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[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Gaarik.6804

Gaarik.6804

Animations:

  • Auto-attacks of firebrand and mirage use old animations of mace and scepter, respectively. I dont mind it, but given quickness firebrand axe animation bug out and it sometimes does not do any.
  • Graphical noise from some skills is to much and some to little in comparison. For example, scourge’s sand-head is to big while the floors that holosmith’s elite leaves are barely noticeable. I think you should give us options in addition to the Lod limiter like : pvp option which is graphically tuned down but all effects are visiable , pve where we can see only our skills so people can finally see teleports on cairn over the huge effects noise but keep the white circles from other party members skills, and other pve option to fully reduce other people skills (i think will help people with worse pcs in big metas).

Professions:

  • Deadeye:
    • One shots are not fun. (we already had it at the start of the game with easy 11k backstabs)
  • Holosmith:
    • The range of some melee aoe attacks is to big.
  • Firebrand:
    • Talent that shares out quickness with application of stability and aegis procs multiple times if the single skill that gives multiple stacks of the above. For example, shout that gives 5 stability will give 5 stacks of quickness.
    • Would be nice to get old floating tome animation back.
  • Mirage:
    • To much utility on utility heavy class.
  • Renegade:
    • Kalla buff stacks are stuck on 11 seconds.
    • Some skills will do more damage on bigger hit box target.
    • Arrows shot from the rifts on uneven surface disappear.
  • Scourge:
    • Nice of you to take away the shroud , but the hp is still high so you could make some skills damage the player. You should do the same with next power spec.
  • Soulbeast:
    • Dolyak stance bugged
    • Wolf stance given to allies sometimes stays for ever.
    • Pets with charge do 60-70 k damage.
  • Weaver:
    • Seems like it is going to have same problem as kit engineer , please give us some kind of ability to see cool downs from other kits/weapons/attunments.

Summary:
All and all seems nice, some bugs here and there. I think the opinion of salty people will change once they ll start to play the specs live with different builds and good rotations.

Party/Raid DPS-meter

in Community Creations

Posted by: Gaarik.6804

Gaarik.6804

Can we please have Arena net team to confirm that this software is legal to use?

Raid Feedback

in Fractals, Dungeons & Raids

Posted by: Gaarik.6804

Gaarik.6804

Many things have already been said by other people that i agree with, so i will try to add something from my self.
The things i liked:
1. Job diversity: i love about gw 2 that there are different roles that are being filled by players that are different from ordinary “holy trinity”. The idea of having a need for a boon stripper or a dedicated controller is very good and it makes people feel important. One of thing that was lacking before in instance content of gw 2 was that the diversity of roles was not important. Yes , having a might “stacker” or a reflector would make some encounters easy, but roles (not specifically these) were usually filled by 1-2 players from 5 which makes more than 50% of people feel unimportant.
2. The learning curve: i like when we players are not treated like mentally challenged and are meant to learn the mechanics by our selves by hitting our faces into the brick walls(in my opinion it is very important socially for a guild to tackle problems together). In the end those people that don’t like it , can use guides.
3. Gear: i think that it is good that we need latest gear to complete the boss, because that gives purpose to work on gear (i was running rares first 2 years of my game time and had no incentive to go exotic or ascended till i started doing fractals higher levels)
Also it is nice to have specific things needed to be readied by the guild before the raid, like some specific resistance amulet crafted from materials every one in guild pitched in for.

The things i did not like or might not like:
1. Trash: from what i understood you made 3 mini bosses as mechanic teachers, but no trash mobs. In my opinion, trash mobs or specific trash encounters (like igniting 3 torches at the same time) is nice touch that livens the raid between boss encounters, and to bad you did not have that in this raid, though i hope i am mistaken and that is only the first boss.
2. Repetitive mechanics: i cannot say if that is something that you did , because we did only 1 boss, but would be nice if we did not need the same exact things every boss( i mean having x amount of condy player, x cc, x healers) so that the bosses will have some kind of diversity. I think that would be nice if people would need to change builds to specific encounters.
3. Drop rates: i understood that the drop rates are gonna be 100% of something dropped, but i am afraid that is gonna take away the replay-ability of the raids. Or the need to go on next raids , once you unlocked your legendary armor. Though if the raids are gonna be hard, it wont be a problem because most people will loose more time trying.
4. Unseen red circles: the boss would some times put aoe that would port players away, and if you have players that have a lot of circles them selves, it is almost impossible to see the boss attack. Don’t know how you should address it , since i like the visuals of the game and would not want you to change them. But one thing is certain, the birds that ranger summons with war horn should not grow with the monster they are attacking.

Something general:
In my opinion the raid was hard enough, for some people to fail it in first 10 seconds. In addition, i think there should be more randomality in the raid, it seemed as if the some attacks of the boss were timed, and i bet some players might have apps working that would time the attacks of the bosses , which would make the encounter way easier then it should be. It would be nice if the boss suddenly pulled a skill when no one anticipated it.I think it ll add to replay ability of the raids and wont make raids feel mundane, though it might cause problems like some times the players will get lucky and the boss will use the ability at the most comfortable moment and sometimes the other way around.( i don’t know about other players , but i really hate to rely on luck)