Showing Highly Rated Posts By FrostSpectre.4198:

One thing missing in the new chapter...

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Now completely no use of boons by the mobs in the new area, well same stuff with the Ember Bay (tho the “vulnerable when chilled” was interesting), the maddened white mantle used a poor boosts and consumed bloodstone to buff up a little bit…

Tho, upgraded versions of pre-existing mobs like the Icebrood Wolves was nice, but only in Bitterfrost Frontier…

Too bad that the icebrood mobs didn’t exhibit vulnerability when burning, like the Destroyers did with chilled.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Why do people play anything other than a war?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

To be blunt: That’s a stupid question. Same as asking “Why don’t people like things that I like”.

Every class has their play style.

Heavy
Warrior for high survivability and dps mixed together, very effective in melee combat. Can die quick when their defenses drop.

Guardian for better support play style with alot of boons. Low health and limited condition removal options makes them vulnerable against attrition combat.


Medium
Ranger for variety of combat styles, and even highly mobile support. Jack of all trades and part dps reliant on pet, most skills also more selfish.

Engineer for jack of all trades, alot of options, also possess a good condition burst. Doesn’t possess strong skills, some skills are also unpredictable.

Thief for fast, stealth and high single target DPS. Low health and medium defenses limits them to hit and run style gameplay only.


Light
Elementalist for jack of all trades and alot of AoE potential. Low health and defense leaves them mostly glass cannons.

Necromancer for attrition style combat, conditions and boon/condition manipulation skills. Doesn’t possess good spike options, only attrition style most viable.

Mesmer for deception, manipulation and with support options. Should their illusions fail to deceive foes, left vulnerable that way.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

ALL Mobs should use boons...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Since PvE should always mirror aspects of PvP, but not perfectly though.

Mainly a complaint of lack of boons used by common mobs in open world PvE, while playing with classes that can remove boons or convert them into conditions.

What I’ve found so far, Boons are pretty much restricted to PvP and Raids. Open world PvE mobs rarely use boons, apply 1 boon on themselves that does nothing (either ½ second Might or Swiftness on super fast mob moving on already max speed) or apply “boon-like imitation” that can’t be removed or is removed by other game mechanic.

Really hoping an upgrade to existing mobs, but most likely gonna happen in next expansion…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

People paid or rewarded to post here?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I doubt it. I haven’t gotten anything, since I’ve given some praise about the new stuff, and have very little complaints so far…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Golden bikinis :(...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Wow, few ignorant replies, never read that the OP asked for an option to use male or female armor-models, of course correctly fitted to look good.

OP wasn’t asking for “OMG, make all Female battle bikinis into male-armor!”…

I would also like this kind of option…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Top Reasons To Return to Guild Wars 2

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

People are complaining, but ANet doesn’t have full control on releasing content to GW2, NCSoft does.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Addressing a misconception about AP

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

AP in my opinion measures how seriously you take this game

No, it measures how seriously you take achievement points.

I agree.

Also agreeing on this.

I heard that some even might use bots to get some tedious stuff, that can be done with bot program, just for the APs…

Some might use hacks to speed up their process.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Can we get an option to hide...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I’m also abit annoyed of these items that breaks immersion of the GW2.
Bird wings, super sized bags (2x larger than player).

I see a stranger, I don’t care if their stuff was expensive and ridiculously huge compared to their size.

Since literally, everything I see worn by NPCs, can be worn by players. But not the other way around.

GW1 held quite the normal look, with no special items.

On other hands, I wish the graphics option which control “Player Character Quality”, would rather have abit better quality stock models on basic colors (other than just black character and grey armor), with atleast more basic animations than just “run” for movement and “overhead smash” for attacks and interactions.
Also it should hide backitems, and not reduce quality party member models.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Do pants not exist in Tyria?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Mesmers should wear armor like this instead of the common light armor. They are to fabulous to wear the clothes that Necros or Elementalists are wearing.

This is exactly what we need. I miss the old GW1 simple skins. GW2 has too many fancy, overcomplicated armor designs. GW1 Necro armor here! Look at all the tight stuff! -grabby hands-

I do miss the old necro style too, was very distinct to the profession, although mixing bdsm and goth styles.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Something MUST be done about the RP in DR

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I like the RP on the chat window, gives some extra life into the cities…

But I do agree it is probably better to create separate chat command for RP and have filter for it…

For certain those who have issue with players who RP in MMORPG, it’s annoying to look at the players attacking them for no good reason, as most of them clearly have “RPers are losers” mentality, despite themselves playing a RPG game.
“Your rights end, when you deny another one’s rights”

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Healing class

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, Mage would be Elementalist…


First thing about being support:

  • Deal damage, you don’t get contributions othervise, a design choice to make dedicated healers who don’t attack impossible to use.

If you want Support character, they would be:

  • Guardian (Master of support, boon based mostly. Increases armor and heals when supporting, some skills apply boons on each second.)
  • Elementalist (Their jack of all trades design allows them to be the most powerful healers, though loses on boons when compared to Guardian.)
  • Ranger (Best mobilility based support, since they can spam Regeneration and Swiftness, even give Vigor to nearby allies)
  • Warrior (Best Offensive Support, capable of quickly apply offensive boons, has very weak healing capabilities, can buff and revive allies with Battle Standard)
  • Necromancer (Condition and Boon manipulation support, not quite potent healer, but seems to cover it with inflicting conditions and converting boons to conditions on the enemy. Can also bring in small army of minions to soak up damage.)
  • Mesmer (Aggro/Combat support, brings in additional assist with clones and phantasms, which then give allies opportunities to attack and pull out when needed.)
  • Thief (Aggro/Combat support, can give nearby allies stealth to break aggro and apply venoms to allies’ weapons)
  • Engineer (Bunker Down support, offers good variety of defense turrets, can also buff, remove conditions and boons with elixirs, can also inflict a quick burst of conditions)
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Addressing a misconception about AP

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

lol what a load of crock.

Is it so bad that some players want to do speed runs and clear dungeons as quickly as possible? Am I and OP a jerk for only wanting experienced players?

Not everyone wants to be a leader. Heck, not everyone has the capability or patience to be a leader. And that’s not a bad thing. If everyone was a leader, then what separates you from everyone else? Nothing.

But hey, I guess since I don’t want new players in my explicitly named “experienced players only” dungeon group, I’m a bad person.

Well, Rauderi covered it all.

Not to mention that some use bots and hacks to speed up their point gain, on the stuff they’re less likely to be caught…

Me for example, I’ve got 8k AP:

  • I just recently started trying Fractals and dungeons.
  • I haven’t done sPvP properly, just once tried it, which was very short.
  • I did little WvW. But only when we had a proper Commander and organizing…
  • Started doing World bosses after Feature Pack and Megaservers.
  • I don’t own Ascended or Legendary gear at all. I keep despising ascended gear, as they weren’t supposed to exist in the first place.
  • I got 8 characters, 1 of each profession. Most of the gear on them are still just Rare, few already have full Exotic.
  • I haven’t done achievements for the points, I just did the ones that gave me rewards.
  • I have crafted a single Ascended weapon for a skin, got a ascended gear box and 2 random trinkets as drop while doing stuff on open-PvE, after Megaservers. I just sold these items to merchant for 1 gold each.
  • I’m a quick-learner, so it won’t take long for me to know the methods.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

[Suggestion] Should lying dead be more punishing?

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Posted by: FrostSpectre.4198

FrostSpectre.4198

This topic is about players just spending very long times dead, during world boss events or other big group events.

Should it be more punishing?

Like Auto-ress function that after preset duration, 1-3 mins or something, WPs the dead player to the WP near to the map entrance player used, also takes the WP fee automatically.
or
Players who lie dead in big open world PvE events, more than 1 min or so, would lose their contribution towards the event. (Obviously shouldn’t affect dungeons, since WP use is often blocked due to “party combat mode”)
or
???

Interested on opinions.


Also worth noting about reviving Defeated players:
In combat mode the revive rate seems to be halved or more, thus taking very long to complete.

While reviving, downed or defeated, the reviving player’s Aggro rating is increased to 100%, meaning they’re high priority target for hostile NPCs, tho many reviving one can partially prevent mobs from focusing on 1 player.

During open world PvE events, especially during “hardcore” world bosses, reviving defeated player is not always a good option…


Although, this line in “Dynamic event” page in wiki: “Events can detect that players have not performed any actions relating to the event within a period of time and will scale down the event accordingly.”


Edit: putting suggestion here.

But I’ve seen good suggestions too, though I’m twisting them abit:

Priority change on defeated and downed players, including unique icons and tags. (Old suggestion already, suggested quite early)

Auto-WP-Revive to the nearest WP, takes the WP cost automatically, after timer of 30 sec to 1 min. Could be just Auto-WP, moving the player to the nearest non-contested WP but requires player to confirm the revive, doing so also pays the WP cost Openworld PvE only. (Another old suggestion that has been going on in the forums)

Stay Defeated too long, you get “Unconcious” debuff, “Defeated player” and revive tags disappear and CAN’T BE REVIVED DURING COMBAT, but the defeated player itself can WP to revive. Can be revived when not on combat mode, aka. outside combat Openworld PvE only. (From Roundabout.1752’s post. Idea became that it would be “Rigor Mortis” on another person’s post, but lore-vise it doesn’t work, not sure if it’s old though)

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

So is it dwarf or...

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Very likely race that could be added into GW2:

  1. Tengu (The most likely race, if one is added at some point)
  2. Skritt (From here the likelyhood drops significantly, Skritt being starting point)
  3. Largos
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Are my worst fears realized?

in Guild Wars 2: Heart of Thorns

Posted by: FrostSpectre.4198

FrostSpectre.4198

Judging beta as full game again…

There is supposed to be 3 lvls, Canopy, mid section (what was it called) and Roots.
Dunno this one seems more mid section with some extreme heights.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Can GW2 be saved?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

That is more complex problem. I don’t exactly know the numbers of players who say that they quit GW2, tho some of them are those who were unhappy about introduction of “superior elite gear”, while believed that gear wouldn’t be any stronger than max lvl gear, like in GW1 it was.

Korea is the strong consumer of GW2, according to one source, while America and Europe are lower and had drop too, while Korea seem to have not.

Although I also didn’t like the removal of town clothes, but more annoyed that town clothes are now tonic, which takes space.
Traits pushed to lvl 30 was abit extreme too, though thankfully I maxed 1 of each profession before Feature update.
Megaservers clearly need GW1 style “district” selection system, along with the queue and Reconnect feature like in GW1. Since the sorting function doesn’t seem to work at all, when automatic…

Gemstore on other hand, ANet gains very little from it. Most of the profit goes to NCsoft, who will use the money, along with the money from other games “store profits” along the % of published games sales, to produce and publish games they want, not necessarily use it on GW2 expansions.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Mystic Dragon "mini" is too big

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, my experience: It’s not obstructing anything, even though it’s that big. It’s thin enough so that it’s not blocking anything.

Well, if it does disrupt your gameplay, you can always disable the minipet.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Does the game still relly to much on zerkers?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, I see that the problem in zerker being good in PvE, is because most mobs only sport low armor, medium HP and high damage.

There are very few enemies that have more defensive capabilities. So far only notable foes are “Partially digested husks”, who sport very heavy armor…

And since berserker gear works for fast, high damage bursts.

I hope update to mobs comes at one point, introducing us more variety than our common “zerker feed”, along with the desired more advanced and adaptive AI too.

Though I believe the variation might only affect foes with ranks veteran and higher, leaving the normal mobs as the “can be killed with any build” kind.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I admit that 3 past topics were made when I was mentally disappointed on how playing DPS and DPS-support was the ultimate best in PvE content, open world and dungeons, even fractals.


Here’s link to my last Suggestion, from which I’ve improved the new one.
Suggestion-Old-PvE-Content
Any other topic past this one has no relevance, tho they contain very insightful thoughts, except ones by Ayrilana.1396, who tried to retort topic off the rails.


Suggestion is about updating PvE content, mainly “Zhaitan Campaing” (Same meaning as GW1 “Prophecies”, “Factions”, “Nightfall” and “EotN”, means specific content that came with each sold “box”), which suffers from what I call “Universal mob Design”, that consists about 90-99% of the mobs in GW2.

The release of Dry Top expanded mob variety to common mobs, while Southsun Cove introduced heavy boon using mobs. These are quite the exception from “Universal mob Design”…

Problem is not the skills being underpowered, game balance is different matter, the real problem is the mobs that don’t present targets for the “underpowered” skills.

I’ve played alot of Support and CC roles in PvE, basing on experience, and every time I was the “almost useless member of the group”.

Flaw of this “Universal mob Design”, is that mobs always have “High HP-Spike DMG-0 Armor”, are super slow (attack once every 2-5 seconds) and possess insignificant abilities.
Could call it “THE SUPER EASY MODE”.

Even ranks have a flaw: no rank, Veteran and Elites are “Trash mobs” (Vets and Elites are not special rank as one would believe), while Champ and above are bosses.

The weakness of “Universal mob Design” is that mobs are most vulnerable to Direct Damage source, which consists majority of Direct Damage builds, DPS and DPS-support.
Playing other than DPS and DPS-support, is like you want to be the almost useless member of the group.

Also that the “Universal mob Design” doesn’t use the Combat system fully, there are alot of cases where you don’t have to use mobility, dodge or even utility skills to kill some “trash mobs” and even Boss mobs


Points on how the “Universal mob Design” reduces builds usefulness, other than DPS and DPS-support:

  • Conditions, while conditions deal damage through armor, but has a catch that the mob must actually stay alive during the combat for the conditions to deal damage, which they don’t, as berserkers and other Direct damage builds will kill in 1-2 seconds.
    Thus Conditions barely did little damage.
    Another problem is that this forces conditions to be used on stronger foes that don’t die super quick, mainly Champs and higher boss mobs, this will reduce the number of targets against which conditions could be used, to the Limited set of Targets.
  • Control, even if one can stop their foes from performing actions, what mobs have abilities that are best to stop, that is the Champs and higher ranks, since Veterans and Elites are “trash mobs”. Do note, problem isn’t fully on Unshakable and Defiance, it’s partly on the lack of abilities that mobs could use.
    Like Conditions, Control has very limited set of targets. Open PvE, Unshakable will make Hard Control effects useless, due to scale up and to prevent players from Stun-locking the mob (Still it’s an essential design, atleast with current designs). In dungeons, same problem of Limited set of Targets, as Veterans and Elites are “trash mobs” with insignificant abilities and pose very little threat.
  • Healing, healing has it’s uses, like to speed up recovery and to lower pressure on players and allow their own healing and other abilities the time to recharge without forcing them to retreat and stop dealing damage. Unfortunately, due to “Universal mob Design”, there’s never a mob that actually creates situation where additional healing could be useful, again the number of targets is limited to Champs and above, since “trash mobs” don’t possess abilities like Area Denial or DoT.
    Again, like Conditions and Control, the problem of Limited set of Targets, due to the large number of “trash mobs” in the mob roster.
  • Boon/Condition manipulation, these are here to turn battle over in user’s side favor, remove boons from foes, conditions from allies, convert boons, transfer conditions, steal boons and etc.
    Unfortunately, mobs that actually utilize conditions and boons with great effect, are Champs and above, again it’s Limited set of Targets.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Feedback/Questions: MegaServer

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Posted by: FrostSpectre.4198

FrostSpectre.4198

Correct term would be “map copy”.

But yea, the kitten sorting doesn’t work…

What I think we need:

  • Map copy selector (Same as GW1 District selection)
  • Queue system (it was in GW2, but was removed on release of Megaserver)
  • Reconnect feature (Same as GW1 Reconnect)
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Reviewing GW2 Trinity. Yes, GW2 has Trinity of it’s own, but “Universal mob Design” makes 2 of them pretty much useless in majority of content.


  • DPS can provide Support and Control, but they focus on DPS, while effects of Support and Control are less potent. This is DPS role.
  • Support can deal Damage and Control, but they focus on Support, while effects of Damage and Control are less potent. This is Support role.
  • Control can deal Damage and provide Support, but they focus on Control, while effects of Damage and Support are less potent. This is Control role.

If more mobs were to have (But remember that you can STILL kill these mobs with any build you desire to use, even if they have abilities from below):

  • Heavy Armor, which reduces effectiviness of Direct Damage, like Mordrem Husks and Partially Digested Husks. These mobs won’t die as fast as “Universal Design mob”, thus giving more opportunities for other builds, depending on the mob’s abilities, but Conditions would be very effective against them. Still, players can use full berserker if they want to, but have to prepare for long combat scenario.
  • Area Denial, which reduces effectiviness of “stand-still-and-11111” tactics, as these types of abilities also don’t utilize spike dmg, they offer opportunities for Healing, Control and Boons/Conditions. Of course, Area Denial needs some fine tuning, to find the lvl which every player can overcome with their own reactions and abilities.
  • DoT, which creates pressure on players, Healing, Control and Condition manipulation could reduce this pressure. Players can go on against them as normal and win, with DPS build, but if there’s a Support or Control build player present, results will be somewhat different.
  • Buffer, these would change how nearby mobs perform, adding more damage to attacks or defense against dmg. This doesn’t need to be that strong tho, can be “avoided” until the boon runs out, use Control abilities to prevent application or bring Boon manipulation skills into builds.
  • Ranks, if updated correctly, no-rank would remain easy to kill “trash mobs”, while Veterans and Elites could be given toned down abilities that some Boss mobs possess, thus spreading the threat level evenly into every mob in the scenario. Champion and above ranks would still be used as “boss mob” ranks, but they won’t be the singular target that builds, other than DPS and DPS-support, are useful against.

Note: Still remember that you can use any build and win, even if mobs were to possess abilities from above.


Finally, I’m NOT asking for “Forced Roles” like the “Holy Trinity” games always have.

Builds that fall into Support and Control cannot create results as majority mobs are “trash mobs” and their only targets are the singular boss monsters that don’t die too quick.

“Play how I want” concept is relevant in this suggestion, you can play any build or role you want and win, even if mobs possess variety, but atleast Support and Control role builds would create results with this, rather what they do now.

Also about content difficulty, this is not suggestion to make content “1-hit-you’re-dead” or even “Hardcore”. What change would affect tho, is that it would move difficulty from “THE SUPER EASY MODE” into “Easy” difficulty (Again it will require fine tuning to find the lvl which every player can do universally).

Simply to remove the “Universal mob Design” from majority of mobs, mainly from mobs with rank Veteran and Elite, spread the threat among them (Veteran, Elite, Champion), not focus it on singular boss monster. Of course, Legendary and Epic bosses would have their unique abilities, that are more powerful than Champions.

Solo content can be understood to use quite alot of Trash mobs, but there are few times where mobs are actually abit more challenging.
Well, this is mainly about Group content, Dungeon and Open world.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

My opinion about Megaservers now:

1. Reintroduce queue system, so we won’t have to do manual complex taxi to join a same map copy.
Queue would be optional too, to queue players, when enough players are queued to same specifications, a new map copy would be created. Megaserver sorting either doesn’t work as intended yet or it’s too soft parameters. Best would be give players the option of hard sorting parameters, main would be “world”.

2. Add a system, similar to one in GW1, to reconnect to same map copy, on sudden unvoluntary disconnections, like losing connection or game crash. Players working hard to join a single map copy, if followed with sudden disconnect is frustrating, as the player is always placed on another map copy when reconnecting.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

For the 2 years, mobs from lvls 1-80, have been the kind of what you’d expect to face in Starter Zones.

The engaging combat mechanics in this game are not there, as long as we can go all DPS and just stand and kill everything without doing anything else

This is not a rant to demand hard mobs into PvE.
Just enough to make us dodge abit more, think about our positioning, keep on moving, use abilities and never make us focus on full DPS, Control or Support builds.
Enough to keep us on our toes in combat.
(Experimented a reasonable Warrior Berserker DPS build with some defensive abilities, while solo, on Mordrem, I did fine, never stopped moving, never wasted a dodge and tried to position myself, even against Husks and Trashers, which eventually died quite fast.)

Not to mention problems of 2/3 of combat mechanics being useless for huge majority of PvE content, due to the design and use of these mechanics.

Ratio of PvE content right now, would be 99% dominated by DPS builds while control and support are useless since they cannot affect the flow of combat, while 1% gives equal chances for DPS, Control and Support builds.

To make use of Support and Control builds in this PvE content right now, players have to take handicaps, which is pretty much same as forcing others to play this and that…

Unfortunately, having DPS build with some Support and Control abilities, is just DPS build with minimal support and control, which do work quite great with current mob designs, but Support or Control build with some DPS abilities, doesn’t fare as well at all.

Problems with DPS builds used in PvE:

  • Mobs are designed to have huge amounts of HP, which is not much of a problem for Direct Dmg, not to mention Rank ups boost HP in ridiculous amounts.
  • Mobs deal high damage per hit, but attack once every 3-5 seconds, rarely any faster.
  • Mobs possess abilities that activate slowly and deal quite minimal damage, which makes them pretty much harmless, even in group content.
  • Mobs have pretty much 0 armor, which is only stat that can heavily weaken direct damage effectiviness.
  • Mobs rarely utilize boons and conditions, never effectively either, just 1 or 2 mobs in a mob faction.
  • Ranks Veteran and Elite means nothing, just more HP and DMG on mob, othervise they’re no different from “Trash mobs”.
  • Mobs all die quickly, way too quickly, even before they spawn, activate or deal any damage.

Problems why Control and Support builds are useless for 99%:

  • Conditions require time to deal damage.
  • Healing is to give longevity if combat draws longer.
  • Control just controls and “tanks” mobs, should they be too much for others.
  • Boons give advantages, but some boons give over time advantages, like endurance regen or health regen.
  • Boon/Condition Manipulation is to change advantages to disadvantages and vice versa, but require that there are Boons and Conditions in use, should combat draw longer than expected.

But as 1% is where all builds have equal chances, it’s same as “limited targets” or “useless abilities”, unless one plays PvP exclusively.

Solutions? Not sure, but I can think of few, but then again they are not always good either, since I’m just 1 person observing and thinking solutions…

  • Better mob AI, so that mobs would actually use some abilities more effectively, even dodge. (Suggested by many)
  • Perhaps mob types, part of better AI, Example: Fast mobs that dodge quite accurately, attack fast and try to position themselves.
  • Variety on mob stats, even for Trash mobs, since “High HP-High Dmg-Slow Attack-0 Armor” has been so great so far, for only about 1/3 of builds.
  • Better use of Ranks, Example: NoRanks are Trash mobs, Veteran and Elites could be advanced mobs with toned down boss abilities and/or more significant lesser abilities, Champions are minibosses, Higher ranks are big bosses, etc. (This will also solve the “Limited targets” issue)
  • Better ratios of mobs, not too much trash mobs and not too many Unshakable mobs to limit targets for players and builds.

I do know that update all mobs into better ones will be huge task and never happen quickly. But as more content is added with current mob design in mind, the harder and bigger the job will be


This is speculations:

Rank ups, I think that rank ups use multipliers, which doesn’t boost extremely low values much, like with “High HP-High DMG-Slow Attack-0 Armor”…

Speculative mathematics with no actual ingame values, if it’s multipliers:
15,000 HP – 5000 DMGvsLight – 1 Armor – NoRank
Rank up to Veteran (x2)
= 15,000×2 HP – 5000×2 DMGvsLight – 1×2 Armor – NoRank -> Veteran
= 30,000 HP – 10000 DMGvsLight – 2 Armor – Veteran

Hopefully this speculation is true, or the new mobs are gonna be quite effed up anyway, if rank ups just boost HP and DMG with huge amounts….

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Feedback from an American 12 year old

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, there were alot of complains about players not knowing about stuff, like dodging with some cases (Then these players tend to think that others are trying to make a laugh out of them with “non-existant” mechanics).

But yeah, ANet should have focus the tutorial into very first lvls and then allow players to play how they like.

But then again, this is about the “standard”, which the old content defined for players.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Monsters variety

in Guild Wars 2: Heart of Thorns

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, I hope that it truly is a high priority on ANet to ensure there are open world PvE mobs that are NOT:

  • low armor, low attack damage that do nothing else, very high HP, very rarely use boons, rarely use conditions, almost never use control effects or gain Champion rank too easily. *cough*majority of mobs in base GW2*cough*
  • hit at best only 1-3 times, doing about 1000-3000 damage total, before dropping dead when players use full berserker gear.

Hopefully, atleast what I hope:

  1. Mobs will use 1-3 boons on themselves and their allies, something that players can remove from the mobs to reduce their effectiveness, unfortunately swiftness is most ineffective boon for mobs to use.
  2. Heavy armor becomes more common and other types of defense against direct damage builds (critical and non-critical), berserkers already are too effective in most of open world PvE.
  3. Few mobs that focus on inflicting large number of conditions, in burst or slowly.
  4. Mobs in Silverwastes hit rather hard, with the nerf of Vigor and some new “on successful dodge” traits, hopefully there will be mobs that keep on the pressure which can be mitigated with dodging and blocking, relieved with healing abilities or prevented with control abilities.
  5. Mob ranks, Veteran and Elite are more used than just giving Champion or higher ranks to some big ones, just to ensure that there will be mobs that hit harder than usual but are vulnerable to control effects. Of course Boss monsters would have their new defiance system, to prevent zerg stun locks as usual.
    Example: bosses with their Elite guards, foolishly sends their Champions first to defeat the heroes, when the champs fall, the Boss goes in with support of his/her guard of Elites. Yer usual trope(?)
  6. Mobs like Charge/Lunge Teragriffs that will use control effects
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Areanet, stick to your guns.

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

First let me say that I see nothing wrong with the B2P model (overall I enjoy it)…well, other than the game design bias towards gems—>gold conversion. However, how is $1/hour “utterly ridiculous?” I bet you spend 2-3x a monthly subscription amount in 1 night out with friends…heck, a one month subscription is like 2-3 beers at a bar… I think you need to reevaluate your cost/benefit analysis and put things in perspective. Both models work fine – there are times I wish GW2 was a subscription game as I prefer that model.

One reason I don’t Smoke or Drink, I save up money for other uses.

Once I have enough money saved for other uses, I could upgrade my computer…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

One of the problems with GW2's "soft trinity"

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

GW2 Trinity, well, for PvE, due to huge majority of mobs use same design and are Trash mobs too.

  • High HP is used as buffer for higher rank mobs, to create difficulty, but they still melt under berserker Direct Dmg zergs. Unfortunately this reduces effectiviness of Condition dmg.
  • Spike dmg is common attack for many mobs, they hit hard with single attacks but majority of mobs attack once every 3-5 seconds.
  • Abilities are same as mosquito bites, most mobs abilities cannot even down players who stand and attack them, so players are not required to use most mechanics or dodge. Mobs also don’t use enough boons that could change the pace of the combat, so Boon/Condition manipulations are also in heavy disuse.
  • NoRank, Veterans and Elites are trash mobs, Veterans and Elites might hit harder but still have the low/0 resistance against Direct Dmg, good way to limit other builds usefulness, by limiting the true long duration combat scenarios to Champions and higher ranks
  • Extremely low/0 armor, which main weakness is Direct Dmg. Usually HP is upped as buffer for mob rank ups, which reduces the effectiveness of Condition dmg

  • Regarding Ranks, I suspect ranks increase mob stats with multipliers, so near 0 number stats will never rise up enough.

Because mobs melt way too fast under Direct Dmg DPS builds with Berserker, this will always destroy the potential long durationcombat scenarios that any other build are designed for.

99% of PvE is “SUPER EASY MODE” quick combat with Full Berserker, support is not always required, especially in huge zergs, as support effects are mostly limited to 5 allies at a time, so they don’t affect majority of the zerg for most of the time.

Of all the PvE content, ones that creates long duration combat scenarios, is only 1%, these are the places where non-DPS builds will create results that can match DPS builds. This is too small fraction of all PvE content for other builds, when compared to Direct Dmg DPS builds viability for all PvE content…

If ANet would update the huge majority of mobs to have variety, give Veterans and Elites abilities of higher ranks but as toned-down versions.

NoRank mobs can play the role of Trash mobs, but they too should have some stat variety too, to create situations where there’s need for dodging, traits, other utilities and even control effects, instead of just blindly hitting the mob and hoping it dies before it kills the player.

Good examples of more varied mob design are Mordrem so far, full DPS berserker is near suicide against them, solo or group.
Veteran Karka offers the only mob that uses boons for best effect.
Giant Beetles offer the best target for general use of Control effects, and are not Champions for a good reason.

Well, unfortunately I don’t expect this kind of change any time soon. But I keep on wishing they update the mobs accordingly some day, so we can play any build and create results that match DPS builds then.

Optional right now, means “Useless for majority of content”…

A take on GW2 Trinity:

  • DPS can provide support and Control, but they focus solely on DPS, while effects of Control and Support are less potent. This is DPS role.
  • Support can deal damage and Control, but they focus solely on Support, while effects of DPS and Control are less potent. This is Support role.
  • Control can deal damage and provide support, but they focus solely on Control, while effects of DPS and Support are less potent. This is Control role.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Ranger skills need a serious rework.

in Profession Balance

Posted by: FrostSpectre.4198

FrostSpectre.4198

Ranger: High single target DPS. Long range single target damage – should be the best (mesmer comes second). Sustainability through melee evasion and dodging. Sustained melee AoE.

  • Weakeness: Dealing with boons on enemies – no boon rip. Lack in stun breakers with some builds but it is intentional since you can evade so much. Reliance on pet for maximum efficiency as pet is factored into your damage output. Your damage will be smaller than other classes due to the pet. Pet have issues against high end PvE encounters since they are more of a hindrance than help. AoE at long ranged but it is a trade off with having highest single target DPS at long range. Mobility – can’t escape fights as good as some other classes.
  • Official design: Pretty close to the player feedbacks.

Copied from Balance Philosophy news.
It’ll be updated according to this style, unless ANet gives us new balance philosophy update…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

So my suggestion, what do you think about it, tho someone else might have already suggested this for Megaserver system:

Reintroduce queue system, as a button on some corner of the hud or some place is the most easy to access, but having automated pop up on each map travel is no good should be avoided instead.

With the queue system, it’ll ask the player, wether they want to be placed in map copy with same world players, if such map doesn’t exist yet, it puts player to queue to wait for more players of same world map copy.

There of course can be more options, but I can’t think what else it could have.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

"Tyria will need me" - Scarlet

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

I got lazy, sorry! Copied my theory that I wrote on other topic.


Every orb reflects something.

My theory:

  • White orb in middle is Tyria
    - Pale Tree herself is rooted into Tyria, thus the positioning in the middle orb.
  • Deeb blue orb is Deep Sea Dragon.
  • Green orb is Mordremoth.
  • Red orb is Primordius.
  • Purple orb is Kralkatorrik.
  • Black orb with faint greenish-yellow light is Zhaitan.
  • Ice blue orb is Jormag.

The order which each orbiting orbs start to move is:

  1. Primordus
  2. Deep Sea Dragon
  3. Jormag
  4. Mordremoth
  5. Kralkatorrik
  6. Zhaitan

The orbs very likely displayed according to the order of the dragons awakening from slumber, not the date when they got up from their lairs, since races of Tyria cannot predict which one woke up from slumber, but can only write down the date on which the dragon started moving

However the deeper nature of the dragon is quite unknown, as Ogden speculated on his book in Scarlets house on Dry Top, that the dragons might actually be part of Tyria.
Alot of info that was given in the history, Dwarves, Mursaat, Seers, Jotun and Forgotten also fought back, but were not capable of winning, only when the Seers made the Bloodstones, to seal their magic, thus becoming less important to the dragons to consume. After sealing their magic, the ancient races then hid with aid of Glint, who was released sometime before.

Another possibility about Mordremoth targeting the Zephyrites, could be that the Zephyrites grew crystals they used, from crystaline remains of Glint. Perhaps we’ll see more about it, or it’s pretty much nothing big…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Just came back from the most hyped Alpha game

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

3. What GW2 lack compared to A?

a) Housing system

b) Farming system ( this is the main point of me buying alpha pack of A! Plus my guild war 2 game was crash at update since June 2014 patch and need re install, so why not try other game)

c) mount would be good in pve. Disable it in wvw

d) Guild vs guild matchmaking system. 20vs20. (this just my idea to make gw2 the ultimate alpha male of mmorpg)

e) A character creation is better, the face looks very realistic and wide option to choose from

GW2. And, more faces and body type for human!! Please I like this 1 Norn female face (The 1 that without eyebrow)!! Make it into human face too!! and Norn female body is way better than human female body.

f) Naval sea ship battle. Because why you no?

g) Auto walk in A is very nice!! gw2 please make auto walk!!!

a) Housing, many are wishing for that, and why not, tho it’s more to Roleplaying.

b) I hope you don’t talk about removing limiters from “1-spot farming”, since that’s never gonna happen and is idea that kittendrowners only suggest.
Since GW2 is designed that you go on adventure around Tyria, not stay in 1 map on 1 spot and repeat killing same mobs over and over and over again.
But if you meant like Gardening or Farm where you grow crops and farm animals for another source of materials and gold, that the player has to tend to at set intervals. Ok, though I dunno if such thing would be ever added to GW2…

c) Mounts, unfortunately the distances in GW2 are too short for mounts, and Waypoints already cover enough ground, also that ANet will never add mounts, as they have stated and will stay behind that.

d) Hopefully in the future, perhaps when we get access to cantha again.

e) Not much to say at this, since it’s ok to me too.

f) That, and hopefully also airships too, in the future.

g) There is autowalk in GW2, the one which makes you walk/run (Depends on if you toggled between moving speed, which also exists in GW2) without need to hold down W or up arrow button.
Unless you meant “click on map and set auto walker to walk there for you”, I don’t think such will ever come to GW2…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Auras, in PvE atleast

in Elementalist

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, just my opinion, as I’m mostly a open world PvE player.

I think the Auras visual should have been included into the new and improved “Effect LOD”. Few times I’m having doubts about “what if I missed the aura”, since I can’t spot them on allies and waste my time trying to confirm I managed to land it on them.

Or Auras could have friendly and hostile appearances (friendly being more easy to spot on an ally, while hostile would be those transparent eggshields that are hard to spot).

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Staff needs a LOT of work.

in Thief

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, I’m hoping for better animations for Vault skill (and for every skill in general). Hopefully one that uses the staff to pole-vault, atleast with human animations it does death-blossom and then staff strike on it’s end, good basis for “pole-vault” move. It fits abit, but would be excellent if it were a completely new animation that is fluid, than combination of 2 pre-existing animation

The auto-attack third skill animation looks very off, with floating-spinning staff from Revenants skill as it’s animation…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Suggestion: A Suggestion Thread

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

For WoW gameplay, go play WoW.

Although I’ve heard that WoW is now loosing players, since they changed the approach to other direction…

Then again, Blizzard/Activision is big company, that has very likely many offices (or what they’re called, can’t find the correct word) around the world.

While ANet has only 1 office(kitten word, can’t remember it) in america with 300+ employees.

If I remember correct…
Correct me if I’m wrong, tho I think I’m wrong about many things right now.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Drooburt

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Possible that we didn’t give him enough gold to save him from death…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

GW1 = more build diversity?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

GS guardian, Knights or Berserker, Meditations or Spirit Weapons with correct traits.

Knights for more survivability while keeping good crit chance, Berserker for more damage on crits and attacks in general.

Meditations for Fury and offensive effects, Spirit Weapons for additional DPS and activated skills for additional stuns, AoE, healing field or weakness.

But these are just PvE. Might melt against more variable foes, like heavy armor.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

[Suggestion] Old PvE Content

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Trinity system does not exist in the game. I think that you’re confusing what’s in the game with what a trinity system really is. Also, you’re buffing enemies so that people that want to play a specific role can do so. How is that not trying to introduce the trinity system into the game?

More like you’re confused…

I never talked about dedicated roles. I talked about having more effect with some builds, but are not the requirement to play the game.

To support these ideals, they replaced the conventional “holy trinity” system of DPS, healer, and tank with a more adaptable system of damage, control, and support.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Triple trouble massive fail

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, we’re still waiting for the fixes for Megaserver, them being:

  • Megaserver selection list (GW1 District selection) to choose map copy to enter. (Propably simplified to “Mixed” and “Home”.)
  • Reconnect feature (GW1 Reconnect) to help players to reconnect to the last map they were before disconnect or crash.
  • Queue system (Re-introduced, used to be old GW2 function with overflows) to help players to join other maps through their party or Megaserver selector.
  • Better sorting parameters, since players in parties have experienced serious splitting of party into different map copies, among other inconveniences…

Tri-Wurm, on otherhand requires over hour to organize. Having better control on choosing map copy, would make it easier to do.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

What about unused Utilities ?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Guardian

  • Spirit weapons*

Elementalist

  • Summoned Axe and Shield.*
  • Signets are pretty weak for Ele

Guardian Spirit Weapons, yes, they’re quite hard to use in PvE. Even I haven’t found good use for them.

Elementalist Axe and Shield?

Axe for Might stacking Dagger/Dagger with Pyromancer’s Puissance.
Flame Axe:
- skill 1 grants 1 stack of might when hitting enemy.
- skill 2 is a blast finisher.
- skill 3 is emergency escape.
- skill 4 is fire-field.
- skill 5 is leap finisher.

Bring in Arcane Brilliance and Arcane Wave for additional stacks, damage and healing, when Blasting Fire-fields. Or use Persisting Flames and get Fury on each blast.

Shield:
- Skill 1 is a combo which deals bleeding and cripples foes in line.
- Skill 2 is an active defense block, dealing damage and bleeding to nearby foes. Recharge – is also halved on successful block.
- Skill 3 is a leap attack that dazes 3 foes.
- Skill 4 is a AoE pull for 3 foes.
- Skill 5 is a three seconds of Invulnerability.

Signets, some traits give endurance on successful activation, inflict vulnerability, grants you fire shield and so on.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

NPC character quality options...

in Suggestions

Posted by: FrostSpectre.4198

FrostSpectre.4198

I’ve found out sometime ago that NPC model quality is controlled by “Character Model Limit” graphics setting. It’s abit ridiculous in my opinion, as PvE quality is lower just because quality is affected by the option that reduces the number of models shown and no other option affect this.

This seems to also result in “monsters with no models” in some occasions, along with invisible “power” attacks.

Ghostly effects for example, found them missing since the “character culling” was removed, until sometime later discovered how to restore the quality.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

GW1 players how do you feel?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, both have awkvard moments in story telling, tho it seemed less in GW1.

Tho, I’m more annoyed that I can’t play the whole game without grinding for ascended gear, that being fractals. Who knows they might add more stuff that is limited by not having ascended gear, perhaps Mursaat encounter again…

Since GW2 gear progression was supposed to be like in GW1, where elite gear isn’t necessary or more powerful than max lvl standard gear, it was only PRESTIGE…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

New Stat: Persistence

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Bigger problem about PvE is the mob design.

99% of mobs are too simple, a “Universal mob Design”, they’re there just to die against the player, they’re “Trash mobs” with useless abilities and attacks every 3-5 seconds, the worst thing about them is their ridiculous low/0 resistance against Direct Dmg, which causes the 99% of mobs to melt in 1-3 seconds when against berserkers and other DPS builds in general.
Another bad thing about the mob designs is that it’s not only NoRank mobs are trash mobs, even Veterans and Elites are just trash, while Champions and above ranks are the 1% of mobs that last longer.

Because of the poor mob design, even the combat system that we have is heavily unused, there’s no need to dodge, as mobs can’t kill you anyway, if you can kill them in 1-3 seconds with Direct Dmg centered builds.

Every other build works for combat scenarios which last far longer, but since majority of mobs are designed to melt in 1-3 seconds against Direct dmg, any other build will never get results that can match DPS builds, for majority of PvE content.
However, this is limited to 1% of all mobs, very limited content…

Could say that ANet focused too much of the abilities on Champs and above, while smarter move would have been to spread Champion and above ranks abilities to Veterans and Elites, in toned-down form. NoRanks would be your Trash mobs.

But there have been no notes from ANet, about intentions of redesigning the old mobs to work better with every possible builds and professions.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

When are you gonna fix Ele staff skills

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Since you did break the Ele Staff skills, atleast in PvP Ele’s now have bigger stealth than before.

But still, the Fireball, Eruption and Auras are invisible most of the time (What you can’t spot, you can’t evade), since GW2 isn’t like it was in GW1, we don’t have the time to completely stare at our effect bars, we cannot dodge attacks or place attacks if we have to stare at our effect bars and so on...

How about restore them back to their TRUE GLORY, Staff is supposed to be flashy heavy spell weapon. Current nerfed effects are simply: impotent, weak and erectile dysfunctional.

Fireball: Impotent cat farts, allows Eles to rain 4k damage while being mostly undetectable.
Eruption: Fart pops in sand
Auras: Boons that can’t be detected, unless you target them.

ALSO THAT IF YOU HAD TO MAKE EFFECT NERFS, WHY NOT MAKE A DARN GRAPHICS OPTIONS!? WE HAVE THIS “EFFECT LOD” WHICH HASN’T WORKED SINCE GW2 WAS RELEASED.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Invisible Weapon Skins

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I have been thinking that it would be kind of nice to have Invisible Weapon Skins. I use a lot of magic based characters in this game and think that hand magic would look great.

Any thoughts?

Fine with me, optional items that you can use or not, are ok in my opinion.

Or make Warrior look like they’re punching the enemy with their armor gauntleted fists!

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

ANET please nerf HoT

in Guild Wars 2: Heart of Thorns

Posted by: FrostSpectre.4198

FrostSpectre.4198

I agree on some fixing related to Solo gameplay in HoT, but reducing mobs to that of vanilla PvE mobs, is not good idea, since you can simply just “AFK ranger with attack button under weight and allow your pet to slaughter the mobs that spawn near you” and this is an allowed exploit of the game while getting quite ok amounts of loot.

In my opinion, the Vanilla content should be fixed to match more closely to that of HoT, mobs that can kill you, if you just resort on “Stand-Spam-DPS-passivedefense”, which is against the game design ANet wanted for GW2: active defense and every profession must be viable in any role (DPS, Support or Control).

Vanilla content (or “zhaitan campaign”) punishes heavily every other build, but favors full berserker DPS builds with passive defense.

Mobs in vanilla PvE have very high HP which is used to counter conditions, low armor which increases direct dmg, weak and/or bugged abilities which renders Control useless and use no boons/conditions which renders boon/condition manipulations useless.
Good example where ANet going lazy with mob design: “Echoes of the Past”, mobs have insane amounts of HP, even for Berserker builds to deal with, while retain their abilities that don’t function, a complete kitten up by ANet’s part.
Also the mentality of “9 billion HP = harder” should be dropped, since it goes against the GW2 gameplay design…

Or ANet should split mobs into two groups or something: Solo mobs (retains the power to kill “stand-spam-DPS-passivedefense” buitds within few seconds) and Horde mobs (relies on the horde for DPS and are less powerful due to the huge numbers), as an example.

The very idea that vanilla mobs are easier is one of the many reasons, why players don’t play on HoT, when they can get same rewards easier in the vanilla maps, without putting as much effort in it.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

GW2 endgame is grind...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, this is about the end game…

Mobs offer some form of danger when at lower lvls, but once lvl 80 is reached, mobs become “mobs that can’t kill you”.

I do wonder if some of the player feedpack is actually by farmers and grinders, but I have no proof regarding that.

Well, GW2 endgame is grinding.

  • Gem store gets most updates with various items.
  • You need to get gold to buy gems, so the way to get it is to grind.
  • Mobs don’t fight back properly, super easy to kill on lvl 80, especially with only 1 type of build, which is DPS berserker.
  • The RNG Success numbers are very low, due to easy to kill mobs, if the number were higher, then grinders would quickly gather all the items needed to craft every legendary there is.
  • Open PvE looses most of it’s interest, not all, leaving some mini-games which depart from the GW2 combat mechanics.
  • Content that is released so far have very low replay value. Most might replay them only to get the achievements, after that, I dunno.
  • Mobs that come with the new content, will always use high HP-Low Armor design, which means any other combat mechanics which don’t involve dealing huge amount of Direct Dmg in burst, will never get enough damage dealt to fullfill the contributions on their own. Conditions, boon manipulations and etc. This applies mostly on open world PvE tho.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Commander tag abuse

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

We’re now waiting for two things it seems:

  • Ability to block commander tag, when blocking the player (Of course you usually have good reason to block a player, so it’d be nice if blocking also removes the tag from being displayed to that player)
  • Option to enable/disable display of commander tags in minimap (No need to join a squad, if all commanders are just vanity commanders, they might suddenly leave and all the tags will burst back into the map, then it’s again the process to join one, until that also leaves. This setting would be enabled by default)
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

[Suggestion] Reintroduce personality

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Even if there were very little personality related dialogs already in game, it’d be nice if it were to be expanded in a better way.

So, yeah, I would also look forward for personality features…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Fireball? Auras? What's next!

in Elementalist

Posted by: FrostSpectre.4198

FrostSpectre.4198

I’m calling a vote for renaming Fireball into Flare, since that’s what it is right now…

Instead of nerfing effect detail, how about add “Effect Detail” option with Low/Medium/High/Ultra to graphics settings!!!

And while they’re at it also create different graphical priorities for open world PvE, so that NPCs are loaded before players…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

~New Races~

in Guild Wars 2: Heart of Thorns

Posted by: FrostSpectre.4198

FrostSpectre.4198

Tamini (Centaur) – No. Antagonst race. Plus since Anet is so lazy with armour skins for Charr and Asura, theres no way they will bother with Centaur. Imagine all the armour pieces they’d have to redesign.

Lazy with Charr and Asura? In my opinion it’s great, no gendered armor, so we can use proper armor mixing, that is impossible to female Sylvari, Human and Norn. But that’s my opinion.

Yes Tamini are quite antagonistic, but Maguuma tribes could offer something…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.