Showing Posts For Iron Wolf.5973:

Back after 3 months break...

in Living World

Posted by: Iron Wolf.5973

Iron Wolf.5973

So the living story is actually worth while? :O

Assassin Signet down to 15%

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im glad you caught on to that. I was going to be worried all night long that it woudl go over your head.

Way I see it, this change was a side step at worst. The damage is spaced out now, instead of consolidated. It means that no, you wont insta kill someone, but still has quite high power output anyways. Whether this fits your view on assassination or not, this is a game, and there has to be limitations at some point. I dont think anyone would be crying over the backstab issue IF every class had some build that did the exact same thing. But since that isnt the case, the combination of things made it to favorable and to easy for thieves. This change was long coming and necessary. If that ruins your play style, then sorry. I guess youll either have to roll something else, or try another play style.

Assassin Signet down to 15%

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Well, if we really one to go by the concept of assassination, they should have just changed assassins signet to stealth you and causing yoru next attack to deal 100% of the enemy HP before armor/reductions. Oh and lets also not forget if you do it from behind, it cnat be blocked evaded or interrupted.

That sounds like assassination to me, but you know, people might think its a bit unfair.

Assassin Signet and what comes next

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Hate to break it to you. No class in the game, No matter the situation, should have the ability to deal 85% of a players HP of equal level/gear in ONE hit. Thats what was happening prior to the patch. And it made it kitten near impossible for the opponants to react which pretty much meant they were dead. Thats just a bit bs. And anyone who stands there and says otherwise are likely the same people who been using the hell out of it.

The fix was a necessity. It forces a few things. One, it gives opponants time to react so that they can pop CDs and other means to protect themselves. We get 15% more dmg over 5 attacks, and pending which attacks are used, this can mean more damage in hte long run.

And because of this change we all get a very cool benefit. It forces thieves to play better. Seriously. There are quite a bit of people who played theif because of the rediculous backstab damage and nothing else. And it wasnt exactly rocket science to do it decently. With this change, the huge backstab face roll is gone, and it forces a player to either get better, or go play something else.

Just wait for the stealth nerf next

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

The change was a good trade off. You wont be doing 18k crits and instagibbing people, but youll be doing technically more damage over the course of 5 attacks. Its a good balance fix. It gives players the time to react to the backstab instead of beign one shotted, and its not like thieves are all of a sudden crap that cant kill things.

All that said, gotta take note that there are quite a few thieves who play effectively who dont even use assassin’s signet. So yeah, if you dont got your face punching backstab anymore and are kitten about it, how bout trying something else?

Is thief anything like the TF2 spy?

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Backstab thief builds (the one people complain about being OP if Im thinkin right) are pretty much the closest youll get to TF2 spy if you want to compare. Stealth backstab for high dmg, and then spam skills to finish up.

Its a glass cannon. The difference though is that in this game, stealth is a more limited resource. In TF2, depending on equipment, you could stay stealthed. This is more of hit stealth before a kill, or to save your kitten

But there are other builds to consider too. So keep those in mind as well.

Basilisk Venom "Fix"

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im not sure if I understood the change correctly but if its as I think, they changed it to last 30 seconds while the skill CD was 45?

If thats the case I think it just means they dont want you to just run around with the venom precharged, and to be a bit more choosy about using it.

Assassin Signet down to 15%

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im glad they did this to the signet. This is a fairly good fix to the ‘problem’ people complained about. The change means that there wont be anymore “18k” backstab crits that one shot people. Instead itll take you more than one hit to kill someone. Youll have to combo, which means longer time to kill someone which means that theyll have time to pop CDs or get away or whatever and survive.

In a nutshell, by splitting it instead of 1 massive attack to many strong attacks, it gives about the same damage, just takes longer to do it allowing the enemy to react.

of course maybe Im just bein short sighted. I never used assassins signet. So that change doesnt bother me in the slightest.

Why is there only one type of sPvP?

in PvP

Posted by: Iron Wolf.5973

Iron Wolf.5973

More game modes (and maps too) would be really cool for fun play. But for tournament play and the sake of balancing, having one mode be the dominant mode of play is probably teh best approach.

Playing bunker Elementalist for 1 hour = Revelation :D

in PvP

Posted by: Iron Wolf.5973

Iron Wolf.5973

Posts taht talk about other classes doing fun/amazing things other than GS Wars adn BS Thieves one shotting people need to happen more often. Right now its easy to play the wars and thieves cause the hype going around is that its face roll, while the other classes in the game can provide fun and interesting playstyles but unfortunately arent getting the attention they need.

Not everyone needs to be a face roll player. Good team comp can offset “OP” class mechanics. Besides, who wouldnt want to be the guy who found a way to counter the hell out of wars and theives and make htem QQ :]

Is burst damage really this bad?

in PvP

Posted by: Iron Wolf.5973

Iron Wolf.5973

I dont get the complaint. Im not hardcore sPvP or tPvP but I play enough. And Ive never once been bursted down in 1 second. I play a thief mind you, and I survive well enough. I dont get 17k crits on me that one shot. Im not saying it doesnt happen, but its not happened in my personal play experiance. I dont think Im just that lucky.

Also just to make the note, the backstab build is not one I personally play because I dunno, it doesnt seem fun to have to wait on steal, signet, and might procs to kill 1 guy. Especially if its a team fight situation. Kill one guy and then wait 30+ seconds to kill another. :< Maybe I just misunderstand the build.

Downed State - A constructive assessment

in PvP

Posted by: Iron Wolf.5973

Iron Wolf.5973

I dunno. I think other than the down state needing to be equalized among the classes, I feel its fine for the most part. Your 1 skill should be able to kill someone, not just tag. It just comes down to how good/bad a player is to kill them. Ive never once personally been killed by someones 1 when they are in a down state. Cause if Im low, I back up and range them down or wait for my heals to come off CD. Ive got all the time in the world, so to speak. They are bleeding out and immobile.

The down state I dont think needs a suicide mechanic either. Its a double edged sword to be in down state IMO. Yes, you arent dead and you can technically get back in the action faster, but thats only if you do it in a certain time frame. If it takes you 20+ seconds to get back into the fight, it probably at that time wouldve been quicker to die and res. So if it takes a while for you to die, its either you wasted your time trying to get back up, or you bought enough time to screw up the enemy team. It depends on the situation and use. If you give a suicide mechanic, everyone is just going to spam it to respawm quickly. Not even bothering with healing or the AA or whatever.

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

Yeah this thread got off topic, partly cause of me. Yeah the initial issue was no female armor for asura and how we as the community felt about it, whether arguing for there being a female type armor for asura, or whether it is fine as is.

Do you dislike team colors?

in PvP

Posted by: Iron Wolf.5973

Iron Wolf.5973

Could always strap a red and blue flag on a pole to your back and call it a day, but I dont think people would like that as much either.

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

You can say what you will. I did read what you posted, and posted how I interpretted it. If I interpretted you wrong, you are, or were, more then justified to correct me, instead of dismissing me.

EDIT: You know what, Ill meet you half way in your argument. They dont need female armor, IF anet decides to make armor that is unique in appearance to asura.

(edited by Iron Wolf.5973)

Thief 'hard counters'?

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Well if they cant kill you and you cant kill them its a bit of a stalemate. Buying time is not a bad thing and I find it an effective strategy in sPvP when needed.

But mesmers for me punch me to kitten hard and dont die.

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

Were talking agian about making sense? And Practicality? I think the best way I can sum it all up is gender distinction with plausible reasoning.

The idea that asura are practical and there for all asura wear MALE clothing is bs. What they define as feminine can very. For the sake of argument, you could say that the male clothing in the game is feminine for asura, but then you would have to say that the males would need their own armor type. And we all know the true reasoning is applying a lot of the Human Female armor to asura would look awkward and very creeper.

The argument also that you cant tell male and female apart from the reproductive organs is pretty bad. I can tell male and female apart by their gait and hip movements alone, not to mention other features. We may have the same bones, but we are not constructed quite equally.

Now when you do mention softer curves adn subtler things, what you are really saying is you arent giving the viewer enough information at the get go to determine something quickly. That to determine male and female you have to pause and inspect because you cant see these things on the fly. BUT clothing/armor actually covers this aspect really well. And would make more sense from an artistic stand point to have differentiating clothing between the genders.

You are still hung up on the idea that feminine = dresses and ribbons and things. What asura find feminine and masculine is where I and others have argued that Anet could have had fun with it. Even if you go with things, you can still have feminine qualities in armors and still be practical. And IF we are really going to argue armor practicallity, MOST of hte armor in the game is VERY impractical – Male or Female.

Lastly, Id have to ask why you would be opposed to having ‘female’ armors for asura. It would honestly just be more awesome armors for us to screw around with. More content always makes me happy.

Thief 'hard counters'?

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

While I know this game gives the player a lot of wiggle room to play as they wish, and that the notion of a hard counter is a bit silly, I still am left wondering if there are certain classes that have natural effectiveness to thieves.

I ask cause, personally, I feel that given WvW or sPvP, I more or less have the hardest time against mesmers, and the mass amount of illusions they spawn with the con damage they can do.

Any thoughts on that?

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

Haha no one is arguing over how great the asura race and culture is. I enjoy it much the same as anyone else.

@KorKor

No one here is arguing for needing sexualized aspects. Were arguing that they need ‘female’ armor that would be considered female to asura. As a few of us do agree that giving females male armor and coming up with that half hammered idea of no gender difference is kind of bleh and shotty.

The bio stuff was just getting off topic, which happens when people express ideas and reasoning sometimes.

Should Guild Wars 2 have less waypoints?

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Actually to be honest, I feel like way points are great, and they are fine in number currently, but what should be adjusted is price.

Waypoints I feel should be most expensive when starting out, sa they should be only used to get from one place to another if necessary, but otherwise force the player to actually go through the content between the two way points. Once we hit 80, were more or less goign about doing exploratory functions and other things, and should be relatively cheaper. Once you are 80, you arent going to need to explore content youve already cleared, but hte cost can be a bit high if you are jumping all over the place via waypoitns.

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

Well I could go into the argument seeing that dogs do not have visible ‘breasts’ either until the time they are nurturing their young. Or that some mammals do not have breasts all together. Etc etc.

But this isnt a biology lesson. No the point I was aiming for is that since they are similar to humans physiologically speaking, it would likely be true that psychologically they would have similar set up as well. That is to say, that they too would value certain physical traits in their partners. And that clothing and etc would then be tailored to support those traits to some extent. What they find attractive would be what ANET could have had a ball with.

Instead, what we are given is the half hammered idea that they dress asexually, so everyone dresses in MALE clothing. Hell I cant even remember if ANET specifically said that was the case, or if thats just a loose theory floating around to explain why female asura do not have their own female clothing (other than the obvious reason that many of hte human female clothing would look strange.)

Eve up their is also pretty much saying somethign a long the lines Im saying as well. Humans like curvy women wiht nice assets, big muscular men. Its how we are when we start choosing our mates. Since asura are similar to humans, it would stand to reason that they too would value some sort of physical trait in their potential mates, and that clothing would then play up those traits. Hence the rise of female armor on asura.

EDIT: Got to make this clear so everyone understands me. Im not arguing for giving asura breasts, or giving htem the female human armor. Im arguing for the need of female armor that is fairly unique to asura.

(edited by Iron Wolf.5973)

More concerned about internal systems than players?

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Youve got it right on the head. Anet is prioritizing the system over the player. Because its the right thing to do.

Lets say they go the other way. They err on the side of hte player, and there are bugs that are enjoyable. To some. What if there was a bug that let thieves step through walls, or stack a multiplier on accident that allowed for 1million dmg attacks? These problems of course being the issue of trying to work in mechanics or things taht would obviously be fun. But they end up breaking the game and system.

The system allows for their to be aground for all players. Everyone knows the rules, everyone plays by the rules. From there anything goes. Without the rules, youll quickittenurn into who can abuse who for their own personal satisfaction. No system, no game.

In a board game, there are rules in place to prevent players from performing actions that would be otherwise fun. Not because they want to punish the player, but because they make sure the game as a whole functions for everyones enjoyment. Not just one players.

So many issues could have been fixed before

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

There is somethign I understand very well because I am an artist in training. Something we learn at one point or another, hopefully if were lucky, is that you will NEVER have a perfect piece. You can work that son of a kitten to the bone and there will still be things you can add or improve. Its just how it is. After a certain point, you have to put it to rest and say “Here! This is my work. It is done”

Games and products are no different. At a certain point, theyve got to say OK guys here you go. A game to play. Will it be perfect? No. Does the developers know that. Yes.

So for a game like this. With all its issues, its still a fairly decent game. Does it need work? Yes of course. But there had to be a point where tehy had to decide look, we need to get the game on shelves so we can start earning money. So long as people buy the game and play it and get some satisfaction out of it, it gives them time and resources to improve upon it. But as I mentioned, they had to make a choice that at some point they were going to release it.

I want more...

in Fractals, Dungeons & Raids

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im on board wtih dungeon variety, and puzzle filled dungeons, and jumping puzzles.

I want to like this game...

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Were all for strategy. Thinking our way through a boss encounter is always more fun and mentally rewarding hten resigning our selves to just spam our skills and burn downt eh boss. Autopilot makes games boring. Having to think and plan makes them rewarding. Currently, its to tank and spank, not enough strategy.

I guess maybe for me though Im just reminiscing a bit about WoW. Not the current wow. No. I mean back in BC. I liked raid design then, cause it forced team work. kitten doing their own thing often got everyone killed, and you had to think your way through the encounters.

But what I want to see is more dynamics in dungeon content personally. Jumping puzzles and boss fights with phases and hard mechancis and interesting events that happen like what happen in the world.

Hell you know what would be fun, if instead of choosing apath, you enter the dungeon and it chooses the path randomly for you. And things just unfold as you enter. Or The events in teh dungeon kidn of steer yoru progress. Beat event A, continue to path B. Fail Event A, continue to path C. That would be dynamic to me. But now Im just rambling.

Question..If I bought the wrong weapon with my Dungeon tokens...

in Fractals, Dungeons & Raids

Posted by: Iron Wolf.5973

Iron Wolf.5973

Should use a system honestly like wow. Where you have a 2 hour window after purchasing gear with special currency to return it full refund. Applying or changing anything from the weapon type binds it to you and removes the timer. Of course to prevent people from renting weapons to run dungeons, you can turn that timer down to lets say 15-30 minutes instead.

Balanced group or balanced builds?

in Fractals, Dungeons & Raids

Posted by: Iron Wolf.5973

Iron Wolf.5973

The game allows you, regardless of your gear type, to complete dungeons. It does not matter if you have all warriors, or all elementalists in your group.

The catch then comes to skill/trait compositions. Youre going to have to have one or more players be teh guys who can soak up damage and get punched in the face. How they do it is up to your group. You may have 3 people chaining their CDs one after another. Its not impossible, just very very hard.

People will opt to find player classes who have natural niches. I.E casters tend to work better as dps then tehy do as tanks, while guardians/wars work better as tanks then dps (respectively). Its not to say you NEED these classes to run a dungeon, but having a split composition of classes makes the necessary skill level to beat the dungeon go down for hte party as a whole.

Can you complete a dungeon with five thieves? Sure. Is it going to be easy? No. Its going to be hard as steel kittens.

To my personal experiance, dungeons have always gone smoothest when people have their builds set up to fill a certain role, but are flexible enough to work in a group and synergize. Meaning, dont pick traits and skills that only benefit your toon alone, but help the group as a whole.

I want to like this game...

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Team work is great, but the goal is what might be ont eh short end. I like anets idea to make the game feel visceral all the way through. So that big bosses you encounter are out there in the leveling environment, not just in tough raids at the end of the game. But I feel that once you hit 80, unless its dungeon running or pvp, I dont feel like theres a whole lot to achieve. I like the dungeons every now and then, but they dont have grand scale that I am slightly used to. In many ways they are pretty much just like the real world, except mobs hit harder and have more hp, and theres non of hte real world fun like interesting events or jumping puzzles and so forth. I would kind of expect that dungeons would have more “pizazz” considering that they are a more controled environment then the world.

Im not regretting my purchase personally. For the 60 put into the game, I got my money’s worth. That is very true. Its just Im hungering for something a bit more. If/When they redo the dungeon design (its apparent that the dungeons need work) maybe then we’ll see something different. To be frankly honest, If a dungeon clear takes me 3 hours, but its an epic fist fight and challenge the whole way through where I have to coordinate and think, fine. Its time well spent. Raids take time to do, but they have the feeling of being big.

As for effects, yeah. This game takes the approach of energy based effects. Where its more about the lights and colors, rather hten a physical tangible object. Energy effects are common in jRPGs and other asian rpgs, where as physical effects are more common in western RPGs. Its the difference between shooting a beam of energy and throwing a massive boulder. They do have physical aspects, but i feel that often enough, its drowned out by the light. If your going to have a magic spell which impales someone on a pillar of stone, make it big and bold.

First time I've felt "desolate" in this game

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Reason that mid level zones are more empty is by this point, most people who are actively playing the game have atleast 1 level 80 they play most. In their spare time they play low level toons which populate the lvl 30 and below zones, but dont exactly spend a lot of time consistantly leveling them, so the mid zones are empty at hte moment.

Also while world pvp would be kinda fun (it has its times) how you would implement it in the open party environment hte game sets up currently in PvE would be complicated if not possible.

I want to like this game...

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im not sure about you, but in PvP, I usually last a long time. Because Im a bit more choosy about my battles. I dont go rush head long into a group of 10 guys without first thinking of how Im goign to get out of it. Personal play style I guess, but yeah.

I think the game actually does well enough to foster team play. Maybe not in parties, but I feel that people in PvE content are a lot less volitile and accepting of other players.

Though I will agree that in some respects, there does feel like something, what exactly, is missing. I love hte game to death, yes but I feel like there is just something that isnt quite there yet.

Healing Power, Vitality and the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

Oh when I said Power x Vit, I didnt mean it as a multiplier. I meant it in the same manner you meant. Where both stats add up to create the third stat, so to speak.

My stance is just that I think if you made it a combination of two stats to get the third, the clarity required to determine an optimal heal would become quite a headache, and it will create balance issues in certain classes/playstyles that will easily snowball. Having it as a stat just makes the players actively choose what they want to do. I mean healing is not required. It makes things go smoother, but even if you had a healer in party, its not going to be the make or break in almost all cases.

Combat mode

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

You make it so complicated to get a skill point. If you just drop shadow refuge and walk up to the skill point, they cant see you or hit you, and you will be in stealth for quite a long duration of time. Enough to actually get the point.

Healing Power, Vitality and the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

The idea of letting it sit with traits, skills, and so forth can be argued with power, or precision or any stat for that matter. Why have stats when the skills themselvse should dictate what or how a player plays.

Also how would healing be made apparent to players. If power x vit = healing potential, how much of either one makes good healing? Would you get good healing if you had high power low vit, or high vit low power? What about characters who prefer tankier builds. If you make healing based on power x vit, then wouldnt they be pretty hard to kill because they just need healing skills/weaps and they can take damage all day long, out heal you, and deal out fairly decent dmg to kill you. Same if you made it power x tough. Or waht about vit x tough. Then you have unkillable healers, who will just self heal and kite and tank and cause all sorts of issues in WvW, sPvP and so forth.

The point is, if you have a stat thats specifically for healing, the player must make the conscious choice to pick it up and forgo another stat in its place. Much like if you decide to go power/con/pre/etc, you will be a glass cannon and suffer the drawbacks for it. Because retraiting is pretty cheap, you can gain access to all weapon skills, and all class utilities, the only thing grounding players in making choices about their playstyle is armor.

One last thing to point out. As mentioned above in your original post, you said healing was listed as a defensive trait that gave you some bonus healing, but you lost damage and mitigation for it. which pervades the concept of dedicated healer. I have to ask why is it that picking up bonus healing reduces your dps or mitigation is bad? Its like you are saying that picking up healing should not affect the ability to dps or resist damage. Much like toughness or vit, if you pick a defensive stat, you are going ot have to drop offensive stats to cover the cost.

(edited by Iron Wolf.5973)

So Squishy! Real "fun" killer.

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Im not sure how you are differentiating sword to dagger with the triple heal, because the dagger AA also hits three times, unless its based on an ICD on the passive of signet which Im not aware of.

Daze is stealth based, the weaken makes non crit attacks glancing, so they deal 50% dmg.

Now the problem I find iwth signet of malice on melee is a few things. The first is that because youre in melee, you will be hit often enough that the AA is not likely to keep you out of red, forcing you to back up at some point in time. If you are forced to use the signet, you lose your life on hit passive for 15 seconds, and during that 15 seconds you really have to be on yoru toes to make sure you dont take any big damage. Also, the using hte signet provides a comparatively small heal. Considering all that, the signet honestly feels better in the hands of ranged thieves, not melee.

Hide in shadows then becomes more useful in melee for a few reasons. Its a big heal, meant ot negate big dmg or dots, and it puts you into steath, enabling either a backstab, or getting out of a pinch if needed. Since it also removes all conditions on use, it provides itself a better usage.

With swords, you can remove conditions via the teleport, but that consumes initiative taht could be better applied to dealing dps. The skill is, to me, meant to replace the fact that because you are using sword you do not regenerate endurance on hit like daggers do, and need the extra evades. But the dagger kit incorporates an evade into its dps, while dealing a 3stack AE bleed.

All this considered and because the game is a bit more hairy then usual, I personally believe having daggers is better spent, not only for the AE bleed, the evade you get it with it, and the ability to quickly regenerate endurance so you can evade often to avoid attacks. Granted sword probably does deal higher single target dps, and its skill set seems to speak that.

But sword or daggers, I think the point is that one way or the other, you need to invest in some def stats. If sword dps with the signet does the trick, then all the power to you. Thats the nice thing about hte game. Two people can play completely different and still accomplish the same thing.

(edited by Iron Wolf.5973)

Healing Power, Vitality and the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Iron Wolf.5973

Iron Wolf.5973

The point of Healing power is to give players who actively WANT to heal the ability to do so, without them pushing for high dmg. The anti trinity concept was employed to support 2 ideas.

1) That you need not be required to have a tank, dps, or healer to play content.
2) That you could effectively play in a manner you find enjoyable without that screwing you.

Lets be realistic. Most everyone wants to play the role of that one player who does high numbers and lays waste to their foes, and fewer want to play the role of hte guy who gets punched in the face, or the guy who stands in the back staring at HP bars adn not the action.

Giving players the ability to self heal and evade attacks to reduce dmg means theres less need for tank/healer/dps combo, and you can get by with straight dps.

But the healing stat gives the option to playres who want to play support/heal teh ability to do it. But they have to actively choose to do it. If you make the ability to heal based on power/con damage, then you will have the problem that poeple who push for super high dps will also have high sustain and can swap to healing on the fly with no consequence. And if you reduce the effectiveness of healing to power ratio, then you will end up with requiring emense amount of power to do decent heals.

So with the current set up, the game allows you to play the way you want, but must also pay the price for doing so.

(edited by Iron Wolf.5973)

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

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Iron Wolf.5973

ANET needs to do a bit mroe out of game too. The funny thing is I saw an ad on YOUTUBE of all places offering to sell gold. It was one of their side bar ads. I know youtube is independant of that kind of thing, but is it really out of ANETs ability to discuss with youtube and other large internet hubs to turn down business from gold farming sites?

So Squishy! Real "fun" killer.

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

Depends what you want. If you are like me, and you like doing D/D, I ended up doing 30/10/10/20/0, with traits set up for deception CD. This usually allows me to hit hard, get decent crit (around 50% with gear), adn still have hp adn defensive capabilities to get myself out of tight spots. It means that if I do get hit, Im not goign to lose 3/4s of my hp.

If you are mid level, I remember myself still investing in crit, and acrobatics. If you are doing dungeon content, having HP makes things work out well enough. You will get hit hard, but last long enough to pop defensive skills to get you out of melee to recuperate adn switch to range weapons to keep dps up.

Daggers btw provide better defense then sword for melee, because your AA regenerates endurance for your evade. If you use DD, death blossom is also an activatable evade if timed right.

So Squishy! Real "fun" killer.

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

If you play melee, you are going to have to invest in defense. Even with evade and so forth, you are going to take hits, draw aggro nd so forth. If your hell bent on glass cannon, then great. Be prepared to take the concequence of it, which is you will get hit hard.

If you could just punch everything in the face super hard and never be hit or take any dmg, or have a draw back, it would be broke.

So either go to range dps so you can just maxmize dps and get out of the melee, or start investing in tough/vit so you can take a few swings wihtout going straight into down state.

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

We can speculate a lot, but the wiki which is supported by anet who made the game dictates that they bear children in the same manner of humans, which denotes the likely hood of being a mammal. Even games have some logic. The difference between good and bad fantasy is how to make it believable enough to sell it.

Gender neutrality is great, but then you should have individual armors for the race if you are cutting out the middle man, not just stick male armors on the females and call it gender neutral.

Also my point was that since there are two different sexes in the species, then there are likely difference in appearences. I personally dont agree with playing up the sexy angle on asura like one would do with humans and so forth (and Im pretty sure almost everyone agrees with that), BUT I do believe on making there be gender differences. They are a different race, so what they find physically attractive in male and female may (and probably does) differ from human standards. Humans, we like nice assets and figures. Asura? Who knows. Thats where anet could have gotten creative and came up iwth a unique defining look to what Asurans like to show off to prospective partners

(edited by Iron Wolf.5973)

Why have you changed, my Asura's head?

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

I wonder if this was done to fix a rigging issue.

I noticed a while back that at times, my characters neck would telescope when she began to run, then ‘pop’ back up randomly, creating a strange and annoying hting to look at from an animation stand point. The only thing I guessed was that the rig or animation was messed up and would bug otu at times. Maybe the headsize changed that.

Outside of that, I cnat think of a reason why they would take away that control from players…

True action combat mod

in Suggestions

Posted by: Iron Wolf.5973

Iron Wolf.5973

Seems interesting concept but doubtful itd ever be implemented. It would end up changing how the game is played to such a degree that a lot of more casual people will be upset.

Dodging should override any other action. Channeled skills such as ressing can get you killed

in Suggestions

Posted by: Iron Wolf.5973

Iron Wolf.5973

Then its buggy. I know for a fact that double tapping does not always cause me to dodge when ressing. I also know that during some channeled skills, I must repeatedly double tap to finally dodge. THe catch is that sometimes it happens on cue, sometimes not.

Make Class Balancing Positive - Not Nerfs

in Suggestions

Posted by: Iron Wolf.5973

Iron Wolf.5973

Its easier and more logical from a game designer stand point to nerf 1 class to fix a power issue then to buff the other 7 to bring them up to the same power level.

Also buffing presents itself just as many issues, and probably a lot of unforseen issues that may destabalize game play in various parts of the game.

The fact that nerfs hapkitten because they are doing their jobs and paying attention to the game. As someone mentioned, its not fun if 1 class is face melting the other 7 with impunity. Its fun for those who plya hte 1, but not for the majority.

While some aspects may escape us as to why they get nerfed, I like to believe if not hope that ANET actually takes time and consideration with their nerfs, and its not just throwing whatever at the wall and seeing what sticks.

Nerfs are negative, yes, but they are a necessity.

New WEAPONS suggestions for next expansion?

in Suggestions

Posted by: Iron Wolf.5973

Iron Wolf.5973

There are plenty of weapon types they dont employ in the game that would be cool.

Whips
Katar
Chakram
2H Axe
Fists
Crossbows
Miniguns (I would love the engi ulti to be a minigun kit…)
scycle

Some can be more class specific obviously, but there are quite a few ways they can go about these abilities.

toughness

in Thief

Posted by: Iron Wolf.5973

Iron Wolf.5973

I do High power, moderate crit, with a mix of vit/toughness for defense. Personally the glass cannon build is ok. It does high dmg, but any mistakes and your screwed.

That being said, I personally value the vit/tough cause Ive never been out right killed, even by glass cannon builds. I get hit hard, sure, but I survive long enough to disappear and recuperate.

Why have you changed, my Asura's head?

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

I dont notice a difference on my asura? What was this going on :o

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

As someone previously mentioned, the wiki for GW2 states that asura reproduce in the same manner as humans.

If you define them as mammals and therefor similar to humans, you have the standard mammal, then marsupials, then monotremes. The only instance where mammals lay eggs are monotremes (platypus as example).

So yeah its possible they are monotremes, but they exactly dont fit the docket for them, as monotremes while they lay eggs, require mothers attention while in external incubation period among other things, like one pipe for all the plumbing :\.

Its better to reason that they are of typical mammal build. With their more reptilian look, you could argue that it is just an evolutionary trait. Harder, tougher skin for protection, which gives a more reptilian look.

All that being said, as I mentioned, armors should I feel be differnet between male and female, but what they play up is different then what is played up between human male and females.

THE MORE YOU KNOW! /flyingstar

Female Armor Skins

in Asura

Posted by: Iron Wolf.5973

Iron Wolf.5973

You have to think about a few things. In human psychology, outward appearence is the first thing we notice. This is before intelligence or anything else. You think someeone is attractive physically before you get to know them mentally.

This is just how humans breed. So it makes quite a lot of sense that in games and so forth, females are often depicted more… ideally. But hten gain so are males. Armors and so forth on male models are made to push the ideal of males. Broad shoulders, chest, back, etc. We dont care about showing the assets, just the over all shape and power associated with males.

This concept of physical attractiveness is not only inherent to humans. It displays itself in a variety of animals in a variety of ways. But usually a physical trait predominates things. Of course i say that with the loosest of ways. I know that there are many other factors and so on, and the differences among species occurs. So dont get to hung up on it. Im trying to make a standard point haha.

Anwyays, The question then has to be asked is why, or rather, why wouldnt it apply to asura? They would obviously have to see physical traits before mental traits to determine physical attractiveness. And thats the fun of it actually.

No, you do not need to sexualize Asura the same way humans are done. The ideals for humans, be it a nice figure and assets on women, or broad muscular body on men, do not necessarily apply to asura. What they find physically attractive could vary greatly from what humans or norn or etc find attractive. Which is honestly where Anet could have had so much fun with it.

As someone mentioned, big ears = big boobs. Sure I could fly with that. Maybe thats an attractive trait in asura. Who knows. But that being said, couldnt armors then be designed for male/female to reflect those certain traits? Perhaps big eyes are attractive in male asura, big ears in females. I dont know. Im just saying that they could have gone all over with male/female asura armors, isntead of short changing it where they all have male model types.

Anvil Rock : The rats are leaving the ship...

in WvW

Posted by: Iron Wolf.5973

Iron Wolf.5973

TL;DR – Zerging is to effective a method to gain total map control, from which there is little hope for the losing realms to regain control.

Before I start, I want to say Im from DH. Anyways, Well heres the thing.

Zerging in WvW is to strong a strategy. And once you gain map dominance, as is the case on DH right now, there is no implemented way to regain a footing currently. Nothing in the game allows you to. A Dev mentioned that you could try splitting your forces and so forth, making diversions and etc, to regain ground. But heres the problem wtih that. While you split forces, so can the enemy Worlds. And if they hold a majority of the map with high level upgrades on key locations, and the Orbs, they are going to have no only the supply to outlast your bid for a tower, but the spawn points and mobility. You may gain 1 tower, and lose it 20-30 minutes later because they have the local keep and are trebucheting your walls with impunity. Or all the supply camps are in enemy hands, so you cant adequately defend because you cant build the defenses fast enough.

This was the same case with DH vs Yaks Bend, and so forth. Once they achieved map dominance, they could easily zerg and crush any sort of counter attack from the enemy realms. And if you are on the losing end of that, it gets old pretty quick when you really cant rally enough people to fight a losing battle as badly as that.

Currently as I type this, DH owns 95% of the WvW total. Short of a few misc supply camps and the occasional fort, its all green control. Sure you can ninja a supply camp but what good is that netting your realm.

And the end result is always the same. People want to win, or atleast fight the good fight. But if tis a one sided slaughter, they will not play. They will transfer to more evenly matched realms, while other realms will shrink into oblivion and will be permastuck as that one realm who is always getting curb stomped.

My only suggestion is that Anet needs to look at WvW and think about methods to deter the effectiveness of zerging and the difficulty of gaining and holding map control. It should be a system honestly with the more places you own, the harder it is to hold it. Not Easier.

Thief Stealth in Party, during sPvP

in Bugs: Game, Forum, Website

Posted by: Iron Wolf.5973

Iron Wolf.5973

Tested this real quick. It seems entering a spvp server while still in party allows your party members, and from it looks like, the enemy team to see you when you use stealth. I know the quick fix is just drop party, but its a mechanics issue is all.