Showing Posts For Elias.4028:

Ideas to help Power Reaper

in Necromancer

Posted by: Elias.4028

Elias.4028

Hi everyone, here are some of my ideas how to help power reaper:

Greatsword:

Nightfall- now a ground target-able skill with 900 range.

Grasping Darkness – Unblockable

Traits:

Deathly Chill -Has a 1 sec ICD.

Reaper Shroud:

Deathly Spiral – one stack of poison.

Those are my ideas.

HoT was not "half done" and my 3 reasons why

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

There is not hundreds of valid arguments, there is a general outcry that says the content in HoT was under-delivered, and if you read my post I said they are right. The new WvW BL map alienated a large part of that community. No attention to dungeons and fractals alienated the casual PvE crowed. I do not raid so I don’t know if the more hardcore PvE community is satisfied with the raiding because I am not apart of that community. The Spvp players are satisfied from what I understand.

Is the expansion worth the money? For me personally it would be a yes. But i a not a hardcore gamer, I do not play for days at a time. For the people that do I can understand the outcry. And like I said before, Anet is not delivering their live updates at all, and for this much time to pass without at least starting the next chapter of the living story is really hard to justify.

HoT was not "half done" and my 3 reasons why

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

As a person that has been playing GW2 since launch, I highly disagree with the notion that HoT was “half done” when Anet released it. HoT brought into the game enough content worthy to have been called a full expansion. This said, here are three reasons why I think players are hating on the HoT expansion at the current time.

1. Raiding was not available at launch. I don’t think it would be a good idea to delay the entire expansion one month to have this bundled in with HoT at launch, but it is one of the core new game systems that really should have been ready to play.

2. Some of the content that was included in the expansion was simply not enjoyable to play. One example of this is the new WvW BL maps. Those new maps look like they took a lot of resources to complete, but the end product was not enjoyed by the WvW community. You can write an entire thread dedicated to why this is, technically is it much better than the old alpine map, yet it alienated the WvW community. Another example is the Dragons Stand map. An entire map dedicated to giving the community the elder dragon fight that wasn’t there with the Zhaitan fight. The last fight is awesome and really makes you feel in an epic encounter, but using an entire zone to get to that section makes the map one of the lease played for me personally.

3. This is the most important point of the three, the frequent content patches people enjoyed after the original GW2 launch simply hasn’t happened. HoT has been out for months now, why hasn’t the next phase of the living story started yet? I personally love doing it, and I’m sure other do as well. In fact, apart from balance patches and the raid encounter I already spoke about, there hasn’t been much new content added to the game. I understand that Anet split their resources 50/50 with live content and expansion work, but where is the live content?

Those are my three points on why people think HoT is lacking content, its not. The problem is the content that is there, some of it people do not enjoy doing, and this is a learning experience Anet need to take away from HoT. Also, the lack of content updates to HoT means people have been, for the last 6 months, been playing the same expansion content over and over. There was enough content in HoT to entertain players for a period of time until updates would carry the baton further. The problem at the moment is the content patches are not there and HoT is still holding the baton and is getting tired.

Ground Targeted AoE needs a counter

in Guild Wars 2 Discussion

Posted by: Elias.4028

Elias.4028

I didn’t know which forum to post this, this is mainly a problem in WvW, but since this also effects all GtAoE in all game modes I decided to put in in the general forum. WvW has what people describe as a “pirate ship” meta. Large groups dance around each other throwing ranged attacks and GtAoE’s to weaken the other blob until one has to retreat. The problem with this is that is creates in-divisive outcomes and Melee are often the ones fairing worse.

I think the main problem in not projectile attacks which has many ways of being countered, but Ground Targeted AoE attacks. I think anyone who experience a good amount of WvW has come to the situation where the commander tells you to move forward then all of a sudden the ground between your group and the enemies group is littered with red circles. This is a very effective strategy because if the charging team wants to get through with minimal damage they will need to use endurance or simply not charge anymore. This is where “pirate Ship” meta is born.

I just wanted to voice my concern that “pirate Ship” meta is probably not the way Arena Net wanted WvW to turn into. It’s not particular fun either for melee characters.

One suggestion is make some GtAoE abilities require a projectile to reach the ground the player character has chosen before the AoE begins allowing projectile counters to be more effective in stopping ranged damage. This obviously wouldn’t be the case for meteor shower/dragons tooth/ Barrage because the damage comes from the sky, but Guardians ranged symbols like swiftness or purging flames can use a light orb and flame animation projectile before the AoE triggers. Same for necromancer wells and marks and Ele’s many AoE abilities.

Again this is just an idea, but I do think GtAoE abilities need to have some sort of counter.

Mesmers need to be toned down... a lot Pt.2

in Mesmer

Posted by: Elias.4028

Elias.4028

Since the original thread was closed because mesmers couldn’t keep it civil, I will try again.

Mesmers have too many active defenses combined with their burst which makes them OP. For me as a theif, if I want a on demand stealth I need to spend initiative point as a D/P to obtain stealth which limits my near future damage output. And when I do appear out of stealth I am very squishy which makes up for my high burst. And unless I’m a condi build with pistols, when I enter stealth my opponent generally knows I will appear in melee range. Mesmers have non of these drawbacks while enjoying stealth.

Mesmers can’t have it all. Something needs to give: high burst, stealth, interrupts, stuns, blinks, pulls/pushes ect. ect. ect.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Mesmer players defending opness is expected, but Mesmers need their active defenses toned down. Messing up a burst combo then going stealth to wait for CD’s is not skill nor is it fun to play against in wvw/spvp. My suggestion is to lose stealth on mesmers so if they mess up of their burst rotation they get punished and not have invis to fall back on.

Main an engineer, killed many Mesmers over the weekend. So by your logic, Engineer is more OP than Mesmer. So in the end we really need to …

Nerf Engie.

/s

No i think engi’s are fine, this topic is about mesmers, learn to read.

maybe we should nerf first this thread and after that mesmer, engi and the thief that killed an engi? O.o

Sarcasm is not an argument, when you get older you will understand this.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

show me this 6/6/6/6/6/6/ build

Right here:

Right from the author:

“After experimenting with PU for a couple of months and everyone figuring out how OP it is, I decided to revisit my roots again. "

Mesmer’s know how OP their profession is at the moment, I’m surprised it’s taking Arena Net so long to balance it. They are usually good with these things.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Mesmer players defending opness is expected, but Mesmers need their active defenses toned down. Messing up a burst combo then going stealth to wait for CD’s is not skill nor is it fun to play against in wvw/spvp. My suggestion is to lose stealth on mesmers so if they mess up of their burst rotation they get punished and not have invis to fall back on.

Main an engineer, killed many Mesmers over the weekend. So by your logic, Engineer is more OP than Mesmer. So in the end we really need to …

Nerf Engie.

/s

No i think engi’s are fine, this topic is about mesmers, learn to read.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Messing up a burst combo then going stealth to wait for CD’s is not skill nor is it fun to play against in wvw/spvp.

So, you advocate nerfing thieves?

No, I play a thief and they are fine. Thieves are balanced by being very squishy outside of stealth, this is not the case for mesmers. This is why mesmer’s should have their stealth capabilities severely weakened. If not stealth then there are other active defenses that can be toned down.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Mesmer players defending opness is expected, but Mesmers need their active defenses toned down. Messing up a burst combo then going stealth to wait for CD’s is not skill nor is it fun to play against in wvw/spvp. My suggestion is to lose stealth on mesmers so if they mess up of their burst rotation they get punished and not have invis to fall back on.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Sarcasm is not an argument, mesmers are just plain OP now, both in live and beta. They have too many active defenses, some of them need to be removed. Mesmers should not have so many stealth options, that would be a good place to start.

Mesmers need to be toned down... a lot

in Mesmer

Posted by: Elias.4028

Elias.4028

Mesmers can’t have it all, stealth longer than theives, blinks, invuln on sword, instant ranged damage on greatsword with no travel time, high spike damage, interrupts and stuns. Mesmers are OP already on live and in HoT they are broken. Its time to nerf some of their active defenses if they are going to keep their high damage output. It is getting ridiculous.

Amor and Protection needs buffs

in Guild Wars 2 Discussion

Posted by: Elias.4028

Elias.4028

Not every class is supposed to have access to everything. By your logic the classes that have Protection now are OP.

Amor and Protection needs buffs

in Guild Wars 2 Discussion

Posted by: Elias.4028

Elias.4028

In the current game damage is out of control. Armor and Protection buff do really little to mitigate damage. These both need buffs to the amount of damage mitigated. Protection should be -50% from the current -33% and armor needs to scale higher.

Are tanky builds obsolete?

in Guild Wars 2 Discussion

Posted by: Elias.4028

Elias.4028

Maybe toughness should reduce condi damage as well then? not as much as physical damage but it would help melee in WvW not get blown up.

Are tanky builds obsolete?

in Guild Wars 2 Discussion

Posted by: Elias.4028

Elias.4028

I was wondering about the experiences of other players. In WvW are your tank builds not performing as well as they use to prior to the patch? Is it the condi damage? It seems I blow up like paper now. What am I doing wrong?

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

If Anet says GW2 vanilla is free why isn’t there an option to get the original for free? What if people don’t want to play HoT an only want to original? Archage screwed over their fanbase before their game launched and look where it got them.

Do you think Anet is hiding something big

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

They said they announced every major new item for the expansion, what they didn’t say is what they are revamping out of the old ones. I expect new Guild Missions that involve more of the challenging group content (or raiding).

Why I won't be playing the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

The thing you have to wrap your head around is revenants are less about deciding ahead of time which utilities / elite you’ll use every fight and settling into a rotation you mindlessly execute ad nauseum. They’re more about deciding which utilities / elites they’ll use as the fight unfolds. Of course you’d still have to freedom to settle into a rotation with your revenant if that’s what floats your boat.

The only other GW2 profession which comes close to matching this freedom and diversity is thief.

I’m not talking about rotation, I’m talking about build diversity. It seems that the biggest way to distinguish one Revenant from another will be the choice of legends you pick. And once you pick those two legends pick a weapon set and that’s it. Not a very deep customizable system. Revenants can’t do something like Guardian Mace/focus + scepter/shield with two concentrations and a shout with tome of vengeance, or the same build with different utility skills or slightly different weapon combinations.
You are set with what the legend gives you.

People are already screaming about meta builds and how most professions only have a few number of competitive choices anyways. Build diversity isn’t about being competitive, its about experimenting to see what’s cool. And guess what to all you “meta” screamers, “metas” are NOT set it stone and changes constantly, why? because people experiment and find new “metas” to replace the old ones!

I believe Revenants are going to be one of the most inflexible and static professions when it comes to diversity. Once a legend combo will be deemed the most powerful, or “meta”, unless the develops change the games mechanics, that will probably stay that way consistently.

(edited by Elias.4028)

Why I won't be playing the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

From a dev post i read earlier, it seems that the customization capacity of the Revenant will be the players ability to choose 2 of 5 “legends” and that is about it.

There is no such dev post, the only developer post on the subject states that the decision has not been made yet, and as such it is still open to feedback.

It wasn’t from a post, it was from an interview. When asked how many legends there are a developer said people can look at existing skill sets to get an idea. Well every class has 5 different utility skill sets, so my guess is 5.

Why I won't be playing the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

To recap, the choice seems to be 1) choose 2 from 4 or 5 legends, 2) choose two 1-handed weapons or 1 two-handed weapons from an unknown number of weapon options, 3) choose traits, 4) choose equipment and 5) choose whether to use your specialization or not. All in all it is somewhat less than other professions, though it’s not as terrible as you make it sound.

1. I believe there will be 5 legends because all professions have 5 different utility skill sets. So a Revenants will be able to use only 8 of 20 utility skills because of the system in place now. If there are only 4 legends the problem will be worse.

2. I was wrong about weapons sticking to a legend, but with the current setup Revenants will get half the weapon options that other professions can use at any given time. At least Elementalists and Engineers have attunements and kits that they can use to gain more weapon options. Maybe the Revenant will have the same thing, dunno yet.

3,4,5 are normal.

It still seems the largest and more definitive way one Revenant stands out from another are the two Legends “stances” they will choose. I still think once HoT is released, this will be the standard in which Revenants are differentiated by, I hope I am wrong.

Right now when I play my shout warrior I can swap the third shout for Bulls Rush to get another gap closer. On my medi Guardian I can swap my third medi for Wall of Reflection for projectile defense and the other players won’t know until I use it. When players fight Revenants, after they get used to the different legends you know what to expect. This might seem unimportant to some players but it does take away a lot of dynamism from the game, and the profession becomes very static.

(edited by Elias.4028)

Why I won't be playing the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

I am eagerly looking forward to playing Heart of Thorns, I will not be looking forward to playing the new Revenant profession because of the lack of diversity in the profession.. From a dev post i read earlier, it seems that the customization capacity of the Revenant will be the players ability to choose 2 of 5 “legends” and that is about it. The healing skill, the elite, and the utility skills will be forced onto you and you will not be able to swap them with the exception that you might be able to switch one utility skill (4 utility skills for 3 spaces).

This is the confirmed information right now, but what if this also extends into weapon choices? Is the Hammer only be usable with the dwarf legendary? or can it be used with Malik? And vis versa, can we use the mace/axe with the dwarf legendary “stance”? It would seem that weapons are also tied to each legendary “stance”.

So it seems to me the only way to differentiate your Revenant from someone else is your option of legendary “stances”, one utility slot, and the choice of traits your will choose (but to be frank, you will choose the traits that support your legendary).

I am a big supporter on the option to be able to differentiate your character in an MMO, or else everyone is a cookie-cutter of each other. I know there are “meta” builds that a lot of people follow anyways and don’t care about their character in relation to another, but I do and I’m sure I’m not alone. So I’m not looking forward to the Revenant, I’m looking forward to my Great sword necro!

Let's Talk About: Specializations

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

Looks like Warrior and Guardian are the last to figure out what their new weapon will be so here is my speculation:

Warrior: uses staff and becomes a monk style character.
Guardian: Uses one-handed axes and becomes more offensive.

Just my thoughts.

Guild Wars 2 HoT Release Date? [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Elias.4028

Elias.4028

Heart of Thorns is going to be released Q4 of 2015, so I’m guessing November.

Am I the only person who liked Seeds?

in Living World

Posted by: Elias.4028

Elias.4028

This was one of my favorite living story release content. Keep it up Anet!

trait skill : Destruction of the Empowered

in Warrior

Posted by: Elias.4028

Elias.4028

It’s a PvP trait not PvE where Burst Mastery will outshine it. I would like to see it buffed nonetheless to 4% or 5% per unique buff.

100 Blades, its going to be reworked or not?

in Warrior

Posted by: Elias.4028

Elias.4028

Hundred Blades root effect is to balance the nice damage it can put out. Where I think it needs a buff is it’s durations time: 3 1/2 seconds should be changed to 2 1/2 seconds. Mobility in PvP is the most important deterrent from damage not health or toughness. Hitting a non-frenzied HB is saying to the enemies around you "hey hit me for the next 3 1/2 second and I won’t try to stop you!