Showing Posts For Bruigaar.8915:
I think it was around level 15 that he Ele really clicked for me. Forgot what event it was on but it was a mass mob event with the centaurs and I was soloing it with d/d.
I will let you know now that that working hard for the reward never ends with the Ele. Too keep the damage rolling out and have a bit of survivability we have to constantly be rotating our skills and re positioning ourselves while doing it.
A toggle-able option that allows me to make the camera behind my character at all times would be a life saver.
Make it so that when toggled on any left right movement of my mouse will turn my character. And when toggled off I can run the mouse anywhere on the screen clicking the UI.
It would not mess with targeting/ground targeting if you put a simple Icon that raised and lowered on the screen but did not go left or right.
Easier way to change this is to lock the camera look so that when you dont have to press your second mouse button to turn your screen.
The link to the twitch session they did is as follows http://www.twitch.tv/guildwars2/b/357921586
They also did a text Q&A which explains it a bit better cannot seem to find the link too it but I believe they speak about it in the video
Actually, if an AOE ability is too powerful its damage should ramp down per additional target hit. For example, if it does 500 damage to one target, it should do 400 damage each to two targets, 300 each to three, etc., and probably have a cap on max number of targets hit (say five).
You are not adding in that I said bring the damage down for if only a single target is hit. And that players can effectively shadow other players from the damage plays a big factor into this. The point of this idea was also going of why the devs stated they wanted to change AOE’s.
This Idea does 3 things:
1- Takes the use of AOE away from single target high damage output (What the Devs Wanted)
2- Hopefully take W3 out of the ZERG play it is at now and make it more Small groups playing tactically and working together covering larger areas.
3- Take away the use of AOE’s as just another button in the rotation to output damage and make players more prone to use them in more favorable situations.
I did indeed mean ramp the damage as in making it go up. It promotes the AOE user to properly place their AOE’s and not use them on lower number mobs/players. And they don’t have to ramp the damage drastically. Also most of the problems I really see with AOE’s is that there are those people who are blind to/ignore Big red Circles
As for #5 I don’t think it would effect the system as much as you do. Its not like bouncing animations as your example is. Since the server does all the calculations and not your CPU, it would not effect game play from your side. And those calculations are pretty much already done, they would just have to tag damage information sent out with a variable. Use the processing that determines the random 5 people out of the 50 that it hit to send out the tags.
As I believe I ready on some of the devs answers in the last Q&A. Their concerns were with people using AOE skills because people use them to hit single mobs/players for more damage than some other skills.
Please Read the entire solution as it all ties into one. Thank you.
Well here is my solution:
1- Remove the cap on how many players a single AOE can hit. First of all the reason it is an AOE is to hit as many targets as you can.
2- Reduce the damage it does to a single mob/player
3- Ramp the damage for the amount of mobs/players hit
4- Blast type AOE’s that initiate at a single point and then spreads in all directions can be blocked by a mob/player not damaging others further out from the point of ignition. Sort of like having a light on a table shining in all directions and if you place something in the light to cause a shadow, anything fully in the shadow would not get hit. In game you would probably have to have a smaller inner ring that you would not be able to get a shadow from because one large player/mob could stand at the ignition point and kill the entire AOE.
5- Rain/Falling AOE’s would act like blast AOE’s but instead have the ramp in damage toned down but pulse from the ignition point multiple times. This would make it so that some players can get blocked, but if people just willy nilly run around in the large red circle they may cause more damage to others getting hit. Due to the pulsing calculating the amount of people hit each time.
6- Ring/Wall AOE’s no change needed other than the cap removed
Ok so i was mistaken thank you for clearing that up for me.
Shatterstone and why it needs a change. (Requesting dev opinion)
in Elementalist
Posted by: Bruigaar.8915
I will thumbs up this one. I believe since it takes the skill time to grow and is easily dodgable it should be insta cast and then you are able to cast another spell.
Either I am seeing it wrong , it’s not working correctly,or have very very bad RNG in this case. But as most of the Elementalists skills are not considered projectiles, or have a 20% chance of being a projectile. I seem to be taking alot of reflection damage. And not from Mesmers or Asura skills. Is anyone else having this problem. If so please pipe up. If not it must just be my RNG luck.
Game runs fine but after closing makes computer very slow.
in Account & Technical Support
Posted by: Bruigaar.8915
I know I should not even be able to play GW2 on my computer due to its low specs. But it runs fine for me. It just seems that after I close GW2, I have to reboot my computer or it runs real slow like the memory is tied up. Any suggestions on how to fix this, or could there be a memory leak.