Showing Posts For Flameseeker.1563:

Damage Meters and Inspect Commands

in Guild Wars 2 Discussion

Posted by: Flameseeker.1563

Flameseeker.1563

I wouldn’t like damage meters just as they would infer that supporting players would be slacking when they were doing their job.

Regarding the inspect couldn’t it work on skin only basis?
Just hide the stats so ppl won’t discriminate but it would be awesome to just know what bad kitten gear/weapon the other guys is wearing/carrying.

3 big economy problems

in Guild Wars 2 Discussion

Posted by: Flameseeker.1563

Flameseeker.1563

I’m sorry but i don’t get all the fuss over TP playing.
Playing the market is, and always will be, the most profitable action in any MMO and the expertise needed is the same if not more than actually playing the actual game.

Besides, do you guys think that removing TP and go back to map chat and personal trading would decrease the number of bots or power-traders?.
Just to a google trading challenges on GW1 era and you’ll see some guys that starting with no gold would have more on their banks at the end of the day that most the population in a couple months.

Tips for beating Liadri?

in Festival of the Four Winds

Posted by: Flameseeker.1563

Flameseeker.1563

To get your necro to just use auto-attack and win just grab:
- condition gear
- scepter/warhorn
- consume conditions / spectral grasp / signet of spite / signet of locust / lich form
- traits 0/6-II-VIII-XI/0/4-V-IX/4-IV-VIII

1st phase:
-target and mark liadri
-use #2 to destroy the pulling thing
-strafe left and right to dodge the attacks
-use spectral grasp to pull the shadows to the pits if they’re too slow

phase 2:
-get +/- to the half way to the middle of the arena and just strafe for one of the sides while auto-attaking
-use #2 to either destroy the pulling things or slow down liadri
-use #5 for swiftness
-consume conditions to get rid of cripple and don’t overuse dodge when unnecessary

bonus:
-lich can attack targets from behind and give you stability so if you pop it just press #1 while avoiding the aoe until she’s dead

How many of you have 100% map completion?

in Guild Wars 2 Discussion

Posted by: Flameseeker.1563

Flameseeker.1563

8 chars
8 lvl 80
8 map clears (though now they’re not 100% since the last couple updates)

I found that movies/series/anime help a lot going through the areas, I sure cleared all my backlogged stuff like this.

[Proposal] How to fix the PPT system

in WvW

Posted by: Flameseeker.1563

Flameseeker.1563

Just introduce a rating system based on current map population.
If teams are balanced it stays as it is now, if one of the team is outmaned either it will get more points per controlled objective or te leading teams will get a lower score per tick.

Skins of the personal story

in Guild Wars 2 Discussion

Posted by: Flameseeker.1563

Flameseeker.1563

When you have 8 chars all with world clear and story finished you can guess what I think of going through another new chars right?

And i guess there are a lot more with worse stats that have more things to do than remake chars over and over again to get unique rewards (assuming some are race/story part bond).

Nerf the domination of Coverage

in WvW

Posted by: Flameseeker.1563

Flameseeker.1563

Why not just introduce a rating system based on current active population as an hotfix until a better scoring system is introduced?

If a side has 2x the pop in a map they should need to cap 2x the objectives to score the same amount of points. (need some adjustments as this is a 3way fight but you get the point)

Night capping like this would be less significant but still have its rewards for servers that actually are competitive enough to keep playing through all the time-frames.

Remember the stealth

in WvW

Posted by: Flameseeker.1563

Flameseeker.1563

Stealth is godly annoying but i kinda see that’s mostly the only defense for glass cannon thieves.

What shouldn’t be allowed is to stealth finish a foe (the typical down→stealth→finish tactic), otherwise just instant kill me when downed by a thief and let me not waste the 3secs it takes him to finish me off.

Obsidian Sanctum JP Etiquette

in WvW

Posted by: Flameseeker.1563

Flameseeker.1563

This might be a PvP zone but necros throwing “reaper’s mark” at players at the end of dark room it’s called griefing.

Though most of the community i find around this JP tries to wave and go by without attacking there is always a jerk or 2 with too much time in its hands it seems…

GW1-era LA is gone forever

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

I find the destruction of LA similar to the old pre-searing ascalon.

How many of us were expecting for that level of destruction when we had barely knew how to play?
I fought too many charr with my flare spam necro and MM ranger until it seemed reasonable to change builds (not one of my proudest achievements in gw1…).

Still, Pre was an area that was later unreachable and it left so many good memories that i would guess a good portion of the players had a perma-pre char.

It is a pity we probably won’t see the old GW2 LA and for new players, that know little or nothing about the story so far, they won’t understand the impact of all the cities change but life goes on and i hope that the new city at least leaves a memorial of the even older GW1 times.

Heirloom merchant back for a day or two

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

“Lions arch merchant” i thought right away of the gem store.
Though not much they probably could still make a bit of money from the halo and horns there.

Heirloom merchant back for a day or two

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

I’ll add a 3rd:
-It will be added with the bladeshard merchant.

Heirloom merchant back for a day or two

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

From my last post it’s easy to see that i’m one of the guys that got burned but still let me place my pov on the issue.

1)
I would guess that most people in MMOs are natural hoarders, they’ll hang on to everything until a final confirmation and, even then, there’s a fair share of players that will hold on to the most useless of items even after knowing that they’re useless.

2)
ANET has plenty of precedents in which they go back on their decisions and there was a reasonable reason to think that the merchants would stay

e.g.:
2.1) there still are merchants from older LS chapters
2.2) the issue with scarlet chests
2.3) the forum error during last week
2.4) no mention of merchants removal on patch notes

There is also no negative impact on the game to return the merchants and even if some deleted the items i would bet the majority is still holding onto them.

Bonus round:
One of the biggest rollbacks on their decisions relates to the karma gain from potions. Since day 1 we were hoarding the potions and using boosters to increase our gains, having at a later point of the game as a side effect of getting jewel boxes almost for free. There was no warning for the nerf, though everyone abusing the system knew it was to come, and since most player base complained about the millions of “lost karma” they went back on their decision.

Now just ask yourself which one situation had the a bigger impact, ANET giving the option to let players get a couple skins and items or the millions of karma that people were able to acquire after the rollback?

Also, do you think none used the potions after the nerf since they thought they were useless to hang on to? Should this minority complain and ask for the removal of the karma from everyone else?

GW1-era LA is gone forever

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

Just me or this is like an incredible opportunity to make an LA 2.0, in the regard of a completely new layout with up to date construction and technology?

LA got destroyed once and left to rot for a while. With the pirates it was slowly rebuilt from the wreckage and only then expanded as resources were available until it achieved the status of neutral trading hub.
The money/people influx from trading made the city grow, though the lack of planning results in several disparities in buildings architecture and placing.

Now with a little help from all the races and the orders it should be possible to create a kind of city-fortress that could withstand the future threats that are coming and also act as the headquarters for the races offensive plans.

Heirloom merchant back for a day or two

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

I still don’t understand why ANET has so much trouble communicating with players…

Not everyone has facebook, tweeter or time to browse through all the forums yet, if i’m not mistaken, if we play GW we actually do enter the game so why not just send an in-game mail (either as a dev reminder or a simple lore-like letter)?

Regarding the forums i tend to check once or twice a day if i’ve got the time but the news/information is mostly useless for the majority of players and i don’t think it was that hard to make a sticky note about the event like:
“xxx event runs from y to z, beware all related npcs will be removed at ww day”

Also the early release of the patch notes didn’t warn about the removal of the merchants, and since lorewise it made sense for them to still be there i was waiting to actually open the bags this weekend, when i would have time to relax and sort through everything (yay for being busy last weekend…).

To reiterate, the communication medium should ensure that almost everyone gets the message and that should either be a well deserved in-game message or, at bare minimum, a sticky note on the forums and correct patch notes.
I don’t think that’s that much to ask for…

Six Minutes to Knightfall STILL bugged.

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

I thank you for the nerf, I actually made to scarlet on half filled OF and at home we managed to get it done in 5:40 or so. Still no achieve though

DoubleClickomaina....

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

Actually autoclickers are in the gray area as depending in the situation they don’t actually break the game per se.

Simple orders as double click x times on this spot of the screen is even achieved with some official mouse software (if i’m not mistaken) and as long as it doesn’t enable an auto-mode it doesn’t affect the game in anyway.

I don’t think it issues red flags on the account (like the old texmods in gw1) but use it your own risk.

Six minutes to knightfall after Patch

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

Is anyone knowledgeable on how ANET test these things?
Do they actually have 150 guys test the event or do they just pick an excel sheet and calculate the boss HP on their view of a reasonable DPS?

Apart from all the bugs it seems to me they they throw a “/random boss hp” and then patch it accordingly to the community response.
Also their way to divert the issue of condition builds unplayability in PVE is just add so much condition hate to make sure none will use – typical go zerk or go home.

What to do with 4250 Blade Shards?

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

Easy guess since they were added to the sprocket mining vein.
Yet it will be another insane 10k blades for mostly useless vanity items with much likely horrible skin again.

*Spoiler/Theory* We Made Everything Worse

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

My guess would be that she’s would be a kind of anti-hero that got corrupted with time.

On the asuran experiment she probably saw how the magic moves from the leylines (and probably how it relates to the dragons) but somehow she willingly or nor severed ties with both the dream and the nightmare while, at the same time, she somehow connected to the dragon.
I would also go as far as to say that her corruption was like a slow paced disease, as we know her nightmares got worse with time, and as she realized what was happening she started to devise a plan to counter the dragon. Obviously her unique condition, lack of moral compass coupled with an overly creative mind, would make her work solo or through manipulation not minding any collateral damage if results were achieved.
The study of dragon magic, creation of a mechanical (incorruptible) army, the giant marionette to fight a giant enemy and the increasingly strong poison also points to a fight greater than a simple conquer/destroy a city to wake up a dragon.
Her original objective might have been drilling in LA to somehow poison the leyline and injury the dragon before waking up and then fight it in a weakened state but, the corruption got the better of her by this point. Instead she unleashed hell on the city and simply woke the dragon up going has far as to call it “master”.

Small edit:
I don’t believe we actually made things worse for us. We surely lost a great researcher but her work is lying around for the priory to make use of it. The only question is that will we be as productive as scarlet in the little (?) time we have before we get attacked by another dragon.

(edited by Flameseeker.1563)

In Tune Achievement anyone?

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

Got it on my warr using a dual axe/riffle.
Be sure to cancel the attack a couple seconds before the attunement is lost and you should be fine for phase 1.
On phase 2 i went to the green boss (dual axe) and stayed there until all the little ones were down going then for the blue (riffle spam #1). Very important to check your attunements and it seems they don’t refresh if you enter the platform before they’re over.
On phase 3 just kill the little guys, attunements don’t count for a thing i guess so go with whatever weapon is best.

Went the wrong way in Scarlet's End

in Battle for Lion’s Arch - Aftermath

Posted by: Flameseeker.1563

Flameseeker.1563

I’m pretty sure one of the guys tells you that scarlet is wounded down there.

No Achieves Because Other Players Are Bad...

in The Origins of Madness

Posted by: Flameseeker.1563

Flameseeker.1563

The Marionette isn’t as (stupidly) demanding as Tequatl and it can be easily done if:
1- people actually bring lvl 80 chars
2- people learn how to dodge
3- people realize it’s like those old warcraft 3 hero defense maps – just don’t let monsters leak to the portal

Still a few improvements should be done:
1- when teleporting give players a few seconds of invulnerability. I tend to spawn at 50% hp or downed just because the screen doesn’t load fast enough.
(i also don’t want to believe that a platform with 10+ players can get killed so easily even if half the players are that bad)

2- players have to be split more evenly in the platforms. It’s annoying having your platform finish with almost 1min to spare and look at the others struggling to the last second because of lack of manpower.

Adding a /Roll Command

in Suggestions

Posted by: Flameseeker.1563

Flameseeker.1563

Besides the issues with scamming there was problems with pvp matches.

In gw1 hero battles /roll was used to determine the winner, when removed it became RR (red resign) which ultimately led to the removal of the arena.

My guess is that they don’t want to repeat the mistake.

Agony Resistance account wide

in Suggestions

Posted by: Flameseeker.1563

Flameseeker.1563

Why not change it to account wide similar to magic find (treadmill of consumables that gets harder and harder to upgrade the overall account resistance) and leave the infusion slots for a straight ahead boost?

For example achieving 10 account AR would be like getting 10% MF while on equips it would still be 2x versatile infusions.

The higher AR would still need some equipments (or just grind as hell to boost acc AR) while regular players wouldn’t feel the need to have a fractal set.
Likewise new players could just get a ring or two in a char and be set for the 1st few levels while they slowly get their early acc AR and then join the regular player group.
With the boost on AR more fractals levels could be introduced and the ladder could be extended for all the pros to test themselves.

Win-Win situation, right?

[SUGGESTION]: Return Fractured!

in Fractured

Posted by: Flameseeker.1563

Flameseeker.1563

Been sick for a couple days and didn’t even notice this…

Not that i was missing that many fractals but not rolling blizzard, dredge and the molten boss ever in 2 weeks (doing once a day) leaves a bad aftertaste since so far i only missed 8 orb liadri and the buggy map defender…

Hope they’ll revert this decision and extend them until the end of the year, none expects new story until then and some people that work only have 2 weeks vacation at the end of the month.

Achievements causing friction

in WvW

Posted by: Flameseeker.1563

Flameseeker.1563

Achievements should be added as a way to guide the masses but don’t be grindy so it will scatter the population so they won’t help the server.

Regarding captures and kills:
SM, keep and tower captures around the right amount of grind
Camps feel a bit higher but easily done (50-75 should feel like a proper number)
Ruins is just time consuming (50 feels a good number but it’s just like being at a merry-go-round)
Merc camps should succeed by either capping or destroying the enemy camp (that way 50 would be a fine number)
Dolyaks and Sentries are way too much (100-125 tops or people will just stop working to farm them)
Player/guardian kills are at a fair number (following the zerg the killer can be done in less than an afternoon and by the time you finish the captures the guard kills should be at least at 80-90%)

Regarding supplies and siege:
demolition should be capped at 15 (30 is easy trebbing SM but boring as hell)
supply on repair should be at least halved (like it was mentioned people will waste them otherwise)

World rank:
50 isn’t that hard but 30-40 should be more than enough

I think the achievements were meant to introduce new players to the different aspects of the WvW but the grindy aspect is hurting the WvW dedicated population. Most achievement hunters wont care with the fight, unless it benefits them, and that drags their server down and discourages the veterans to play.

There was also a couple of mistakes on the achievements:

There is no defending.
People were shouting let SM flip or some tower/camp/sentry be capped just so we could use it to then farm the achieves (much like the teq problem for the secret achievement – fail for profit isn’t that good of an idea).

No supply for siege
Some players didn’t use their supply on siege because there was no achieve for that. So if halving the supply for defense like in my earlier suggestion the other half could go for the attack.

No escort dolyaks
Supply is a vital resource but there’s no incentive for new players to learn that escorting dolyaks and speed buffing them is beneficial.

Extra modifications:
Siege usage is a bit awkward in the sense that you can have a complete noob using the engine with a full master asking to use it to quicken the process. Some priority targets depend on the speed of the assault but people just won’t leave the rams/trebs/etc.

What i would suggest is setting triggers to who would control the device according to this:
1- ownership of the plan
2- mastery of the siege device

Example:
Lvl 0 ram mastery player is using a ram and if a level 3 would try to control he would kick the lvl 0 player. Then if another lvl 3 would try to overtake he would be denied but if a lvl 4 did the same he would control the ram.
The only way for the lvl 0 to stay on the ram was if the ram was build with his plans but since commanders set most of the siege that shouldn’t be a major problem.

That’s all of my input on the matter, probably lacking since i’m not a WvW veteran but that’s what I noticed the most since the start of the season.

What do you guys hope the update will bring?

in Tower of Nightmares

Posted by: Flameseeker.1563

Flameseeker.1563

Following daimasei.4091
-More grind (farm x0000 amount of useless item to get random bad or mini is so much fun)
-More time-gated content
-More useless items in the Gem Store
-More zerg farm fest
-More CC on mobs (i love to be perma crippled, immobilized and pulled/pushed around everywhere)
-An open world boss that requires guild like coordination
-Disable all skills but auto-attack on wvw (no need for them on blob fights anyway)
-More achievements for failing events
-A JP that has WP hours away and every time you fail you have to start from the beginning
-More bugged achievements that can’t be gotten afterwards (i’m looking at you “invasion canceller” or i would be if it was on my achieve panel)
-Nerf to condition damage (it’s so OP in pve and it’s killing world bosses too fast)
-All mobs be turned to structures so my necro can kill them faster
-Remove some bank tabs, i got so much space i don’t know what to do with it
-Don’t touch the new target system (makes so much sense that “target closest” makes the champ half a mile away the priority target)
-Remove the giant from the inquest event since there are way to many giants around the world

I’m probably forgetting some more stuff but i’ll leave it for the rest to fill in…

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

Posted by: Flameseeker.1563

Flameseeker.1563

Hi
With all the skill lag commotion since the last update I’d like to know if there were already any changes on the last patch.

Before on zerg v zerg fights i tried to activate skills but the icon kept on flashing the queue animation until half the people were dead (basically no skill activation) and it was mostly limited to the fight zone and close by areas.

Now it’s possible to tell when a zerg fight starts on the other side of the map because of the same issue (no skill activation).
Also lately i’ve been having trouble with recharge times too. I noticed that on my warrior shouts would recharge but i couldn’t use them (so i thought zerg fight → no skill activation) but then i noticed that my signets recharge time was over but the passive effect didn’t start for quite some time.

Anyone else noticing recharge time discrepancies as well?

Who's in charge here? Achievement

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

Just a question is it a team achieve or a solo achieve?

We cleared 60% of the room and then pulled the boss and after killing him and clearing the rest of the mobs none of us got the achieve.
The achieve description states that we can’t die nor break agro so my question is, if one dies none gets the achieve or just that person shouldn’t get the achieve.

Since we had one death and none got the achieve i imagine it’s the 1st case but this topic is bugging me a little.

Constructive feedback for new TA path

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

Finally beat it and my god it’s so much easier when people know what they’re doing.

I just don’t understand why the condition immunity skill from the mobs.
The dungeon was designed to hinder zerker play by not allowing skip so much, multiple puzzles and so on, also Cdmg is already so weak compared to Pdmg so i really don’t know why punishing it even further…

Excelent content, however buggy

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

Im not sure if this is a bug or not, but is it intended, that clockheart is easier to melee than to kill at range. because he dont use all of his skills (the stong ones) if the party is melee.

I think it’s working as intended.
He has “devastating long ranged attacks” or something like that so melee should make it easier. Still you have to know how to dodge when he slams the ground (not that hard, pretty obvious and slow animation) or you’ll basically be instant downed. There’s also the grab/throw attack that can end you on the other side of the room or worse, in the middle of aoe.

Excelent content, however buggy

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

It was annoying at first until you remember that there are a number of skills in the game you can use to draw them closer to the boss. As soon as we swapped in a bunch of skills (pulls, knockbacks, fear) we simply wiped the floor with the boss.

Reducing thier range would pretty much ruin the unique aspect of this fight.

I do know of those skills and it was fun to actually use spectral grasp in combat, we laugh so hard when we necros were chaining it to bring those that spawned on the other side of the room, the only problem is the hitboxes.
For example the bosses throw sends you flying through the buildings, sometimes even towards the middle of the room through the walls, but if there’s a speck of dust in the middle of our pulls the mob just alts midway.

We failed some of the times because of corners or the surrounding buildings just barely being on the line of sight that’s why i suggested a slightly lower range.
I know that the pulls/pushes have limitations due to exploits but it gets annoying when the failure isn’t exactly our fault.

Excelent content, however buggy

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

Regarding resetting the boss we found a couple bugs, this happened to us when 4 of us died and the last 1 broke combat and didn’t leave the room.
1) floor didn’t reset so we started the fight with only 1/2 of the room to walk
2) one time holos didn’t appear

On 2nd case we tried to brute force the fight, we were new and didn’t knew what triggered the electric floor, so using DS and other invulnerability skills to bypass the wipe attack we got him to 50% until we wiped out.

With 2-3 men (party leader was too tired and died on the first slam and another party member apparently didn’t knew how to dodge) we almost could have done it but unfortunately we didn’t finish it.

About the holos spawn could you please make some small fixes:
1) don’t appear in electrified areas (even using grasp necro skill sometimes it seems they get stuck midway)
2) lower their attack range so they follow you more closely instead of just swapping targets and remaining in the same place

Also is it intended for the boss spinning thingy aoe to stay so long?
It seemed as the fight got dragged on the whole floor was getting more and more of them. Is that another timer for us to get it done within a time limit?

All in all i like the fight it’s just a pity i will have an hard time getting a pug to actually get it done.

Constructive feedback for new TA path

in Twilight Assault

Posted by: Flameseeker.1563

Flameseeker.1563

So far only made to the 1st boss but with pugs its a miracle we got there.

Ooze room is insanely hard when people just don’t listen…
Tell them to pull spawn @s bad @s sparks in arah P4 but i hope they don’t put anymore escort mechanics unless it’s a basic defend the npc type.

Wipe after wipe in the 1st boss since an enlightened party member thought that killing the growing ooze was way better than going for the boss… “If it’s getting bigger it’s beacause it’s getting more powerful, we should slay him 1st” that was his reasoning.

Oh well, i guess this will be a nightmare to pull with pugs until people get half a brain.

(edited by Flameseeker.1563)

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

I understand higher risk for higher reward, gw was always about that even in the previous game. You sacrifice safety for attack power to be faster and more efficient but the gap at the moment is just absurd.

Look at gw1, warrs did the most dmg but had the most counters (mostly through blind, hexes and protection enchants). Casters, particularity necros that focused on killing stuff, did lower packets of armor ignoring damage while being relatively safe.
Elite missions completion time would vary a lot if you were on a hardcore speedfarm team or a safer version for pugs, and i never complained about the time i took to finish since i knew i would never have the skill to join the hardcore farmers.

What i want is the same balance and has passed enough time for us to get an update on this issue.
Note that i don’t want necros to burn through mobs the same speed as zerker warriors, it should never be allowed have high damage and safety on the same build.

Comparing to my early gw1 days my ranger summoning bone minions and flare spam elementalist were far more useful in a team than my current necro dedicated to conditions…

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

So while groups of 4warrs+mesmer should be allowed to blaze through the game, downing champs and legendaries in seconds, necros and other condition damagers should stay away of most content, seems fair…

Using an extreme situation (necros overpowering mobs) as an excuse for another extreme situation (necros useless in game) isn’t exactly the best way to make any sort of comparison…

Of course some limitations will have to be imposed but the state of the game currently punishes so much than any subpar alternative to zerker is still better than relying on cdmg.

For example you could limit the damage according to the type of mobs:
regular max of V stacks, veteran W stacks, silver X stacks, champ Y stacks, legendaries Z stacks.
In opens world you could set a multiplier based on the number of people that are currently doing the event. They already scale number of mobs, level of mobs, hp of the mobs and defiant stacks on champs/legendaries, why not the bleed cap be based on that too?

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

If there’s technical issues it’s their own fault for bad design but they get around it pretty simply.

Just imagine various conditions called bleed and they would have “levels of power”.

1) Players can only inflict bleed lvl 1 and it can stack to 25 (pretty much the actual case)
2) When the 26th lvl1 bleed hits all bleed lvl 1 is removed and replaced for bleed lvl 2 which would stack to 25
3) When the 26th bleed lvl 2 hits all bleed lvl 2 is removed and replaced for bleed lvl 3 which would stack to 25
4) and on, an on, depending on how many conditions players can inflict

So now we would just have to balance in terms of duration of the lvl 2-lvl n bleeds and how to calculate the damage it would do.
Option 1:
Damage bleed lvl n = Sum the damage of each bleed lvl n-1 ticks
Option 2:
Make each bleed lvl n tick have a fixed damage (even if lower than option 1 it would still stack in intensity and in the long run total Cdmg would be higher)

If bleed lvl 2-lvl n wouldn’t be affected by player status (increase Cdmg/duration) the technical issues would be minimal at best right?

I guess they know what's important...

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

I know a yes or no question is easier to answer but the problems underline Teq fight are present since release.

We should get a bit more than “we’re aware of the issues but we can’t do a bloody thing about them”. They could make a statement on the issue saying what they’ve been testing and how long it would take to implement some actual changes.

As a chemist working on the research field i know it’s not easy to come up with results, much less favorable results, in a short time. Still i have to give regular updates on my work stating what i’ve been doing and what conclusions i can derive from the data.

I don’t want a conclusive answer and a specific date for an update, i just want to know what they’ve been doing the last year to address the problems and, if they’re near a solution, a feasible time frame that could let them implement the changes.

It’s no use to release new content regularly if major issues with the game are still unresolved.

I guess they know what's important...

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

So for days we’ve been talking about Teq fight, what’s wrong with it and how it could be fixed/adjusted, and discussing how the current problems with the game has a negative impact on the community, mostly the overflow system and condition damage.
To that we got no single comment by Anet.

Regarding the availability of a couple minipets we get an answer within a day.

I do like minipets but i think you should get your priorities checked…

Encourage your fellow mate!

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Posted by: Flameseeker.1563

Flameseeker.1563

If Anet wants us to band together they should have updated their game a long time ago.

Condition damage is so weak compared to physical (in open world) and the cap just makes that some classes are completely useless in events. Either get rid of the cap or create new conditions to substitute when cap is reached and make it fair for Cdmg dealers to actually do something against buildings.

Overworld is a stupid mechanic since we’re already divided by worlds. Why should we have to play separately from the rest of our friends/guild mates because of a poor resource management…

Scaling is a good idea but it seems the devs can’t apply it properly. In some cases numbers overpower the scaling and in other the base difficulty is to high for a fair number of players.
For example early Scarlett died in seconds (scaling undermined by the number of people) and now Teq required near full map to be doable (base player requirement too high).

Lastly even the top PCs can’t play on maximum settings without huge setbacks on FPS. The game should have been properly optimized before release to address most of graphic problems.

People need to realize that...

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

No open world event should require a full map nor the level of coordination of guild events.

The smaller servers have no way to beat teq no matter how coordinated they are so they have to guest on other servers. In the meantime people from populated servers are constantly kicked to overflow which mostly lowers the chance of success by almost 100%.

I’m from deso and the only time i made to my server was at 5am and even without a full map we made it to almost 35% or so, but for that to happen we had 3 commanders and almost the whole map on TS. We just didn’t make the kill for lack of manpower, had the map been full or the bloody condition damage been revamped (we need a dam update since day 1) teq would have been slayed.

I don’t mean that the previous teq was better, it was a tedious fight to stand there and spam AA, but this could have been made harder without being so punishing.

Edit:
About afkers, some just tag the dragon for the event and don’t do a thing afterwards which would make them count for upscale.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Flameseeker.1563

Flameseeker.1563

Why not just make something like this:
Every time bleed is applied when 25 stacks are reached they are consumed and a new condition “deep wound” is applied, which would be something like a lvl 2 bleed that would damage the boss based on it’s health % that would stack again till 25 stacks.

Numbers on damage and condition duration would have to be tested since we wouldn’t want the 25 stacks of deep would to be easily achieved nor would we want the boss to be taken down solely by the dot, but this would make bleed way less useless in pve.

Farmers vs Completers

in Clockwork Chaos

Posted by: Flameseeker.1563

Flameseeker.1563

Completers can make it if they focus on the minions.

Farmers will pretty much clear aetherblades and molten with enough time to spare even with the absurd scalling and champion spawn rate.
With proper teams of 5-10 players roaming the portals they can get it done fairly quick since the event wont be spawning lieutenant and champion mobs often.

Is it fair? Not really, completers will end up losing a lot of money from champ bags but at least they’ll get the scarlet achieve in time.

Just hope for a better event design next time. The idea was good to make areas alive again but the system fails by rewarding the zergs far too much in comparison to the end reward…

13/13 Invasion Canceler completed

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Posted by: Flameseeker.1563

Flameseeker.1563

I kinda doubt you can’t completely afk.
Tried with a few event between 4am and 6am (less people to screw) and even not doing a single event i got credited in some maps.

I’ve also done most maps at least 3 times actively participating and i’m still stuck at 11/13 without any idea on which ones i’m missing…
My only hope is that entering the farm bandwagon i’ll eventually get it done.

"Swift Closer" achievement bugged?

in Bugs: Game, Forum, Website

Posted by: Flameseeker.1563

Flameseeker.1563

Since it didn’t specify if it was close 5 in 15min or close 5 in the 1st 15min i went with the later.
Just do enough in each event to grant bronze/silver and move to the next, you should get it that way easily.

I did it on an overflow on my 1st time without any trouble.

[merged] Invasion Canceler not advancing...

in Bugs: Game, Forum, Website

Posted by: Flameseeker.1563

Flameseeker.1563

Just finished fields of ruin successfully for the 1st time on my homeworld, didn’t swap chars or disconnect.
8/13 before and i’m still 8/13

Help with Meta Achievement

in Queen's Jubilee

Posted by: Flameseeker.1563

Flameseeker.1563

Dead eye with mesmer can get you the gambits achieve.
Just chain your reflect skills (warden, feedback, other fields with correct traits) and interrupt the kill shot and you should be fine (prepare to die a lot if you’re not used to mesmer though).

Meatless murder can be done easily with the warrior.
Pick your rifle and keep the dog crippled with #2, #5 can knockback him and if needed bring a fear shout. Use elite signet for near constant swiftness and with maximized dps you should have the dog killed between the 3rd and 4th meat.

[Feedback] Gauntlet; Liadri

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Posted by: Flameseeker.1563

Flameseeker.1563

I’ve got to agree on the camera but the hp is just right.
As a necro you can burn her down under a min on phase 2 with only auto attack, the hard part is staying alive for the 8 orb challenge (which i haven’t made this far). If you reduce her HP i’ll kill her way before i can get enough orbs just from condition damage…

From the fight i don’t like the pick up orb thingie which leaves me vulnerable when trying to find liadri (can’t call target without a team bullcrap) so i have to manually find her. Also shadows shouldn’t have 1 hit ko, those kittens always kill me since i’m in a hurry to gather orbs while avoiding the rest of the crap that’s thrown around in phase 2.

The pick up/throw mechanic tends to screw up my timing everytime and that’s my major failure on the 8 orb achieve that i doubt i’ll ever get. Luring shadows to the correct spots should me more than enough for phase 2.

Meatless Murder - Necromancer

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Posted by: Flameseeker.1563

Flameseeker.1563

I did the meatless murder on my warr but found way easier to pet-rush the fight with my necro later.

Try scepter/war horn for daze and speed buff, bring all pets (or change 1 for the speed sig if needed) with traits/gear focusing in maximum condition damage.
Before engaging summon the whole team and target only the dog, keeping him crippled with #2, use golem if needed for kd.
The extra bodies in the arena will give you more leeway to grab the meats and don’t forget the staff for frozen and fear for emergencies.