and other learning spaces so as to not be a hindrance to the rest of the fractal community at large.

Well, the current system doesn’t support that at all. Quite the opposite, it supports farming t4’s on your already equipped character until you have a full set for your alt. Trying to play through the fractal tiers on that alt actually makes it slower (and gives worse rewards).

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HoT Finished- Unbiased Review

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Posted by: Astralporing.1957

Astralporing.1957

Many who have been here all along, didn’t find HOT as difficult.

And many who have, did. It’s highly personal. You can’t really argue, i’m sure, that there was a spike in difficulty from core to HoT.

The people who are saying it’s diffcult or not soloable are speaking as if they’re in some kind of majority. This conversation is so prevalent, it’s stopped people from buying/trying the expansion because they thought it was harder than it was. This isn’t something I’ve seen or heard once or twice either. I’ve heard it a lot. People see people saying how hard the expansion is and they make purchasing decisions based on that.

If they keep hearing that everywhere, from many other sources, isn’t it possible you may be underestimating the number of people that found the content to be too annoying?

A person with reasonable knowledge of their profession, who also don’t have a slow/old machine is probably not going to have that much difficulty.

Depend on what you consider to be a reasonable knowledge. Personally, i think the bar lies somewhere above average level.

Is it harder than some of the achievements in LS Seaosn 2? Not really no.

Oh, i agree. All it means is however that some of the LS2 content was equally annoying.

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HoT Finished- Unbiased Review

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Posted by: Astralporing.1957

Astralporing.1957

Many who have been here all along, didn’t find HOT as difficult.

And many who have, did. It’s highly personal. You can’t really argue, i’m sure, that there was a spike in difficulty from core to HoT.

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

Anything “equal” to you would be something actually way harder to get than the raid one – and likely practically impossible to get.

Legendary armor is available in PVP and WVW

And i have already seen many raiders complaining about it, saying that it’s way too easy to get it there. Even if it doesn’t have any special skin.

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LS3 Maps Enemy NPC Scaling

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Posted by: Astralporing.1957

Astralporing.1957

Then get a better build and learn to deal with the encounters?

Sure, that’s one option. Abandoning the encounter and going looking for a better scaled one is another. In future, when the map population will start to decrease even further, which one most players will choose, i wonder?

Making open world events almost noone will want to do is not a good design.

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

It doesn’t surprise me in the slightest to see the self-righteous stance of “raids are inaccessible” reduced to simple greed. But it does amuse me to see it admitted. It’s always fun to see someone undermine his own position in a debate.

Notice, how the same applies to the raiders as well. In the end every discussion ends up being about the rewards, because it’s something both sides care the most.

Not really.

We just care that the effort we put in isn’t undervalued. There’s a difference between that and “rewards”.

Most raiders could care less if L.Armor was open to other modes (as it is now) so long as the pathway to get it is equal.

It’s just when we get to details, you end up severely overvaluing raids. Anything “equal” to you would be something actually way harder to get than the raid one – and likely practically impossible to get. Because, in your mind, no content besides raids is really “good enough” for legendary armor.
(notice, the “you” here is not specifically aimed at you, but those raiders that keep arguing about it on the forums in general)

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(edited by Astralporing.1957)

Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

It doesn’t surprise me in the slightest to see the self-righteous stance of “raids are inaccessible” reduced to simple greed. But it does amuse me to see it admitted. It’s always fun to see someone undermine his own position in a debate.

Notice, how the same applies to the raiders as well. In the end every discussion ends up being about the rewards, because it’s something both sides care the most.

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Theoretical Spellbreaker DPS?

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Posted by: Astralporing.1957

Astralporing.1957

On the other hand, classes that bring nothing except raw dps should be balanced close to the optimum.

So, want for eles to get nerfed again?

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

Yes, the toxic behaviour existed in dungeons too, but it could be easily ignored, because it was not supported by game mechanics.

Honestly I can’t remember a single mechanic that requires people to be “toxic” to beat it.

Indeed, no mechanic requires people to be toxic. On the other hand, elitists find much more support for their behaviour in raids than in dungeons.

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I thought season 1 items weren't coming back

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Astralporing.1957

I’ve got a question. How may people here have legendary weapons? Out of those, how many would be okay if they put out a new RNG box in the gem store that dropped legendary weapons, and then prices on said items dropped by 90%+? I can’t help but think that a lot of people were okay with this only because it didn’t happen to their stuff.

There’s a difference – legendary gear is available in the game. All the new player needs to do to get it is to do the same things old players did. It’s not true with Molten Backpack because that content is gone.

Now, if you’re saying, that the better option would be to put it as a drop in Molten Duo fractal, then yes, i agree, that would be better.

But to answer your question: yes, i do have legendaries (more than one). I wouldn’t be opposed to making them more accessible by opening new sources for them (say, pvp and WvW avenues of obtaining legendary weapons). I’m not so sure about making them cheaper, but that’s not because i consider them an investment. It’s because they are one of the things that tend to take up my free time in the game. If i could buy them cheaper (and with such a price reduction i most likely would buy them), i’d end up with less things to do.

And if someone were to suggest, that the crafting of legendaries (that i already have) should be removed, so that the current ones would be the only ones in existence forever (and new players could get one only by buying them off tp), i’d oppose that very, very, very strongly. There should not be things whose acquisition methods are no longer available.

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

Basically, tell me what about raids doesn’t fit with gw2? Is it just the name? Is all the raid backlash really over a name? Or do you want to explain to me, what mechanically raids are doing that dungeons were not trying to do?

There are several points on which raids are different than dungeons. In most cases those differences are not binary but a question of scale. You have already mentioned greater dependence on builds and on gear tier. Another is utilization of partywipe mechanics – in dungeons there were practically no mechanics where a mistake of a single person could wipe a whole group, and almost no situations (barring total wipe) that you couldn’t recover from. Group size is another consideration, one that magnifies the previous problem.

But the thing that pains me the most (and the thing that is directly tied to what this thread is about, maddoctor) is the fact that raids promote the elitist behaviour in ways dungeons never did. Yes, the toxic behaviour existed in dungeons too, but it could be easily ignored, because it was not supported by game mechanics. Now it’s no longer true. And not only it’s not true, but in many cases dev statements seem to suggest that Anet is encouraging the elitist feelings of the raid group

Which brings us to the last point: there’s also a difference in the attitudes of devs. The level of importance devs assign to raids (and to raiding community) is orders of magnitude greater that they’ve assigned to dungeons. It’s so great that it impacts other content as well (which never happened with dungeons). As such, it makes raid really hard to ignore if you happen to dislike them.

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Is it me or Raptor changed a lot?

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Astralporing.1957

…maybe it’s you, because it feels exactly the same as the previous time for me.

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Do me a favor and let this one die

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Posted by: Astralporing.1957

Astralporing.1957

Yh, idgaf how wow does raids. This is a different game, not a wow clone, if you want wow go play wow.

Just as people that wanted raids should have looked for games with raids instead of wanting them to be brought to gw2?

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Could the Agony-System be reworked?

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Posted by: Astralporing.1957

Astralporing.1957

I agree with TexZero. After the last agony rework, and the INFUZ golem, the agony system is actually really healthy for the first character

Yes. For the first character.

…and it only becomes easier for subsequent characters.

Yes, it becomes easier, but that’s not what i was talking about. It was about the system being healthy. Which it is…. for the first character. For the next ones, not so much.

I have one of each profession fully geared out thanks to primarily fractals. I’ve personally only crafted 2 sets out of the 14 i have on those 9 and have an additional 37 boxes on a storage character.

Just to further this, the average gold gain per week of fractals just from opening the encryptions is 100G. If you’re really dead set in getting that sweet sweet Alt geared use that to your advantage as it should only take you ~ 4 weeks to fully gear using that assuming you get no drops whatsoever.

It’s still a month to equip one char for fractals. If you happen to run them every day. Maybe you consider that healthy – i don’t. Especially, since there’s no reason for the agony barrier to exist anymore once someone already got throu it once or twice.

Removing agony would remove one of the core traits of Fractals that made them more unique than dungeons. And it’d destroy the biggest justification for ascended equipment in the game.

You’re speaking as if that last part was a bad thing.

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I thought season 1 items weren't coming back

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Posted by: Astralporing.1957

Astralporing.1957

I don’t really buy the idea that this is something they just forgot. There was a pattern right into MO’s tenure as game director.
- At the end of 2013, we got Molten Facility fractals that didn’t drop these rewards.
- In mid 2014, we got LW Season 1 items added to laurel vendors, but only specifically account bound items, not tradeable items like monocles, desert roses, molten jetpacks, etc.
- In 2016, they added Guaranteed Wardrobe unlocks, which also conspicuously left out the above LW season 1 items from their drop tables

And all the time they were constantly saying that they’d really, really like to bring LS1 back if they could only think of a way to do that. For all you know, they might have been working on such a way for years now, and it might have arrived at any point in the past. And your backpack would have plummeted in value then all the same.

No, you weren’t guaranteed it will never return. You only thought it’s going to be like that, and that’s only because it has suited you. In short, Anet didn’t deceive you. It’s you that deceived yourself.

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Remember, remember, 15th of November

Magnetite

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Raids got a ton of exclusive rewards, so all the other rewards have to be reduced. Cap on magnetites is part of that reduction (and new currency, with a separate cap would be trying to circumvent it). I personally would like to see that reversed (drops more rewarding, but not so exclusive), but at the moment it’s the situation we have. Having both, by the way (increased rewards and ton of exclusives) would definitely be way too much.

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Remember, remember, 15th of November

Could the Agony-System be reworked?

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

I agree with TexZero. After the last agony rework, and the INFUZ golem, the agony system is actually really healthy for the first character

Yes. For the first character.

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Remember, remember, 15th of November

Theoretical Spellbreaker DPS?

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Superior Runes of the Spellbreaker: These runes will pretty much mean a almost perma 7% damage increase against most enemies.

You can ignore those from consideration, as they are not unique to spellbreakers and can be used by any class (and most mobs do not have any boons anyway).

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Do me a favor and let this one die

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

Doing T1 Observatory helps with doing t2 Observatory, which in turn helps T3, which helps t4. And doing t4 does help in doing t4 cm, even if the CM doesn’t have quite the same mechanics.

Only in reality it doesn’t. Oh and from one easy mode (equal to T1 difficulty no less) now you need 3 new easy modes? It’s not like T1 can prepare you for T4.

No, i don’t need 3 easy modes. I’m just pointing out that what you said isn’t entirely correct.
And yes, running t1 first does help. Someone that have seen t1 will have easier time adapting to the t4 version than someone that went in completely blind. How much help it would be, of course, depends on the person and specific fractal, but saying that it doesn’t help in any way or form is factually wrong.

Besides, i don’t even know why you are bringing up CMs when most people on both sides agree that completely redoing mechanics for easy mode is likely not the best idea. You should rather compare t1, t2, t3 and t4.

I remember in your own posts you want to change completely the mechanics so I don’t know what you are on about here.

Which post? I did change my mind a bit on it in the last year, you know. And i think we also have a different definition of what “completely change mechanics” mean. If i remember correctly, for you even a tweak in numbers is completely changing said mechanics (because it wouldn’t be as deadly as before and could more easily be ignored/outhealed). For me, to fit that description, the changes would have to be much greater.

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Remember, remember, 15th of November

(edited by Astralporing.1957)

21 mil fall damage in VB, and a holo dragon?

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

I remember that i could easily pass 20 million mark in the Silverwastes cavern area (the region near the skritt ship).

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I thought season 1 items weren't coming back

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

And since we are not at court here and players’ feelings have an impact on the game (some vote with their feet), what the former Game Director suggested matters more than how a lawyer would interprete it.

Perhaps, but then if you were paying attention you’d have noticed that they are not above completely ignoring what they suggested, while explaining that they haven’t actually eplicitly said whatever players assumed they did. Just think back to the ascended gear introduction, which happened barely 3 months in the game.

Nowadays, when Anet says one thing, it means exactly what has been said, to the letter. Anything that has been interpreted out of it is not guaranteed at all. And since they like to make vague and imprecise statements, they aren’t actually promising much at all. They definitely promise far less than you think they do.

…if someone has been paying attention, they’d have also noticed that Anet started to introduce old LS skins throughout other means long ago. It’s just that this specific skin had to wait its turn till now.

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Remember, remember, 15th of November

(edited by Astralporing.1957)

Earning mastery points without HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Astralporing.1957

Astralporing.1957

Without expansions your exp IS NOT wasted. You will simply gain spirit shards.

It was supposed to work that way initially, but in the end that never happened. Now you can only earn spirit shard if you have completed all of that region’s masteries.

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Remember, remember, 15th of November

Do me a favor and let this one die

in Fractals, Dungeons & Raids

Posted by: Astralporing.1957

Astralporing.1957

What the difficulties help do is give more casual players the experience and introduction to eventually do normal difficulty.

No they don’t. It’s like saying that doing T1 Observatory helps in any way or form in doing T4 CM Observatory, which is false.

Doing T1 Observatory helps with doing t2 Observatory, which in turn helps T3, which helps t4. And doing t4 does help in doing t4 cm, even if the CM doesn’t have quite the same mechanics.

Besides, i don’t even know why you are bringing up CMs when most people on both sides agree that completely redoing mechanics for easy mode is likely not the best idea. You should rather compare t1, t2, t3 and t4.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)

The Return of Monks

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

We already have those options. Are you suggesting that the monk class should be significantly better at healing and support than druid, for example? When people are already trying to claim that druids are too good at what they do? And that content should be balanced around that?

Seriously, anything requiring even more healing would be a twitch content where if you blink in the wrong second, you die. Or your group dies, if you’re the healer. Practically, the only option from the old monk class that we lack is Protection magic. Which actually might be cool to have as, for example, a future guard healing e-spec, but is not something requiring a separate class.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)