Showing Posts For Hexd.4796:
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Hexd.4796
I uninstalled GW2 because of this. Was thinking about giving the game another try but seeing that they still dont care about their original community the game will remain uninstalled. Maybe they will learn from their mistakes with the next expansion.
For great justice, please fix this!
Hexd
Hexd.4796
Sea of Sorrows
PvE
I also nabbed the Shadow Greatsword skin. I think the grip and hilt are too long, but I am in love with the transluscent black blade.
Only one of the Shadow weapons I don’t like the look of is the warhorn. Not a fan of most warhorn skins, really.
I like the shadow warhorn for that exact reason; there isn’t much competition. I love the shadow skins, but I just wish they were a little larger on my Asura.
I’m not a big fan of over the top particle effects and perfer a more subdued look. My favorite necro skins so far are Shadow and Corrupted.
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Correct, it will not teleport you. This patch just brought worm in line with the rest of the summon skills, making it worthless on uneven terrain. I don’t see why this skill can’t just work like a self-only mesmer portal.
It was already underpowered and should never have been a GM trait. Maybe with HoT we will see some additional changes. Pulsing stability would make this worthwhile, however it does not fully address the existing DS issues.
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This is why I hope GS is not just another melee option. It would be better for the class as a whole if our existing axe and dagger issues were resolved, and GS provided some sort or group support.
The change to Lich Form is a trade-off for sure, but I don’t feel it was unreasonable.
FitG is another discussion completely, since the stability change did nothing to fix this already underpowered skill. For a GM trait that requires giving up 50% crit rate, the single short duration stability is laughable.
I’m with Shiki on this one. I am excited to see what kind of rework we get and will continue playing necro..
I would be happy with some decreased cast times and cooldowns, and a rework of A1-A3 to include a cleave.
Yes.
This would be a big step forward for guild based content; however, I do not think raids larger than 10 would do well in GW2.
I have played all of the aforementioned MMOs since GW2 and I am now returning to the game. On a serious note the upcoming changes to ESO, as well as the change to B2P, look promising and may be real competition for GW2:HoT.
Odd how the official response is the same response we got to this problem when the game was released, the whole system needs an overhaul
I would like to see plague form changed to a 2nd DS form
Once everyone in the game has purchased this and shows up on the map it will be much easier to manage your WvW strategy.
Can’t you put the game in windowed mode and adjust your ‘desktop’ color balance through Catalyst or NVIDIA control panel?
Add an alter in the world (pve) that enables/disables an open world pvp flag.
Allow open world combat between players that have enabled this flag. Disable pvp with group members to allow group v. group combat.
More game modes, grouping and larger more open maps would help
I like power necro, but axe is terribly underpowered. Even scepter does more damage with a power build than axe, and dagger 3 has great synergy with wells.
You lost me at “axe”
Power/Prec-DD Build. (DS, Dagger or whatever, just NO Condition).
in Necromancer
Posted by: Hexd.4796
I run 30/15/0/0/25 with Dagger+Focus/Staff, wells and a ulitity skill.
For WvW I use Knights armor (power, perception, toughness) with rubies (power, perception, crit damage)
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Give the horrors the ability to leap to their foes. As it a stands a slow moving slug that reaches its target with 1 second of life left is not verry horrific.
Still dont understand why people think transfering is the reason WvW is not balanced. Last I checked losing servers are still ‘Full’ population and the majority of players are just not participating in WvW. Also half of the NA servers are Full most of the day and dont allow transfers anyway, so lets just stop with this transfer nonsence.
Its just bad design. AoE damage skills can only hit 5 players at once while most AoE protection/healing skills have no limit.
Its technically an exploit (abusing game mechanics to gain an advantage) but working as intended
Its alright that the costume is better, but everyone that uses them just goes in and out of ‘costume brawl mode’ so they cant be hit at all.
No problem with the costumes, but the fact that they can pop in and out of the brawl to avoid being hit ruins the fun for everyone else
I constantly become stuck in combat in WvW long after I have stopped fighting and can not move at full speed. Has anyone else been having this problem?
Playing necromancer with dag/foc + wells, no conditions
Invisible enemies is the reason none of my friends are still playing. Its ok to lose but when you cant even play the game its time to move on
I wouldn’t be against a slight damage increase (~10%) on arrow carts/superior arrow carts to compensate for AOE killing them so fast, but damage-wise the other siege equipement is fine.
That said, ALPHA golems are mostly just mobile rams. I think their skills 3 and 4 could use some changes in the utility aspect, since they are not great. Perhaps the pull ability simply needs 1200/1500 range so it can be used to pull people off walls.
On a side note, I’d like to see more siege equipement added to the game, not just damage-dealing ones, utility aswell.
Siege towers anyone? Epic
I wouldnt oppose increased damage if they increased the cooldowns; no more machine-gun arrow carts
Half of the servers are listed as Full and do not allow transfers, and the rest of the servers have High populations. The balance problem in WvW is not due to a shortage of players
This would be a great addition
AR owns everything and there are no players on from BP or SF
Some of the problem is the whole advancement system, as soon as you get a good match-up it gets broken up the following week.
They need to end this whole server ranking bs and just pair servers with similar populations and prime times
This has been messing with my head all week, I knew something was wrong with my character.
From patch notes:
•Restored Asuran head sizes to the size selected during character creation
I like dagger/focus if I am going to try to do melee damage, otherwise I normally just use the staff.
The problem with power builds when it comes to weapon abilites is that you have to go into 3 lines to get power, crit and crit damage; and the individual traits in 2 of these lines do nothing to improve your weapon skill damage.
Your DS and lich form crits will be decent, but are still weak compared to the spammable weapon skills of other professions.
I would not count Wells as DD; the cooldown is just too long. We fall behind other professsions because we lack DD from our normal weapon skills.
Seeing the same thing here and I only rarely had the culling issue before the patch
Underwater combat for necromancer needs to be reworked. As a power build there is no synergy with any underwater attacks and all power based slot skills are disabled.
Along with this the downed state mechanic is clumsy and should be removed in the water.
Remove underwater down state as well, its such a clumsy mechanic
+1
I think the problem is the worst with 2h weapons, but i would like to see dagger scaled up a bit too.
I would like a little more range on MH dagger but I think 2 and 3 are fine the way they are since necro is a caster class and these are magical abilities
I like the condition damage buff, however I would prefer to see the bleed duration reduced, and the power buff added to spectral grasp.
A 30s bleed is worthless in pvp given the number of condition removal skills
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All I can say is it’s about kitten time. So sick of hearing this argument when its clearly a part of the game.
Maybe they should do something about day capping, or how about no capping at all and instead we all gather around LA and sing kumbaya
I have also been fighting players with 100% stealth up-time where there are very few if any other players in the area. Thief attacks in stealth and never becomes visible, or holds a control point endlessly without coming out of stealth.
I am aware of the rendering issues but have only experienced this in areas with a high concentration of players.
I’m glad we are finally getting some attention, however I think most of us were hoping for more critical fixes like % damage not affecting conditions, chillblains aoe size, and the multiple condition transfer skill issues.
Lets stay positive and keep updating the sticky, we cant let those elementalists out bug us
In response to unresponsive necro minions this enchancement will now correctly make the user aware that the minion is sleeping.
On our server one of the orbs is invisible and another just reset itself after the alter broke. Cool system….
I love the survivabilty plague gives and it has allowed me to escape certain death numerous times, but the tooltip needs to be changed to reflect that it does not "inflict multiple conditions on foes " but instead it is used to “repeatedly blind foes giving the necromancer time to regret his profession choice”.
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