Showing Posts For Krisko.4093:

Mad King Says?

in Halloween Event

Posted by: Krisko.4093

Krisko.4093

What happens is similar to the Lunatic Inquisition, you have so many seconds to hit the right emote as they randomly shuffle around on your skillbar.

If you don’t do it, you take some damage and get knocked down.

If you do do it, the next wave starts.

It would be almost-kind-of-difficult if the whole party had to do it, but alas, only 1 gets afflicted.

Punishment for leaving

in PvP

Posted by: Krisko.4093

Krisko.4093

A lockout for tPvP would be okay for teams that aren’t premade. If you’re playing premade tPvP and someone leaves, then you just don’t play with them again. Problem solved.

For normal play, punishment for leaving is a terrible idea. If someone doesn’t want to play anymore, then they simply won’t. In fact, you’re better off if they leave so someone else can join / auto balance can kick in.

What you need to do is provide an incentive for staying that the player finds meaningful.

Scepter and focus

in Elementalist

Posted by: Krisko.4093

Krisko.4093

I run DaggerFocus with Ether Renewal and 3 Cantrips (Armor of Earth instead of Cleansing Fire) in all modes of play and find that the Focus acts to complement your mainhand weapon skills rather than present you with new attacking options as you find with an offhand dagger.

For general PvE, the damage from a mainhand weapon is enough to get the job done.

For the rest of the game, the strength of the Focus lies in its ability to give you more ways to reliably res and stomp people or just keep you alive. Earth 5 is absolutely amazing here, however Earth 4 and Air 4 work quite well, especially against classes with stomp interrupts that count as a ranged attack.

Keep in mind that you can switch attunements to activate the two Earth skills whilst channelling and chain mist form / armor of earth straight after if needed. If you take Ether Renewal as your healing skill, by the time Earth 5 ends, Ether Renewal will have removed all conditions and healed you a fair deal.

The big problem with taking offhand Focus over Dagger is that you lose a lot of mobility, Lightning Flash and the Swiftness on Aura trait are ideal for closing or making gaps. Water 4 and Air 5 on the Focus are amazing; both of these instantly hit at a good range with strong CC effects. If the target then turns around to fight, a lucky Comet will give you a slight advantage.

Other than that, there’s not much else to say. Most of the work will be coming from your mainhand weapon (more so than usual) so pick your best one and have at it.

Kicked out to loading screen when passing by the entrance.

in WvW

Posted by: Krisko.4093

Krisko.4093

An interesting side-effect of this causing people to hit the endless load screen is that queue times are a lot faster and there is some element of fear in dying (until you get a keep with a waypoint).

URGENT- CAPTCHA FOR BOTS

in Suggestions

Posted by: Krisko.4093

Krisko.4093

If you implement CAPTCHA, they’ll just make use of human CAPTCHA solvers in the 3rd world.

$2 per 1000 CAPTCHA’s solved at >80% accuracy.

You’ll just make them stop for a few seconds every so often and annoy the living hell out of legitimate players getting trolled.

Utility skills in the elite slot Y/N

in Suggestions

Posted by: Krisko.4093

Krisko.4093

Yes; I’m always open to more choice in character builds.

Keyboard and the Elementalist

in Elementalist

Posted by: Krisko.4093

Krisko.4093

It is true that back peddling is bad but rolling backwards seems too useful to do away with completely.

In general back peddling is bad, however, if you have control of the situation with Chilled, Knockback, Stun you can back peddle as people with two melee sets flail wildly at you.

For me,
Q = Heal
E = Elite
ZXC = Utilities
Mouse Button 4 = Target Nearest
The rest is vanilla.

My keyboard is fairly small, so jumping to the F-buttons to stance dance isn’t that big of a deal. The only issue I have is forgetting that C is no longer target nearest, so every now and then I blow a utility for no reason.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Krisko.4093

Krisko.4093

Bug fixes, trait issues and tweaks aside, I’d like to see the (utility) Conjured Weapons be revised.

It has come up in a few threads that when using a Conjured Weapon, you lose a lot of versatility and rarely does one use all 15 charges, let alone the possible 25 before tossing it away.

I believe that if they were combined into a single Glyph-like skill whereby changing from one attunement to another would change the Conjured Weapon in your hand, we would see more Elementalists using Conjured Weapons in all tiers of play.

Guild event planner

in Suggestions

Posted by: Krisko.4093

Krisko.4093

Great suggestion.

I’d probably put another “Show Local Time” checkbox in the Event list rather than having to hover over the individual times and instead of PST/EST use the GMT +/- offset for more flexibility.

Auto-Block Accounts we Report / Add Block feature to Mail

in Suggestions

Posted by: Krisko.4093

Krisko.4093

You need to read the post before commenting on it, he wants the report feature to also use “block” on that person.

A separate gold selling report option would be nice, too.

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Krisko.4093

Krisko.4093

Whole skills dedicated to stealth detection seems a bit over-the-top.

Having conditions appear regardless of stealth when they tick damage would be neat. There’s already a trait that removes conditions whilst in stealth, so it wouldn’t be class-breaking.

Also, break stealth on skill use even if it misses. You can just keep using backstab until it hits, which seems a bit silly.

Just Rename the Elementalist to Ninja and Make Everyone Happy

in Elementalist

Posted by: Krisko.4093

Krisko.4093

Gotta agree with Zenyatoo, we already have a Thief sub-forum.

But, well done OP.

Conjured weapons: A change to inspire use

in Elementalist

Posted by: Krisko.4093

Krisko.4093

Honestly, Conjured Weapons shouldn’t have been 4 separate skills (+greatsword) to begin with.

I’d say merge the utility Conjure skills into a single glyph-like skill where the attunement you are currently in determines what weapon is dropped, and what weapon you get in your hand. From then on, while it’s in your hand, it swaps to the other elements respective weapon as you swap attunement.

Then, you have the versatility that the elementalist would otherwise have, plus a reason to use all of the weapon charges instead of throwing it away and provide an effective weapon swap.

Fiery Greatsword can stay where it is, and this single skill would probably have a hefty cooldown, but it’d be worth it.

rate the dungeon patch 1-10

in Fractals, Dungeons & Raids

Posted by: Krisko.4093

Krisko.4093

6/10

A step in the right direction in regards to encouraging the playing of different paths, with a few unfortunate oversights that should be reverted until adequately tested.

Is there a reward for completing all dungeon paths after the first time? If not, that would be a good incentive, rather than making certain play-styles financially inadvisable.

How do I play support without raid frames?

in Guild Wars 2 Discussion

Posted by: Krisko.4093

Krisko.4093

Your abilities can only target up to 5 people anyway, so don’t expect to be having a profound impact on the state of the zerg.

I find it best to pop my support skills on people that saw the red circles during boss fights a little too late, or those fighting at your favourite dragons feet and are taking damage.

The game is fairly visual with where damage is being dealt in the PvE world, so raid frames shouldn’t be too necessary. If nothing else, I’m sure those you do support, even when they don’t need it, won’t complain.

Has botting ruined the game economy yet?

in Guild Wars 2 Discussion

Posted by: Krisko.4093

Krisko.4093

Given the sheer volume of players with access to a single marketplace and the ease at which items can be acquired, the community is having the biggest impact on the economy. I doubt botters could have a significant impact if they tried.

Instead, I believe that the only way botters will benefit is from people trying to ‘save’ 10-20% on their gold.

(Only to be slapped soon after with a $60 bill for a new game)

Please Make Tokens Account Bound at least

in Suggestions

Posted by: Krisko.4093

Krisko.4093

I don’t see the point, and all is does it adds more stuff to clog up your inventory.

It’s one item per dungeon that can be turned into that dungeons tokens if you don’t plan on getting the items anyway. Heck, it could just be a consumable bag of tokens.

Dungeon exotics do not have better stats, all it is is a skin. And as I said, for dungeons where you don’t even like the skins, at least you can use those 100 tokens to get some low level gear for an alt. It’s not like someone else is farming for you, you are still sitting there and doing all the work, it shouldn’t matter what character you do it on.

For the low level gear, I see no problem in having them being bought with solely account bound tokens. However, the skins that you do want have a certain prestige that can be cheapened due to farming that this seeks to partially mitigate.

There is literally no downside to account bound tokens under the current format.

I do not disagree with you here. However, I would like to raise the point that the presence of builds like the imbagon / 55monk / shadow form assassin in GW1 made farming end-game materials, and subsequently the aesthetic gear you could make with it, a trivial task.

(Granted, it still took time, but a character that made no contribution could reap the rewards)

By having to run the dungeon at least once, you guarantee that the person with the gear is capable of running the dungeon on that characters class.

I really don’t see the downside here, either.

It is also a simple change that can be done in a few minutes without programming for what you described.

Either solution is a simple task — these guys are veterans of the industry, and will find an answer to any problem set before them.

Like I said, you can farm gold for exotics and cultural armor, honor badges for armor/legendary mats, you can even use the gifts of exploration to make legendaries for alts, dungeons are pretty much the only area where you can not benefit your alts, it is also the area with the most wasted items (tokens that go to no use if you don’t plan on grinding for 80 gear).

It makes dungeons more fun for players with variety, it gives a reason to use tokens on the lower level gear, and ultimately it will increase the activity in dungeon zones, because people won’t have as high a chance to get turned off on running a dungeon 50+ times because they are forced to do it all on one character or on a character that is not optimal for a specific dungeon/path.

Again, I didn’t disagree with the suggestion that tokens should be account bound. But having to do it at least once on each receiving character would nice, if only as a courtesy.

What they need to do is get rid of all of the types of tokens and just have a dungeon token for all of the zones.Having a token for each dungeon isn’t next gen.

While it makes sense to make things as generic as possible, this sort of design leads to the overfarming of the few dungeons with ideal farming methods.

AC: Mesmer boss (Unintended strategy?)

in Fractals, Dungeons & Raids

Posted by: Krisko.4093

Krisko.4093

I was taking her away and the rest kill him but i like taking him away. when they teleport to each other that makes it hard.
Anybody know what causes that? once they are together i use rocks to try and get them apart.

When one of them reaches ~50% health, and then again when one is about to die, they teleport to the centre of the room. You should hear the dying one say something similar to “Come to me, my love”

Fundamental issue - Team capacity in the game?

in Fractals, Dungeons & Raids

Posted by: Krisko.4093

Krisko.4093

Most of the OP belongs in the general discussion forum, I’m dumbfounded as to how it ended up in here.

No large-team, end-game content.

Guild Wars has thrived on being the 20%. Speaking of, where on earth did you pull that number from? The sample size is far too small to be making these kinds of judgements.

Throughout your post, you make reference to some ideal species of MMO — of which there have been many more failures than successes — as if that’s all there is, and nothing else will work. It’s time for a change, please let the genre at least try to grow.

Back on track, I honestly don’t see the appeal in having such unwieldy groups in what is supposed to be highly strategic content. If you want something to do with a group that large, there are plenty of world bosses and champions to fight.

No large team access to WvW.

The commander manual is meant to be hard to get. When you get it, almost every person on your server in that map will be following you. It was only ever intended for large guilds whose members would chip in to get it.

To help your situation, however, if you’ve only got a dozen or two people that you need to co-ordinate with, make separate parties and have them ctrl + click the leader, the red target should make it easy for everyone to follow. I’m guessing you’re also in VoiP, so that should help you communicate your intentions further.

Tournament events with restricted entry.

Free tournaments exist.

Multiple Guild membership.

If you build it, they will come.

If they are not representing your Guild, then they are representing the Guild that they prefer. The multiple Guild system, if anything, is honest. No longer need the dinosaur Guilds of the past lock you down into a schedule, you can go wherever you want and if Guild Leaders want your representation, then they’ll have to earn it.

Save Yourselves

in Guardian

Posted by: Krisko.4093

Krisko.4093

Stack Boon Duration → 17~19.5 seconds of boons, glorious boons.

Guardian elites.

in Guardian

Posted by: Krisko.4093

Krisko.4093

Renewed Focus is amazing in all aspects of play.

In PvE, you really don’t need an elite; but if you get in over your head, it gives you a few seconds to breath and blow your virtues.

In sPvP, 3-4 seconds of invulnerability in combat soaks up a looot of your enemies cooldowns and leaves a surprise thief attack fruitless. Bonus points if you get two thieves to waste their initiative on you.

In WvW, Justice shouldn’t be off cooldown, so an extra cast always helps. Two uses of Courage on the retreat is also a good way to get more people out alive.

In Dungeons, all of the above.

My only problem with Renewed Focus is the fact that you aren’t truly invulnerable, condition damage seeps through. A trait that makes it purge or convert conditions would be nice.

I’m not entirely sold on the Tomes, but they have their uses.

Please Make Tokens Account Bound at least

in Suggestions

Posted by: Krisko.4093

Krisko.4093

I whole-heartedly agree that dungeon tokens should be account bound.

However, certain measures should be taken to stop people farming dungeon equipment on one character and giving it to their alts that have never seen the inside of a dungeon.

For this purpose, at the end of an explorable you should be given a single soulbound item that you can trade in for (account-bound) tokens that you would receive currently, or use one of these as part of some new price requirements that would be (new item + dungeon tokens).

With this, you would need to run the dungeon at least once for every piece of equipment you want from the dungeon on the receiving character, and could gather the rest of the tokens on other characters.