Showing Posts For Kenaron.3654:

[Suggestion] Shovel hammer skin

in Guild Wars 2 Discussion

Posted by: Kenaron.3654

Kenaron.3654

I would spend real black lion claim tickets or farm otherwise obnoxious events to have a hammer skin that was the Silverwastes shovel skin. This needs to happen. There’s already two anchors and a candy cane, I feel a shovel would be relatively reasonable and you already have the art assets.

I say this as someone who owns Juggernaut.

A shovel staff would also be acceptable. And if both were available, I would get both and run hammer/staff guardian.

DO SOMETHING ABOUT kittenING MOSSMAN

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

Removing water would likely be easiest (assuming geometry actually allows you to walk up to the boss rooms?). I probably would have the walls pop back up after engaging the boss and putting an “entrance” interact like they have for some other bosses (like Snowblind for instance).

The easiest thing would be to add more skelk to the water, and have them go further back. Or to close off that path and make everyone fight mossman. If it were my job, I’d make the mossman’s skills all work perfectly in water (and remove the skilks as unnecessary) such that there would be no gain whatsoever to fighting him in the water because you’d still get agony axed and there’d be as many wolves as ever.

Actually, if it were my job I would just for one day remove the swamp fractal from the rotation just to see long people continued to roll for swamp to start. I would, naturally, be fired but it would be so worth it.

Pulling Mossman underwater. Ban or not?

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

These people should be banned to set an example, if challenging group content was actually going to be hard they would have banned the exploiters to let the community know that it will not be tolerated but then again those people can’t complete content without exploiting.

Do you realize just how many people this would be?

A better solution would be to add a handful more skelk to that section going further back into mossman’s pull limit. Or walling off Mossman untill a fix can be made and just make people have to fight Bloomhunger in the meantime. Or really anything else before banning people. That would be severely disproportionate punishment.

If they want to start banning over exploits, starting off at Mossman pullers would be bizarre. There’s bigger cheats within fractals commonly taking place.

Pulling Mossman underwater. Ban or not?

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

There are bosses where I feel that any trick you can do that makes it easier is 100% justified; but really mossman isn’t like that. People do it because its faster, though arguably its not even that. I think its spite. Spite, or the party hasn’t filled yet and its better to slow 3-man mossman in water auto-attacking than simply wait.

What bosses are those that you feel it’s justified? Just curious as personally I would put Mossman up there as one of the biggest pains in my behind. With his stealthed axes/chops he can be a major pain and even watching the minimap doesn’t always work (hidden behind the blue blobs of your group).

In a 5 man group I’d say Lupi, Mai, Mossman, and Imbued Shaman are probably the worst, or, well, behind that annoying as hell Elemental Source.

Not saying it’s justified, I don’t think using these things can really be justified, though I just don’t care. I think it’s ridiculous to even use the word ban when talking about playing the game without any 3rd party cheating tools and not doing anything that would negatively impact the community (no screwing the economy).

Mia Trin is at the top of my list, and I agree with the inclusion of Lupi, Imbued Shaman and Elemental Source. Some enemies are a challenge and others are a chore. I remember Simin from Arah P4 taking something like two hours on my Dungeon Master run. The precise distinction I would say is weather the feeling you have after its accomplishment or bored exhaustion.

Legit fighting Mossman has never been to bad for me because I tend to be doing mad PBAoE in some form or another. His stealth periods give some time to recover and regroup, though I do wish he didn’t have quite so many wolves or that his wolves didn’t in turn summon even more wolves. My ranger would be OP too if I could have 6 pets at once. But on the whole I don’t put Mossman as being so obnoxious that the water trick is fully justified. Its more something you do because its the expectation than the way to cope with an overpowered boss.

Warhorn Audio Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Kenaron.3654

Kenaron.3654

Thanks for fixing the farthorn, hilarious as it was.

Pulling Mossman underwater. Ban or not?

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

There are bosses where I feel that any trick you can do that makes it easier is 100% justified; but really mossman isn’t like that. People do it because its faster, though arguably its not even that. I think its spite. Spite, or the party hasn’t filled yet and its better to slow 3-man mossman in water auto-attacking than simply wait.

Pulling Mossman underwater. Ban or not?

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

Can the Mossman just get some super OP under-water only moves please? Like, an axe whirlwind that does 50K a hit for like 10 hits, but only in water. The Skelk added to prevent water fighting Mossman do not accomplish this.
I ask this because as a ranger I really don’t like to be the designated Mossman puller. The pet gets in the way a lot, not to mention Mossman’s axes bounce off me to it and back to me again. And to water pull with a ranger you have to have your pet swap recharged or else your stupid animal stays on land and refuses to obey F3. Stowing the pet doesn’t help either as it comes out to play when you enter combat.

I would like to go back to fighting him legitimately but right now suggesting such in a pug is commonly grounds for being kicked. People aren’t super excited about rangers in fractals to begin with and one who wants to do things differently tends to not be missed.

LFG not working (fractal)

in Bugs: Game, Forum, Website

Posted by: Kenaron.3654

Kenaron.3654

Same. Some people are putting fractal LFG’s in the open world section. I suspect there was a goof in transition to something like one unified room for fractal LFG’s because when you want to do one of the 31-40 tier you need to look at the 20-39 room and also the 40+ room. If at some point all FOTM LFG’s were in one place I would personally approve.

Fractals: A Deplorable State

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

I’m not thrilled with the state of Fractals right now. My particular gripe is that projectile reflection and glitch exploitation are so rampant. And congrats for them removing around half of the bugs with the dredge fractal in the last update but they didn’t address the reasons why people are so willing to glitch exploit.

The thing that I think is the worst is the new agony infusions. So, a 30 agony infusion costs what, 8 million gold and over 2 million stacks of +1 infusions. A 30 agony infusion was written into the game for presumably some reason, and I’m troubled to think what that reason is. Unless higher level infusions start dropping when 50 tier comes out we have a problem. Thermal Reactive Agents dropping there wouldn’t be a bad idea either.

Buff Nature's Wrath

in Profession Balance

Posted by: Kenaron.3654

Kenaron.3654

Nature’s Wrath: Convert 10% of healing power to power. Beastmastery 25 triat. Performance Enhancement (Inventions 25) does the same thing.

Let me tell you why this is terrible. Compare this to Armored Attack (Defence 25). This will give you 116 power at barest minimum. If you are toughness speced, you can get 250 power out of this trait.
Nature’s Wrath gives 30 power at minimum. If you’re fully healing power focused with ascended Cleric’s everything and a healing rune set you can get 150 power from Nature’s Wrath.

My suggestion: Nature’s Wrath (and Performance Enhancement) gives +(Healing Power / 100)% damage. So 30 points in beast mastery gives 300 healing power, so as much DPS bonus as a Major Sigil of Force. In PvP if you run a Cleric Jewel in a Soldier amulet, that’s 4% damage boost. Full Cleric’s is 9% damage boost. Full ascended Cleric’s everything and a superior healing rune set and you can get 15% damage bonus. Realistically this is going to end up at 3.45%-4.25% for PVP (Celesital and Cleric’s Jewel respectively) and for PVE scarsely higher than 5%.

Potential TL;DR math section

If taking a minor trait and reworking it so that it potentially gives 15% damage bonus seems overpowered, first I want it noted that Bountiful Power (Water 25) used to give potentially 20% damage bonus but also I want to give an example of this trait as I proposed it in action.

This is my ranger now:
http://gw2buildcraft.com/calculator/ranger/?6.3|1.1c.h1h.0.0.0|c.1c.h2.g.1c.h1h.0.0.0|5c.7j.5c.7j.5c.7j.5c.7j.5c.7j.5c.7j.0.0.0.0.0.0|2u.0.2u.0.3u.0.2u.0.3u.0.2u.0|0.0.k4a.k59.u67c|0.0|4i.4o.4q.4r.55|e

Manually removing the effects from Nature’s Wrath as it stands now, this gives 2503 “Effective power” Given the build’s 10 percent damage bonus from runes and traits and with my proposed change for another 3 percent and end result is 2828 effective power.

Let’s replace everything Soldier set with Clerics and look at what changes. 1331 Healing power, so +13 damage. Effective power is 2180, with all multipliers, that’s 2682 effective power by my math. The Cleric set character still does less damage than the soldier set. It also has 17432 HP to the Soldier set having 24472.

/math

Even with this buff, Healing Power rangers and engineers won’t be the new meta.

Alternate proposals:
Damage bonus set to (Healing Power / 200)%
Power bonus set as (Healing Power + 916) 0.1 rather than (Healing Power * 0.1)
Healing Power based bonus to power is also given to condition damage in equal amount.

Dont fix what isnt broken

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

So only having one real viable build per class isn’t broken?

Well, it’s not quite that bad. Admittedly I do play Ranger a lot and outside of SPvP I’m never certain when there even is a single viable Ranger build. It seems to come and go seasonally. That said, I know Ranger isn’t the worst off and there in lays the problem.

Dredge Fractal

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

Do they help? I mean, I want to assume my complaints are obvious enough that all I need to say is “when is the fix coming” rather than list my complaints individually.

Dredge Fractal

in Fractals, Dungeons & Raids

Posted by: Kenaron.3654

Kenaron.3654

I honestly want to know what the deal is with the dredge fractal. I can’t figure this out, how do the developers honestly expect people to run through this? I mean it, serious question. Is it assumed that in the first part, one person runs up to the first button while the rest wait at the gate? If so, the number of dredge for one player to face is rather thick isn’kitten Even at fractal level 1 it’s a lot of dredge, and I’m doing 49’s right now.

Or do the developers just assume the way to succeed at all is to climb the landscape and get the whole party into the ring with the 2 buttons and switch without having killed anything. Is it assumed that every party running fractals has ash legion spy kits to make this run possible? I “love” how not only did the latest update to fractals not only removed waypoints, but defeated the only relyable method to completing that room there was: to have 2 people just die on switches.

ALL of the trash mobs in that fractal should have their hitpoints cut in at LEAST half. That or killing them should in some capacity reduce future spawns. It’s past rediculous.

Once a party gets to the actuall bosses, the difficulty of that fractal is where it generally should be compared to others of the same level. It’s just, what are we honestly expectede to do with the initial trash? They’re blind immune, have massive HP, and respawkittenmply insane rates. And this has been the issue since day one. We’re over a year past when this should have been fixed. I’m getting real sick of level 49 parties just quitting when they get dredge as the 3rd fractal, and even more sick of persisting through it and it ending up taking more time than the rest of the run combined.

Unexplained E-mail Change

in Account & Technical Support

Posted by: Kenaron.3654

Kenaron.3654

I got an e-mail friday saying my e-mail address had been changed. I did not change my e-mail address. I immediately reset my password and my e-mail’s password. I have been hacked once before.

Is there anything I can do to prevent being hacked again? I say this because I’m fairly sure if it’s going to happen it’s going to be soon. Like when Ascended armor crafting happens. Because I got hacked last time right as weapons hit.

Summon Bone Minions

in Suggestions

Posted by: Kenaron.3654

Kenaron.3654

Could there be a different picture for Putrid Explosion depending on weather one or two Bone Minions are alive? I ask as a matter of convenience for minion master necromancers, between fights I can’t tell if one has died. I have to destroy both and re-summon.

Something that would be equally convenient would be that if one of the two bone minions dies, and you are out of combat for so long (5 or 10 seconds say) a second one respawns.

Musings on Tequatl event

in Suggestions

Posted by: Kenaron.3654

Kenaron.3654

I run Tequatl events regularly with the TTS guilds, and I have no issues about how the Tequatl event runs with a full map organized group. I wanted to make a suggestion on how to adjust the event in such a way to preserve event’s current flow regarding how full map organized groups go about it while at the same time making it more possible for smaller groups to succeed, if at reduced reward.

The difference would begin with a trigger for some state in the event that makes it very clear that the event is going to fail. Something that would never happen on a full map. For instance, when Tequatl puts up a bone wall that persists for over a minute, or alternatively if all 6 hylek turrets are destroyed at once. Or perhaps if Tequatl’s health is over a certain amount when the timer is at some other amount. There are a lot of possible ways to trigger this. It should happen well before the first battery defense phase begins.

When triggered, some form of reinforcements arrive. They do something flashy that weakens Tequatl significantly. As a for instance, a Priory group arrives on in a flash of lightning with a massive air elemental that briefly wrestles with Tequatl, damaging the dragon before it obliterates the elemental. Something as dramatic as the vigil lazer firing really; the thematics aren’t important to my overall suggestion here. Tequatl gets a chunk of his health gone by something dramatic, and NPC’s arrive. Afterward they hold the western battery. However they manage it, the western battery no longer needs to be defended.

As for how much this event helps, I would say aim for where a group about half of the size seen in full maps can be reasonably expected to succeed at the event afterward. The rewards should be less, though, to encourage players to better organize. Remove the exotic chest for instance. Note that it is impossible to get Power Play when this triggers. You could also change the condition for “Slaughter in the Swamp” to kill Tequatl without reinforcements. If the reinforcement arrival replaces a battery phase entirely this would mean they could not get the rare Tequatl chest at all.

A second event like this could trigger for the Order of Whispers, if things are still going quite poorly later on. And afterwards they hold the Eastern battery so it doesn’t need to be defended. Or if the first trigger happens, either the Priory or Order of Whispers arrives for their support and later if needed the other shows up. That would give both of the other orders equal showing in the Trinity operation here. And if both of these events happen then the rewards should be even further reduced. I would say ideally set it so a group of 20-25 people can win using both of these events, and with rewards more in line with lower level world events (Admiral Taidha Covington for instance) or the reward level that Tequatl had before his major update.

In conclusion, the benefit of this proposal would be that it would not effect organized groups who regularly succeed at killing Tequatl, but it would make players more willing to come out and try. In my first few attempts at Tequatl before joining a tequatl-slaying guild, I found that players who have never gotten to the first battery phase treat the event as just impossible, but that once they get through that it usually ‘clicks’ how everything works (more or less that is) and it’s not long from there untill they can get to a group that would win. A less organized group should be able to beat tequatl using the reinforcements, and from there improve their method such that in future runs they rely less and less on them.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Kenaron.3654

Kenaron.3654

I’m noticing a lot of traits that give 5 percent of a stat to some other stat are getting a boost. I would ask that the developers revisit Beastmastery 25, Nature’s Wrath, with this in mind. Toughness is at base 916 without gear on. Healing power, however, starts at zero. A trait that gives 5 percent of your toughness to power, like the Defense 25 trait for warriors, is still worth something even if you don’t get defense from your gear. Nature’s Wrath, on the other hand, gives 10 percent of healing power to the ranger’s power and that is always substantially less than 5 percent your toughness (unless you go out of your way to load up on Magi gear). I would suggest Nature’s wrath give 96 power + 10 percent of healing power to make it more comperable with other similar traits of this kind. I feel that a Warrior using Toughness primary armor should get as much power from Armored Attack as a Ranger should from Nature’s Wrath using Healing Power primary armor — if not more to be rather honest about the usefullness of Healing primary items for a ranger. Comparing those traits as they are now though, the ranger looses out on 96 attack for no clearly defined reason.
Currently my Beastmaster ranger gets 30 power from Nature’s Wrath. If Nature’s Wrath were outright removed, I would still end up at a higher power following this update because of the 2 percent increase in Strength of Spirit. It may be even better to replace the Beastmaster 25 entirely.

On a related note, I would want to suggest that the haste given by Zephyr’s Speed to the pet start when the pet next makes an attack. Particularly melee pets will waste most of this haste just in movement. I would suggest giving the pet a longer haste (say 5 seconds) and as soon as the pet begins to use a skill with a cast time the haste duration remaining be reduced to 3 seconds.