Showing Posts For KazNaka.4718:

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

Yes, I can see now how eles and engies are screwed over by this change.

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

If you Unequip your weapon it will disappear. If you use weapon switching, while having it in a weapon set/slot you won’t lose it.

you bring up another good point that I completely forgot. You could just equip the stacking weapons on a primary set, then swap to a secondary set w/o losing the stacks. You’d just lose that extra set (that you usually used for range/mobility).

Not really. I have a Warrior build and i use GS/S+SH and i use both sets to do damage and for mobility/defense.
Having two on-kills sigils active will be awesome.

right again _ you might as well slap the stacking sigils on your mobility weapons and swap to main combat weapons when it’s full. Couple of months of not playing has made me a bit rusty x_x

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

If you Unequip your weapon it will disappear. If you use weapon switching, while having it in a weapon set/slot you won’t lose it.

you bring up another good point that I completely forgot. You could just equip the stacking weapons on a primary set, then swap to a secondary set w/o losing the stacks. You’d just lose that extra set (that you usually used for range/mobility weapons).

(edited by KazNaka.4718)

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

So….

If I were to put a stacking sigil on my underwater weapon, could I stack underwater and keep them?

Not that it’s particularly practical, just spitballing

good point. I think you can…I mean you’re not un-equipping the underwater weapon or anything…but at the same time, which dungeon has lots of underwater mobs while still being a primarily land-based dungeon?

Stacking Sigils Update

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KazNaka.4718

I guess it makes sense. The buff on un-shared sigil cooldowns is nice. But now, people will have to choose bloodlust OR some other sigil. If you want +250 stat, you will have to sacrifice a sigil slot. So either lose 250 stat or a sigil slot. This is what I meant by “the nerf negates the buff”. I’m purely speaking from a past-future point of view. I’m sure new players will get the change and not really lose anything.

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

So, if you weapon swap will you lose your stacks, or will that only be caused by completely unequipping the weapon?

This is the million dollar question we all should want answered.

it’s pretty much already answered whether you choose to ignore it or not. It’s the only logical answer based on what they said. Re-read the bold parts of the quote.

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

This change if implemented would be completely unfair to elementalists and engineers who can only have 2 sigils at a time instead of 4.

The other six professions can swap to their on kill set as enemies die to build stacks then swap back to their primary set.

umm no…it would affect all classes. No matter what class, you could still swap out the weapons manually (as in un-equip, then equip primary set)

(edited by KazNaka.4718)

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

I see a lot of confusion up in here. Some are getting it right though.

Basically guys, let me break it down for ya. Stacking sigils (bloodlust, etc) will definitely drop in value as you can not use it purely for the +250 stat and swap out a completely different weapon anymore.

While it does make sense, it pretty much screws over all those dungeon runners who has an extra set of weapons JUST for stacking sigil (sometimes even 2 extra weapons just to stack faster).

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

Sigil of Rage isn’t a stacking sigil, so not really an issue.

Removing the shared cooldown with other proc sigils will make it a viable option though, especially paired on a two handed weapon with something else.

All in all, great changes to sigils across the board.

no one was talking about sigil of rage……lol (did you just get that from the title? O.o)

Stacking Sigils Update

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Posted by: KazNaka.4718

KazNaka.4718

My guess is yeah, if you swap weapons, you will lose stacks. They don’t want us using stacking sigils purely as a means to gain +250 extra stat.

edit: ‘swap’ weapons as in switching it out manually with a new weapon.

Stacking Sigils Update

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KazNaka.4718

“On-Kill sigils (those sigils which trigger when you kill something) have received an update as well. The functionality of each sigil has changed so that killing a player is worth five stacks of a sigil in any game mode, while killing a monster only grants one stack. This type of sigil will have more strict rules applied on them, so that a player will no longer be able to gain 25 stacks and then un-equip the sigil.

The buff to 2-handed weapon dual sigils was nice, but this nerf kinda almost negates the buff =/

(edited by KazNaka.4718)

Best second sigil?

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KazNaka.4718

for arah? Fire + Undead Slaying

lagg since hacking group shut down servers

in Bugs: Game, Forum, Website

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KazNaka.4718

I’m having the same lag. My internet is fine, speedtest.net is reading 40 mbps, no one is streaming or downloading. Yet this lag is very much present. It delays all of my skills and dodge. Sometimes when it gets really bad, it would rubber band and reset me to an earlier spot.

Swapping character at the end of Dungeon

in Fractals, Dungeons & Raids

Posted by: KazNaka.4718

KazNaka.4718

Hello,

Today i tried three times to switch character at the end of ascalonian catacombs. The first one was succesfull (P1) but the last two (P2) ended with the group being kicked out of the dungeon and we had to restart it all over again.

Someone said it might have been the fact that i was the party creator so the last time i joined in another’s party and again it failed.

Does anyone know how to avoid this??

I am obviously doing this because i want to level up my secondary character.

Thx in advance

so probably, for the last 2 parties, you joined them but you also entered the dungeon 1st (making you the dungeon creator).

Just met one of those entitled types...

in Fractals, Dungeons & Raids

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KazNaka.4718

well what’d you expect? Just don’t bring mesmer to CoF and you won’t have to deal with this. Warriors and eles have much better DPS anyways.

About people selling dungeon runs.

in Fractals, Dungeons & Raids

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KazNaka.4718

A lot of the US sell kicks come from one guy. He’s griefed dozens upon dozens of instances, and he’s still playing everyday. I find it unbelievable he hasn’t been banned yet.

cough heitred cough

LFG Merge Parties BUG STILL NOT FIXED

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KazNaka.4718

he was soloing, posted an LFG ad mid-way through the dungeon, then some troll joined and merged parties with another group who is in another instance; thereby, kicking him out of his own instance.

LFG Merge Parties BUG STILL NOT FIXED

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KazNaka.4718

still not fixed.

Where is the damage?

in Elementalist

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KazNaka.4718

I thought this thread was more about WvW and SPvP, but it looks as if PvE has taken over?

Oh, so as long as the pvp side of things are fine, the pve can be ignored? If ANet were to balance classes in pvp separate from pve, I wouldn’t be posting here. However, they tend to apply the changes to both sides, and I felt there was a balance issue on the pve aspects of the elementalist as well.

Where is the damage?

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Posted by: KazNaka.4718

KazNaka.4718

a few questions: why weren’t you using staff, lightning hammer, or frost bow? and why do you have 20 points in arcana?
also, you took an elite you never used on ele, and took an elite you used constantly on warrior

Actually, I’m going to change my build to 25/30/0/10/5. As for staff, I don’t think it has enough defensive skills to survive a solo lupicus. Frost bow might be a good idea: pop bow 4 and drop. I don’t know about LH…I’d need a lot of dodges/mobility/survivability. Guess I should try using FGS in phase 3. Unlike warrior, I’d have to give up certain survivability utilities to get conjure weapons.

(edited by KazNaka.4718)

Where is the damage?

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KazNaka.4718

ok here are two videos: a warrior and an elementalist. Both are fully berserker, use scholar’s runes, and have 25 stacks of bloodlust with undead potions and same food buff.

Warrior: 30/25/0/0/15
https://www.youtube.com/watch?v=hrgntyUoKYw

Elementalist: 0/30/10/10/20
https://www.youtube.com/watch?v=O-vZCu4nWz8

It takes the warrior 7 minutes. Very easy play style: high armor and high HP. You can afford a mistake here and there. Auto attack your way to high DPS.

On the other hand, the elementalist has to play more carefully. A single mistake will most likely mean downed/defeated. Sure, they have utilities such as projectile negation and invulnerability, but it takes the ele 12-13 minutes to be able to survive against the same boss and achieve the same level of DPS.

p.s. yes, I failed the ele solo at the end because fraps decided to crash and burn at the end. I can’t do anything against lag, but it was close enough for a rough comparison.

(edited by KazNaka.4718)

Where is the damage?

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Posted by: KazNaka.4718

KazNaka.4718

My question is: Why should only warrior has “the big hits”? Why is there a certain favoritism towards the warrior to land the big melee hits? Any other classes out there takes just as much risk being melee, regardless of their different defense mechanisms. Why are they not on par with the warrior’s DPS output??

20k churning earths and fire grabs not good enough for you? :/

and what’s the cd on that? All the warrior has to do is keep auto-attacking to catch up and get ahead in DPS.

elementalist, at the current state, is too gimmicky in order to achieve the same level of DPS that a warrior can dish out. And you can forget that DPS if you try to be a little more survivable.

Is the elementalist to gimmicky or is the warrior to straight forward and easy maybe even mindless.

The elementalist is engaging it’s not gimmicky if you have to think setting up combo’s and combo fields something the game was based on in the first place. Pressing auto attack to dps is boring straight foward spreadsheet gameplay.

Why even play the game at all if you want it to be laid out for you without even thinking.

Also the warrior is not king of dps regardless of how easy it is for the warrior to dps that doesn’t make it top notch. I don’t know where you get this from. Go on GW2guru and check the thread on dps specs for PvE and warrior is not top ranking the math is there to back it up also.

The difference in dps for max dps builds for all the classes isn’t even that far off from each other you paint the picture that Warrior is by far and away #1 when it is not. Also what you are asking for is homogenization which we don’t need.

If every class did every aspect just as good as each other what would be the point? If a ele had it easy mode for dps you wouldn’t even need water, or earth attunement just give eles fire attunement and air for dps. Give ele weapon swaps and press 3 buttons to win. That is SO boring.

Instead what you have is classes are able to do everything reasonably but some excel at certain things.

If we are being specific about dps Ele isn’t melee even using daggers if you aren’t abusing Ele’s range advantage because it definitely has one then you should. It isn’t even very hard and doesn’t require much thought to abuse Eles range on daggers.

Believe me, I get what you’re saying…but I don’t think you get what I’m saying. Yes, the elementalist has a more active playstyle. Yes, it has a higher skill ceiling than the warrior. However, it needs to be rewarded with more damage than we are getting right now. I’ll show you a video proof of what I’m talking about in just a sec.

Where is the damage?

in Elementalist

Posted by: KazNaka.4718

KazNaka.4718

My question is: Why should only warrior has “the big hits”? Why is there a certain favoritism towards the warrior to land the big melee hits? Any other classes out there takes just as much risk being melee, regardless of their different defense mechanisms. Why are they not on par with the warrior’s DPS output??

20k churning earths and fire grabs not good enough for you? :/

and what’s the cd on that? All the warrior has to do is keep auto-attacking to catch up and get ahead in DPS.

elementalist, at the current state, is too gimmicky in order to achieve the same level of DPS that a warrior can dish out. And you can forget that DPS if you try to be a little more survivable.

(edited by KazNaka.4718)

Where is the damage?

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Posted by: KazNaka.4718

KazNaka.4718

I completely agree with the OP. At melee range our damage sucks. Why does it have to be only one class—the warrior—who excels at melee range? I thought the premise of this game was: there’s no healer, no tank, no dps, and you can play any class you want. So shouldn’t it be balanced around that instead of giving one class all the melee dps power?

What he wants is a warrior that looks like an elementalist. The ele has active defenses rather than higher stats. If he likes that playstyle then he must accept the lower base stats that come with them. You can shake as much as you like, but the comparison made in the post is just one of those ‘look how awesome the warrior is and you are not’ posts that I’m done shaking my head at. You want warrior effectiveness? Then go play a warrior and stop trying to tell us we’re doing everything wrong here.

The elementalist has a different form of defense than the warrior, who also has plenty of defenses. The warrior has access to shield/sword blocks, ww atk dodges (high mobility), and bursting to regain endurance. If anything, the elementalist’s active defenses requires more skill to use than the warrior’s form of defenses. Yet, skillful play is not rewarded with any DPS.

You have to be a new warrior.

Warrior has always been able to good great damage, and it actually did more damage before. The reason warrior is so good now is Heaing Signet that is the only reason.

Comparisons to warriors is silly vs elementalist because the healing signet is what allows warriors to now face tank damage to land their big hits. They always had the big hits though.

That’s why I find these conversation silly because people that bring up warriors have to be people that rolled one recently or never played it much before healing signet. Prior to the healing signet buff Warriors had much easier access to their damage modifiers so they did more damage before. Now they lost some of that damage but got sustain. So these warrior comparisons should be more about their defensive abilities being better than a ele not about damage. If I could face tank and had short cooldowns on hard hitting attacks my ele would be a warrior.

You are waay off-base. I am not a new warrior. I have played warrior since launch. In fact, I have all 8 professions maxed to lv80 with zerker gear, sholar’s runes, and dual bloodlust sigils. I have run Arah more times than I can even begin to count. I have solo’ed Lupicus with a warrior, thief, guardian, elementalist, ranger, and Mesmer. This is where I’m drawing my comparisons from: the PvE dungeon aspect.

It has nothing to do with healing signet. Healing signet alone will not let a warrior “face-tank” anything. You have to dodge, ww atk, burst, block, etc. My question is: Why should only warrior has “the big hits”? Why is there a certain favoritism towards the warrior to land the big melee hits? Any other classes out there takes just as much risk being melee, regardless of their different defense mechanisms. Why are they not on par with the warrior’s DPS output??

Where is the damage?

in Elementalist

Posted by: KazNaka.4718

KazNaka.4718

The elementalist has a different form of defense than the warrior, who also has plenty of defenses. The warrior has access to shield/sword blocks, ww atk dodges (high mobility), and bursting to regain endurance. If anything, the elementalist’s active defenses requires more skill to use than the warrior’s form of defenses. Yet, skillful play is not rewarded with any DPS.

No, it is rewarded with more utility and partywide support at the same level of dps.

Go duo toe-to-toe with a warrior and tell me we have the same level of DPS with the same level of defenses (dagger/focus).

Let us see where we could get good risk vs reward for better damage.

We will use the ever popular D/D

Fire Grab hits for not on fire damage all the time.

Lighting whip auto attack is one of the best in the game so no change there.

RTL damage boost?

Does Burning speed really need need a damage boost?

Ring of fire really need a damage boost?

Drake breath really need a damage boost?

Cone of cold?

The only skills I see to make the case for more damage on D/D is earth auto attack, maybe vapor blade but it has vulnerability on it and 1 auto can put 2 stacks on.

Lightning touch could definitely use some love but weakness is really strong and should be utilized if possible.

So Fire Grab remove burning stipulation, buff earth auto, lightning touch and dragon claw. Everything else does pretty good damage imo.

We use Scepter which is burst damage, contrary to what many people think arc lighting can put good pressure on someone and it is a auto attack. Lightning strike hits pretty good damage on short CD with is instant with range.

So my only issues on scepter are – fire auto attack, landing dragon tooth, water 2, dust devil could use increase cast time but thats not a spell used for damage.

So I can see the issues but I don’t think ele damage is really that bad when you look at your hard hitters, and the fact that you most don’t have to look for filler from auto attacks.

Lightning whip one of the best auto-attack in the game? Are you kidding me? The damage you get out of lightning whip doesn’t compare at all with the damage of a warrior’s axe or greatsword.

Where is the damage?

in Elementalist

Posted by: KazNaka.4718

KazNaka.4718

I completely agree with the OP. At melee range our damage sucks. Why does it have to be only one class—the warrior—who excels at melee range? I thought the premise of this game was: there’s no healer, no tank, no dps, and you can play any class you want. So shouldn’t it be balanced around that instead of giving one class all the melee dps power?

What he wants is a warrior that looks like an elementalist. The ele has active defenses rather than higher stats. If he likes that playstyle then he must accept the lower base stats that come with them. You can shake as much as you like, but the comparison made in the post is just one of those ‘look how awesome the warrior is and you are not’ posts that I’m done shaking my head at. You want warrior effectiveness? Then go play a warrior and stop trying to tell us we’re doing everything wrong here.

The elementalist has a different form of defense than the warrior, who also has plenty of defenses. The warrior has access to shield/sword blocks, ww atk dodges (high mobility), and bursting to regain endurance. If anything, the elementalist’s active defenses requires more skill to use than the warrior’s form of defenses. Yet, skillful play is not rewarded with any DPS.

Please Rework Earth Shield's Autoattack

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Posted by: KazNaka.4718

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There’s really no good reason why this otherwise perfectly good weapon should have something as silly as a dash for its auto-attack. Leave the dashing to skill 3 and PLEASE rework the auto-attack to grant us more control of our survivability.

Top 5 worst traits?

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Posted by: KazNaka.4718

KazNaka.4718

One With Air: 1.5s of “haste” when attuning to air. This doesn’t even increase your attack speed.

Dagger MH Damage Needs a Buff

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Posted by: KazNaka.4718

KazNaka.4718

Anet balances pve around spvp

I really wish they didn’t. What’s wrong with splitting each skills into a pve and pvp aspect like they did with gw1.

Dagger MH Damage Needs a Buff

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Posted by: KazNaka.4718

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yet none of those adds to physical damage, which is what matters in PvE dungeons. It should naturally be easier to land since you’re at melee range.

Dagger MH Damage Needs a Buff

in Elementalist

Posted by: KazNaka.4718

KazNaka.4718

The premise of this topic is that you should be rewarded with higher damage if you’re using melee. This is what the elementalist is lacking. Currently, the fire staff has a greater DPS output than the dagger (fire or air). It has lava font, meteor shower, and a pretty high auto-attack. Now compare that with main-hand dagger; it has lightning whip and burning speed. It doesn’t make sense that we take greater risks and use more skillful play, yet we’re rewarded with less damage.

Take the warrior for example. They can solo Lupicus in 7-8 minutes easy. Elementalists take 2-3 times longer. Why the discrepancy? We use the same level of skill (if not higher), we take greater risk (by being squishier), yet we don’t compete damage-wise at all.

Conjured Weapons Suggestion

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I just wish / hope they would change earth shield’s 2nd auto-attack so that it doesn’t disable your other skills. Don’t make it a dash if you need to, but it has got to change. At the moment it feels clunky and out-of-control.

Please Rework Earth Shield's Autoattack

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Like the title says, please rework Conjure Earth Shield so that the 2nd strike of the chain (Shield Smash) is interruptible via dodging. Please no more “unique playstyle” reasons for keeping it the way it is.

I am starting to like this conjure weapon but not being able to dodge (or do anything other than dropping the weapon) when I’m auto-attacking has killed me so many times.

Anyone Else Notice This Weird Bug?

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This particular bug is for those might-stacking s/d eles who has Pyromancer’s Alacrity and Persisting Flames.

Basically the 2nd Dragon’s Tooth on Ring of Fire sometimes wouldn’t give any area might. I’m still not sure what causes this.

I just try to spam as many blast finishers as I can: Dragon’s Tooth -> Ring of Fire -> Arcane Wave -> Phoenix -> Arcane Brilliance -> Dragon’s Tooth -> Earthquake -> Churning Earth.

That’s a total of 7 blast finishers right? It should give you 21 stacks of might, but it doesn’t. The 2nd DT is not triggering the area might for some reason.

Anyone else feeling cheated by this?

Make Ring of Fire Burn on First Hit

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Elementalist’s dagger 4 (Ring of Fire) should apply burning on the first hit in addition to any foes passing through it. This would make a perfect progression of spells: Dragon’s Tooth -> Ring of Fire (burns) -> tooth lands dealing +10% dmg to burning foes.

Guardian December Patch Preview

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Supreme Justice and Kindled Zeal
I feel like there is a build here, but TBH I haven’t gotten it to work in our internal testing yet. This is as good a place as any to talk about stat conversion traits.

Currently they do not convert 100% of a stat because certain stat bonuses such as those from signets do not get converted. For that reason we are being conservative but normalizing all of our conversions to the follow #s for now.
Minor: 5%,7%, and 10% respectively for adept, master and grandmaster.
Major: 7%,10%, and 13% respectively for adept, master, and grandmaster.

I’m not sure this will be enough, but I do not want these traits to be overpowered as I feel they are fairly passive. That being said, I think they are good simple traits and with 12 traits per line it is absolutely fine to have some passive simple to understand traits.

and that’s just the problem: they are NOT overpowered…when comparing to a physical DPS build. In fact, they are underpowered. IMO, conversion traits should convert 100% of a stat (include bonus stat from signet, buffs, etc). If we decide to invest our utilities / traits to gain such stats, our corresponding conversion trait (that we also chose to invest in) SHOULD increase appropriately. It only makes sense.

Monk's Focus Change not in Dec 10th?

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I thought I remembered reading somewhere that MF is going to be reworked so that it grants fury instead of heal. Are they still planning this change? If so, when will it be implemented?

Summary of Fractal Issues and Bugs

in Fractured

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what about the dredge fractal bug:
in the car room, you attack but it doesn’t hit the mobs, it doesn’t say invulnerable either. No numbers, nothing appears.

Dredge Fractal Fixed

in Fractured

Posted by: KazNaka.4718

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the car room is so buggy. I swing at the dredges but no numbers are appearing and I’m not doing any damage. I get invulnerable, but this is a whole different bug.

LFG tool : Group Merging

in Fractals, Dungeons & Raids

Posted by: KazNaka.4718

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this is by far one of the main reasons I stopped playing recently. Getting trolled after spending hours inside a dungeon and coming up with nothing MULTIPLE times while there’s no way to stop the abuser is just too discouraging.

Why do people stop playing GW2?

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KazNaka.4718

I appreciate and play GW2 for what it is, but I cannot stick with it because it’s a DPS’ers game. I love healing… in any MMO I play, if there is a healing class, that’s what I’ll be. There are no real healers in GW2 so I stay entertained for a week or three, then go back to my other games where I can heal. It’s all DPS here… DPS is boring over the long haul.

Again, I knew there would be no healers coming into this game. I don’t fault it for that, but, as an MMO, it’s just a side game I play every once in a while.

I could never get into this game hardcore. IMO, It’s too boring for that – no heals.

have you ever tried a full cleric’s geared guardian? It can heal a ton of dmg to the party. The only thing is, you can’t just stand still and focus completely on healing. Unlike most other MMOs, GW2 is more action oriented. So instead of targeting your teammates to heal them, you have to use your movement (whether to dodge and negate damage completely or to move closer to whoever you want to heal). If that’s not your style, then I suppose this isn’t the right game for you.

Druid Spirit vs Lupi

in Fractals, Dungeons & Raids

Posted by: KazNaka.4718

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With 5 spirit ranger you can create a much larger petting zoo. But great job , llooks like lupi will never learn how to dodge :S

I can just imagine 5 rangers with 4 spirits each, so that’s 20 + 5 (players) + 5 (pets) + 5 (consumable pets) = 35 targets for lupi’s Frenzied Blast…. = insta kill at phase 2? lol

Make the Host Immune to Votekick

in Suggestions

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KazNaka.4718

How do you talk someone out of being a troll? Okay, I agree the host can also be a troll. In that case, I suggest increasing the # of votes required to kick the HOST from 2 to 3, while keeping that # the same for everyone else. This allows the host to be kicked if he’s truly being a jerk, and at the same time it preserves the host’s power to kick someone out of his party (I mean it’s his party; he should have that power).

Make the Host Immune to Votekick

in Suggestions

Posted by: KazNaka.4718

KazNaka.4718

Trolling/griefing by vote kicking is a problem for the other 4 players in the party as well, not just the host, so that won’t solve anything.

  • The instance should not be cancelled in the first place, whether the “host” gets kicked / leaves / DCs or not
  • /party chat logs need to be preserved when you leave a party, so when you get an unfair/unrightful kick, so can prove it and report the players

But these two things have been suggested a number of times already.

Those 2 suggestions wouldn’t fix the issue of being host, opening party to the LFG tool, then having 2 people (buddies) join and immediately kicking the host. In fact those suggestions would allow the buddies to hijack the dungeon.

Personally, I like the way the system is right now, with the host leaves everyone does, compared to other suggestions I’ve seen. What I suggest to help clear up the issue instead is it have an icon by the player’s name who is the leader/starter. That way it is very clear who is the one you shouldn’t kick if you want to stay in the dungeon/instance.

Since it would be easier and faster to just see an icon compared to checking all the “talking scenes” to see which player is the leader, and more reliable then asking who started the thing. Sure it’s not the answer/solution people want, but it would be nice if Anet never does decide to change how it works.

you’re not getting my point. There are people who just wants to troll and grief by kicking the host. I’ve had it happen to myself 3 times. I would post an LFG near the end of a dungeon, and 2 guys would join and proceed to kick the host.

Make the Host Immune to Votekick

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Posted by: KazNaka.4718

KazNaka.4718

The host is basically the party leader. IMO, no two people should ever have the authority to kick the host. Three or four people perhaps (if the host is being a real jerk). But TWO people just makes it too easy to grief / troll party leaders (and hence the whole party).

Make the Host Immune to Votekick

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Posted by: KazNaka.4718

KazNaka.4718

Trolling/griefing by vote kicking is a problem for the other 4 players in the party as well, not just the host, so that won’t solve anything.

  • The instance should not be cancelled in the first place, whether the “host” gets kicked / leaves / DCs or not
  • /party chat logs need to be preserved when you leave a party, so when you get an unfair/unrightful kick, so can prove it and report the players

But these two things have been suggested a number of times already.

Those 2 suggestions wouldn’t fix the issue of being host, opening party to the LFG tool, then having 2 people (buddies) join and immediately kicking the host. In fact those suggestions would allow the buddies to hijack the dungeon.

account bag

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Posted by: KazNaka.4718

KazNaka.4718

I don’t quite get your point. This suggestion would also help in moving the perma bank contract from one alt to another.

If the cost is reduced, or they add alternative way to get it, you could have one for every character.

ah, but the point of this suggestion is to make every character have access to ONLY account bound items. What you’re suggesting is to make the perma bank contract cheaper so every character would have access to EVERYthing.

Make the Host Immune to Votekick

in Suggestions

Posted by: KazNaka.4718

KazNaka.4718

If party host gets kicked out of a dungeon, the whole dungeon is over. There is NO good reason to kick the host. This suggestion will stop all the trolling/griefing.

Increase kick vote requirement

in Suggestions

Posted by: KazNaka.4718

KazNaka.4718

Okay, I have thought of a good suggestion: make the instance-starter immune to vote-kicks. Why even allow them to get kicked at all in the first place? If the host leaves, the whole run is over.

This way, people can’t grief by joining a random party and kicking the host.

account bag

in Suggestions

Posted by: KazNaka.4718

KazNaka.4718

I don’t quite get your point. This suggestion would also help in moving the perma bank contract from one alt to another.