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Why does MF have a percentage sign after it?

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Posted by: GreedLT.1294

GreedLT.1294

I think all of you misunderstood the point. I know it has a percentage value on the back end of the programming on the loot tables… my point is.

Giving yourself 400% magic find isnt going to increase the value/amount of stuff that drops by 400%, leaving it to be a confusing stat for beginners.

If it was just a number, it would work the same way, people just wouldn’t put on 100% MF gear and say “WHYZ AREN’TT LE DROPPES HAPPENNINn?”

Why does MF have a percentage sign after it?

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Posted by: GreedLT.1294

GreedLT.1294

With the latest Southsun release and people easily hitting 400% magic find, the results should be clear. It doesn’t work as a straight percentage increase.

Make it a normal stat, like vitality. Bam. Problem solved.

mana system?

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Posted by: GreedLT.1294

GreedLT.1294

Honestly, if actions used endurance a little and it stalled at zero giving a debuff, i wouldn’t mind. But mana is indeed outdated.

"Guild Wars 2 Is Not A PvE Game". Really?

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Posted by: GreedLT.1294

GreedLT.1294

PvP development takes time, money, and a playerbase.

Developing satisfying PvE content satisfies us while giving them money and a player base to balance things over time in PvP.

Pretty simple concept really :|.

PvP Daily still not updating...

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Posted by: GreedLT.1294

GreedLT.1294

I played 2 matches and my matches played are still at 0/4.

^^

"Guild Wars 2 Is Not A PvE Game". Really?

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Posted by: GreedLT.1294

GreedLT.1294

Most PvE players want to be on the treadmill. The “reason” contents to hard is because they haven’t climbed far up enough the mountain to feel “entitled” to their rewards. They enter sPvP, to try it out. They immediately see all their entitlement vanished, and find no real reason to go sPvP for it, because it doesn’t make them better than the rest. For players like me though, it’s one of the best PvP systems of any genre out there. The gameplay’s fun and competitive, doesnt require too much of a time sync, and rewards player skill not amount of entitlement earned which repels all the people I dont want to be playing with anyways.

I PvE as well, but you guys are seriously mislead if you think this game was designed anything close to a majority PvE mindset in mind…

There are 3 general game modes.
Open World- PvE 33%
WvWvW- PvPxE 33%
sPvP- PvP 33%

looks like its more pvp oriented than pve oriented to me… if you really want a pve im sure there are better options were 2/3s of the companies resources arent going to game modes you want NOTHING TO DO WITH.

"Guild Wars 2 Is Not A PvE Game". Really?

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Posted by: GreedLT.1294

GreedLT.1294

The amount of players that flocked to GW2 for PvE is astonishing really. Guild Wars 1 was and was aimed to be one of the top tier E-Sports out there, why would Guild Wars 2 be different?

New Condition: Disease

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Posted by: GreedLT.1294

GreedLT.1294

As long as “disease” remains a condition it’s easily removed and not very disease like. You should let a disease run its course and its duration should reflect its lack of removal.

New Condition: Disease

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Posted by: GreedLT.1294

GreedLT.1294

Lets take a step back, and realize this might not have to be a condition, but could rather just be an effect like stun or daze.

Disease: Conditions deal x% more damage per condition on target and movement speed is slowed 10%, lasts y seconds.

New Condition: Disease

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Posted by: GreedLT.1294

GreedLT.1294

I would much rather a DAoC type disease be implemented as a condition, maybe even combined with your idea. Add a 10% movement speed debuff, useful for kiting as opposed to slowing them(cripple/chill). I know we have poison as an anti heal of sorts, but i’d love to see some other action inhibiting debuff that needed to be cured asap.