Showing Posts For Kuang Eleven.9781:

[Sugg] How to fix the Zerker Zerger problem

in Guild Wars 2 Discussion

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

My problem with zerker stats are that zerk character can still stay in the thick of combat throughout an entire fight. If you’re specs for glass cannon, that’s fine, you can do more damage, but you should need to be much more mindful of your health and need to get out of to recuperate and heal up. I would like to see dungeon fights go something like this:

1. Fight starts, everyone stacks, blows their neat DPS skills, zerker is doing much more damage than the other builds, then everyone realizes that the boss is not dead yet
2. Zerker builds are at mid to low health, they disengage, heal up, maybe plink from range until they heal or get mitigation cooldowns up again. Balanced and defensive statted players are doing fine, they keep attacking
3. Boss winds up for a big series of attacks/frenzies for a time/etc. Balanced builds realize their outclassed and disengages, zerker stays the hell away, but defensive players just keep on trucking.

As a nice side effect, this would heavily reduce the outsized importance on stacking. How to implement this is a different question, a basic method would just be un avoidable damage, but there are better ways.

Do you even play any zerker builds? I solo a lot in zerker on my guardian. Usually have 15k HP. I don’t die that often strictly due to that I play aggressively and tactically.

I do as much damage as a guardian can do, sure, but in dungeons? It’s all about stamina management. I survive off 100% stamina regen on crit to stay mobile and knowing the fights, I.e when to move and where to move to.

On my power necro with his zerker gear, he has way more base HP vs guardian having way better trait able stamina regen, so it’s a different ballgame. My necro has to eat some things that my guardian can just ninja away from, and that means the necro s just plain dead more often.

I don’t bring necro into dungeons for both that and the fact that they just have so much nothing to offer a team apart from the same straight dps everyone can do anyway.

Your ideas would basically require at least a soft Trinity making tanky stats significantly more powerful that they currently are, as even someone in full Soldier isn’t going to want to just eat damage on dungeon bosses. They’ll be dead a few seconds later than a zerker that tries to do the same, not just trucking along.

Zerker isn’t the problem. Everything else being kinda pointless when it’s all about DPs and mobility is, if anything is at all.

Yet, I still find excellent, if occasional, use for my clerics, soldiers, Valkyrie and rampagers sets. It’s all circumstance, builds and what you do with them.

But zerker s my default, especially on guardian. I find it more enjoyable to test myself rolling around doing lots of everything in it.

I’m not proposing to do away with Zerker at all, more to bring up other sets to be useful in a different way. Notably, all of the builds I mentioned are still DPS builds, just using different ways to deal damage, with Zerker doing heavy burst damage, but needing to disengage to recuperate, while tankier classes do less damage in a single burst, but are doing damage more often.

It certainly wouldn’t require a trinity, there would be no need to have tankier classes, just that tankier classes would be able to do comparable damage in fights compared to zerker geared characters.

Part of the issue that makes tankier gear far less useful is that active mitigation is way overpowered. If any character can actively mitigate all damage, then zerker is no longer a “glass cannon” gear type, it has no downside; and being harder to use isn’t a downside worth mentioning.

As a side point, I would argue that even full knights is middle of the road between DPS and Tankiness; something like Cleric’s, Sentinel’s Magi’s, etc. should be buffed to the level of being able to absorb more than they do now, wither by healing through it with healing power or just weathering through it with Toughness/Vitality.

There has been progress to better fights though, the new LS instance bosses are much more interesting to fight and allow for a much more balanced distribution of stats while still completing quickly. Similarly, all of the Fractal boss fractals are really fun fights, although the damage scaling at high levels gets restrictive again. Some of these are a little too gimmicky, to the point where personal stats stop mattering at all, but all in all, more interesting.

[Sugg] How to fix the Zerker Zerger problem

in Guild Wars 2 Discussion

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

My problem with zerker stats are that zerk character can still stay in the thick of combat throughout an entire fight. If you’re specs for glass cannon, that’s fine, you can do more damage, but you should need to be much more mindful of your health and need to get out of to recuperate and heal up. I would like to see dungeon fights go something like this:

1. Fight starts, everyone stacks, blows their neat DPS skills, zerker is doing much more damage than the other builds, then everyone realizes that the boss is not dead yet
2. Zerker builds are at mid to low health, they disengage, heal up, maybe plink from range until they heal or get mitigation cooldowns up again. Balanced and defensive statted players are doing fine, they keep attacking
3. Boss winds up for a big series of attacks/frenzies for a time/etc. Balanced builds realize their outclassed and disengages, zerker stays the hell away, but defensive players just keep on trucking.

As a nice side effect, this would heavily reduce the outsized importance on stacking. How to implement this is a different question, a basic method would just be un avoidable damage, but there are better ways.

GW2 Event Viewer for Android

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I’d like to post this on a more general purpose sub-forum as well, but I’m not sure where would be appropriate. Possibly General Discussion, to show people who are not developers?

GW2 Event Viewer for Android

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I just released a new update for my Guild Wars 2 Event Viewer!
https://play.google.com/store/apps/details?id=k11.guildwars2eventviewer

This operates in two main screens:
Major Events: The bonus chests you know and love. This lists all bonus chests Dynamic Events, showing on white if currently active, yellow if in preparation or if a pre-event is active and in red if inactive. (Temple of Grenth isn’t showing up on the APIs though, if that is fixed, I am already searching for it.)
Select Zone: Select the zone you are currently leveling, farming or getting a tan in and the app will list all active events.

Make sure to select your home world from the main menu first!

Clicking on any event will open the corresponding Wiki page. Both pages auto refresh every 30 sec by default, this can be changed in the Options.

This is the same app I posted the day of the API release as a proof-of-concept, if you downloaded that app, it will automatically update to this new version.

Upcoming Changes (Next week or so): I will be backing the static API calls to a local database which will dramatically speed up the app and reduce the amount of API calls I have to make.

This will additionally enable daily bonus chest tracking, event favorites and proper alphabetic ordering.

For those of a programming mind, this whole app is released under the GPLv3 at Github: https://github.com/KuangEleven/GuildWars2EventViewer Some of the code is a bit hairy now, but the caching update I mentioned above will clean things up substantially.

API implementation library "master list"

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Guild Wars 2 Event Viewer

Not technically a library, but the code is all released under the GPLv3, so you are free to copy and paste the relevant code into your own GPL program. If there is interest, I can compile a proper Android library.

Proof-of-concept Android app

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

And yes, please contribute code! It might take me a little while to deal with it because I’m not too used to being on the project owner side of GitHub, but I imagine the community does not have a shortage of ideas.

Proof-of-concept Android app

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Yup, Options doesn’t work because I haven’t coded in any options yet!

And the Major Events will be there to show events that give chests, I just wanted to get some sleep last night. It’s not hard to add, I imagine I’ll get another release out soon

Proof-of-concept Android app

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Proof-of-concept Android app

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Sadly, it won’t work in Google Chrome, despite both being from Google, they do not use the same programming language. It looks like there is going to be several new websites using the new APIs though, those will work fine with Google Chrome.

There is nothing map-based in my app currently, and I don’t have any plans for the immediate future, but it would be nice to get those in eventually. The touch interface of a phone is fantastic for navigating around a map.

Proof-of-concept Android app

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I hacked up a quick Android app that uses the Dynamic Events API to give you a list of Active events in the zone you choose. It’s missing a lot of features and polish, but I wanted to get out some basic code and some actually useful functionality!

Android Play: https://play.google.com/store/apps/details?id=k11.guildwars2eventviewer
(Although as of the posting of this, it has not made it way through Android Play publishing, give it a couple hours)

GitHub: https://github.com/KuangEleven/GuildWars2EventViewer
(Released under the GPLv3!)

The app really is barebones for now, but I already have plans to flesh it out. None the less, please use it and let me know what you would find useful in an Android app.

*_names.json static?

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Can we assume that the three _names.json API calls are relatively static? i.e. that the server/event/map associated with an id will not change arbitrarily?

Specifically in the context of an Android app, I’d like to cache the results from these calls for a given “session” and avoid calling all three whenever I make an events.json call.

Any spoilers on what's to come?

in API Development

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I am thinking that you can already determine contested waypoints/dungeons, because each is linked to Dynamic Events succeeding or failing, which already is in the API.

Non-Jewelry Celestial Items

in Players Helping Players

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I am an engineer, currently focusing mostly on Power for damage, but a lot of my skills do incidental condition damage. But, from what I’m hearing, it looks like there are not Celestial stats available for weapon/armor base stats. Is that right?

Non-Jewelry Celestial Items

in Players Helping Players

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

It’s not so much the upgrade slot I’m worries about, that’s a whole different set of options, but I’m looking for armor and weapons with celestial as the base attributes.

Non-Jewelry Celestial Items

in Players Helping Players

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I’ve been reviewing Ascended items in preparation for my first 30 laurels, and I’ve been very impressed with Celestial stats. It has a massively higher total pool of stats and I do not have to worry about getting another set of items when I change builds.

Are celestial stats available on anything other than ascended jewelry?

"The Hammer" sPvP Build

in Engineer

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Oh, good catch, that’s a beastly rune with a 10sec cooldown…

"The Hammer" sPvP Build

in Engineer

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I was afraid that some hidden things wouldn’t stack… I’ll try the traits change, I am using the rifle abilities more than I thought from when I first made the build.

I was unsatisfied with my rune choice as is, stacking power duration would be a ton of fun and help out with my occasionally lacking spike damage

"The Hammer" sPvP Build

in Engineer

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

I’ve got a build I’ve been running to some success in sPvP, although I’m just not very good as sPvP in general. I would be happy to hear feedback.

http://www.guildhead.com/skill-calc#mcMM9cz0MovCMMovCMa9MxxmzMqoRb8khA7070M7khA707kIQ70V7owY70m

Main: Rifle

Heal: Elixir H
Utility: Elixir B
Utility: Elixir R
Utility: Tool Kit
Elite: Supply Drop

Explosives 10: Empowering Adrenaline
Alchemy 10: Invigorating Speed
Alchemy 20: Fast-Acting Elixirs
Alchemy 30: HGH
Tools 10: Speedy Kits
Tools 20: Power Wrench
Tools 30: Adrenal Implant

Sigil: Force
Rune: Engineer x6
Jewel: Soldier’s

The general strategy for this build is to swap in and out of Tool Kit while running around for constant swiftness and vigor. On coming to an existing battle, drink Elixir B, close to range to use Overcharged Shot, then Magnet, then Prybar, then Gear Shield. From there, if solo, cycle through Jump Shot, Blunderbuss and Prybar as necessary between wrench smacks keeping them crippled. If group fight, net shot and pick apart at range, chucking F1 and F2 at allies.

I have found that this excels at dragging back fleeing players, mostly through Magnet and Net Shot. The incredible amounts of endurance available let’s you just dodge around for the most part until abilities are available.

I’m not sure about my rune choice, I’m mostly using it for the x6 ability, since that is there the lion’s share of damage comes from. I’m also assuming all these abilities I’m listing actually stack as expected.

Any other comments?

(edited by Kuang Eleven.9781)

Puzzle Griefing in WvWvW ruins the Game experience.

in WvW

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

The issue isn’t that you can attack in the EB puzzle, that expected, if certainly annoying when you get ganked after nearly finishing. Even people who hang around and try to surprise people or just spam the traps may be kittens, but you can get around them with teamwork, being clever, or just being very good at timing.

The issue is when you have a guild camping the end, setting up siege engines, teleporting anyone who dies back to the end again with mesmer portals. That is where it becomes griefing without any way for skill or teamwork to prevail.

Exploit Clarification: Mesmer Portals In Obsidian Sanctum

in WvW

Posted by: Kuang Eleven.9781

Kuang Eleven.9781

Whether this is a bannable exploit or not, it is clearly circumventing part of the game. It trivializes the jumping puzzle, which is supposed to be hard and have the possibility of fighting other players.

Worse though, are those mesmers to create portals so that a constant group of trolls can sit on the end of the EB jumping puzzle stopping anyone else from finishing. With the portal in, even working together with a group is pointless, as they just respawn and portal back.

I would like to see portal removed from the jumping puzzles at least (and siege engines removed too). I consider anyone who creates or uses mesmer portals in jump puzzle to be unethical at best.