Showing Posts Upvoted By KarlusDavius.1024:

gf left me coz of ladderboard

in PvP

Posted by: mighty meak.6387

mighty meak.6387

OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain

Bring back the old login screen!

in Suggestions

Posted by: Art.9820

Art.9820

For all those beta testers out there, after reading this on reddit http://www.reddit.com/r/Guildwars2/comments/19roh6/for_all_of_those_who_played_the_gw2_bwe_1/ I’m happy to see that I’m not the only one who misses old beta login screen, just a doubt, would be possible for developers to allows us to choose or change the login screen?

I know one of big advantages for the current login screen is the news area, but we had a lot of available space in the old login screen!

Well I hope a developer can answer pro/cons about this and if it’s not possible just tell us why :P

Here’s a video for those who didn’t play during beta

All classes

(edited by Art.9820)

Waypoints in WvW.

in WvW

Posted by: Mattargul.9235

Mattargul.9235

First off, I am a supporter of waypoints in WvW. That said, I don’t think they should be used the way they currently can be; as of now, when contested, a waypoint will open up (briefly) between the expiry of one “contest” and start of a new one. Is this working as intended?

In addition to evaluating whether WPs should stay locked when a keep is contested through the end of a defense event, also look into allow combat inside a keep in general to count as ‘contesting’. In longer fights it becomes tedious to have to remember to send one guy to poke at a gate to keep the contested status up while there is a 100-man 3-way raging in the lords room.

Dances with Leaves – Guardian – Sanctum of Rall (SoR)

[PS]Piken/[AM]Ababbon's/[GH]Gunnar [27/9]

in Match-ups

Posted by: LJMaster.6214

LJMaster.6214

This is just ridiculously easy. Not only did I not die during our raid tonight, I didn’t even take any damage! Seriously guys, I’d work on your individual skill.

Leader of Amplified Wrath [AmP]
Former Leader of Vendetta [VnT]

This is like watching the RMS Titanic

in WvW

Posted by: Straegen.2938

Straegen.2938

Titanic had a better soundtrack, imo.

Whoa there… GW2 has problems but the soundtrack isn’t one of them.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

The warrior's axe

in Warrior

Posted by: Kurajin.4607

Kurajin.4607

Autoattack
As it is now:
Since the patch on the 25th of june, the damage is no more rising steadily towards the end of the chain, but rather have it spike with the last attack. This change made it obviously less attractive for PvP where you often won’t land the last attack, but as I see it, it also has some drawbacks in other situations. Against enemies with low health, you often don’t even get to the end of the chain. Therefore you are contributing less damage despite using an autoattack which fully concentrates on damage and nothing else. It doesn’t have vulnerability, bleed, cripple, weakness or anything like this.
The main reason I think the autoattack is bad, is that you often feel obliged to make it to the last attack to make it an effective autoattack (even then, there seems to be some odd aftercast time after the last attack). Meanwhile, you have some other skills ready and you might want to use them, but it would reset the autoattack, so you don’t.
What I want tosay is, the axe’s #1 doesn’t complement with the rest of the skills.

What could be done:
Make it more responsive.
Balancing the autoattack is always hard, because it’s the most used skill of all 5.
One possibility would be to decrease the time it takes to get to the last attack.
This can be achieved either by increasing the attackspeed (on-hit effects need to be considered!) or by decreasing the amount of hits from 6 to 4 for example.
———————————————————————————————————————————————-
I only looked at these three aspects now, although I know there is more to it, such as synergizing with other weapons, traits and actual differencing between PvE/PvP/WvW.
This is only meant to show the main deficit of axes as I see them compared to our other weapons. I am not saying I want to see all of these changes and make axe an op weapon, these are just a few suggestions to bring it on par with the other weapons.

I wrote this, because lately I haven’t seen many warriors (including myself) running around with axes other than using the standard GS/axe+mace combo for dungeon speedruns.

no real tl;dr here (axe is lackluster and needs some utility)

The warrior's axe

in Warrior

Posted by: Kurajin.4607

Kurajin.4607

The axe as it is now, is a rather poor weapon choice for warriors considering using it as your main weapon.

The axe lacks mobility/cc, useful utility in skills to make them viable and has a bad (not speaking about dmg here!) AA. Let me explain this to you:

First of all, let’s take a short look at the axe skills:

  1. Autoattack: Since the patch on 25th of June, the main damage from the autoattack lies in
    it’s last swing. To get to this attack takes around 3.6 seconds by the way.
  2. Cyclone Axe: This skill can attack up to 5 enemies in a circle around you and stacks some
    vulnerability on them. Furthermore it’s a whirl finisher.
  3. Throw Axe: Throws an axe on your opponent and cripples him. Can only hit 1 enemy.
    This is a projectile finisher.
  4. Dual Strike: Hits up to 3 enemies with 2 strikes each. The warrior gains fury
    depending on how many strikes he landed.
  5. Whirling Axe: Spin around for about 3 seconds and hit up to five enemies 15 times.
    This skill is a whirl finisher and you can dodge while attacking.
  6. Eviscerate: Leap at your enemy and deal massive damage. This is a leap finisher
    and has a range of 300.

Mobility/CC
As it is now:
This is kind of obvious, as axe is not made for these purposes. There is the sword for mobility and the mace for CC is what most people are going to say. So, if these two options are given to other weapons, what does the axe have? Looking at the skills listed above we can see that the axe does not offer any kind of – what I call – “controlling” effects, except the 4 seconds cripple on #3 which only hits a single enemy and can be evaded easily.

What could be done:
There is a third option of such controlling effects and many classed already have it: evade. In my opinion, this could be a nice buff for whirling axe. This skill currently has some nice effects such as the whirl finisher, but the damage is rather unsatisfying.
So why not give this skill some utility and let the warrior evade for 0.75 seconds.
———————————————————————————————————————————————-
Utility in skills
As it is now:
I want to take a look at the skills #3 #4 #5 and F1 here.
#3 offers a single target, projectile finisher cripple. The velocity is slow and often misses against real players who dodge/strife.
#4’s main reason to use is the fury you get. This would be a nice thing, but warrios already have such easy access to fury via traits, utility and elite making the gained fury redundant in most cases.
#5 only shines if you can hit 5 enemies or have some nice combo field beneath you.
In PvE/WvW the damage is otherwise rather lackluster and the only other utility you may find is dodging while attacking.
F1 deals some nice amount of damage (if it hits critical) and is a leap finisher. Unfortunately its range is only 300 and furthermore reduced by cripple/chill and it is a highly telegraphed skill as well, meaning you have to prepare for it with stun/immobilize most of the time.

What could be done:
#3 could need some increased velocity. That alone should be enough for this skill.
Another nice buff would be a 1 second immobilize before crippling, however this can also be achieved by traiting 10 pts into the vitality tree.
#4 This skill…It looks good, it feels good, but there is not much coming around to be honest.
Maybe add a supportive aspect to it and grant half of the fury gained to your team members. Or, as this skill is probably meant to be offensive, just make it unblockable.
#5 This is a highly situational skill in my opinion. It should be used if you have a desired combo field beneath you or if you are surrounded by at least 5 enemies. So why don’t we add another situational use to it. Make it block (or even reflect) projectiles similar to the ranger’s skill where they also gain retaliation and inflict vulnerability, in cost of not being able to move.
F1 is an awesome burst skill, but doesn’t hit that much without preparation. My Suggestions: Increase the range to 600, to make it useful even if you are crippled or add evade frames to the attack, so it can’t be interrupted midair.

Power creep in WvW is too high

in WvW

Posted by: Zoel.9154

Zoel.9154

Power creep in World Versus World has now reached the point that it poses a significant barrier to entry for casual players. With the implementation of orb buffs, the lack of them poses a serious liability that cannot feasibly be compensated for with player skill.

The stat increase from those two trait lines and orbs is far in excess of the bump that you would receive from upgrading from exotic to ascended; in fact, it’s about 5 times greater. Don’t believe me? It’s all in the numbers. (Reference intended.)

Guard Killer : 200 stat
defense against guards : 250 stat
Orb bonuses : 600 stat
+5% health increase: 22.5 stat + 0.05*base vital, lets call it ~55, *3 = 165ish

The total?

1,215 stats, give or take depending on vitality, almost a full 70 traits worth of stats, assuming no utility traits are taken.

For reference, my highest stat, toughness, with ascended gear except weapon, is 1,833.

You might criticize me and say hey, are you REALLY benefiting from each one of those stats? Ok, not really; as a clerics guardian I don’t really benefit from precision or condition damage very much, so forget about 250 of those stats. That’s still almost 1,000. Paradoxically, if I were a knights guardian, I’d be getting more of a benefit from the gigantic almalgamation of stats that is up for grabs through grinding and the wildcard of ruins of power.

This is simply imbalanced, and I would be very interested to hear a rationale for why it could be considered balanced. I’ve thought of everything I can think of, and I have nothing. Compare this to the upgrade from exotic to ascended, and it comes out to about 5x as potent.

To be completely ridiculous, lets tack on 250 from a stacking sigil, the ascended upgrades, and the defender buffs, for an additional 610 stats. (I’m too lazy at this point to throw in the 10% vitality, but like another 100-200 depending.)

Why will newer players enter WvW, especially upleveled, when the snowball stat difference between fully leveled and geared characters can be so incredibly vast? Are all of these static boons really intended to be worth more than a full set of trait points cumulatively?

For starters, I’d like to recommend that any percentage based boon needs to go, because there’s no diminishing returns on it; that’s silly and I don’t know why any developer would want to subject themselves to that much of a balance headache. Second, if you’re putting in orbs, you need to get rid of stacking sigils (i.e. remove stat when unequipped) and almost definitely nerf the so-powerful-as-to-be-mandatory first two trait lines.

If I had my dithers, I would get rid of all the stat bonuses in favor of some more interesting bonuses from ruins of power and the first two trait lines. Preferably, something that had to do with defense or the usage of siege. I don’t really like the war stomp, because I think it will encourage people to be nasty to those who don’t want to run in a gigantic group, but hey, at least it poses an interesting strategic choice, rather than creating a static and nearly mandatory objective. There are an almost infinite set of boons that would make more sense in the context of world versus world rather than being more boring power creep.

Reduced damage from arrow carts
Increased toughness in structures
Faster workers
Additional guards
Extra points from dolyak escorts/kills
Increased trebuchet damage
Increased supply generation
Less supply for building specific types of siege
Increased World XP

tl;dr

snowball and trait boons are worth upwards of 1k stats, and that’s too high.

Zoel – GM of [coVn]

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

As an active player who has regularly criticized ANet for poor communication and springing crap on us we didn’t want, I have to strongly commend the OP for this huge step in the right direction. Well done.

They probably only released this because of the leaked update notes yesterday. I hope they really plan for better communication, but this is definitely not evidence either way that that’s the case.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: fellyn.5083

fellyn.5083

So guardians will finally be given fury but warriors can’t have protect? Seems fair.

This Game Has Changed

in Guild Wars 2 Discussion

Posted by: Zackie.8923

Zackie.8923

we going to get dragon armor and a new saint skill?

Bloodlust in the Borderlands Details

in WvW

Posted by: Istaf.1953

Istaf.1953

A few things about the live stream.

1. The admining going on in chat was ridiculous. People were bringing up valid points about the down sides of this buff they added and Anet was deleting them. Forum admins have also been deleting threads regarding the negatives about this update.

2. The point he made about the out manned debuff was pure stupidity. That point being that if there was a out manned debuff, people would tell their allies to leave the borderland. That comment has caused me to lose faith in the WvW dev team.

3. The lack okittennowledgement (Really, why is "acknowledge"ment filtered?) about the effects of this update on GvG is discouraging. While some say GvG and WvW are two different things, they’re not at the moment unfortunately. Anet should of thought about this, and if they did, acknowledge it. Ignoring a chat room full of people bringing this up was very unprofessional. Even more so because the host ignored the outcry to the point of saying “Well there seems to be no more questions” and the chat admin deleting half the replies regarding the GvG issues.

4. More cat punting off cliffs please

5. The map changes will not fix the zerg problem. It will instead enhance the coverage war problem, and will act as a deterrent for lower populated servers who can barely hold a tower or camp.

My suggestions, make a arena similar to sPvP for GvGers, In my opinion using PvE stats etc. Come up with a different reason to hold the lake, preferably non-buff related. Give everyone Banish and add cat NPC’s around cliffs.

[RET] Medicalstaf
Guardian
Fort Aspenwood

(edited by Istaf.1953)

Question to the all true warriors

in Warrior

Posted by: Bacon Please.8407

Bacon Please.8407

I feel like a melee class that can’t manage to stay on target easy enough and always having to wear runes of melandru + dogged march+ lemongrass and dedicate most of my utilities to condition cleanse to just stay up in wvw and tPvP. PvE I beat the hell out of everything with my full zerker gear and gs because they dont dodge.

We all like to [FARM] Guild Leader
Jade Quarry

Question to the all true warriors

in Warrior

Posted by: Bullk.5836

Bullk.5836

Bacon got it 100% my sentiment, but then again you can’t go wrong with Bacon

Animations, main source of imbalance

in Warrior

Posted by: Fenrir.5493

Fenrir.5493

Very good video i recommend fellow warriors to see it, becase its always have been known that warrior is the only true balanced class in the game, but maybe some people dont know why, then you should see this video:

http://www.twitch.tv/helsethgw2/c/2696189

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

Commander Tags [Merged]

in WvW

Posted by: Urrid.4593

Urrid.4593

Anet – please give us the ability to choose the color of our commander tag and the ability to make these tags public or private!

For colors we really wouldn’t need more than 16 colors to choose from but make the default blue tag clickable. Clicking the default blue tag when making a squad should pop up something very much like the dye palette menu. Pick your color and go!

To make a tag public or private (invisible unless you join their group) just give the commanders a simple four digit passcode prompt that they can define by checking a box and putting in a four digit code.

Examples:

Putting up a private tag:

Create Squad —-> Check private check-box —-> Fill out four digit code “1234” etc. —-> dispensnce info to guild/map/party as needed.

Joining a private tag:

Joining a Private Commander —-> “This commander is set to private, please enter password” —-> PW: 1234 —-> Successfully joined commander’s private group!

If the commander wants to switch passcodes, they just have to drop tag and recreate their squad effectively “booting” its current members.

Changing commander tag colors:

Create Squad —-> Click default blue chip —-> Select new color from a simple palette.

Anet, if you do this, you will see a massive renaissance in how WvW is played that de-emphasizes massive zergs and encourages new, exciting, play.

Coral -Mesmer- Omnomnivore and TC’er.

(edited by Urrid.4593)

DirectX 11?

in Guild Wars 2 Discussion

Posted by: Nuka Cola.8520

Nuka Cola.8520

Well yes you don’t reall notice tesselation on creature skins, etc. But you would notice it in terrain textures. It really makes surfaces come alive.

You would also notice tessallation on human medium T3 under boob which is currently blocky as hell :P

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

7/6/13: BT-UW-RoF

in Match-ups

Posted by: izze.3284

izze.3284

well i was in a rush to that tower since 25 rof were knocking on the door and all the sudden the ring was up behind me and i was dead, sadly i forgot the screenshot. That all was at ~22:50 cest on UW Bl Sunnyhill

And ocf i report hackers on my sight when i see them.


[SWAG]Izze
Frostfang, Howler, 2x Sunrise, Predator, Kamohoali’ Kotaki