Showing Posts For Junjie.3074:

Reason Why World Boss are not as successful

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Posted by: Junjie.3074

Junjie.3074

I do hope the new revamp boss fights becomes more engaging, and I do not mean more red circle aoe etc, I hope those bosses become more life-like. If revamping just means the boss would stay on the same spot and drop different red circles, to me its still the same, nothing have changed.

I hope the revamp brings those bosses to life instead of lifeless red circle shooting statues

Reason Why World Boss are not as successful

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Posted by: Junjie.3074

Junjie.3074

World boss events although the rewards are enticing, but personally I feel that something is quite missing from it. Compared to other dynamic events, world bosses seems a bit dry. Tequalt,shatter etc.

The entrances of these bosses does give the “WOW!” factor, but that “WOW” just ends there. I know there might be some issues with trying to programme the bosses, but personally I feel that the whole event could be a whole lot engaging if those bosses actually moved.

All these “MEGA” bosses now just enters in and stays stagnent on the spot until they die. This sort of dulls out any excitment which players get and also puts an end to the adrenaline from those wonderful entrances those bosses comes in with.

Fighting these bosses are stale where people could just stand at a spot and kill the bosses while dodging red circles. These bosses does not feel engaging and instead makes the combat stale. Imagine if Tequalt moves around the battlefield and squashes enemies under his foot etc. This would make fights so much more engaging and fun to deal with.

Personally I think, instead of adding additional mechanics to the fights, just allowing the bosses to move within a certain radius of these battlefields would be more effective than adding extra mechanics to the fights. To allow these combats to be engaging must be a 2-way option. I believe the developers are too dwelled up with players engaging the bosses, but not how the bosses engages with the players and its surroundings.

This is just a personal opinon of mine. Not sure how the developers might think, thus I want to open this up to the floor and see what are the reactions of other players and hopefully even a developer about this issue.

Mist Form Nerf - Care to explain Anet?

in Elementalist

Posted by: Junjie.3074

Junjie.3074

Hi Anet,

I was wonder why would there be a nerf in mistform.

If u compare mistform to endure pain, during mistform after the recent patch, u cannot heal/atk just move away. Also when u get CCed like frost/cripple before mistform, you’ll still suffer from the movement CC and move alot slower in mistform in 3 seconds.

But in the case of Endure pain, first of all its 5seconds, the CC works similar to that of mistform, only thing is it works during the usage of the skill, you are free to attack/heal at the same time.

Could I get insights on to why the Nerf on mistform? When other similar utilities from other skills seems to be so much better then mistform

Legendary Xmuting and ascended weapons stats

in Guild Wars 2 Discussion

Posted by: Junjie.3074

Junjie.3074

I know Anet did say that when ascended weapon gets introduced, the legendary stats will automatically scale to it, but I was wondering, if we transmute our legendary to other exotic stats now, when the patch for new weapon arises, would the transmuted legendary still get stat boost for it?

More Endgame Contents?What's your suggestion?

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Posted by: Junjie.3074

Junjie.3074

Speaking of something that is different from dungeon makes me remember the last CBT of GW2 where everyone was playing the hunger games. That for one really interesting and fun. A new form of “WvW” where people could have a laugh over(when you die of hunger etc.) rather then the current WvW which quite alot of hostility are involved.

Till now I still yearn to play the GW2 hunger games again, but unfortunately Anet doesn’t seem to be re-implementing it anytime soon. The event updates are good and such(lost shore etc), but none of them seem to be able to compare to the mindblowing mindset of the GW2 hunger games.

More Endgame Contents?What's your suggestion?

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Posted by: Junjie.3074

Junjie.3074

Hi,

Currently guild wars 2 is revolving around dungeons that are of 5 man in size and personally they are fun to play, i’ll admit that. But eventually when I start to run it srather often, it starts to be repetitive and it sort of gets duller each run.

Currently to acheive the FoTM back its more of a grind for ectoplasm or $ to be able to acheive it and personally I think it is driven in the wrong direction. Which inevtiably makes it feel grindy which I think that is not the intention of Anet’s staff for GW2.

Personally, since GW2 is a none grind for gear (stats wise) game, why not introduce “raids”. Where in this raids, it might be 10-15 man (or even more) with the eventual goal of farming for nice looking “skins” that looks better then the current dungeon armors? Eg. Each boss will drop a certain skin for each profession (heavy,medium,light) when defeated? As the guild does these “raids” it makes them bind more as a whole group as they collaborate and work together to defeat these “raid” bosses. I hope to be able to see dungeons that the guild can enter in together and play.

Some people might say that world bosses like dragons would serve this purpose. But there are definitely some things that are different like the sense of acheviement you get when defeating the dragons with pure huge zerg numbers in open world and when you do it within your own 10-15 man. Also the loot chest rewards from these dragons are rather underwhelming with very low chance at exotics/rare. They don’t drop specific skins also. Which is partially one of the reasons why these map bosses are getting less popular as time goes by.

Here are my 2 cents worth. How about yours?

Tornado and Whirlpool Still quite broken.

in Elementalist

Posted by: Junjie.3074

Junjie.3074

How is it possible that when using these elites and when we get confusion stacked on we take 5-8x damage(ranging from a few hundred to a few thousand per second depending on the stack) ticks per second while we are not even dealing 5-8 times damage per second? ( this is with the tornado/whirlpool right on top the guy) Both these skills need some twiching to its passive cast ability or needs to be buffed. Its just too broken.

When Confusion Meets Tornado

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Posted by: Junjie.3074

Junjie.3074

A 3 minute elite rendered useless/unusable/countered by a stack of confusion? Yeah, ok. Seems legit to me…. If that stays then how about Moa being cleansed by condition removers?

Moa isn’t a condition, it’s a way of life.

Just kidding but in all seriousness… The tooltip for confusion states that the confused shall take damage on any skill or action, the damage should reflect as thus. Movement is not considered a trigger but swinging your weapon is , therefore your body in tornado form is a weapon and you should be taking damage while spinning multiple times in one second. Makes sense… is it fair, not to you, is it working as intended? Yes it is.

Yep in this way I do agree it is working as intended. But if you were to look it in this way, when you tornado, its only once every few second you knock down people using this ulti. Its not knocking them down multiple times each second. Also you are not dealing multiple damage each second on ur tornado passive, you only do the damage/knockdown once every few second. But you receive multiple damage from confusion per second. Thus i do believe the tornado kill needs to get fixed somehow.

When Confusion Meets Tornado

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Posted by: Junjie.3074

Junjie.3074

Thank you very much guys on understanding the issue I’ve meant. Yes i do believe the passive skill cast of tornado has some issue with it when confusion is placed onto the user. The damage the elementalist takes for its passive cast is just too huge for its users. I was wondering if there are any way to fix the “bug” of the passive cast for tornado.

Some might argue that you can just cancel tornado when you get confusion. But tornado is supposed to be an elite which have a 3 min cooldown. Its not just some 30s cooldown skill. For example if you’ve just casted tornado and got stacks of confusion, there will never be a situation where tornado is useful with an enemy meser around.
I was wondering if anet could fix this tornado issue for it to become something similar to dagger storm instead of a multicasting spell where it takes in unnecessary amounts of damage.

When Confusion Meets Tornado

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Posted by: Junjie.3074

Junjie.3074

Well jportell u might wanna read my post again. I quoted on the last part on the issue of fixing the passive spell cast on ele’s tornado. I never once said nerf confusion. That is why this topic was “when confusion meets tornado” not confusion is OP. Please just read before u jump to stupid and dumb conclusions.

When Confusion Meets Tornado

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Posted by: Junjie.3074

Junjie.3074

I’ve been playing in WvW for quite a while now and i noticed how crazy mesmer’s confusion hits elementalist for. When i tornado and just get a stack of confusion on me, i would get hit multiple time(around 5-8x) by the feedback damage in a single second. Personally I think that the confusion damage is overly powerful when it meets the tornado. Just one stack of confusion on the ele with a duration of 5s is able to reduce the elementalist down to like 1/5 without even hitting the elementalist

You may personally want to try this out to get a full sense of what i mean.
I was wondering would the tornado’s passive skill cast be properly adjusted eventually.

My warrior is way stronger then my ele

in Elementalist

Posted by: Junjie.3074

Junjie.3074

Well everytime I see people talking about elementalist being able to kite in PvE, it may be true for lower levels. But its rather impossible to kite while in Orr, seriously I would love to see someone using an elementalist in Orr that kites frenzied undeads while not aggroing nearby mobs. Also keep in mind that the undeads just runs a tad slower then ride the lighting and they are practically everywhere around the map. IMO ele might not need a improvement in their dmg but a HP boost should be implemented as we are already a clothie, stacking with low HP just makes it brutal to play.

Warrior ,High HP, High DEF are way harder to kill.
Ele, Low HP, Low DEF are easier to kill.
If an Ele was High HP, Low DEF, they are slightly harder to kill(then the low hp/low def eles) and the versatility in ele makes up for the low DEF we have compared to the warriors.