Showing Posts For Clivar.3176:
Best example for this is arah p1, the skip to crystalline and p2 skip to end boss. I rarely see my full group successfully skip those. Its a major pain in the kitten for new, less experienced players or specific classes. These players end up quiting the dungeon or getting kicked most of the time.
I always suggest to clear a certain amount to help them but I guess lazyness has the upperhand here. People always take the easiest way out.
The fix itself is pretty easy and I dont get why this wasnt there since launch.
Dont let mobs lose agro in dungeons.
But for this to work there have to be a few changes:
I feel like some mobs (arah elites) hit too much. Im guessing this was implemented to avoid major skipping. You might aswell reduce the damage by 10%? as players will have to kill those mobs anyway..
The mechanic of stealth in dungeons has to be reworked. Thiefs will become very powerful if they manage to avoid agro in stealth and others dont. Thief will become the new meta in dungeons like arah/TA/etc. Players will specifically ask for thiefs in dungeons and the skipping will still happen.
If anet decides to remove stealth from dungeons then thiefs will be useless in dungeons.
They dont have anything to support their party or other classes are just better at that.
AI of mobs: Mobs cant jump up or down so if we use the terrain to our advantage mobs will be unable to reach us. So far the game fixed this by losing agro once we do that. But what will happen if they remove the losing agro mechanic? They get stuck and free for us to kill? They ignore obstacles and glitch up or down to attack us?
Yes. lets see what the WvW community has to say about a decision that will affect people who play all/other aspects of the game.. Gee I wonder what insightful and informative input they will have..
10 mins later
’*make it harder!**
PUNISH THEM!!! MAKE THEM WVW LIKE WE DO!!!
It’s not faiR UnLesS EVEryoNe SuFfErS ThE SaME!!!
Ah excellent, excellent. Carry on.
Exactly this..
If they wish to have any constructive feedback whatsoever they shouldnt post it in a forum where only WvW players will look.
Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.
- Healing Signet: Reduced the passive heal by 8%.
- We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
I think you are looking at Healing Signet in a strange way, it takes little to no skill to activate a healing skill in PvE, as interrupts are not going to be an issue most of the time. The beauty of this skill is that you sacrifice burst heal for upkeep HP income, thus having to adjust your play to never need a burst heal i.e. active play.
IMO what signet needs, if something is a worse active (longer recharge), a health-gain cut of or sharp scale down when your HP is high and possibly a slightly higher HP/sec when on very low HP. This would make activating the signet at any given time a bit harder to call; when on low HP you would still hesitate to use the burst heal because of the higher HP/sec if you manage to keep alive using other skills, while on high HP the only way to reach the 90% scholar-bonus would be to pop the signet and be left without a heal for a while.
The problem with it currently is the fact that it takes no skill to equip it, it constantly heals EVERY second and hardly anyone even needs to use the active thanks to all the blocks, immunities, movement skills and everything they have.
This change will do NOTHING, a 8% nerf is a slap in the face to everyone except Warrior because you can bet the active will be buffed my more than 8%
What it needed:
Passive: 25% nerf and i a BIG increase on the healing power needed to make it great
Active: Increase the active by 50%
Cooldown: to be adjustedBoom. Sorted Even a 25% nerf on the passive is still going to be healing for like 300 PER a second. Could even make it 1,000 health every 3 seconds. Which would roughly be what it will be after the “nerf” anyway.
Yeah it takes no skill to equip it as is, I agree 100%, but I do think The general idea of giving up burst heal/boons/condi removal for upkeep HP does not have to be implemented in a way that promotes passive or unskillful play, and that buffing The active is, in a way, to give up on that entire concept.
That is why I think that for example making The signet passive tick only when under, say 50% HP, would make more sense to me.
Also keep in mind that unless the balance of the whole game is entirely changed making a skill totaly depend on healing power is the same as removing it from the game for most end-game PvE players.
What about the 8% nerf and healing for half the hp when knocked down/feared etc
Hey guys, I have over 1500h played on my ele and over 1300 matches in sPvp.
I mostly run the general d/d bunker build: 0/10/0/30/30. Its kinda the perfect allround build for most matches. however:
(Skill ideas for Elementalist)
Warrior
By far the biggest issue for us to kill. Their healing signet heals for about 400 hp every second and theres no way for us to counter that by any of our attacks. I suggest changing ring of earth to inflict poison instead of bleeding. I believe together with its relative low cooldown it will help us significantly against them.
Also our immobilze skill (magnetic grasp)is very important to give us some breathing space. The stats of the skill is fine but it fails half of the time (Obstructed/out of range issues) so I only suggest fixing this skill to work better with the environnement.
Build diversity
There have been some changes in an attempt to change the current bunker meta (fresh air, diamond skin)
The ideas are great but they still need to be tweaked abit in order to become more viable. For example I wouldnt spend 30 in earth to just have condition immune at 90%+ hp (ele is all about healing, we are almost never 90% hp). Water is still far more superior (condition cleanse. aoe heal on water attunement, %damage on boons)
I suggest adding a regen buff of 8 seconds (about 2k hp) when hp gets below 90% hp (20 seconds recharge). This would encourage traiting into earth and will make us less dependent on water.
The trait in its current state is useless in teamfights as we are almost never 90%+ hp, this is kinda silly for a grandmaster trait. Also poison will counter this trait so 1v1s against condi builds will not make us superior to them. The regen will last 8 seconds so time enough for the enemy to react with poison.
(edited by Clivar.3176)
http://dulfy.net/2013/12/12/gw2-ascended-armor-crafting-guide/
this should help you get started
a full set will cost you around 400g+ so beware
I tested condition setup and I didnt like it. power build is way more superior (think of lightning hammer and fgs)
Btw I wouldnt go for full berserker in fractals if you are going to pug alot. and since they are gonna nerf berserker build I wouldnt get it ascended anyway
yea makes sense.. he has 8 threads indeed
thanks
Whenever Im playing guild wars 2 my cpu keeps getting to 75% use. A friend of me said that his game runs at about 25%
My pc has the following specs:
i5 3570k overclocked with msi oc genie to 4 ghz (4.6 ghz turbo boost)
8 gb ram 1600 mhz
nvidea 780 gtx
Anyone has the same issue or knows how to solve it?
Im running everything at maxed settings. In LA I get about 20-30 fps near the bank :/
Constant passive healing should not exist in the game, it’s too easy, takes away all the skill for the player to manage their healing and for the enemy to interrupt or counter their healing. It also makes Shield Block, Endure Pain and simply running away for a bit into healing abilities.
Demanding that any enemy apply 100% uptime poison as the only way to counter this particular heal is unacceptable, 3 professions have no access to poison and 100% heal reduction is not an acceptable counter for good game-play.
The passive aspect of the skill should be changed to grant a heal when attacking.
Passive: Heal for 400 every time you use a weapon skill.
Active: Heal for 3750.
Exactly, it cant be right that the only way to counter this build is by applying poison.
the whole point of healing skills is to have a way to counter it (interupt/CC).
I always used smart casting and I have had no issue what so ever with this change.. guys you just have to get used to it
Im not asking for particle effects, just a glow. It can be minor but atleast let it be there.
Well we all agree that ascended armor is something that requires a lot of money and time. It would be nice if beside linking the items we have an ability to show (off) our work with something else. And I don’t mean like keeping its original look. No offense but I’m pretty sure the majority of players agree that it doesn’t look as appealing as we have hoped for and end up transmuting back to our old look.
This is why I suggest a system that adds an glowing effect to our gear, something that is unique and easy to spot. Also the effect should remain after transmuting.
What do you guys think?
Just lost 1 exo and 2 rares from final chest at fractals cuz pt leader left. Thanks arena net..
I honestly dont need those living story things. please fix those “minor” issues first so we can finally enjoy the game as it should be.
1) Increase stacks to 500+ from 250
2) Make it so that aslong as 1 person stays in the dungeon the session stays active.. dont put that role on one player…
3) Make fractal rings salvageable
<—- this would be a huge fix for pve
I actually love this idea. Kinda reminds me of the learning process of “avatar aang” to master all elements. Give us something to work for. Give us a goal, something that isnt so easy to acquire (and is fun to show off)
I’ll try to point out couple of things and my 2 cents over this whole story:
1) Turn it like you want dear ppl, yeah you who reached lvl 80 when it was clear we shouldnt go there. I have not one, nor 2, but 3 characters at lvl 50, capable group to run stuff with, 50+ fractal skins in my vault+chars, over 500 pristine fractal relics.
Whoever reached lvl 80 first 2 months FoTm was released, did it abusing of stealth kits, teleport guns, healing seeds and yada yada. Beyond those, just for JM: revival orbs, dark fields, ress tricks. That does not require skills, that’s just cheap.
“We got no response from devs cap was below a certain lvl”. Well, if you can’t proceed normally and only need to do odd lvls, go figure… Seriously, I’m amazed from ppl sometimes… I’m sorry, cant be with you on this point.
To all those braggin about lvl 80: done wrong from the root.Gotta agree on this. Sure u have spend heaps of time getting to max fractal lvl but honestly why do u want arenanet to take it into account. Seriously.. you werent supposed to reach such high lvls by design. And dont tell me “its 100% legit” cuz it isnt. It involved 100th times of dying and using the tricks as stated above.
Besides, the only time ppl who would know that u are at such a high lvl fractal at this time is when you created that lvl fractal (which u wouldnt because u probably never play that lvl anymore).
This patch gives u the opportunity to show the world how good u really are. Now reaching a certain fractal lvl has a meaning. You should be freaking happy…Tell me 1 reason why we should expect a so called infinite dungeon as it was called to have a cap and not be there for progressing ? tell me what is an exploit about using Rez orbs as part of the game mechanics to advance? so I see you just have about 0 clue how FotM worked back than .. sooo don’t Keep saying we exploited.. or that we knew we shoulnd’t advance it is just NOT TRUE!
So you are telling me, while dying instantly and using 100s of gold on orbs and repairs, you still didnt realise it wasnt intended by design to go that far in fractals. Im not saying I dont admire your patience and dedication but you cant expect arenanet to give u something for something that was never intended. I have seen the tactics myself for instance: at Jade maw, ressing a dead player to 99% and then waiting for the agony attack to kick in before ressing him up. You can argue with me all you like but you cannot deny that those tactics were mostly the (ab)use of game flaws.
Arenanet did cap fractals but not by limiting the lvl. The cap itself was the agony. So no it isnt an infinite dungeon.
I’ll try to point out couple of things and my 2 cents over this whole story:
1) Turn it like you want dear ppl, yeah you who reached lvl 80 when it was clear we shouldnt go there. I have not one, nor 2, but 3 characters at lvl 50, capable group to run stuff with, 50+ fractal skins in my vault+chars, over 500 pristine fractal relics.
Whoever reached lvl 80 first 2 months FoTm was released, did it abusing of stealth kits, teleport guns, healing seeds and yada yada. Beyond those, just for JM: revival orbs, dark fields, ress tricks. That does not require skills, that’s just cheap.
“We got no response from devs cap was below a certain lvl”. Well, if you can’t proceed normally and only need to do odd lvls, go figure… Seriously, I’m amazed from ppl sometimes… I’m sorry, cant be with you on this point.
To all those braggin about lvl 80: done wrong from the root.
Gotta agree on this. Sure u have spend heaps of time getting to max fractal lvl but honestly why do u want arenanet to take it into account. Seriously.. you werent supposed to reach such high lvls by design. And dont tell me “its 100% legit” cuz it isnt. It involved 100th times of dying and using the tricks as stated above.
Besides, the only time ppl who would know that u are at such a high lvl fractal at this time is when you created that lvl fractal (which u wouldnt because u probably never play that lvl anymore).
This patch gives u the opportunity to show the world how good u really are. Now reaching a certain fractal lvl has a meaning. You should be freaking happy…
“Arcane V – Elemental Attunement. Moved to Master tier.
Arcane VI – Renewing Stamina. Moved to Master tier.”
Im sorry but thats a huge nerf right there.. so you are asking us to choose now? Really was there a problem now with the survivability of ele? I dont see any need on changing this at all.
I hope this gets some attention.. this is basically how elitist create partys for “difficult” dungeons and then leave when they dont get their way. causing the whole party to get kicked out of the dungeon..
This is pretty much how every group of pugs that ask for experienced or gearcheck.
Those kinda ppl disgust me. Only reason I would ever ask for something like that is in fractals when they have far below the required amount of AR. In arah I dont mind if they are unexperienced, most of those unexperienced groups are actually better than experienced
I have been look around the wiki and the dagger gallery of dulfy and I noticed how there arent daggers with the same particle effects as The Anomaly or Abyssal Scepter. (Purple/pink smoke effect)
Does this skin exist or hasnt it been discovered yet?
dragons tooth is fine the way it is.
Its perfect for:
zoning
ress denial
stomp denial
blast finishersIn a 1v1 in an open area you should RARELY ever cast dragons tooth (unless you want to stack might). It will not work.
Even after an updraft combo it is way more beneficial to go straight for a phoenix than dragons tooth.
Some of your suggestions for dragons tooth would put it out of line IMO.
One thing I think could be changed though is how dragons tooth will do zero damage when you are interrupted even after its been cast but that’s it.
Aiming wise I think fire grab is fine. Just takes some practice. I’ve come to accept that you need to be on top or in the face of your opponent to land it near 100%.
Could the damage be higher?….sure… (saying this tentatively cuz this thing can HURT when it crits when target is burned) but all in all I’m fine with everything.
The game needs more skill shots IMO.
Atm this happens with all our delayed skills. for example: staff water 2 and earth 2
Maybe the leaked notes arent the full notes. I think they are aware of the useless fire traits. It should have been the first thing they changed.
Well the staff for example lacks some detail then:
http://oi43.tinypic.com/35hil50.jpg
The dragon’s breath doesnt have a thickness. same goes for other elements
It feels like they forgot to add certain effects before releasing it-er, that’s not the staff that you obtain with a ticket… not sure where you got that one.
Im sure it is the staff. But just from the worst angle to point out the thickness of the dragon breath.
http://i39.tinypic.com/f9o84y.jpg
this is how its shot from a better angle.
My quality is set to medium aswell. I like it alot more at highest settings tho
I think I read about it before but I simply cant find it anymore. Anyway this is the deal:
if you fully cast dragon tooth (tooth is in the air) and you get knocked down/away before it drops. It simply does no damage at all.
Is this intended?
Logically after casting whatever happens to the caster shouldnt change the behaviour of the cast.
(edited by Clivar.3176)
Well the staff for example lacks some detail then:
http://oi43.tinypic.com/35hil50.jpg
The dragon’s breath doesnt have a thickness. same goes for other elements
It feels like they forgot to add certain effects before releasing it
Well as the title states. I noticed that all skins from events in the past had cool particle effects.
It would be cool if this will get added for Dragon’s Jade aswell in the near future
Regards
edit: what about a green glow or an effect on swing to make them more attractive?
(edited by Clivar.3176)
as title says: in Spvp the icons for orrian weapons work fine but in PVE it shows just the basic staff icons.
Last few days I have been intensively playing tournaments and I notice the big amount of leavers before and during the game. Even when the team was winning people keep leaving.
There should be a penalty for this or some kind of punishment atleast.
I saw a developper post once about adding this. So I wonder is there any ETA?
Then work on cosmetics and skins that you like. That can be another “long” term alternative..
So lets say I have every cosmetic from the dungeons that I will use on said Character and lets say I lvl’d 3 other profs to 80 and geared them out within dungeons as well, never buying items for gold or for valor but running everything on a nightly basis with a guild of 9 other ppl. Once we had all the skins we want and dungeon master titles what reason does the game give us at that point to ever do those dungeons ever again ? Even my MF gear is trans to Orrian reward armor ……my alts are in full nightmare or CoF armor , my main has a set from every dungeon. Then what ? The skin hunt is not a long term time investment in reality when you clear 3 paths to a dungeon every night for a couple months you have it all. It Takes about a week to complete a full set.
Some other form of reward for dungeon runs would be amazing for people who are in this same situation. I’m not even asking for much just anything that would give us a reason to go back to many or even some of them at all besides skins….. But again I’m entitled to nothing i paid my 60 dollars for the game and have to play or not play depending on the direction Anet wants to guide the game into in the future.
This. I completed my elementalists skin in 1-2weeks without even playing alot. I really love doing arah but now I have no real purpose doing it anymore. I know they are off the idea to avoid as much RNG as possible but really lets face it. We need some RNG to give us a purpose. Something that isnt as impossibly hard as a legendary but still within the league of a casual player. Back items/bag upgrades/superior sigils or runes (without counting the dungeon related ones)/something that adds a nice particle effect/gear upgrades(enchanting/refinement). Something that makes a dungeon worth farming.
The easiest way would be a timer of 1-5minutes to ress up. Thats by far the most fair solution to this problem.
altho I dont see why they implemented this fix anyway. its already frustrating to run the whole end back to the boss why is this such a big issue.
cause it really wasnt an issue , just like aoe being too strong wasnt an issue outside of a focus fire thing , the thing that annoys me in dungeons is people skip almost every mob , THAT is what should have been adressed , NOT so called “rez rushing”.d it makes no sense to being able to go freely with it in open world to being forced into something like this in a dungeon , where you face more 1 shots / near 1 shots then you would in a big DE going on. Most of it isnt a challenge issue either , its a boss throws insta kills for some dungeons , or bunch of trash mobs that can drop you as fast as a boss , can try to CC them all you want they still come at you , endurance runs out eventually and you get caught trying to avoid while the endurance bar fills up. You need this option to respawn because we dont have someone to hold the aggro , dont have dedicated healers (as i said before im glad for no holy trinity , pretty sure everyone here is) , but this was implemented with a design that requires holy trinity. with mobs / bosses running freely and dropping people in some cases instantly , this system should not have been thrown in without doing major rebalancing in dungeons FIRST.
I agree on ur point about skipping mobs. Whenever I do arah runs all I hear are ppl skipping mobs (with glitches or without) the so called speed runs. It sickens me really. When I did this dungeon the first time it was with a bunch of first timers and we cleared our path and I saw no one complain about it. I do however see ppl cry about not reaching the safe spot cuz they cant get passed mobs in the speedruns.
I remember a reply from Anet saying its our choice to skip mobs and if the group is skilled enough and aware enough of the dungeons mechanics they are allowed to skip every trashmob they want (with possible failure as concequence).
They also stated that they could make every trashmob in a dungeon remain its agro to stop the speedruns but they wont do it.
The only reason I can come up with is that its unfair to the ppl who havent farmed dungeons like that as the speedrunners are ahead in gold now.
I used to play aion and in every instance mobs never lost agro and ppl were ok with it as it has always been that way. Im afraid if they do it here there will be mass QQ about how bad the new change was. But eventually ppl will deal with it and it will be for the better.
What about bring that in and leave the WP rez out?
The easiest way would be a timer of 1-5minutes to ress up. Thats by far the most fair solution to this problem.
altho I dont see why they implemented this fix anyway. its already frustrating to run the whole end back to the boss why is this such a big issue.
I do want to +1 the OP but rather have a more variety of stats and show the top 3 only (so not all to avoid spam)
example : top dodges, highest total amount of healing done to allies, highest damage to mobs, highest damage to bosses, highest amount of boons distributed to the team, most revives, most time spend reviving, longest alive, highest crit on boss,.. etc etc
those stats are fun to watch after the match and Im sure everyone likes to read what they have done the best in a dungeon. it doesnt really make it competive but even more fun. And maybe you could make it show only to the person who obtained it (not shared across the group) just like the top stats in sPvp
“Dragon’s Tooth
Dragon’s Tooth now uses ground-targeting."
This. I really hate how the targetting works on that skill its too easily evadable. I do however think making it follow the target is abit too much
First of all I want to say that my point of view is without counting fractals as a dungeon I will be mainly talking about regular dungeons.
To start I want to say that I really enjoy dungeons. I love exploring the tactics and ways to deal with certain situations and support the team as much a possible. I mostly pug and except for a few runs I dont have any reason to complain about it. Also the mechanic that ppl can join runs cross server is awesome (big thumbs up for gw2lfg.com).
That being said Im abit dissappointed of how rewards are being distributed in dungeons. I can get similar gear with the same stats from an easy dungeon that can be done in 15 minutes as a dungeon like arah that takes more than an hour mostly to complete. Ofcourse the skins are cool and all but that still most ppl work for the stats rather than looks. I was fine with the current state but now Im stuck at not knowing what to buy to improve my character. (making a new character shouldnt be forced this way). Legendarys are ridicilously hard and the stats hardly differ from regular exotics.
A cool addition to dungeon gear would be the ability to upgrade it (beside runes) so you can keep on improving and maybe add some nice shiny particle effect (I know every mmo already has that but it did keep us all busy and gave us reasons to play and enjoy the game). (to keep it all balanced maybe reduce the base stats and make it increase with every upgrade)
Another suggestion would be unique drops(chests/bosses maybe mobs) in dungeons, something thats worth looking forward to whenever the run starts. (glob of ecto? I dont see why they are only availlable from salvaging exotics and rares). Low enough to not influence the economy much but high enough to give running dungeons a new purpose.
same happened here. we had to cancel the dungeon and move to path 3
Short and simple: the boss doesnt go from juvenile to hostile. Even after the dialog.
Me and my group in total tried about 5 times in order to see if it keeps occuring. We didnt skip any mobs to reach the spot btw
This bug wasnt there 2 days ago so I guess it came with the new patch.
it made elementalist viable for healing not to mention the skill that was needed to heal ur mates.
put down healing fields and dodge through it.. keeping an eye on cooldowns and everything.. I havent seen any game so far where healers could be so dynamic
it was awesome and I dont believe taking this away was even close to a good idea.. 5-10s cooldown would have been ok. I never saw anyone complain about this being OP tho..
great initiative MajorMelchett This will definetly make a difference
finally a player that doesnt consume his time by crying but by helping the mods locate the problems. thumbs up mate
overall I agree with most of the things u said. definetly about our buggy skills that makes us incredibly vulnerable in pvp.
As ride the lightning is bugged at this moment. I have come up with an idea of how it should be:
1) should only go to the target which is in front of the character(can be seen on your screen) so not on the back. I dont know how many times I see my elementalist go to the target where Im actually running away from
2) if theres no target in front of u it should go to wherever we are facing.
3) make us invulnerable to cc during the skill (I believe thats partly how we get stuck in the middle of the skill)
4) whenever our skill gets stopped by an obstacle it should immidiatly end