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Will scourge be enough to become raid viable?

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Asum.4960

A lot will depend on the creativity of the devs designing future raids. Scourges can cleanse conditions 40 conditions on 20 targets at once. It can do this without stacked targets.

It would be easy to design encounters where you have take care of more than 10 targets. Encounters with lots of condition permanently applied to many targets. Encounters where you have to protects 5-10 NPCs at different paces at once. Think about targets that can’t be healed but protected by barrier.

If the Dev’s need to design content specifically for the Scourge for it to be viable, then that doesn’t speak highly of the design of the Scourge, does it?

Plus I’m not sure, as a main Necro player, if I want to be relegated to my role being a must have for that one annoying encounter in that one thing, and that’s it.

I really hope GW2 gets a big core Skill & Traits overhaul soon, that really shakes up the meta (and ideally is balanced enough to shake up the idea of a meta itself).
But that probably will never happen.

Necromancer just has to many essentially dead core traits that probably less than 10% of Necro player base have even looked at since launch since they are so bad.
One Specialisation line, being elite or not, can’t fix that and our limited viable Weapon choices don’t help either.

Additionally we don’t need one encounter to shine in, instead the game needs to promote more roles across the board.
I wouldn’t call DPS*3, Might Bot and Healer (2* for Raids) an interesting meta.
We need more conditions and boons from enemies across the board, so people need to worry about more than 1. Is everybody at full Health? 2. Do we pretty much have all the boons all the time? and 3. Who has the highest dps?

I also think reducing access to player boons would be healthier for the game than bloating boon removal.
No one player/build should be able to provide maximum Might for the entire party, essentially voiding all Might contribution from everybody else, making all skills that give Might here and there useless.

But maybe that’s just me (and sorry for the Balance “rant”, that just happened organically).

(edited by Asum.4960)

I want my scourge

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Asum.4960

I mean worst case scenario, they nerf condi reaper into the ground and leave power reaper as it is. But either way they’re going to have to do something about condi reaper, since if it stays as it is damage wise, it will still be superior to Scourge. And Anet won’t want this to be. So here’s hoping they at least throw power reaper something when they take away its condi.

If Condi Reaper as is, is more powerful than Condi Scourge with Condi Reaper already not quite being competetive damage wise in PvE (especially without a Core Necro group buff) then thats a whole other problem.

If they don’t touch Power Necro, which brings lower DPS than PS Warrior in addition to lacking 25 group wide might, power group buff and banners, then neither Core Necro, Reaper nor Scourge will have a place in the game outside WvW.
And even there Spellbreaker might bring competition in the Boonrip role, depending on how willingly the community adapts to that playstyle.

Considering Scourge has lower mobility, slightly less survivability, is more stationary, has even less stability (one 3 second on a grandmaster Scourge won’t be able to afford to take), still no blocks or invulnerability and is more fiddly to play, it better packs a serious punch to anything that comes close to it or it’s Shades (aka puts Reaper DPS to shame).

Should Rev Profession be included w/ POF?

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Asum.4960

I will never understand how people can get upset about other people getting nice things.

When I bought the game on launch, I knew what I was getting and decided it was well worth the price.

When I bought HoT I knew what I was getting and decided it was worth the purchase for me.

That’s all that counts.

Why should I care that people get the base game for free now, or that Rev is included with all further expansions?
If it brings just one person to pick up the game rather than not, that’s good for the game I enjoy playing and therefore good for me.

It’s a player to play with, and money for Anet to pay Devs to make more content with.

What’s not to like.

I already got thousands of hours of entertainment for the full price that I willingly paid and the Devs get to make more content with it that I will continue to enjoy.

I didn’t see the issue when HoT came out (and came with the base game), and I don’t see an issue here.

Thoughts on decreasing waypoints

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Asum.4960

I used to be annoyed by not having a WP nearby where I needed to go when playing the game, however over the last year or two I appreciate it more and more.

To this day I remember the Zones and Paths of the original Guild Wars, simply because there was no teleporting to nearly exactly where you needed to go.
In GW2 there is barely a single Zone of which I can recall the whole layout or even half the content in them, since once you ran through once, you can just TP where ever you need to go.

Mounts will make the world feel a whole lot “smaller”, but I hope also bring back a feeling of exploration, scale and population in a sense.
As long as there are Waypoints everywhere (sometimes 3 within 20 seconds of normal running) though, that feature is essentially useless.

I’m all in favour of 1-4 WP’s at Key points of the map and thats it.
This will make the game feel more populated, since you will actually see people around travelling beside you (and stumbling upon events together), instead of everybody just watching a loading screen until they are precisely where they needed to go, before teleporting away again.

In retrospect, the Waypoint overload of Core Tyria was one of the biggest mistakes of the Core world.
For a game based around exploration and stumbling on events with other people, to have a teleport nearly anywhere at any time, did huge damage to the feeling of a populated and active world.

My Issues with Scourge - Looking For Feedback

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Asum.4960

I had my worries about Scourge pretty much since it was unveiled and I have to say most of them unfortunately have come to pass, immediately upon trying out the Specialisation and still after testing it for some hours.

Now the point of this Thread is to provide a list of my complaints and gather some feedback from the community, to see if you have the same problems I have or actually love the things I hate and so on.

So here we go and the big one first:

Manifest Sand Shade
With this skill I feel Sand Savant should be baseline, with Savant being reworked.
I just don’t see any justifiably frequent situations in the game coming up where having 4 (3 Shades + Scourge) extremely tiny zones “of control” for a very short time justifies the clunkiness of having 3 Shades. Especially considering on average you will only be able to keep up 1-2 anyway.

In PvE Mobs are being pulled together, or 2 big zones more than suffice.
In WvW Zergs long have repositioned before a Scourge is done summoning 3 Shades, and for roaming Shades are beyond useless and will never catch a player in a 180 Radius.
I don’t play much sPvP, but I can’t see 3 Shades with bad uptime feeling good to play there either.

The biggest drawback, again, it feels clunky and unfun to play with the constant summoning of shades that even simple PvE mobs would constantly run out of with 3 steps.
All the while, a DPS build won’t be able to pass on Demonic Lore, so the Trait choice, for me, is between fun and effectiveness.
Let me know if you had a vastly different experience with this skill.

Serpent Siphon
What is this skill? What is it supposed to do? What is it’s role?
Please let me know, because I’m clueless about this one.
(Mediocre Healing Power Support skill?)

Sand Swell
All my fears came true with this skill, even though that still doesn’t make it the worst of all by far, I’m not sure how to fix the problems.
It’s a Shadowstep, aka “No valid path to the target” 90% of the time, unless you might as well walk to that location in nearly the same time.
For in combat use, it has a slow cast time and animation attached to it and seems therefore very easy to fallow. Considering the mobility pretty much all other classes have, this is going to get us out of no situation with 900 range.

Those 10% of locations you can actually Shadowstep to, yay, I guess.
For reference, this is basically Thiefs Shortbow 5 Infiltrator’s Arrow, just with long cast time, slow travel animation, long cooldown, but leaving behind a portal for around 5 seconds (despite claiming a 20 second duration).
All in all it won’t substitute Death’s Charge for me personally.

Trail of Anguish feels slightly weird being the stunbreak, but I guess they realised that, like Serpent Siphon, it wouldn’t have any role whatsoever without it.

Dessicate weirdly enough is my favourite so far, even if it is just for the fact that Scourge is severely Life Force starved for a spec that uses Life Force more as a resource than ever before.
This skill can also be used out of combat (for example in roaming) to slowly fill up lifeforce and makes a good trigger for Sadistic Searing.

Quite frankly, if I had been lead design on this, I would make Dessicate the stunbreak in addition to it’s current effect (or buff the Life Force gain), and send Trail of Anguish and Serpent Siphon back to the designers with firm headshake.

The Minor Traits, although kind of boring and lacking flavour seem fine, aside from the mentioned clunkiness of playing without Sand Savant.

The Shade Skills, aside from Desert Shroud, which will require Soul Reaping for Vital Persistence and Dhuumfire in any DPS build, and Nefarious Favor as nice little condi clear, seem kind of lackluster or overpriced.

Torch seems fine tbh, let me know if you disagree/what you think is missing here.
The Heal Sand Flare seems alright as well.
The Elite Ghastly Breach maybe has a place in WvW, although with the addition of all the Boonhate on other classes (and the rest of Scourge) we will have to see.
Much like the Ultility skills, I would have liked to see more creativity here.

Have I missed anything you think is terrible (be it design or functionality/effectivity), or did you love something I dismissed as bad?
Let me know!

(edited by Asum.4960)

Please revert Speed of Shadows

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Asum.4960

I’m especially confused by Speed of Shadows (https://wiki.guildwars2.com/wiki/Speed_of_Shadows) and Relentless Pursuit (https://wiki.guildwars2.com/wiki/Relentless_Pursuit), which makes me genuinely wonder whether the Dev(s) balancing Necromancer are even aware of it’s Traits, let alone the context of them to other traits.

Vital Persistence being nerfed, essentially because the alternatives are terrible in almost every situation is a bad joke as well, especially since it’s still going to be picked by almost everybody for that exact reason, it’s just also worse now.

For a patch that proclaimed to make Power Reaper a thing, to almost exclusively nerf Power Reaper, on a class that as a whole isn’t meta anywhere but WvW (and even there just for corrupts) is sad in and of itself.

This doesn’t really bode well for the giant design flaws that Scourge seems to have (based on all our current information, in my opinion) to be adressed and really doesn’t help to make me excited for it, as I’m already on the fence of switching classes again after it’s reveal.

If they continue making me switch Professions every expansion because they are completely screwing with the one I’m currently playing, I’m genuinely not sure how many more I can swallow, even as someone playing Guild Wars nearly since launch of Prophecies, growing up with this franchise.

I’m super excited for the content, I just wish they wouldn’t constantly destroy the tools I like to enjoy the content with.

Dragon Stand DC - you waste 2 hours!

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Asum.4960

Until the crashing issues have been worked out it’s definitely a waste of time to run Dragon’s Stand. I’ve crashed more since HoT came out than all the years of GW1 and vanilla GW2 combined.

I feel like I’m at the same point concerning the crash frequency.
I have managed to complete both Tarir and Dragon’s Stand, both times with more than 3 crashes (within 1 meta event!).

In both cases i managed to get into the same map while doing the event thanks to an anti-DC party (which is the saddest way of encouraging partys in an MMO I’ve ever seen).

But in both cases the game crashed again upon event completion. While i still got my reward chests that appear above your minimap upon rejoining, i was unable to get into the same map, even tho i had a party there, and was therefor unable to get further rewards from chests and the skillpoints located in that area.

The thing that annoys me maybe the most is, these events (especially DS) are incredible fun and beating them was a blast, but i don’t even have time to celebrate and be happy, because my game immediately crashes, sending me cursing and facepalming instead of being happy.

These crashes need to be resolved, and quickly at that.

Megaservers Broken?

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Asum.4960

map has the same number of ppl. the problem is the map are bigger and players tend to zerg, bigger map = bigger area of map that will be empty.

Wouldn’t a zerg be at the events tho? The problem i am having is even at the big meta events there are maybe only 6 people standing around, getting frustrated with being unable to complete any zone events.

The only exception is Tarir (and very rarely Dragon’s Stand) where the numbers are bigger, but even there 20 people are by far not enough to beat the event.

As i mentioned earlier, even if there rarely is a commander in the map, he is generally only followed by a handful of people.
I can’t imagine there is some secret mega zerg going on in all maps i join, making the maps just seem empty.

I’m going to try again today, but if I’m just stuck in empty maps where every single event is failing left and right 24/7, i don’t see myself having any fun anytime soon.

(edited by Asum.4960)

Megaservers Broken?

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Asum.4960

Even if people would leave en masse, it’s seems incredibly unlikely that i can’t seem to get into a single map with more than ~20 – 30 people roaming around solo or at maximum a rare commander with a group of 3 – 5 people, considering mega servers, without there being some sort of server issue.

Megaservers Broken?

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Asum.4960

I have been plagued by the same problem. I haven’t seen more than 10 people in one place in 2 days and obviously haven’t been able to complete a single meta event in that time.

I have tried all maps and they all feel completely dead, which just doesn’t seem right 3 days after expansion launch.

Lamest Ending in Gaming History in my view

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Asum.4960

I actually liked the ME3 ending (after extended cut that is)

Still crapped on all companions and choices you made over the course of 3 games.

What was Mass Effect about again? Oh right, the companions you met and the choices you made.

Extended ending? I still only saw A/B/C, completely cut of from the choices in the rest of the (3) game(s).

Can’t believe some people were actually satisfied with that “bread for the poor” extension.

But, oh well, i guess it’s not only a old shoe by now, but also not quite the topic.

Survey: Want Ascended Armors & Weapons?

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Asum.4960

If its in FotM. then no, if its anywhere else, then yes.

There is no contradiction here. It should be in FotM – just as any other ascended gear should be accessible through FotM. It should also be everywhere else – including WvW, TP, dungeon/karma vendors, open world drops and crafting (the normal kind, not the Mystic Toilet one). Otherwise there’s really no point.

That saying, no, i’d have been happier if ascended gear was never implemented at all.

I think that pretty much sums up what the majority of the community thinks.

It’s incredible for how long ArenaNet already failed to realise this, and continues to do so.

There is no going back from Acended, we get it, but for the love of gamedesign, change the freaking system to get them.

Nobody plays GW2 for the grinding or a gear treadmill, and nobody likes timegating.
Also I’m pretty sure the majority of people actually despise fractals (i know i do), so what happened to ‘play the way you want to play without being screwed’?

Also ANet, get the f over your million currencies. Nothing in the game couldn’t have been handled with Gold/Karma/Badges just as well, if not better.

So veteran players can get new stuff immidiatly because they saved up their hard earned Gold/Karma/Badges? So what? They earned it.
Do you think a new grind for the sake of a new grind will keep the playing?
Higher Stats are NOT new content.

Stop constantly devaluating everything people have worked for, making it absolutely redundant to play until new gear is out, so you know what the next stupid thing is you have to grind, or work 10 timegated months for, to get +2 redundancy as stat.

/E:

Do you know what we really want Anet?
Just what you promised (and what we had in GW), cool new skins, nothing more.

“Guild Wars 2 is about cosmetics, not grinding and no gear treadmill”.

All we got so far is a new gear tier, tons of repetitive activities to get said gear (also known as grind) and not a single new armor skin, NOTHING, just some ridiculous kid aimed burning weapons and some backpack skins since they are little work.

Come on, you can do better. At least some people still hope so, the question is for how long they will still hold on to that.

While i have maybe only played for 10 hours this past month, the only reason I’m still kind of here is that i waited 5 years for this game and played GW for 7 years.

Otherwise i would be long gone with a lot of other people.

GW2 is turning into a “wait until something better comes around” game and the hardcore crowd who really is there because they love what you are currently doing gets smaller every day.

Hope that ESO gets a sub fee tagged on to shy customers away, and be happy that games like Neverwinter screw hard with their customers to milk them via cash shop.
The moment something new with a remotely fair business model comes along your dayli logins are gonne drop hard.

I’m not saying this as QQ or to hurt anyone or flame at Anet, but as a well meant warning.

Get your s straight and make the game you wanted to make 5 years ago and stop catering to vocal minorities while the majority despairs.

Probably never reaches a dev, but for my and their sake, somebody has to write that stuff.

(edited by Asum.4960)

WvW Titles/Rank/Skills & Multiple Characters

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Asum.4960

I’m by no means an altaholic, but a very dedicated Tier 1 WvW player for multiple months now.
This means that i have different characters for different jobs, since every class, by any means, simply can’t do everything, even tho Anet likes to think so.

I have a Thief who is my main for the sole reason that he is fun to play.
Most of the time Thieves are bloody useless in WvW, and the only time i can really play him is offpeak hours to roam and scout when there is no Guild event going on, since otherwise i would hold my guild back for playing this profession (and feeding rallys in zerg clashes at best).

On the other hand is my Necromancer, a “Zerg Crusher” with a Well Support build.
While it’s still a cool character, for the most part a Necromander is not very interesting, and definately not challenging to play, but I’m really contributing to my group in a major way.

With this new system I’m conflicted between getting sweet titles and useful abilities on my roamer Main, who is rather useless for the most part in WvW, but who i like to keep up at maximum, or on my teamplaying alt, who would get even more usefull amd giving my guild an edge when needed.

Well.. thanks for that one ArenaNet.
I remember buying Guild Wars 2 for a different reason than being forced to play something specific to keep up with the hunt after the next number increasement.

Guild Wars 2's Trinity

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Asum.4960

@OP:

YOU ARE WRONG

Yesterday my guild and a single pug did a 5-man, level 10 Fractal with 4 Elementalists and 1 Ranger.

That voids your theory, congratulations on being wrong.

There is no trinity.

This is not representative of my opinion of the game and mere a potential subject of discussion.)

You’re welcome.

(and no, it actually doesn’t, but thanks for reading)

Guild Wars 2's Trinity

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Asum.4960

they said themselves that there was a trinity in the game, i don’t see how people keep thinking they designed without its trinity in mind.

Thats why I’m so confused about the bash this Thread gets.

ArenaNet even named the Trinity in Guild Wars 2.
The only difference in my OP is that i see control as a branch of support, but Utility as own Trinity branch instead.
Until this little naming difference, it’s basically a Anet statement.

I wanted to bring up the topic if ArenaNet went to far with their “open Trinity”, ending up not so open after all.

I have completed dungeons and co. in games with “The Holy Trinity” sucessfully without tanks and/or healers, therefore it was not mandatory.
The difference was, it took much, much longer then with classes within the trinity.

A similar thing is happening in Guild Wars 2, where groups not consisting of Support (Control), Utility and Damage take way longer than Trinity groups, while, additionally some professions fit these Trinity roles way better than others, which indeed could be considered as problem.

But as it seems, fanboyism and the low education level of our time isn’t allowing for any kind of discussion anymore.

You bring up a theoretic subject for dispute, and instead of actually adressing the matter of subject, they bash you into the ground for daring to “criticise” the game.

How dare i to bring up and unveil a possible problem for the future of this beautiful game, possibly making it better in the long run.

It’s not like i made up what i wrote in the OP all by myself. It’s not even like it has to represent my own opinion.
I gathered the opinions and fears of the community and summarized them to open up a dispute about them.

Frogive me my evil actions.

Guild Wars 2's Trinity

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Asum.4960

It’s not a trinity if it’s not required. People make up stuff because they’re used to it. But efficiency doesn’t equal requirement.

We ran a dungeon the other day with a mesmer, an engine, a ranger, a necro and a thief. We did just fine.

Sure some people will min max and want to be as efficient as possible.

Doesn’t make the most effective professions a trinity though.

While you still had professions which i took into consideration for Utility (Mesmer; Engineer), Support (Necromancer; Engineer) and Damage (Engineer and to a low extend Ranger, Thief).

The question I’m asking is, is it possible to clear a dungeon even half as efficent as a group consisting of for example 3 Thieves, an Engineer and a Elementalist , compared to a group of the, apparantly gloryfied, professions, 2 Guardians, 2 Warriors and a Mesmser?

The seceond question would be, “should it be possible for this ‘random’ group to be at least half as efficent as the ‘Trinity’ profession group, or is there a reason for them not to?”

(edited by Asum.4960)

Guild Wars 2's Trinity

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Asum.4960

It wasn’t that bad till I read ur “tiers”. Idk what game do you play but certainly not gw2. I bet you just read how everyone is glorifying these 3 classes and you wrote this post without any tests. Half of this is just not true and is based on major community opinion wnich is worthless.

I don’t know why the “major community opinion” should be concerned as “worthless” and not being a matter of dicussion.

Guild Wars 2's Trinity

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Asum.4960

did you have to make another post with this.
it`s already in another thread, and it wasn`t accurate there either.

I wanted to create a discussion about the specific idea of a “Trinity” existing in GW 2.

I’m not saying that I’m right, I’m not even saying it’s my opinion – it’s a subject for a discussion, and i let others decide if the Idea of needed professions in GW 2 is worth discussing or not.

(edited by Asum.4960)

Guild Wars 2's Trinity

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Posted by: Asum.4960

Asum.4960

There are certains classes which are nearly needed to have a reasonable experience in GW 2, them being Guardians*, Mesmers** and Warriors***.

It’s basically GW 2’s Trinity.

Support*, Utility**, Damage***.

While other classes can fill certain roles as well, they are just by far not as good as them.

Support:
The Guardian with his sheer amount of group support and control, that may be to much to even list up.

A Healing Power Necromancer with Staff and Wells can be an amazing support, but after all, he can’t keep up with all the Utility and Boons the Guardian has to offer.

Elementalist has great potential for healing and buffing, but over all comes short in terms of (group) survive ability and can’t compete with the shiny Guardian running ahead, smacking people in the ground while keeping his whole party alive, CC immune and stacked up with dmg buffs.

Engineer has a bit of everything. Average defense, average boon control, average healing, average utility.
But as Guardians are amazing in every of these aspects, why would you not take them instead?

Utility:
There is nothing that can compete with a Mesmer for Utility in the game. Miles behind (so far you might not even mention it) may be a Thief with some short group stealths and the Engineer with his (often more random than good) general utility.
But why take a Thief or Engineer when you can stealth, speed buff, teleport and haste your whole group as Mesmer?
Right, there is no reason.

Damage:
This one clearly goes to the Warrior.
The sheer amount of DPS, while still having a metric ton of health and armor, combined with easy access to some group utility leaves every competitor behind.

Rangers by far can’t keep up in DPS with a Warrior, while also not catching up with Support or Control. Besides that, they end up with lower base armor and health, making them more squishy while not making up for it.

Thieves may have some of the greatest burst (but Warrior burst is still much higher), but by no means can their dps come even close to a Warrior.
While they have some nice gimmicks like stealth, the group Mesmer fills that role already better, and in no universe they can make up for the lack of dmg, the incredible low base health, and medium armor a Thief has compared to a Warrior.

We already had a Engineer here and there, but the picture here is still the same.
He may be a good class to fill spots if you can’t find multiple Warrs/Guardians, but by no means can’t replace them in any GW 2 Trinity profession.
____________________________________________________

Tier 1 ( nearly mandatory for reasonable gameplay)
Mesmer (Utility), Guardian (Support), Warrior (Damage)

Tier 2 (can fill spots if you can’t find multiple T1 professions, but not replace them to the fullest potential)
Necromancer (Support), Engineer (Support; Utility), Elemantalist (Support)

Tier 3 (near useless, with low potential for a near mandatory role in the game)
Thief (-), Ranger (-)

(These Tiers, and the post as a whole, focuses on PvE and to some extend WvW and are not concerning sPvP. This is not representative of my opinion of the game and mere a potential subject of discussion.)

(edited by Asum.4960)

The meta-game revealed!

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Posted by: Asum.4960

Asum.4960

But what about the other professions? Elementalists, engineers, necromancers, and rangers don’t seem to have strong roles in this meta-game. I’m not sure if this trend will shift, but it’s not a good sign to me. One of the selling points of this game to me was not being funneled into certain professions and roles, but it seems like that is starting to happen.

I agree with you that there are certains classes which are nearly needed to have a reasonable experience in GW 2, them being Guardians*, Mesmers** and Warriors***.

It’s basically GW 2’s Trinity.

Support*, Utility**, Damage***.

While other classes can fill certains roles as well, they are just by far not as good as them.

Support:
The Guardian with his sheer amount of group support and control, that may be to much to even list up.

A Healing Power Necromancer with Staff and Wells can be an amazing support, but after all, he can’t keep up with all the Utility and Boons the Guardian has to offer.

Elementalist has great potential for healing and buffing, but over all comes short in terms of (group) survive ability and can’t compete with the shiny Guardian running ahead, smacking people in the ground while keeping his whole party alive, CC immune and stacked up with dmg buffs.

Engeneer has a bit of everything. Average defense, average boon control, average healing, average utility.
But as Guardians are amazing in every of these aspects, why would you not take them instead?

Utility:
There is nothing that can compete with a Mesmer for Utility in the game. Miles behind (so far you might not even mention it) may be a Thief with some short group stealths and the engeneer with his (often more random than good) general utility.
But why take a Thief or Engeneer when you can stealth, speed buff, teleport and haste your whole group as Mesmer?
Right, there is no reason.

Damage:
This one clearly goes to the Warrior.
The sheer amount of DPS, while still having a metric ton of health and armor, combined with easy access to some group utility leaves every competitor behind.

Rangers by far can’t keep up in DPS with a Warrior, while also not catching up with Support or Control. Besides that, they end up with lower base armor and health, making them more squishy while not making up for it.

Thieves may have some of the greatest burst (but Warrior burst is still much higher), but by no means can their dps come even close to a Warrior.
While they have some nice gimmicks like stealth, the group Mesmer fills that role already better, and in no universe they can make up for the lack of dmg, the incredible low base health, and medium armor a Thief has compared to a Warrior.

We already had a Engeneer here and there, but the picture here is still the same.
He may be a good class to fill spots if you can’t find multiple Warrs/Guardians, but by no means can’t replace them in any GW 2 Trinity profession.
____________________________________________________

Tier 1 (mandatory for reasonable gameplay)
Mesmer, Guardian, Warrior

Tier 2 (can fill spots if you can’t find multiple T1 professions, but not replace them)
Necromancer, Engeneer, Elemantalist

Tier 3 (near useless, without any potential for a mandatory role in the game)
Thief, Ranger

Vizunah/Desolation/Seafarer (2.03-???) T1 EU

in Match-ups

Posted by: Asum.4960

Asum.4960

Orrrr people could read chat and not interfere when told not do?

Not everybody shares the same interests and WvW is not a controlled environment to do GvG.

Next time my server takes a keep from yours, please do not interfere, we are actually playing a Guild vs Keep match.

Vizunah/Desolation/Seafarer (2.03-???) T1 EU

in Match-ups

Posted by: Asum.4960

Asum.4960

People actually complaining about other people playing WvW in WvW is golden.

There is no GvG mode, and if you play GvG in WvW, you have no right whatsoever to complain about people actually playing the game mode YOU interfere.

I agree with the point that as long as you do your games out of prime time it would be less of a problem, while it still would be nice if you would actually support your server instead, but it’s unreasonable to claim that someone who came for a GvG match would have come on for WvW otherwise at all, if there wouldn’t be any GvG.

To think you are privileged to do your GvG without anyone interfering and that every single person on the server, even those in big and known guilds, would know whats going on is flat out ridiculous.

Calling people and Guilds out in the forums for playing WvW in WvW, or just not knowing whats going on, is a insolence.

Deal with it, or quit doing it until you get a proper gamemode which supports your interests.

Something I miss from GW1.

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

All the dagger skins.. or well, any dagger skin at all would do.

GW2 either has colourful knifes (guess what, their for cutting, not stabbing) or fancy glowing.. things (more a wand/focus than a dagger).

You had so many cool weapon skins in GW1 Anet, what happened?

Also dyeing weapons, please?

Lost Orrian Jewelbox drop-rate...

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

3M karma would get you good chances to have it.

I spend about 2 million karma, and i got 9 pets.

Mounts? What on earth?

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

It must be some kind of disorder, some humans just want to mount everything and everywhere, showing how superior they are, compensating for deep lacks in their personality or to short body features.

Leave other animals alone kitten it, you got foot yourself.

Then & Now

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

My Thief and my Necro August – Now.

Attachments:

Is the monthly too hard?

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

50 WvW kills was always done for me in less than a hour, and even if you aren’t into WvW, it isn’t really that big of a deal to jump in for 1h total over the course of a month.

Fractals as well. I absolutely hate doing fractals, but a one night Fractal session, and that monthly part was done.

It’s really a joke what people find to complain about.

Now 100 events is done in 2 days maximum. 5 Dungeons can be done in 1 or 2 nights. The salvages can be bought for about one and a half gold, and the dailys, well, they only required you to play bit over the course of 5 days.

Now it’s the 5. of Feb. and I’m done with my monthly and i got a third of my first ascended.

The only issue here, and where i would understand complains, is that the monthly is way to easy, and the reward, while fit for this “weekly”, to low for a monthly.

Now there’s no way left for me to get ascended gear for the next 23 days except dailys, or grinding tru fractals.

I would much rather have a monthly that actually takes nearly a month to complete instead of 5 days, with a reward reflecting that effort (30 Laurels at least), or having multiple Tiers in the monthly with the rewards devided between them (could be just the current monthly * 3, each rewarding 10 Laurels etc.).

That way there would be always something to work on, without gimping casual players compared to the current system, fixing the huge goal (and reward) gap between now and the next month, in which we simply can’t work for our ascended gear except the very limited daily progression and fractals grind, which not many are fans of.

Ability to Dye Weapons.

in Suggestions

Posted by: Asum.4960

Asum.4960

Guild Wars had it, Guild Wars 2 needs it.

Also more color panels for armors please.
I hate being restricted in coloring my armor due to color panels affecting way to many completely different parts of an armor on certain pieces.
I’m especially disappointed by the cultural T3 color options, as they are the prestige Armors of Guild Wars 2, i kind of would like to color more than 2 – 3 random parts, affecting various details on the armor.

Orbs vs. Damage Runes

in Thief

Posted by: Asum.4960

Asum.4960

I like my Divinities.

Sure, if you want to go for full on damage, nothing beats full Berserker (which Ruby Orbs are), but i like to have the extra HP and Toughness, while not suffering from any Crit damage loss at all, but giving up a bit power and 1% crit chance.

As a profession with 10k base HP you just need some sources of Vit, even if you want to be “full burst”, since a Thief that dies to a random AoE on the ground wont do any damage at all.
Which sources you take is up to you, for me it is Divinities + Berserker Ascended Gear with +18 Vit.

Did Daggerstorm get nerfed?

in Thief

Posted by: Asum.4960

Asum.4960

I never played a thief. Before this patch, I was scared of thieves and their daggerstorm due to their OPness. Cripple, Strong damage, reflect.

Lately, I notice I don’t fear them anymore. I just go up to them and smack them with my axe till they die.

No.

People just finally, at least to some extend, learned how to counter thieves, which makes them falling off rapidly in power, since statistically they are probably the weakest profession of all.

Daggerstorm reflects projectiles, and when a 30 man zerg decided to attack the daggerstorm Thief with projectiles… well, it didn’t went well.

Thieves were always about exploiting bad play, while being at a huge disadvantage against good players of other professions.

Loosing out on stats because of your class

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Asum.4960

It’s even more frustrating if you compare Warriors and Thieves.

Thieves have (1) stealth and a bit (2) better out of combat mobility (no, it’s not a lot, as Thief i dream to have Warriors perma swiftness instead of having to waste my Initative on mobility, instead of actually using it to fight).

Warriors have (1) 100% more base HP and (2) a higher armor class, (3) easier access to boons, (4) better controll abilities, (5) way more dps and (6) higher burst than Thieves, with less sacrifices to get that damage.

And then you have to deal with people claiming your obviously inferior profession be overpowered, while you have to play 3 times as good as other players just to be equal to their professions.

The difference of 1000 Vitality between Guardians, but especially Thieves and Elementalists compared to Necromancers, but especially Warrios is just way to high, and has no downside.

They get 1000 Stat points into Vitality for free, which is basically a main stat effort, without having to suffer from lower movement speed, armor or damage at all.

While Guardians can kind of compensate for that massive HP disadvantage with boons, heals and heavy armor, Thieves are desperate stuck in glass cannon roles, since what ever they do, they never will be able to get tanky, or even well balanced in stats with 10k base HP, medium armor, rare healing and non-existent boons.

It’s either “kitten it, I gonna go on burst”, or being useless.

//E:

And no, 3s stealths don’t compensate for 10000 HP. In no universe.
Pretty sure that’ gonna come up.

(edited by Asum.4960)

Passive speed increases a poor design

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

I’m “addicted” to them as well, and use the movement signet on both my Thief and Necromancer.

But i feel my Thief only is actually really gimped by it.
The point is, my Necro doesn’t need it, i feel like i have a choice here.
He has 20k base HP (just like Warriors, which is absolutely ridiculous and unbalanced compared to the 10k of especially Thieves and Elementalists, without any tradeoff, if you ask me) and is pretty tanky over all, so if i take a little beating here and there because I’m to slow, it isn’t all that much of an issue.

The problem is my Thief.
He needs to be faster than the average opponent, or he’s dead. It’s as simple as that.
Either i don’t get catched, or I’m doomed.
Also i don’t have all that good access to swiftness as Thief (or lets rather say, it’s absolutely terrible), which is very counter intuitive (just like Fury, but thats another topic for another day).

I can trait for 10 seconds of swiftness on Steal, which has a base CD of 45 seconds.
Using this as little speed boost removes my opener as melee Thief, which means after using a 10 sec speed boost, i can’t engage an enemy for 45 seconds.
Thats a terrible tradeoff, which makes it an in combat speed boost only.

My other source of swiftness is a 2 second (!) swiftness after a dodge roll.
Granted you can trait for more dodge rolls (Feline Grace), this is still pretty terrible, since it not only takes 15 Trait points away from the build i would like to play, it also encourages dodging for movement which is terrible, since you will most likely be out of endurance once you catched up to your enemy.

Aaand thats it. Thats all we got (correct me if I’m wrong).

Thats not enough speed for a fragile, but supposedly fast and deadly profession.

That even super slow but tanky classes like the Necro can hit one button (Spectral Walk) to get 30 seconds (!) of swiftness (plus a cool bonus effect, or brutish heavy armor wearing Warriors with Signet of Rage, granted it’s an elite) makes it even more sad to play a extremely fragile and naturally slow Thief.

So while i switch out my Necro’s movement speed signet regulary for something actually meaningful in combat, i meanwhile see my Thief as a 10k base HP profession with 125% movement speed, but only 2 utility skill slots.
Overall thats more than lacking, and without constantly wasting my precious Initiative on my Short Bow’s Infiltrater’s Arrow and having the Signet of Shadows on me, i see my self getting outrunned by pretty much every profession in the game.

And while getting outrunned by a light and swift Ranger as super tanky Necromancer is perfectly fine, it’s absolutely not ok to be outrunned by a heavy hitting super tanky Warrior as light, “swift” and squishy Thief.

Conclusion:

Why play a slow profession with 10k HP which hits hard, if you can play a fast profession with 20k base HP and more armor that hits even harder?

And..

Passive speed boosts outside of Traits are boring and lazy, and take up important Utility slots.

Professions like the Necromancer have a Trait which gives them increased movement speed while wielding a dagger, to make them more viable when being used as melee character.
Why on earth isn’t that a Thief trait as well?

While i love playing my Necromancer, it’s just ridiculous that i have 20k base HP, easy access to average damage, very good healing and support, long duration swiftness, a passive speed boost sigil (with an active thats at least worth mentioning), weapon skills which grant swiftness and a interesting speed boost trait with limitations (wearing a melee weapon, in this case daggers).

And then theres the Thief, with a speed sigil with a blind. That’s basically it.
Yep..

Human Bias

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

have you ever looked really closely at the charr armor?

Here’s a fun one. The charr light CoF pants turn the tail into a flame.
Let me try and explain that. There’s a set of armor that has an additional effect for charr and charr only. This armor piece was basically DESIGNED around that portion of the charr body.
It clips with the tail.
In fact, there’s not even hole in the robe, the tail just goes straight through it. Even some other armors attempt to put a little tailguard thing on there that sways.

You get the same kitten with the charr cultural armor (as in the one that only charr can wear, and thus had to be designed with the charr in mind 100% of the way)
Clips with the head and tail for about 90% of charr.

Even the charr armor seems like it was made to be worn by anyone but.

All races suffer from clipping issues, yes, humans as well.

This is a general problem with how armor is designed, not the race you play.
Materials bend that shouldn’t, armor clipping tru bodies, and armor parts heavily clipping with parts from other sets is something that needs a look in the future in general and has nothing to do with races.

My human T3 medium cultural clips heavily at the arm parts, literally tearing the armor apart. The shoulder part constantly “sinks” into the shoulders, especially when they are in motion, in which case the armor part nearly disappears into the shoulders, instead of being placed on top of them.
The chest piece has some sort of collar at the back, which just disappers when being watched from the side, or when you rotate around the character.

Additionally to that, parts like the daggers and the solid metal parts on the armor actually bend just like the cloth parts, which makes them look like their out of rubber.

Dye options are also very much lacking, so for example if you want to have a white coat, you will have to deal with white grips for the attached daggers as well and so on.

And again, this is T3 Human cultural.

So no, i don’t think humans have an edge in armors. They generally are problematic with the way they are designed, for all races.

Attachments:

Daily: Dodger

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

Warrior only here, I haven’t got a clue how to do this as my primary skill (100 blades) requires me to stand perfectly still..

Silly daily, really.

Made my day

But seriously people, go to a level 1 zone, pull as many mobs together as you can, wait for them to all come at you and doge when they are about to attack.

Voila, daily instantly done.

It’s amazing what people can complain about.

/E:

Another way to do it is to just play the game.. just.. you know, fighting monsters, doing events, dodging attacks and stuff.

New ways to acquire laurels

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

That’s exactly what ArenaNet should have done (and will hopefully do in the future) with the Laurel system.

They said they learnerd their lesson with ascended gear and that it was obviously a mistake to make it only available by doing one certain thing… and see what we got now.

Refugee Child's Drawing: Who Else Saved It?

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

I saved it too.

I’m more of a roleplayer than a by the numbers player, and if a kid did a drawing like that for my character, she would keep it. It’s staying safely tucked away in the bank vault.

I would totally eat child drawings to get good Karma.

Now it sounds weird…

Daily: Dodger

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

If aren’t able to doge 10 attacks in one day, how are you playing the game anyway?

Well… besides playing Warrior, no dodges needed here.

Amount of health is off?

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

WvW buffs are applied to everywhere but sPvP.

If your server is doing well, you will also profit from it in PvE.

Rawhide Leather Strap with Quaggan backpack?

in Guild Wars 2 Discussion

Posted by: Asum.4960

Asum.4960

You can transmutate the Quaggan backpack skin on it to equip the Quaggan backpack in case you don’t have a backpack yet.

Backpack, backpack, backpack!

Risen Priest of Balthezard mini

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Posted by: Asum.4960

Asum.4960

I wish they weren’t account bound, so i could at least give them away to my guild since i have 9 of them sitting in my bank mini slot.

Titles. The solution to all

in Suggestions

Posted by: Asum.4960

Asum.4960

I absolutely hated all the Title grind in GW 1, and i played it for around 6 years without doing it.

It may be the solution for you personally, i for my part expect something more innovative from Anet (…or they just could have continued GW 1).

But the titles were by far not the thing that kept most people going for so long in GW1, i know, there are many people who hunt Steam achievements and all that crap to feel good about themselves, even if getting them isn’t fun at all, but there are just as much people who hate/don’t care about getting them.

That said, i don’t have anything against a more fleshed out Title system (and I’m pretty sure they already confirmed that they are working on it), but it shouldn’t be hyped or become their idea of “endgame”, since that will put more people off than it would grab.

It’s a nice background feature to track some of your progress while doing fun stuff and it should stay that way.
Making it the main feature of the game would pretty much result in a implosion of the playerbase, turned of by the mindless grind to fill some bars.

A nice to have backround feature?
Sure, why not.

The solution to all?
Absolutely not.

Vit, Healing, Toughness sets

in Suggestions

Posted by: Asum.4960

Asum.4960

Also Power/Precision/Vitality please..

Proposal: 90 trait points

in Suggestions

Posted by: Asum.4960

Asum.4960

I ran some theorycrafting a while ago, and i came to the conclusion that 80 Trait points would allow the most build vareity, while still preventing balance disasters and people from “picking everything” (while adjustments sure would have to be made).

90 points on the other hand is definately to much, making build vareity nearly non existent due to allowing to get everything even slightly usefull for your playstyle, while 70 points only allow from 2 up to 3 viable builds for each profession due to the restrictions (it’s a fine line and 10 points more or less can mean a lot).

Basically,

80 points allow you to spec heavily into the main thing you want to do, but also allow you to customize that main style with your personal preference by adding something to it, providing a great build vareity.

70 points only allow you to build one main spec, of which every class has about 2 or 3 (con dmg dealer/direct damage dealer, con damage dealer/support/bunker etc.), cuncluding in a average build vareity.

90 points allow you to get everything you need to fill mutiple main roles, which will most likely conclude in one optimum (con and direct damage dealer, damage dealing bunker etc.), resulting in a absolute poor build vareity.

Behind this is days of thinking and “mindcrafting” which i either (besides the conclusion) don’t recall, or don’t want to write down for hours without a good reason (going tru examples of hunderds of Trait combinations for multiple professions with multiple Traitpoint variations and so on).

//E:
Personal conclusion:

As theorycrafter i find the idea of 80 Trait points way more interesting than 70 or 90 Traitpoints (or any other number), since it opens up just enough, but not to much, to provide a great build vareity.

//E2:
I understand the decision of ArenaNet to cap Traitpoints at 70, which for sure also had influences by things like the philosophy of not overwhelming new players, in this case by already giving them the option to spend Trait points at level one, a point where they most likely have no idea what all that stuff even is about.
But keep in mind that (at least ideally) the time you have a learning Level 1-10 player is short and the time you have optimizing Level 80’s is long.

So compared to trapping all dedicated long term players into two or three playstyles, overwhelming some newbies seems less significant.

(Besides that, 80 Levels = 80 Trait points is probably the least confusing thing possible after all.)

(edited by Asum.4960)

Lets talk Mounts

in Suggestions

Posted by: Asum.4960

Asum.4960

…I could care less… (if that makes sense).

No.


I would rather like to see them lowering the teleport costs at higher levels, since all the PvE gold sinks really keep me away from enjoying that part of the game (Teleporting to an area – pay, die – pay, get up again – pay, guildie asks for help somewhere and you want to get to him – pay, need to go change traits to help him and come back – Pay, pay, pay.).

Besides that, i think there is absolutely no need for mounts in the game, and i don’t really understand why humans always want to mount some poor creatures to show off how awesome they are..

Naked bots spawning on nodes.

in Suggestions

Posted by: Asum.4960

Asum.4960

These potential bots also appear on the rich Ori ore in Southsun Cove.

Naked level ~5’s, appearing, mining the Ore, disappearing.

Might be the reason Ori dropped rapidly over the last 2 weeks (and does further so).

This is especially weird since Ori Mining picks need you to be level 60, but I’m certain these characters mining the Ore were Level 5.

Armor sets in relation to PvP

in Suggestions

Posted by: Asum.4960

Asum.4960

And PvE players would be allowed to set their PvE gear as town clothes in the Mists then?
They worked pretty hard just to look stupid in the Mists as well.

Mobs reswpanw every 3 second

in Suggestions

Posted by: Asum.4960

Asum.4960

If you want to improve things, you should probably provide any useful information for ArenaNet aswell, like at least type of monster and location.

GW2 controller support

in Suggestions

Posted by: Asum.4960

Asum.4960

I don’t really mind it since it wouldn’t hinder me as PC gamer, but atm there are many way more important things to do for ArenaNet.

Claiming gamepads would be superior to Keyboard and Mouse is the funniest thing ive ever read tho.

Monthly

in Suggestions

Posted by: Asum.4960

Asum.4960

I would prefer if the monthly would consist of more general things, like a lot of kills, events, gatherings and maybe something general like XP gain.

Since the monthly achievements arent a “challenge” anyway, why not just make them like a “you played the game for a reasonable amount of time this month so here’s your reward for sticking to it” thing!?

Forcing people into WvW or dungeons isn’t really fun (the WvW’ers don’t like to waste their time with dungeons and vice versa), neither is running to 30 jumping puzzles and so on.

But everybody who plays the game kills mobs/players, does events, gathers some mats and gets XP doing so – at least if he “deserves” any kind of monthly reward for playing.

Looking for counter against P/D thieves

in Thief

Posted by: Asum.4960

Asum.4960

Hope your current Trait setup includes Shadow’s Embrace, just for the case of meeting a P/D Thief, or pretty much run or die.

P/D with caltrops spam is just outright ridiculous.
You can dodge 2 CnD’s, then you are just crippled until you bleed out (which happens very fast).