Showing Posts For Hateborne.7942:

Anyway to get perma swiftness on Guardian?

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Posted by: Hateborne.7942

Hateborne.7942

I use a full set of “Rune of the Pack” plus AH spec and a staff. There is ~1sec where I am without movement speed goodness.

The set is kind of all over the place stat-wise, but it suits my needs.

-Hate

Thiefs need a nerf.

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

I love it how many people cry above thieves. I’m wondering how many of these thief-nerf-criers are elementalists or Mesmers. On my Guardian or my Mesmer, it’s a complete faceroll fighting them. In sPVP, might as well go AFK. In WvWvW, I have to put forth some effort. I do understand that chasing one player for an hour is stupid (not foolish, STUPID). In WvWvW, one needs to know when to cut their losses and move on. If one cannot let a target go (especially one with stealth), then time is wasted and stories can be embellished.

To be honest friend, I think lots of this is a skill and understanding issue. To follow a single character around for an hour, that’s bad. To have two elementalists chaining CC on a class with more evades than attacks, it’s bound to fail. On top of it, your posts so far are indirect, vague, seem to be skirting questions, and your answer to the query about understanding the thief was “how is this relevant”. Sun Tzu said (paraphrased) “Know your enemy”. You seem to have no idea what the thief does, yet you are calling for nerfs because you can’t kill it? That is bad form.

Thieves are fine. Play a Guardian or Mesmer, quit crying.

-Hate

Cursed Shore impossible to solo

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Posted by: Hateborne.7942

Hateborne.7942

I resent being forced by a game to play in a group, and having the thing I like best in a game being stiffled because you have decided I need to make new friends. Plus, grinding the mats I need to level my crafting to better my gear is almost impossible.

I understand that this will seem offensive, but when you play an MMORPG and then complain about not being able to play the game solo…yeah, invalidated.

As for the crafting, I work 40-50 hours a week, have a ladyfriend (not girlfriend/fiance/wife), and two characters that I actively play. My guardian has a full exotic knight’s set, working on magic find (explorer?) set [2/5], and 4/6 of the tough/vit/power karma gear. My Mesmer is nearly 80 and has enough karma for two karma exotic pieces immediately at 80.

It’s not as fast as WoW, but put in some effort. :-P

-Hate

Serverlessness

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Posted by: Hateborne.7942

Hateborne.7942

If you want "floating" characters, the entire structure of how the game handles the character data would have to be revised. This requires a lot of code work, a lot more testing, and then downtime to implement.

I am not trying to sound insulting, but you bought a Massively Multiplayer Online Role-Playing Game. :-P

-Hate

[Suggestion] Thief Stealth fix/compromise

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Posted by: Hateborne.7942

Hateborne.7942

On both a guardian and a mesmer, stealth attackers are trash. On the guardian, it’s just them delaying the inevitable. On the mesmer, it’s just a chance for me to use the push/pull feature of Focus#4.

Sorry, but I’m terribad and stealth assaults are trivial.

-Hate

mesmer and ranger fixes.

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Posted by: Hateborne.7942

Hateborne.7942

If you are going to flame QQ, we need details to disprove you. 80 guardian and 75 mesmer, not really sure what you are on about. What weapon on your ranger? What does the Mesmer attack look like (or do you know exactly what attack it is)? etc etc

-Hate

My List of Guardian Problems

in Guardian

Posted by: Hateborne.7942

Hateborne.7942

Before Burning can even have a place as a semi-viable effect, it needs to be player specific (i.e. 15 guardians = 15 burns). The debuff icon can merely be a placeholder to inform the players that burn is active (or maybe even player specific icons, such that only those with a burn will see it).

Condition goodness found here: https://forum-en.gw2archive.eu/forum/game/suggestions/Conditions/first#post676794

I agree with a few of these, but not all. The guardian is fairly strong at the moment. I would like to see the hammer’s damage go up though. Slow weapons are supposed to hit like trucks. It is slow but hits for less than the GS on average? >_>

-Hate

List of some suggestions after 2 grinds to 80

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Posted by: Hateborne.7942

Hateborne.7942

1) I agree with the preview item. I am a bit of a sucker for looking whacky.

2) Eh, indifferent.

3) Yes yes yes. So long as it doesn’t become that automated crap that was WoW’s or RIFT’s Dungeon Finder systems.

4) Not guilded, no opinion.

5) Not experienced yet, no opinion.

6) Conditions need help. See https://forum-en.gw2archive.eu/forum/game/suggestions/Conditions/first#post676794

7) Teleport costs are nothing. If they are too expensive, you are using them too much. One doesn’t take a plane to replace a 1-2h drive, why would you teleport something that takes 15-30 seconds to reach?

8) I wouldn’t mind this actually. Possibly pressing CTRL with the loot window up could place a golden box around clickable items.

9) :-P

10) There is a system that was designed for a collection of private servers. Myself and a few others laid out the framework for this system (with a few adjustments for to accomodate the other game’s pace). Please reply here: https://forum-en.gw2archive.eu/forum/game/suggestions/Working-Bot-Hunter-Layout/first#post661431

11) No opinion

12) That might get interesting, so long as contribution counts as well. Weight the contribution more heavily then the actual kill, but not overpowering the kill itself. (i.e Isle of Janthir has done 95% of the boss’ hp, but OtherServerA comes in for the remaining 5% and gets the killing blow off. Isle of Janthir would still be credited as “the killing team”)

13) Underwater is different, I admit. I wouldn’t go so far as calling it terrible, but we need underwater helms. Having a piece of gear removed from us generally breaks set bonuses and causes a stat loss. Mentioned here: https://forum-en.gw2archive.eu/forum/game/suggestions/Recipes-for-Underwater-Helms/first#post679603

14) No opinion.

-Hate

The "Trading Post" fix

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Posted by: Hateborne.7942

Hateborne.7942

The trading post is not broken. The ability to send COD mail would be nice, so long as it CLEARLY states that it will COST money to receive these items. WoW and WAR had issues with this at first. It was confusing if the COD was a gift or a charge. Otherwise, the trading post is fine. I would like a small way to send items to friends at cost (as I am not that wealthy in-game).

-Hate

PvP only characters

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Posted by: Hateborne.7942

Hateborne.7942

Deleting and remaking a character isn’t that hard. If you want to keep the character, then buy more slots. If you are using the character strictly for pvp, pick the race, pick the class, then hit “Skip to End”. That is the purpose of that button. :-)

-Hate

Skills that are random

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

Things like Chaos Storm and Chaos Armor are…surprise…CHAOTIC. I will say that the time between applications should be decreased (i.e – every 0.5s instead of every 1.0s), or the applied effect should be increased (i.e. – such as stackable conditions causing three stacks instead of one).

Everything about MMORPGs are chance based. The chance to get rare items, the critical hit chance, X% chance to trigger flame blast AoE, etc.

Disagree.

-Hate

Condition damage - needs a buff?

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

This thread already exists in multiple forms. Let’s try to at least combine them into a singular location. Say…here: https://forum-en.gw2archive.eu/forum/game/suggestions/Conditions/first#post676794

-Hate

The Correct Way To Balance A Game

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Posted by: Hateborne.7942

Hateborne.7942

People need to understand that just because health for each profession is the same (some may experience health increases, other health drops) does not mean that is the end of balancing professions. That would only be the beginning. So if you immediately think that a certain class having more health would be OP then you are not even considering further changes. If Guardians experience a health increase in order to make all professions have equal health, then Anet can totally change the amount of healing, damage, protection spells, etc. It’s all open to change. But if everyone has the same health, then professions are more likely to be able to fulfill the same roles as others and balancing becomes THAT much easier. No class should be left without the potential of fulfilling a certain role. Having any class fulfill any role IS one of Anet’s goals, after all. Definitely seems like that hasn’t happened and it probably won’t unless there’s some decent change.

Ok, let me point out the first problem:

If Guardians experience a health increase in order to make all professions have equal health, then Anet can totally change the amount of healing, damage, protection spells, etc.

So to increase one metric, EVERYTHING else needs to be rebalanced to compensate. That is wrong.

Next problem:

But if everyone has the same health, then professions are more likely to be able to fulfill the same roles as others and balancing becomes THAT much easier. No class should be left without the potential of fulfilling a certain role.

This turns it into WoW. Every class becomes a replica of every other class. The unique feel/playstyle is generally trampled in an effort to min/max. This also results in the more “flavor of the month” feeling that WoW excelled in to a large degree. Even RIFT had issues doing this, as they tried to make the classes too similar mathematically but without adjusting the skills themselves (resulting in VASTLY overpowering mechanics before nerfing it into oblivion and buffing up the next ‘flavor’).

As for the ability to fulfill certain roles, I absolutely refuse this. An Elementalist should not be a melee tank. My guardian should not be a strong ranged DPS. The Mesmer should not be able to be a highly effective AoE source. The ability to do a large number of things well SHOULD come with some pitfalls as well. In the words of an Arch Enemy song, “In this sea of mediocrity, I can be anything…anything I want to be”. One cannot have all strengths and no weaknesses.

Last Problem:

Having any class fulfill any role IS one of Anet’s goals, after all. Definitely seems like that hasn’t happened and it probably won’t unless there’s some decent change.

They have done a fantastic job. Go dump 200-300 hours into RIFT or go dump four years into WoW. There is little class distinction. In WoW, each class generally has a single buff that is somewhat unique (i.e. Bloodlust/Heroism, Feign Death, etc). In RIFT, the classes were more distinct but not enough to bother with honestly.

As for the health issue itself, the guardian has clothy health. I am a tanking demigod in sPVP as it is. I can faceroll in the middle of the crowd, can handle 2-3 safely (being focused), and have enough group support to make it worthwhile to hover around me. If my health were to jump 2-5k, I will say that I will become unkillable 1v1 or 2v1. Barring disconnects, being assaulted by a burglar while playing, or dying in my computer chair…I will never be killable. The tank spec Elementalist is already a beast as well (though I will say the damage is a bit lower than a guardian). The knockdown spamming Engineer nearly cost me a keyboard. A well played thief (if I’m stupid enough to charge another one…again) can telescope my spine, though I don’t think I will ever charge one with those bloody thieves and quickness again.

This game has more balance than I’ve seen in a while. Just because a profession doesn’t match up on paper under one column, it does not mean the entire profession needs to be evened out with the others.

I cannot honestly think of why or how another class needs more HP. The only thing that MIGHT need some HP are the Mesmer clones. They are built to be disposable, but they die with the odd gust of wind.

-Hate

Make addons available

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Posted by: Hateborne.7942

Hateborne.7942

I don’t get the point. How on hell could there be “discrimination” over UI addons ? It’s all about esthetic. Do you really think that guilds or people will say “lol you have ugly UI, I’m not accepting you”.
But as said above, it’s not especially that, it’s more about saving builds/skills/stuff, which is even not considered yet by Anet, so there will be none before months …

What UI addons could you meaningfully create then? Everquest had UI mods (as all the UI files were simple files that could be overwritten or edited). Other than changing the look of the UI, there is absolutely no reason for an addon policy.

Programmatically, creating/maintaining API is hell. It’s constantly an uphill battle to ensure that the API is up to date. When they do update API, stuff from outdated or abandoned addons flip out (which cause problems for players, which cause the foolish ones to blow up support tickets/lines). When they remove or redesign API, addons made be made obsolete (which causes forum QQ).

If something simple like UI texturing or resizing/replace fonts is being requested, I would say that it might not be so bad. Anything above and beyond that, absolutely not.

OH YES: Please fix the font UI scaling when the UI is set to Small. On 1920×1200, my font gets unreadably small and awkward looking.

-Hate

In Game Mail System Suggestions

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Posted by: Hateborne.7942

Hateborne.7942

Actually only the text in the mail composition window is selectable. You cannot select text from the chat window or a mail that you have received.

Ah ok, apologies. Thank you for the clarification.

-Hate

In Game Mail System Suggestions

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Posted by: Hateborne.7942

Hateborne.7942

I am an adult. If I choose to click on a link, let me. Stop promoting stupidity by protecting people from the consequences of their actions. That’s why curling irons now have a warning not to touch the heated end to your face.

This message was brought to you by a Kitten with a Keyboard

This isn’t about you. It’s about the other 80% of the internet that are fools, cannot be trusted to even count on their own, and get their account swiped. Anet’s compromised account restoration policy is already generating horror stories. Is allowing another possible security hole REALLY worth it? Internet security is a scary thing even for those that do such things for a living. The standard end user is a fool. That’s why Windows/Mac OS/Ubuntu all have cautionary “are you sure you meant to click this?” built in to EVERYTHING that one does. Hell, look at all the people complaining about accidentally buying the wrong armor at a vendor? Now add the ability for a bad link to install a keylogger, pillage their bank accounts (in time), and leave them financially ruined. They will claim they ‘accidentally’ clicked it and Anet is to blame. :-P

If memory serves, the text in Mail is selectable.

-Hate

Refunding Dungeon Tokens

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Posted by: Hateborne.7942

Hateborne.7942

This thread already exists. It can be found here: https://forum-en.gw2archive.eu/forum/game/suggestions/Making-Vendors-Infalible/first#post665578

Slow down, read, purchase. Too often we are reliant on others to watch out for our mistakes. Time to take responsibility. :-P

-Hate

Recipes for Underwater Helms?

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Posted by: Hateborne.7942

Hateborne.7942

Could we please get recipes for underwater helms?

Something along the lines of the standard crafting materials. Say same recipe plus inexpensive rebreather component (i.e. Linen Helm Lining, Linen Helm Padding, Berserker Embroidered Linen Insignia, Rebreather III). The Rebreather component could be tiered (just like the crafting reagents), vendor bought, maxing at 10-15s for the last tiered component (with prices evenly spaced down from there).

Please?

-Hate

Conditions

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

Oh, yeah. That would work too. Keep the caps in place, but make the stacks on damaging conditions limited to 25 for each specific player, instead of one giant pool that all conditions have to fight over. That would require more coding that simply removing the cap, but I do agree it would be greatly beneficial to poison/burning users. I wasn’t quite sure how burning/poison mechanics worked.

Not quite, keep the “communal” Bleed/Vulnerability/Confusion stack in place. Allow Burning and Poison per character. That is all. :-)

-Hate

In Game Mail System Suggestions

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Posted by: Hateborne.7942

Hateborne.7942

URLs could be exploited by gold sellers and scammers. It is very easy to use some link length shortener (i.e. TinyURL) to cover a keylogger or other nastiness.

-Hate

What about...

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

A simple line in the chat box would be enough

I agree, a simple “Your auction for <item> has sold! You have made X gold, Y silver, and Z copper.” would suffice.

-Hate

Gem Store

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Posted by: Hateborne.7942

Hateborne.7942

It’s slightly easier to commit fraud with instead of credit cards. At least with credit cards, impersonating another carries a felony charge in many US states. Impersonating some one by text for purchase fraud doesn’t have a precedent set (as far as I am aware).

-Hate

Conditions

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Posted by: Hateborne.7942

Hateborne.7942

In other games, the highest of a certain spell took effect. With everyone giving one of a few conditions, I would say separate certain conditions into player specific.

Currently, Burning and Poison stack in duration. It generally takes the highest from one player and COMPLETELY ignores the rest of them. As a Guardian, there is no point in me popping Justice unless I want a tiny AoE Might bonus. The +Burn to next attack for me and nearby allies is useless as the burn is likely already there.

Using this system, if ElementalistA and GuardianB both attack a target, one of them has their burn cancelled out. If both could apply Burn (but only able to see their own debuff), then each could equally damage the mob. Yes the damage output from players in large number would increase, but it really NEEDS to happen. Bleeds/Vulnerability/Confusion work somewhat more friendly towards groups than Burning/Poison.

tl;dr – Poison and Burning get player specific debuff slots.

-Hate

EDIT: I also highly agree that direct damage sees no punishment from having it in large numbers. Maybe a change like this would allow necromancers to work together instead of against each other. :-P

The Dead End of Level 80 [My Thoughts]

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Posted by: Hateborne.7942

Hateborne.7942

Just making note, the game is …what? 3 Months Old?

WoW took 6(?) months before it got Molten Core?

With the goodness on the 16-18th, that makes it less than 4 months until new content. Still two months ahead of WoW’s first big content bomb.

-Hate

What's killing the game, and possible solutions

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Posted by: Hateborne.7942

Hateborne.7942

I’m aware of WoW’s costs it was part of the myriad of reasons I absolutely abhorred that game, and this is a game it’s designed for the purpose of fun, so why shouldn’t I “drive” everywhere. It worked in gw1, there’s NO reason it should in the game.

If you want rewards, you should put forth effort. If there is no strife, there can be no victory or sense of accomplishment. If the cost of waypoints goes, I believe that the waypoints should only work AT THE OTHER WAYPOINTS.

Repairs are trivial, I agree, I’m not saying gathering tools are expensive, I’m not saying salvage kits are required, I’m merely pointing out that there are these in place as other gold sinks and with the relative scarcity of gold(I’m aware you think differently, in gw1 the game that wasn’t WoW had for example armor that cost 1k[some quests gave upwards of 2k] a piece for max armor and everything was appearance based, like I said, not WoW) it wouldn’t hurt the economy at all to remove the costs of waypoints, I admittedly wouldn’t mind if waypoints were more spread out as a subsequent result

I don’t think one can classify optional gold sinks are something that needs to be fixed. They are optional and accelerate the speed of progression at a cost. It’s a very steep cost if one considers both the price of the tools and the cash lost by not selling the items to vendors. I am aware you liked Guild Wars 1, but this just isn’t it. Price wise, the cost of the waypoints, repairs, and tools are trivial. They have no effect on the economy unless you are salvaging EVERYTHING, fast traveling more than walking, and buying Ori tools for low level zones. The only thing that it would affect is the effort required to buy them.

I will say this, if they added a quest&crafting chain to create an unlimited Ori pick, sickle, or axe…I would totally be in favor of that (so long as it is sufficiently difficult).

That is a balance issue that makes sense to me given how the guardian plays, but nonetheless we’re not discussing balance.

Hehe you missed the joke here. I was merely remarking on your statement saying you WANT to be able to drive anywhere, but not wanting to pay for it. I jokingly stated that I would like to have a guardian ranged weapon too, but I cannot always have what I want. Apologies for not making that clear enough. :-)

You’re still stuck on a wow notion and certainly not a gw1 player in gw1 a player could be in terms of stats maxed out in 2 days from scratch and yet that game lasted 7 years and is still around, I wonder what they did right? Secondly I agree goldsinks ARE necessary, I just argue this game could use 1 fewer (if the economy is not converged into 1 singular economy) I’m not demanding all HUGE HUGE changes, just minor one’s that make the game a little bit more fun.

I use WoW (as stated above) because it is the common ground. One could also say that YOU are still stuck in a Guild Wars 1 notion. I understand that it is a bit different than what you are used to, but I cannot agree with pretty much any of them. (Except the Dungeon Finder, we need one!) These posts may seem trollish, but I am trying to debate you in a civil manner.

-Hate

What's killing the game, and possible solutions

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Posted by: Hateborne.7942

Hateborne.7942

Ok I’ll explain, after being a gw1 player for as long as I played it, I view this economy as broken, it’s more of a WoW-like economy which was blatantly kittened having a singular economy means that money from everywhere is useful and you don’t see things like “oh karma is useless” you instead see, ok it takes me 3 hours to make 1g 12s therefore to get this piece of armor it would take me 12 hours and concise singular economy eliminates pointless complexity which doesn’t contribute to the overall game experience.

Thank you, that does explain a bit better. I did not play Guild Wars 1, so I cannot honestly contribute here. Keep in mind though that Guild Wars 2 is a continuation of the overall feel of Guild Wars 1, not a note for note copy. :-)

I’m not talking about exploit farming that makes the dungeon go faster I’m talking about the diminishing returns from multiple runs I also suggested keeping it but as the example was given a lesser degree (eg. run 1, 60token, run 2, formerly 20tokens, now 40tokens)
Players opinions ARE factored in, in fact this was the main drive, if they want to do Arah and have more fun doing that, but if they want to have say CoF armor and they absolutely HATE doing CoF then why should they be forced to spend days and days doing something they regard as NOT fun.

I know you were not talking about exploit farming. I am explaining reasons a dev might have for putting such systems in place.

As for the spend days farming something, that is part of the MMO grind. Yes, I understand that it was supposedly a selling point to have a lesser/small grind…but this is an MMORPG. There has to be some places where a small time sink is involved to weed out the children from the players. I hate to keep harping on WoW, but it is the biggest and most sorely obvious source of experience for many of us (a.k.a the common ground). The removal of certain “devotion spots” accelerates the player’s journey to the top. While some of us like this, it opens the door to lazy “I WANT I NOW” players that make the game less entertaining for everyone. Yes, admittedly it will massively swell the active player base. It will also massively swell our desire to detach from our fellow server mates.

I honestly doubt that would happen and even then, crafting directly contradicts your argument, a person with a large amount of real world money can buy all the crafting materials make it to lvl 80 and be as you said “worthless”, but considering your point perhaps leave the experience stable and scale only the monetary incentives?

And your scaling rewards directly contradicts your statement about crafting contradicting mine. If the rewards are scaled, a player could easily salvage the items right into level 80 crafting components. If things are scaling, then the bloods/fangs/claws/etc might also scale. Further removing any reason to leave the zone. Even if those did not scale, but everything else did, then there is little reason to leave the zones. Some of the rewards do scale, but not everything. I would prefer to keep this as it is.

The “lack of content” is part of the reason why I suggested the scaling change to rewards for the purpose of keeping ALL of that territory open and relevant, personally I think that levels could be scaled a bit lower to make it harder aswell, I’m aware other games (coh, aion, swtor, eq, eve) were bad for leveling but there’s a reason I was a gw1 fan, because the leveling in there was quick, it was only there for the intended design of levels “to help you learn how the game works at the most basic level” and then after that it was pure content where your armor didn’t have to change (once you got your cheap max armor) you didn’t have to grind for experience (1-20 took 1-2 days) obviously this game is more complex so it needs a bit longer I’m not suggesting a major major change to everything a simple numbers tweak to make parts not so grindy or even better make leveling take place almost entirely in the story (like gw1)

As I said earlier, Guild Wars 2 is a continuation of the overall feel and story of Guild Wars 1. It is not, and should not, be a carbon copy of the first one. If you believe it should, then releasing GW2 instead of another expansion would have been foolish. :-)

-Hate

Buyer's Remorse - a short window for a full refund

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Posted by: Hateborne.7942

Hateborne.7942

This thread has come up numerous times. Present more legitimate arguments and post them here: https://forum-en.gw2archive.eu/forum/game/suggestions/Making-Vendors-Infalible/first#post665578

Thanks,

-Hate

How to greatly hinder gold sellers and buyers

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Posted by: Hateborne.7942

Hateborne.7942

I have to disagree with almost all of it. The shared bank across one character is not something that I am would enjoy. I occasionally start alts to recapture that “green” feeling. I seldom send him bags or coin, earning my way back up. It is the strife that makes it worthwhile.

-Hate

Guardian Vs Perma-knockdown Engineers? (sPVP)

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Posted by: Hateborne.7942

Hateborne.7942

Knockdowns don’t deal a lot of damage. Get Stand your ground. Its a must in tPVP, and very useful in sPVP.

I understand that friend. However, Stand Your Ground lasts 5 seconds. I spent the majority of the fight knocked down (talking few minute fight with neither of us gaining ground). Is there anything to do short of running or waiting on a team?

in wvw i learned pretty fast how important stability is. Nothing says “No, just No” than hitting stand your ground as your opponent knocks you down or stuns you as you channel the killing blow.

And considering its on a 30 second CD (24 with traits) “Stand Your Ground” is amazing.

It is slotted during all PVP. It makes executions comical (except clothies…buggers). It stops one or two, not 17 (which is the exact number of knockdowns from said engineer before I gave up and let him keep the point).

-Hate

Why is there no Jumping Puzzle title?

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Posted by: Hateborne.7942

Hateborne.7942

I suggested "The Plumber’s Apprentice" and had the post infracted...

I do agree that the jumping puzzles, for all their mind numbing insanity, need some type of recognition for the time/effort/sanity involved in getting them. I would say that it might be need to award some petty clickable as well. Something along the lines of the Greatsword Leap of Faith or Rocket Jump, just without the damage on a suitably long cooldown (~3 min?).

STOP INFRACTING ME PLEASE! *dodge*

-Hate

A In-game Macro option.

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Posted by: Hateborne.7942

Hateborne.7942

Text only, no command/hotkey macro’ing could be useful.

It would make it easier for some one to set up a pull macro (GIVE ME MY %T BACK!). Otherwise, I could not see a need for it. With a whole 10 buttons, the only reason one could justify macros is FOR text macros.

-Hate

remove downstate at least from pvp

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Posted by: Hateborne.7942

Hateborne.7942

The down state adds a dynamic aspect to the game. It may not be well liked by those who want to burst people down with cooldowns, but that may be specifically what it there to address. I enjoy it because it gives me a last second to possibly get in a killing blow. I will admit that I dislike Quickness + Execute, as it’s bloody stupid. Otherwise, downed state is fine.

Point in case, I was fighting an elementalist (that melee’ed…) and a thief (that shot me in melee range…) in the clocktower on whatever sPVP map it is. Solo guardian, got them both to 10%. Thief decided to get closer (wit?), elementalist decided that it wasn’t healthy and rolled out. Thief got ‘downed’, elementalist healed up. I rushed to execute thief instead of keep elementalist out. All I needed was a quick smash of Hammer #4 and the elementalist would have been out of range, allowing me the execute. I did not use hammer #4 as I was too busy trying to spam execute like a goon. The elementalist ended up knocking ME back and getting off the revive. Needless to say, I did not survive two characters back to 40% and me with my heal on cooldown.

One can still 2v1 with skill, just takes planning to prepare for the downed state. It’s not the same as other MMOs, just deal with it and adjust your playstyle accordingly.

-Hate

EDIT: Oh and kiting a guardian isn’t hard. Just plan for 1 distance closer, two if the player is paranoid. If you can avoid both of those distance closers, the guardian is generally done for if he/she doesn’t peel off.

Guardian Vs Perma-knockdown Engineers? (sPVP)

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Posted by: Hateborne.7942

Hateborne.7942

I am curious if anyone has any advice for the knockdown spamming Engineers. I understand that their mines/bombs are generally causing this and the solution is to avoid getting near them and/or roll appropriately. The problem I run in to is other players obscuring the dropped explosives.

I really don’t want to slot a bunch of Stability goodies, nor do I want to just let the engineer have the point. The Scepter is trivial damage (so much so that a single engineer seems to outheal it). The only luck that I had was playing like a rogue (leap in, Justice + attack/spin, roll out), which took longer than fighting a defensive guardian.

So….yeah, any advice? Running around with something approaching crithammer with Dolyak 5/6 and Divinity 1/6. Dying is not a problem, as I eventually give up and move on. Neither the engineer or I seem to be doing enough damage to kill each other.

Suggestions?

-Hate

Making Vendors Infalible

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Posted by: Hateborne.7942

Hateborne.7942

Even the most careful person can goof now and then, or as others have noted can be lagged or otherwise bugged into a mistaken purchase.

I have been playing MMOs since before DaoC’s Trials of Atlantis and have almost never bought something in error. I love “window shopping” so I am always staring at all the options a long time, even the ones I can’t use or afford. But in WoW’s Brewfest a year ago, I was finishing up on an alt to get her a Brewfest Dress. The event was nearly over, it was late at night and I was very tired. I accidentally bought the lederhosen version instead. Mind you, getting the tokens to buy it was a multi-day grind that could not be repeated at that point.

So I submitted a ticket asking to convert the item to the intended purchase. Not to get my tokens back, not to get an additional item, just to swap one cosmetic thing for another (and I never even wore the lederhosen). They very nicely did that for me.

If there had been a buyback, I could have just gone “oops” and fixed my sleep-dep-induced error. I don’t see it as handholding or excessive protectiveness, simply a way to remove a source of aggravation by preventing one error from wiping out weeks of effort.

You, unlike “the Fish”, present a legitimate argument. Point awarded. :-)

-Hate

Sugestion about antistealth skills

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Posted by: Hateborne.7942

Hateborne.7942

Stealth is fine. From some one that regularly gets a colon cleansing by a dagger wielding thief, they are fine.

Use targetable AoEs, cone effects, or simply roll’n’run.

-Hate

Rare Collection Tab

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Posted by: Hateborne.7942

Hateborne.7942

Oh please oh please oh please!

-Hate

EDIT: “Substantiating” my post before this gets infracted too. I am somewhat dismayed by this. I do not understand why a required crafting item for random things would not be given spots in the Collections tab.

(edited by Hateborne.7942)

What's killing the game, and possible solutions

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Posted by: Hateborne.7942

Hateborne.7942

(2/2)

Gold Sinks
(this is only necessary IF the economy isn’t converged, if you do that keep these values as they are, except waypoints get rid of that)
Are fine, they make the economy go, but there’s a few too many from the tax on the TP, to the cost for waypoints (I’m not going to lie I hate this one it NEEDS to go, or at the very least needs to be cut to 1/10th) to armor repairs, gathering tools, to salvage kits, they’re just a bit too prevalent they make the game more like real life, I can either walk to my friends house 4 km away or I can drive and pay for the gas, and the insurance. It’s a video game I want to play walking AND paying take away from my fun time if it was 30 copper instead of 3 silver it would be fine and I assure you, you would not have a sudden economy collapse.

The cost of waypoints is crap. World of Warcraft had some brutal travel costs. Add on the fact that one needed to first find the nearest travel destination, then pay the toll, then watch the flight animation. The fact that it’s less than 5 silver to cross the game doesn’t give me reason to worry. I’m a facerolling guardian that constantly blows money on making ANOTHER exotic set of armor…yet I always have the money for waypoints. If they are getting too expensive, you are using them FAR too often. Try walking a little bit (like you mention later in this paragraph) instead of ‘driving’ everywhere.

The repair costs are always trivial. I am only in full exotics right now, so maybe I am missing out on some high dollar repair costs. I don’t know if the full karma or some other set costs a ton yet, but it’s not expensive yet.

Gathering Tools are fine as they are the balancing agent by letting a player have ALL the gathering skills in the game. If they are too expensive for you, use level appropriate tools (i.e. not use Ori tools in a 1-15 zone).

Salvage Kits are not required. You take them up to breakdown gear and increase the likelihood of getting crafting materials to speed your progression. If you are aiming for the Globs, then it gets a bit pricey but only in the sense that you are destroying rares for a chance at Globs. If you are salvaging every single item you find, that may be part of your problem. Try selling everything except those you ABSOLUTELY need (i.e. 76+ rares).

As for the wanting to do this and that, …no. I want my Guardian to have a ranged weapon that isn’t trash, but we can’t all get what we want.

Lastly on gold sinks, they are a necessary evil and part of what drives us to continue playing. If a player were to cap out in a week (level), then gear up in another…why would said player continue playing? Assuming the player has nothing better to do, he/she could buy up three character slot expansions, level every class, gear every class, and be done with the game in less than 4 months. Albeit that is an absurd amount of effort, the journey to being a demi-god is the fun part. If you are just handed goodness, what is there to strive for? (And, on a petty note, look at what that mentality has done for WoW)

No dungeon finder
We know you can do it, it would be an amazing addition that would take away from us wasting time trying to find teams and let us actually play the game -.-

Aww, hell. You got me. I agree here. Point awarded.

-Hate

What's killing the game, and possible solutions

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Posted by: Hateborne.7942

Hateborne.7942

(1/2)

Economy
A huge one, and one I’ve seen in other MMO’s and hated it, this is why.
It’s too subdivided, it forces me to do things that I may not necessarily want to do, because tokens force me to do a single dungeon, fine you want me to do a single dungeon for an armor set, make it so that finishing one path opens up certain pieces for gold to buy them or finishing all 3 paths opens up the vendor just don’t force me to run the same dungeon some 4-18 times for 1 piece (armor or weapons) this then follows with…

What? I don’t understand where this was going. Sorry :-\

It’s a game let us do what we want, without being forced!
because of diminishing returns I’m punished for doing things that I do want to do I’ll use for example Ascalon Catacombs (AC) lets say I like this dungeon, first run 60 tears, 2nd run 20 tears… 1/3 of the reward just because i want to do the same path twice in one day, Yes I get it, you want me to explore other stuff, that’s fine but don’t punish me a huge amount for it why not…. 50 tears or even less 40 and have it stabilize at that so that instead of having to move on because I get no reward I’m merely encouraged but not REQUIRED, so if I want to play the dungeon a second time, I can get appropriately rewarded, or if I want to farm an event chain I can, I get that this is to prevent cheating and exploiting systems so fine reduce the rewards, just don’t drop those numbers to 1/3, 1/5 or -.- 1/10 like I said earlier cut it appropriately so that I’m encouraged to move but not forced.

There are a few reasons for this one that one could theorize.

  1. Exploit Farming
  2. Other Player’s Opinions
  3. Content (a.k.a Dev’s Feelings)

1) If a dungeon has any exploit available (i.e. complete in half time through geometry exploits), it gets exploited to hell and devs knee-jerk crucify the rest of the player base. If a dungeon is completed in a MUCH shorter time, it becomes WoW in the sense that everyone just chain farms the fastest dungeon for rewards. Why bother doing the others if you just want tokens and DungeonABC takes 15min less than the rest?

2) Maybe you LOVE the dungeon AC. Maybe it is just the greatest thing in the world for you, but Bob and Sarah want to do Arah (different paths). This may affect the desire for others to group on other dungeons as everyone may get in the groove of farming one or two dungeons indefinitely (or until certain rewards are earned). Also, see number 1.

3) The developers spent PLENTY of time working on content. It would likely hurt their feelings if you didn’t at least show it some love. Even just a wipe once in awhile.

Scaling rewards
When we move to a lower level area, our level is reduced to keep the content “relevant” so why then, aren’t the rewards. If we want to go fight off that big centaur attack on Shaemoor garrison, let me and let me be rewarded appropriately, this will encourage those dead zones outside of Orr, the dungeons and WvW to be alive because people will have something to do there other than

Why bother leaving the zone (or even the place you are currently standing)? If the rewards scaled, it makes it 10x easier for people to do nothing and be rewarded for it. Hell, I could build a working macro using just the Quick Macro feature on my keyboard. Botting aside, generally the zones get harder. The point of harder content is to force the player to adapt and improve. If a player spends 80 levels in the first three zones, when it comes to Arah (or something equally fast-paced), he/she is going to be ABSOLUTELY worthless. Spending so long in lower areas, their skill and understanding of the game is probably significantly lower than one who has…say…played through the zones in order. :-)

Leveling
(this is the only one that I don’t know how to fix other than providing a way to get crafting materials much much easier, or making a buff so if you have a lvl 80 you’re experience gain is doubled/tripled across the board)
I’m sorry but I came from gw1 and quite honestly when you said “we’re going to remove the grind” I hoped like gw1… it would take me 3-5 days (~20-40 hours) as oppose taking me 80hours (or 80 hours worth of grinding for that gold that’s just ridiculously hard to get because of…

Leveling isn’t bad. City of Heroes was bad. Warhammer Online was really bad. Everquest was horrific (but still bloody fun). I understand that it may seem slow, but take your time and enjoy the view. If you don’t, you are going to rush to 80, complain about lack of content, and likely quit.

Cooking created components storable

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

I would like to see a variety of the non-edible doodads for the Chef skill be given slots. :-P

-Hate

No Gold Seller Mail Solution

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Posted by: Hateborne.7942

Hateborne.7942

The reason that gold spam is so difficult to lock down is that it is generally sent from compromised accounts. To determine if an account has been compromised is much harder than just using IP blocks or IP whitelisting. An account may have been legit 30 minutes ago, but now is being played by some account-thieving-prick. He/she strips all characters and valuables, mails off all goodies/cash, then proceeds to bot farm.

To combat this quickly, an optional “whitelisting” could be used. Add a tick box somewhere in the Mail pane.

Below are some EXAMPLES of how it might be used. Each option should be considered a tick box. Exception being the “Add to Whitelist” for obvious reasons.

Enable Mail Whitelists

  • Allow Friends (Contacts)
  • Allow Guild Members
  • Allow Mail From Characters Under Level 5
  • Add To Whitelist (With Textbox)
  • Allow From Anyone (Greys out other options)

-Hate

PvE: make it so mobs can't CC you constantly.

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

Sigh, the assumption you make.
I don’t have problems with this unless I’m trying to run past mobs and I agro too many, as a thief I also have very high toughness and respectable health (Power/Tough/Vit exotics).

Look closely…

I don’t have problems with this unless I’m trying to run past mobs and I agro too many,

Heh I made an assumption and you proved it right. Thank you. :-)

-Hate

(edited by Hateborne.7942)

Just do away with thief invisibility

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

Realistically, snipers iRL wear clothes that help disguise them in the snow, use methods to cover their tracks, etc. Quit whining and play *your* char.

This message was brought to you by a Kitten Who Knows How Stealth Can Really Work.

Realistically, magic doesn’t exist.

Quit contributing useless information and play *your* character.

Seriously though, screw Stealth executes. Stealth is otherwise fine though.

-Hate

Making Vendors Infalible

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Posted by: Hateborne.7942

Hateborne.7942

Actually in the real world there’s something called receipts and returns…in terms of fast food you’re ordering consumables. Is armor a consumable? Am I going to devour it?

So when you go and buy a car, but decide that you bought the one without the 4 Wheel Drive because you bought it in a hurry is wrong that the dealership will return the car? Probably not. (Barring Volkswagen as they actually do have something similar currently)

I seem to be reading something that will inevitably result in my answer(s) being wrong. I will attempt to explain anyway, but I would like to make it known that this is probably a lost cause.

What I was getting at is that you should be careful with your currency. We are FAR too used to relying on dummy-catch messages in EVERYTHING we do. Windows/Mac operating systems, placing orders online, etc etc all have TONS of pre-built in measures to ensure you are absolutely sure you want to do something. If you want to try life in a bit less forgiving circumstances, try Unix command line or handling live explosives. You ‘accidentally’ type in a command wrong and you will obliterate entire hard drives worth of data. When dealing with live explosives, you ‘accidentally’ trip or cause a spark and there will be nothing left to identify you as a human being (short of some random blood/giblets).That tangent may seem off topic, but the reason behind is that too many of us are dependent on ‘the system’ catching our own failings. Am I infallible? HELL NO. I’m just as terrible as the next person. Do I speed purchase expensive things in game or out of game? HELL NO.

So “friend”, I say again: If you spend time farming for something, be patient and read it.

I have never been in a drunk driving accident, does that mean drunk driving laws should be revoked and people should just drive carefully?

I agree with the confirmation on items that cost over 1-2k karma. I honestly do not want this if I’m bulk buying apples >.<;

I never suggested any revocation of anything. Just making note that maybe you should slow down and read, instead of relying on other people/things/systems to catch hastily made mistakes. If you cannot be bothered to careful make expensive purchases, I’m not entirely sure you can be trusted in a PVE or PVP group.

-Hate

The Correct Way To Balance A Game

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

1) Quickness is fine. The only thing wrong with Quickness is it working on execute. I am not fond of a Mesmer & Warrior combo at any time. By the time the warrior gets in range, his Hundred Blades takes 0.000001sec to take 60-80% of my HP. If I’m not high enough to withstand that, then the execute is cast and land before I even get my “Downed” action bar drawn in. That, again, is Quickness’ effect on the execute that is the problem.

2) No. No. No. Hell No. No. This isn’t WoW, we don’t need to homogenize each class into the same thing with different armor. That is another reason I left that hell hole. We need to stop trying to turn every game into WoW.

As for the burst? Run around with more Toughness. Having huge HP is worthless without Toughness against direct damage. Having huge toughness is worthless without HP against condition damage. The game is far more balanced than most understand.

For the record, I am running a Greatsword/Hammer crithammer Guardian in PVP. I spend my entire fight time rolling around and blinking around the battle like a grasshopper high on cocaine. Barring Engineer perma-knockdown, there is no class that can easily destroy me. I am running Knight’s amulet and Dolyak 5/6 (with Divinity 1/6). Try building for less health and more toughness.

-Hate

Just do away with thief invisibility

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

I wouldn’t say get rid of invisibility altogether on the thief because that’s part of their core skills.

What I would like though, is to see that invisibility removed when killing a downed opponent (which is highly unbalanced in PVP/WVW).

Absolutely this. I hate watching thieves pop stealth to freely execute me. I kind of wish Quickness and Stealth wouldn’t work on executes. Whatever though, gives the thieves something to stand against my guardian goodness. flex

-Hate

Trading Post Pick Up

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Posted by: Hateborne.7942

Hateborne.7942

I would agree here. I use my Guardian as my TP sucker, handling all the “heavy lifting”. On my Mesmer, I usually upgrade a weapon here or a rune there. I dislike having to loot two bags full of greens/rares just to get my one rune.

-Hate

EDIT: I merely intend for the TP to let me snag a single item out for my alt. My big guardian handles all my sales/purchases and has the bag space to accommodate such nonsense. My little lowbie Mesmer does not.

(edited by Hateborne.7942)

More way to Dodge

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

You can dodge in those directions. Just move slightly in one of those directions and hit the dodge key while moving that way. If you have the double tap enabled, double tap one of them.

-Hate

PvE: make it so mobs can't CC you constantly.

in Suggestions

Posted by: Hateborne.7942

Hateborne.7942

Orr isn’t even that bad. As a guardian running “Knight’s” gear (a.k.a base health but loltoughness), I round up mobs. I understand this can be frustrating, but avoid large numbers. I am not trying to demean or overly insult your playing skill, but if my craptastic guardian is handling 5+ per fight…surely you can handle one or two. If memory serves, rogues have a way(s) of gaining stability. Try adding that in before spamming whatever attack(s).

Also, I will say the chains from 900+ units away is kind of foolish. The rest is fine. DO NOT ADD DIMINISHING RETURNS kitten IT!

-Hate

Making Vendors Infalible

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Posted by: Hateborne.7942

Hateborne.7942

I am not trying to be rude, but I have never had this issue. In Everquest, World of Warcraft, City of Heroes, Warhammer Online, RIFT, or even Guild Wars 2….I have never done this. If you spend a week farming something, you should spend 5 second making sure you are buying the right thing. I doubt that logic would apply anywhere else in the world (at the supermarket, at your local Subway, etc).

If you spend time farming for something, be patient and read it.

-Hate

Suggestion: Gem Gifts or Gem-purchased Gifts

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Posted by: Hateborne.7942

Hateborne.7942

I like the idea of gifting gems. However, this could be seen as another avenue of making it easier for gold sellers. They could buy a HUGE number of gems when the market is down, then sell them for vastly inflated prices. Worth a shot though :-P

-Hate