Showing Posts For Lex.5214:

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: Lex.5214

Lex.5214

To be honest: World Bosses have never been my favorite part of the game, mainly because they are laggy, boring autoattacking and time consuming.

The main reason I fought them was because the ascended crafting forced me to do so. It was really annoying to farm these bosses for dragonite ore while all other components came to me naturally by playing the game.
Now that the megaservers are here and the bosses are forced to work on a fix schedule by some unknown super power, I have to spend almost thrice the time to farm this ore and it really rubs me the wrong way.
Especially when seeing PvP players getting the option to farm a great amount of components for their legendary weapons by not even leaving their arenas.

Why are people that like dungeons forced to go out and farm out of their comfort zone for many hours while other game modes are getting the “you don’t need to do anything else but x”-Sign?

Game Updates: PvP Reward, Gear, Ranks, Maps

in Guild Wars 2 Discussion

Posted by: Lex.5214

Lex.5214

Is it intended that two handed weapons still got a higher base damage than one handed weapons? I thought the fact that they now got two itemslots would lead to a removal of this internal +5% bonus.

Stat Combos

in Guild Wars 2 Discussion

Posted by: Lex.5214

Lex.5214

Giving us more options in terms of statcombination is definitely a good thing, but to be honest:

I don’t see much use to it unless the attributes get some adjustment as well.
For example:

Right now we got (will have) 4 attributes directly influencing damage: Power, Precision, Condition and Ferocity.
If I had to bring them in an order (in terms of PvE) it would be like this:

Power > Ferocity > Precision > Condition.

So why exactly are they not equal?

Power: Right now Power beats all other offensive attributes. The more you have, the more damage you deal, plain and simple. It also affects breakable objects.

Precision: Is useless against anything immune to critical hits (objects, certain monsters…). Has a hard cap at 100% critical hit chance. Especially thanks to the fury boon you can reach a point where more Precision is simply a waste of attribute points.

Ferocity: It has no effect on damageable objects either and the value of each point is linked to the critical hit chance, but at least it has no hard cap.

Condition: No effect on objects either and it has a bad synergy with direct burst damage and is limited by a party stack size of 25 in case of bleeding.

This is not an exclusive problem of the offensive attributes, but since the game is centered on DPS right now there will not be much diversity if some sets are simply more efficient in dealing damage than others when they should be equal on a mechanical basis.

[Suggestion] Balancing Precision and Power

in Guild Wars 2 Discussion

Posted by: Lex.5214

Lex.5214

No one else an opinion on this matter?

[Suggestion] Balancing Precision and Power

in Guild Wars 2 Discussion

Posted by: Lex.5214

Lex.5214

With the changes to critical damage planned for the next update in mind, I was just wondering if the method used is enough to achieve the goal.

As far as I understand it, the developers want to bring berserker gear more in line with other available sets, which is a good thing in my opinion. However as some people already pointed out, the way they do it hits those sets focusing on precision just as hard.

Right now assassin gear is arguably below berserker when it should be equal. The reason here for lies in some restrictions precision is facing, which are not affecting power.

The mechanic of power is plain and simple: the more the better. You simply can’t have too much power. It has a linear influence on you damage output and works universal on any damageable object in the game.

Precision on the other hand influences your damage by affecting your chance to land a critical hit. Once it is high enough to give you a 100% chance, every additional point in precision is simply wasted. Even worse than this is the fact that there are game relevant objects which are completely immune to critical hits, making precision completely irrelevant for the task of smashing them and using power as the only modifier.

This brings me to one conclusion:
In order for power and precision to be balanced the following changes have to be made:

- Nothing must be immune to critical damage
- No build must be able to gain more than 100% critical hit chance

Right now there is only one way to get beyond 100% critical hit chance and that is by using the boon fury. The +20% chance to critical hits is what pushes those precision focused builds beyond that line of 100%. So unless the designers change critical hits so there is a chance for them do trigger multiple times on the same attack if the character has a chance for critical hits higher than 100%, they need to change the way fury is working. Maybe by changing some of those 20% to be a bonus to critical damage and not hit chance.

This is of course only me trying to face an obvious flaw in the current design by making suggestions that appear logical to me. I am no game designer, nor do I have experience in balancing a game like Guild Wars 2, so feel free to add to this post by discussion the situation I was trying to set my focus on.

(edited by Lex.5214)

CDI- Fractal Evolution

in CDI

Posted by: Lex.5214

Lex.5214

Proposal Overview:

Functionality of agony infusions and their benefits.

Goal of Proposal:

Make it easier to upgrade agony infusions after they have been added to ascended items and change their functionality so that they benefit you even at lower levels.

Proposal Functionality:

Right now the only option to get an agony infiusion back after using it on an item is to use the upgrade extractor (250 Gems/ea) from the gem shop.

This makes it only viable for infusions that are already realy high in level, otherwise buying a new infusion is often the cheaper option.

Especially for those people that are not fequently playing fractals this will have the consequence of reaching a poit in fractal levels at which they are forced to invest a high amount of money in order to upgrade their equipment only to play the next highest tier even though they had enough enough agony infusions if only they had not used them that early.

I would like to see a mechanic similar to luck where you reach the next level of agony resistance once you collected enough infusions. That way the players have a steady progress in reaching the next highest fractal level.

In addition to this I see a need to make agony resistance work for each point a player has and not only be usefull at each 5 point increment. There is no reason for an agony resistance of 69 points to have the same protection as one of 65 points.

Agony damage is already calculated in percent of your max HP, why not let each point of resistance influence that falue?

Associated Risks:

The upgrade extractor might no longer be worth his value of 250 gems.

(edited by Lex.5214)

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Lex.5214

Lex.5214

1. Thief
2. Ranger
3. Engineer