Showing Posts For Caerbanog.3410:

About the balance of condi war on Gorceval.

in Fractals, Dungeons & Raids

Posted by: Caerbanog.3410

Caerbanog.3410

So apparently you can kill Gorseval with 1 druid, 4 condi warr, and 1 chrono: https://www.youtube.com/watch?v=0l2igAEiw4I

While I think condi war indeed needs some nerf, maybe Gorseval health is okay for non-condi-warr 10 man team, if a 6 person group can clear it =x

Or condi war is just indecently OP?

About the balance of condi war on Gorceval.

in Fractals, Dungeons & Raids

Posted by: Caerbanog.3410

Caerbanog.3410

Hello all,

Usually we do Gorceval in guild with two condi war and 1 ps. Yesterday, our two condi war were absent, instead we taken 1 more herald and 1 more ps.

Our team is in ascended, with food and quite exp. We didn’t even make it to phase 2, not enough dps to phase it before the second world eater.

When I see some video with a group including 4 condi war phasing it before the first world eater and a team of 5 peoples (4 condi war, 1 chrono) succeeding to killing it, I feel like there is something not quite balanced here.

It may be healthy to nerf a little the condi war and the health of Gorceval to allow more diversity.

I’m interested to know if some team did it without condi war.

Cheer.

so 52 games in a row lost? how is that?

in PvP

Posted by: Caerbanog.3410

Caerbanog.3410

matchmaking assigns each team an a priori probability of winning…

if this was 50% plus or minus 15% for each match, the chance of this happening is still less than one in one trillion

1/1,000,000,000,000

cant take the OP seriously

edit: i meant only 50% minus 15%…which is the only relevant part

Under the assumption of assigned probabilities actually representative of the reality. If the MM is broken so…it’s just broken.

A proposition for a comprehensive pip system.

in PvP

Posted by: Caerbanog.3410

Caerbanog.3410

Right now, the number of pips gained or lost are determined by a shady algorithm.
We saw examples of matchs where a team with composed exclusively of rank 1 players lost 2 pips after a lose again a team of rank 2 players. Such result is perceived as unfair and is confusing.

My proposition is clear, fair and only based on visible things.

The number of pips at the end of the match is the sum of:
+1 if victory
-1 if defeat
Bonus of unfairness: +1 if( Max rank in the other team > Max rank in MY premade)
Flawless victory: +1 if the adversary have less than X points and (Max rank in MY premade <= Max rank in the other team).

In short:
- If the match is unfair, I don’t lose pips if I lose the match.
- If the match is unfair but I win, I gain another pip.
- If the match is not favorable to me and I win by a large margin, I gain another pip.

The motivations:
- You don’t need to be penalized if you lost because the matchmaking is bad. You already lost 10 minutes in an unfair match.
- It’s not because you are at higher rank than the other team that you must lose more than 1 pips. Ok you lose, but the MM system did that unfair match, it’s not like you chose to farm lower ranks and fail.
- If you win an unfair match, it’s maybe because your rank is lower than it should be, so a bonus for you.
- If you win a match against a team of same rank (or higher) with a larger margin, it’s maybe because your rank is lower than it should be, so a bonus for you.

Edit: Maybe adding a Shameful defeat malus of -1 if you don’t cross the X points tree-hold against a team of same rank or lower. Without that, we can imagine 2 teams with high ranking trading victories to progress.

(edited by Caerbanog.3410)

ANet might've overreacted?

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

The open world difficulty is fine. You can go anywhere and if the density of monster is too high at some place, just run and avoid them.

Most of the hero points, even with champion can be done alone. The only annoying thing is when trashmobs (like these bad frogs) are on the hero points and then respawn while you are fighting the champion.

I have only one thing to say for the difficulty of HoT:
- In core Tyria, i can complete the same map on two different accounts at the same time (one hand on the keyboard of my laptop and the other on the keyboard of my tower). It’s just tedious for some heart, like the one with hungry rabbits.
- In HoT, with one hand, it’s really hard but using two hands, it’s fine.

The main problem is that many players do not know even the basis of how to play. They only follow the zerg and faceroll every skill they have. While this could be fine in the core Tyria where the open world is the “practice mode”, some high lvl map and majority of dungeon the “easy mode”, some dungeon paths and fractal the “normal mode”, in HoT, there is only “normal mode” maps and some things a little hard.

To player complaining about the difficulty I can only advise you something. Difficulty of many game is about two things => bad design or bad attitude.

Bad design it’s when you lost because the camera turn at the bad moment, you pressed the button but the character did not the desired action, the bad guy hits you even if you think that you evaded the attack. When the game-play is bad, you can do nothing, you lose because the game made you lose.

But on other hand, some games have a really robust game-play and when you lose, it’s not because of the game but because of you. For example, in Dark Soul, when you first play the game, you die every 10 seconds, all mobs one shoot you, you cry, you try the same boss one hundred time before killing him. But after hours and hours, you progress into the game and maybe one day even finish it. At that time, you start a new play from the beginning and you realize that all mobs are slow, that you can easily kill them and you progress smoothly through the game. Why? Just because you learned the game-play and how to react to your environment. Now, you mastered the game.

In GW2 it’s the same thing, for some encounters like Liadri, some fractals you need to mastered the game to efficiently do the content. The big problem with GW2 is that for 95% of the game, you don’t need to master anything and just follow the zerg with you auto-attack.

This is why HoT seem very difficult for a part of the playerbase. These player only know the “practice mode” and never have to use all the tools offered by the game. So when they go in HoT open-world, they find only “normal/a little hard” content and without knowing how to play with “easy content”, the normal content is incredibly difficult for them. But it’s not their fault, it’s just a too big step in difficulty.

On the other side, for players that already have mastered the core game HoT is not that hard, they just need to be “active” and care about their environment. And for some part, they just know they can’t do the content because they are just not enough, so they just find help with other players.

Some advice for players that find HoT hard:
- The important thing is not to deal a massive amount of damage, the important thing is to stay alive. If you stay alive enough time, the bad guy will die.
- Avoiding damage is better than heal or damage reductions.
- All classes have dodge. But dodge is precious and must not be wasted.
- Don’t dodge if you can avoid an attack just by moving (with going out the red area on the floor or behind the bad guy when he make an heavy attack).
- On most class, you have two type of skill, skills part of your dps chain and skill of opportunity. A skill of opportunity is a skill that is not useful for your damage output but is useful for the effect provided. Per example the 3 of the revenant hammer. This skill has not really good damage but make you dodge all attack while using it. You can use this skill has an additional dodge. So use it for dodging and don’t waste it as a random attack.
- When you think, I can’t do anything, i will be hit by this big attack, then it’s time to dodge ^^.
- When you know how not to die with your active play, you can decrease your defensive statistics and increase your offensive statistics (the most extreme way being the all berzerker). For myself, i have the armor in Celestial and the rest in Berzerker (with some additional celestial trinket for when i’m tired of dodging :p). This way, the fight will be shorter and you will have less opportunity to die.

And for end, the more important thing, the will. If you know that you will do it, then you will. Don’t discourage yourself. Something may be hard so try to figure why you fail and how to avoid that.

Tried HoT areas again after 4 days

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

Many GW1 players kicked up the same stink when GW2 came out. Guess what happened?

I’m not exactly sure. What did happen?

Nothing?

Gating Mastery behind exciting content.

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

Hello everyone,

I was thinking about what is grind, why stuff gated behind tools in Metroid or Zelda is fine and all that stuff reminded me the NPE.

Remember, in the NPE, abilities were gated behind some achievements, like hero challenges. Here, there was a little problem because random abilities, crucial for the game were gated behind some random stuff. You want to build a warrior only for doing some dungeon? You need to go in Orr and in many places just for having your build, it’s not nice.

But i think a such system could be nice with the Mastery system and provides some feeling of achievement with Mastery.

I explain myself. In Zelda, gating stuff behind tools is fine because it’s part of the story or a reward for finding a treasure.

Right now, in order to make the frog happy, you need to grind some XP. This xp can be earned anywhere in the jungle but it’s considered like a grind. Why? Because if right now my goal is to make the frog happy, then I need to do random stuff to earn this XP. And that is not nice, i want to make the frog happy not to do hours of event to grind XP. I an other hand, if i could make the frog happy by doing some actual content related to the happiness of frog, i should be ok.

So my proposition:
- The number of Mastery you can unlock is limited by the number of Mastery point you have (like now).
- The ability to spend points in a Mastery track is unlocked by doing some actual challenges related to the ability.

A non exhaustive list with some examples:
Frog stuff:
- Mushroom thing: Progress to the frog village in the personal story.
- Frog happiness: Do some hero challenge and kill red frogs.
- Nuhoch Wallows: Go to some places hidden behind Wallow but without it. After that, the frog allow you to learn how to use wallows.

Glinding stuff:
- Do some adventure with gliding involved.
- Go to a place really hard to go without some gliding mastery and in reward gain the ability to unlock this particular mastery.

Factal stuff:
- Unlock the ability to unlock the mastery after completing a full range of fractal.

Pact stuff:
- Complete the main story

Legendary crafting:
- Complete a lore collection (something similar to precursor collection but for unlocking the track).

A last word. Yes, it’s very similar to the ability thing in the NPE. But in the NPE ability were gated behind content not related to the ability. You needed to to random stuff with no actual relation with what you want to unlock the ability. But with mastery it’s different, to have better reward in fractals, you must do some stuff in fractal. To make the frog happy, you must do stuff related to frog.

With that, unlocking Mastery is a reward for doing actual content related to the Mastery you want to unlock, it’s not a grind.

Remove phase traversal cd

in Revenant

Posted by: Caerbanog.3410

Caerbanog.3410

Yep, rev does not need cooldown.

Inconsistency in chronicle achievements

in Bugs: Game, Forum, Website

Posted by: Caerbanog.3410

Caerbanog.3410

There is an inconsistency between the name of HoT chronicles and LS2 chronicles.

  • Heart of Thorns: Act 1
  • Heart of Thorns: Act 2
  • Gates of Maguuma
  • Entanglement

Right now it’s not a big deal but it’s ugly and when the number of chronicle will expend it will be a mess.

With more consistancy it should be something like that:

  • Heart of Thorns: Act 1
  • Heart of Thorns: Act 2
  • Living Story saison 2: Gates of Maguuma
  • Living Story saison 2: Entanglement

But a sub-menu could also be nice.
Heart of Thorns:

  • A nice name for Act 1
  • A nice name for Act

Living Story season 2:

  • Gates of Maguuma
  • Entanglement

PS: I find the “Season 2” name a little ugly. Could you not just let “season 2” be the out of roleplay name and find a name for the season?

WvW gear salvage

in WvW

Posted by: Caerbanog.3410

Caerbanog.3410

With Heart of Thorns the exotic equipment purchased with gold and Badges of Honor will become salvageable. Salvaging a piece of this gear returns only the upgrades that were applied and some Badges of Honor.

And exotics obtained with guild commendations?

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

Delete Dragonhunter.
Give Guardian a Spear, new Virtues skills and traits.
Call it Paragon.

No need. It’s obvious by artworks that Braham is going to be the first “longbow Guardian”. Paragon is for another time, another spec.

However Avenger seems a fitting name for Braham going to avenge Eir, hunting the dragons. No need to stress on the fact that he’s a dragon hunter, since we all are.

Avenger is perfectly fine.

You can’t use Avenger except if you want to do a cross over Marvel/DC as GW2 is already in the DC universe with Daredevil.

Delay release of HoT in favor of a new spec

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

Batman would never use a gun. It’s the one weapon he’s sworn he’d never use because it is the instrument that killed his parents.

It’s not a gun, it’s his grapple gun with only mobility skills.

Delay release of HoT in favor of a new spec

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

I think every guardian will agree with a delay of HoT if it’s in favor of a new specialisation for the guardian.

The DragonHunter is really wrong. At minimum, you should rename it and promise to do a spec that feel like “Oh, i’m so happy my main is a guardian !” the next time.

Or you can create a new spec with the DragonHunter theme of revenge against the dragon, it’s high concept and synergies well with Daredevil.

Batman:

The Guardian learns from the wyvern and becomes the Batman and uses now an offhant pistol and tool kits.

- F2 BatClaw.
- F3 Batcap and block incoming attack.

Trait:
- Master of the Gliding (very swag with HoT).

Utility:
- BatBelt, with Batsmoke that give stealth to the guardian.
- Batarang

Elite:
- BatSignal: The signal call Batman somewhere and he is teleported to this place. (Mesmer portal is useless for Batman).

(edited by Caerbanog.3410)

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

The best DragonHunter is already in the game.

Attachments:

Describe the Dragonhunter in 3 Words

in Guardian

Posted by: Caerbanog.3410

Caerbanog.3410

Worst name Ever

Thanks for buffing Shield...

in Guardian

Posted by: Caerbanog.3410

Caerbanog.3410

Why not a permanent channeling of the 5 until you move ? And then a big cool down.

Could the Find x stuff achievement be updated

in Guild Wars 2 Discussion

Posted by: Caerbanog.3410

Caerbanog.3410

Could the other “Find x stuff”achievement be updated to be like the “Karka Finder” achievement and include zones of interest?

I think particularly to the:
- Dive glass achievement
- Gold coin
- Silver coin
- Dungeon Master (to see the paths)

HoT: Super Guild Adventure Edition

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

We want SAB and a character slot.

HoT: Super Guild Adventure Edition

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

The Super Guild Adventure Edition will contribute to peace in the world.

Mordremoth Minions have invaded the Super Adventure Box. With the help of yours guildmates adventure into a new part of the Super Adventure Box for an awesome Guild Raid and save the Box from a “Vine-mentation fault”.

Awesome Features included:
- Establish a Super Guild Hall into the Super Adventure Box.
- Participate to the new Super Guild Challenges.
- Gain permanent access to the classic Super Adventure Box.

Some ideas to improve GW2 PvP

in PvP

Posted by: Caerbanog.3410

Caerbanog.3410

Anet, employ OP as PvP Dev please.

Thank you ! I was afraid that nobody sees the post and it will sink into the deep of the forum. At least one person likes it !

(edited by Caerbanog.3410)

Some ideas to improve GW2 PvP

in PvP

Posted by: Caerbanog.3410

Caerbanog.3410

-Annihilation. It’s a mode based on the annihilation of the other team. In this simpler form, there is a priest protected by some guards accessible by the other team and a little map. You kill the team and the priest = win. Largely inspired by the first maps of the Hall of Heroes. In courtyard, let the respawn point be reachable by the other team, add a priest and two guards and it’s done. After the wipe of the other team, the match is ended in 30 sec. You just need to deal with the case where just 2 running tank are still alive after the death of all priest and can’t kill each other :p

For hot join and custom server add an option to enable “invisible wall protecting the entrance of the base” so people can murder each other in loop if they like that.

Annihilation can be expanded to form the “Bastion” mode. Instead of killing the other team, you just need to kill a particular objective…like an old thing, a guild lord, a sacred sheep or anything. This thing can be protected by wall so the player need to seek the help of npc…it’s the Bastion mode :p

The important thing here is not to re-invent existing pvp, but to add a framework to build a comprehensible and competitive environment.

The thing is not confusing for new players. Three types of objectives…. killing the other guys, killing an important thing, like a guild lord or fill a certain number of points.

With that, you can build more and more complicated maps. From the basic map with no respawn where you just need to kill the other team to complex map where you need to kill a guild lord, protected by multiple wall, with the help of npc and with the presence of “conquest points” on the map that don’t lead to victory when the right number of point is reached by instead invokes an overpowered npc to help you (What ? That is HoTS ? Don’t know that, never eared about !).

Right now, Ranked Mode had nothing to do with competition. You jump in ranked mode, you are in a random team, with random guys and have roughly 50% of chance to win. Where is the competition here ? You have a rank somewhere in a leaderboard somewhere in the internet. Ok, best competitive mode ever. For the common guy, there is 0 differences between ranked mode and unranked.

The minimal thing is to add a rank in-game. The medium thing is to add a reason to win. Now, you win. Ok you have x rank points more than before the game and you won… incredible. Just add a little thing, after the end of the game, a vote to keep the same team for the next game. If 3-5 vote, the team stay together and the guys that said no are replaced by other random guys. And then, add a counter of winning streak and display it at the beginning of the game. From a “ok… i won 50% of my game with random guys”, you have “OMG, WE ARE ROXXOR THAT ARE ON OUR 15th VICTORY AND BEAT GUYS WITH 351 VICTORIES ! OMG !” or “OMG, ITS OUR FIRST GAME AND THEY HAVE 42 VICTORIES ! WE ARE DOOMED !”. Majority of matchmade teams sux, so if we have a good one, just let us keep it…

That lead to the final thing, the summum of pvp…the Hall of Heroes.
You are matched with team with similar winning streak.
- Low winning streaks are on fast map. Annihilation with one priest, Conquest with one point and only 150 points to fill.
Medium winning streaks are on more lengthy maps, with priest behind walls, npcs to help, multiples teams (3 or 4 ?).
- High streaks of victory lead to the Hall Of Heroes, an awesome map, with multiples objectives and lengthy conditions of victory. Winning on this map can be only for the true winner, with impacts on the world (opening of a specific mist elite dungeon ?) and true rewards. After one win in the HoH, the winning streak is reseted (you need to have a streak of victory again) and a new indication is added at the beginning of the match (Team X with X Victory in the current run and X Victory in the HoH).

Some little idea of objectives:
- The closed door: The team need to stay on a point to fill a little counter and be able to open the door. This principle is like a channeling but you only need to be first at staying in the point. When you don’t control the point the counter can decrease over time (or not). That can be an alternative to just “destroy this thing to be able to move on”.
- The overpowered environmental weapon: Completing an objective can give you an environmental weapon that can be battle changing.

That were my thought about pvp. If you have opinions or ideas, feel free to write them !

Some ideas to improve GW2 PvP

in PvP

Posted by: Caerbanog.3410

Caerbanog.3410

Hello guys, I have some ideas that could (in my opinion) improve the feeling of pvp.
Disclamer: I’m playing pvp in a casual way and don’t follow the high lvl (and i have the feeling that in gw2, ten peoples really follow the high lvl. Not like in gw1 where even the 100% pve player known some of the most competitive teams thank to the “Team X won the hall of heroes :p”).

My opinion about the current state of pvp: Now, the pvp (excepting Courtward) is based around the conquest mode. I doesn’t dislike this mode but I have this little feeling saying to myself “This mod is just a chaotic mess, GW1 pvp was better”.

After thinking about the why of this feeling, I have founded two main reasons.

The pvp is too much fast paced and death is not enough punishing. I explain myself, the map are small and the respawn time too. I can’t count the number of time the same guys go to our close point, is killed, then 10 second later has already re-spawn and rushed our close again, it’s again killed…loop that scenario to death. I’m maybe a noob that can do better of his time, but because of that “rushing far in loop” guy, i need to stay close (and maybe i can help my team 2 seconds before the need to comeback to the point).

Regardless of the performance of the other part of the team that are in 4v4 I think i’m not enough rewarded by killing in loop this guys. I keep a point and i have 5 free points every 15 sec and in an optimal world, my team can at least keep middle and win the game. But in the real world, my team may not keep the middle point. I have two options. Staying at close and watching my team dying or going helping them and watching that guys i already killed 10 times before that captures our close. In a magical world, we wipe the other team, my team capture the 2 points and i come back to close. And then after the re-spawn of the other guys, my team that can’t stay in a circle lose the other points and we are back to the loop.

By a good rotation you can win, but it’s chaotic and laborious. In fact, it’s not clean.

My following suggestion are inspired by GW1 and some moba.

First punish more the deaths by a longer re-spawn time (choose one in the following):
- More you die, more you must wait. Add a re-spawn debuff. Each time you die you gain a stack of re-spawn debuff. More stack you have, more you need to wait.
- I need a priest to rez me. There is a priest, an magical orb, Traherne or anything that wait in your base to rez you. It need to channeled a spell during x second and can rez only one guy at time. There is no penalty for isolated death, but if the team is wiped, they will need 5x seconds to be all rezed.
- Priest variant. Just add x sec to each rez counter each time a guys of the team dyes. Exemple: A 2 thief need to wait 4 sec to rez (from a total of 10 seconds). A guys dyes. The thief need to now wait 4+x sec and the new dead guy 10+x sec.

Transposed in my use-case. With option 1. I kill the guys for the 10th time and i can go help my team in 5vs4. The other guy wait 4 year to re-spawn during this time. With other options, after killing him, i go helping my team (and sacrifice close when he come back). If we wipe them, they will need a long time to come-back again.

With that we found back a similar feeling to gw1 where after killing the other team…you win.

That can lead to more difficult and impacting map objectives.

-Buff Svanir and Chief and Buff the point they reward
-Let the priest be accessible by the other side (like the guild lord in bastion mode). If the priest is killed, the team can no longer re-spawn.

That can lead to two types of maps (oh, it’s the same than right now :p)

-Conquest. It’s a mode based on the control of the map. You need to attain a certain number of points (or have more point than the other team at the end of the time out). In the mode, the priest is protected in a base not reachable by the enemy. Objectives on the map can help you to fill this number of points faster. The only difference with the current mode is the re-spawn timer (that can influence the difficulty and reward of the objectives as a team wiping the other has more time to do them).

(edited by Caerbanog.3410)

so excited for dragonhunter!

in Guardian

Posted by: Caerbanog.3410

Caerbanog.3410

Many peoples like the bow (less the traps) and there is a very little part of the players that seem to really dislike the profession entirely.

But everyone hate the Dragon Thing.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

I’d say either Inquisitor or Seeker gets my vote. As nice as Warden sounds on paper, it also is already being used in GW2 context as the Sylvari military faction.

We also have Inquisitor as a White Mantle title, and The Reaper as a player title, so they are not looking at the context.

Those two are not directly tied to GW2 in-game (yet, at least).

The Dragon Hunter is in fact an already existing grawl spec.

http://wiki.guildwars2.com/wiki/Dragon_Tribe_Grawl_Hunter

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

Bow Knight is too much a low concept. “Bow Knight with Traps” is better i think.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

However, I’m personally favourable to the Paragon since the Spear, Shield and Wings styled Virtues of the spec are one big rip off the Paragon. Not to mention that Paragons are known to be long distance battle commanders from GW1, with Keiran Thackery a former Ranger and a prominent commander of Lion’s Arch being Tyria’s first Paragon. The Paragon as a word also means the following;

- The embodiment of an ideal (Zeal, Radiance, Valor, Honor, Virtue?)
- Someone who is a model of perfection.
- To go beyond, to surpass, to excel, to triumph, to conquer (What is the biggest obstacle in Tyria? That would be the Dragons.)

It might be as abstract as the Dragonhunter if you erase the GW1 foundation but it would be a shame to do so. The only “new” thing that the Dragonhunter does that the Paragon couldn’t is lay traps. But that could be explained as an evolution of the Paragon thanks to Kieran Thackery’s past Ranger knowledge influencing the once Elona exclusive profession. The Tyrian Paragon could be influenced by Tyria and those who learnt the art from Kieran. As for the Longbow, Kieran’s weapon of choice was the Longbow, he was a Paragon that shunned the Spear.

Best idea ever.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

That’s why some would delve into draconic knowledge and would devote themselves to destroying them and their minion.

So…where is the draconic knowledge and the dedication ? Will the DragonHunter have a specific story line showing its dedication ? Or more powerful abilities against dragons and their minions ?

For now, the only thing i see is a bow and some traps. And for the elite, maybe elementalists must be called “Dragon Hunter” too, you know, one of their skill is “Dragon’s Tooth”.

So far, the only profession whose specialization I’ve actually difficulties to understand is the one for my main, the Engineer with hammer. After all, the Engineer is somewhat mobile (at least with its elixirs and guns) and with some long-range to mid-range attacks (the grenades and the flame-throwers) and I’ve a hard time understanding why an Engineer would use a two-handed hammer to crush his foes (while the mobile drones seems to be an amelioration of the turrets, probably using a bit of the golem-technology to grand them limited ability to follow the Engineer and protect him).

The engineer uses technology and builds stuff and a hammer can be used to build technological stuff. But it’s not a high concept, so it may be difficult to be understood.

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Caerbanog.3410

Caerbanog.3410

This made me laugh. Are you saying that if Anet introduced class using melee weapons only without using magic at all, using primary 2h-Axe and have attributes of “Berserker” archetype like in other games and they would call it “Magician” or “Wizard” that would fit thematically? This is hilarious.

The only hilarious thing is that’s what you think I’ve said. There is no thematic ‘fit’. The theme is whatever Anet makes it. Of course, you’re being sensational and nonsensical because I don’t believe Anet’s goal is to contrast ideas like your example would suggest they do.

On the other hand, Anet has explained how DH fits thematically with Guardian. You simply choose to ignore it.

Sure being “high concept” is a valid argument.

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Caerbanog.3410

So… U say that NO-one else could possibly kill a witch but the witch-hunters???? We are not dischussing who were allowed to, but who could!

A witch hunter is specialized in killing witch, with knowledge that other peoples may not have, anti-witch weapons and stuff like that. If you want to kill a witch, you call a witch hunter.

What is the point of a dragon hunter if all of their minions can be killed by anyone ? And I don’t think the Dragon Hunter will be better at that than any other profession or specialization. So calling the warden a Dragon Hunter doesn’t make any sense.

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Caerbanog.3410

How does dragonhunter make sense? Does a Warrior not hunt dragons when he plays LS. Does an Engineer not do that? Or is the Guardian the only one who can actually kill the dragon?

How many times are people going to use this argument? It’s stupid. Anyone can hunt something but hunters have specific hunting tools for their targets. Just don’t.

What about my ranger who was both the traps and the longbow (the tools needed)?

Because his pet will do something that will make everything fail !

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Caerbanog.3410

How does dragonhunter make sense? Does a Warrior not hunt dragons when he plays LS. Does an Engineer not do that? Or is the Guardian the only one who can actually kill the dragon?

If the DragonHunter name stay, she must be able to create the divine fire on her own and use it to kill dragons, like at the end of the living story. And no other profession must be able to do the same without a long and fastidious ritual !

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Caerbanog.3410

Ok, let’s summarize Vlamir’s intervention :
“You are close minded because reasons. Thus you’re wrong in everything you could say. That’s all Whatever you say I won’t bother taking it into consideration or even respond, because I decided you are all wrong despite 30 pages of arguments that I don’t want to hear about anyway”

You know, that’s not how you’re supposed to argue if you want to make your idea stands out…

You’ve got it all wrong.
That’s people saying that everything is bad in the Dragonhunter with very weak justifications (“ZOMG, we all kill Dragons” as an example) instead okittennowledging the fact that the theme behind it is fine, that it is a potential and natural expansion for the Guardians and that only the name sucks, which have no articulate argument, refute everything is said to them, to the point that there is no point arguing with them.

Many just hate the name and then reject the specialization.

A bow and trap based specialization for the guardian is a game mechanic choice, and if we don’t like it, the next guardian spec will not use bow and traps, we just need to wait.

But for the name it’s another story. The Dragonhunter isn’t just a name, like warden or anything. If it was called warden and peoples hate that, we will have nothing to say. Wardens use wards and wards are guardian type of traps, end of the story. The spec is a Warden, fact proved. But with Dragonhunter, nothing goes in favor of the name.

Hunter can be related with traps and bow, but dragon ? And it’s not because one skill is named “Dragon Stuff” that is better at hunting dragon than anything.

If the DragonHunter has only one trait with “+20% dmg against dragon and their minions” it would not have been such drama.

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Caerbanog.3410

No, do tell, what prevents other classes of becoming a Dragonhunter? I can understand why a Guardian or an Engineer can’t become a Reaper or a Chronomancer. But what prevents them from becoming a Dragonhunter? Can they not study dragons and focus on them?

I agree with Arrk. The main problem is not the new class mechanics (even if I don’t like some of them) but the dragon theme.

If I do a parallel with the cleric of d&d . The cleric of Kelemvor doesn’t like bad undead. With the basic class, they can do cleric stuff (like guardian that does guardian stuff) and use these powers to fight undead (like guardian in the pact right now). If they really want to fight undead and be less tied to other sides of their profession, they can become Doomguide. The Doomguide keeps the previous abilities of the cleric but will now levels as a Doomguide and not a Cleric anymore. It’s very similar to the new ability system where an elite class will only have 2 base ability line.

Ok, so the Doomguide is a cleric that want to kill undeads, like the DragonHunter is a Guardian wanting to kill dragons. I’m ok with that, if a profession wants to specialize against dragon it’s its right, dragons are bad.

What the Doomguide earns like new abilities ?
- A more powerful skill to kill undead.
- Protection from undead related stuffs.
- A power to invoc a magical sword that roxXx against undead.
- Some minor basic cleric related stuff.

What the DragonHunter earns ?
- A bow… ok… being at distance is not a bad idea again big and bad dragons.
- Traps… Schwarzy uses traps against predators so….traps may be fine too ?

But… why a bow against dragon and not a rifle ? Or even a big ball of light or anything ? Why traps ? Why are they better against dragon than anything ?

It’s the main problem with the spec. For fighting dragon, guardian masterizes bow and trap stuffs. But masterizing bow and trap doesn’t transform you into a Dragon Hunter but into a “guys that uses bow and traps”.

A little story:

A Reaper, A “guys that use bow and traps” and a Doomguide enter in a bar.
The Doomguide: “Hello guys, i’m a undead hunter”.
The others: “What are you using ?”
The Doomguide: “I have awesome power for killing undead stuff.”
The others: “And they are working with other fow ?”
The Doomguide: “Nop sorry, only undead….with the others, it’s like a classic sword.”
The guys with the bow: “Ahahah noob. I’m a dragon hunter and my power are powerful even with stuff that aren’t dragon !”
The Reaper: “I’m a dragon hunter too ! My big sword can one shot any dragon minion !”
The guys with the bow: “Lyer ! I’m a dragon hunter, not you ! You are a reaper !”.
The reaper: “And ? I can hunt dragon too ! Why are you better at that than me ?”
The guys with the bow: “Because i’m a dragon hunter ! And i have a bow !”.
The Reaper: “I don’t agree, my big sword is better for killing dragon.”
The guys with the bow: “It’s not true !”
The reaper: “So prove it !”
The guys with the bow: “Nothing to prove, I’m a dragon hunter, look at the icon over my head !”.

(edited by Caerbanog.3410)

Anet: HoT is your shot to be the best!

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Posted by: Caerbanog.3410

Caerbanog.3410

delay it even !

HoT is already 1.5 year late.

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Caerbanog.3410

The best revelation will be: “We changed the name of the DragonHunter” or maybe "In HoT, you can go to the “Crystal Desert” :P

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Caerbanog.3410

I’m ok to rename the spec “Beer Hunter”.

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Caerbanog.3410

The theme of guardian is lightwielding supporter/smiter that theme is still intact.

lolno.

i mean, it isnt a frontline player, but necro wasnt a fronline player before either.

It isn’t frontline or backline really. Speccing into dragonhunter heavily damages a guardian’s ability to support from the backline by changing their virtues. Their new virtues work better at close-range, and are generally much weaker supportively. Yet their longbow encourages them to stay at long-range (while providing virtually no support), and their traps can’t be ground-targeted (which, again, offer virtually no support) which encourages one to be closer to the action. So I don’t know what the spec is supposed to be or under which range it’s supposed to function, and the devs don’t seem to even know what role it’s supposed to be filling. Backline support? Please.

its looks like its supposed to go in and out of melee rng, as far as backline support, you got a long range light field with two 100% finishers for condi removal, light field itself
you got a lockdown area skill
you got projectile destruction+blind
long range vigor
targeted heal leap
that seems like some of the better support from long range

fragment of faith seems fairly useful to me (5 aegises)
blind heal trap

as for the range, think they are supposed to be going in, and out of melee combat, using their aegis/mitigation effects to place traps, remember there is a weapon swap for a reason, they arent like longbow rng who wants to be as far from you as possible, they are durable, they mostly use the rng so you cant escape, and to set up profitable lines of attack.

they arent most effecient at 1200 range, unless they have prepared the area with traps.

1. Don’t kid yourself. Deflecting Shot will never be useful as a support skill in its current iteration. The effect would have to linger for at least 3 seconds for it to work as anything other than a means to block about half of a Ranger’s Rapid Fire.

2. Again, the VoR leap will heal for 1/5 of the current radius. Not much point when you can reach a longer range with the current VoR without having a cast time. Not good for support.

3. Traps are even less reliable as support than they are as an offensive utility. Having to rely on the enemy running over a spot of land in order for you to support your allies is completely counterproductive. Why wait for them to trigger an aegis trap when I can just use Retreat to give my allies aegis instantly? Why wait for the enemy to run over my trap to heal me when I can just use Shelter to block and heal without having to worry about when the heal will proc? It’s just very poor design.

4. If we’re meant to switch in and out of melee and ranged combat, then why are we getting a trait to increase damage only when we’re more than 600 units away from the target? Why do neither the longbow nor the traps feature an effective gap closer for that distance? Why should we have to use our HEAL virtue just to close a gap once every 60 seconds, especially if it ends up reducing our damage output anyway? And why can’t we ground target our traps so that we don’t have to be so close to the enemy and lose that extra damage just to USE them?

It’s pretty obvious if you read into it that the Dragonhunter is meant to focus exclusively on the longbow or traps, which ironically counteract each other in the first place. Guardian players wanted ranged combat as an addition to our current tools and utilities, not as a replacement. This spec was just poorly designed from the ground up.

I agree. But maybe the support traps could be instead considered as “consecrations” or “symbols” and be triggered when they are used and only the offensives one as traps ?

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Caerbanog.3410

They don’t need to rework the spec. Guardians already have a spirit bow, using an actual one is straightforward. It’s the same for the “wards” that are just a type of symbol (and it’s ok if they are categorized as “traps”).

The only thing aweful is the “Dragon Hunter” name. Only rename it and everybody will be happy.

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Caerbanog.3410

The same. And my main is a guardian :’(

1: Reaper
2: Chronomancer
3:
4
5:
6:
7:
8:
9: Dragon hunter

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Caerbanog.3410

Why would Braham (who is a Guardian) become the Warrior Specialization?

Because he doesn’t like the name of his spec. So like the other said, if you don’t like it, don’t play it and reroll warrior !

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Caerbanog.3410

So many replies, so much time spend arguing endlessly in vain, restating again and again the same things. Wow, some people around this forum obviously have time to lose.

Let us just state the obvious: should Anet change the name, there would be another plethora of posts: “I don’t like this new name, use this other one instead. Even dragon hunter was actually better”. So why should Anet even bother to change it ?

theres a reason why this thread is still ongoing

because the name is downright bad

only casuals who don’t care about the class and people trying to be different will support such a crap name.

Like that it’s maybe a little excessive (peoples have the right to like the name…the guys that choose it must like it for example :P) but there is a lot of truth here.

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Caerbanog.3410

So many replies, so much time spend arguing endlessly in vain, restating again and again the same things. Wow, some people around this forum obviously have time to lose.

Let us just state the obvious: should Anet change the name, there would be another plethora of posts: “I don’t like this new name, use this other one instead. Even dragon hunter was actually better”. So why should Anet even bother to change it ?

Because unless they give to the dragon hunter a trait with “+20% against dragons and dragon minions”, dragon hunter are not more dragon hunter than anyone in the pact.

Pay to win?

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Caerbanog.3410

It was already like that in GW1. If you didn’t have “Profecy/Faction/Nightfall and Gwen”, you didn’t have half of the skills and can’t join any party.

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I’d figured Dragon Hunter came from Braham working more closely with his Ranger mother. She started teaching him how to use a bow and literally hunt thing, specifically the draconic quarry he’s oath-sworn to help you destroy. So Braham learned to hunt dragons for his crusader-like dedication to actively protect people and your character can be similarly focused.

And all adventurers that start their carrier by killing 5 rats in a tavern basement must be called “Rat Killer” ?

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Caerbanog.3410

Or just make chapters from LS1 like in LS2 ?

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Caerbanog.3410

As always: Vine Hunter.

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Caerbanog.3410

I also one of those who was “unable to grasp this high concept”, but I still think it’s not very exciting. It does sound bland and somehow makes me less excited about the guardian’s elite spec. (However, the mechanics and the longbow are sexy.)

I’d also wholeheartedly support a name change.

The specialization new mechanics are fine. But the name is really awful and the same is true for the skins chosen for the guardian in the trailer. Now the combo of the two gives: “OMG WHAT IS THIS HORRIBLE THING ?! The mesmer spec was so awesome that i’m begining map completion with mine but that…. Why so much hate for my beloved guardian ?” cry

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Caerbanog.3410

I think the “Dragon Hunter” name is too confusing for new players, and even veteran players. We may not take off the table the idea to change the specialization name to an higher concept name more linked to the actual capacities of the specialization and less to their low grounded goal to kill dragons.

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Caerbanog.3410

The main problem is about players and their perception of the profession.

If your RP is about playing a girl that does stuff somewhere, you can do it with any profession. Your mesmer does your stuff and even if she becomes a chronomancer, she can continue to do that stuff but this time with time travel ! (It’s even more awesome).

Exemple: My mesmer likes to fool peoples in wvw with her mesmer tricks become My chronomancer likes to fool peoples in wvw with her time tricks.

Now, let do the same with guardian: My guardian likes to protect Dolyak in wvw, take towers or whatever. It’s become: My Dragon Hunter likes to set trap to protect Dolyak (yes, Dragon Hunter uses traps !) and uses her bow to kill bad peoples trying to take my towers….hm wait ? Where are the dragons ? I’m not a dragon hunter anymore if i don’t kill dragons ? Maybe a retired dragon hunter that does wvw ? Aaaaahhhhhhhhh mindbreak.

Now if the dragon hunter traits were:
- 20% dmg against dragon and dragon minion.
- If a dragon minion is caught in your trap then it is stuck for 5 sec
- ect…

Ok, if you become a dragon hunter, it’s for killing dragon, if you don’t want to kill them, don’t become a dragon hunter. For the time, the profession has nothing to do about killing dragons.

(edited by Caerbanog.3410)