Showing Posts For Limnage.9581:
Well, good. Maybe the devs will actually notice now, since they apparently don’t play their own game, or they would have noticed the glaring flaw.
For the final boss in the Forward/Up path of Twilight Arbor, the spiders don’t despawn after players wipe. This makes the fight impossible if your party dies once. This needs to be fixed, or the gold reward needs to be set to 3g, because it’s much harder than Arah at the moment.
So no one knows what’s up with this?
Lesson is don’t take part in living story content. Anet will reward you for not using the currency for its intended use.
The spiders for the boss don’t despawn.
And yet it’s only worth 1 gold. WTF Anet? Do they even run their own dungeons?
Is there a bug? The two sigils are identical.
It will still do exactly what it was intended for. Just because your farming method that could make use of it is nerfed doesn’t mean you deserve a refund. It still provides 20% extra gold from mobs which still adds up to 20%…
No, people bought it for the gold from dungeon bosses. All other gold from monsters is completely negligible. It would be like if you bought a karma infusion, but they then changed it to only work for karma thimbles. You would be upset if that happened to you, right?
On top of that you probably already got your +20% gold to make up for the cost of it, you already gained from it and NOW you are saying because its becoming outdated that you want a refund? Goods don’t last forever and you aren’t allowed to just return it when a single use doesn’t work.
I just bought my infusion before the announcement. I’ll probably get barely any gold’s worth from it (I play casually) before the change.
Players bought gilded infusion for boss gold; all other gold drops from mobs are almost negligible. Will Anet refund the 20 laurels for players who bought the gilded infusion? Or will they make the infusion also count towards other gold, like the bonus dungeon gold? If not, they should remove it from the merchant, so that more players don’t make the mistake of buying it.
More like if when you PvE you’ll use one trait build, and when you WvW you’ll use another. And in both cases you’ll be the best profession.
So it seems from watching SotG that Warriors are going to actually get buffs, and massive ones at that, in the next patch. Warriors is already the king of PvE, and if those buffs go through (15% more damage with 5 boons?!?!) then no class will come anywhere close to Warrior dps. Warrior Greatsword is unchanged, and Warrior might stacking is unchanged. To top it off, Warriors will now be kings of WvW too, because they’ll slaughter Guardians and have huge resistance to crowd control. Does Anet just want everyone to roll Warrior?
Basically GW2 developers don’t understand what players like. They add mechanics like Yannoka that are just plain frustrating and boring, and they keep adding RNG to rewards.
Dungeons are pretty boring for most players. The bosses are mostly HP sponges, and very few of them even have multiple phases (Lupi is the only one I can think of).
The red circles don’t actually match the size of the AoE. Many times I’ve been standing outside the circle and still gotten hit. If they made the circles actually match, then fight would be a lot less frustrating.
Sometimes when I’m doing CoF path 1, I’ll randomly not be able to switch weapons for the final boss. The switch weapon icon will be greyed out, and pressing the button will do nothing. Anyone else get this? It’s kind of a major bug it seems.
I don’t see why they want it to be RNG. Do they want players to be frustrated by getting 4 fractal tridents they can’t even use? You can still have it hard to acquire by making it cost a large number of pristine fractal relics.
At high fractal levels, in order of difficulty:
Dredge
Grawl (Volcanic)
Cliffside
Snowblind
Uncategorized
Ascalon
Swamp
Aquatic
Rationale/analysis:
Dredge – Worst fractal design. By far the longest and most tedious. Door section requires death or spy kit usage. The boss fight lasts way longer than it needs to.
Grawl – I think this one is well designed. The boss fight seems dynamic and mechanically interesting.
Cliffside – The chest, arms, and final boss can all provide a challenge to groups. Overall I think it’s well designed, but they need to fix the falling death glitch.
Snowblind – This fractal needs retuning. At high levels, the campfire with waves of archers is the hardest part, followed by the ice elemental, and the final boss is an easy snooze fest. It should build up in difficulty, not the other way around.
Uncategorized – Harpies are the “hardest” part. You’ll get past them eventually, but it may take a while if you don’t have many reflects. Final boss is fairly easy with the ceiling trick.
Ascalon – This is actually one of my favorite fractals. Lots of loot, fun fights, and epic feel. It feels like the right length that a fractal should be, too.
Swamp – I like this fractal as well. At low levels it’s extremely frustrating, but at 26+ when people know what they’re doing it’s fast and efficient.
Aquatic – Wow this fractal is horrible. The final boss needs to be like 1/4 the current duration. If the boss fight doesn’t have phases, then it shouldn’t last more than 2 minutes.
No, you must grind and grind for it, it’s the only way.
You can still have the grind with a token system.
It seems like the only reason to use an RNG drop system over a token system is if you like screwing over players by giving them weapons they can’t use.
they want them to be rare
Did you read what I wrote? You can still make them rare with a token system. Make it the exact same drop rate, except instead of a weapon it’s a token so you can choose your weapon type.
OK, I get that you want them to be account bound so that you can’t just buy one. I think that’s cool – you actually have to play the game to get items. But why the random system now where you can get a fractal weapon you can’t even use, or get the same fractal weapon twice?
It feels like I’ve stepped back 10 years in terms of game design. This is what tokens are for. You can even keep it random if you want to for some reason – have a token drop randomly in the daily reward instead of a weapon, and then you can redeem that token for a fractal weapon at the merchant.
Can the developers please explain their rationale?
As I sit here waiting for more people to show up at Dwayna I was doing some math.
250 Charged Lodestones for one part of the Infinite Light recipe
250 Charged Lodestones on TP equals roughly 1071 gold at the moment
Lets say an average of 2 Charged Lodestones an hour, that would be 125 hours of farming for one ingredient
Or if you go the Gem route, 1071 gold would cost you at the current average conversion rate
1.48 gold to 100 Gems.
4000 Gems = $50
4000 gems = 59.2 gold
1071 /59.2 = 18.1
18.1 * 50 = $905My question to the other players and more importantly Anet is this.
Is this really working at intended, is this the kind of grind that is expected of the player base? Do you, Anet, really think this drop rate is “fair”?
You’re crazy if you think you can get 2 lodestones per hour. The actual farming rate is much lower than that.
Your mistake was thinking that you could get the cool items in this game through normal gameplay. The only realistic way to get these items is to exploit the trading post (e.g. market speculation) or getting extremely lucky (get a permanent banking express and make more gold in an instant than someone can make in 800 hours played).
Battle presence – 84 per second, and competes with the amazing Pure of Voice.
First world Guardian problems: both Grandmaster support traits are so good it’s hard to choose between them. Imagine if the Grandmaster traits in your support line didn’t even help allies at all. That would suck, huh? Imagine a world where your traits have little to no synergy with other traits in the line, where each trait line seemed to be a random mish-mash of effects with no organization.
For regen, you forgot regen on resolve from inspired virtue, random regen from Pure of Voice, and increased boon duration from the Virtues line. It may not always be 100%, depending on Pure of Voice activations, but in practice I’ve noticed that with a Guardian in my party I almost always have regeneration up. Of course if you go Battle presence instead of Pure of Voice then you actually do have a 100% mini-regeneration on your whole team.
(edited by Limnage.9581)
What kind of healing do you think Guardians are bringing?
Altruistic healing only heals the guardian. Empower is 1500 + 80%(?) of Healing power, Restorative Mantras is 2600 + 20% of healing power. Mantra of pain has a shorter cooldown.
I guess theres the might stacks from Empower, but its 600 yard range. You are unlikely to hit more than two people with it.
Are you serious? Just look at this list:
http://wiki.guildwars2.com/wiki/Healing
This is not even considering traits that give more healing for Guardians.Guardians can put out way more healing than restorative mantras, and they don’t have to sit there spamming Mantra of Pain channel and doing nothing else.
But did you look at the values and uptime of those heals? They either have an incredibly small value, or a very long cooldown.
Symbol of Faith, Ray of Judgement, Hold the Line: Regeneration, not unique.
Orb of Light: 980, 15 second CD
Empower: 1500 after 3.5 seconds, 20 second CD
Faithful Strike: 463, 3rd auto-attack for mace
Merciful Intervention: 2152, 80 second CD
Sanctuary: 2660, 120 second CDNot sure about Tome of Courage. I’ve never seen anyone use it, and i haven’t used it. Renewed Focus seems to be the definitive guardian elite.
Uber guardian self healing is self only. Altruistic healing is actually quite selfish.
Orb of Light is 12 seconds, not 15. Also, so what if regeneration is not unique? It’s still amazing, and Guardians can keep it on their group with basically 100% uptime. Only regen Mesmers can provide their group is Phantasmal Regeneration, with it’s horrible 10second startup time and miniscule 240 AoE range.
Yes, Altruistic Healing is selfish. That’s why it’s in the Valor line. Did you even look at Honor, the support line for Guardians? It has loads of party healing, and it blows Inspiration out of the water. Seriously, it’s so much better it’s ridiculous.
Not really related to Mesmer vs Guardian healing. But if you’re going to build a regen mesmer why don’t you use Phantasmal Duelist whose regen kick in at 3 second and have 100% up time and can be pretty much position anywhere you like?
Also I don’t know why a lot of people seem to forget about Phantasmal Defender when discussing about support mesmer. Making allies take 50% less damage and increase their AoE healing should be count as support right?
Offhand pistol isn’t very good in a support build, even if Phantasmal Duelist is bugged to kick in regen faster.
A better way of looking at Phantasmal Defender is that it can absorb up to 5300 damage total for allies in the area. This seems OK, but then you consider that 1) it also absorbs damage from other illusions, which is a complete waste and 2) any damage it takes won’t be absorbed from allies, and since it’s going to be in melee range of enemies, it’s probably going to take a lot of damage that it won’t be absorbing.
How does Phantasmal Defender increase allied healing?
What kind of healing do you think Guardians are bringing?
Altruistic healing only heals the guardian. Empower is 1500 + 80%(?) of Healing power, Restorative Mantras is 2600 + 20% of healing power. Mantra of pain has a shorter cooldown.
I guess theres the might stacks from Empower, but its 600 yard range. You are unlikely to hit more than two people with it.
Are you serious? Just look at this list:
http://wiki.guildwars2.com/wiki/Healing
This is not even considering traits that give more healing for Guardians.Guardians can put out way more healing than restorative mantras, and they don’t have to sit there spamming Mantra of Pain channel and doing nothing else.
But did you look at the values and uptime of those heals? They either have an incredibly small value, or a very long cooldown.
Symbol of Faith, Ray of Judgement, Hold the Line: Regeneration, not unique.
Orb of Light: 980, 15 second CD
Empower: 1500 after 3.5 seconds, 20 second CD
Faithful Strike: 463, 3rd auto-attack for mace
Merciful Intervention: 2152, 80 second CD
Sanctuary: 2660, 120 second CDNot sure about Tome of Courage. I’ve never seen anyone use it, and i haven’t used it. Renewed Focus seems to be the definitive guardian elite.
Uber guardian self healing is self only. Altruistic healing is actually quite selfish.
Orb of Light is 12 seconds, not 15. Also, so what if regeneration is not unique? It’s still amazing, and Guardians can keep it on their group with basically 100% uptime. Only regen Mesmers can provide their group is Phantasmal Regeneration, with it’s horrible 10second startup time and miniscule 240 AoE range.
Yes, Altruistic Healing is selfish. That’s why it’s in the Valor line. Did you even look at Honor, the support line for Guardians? It has loads of party healing, and it blows Inspiration out of the water. Seriously, it’s so much better it’s ridiculous.
What kind of healing do you think Guardians are bringing?
Altruistic healing only heals the guardian. Empower is 1500 + 80%(?) of Healing power, Restorative Mantras is 2600 + 20% of healing power. Mantra of pain has a shorter cooldown.
I guess theres the might stacks from Empower, but its 600 yard range. You are unlikely to hit more than two people with it.
Are you serious? Just look at this list:
http://wiki.guildwars2.com/wiki/Healing
This is not even considering traits that give more healing for Guardians.
Guardians can put out way more healing than restorative mantras, and they don’t have to sit there spamming Mantra of Pain channel and doing nothing else.
I don’t think the OP understands opportunity cost.
The Phantasmal regen is bad. It’s amazing how kittened it is compared with warriors. Warriors get 4 seconds of regen reapplied every 3 seconds (so 100% uptime) in the huge AoE of their banner. Mesmers get 5s of regen every 10 seconds (so 50% uptime) in a tiny ~240 range of their phantasms (less than twice of melee range). Oh, also it takes 10 seconds to kick in, whereas banner regen is instant. Basically the entire Tactics line is so much better than the Inspiration line it’s not even funny (like why do all the minor traits in our support line buff Phantasms while providing no support options?).
You’re comparing a 15 point minor trait and a 30 point major trait, and you expect them to be on par? One that you’re given for free for a measly 15 points in (not even having to choose between other traits and sacrifice something over another) compared to another that requires full 30 points in and a major trait?
They SHOULDN’T be on par. Banner regeneration should be better, and it’s a great thing that it is.
I hope you’re not saying that you think they should be on par, because you’re basically asking for an already OP class to be even more OP simply because you want to be able to do everything at the very least on par with another class.
Mesmers OP? Don’t be ridiculous. Mesmers are strong in PvP, but they are by far the least useful profession in dungeons.
Yes, Phantasmal healing should be changed to be a 30 point major trait and made on par with the banner trait. The Inspiration trait line doesn’t make any sense at the moment. It’s horrible for support, horrible for damage, horrible for everything. It’s not ridiculous to ask that Mesmers have support options AT LEAST on par with Warriors, who are more survivable AND provide more damage.
The real answer is no. We don’t really have very much in the way of healing or boons for allies.
Illusionary elasticity doesn’t apply to clones, so staff doesn’t actually give as much support power as you think it would.
The entire Inspiration trait tree is just bad.
The Phantasmal regen is bad. It’s amazing how kittened it is compared with warriors. Warriors get 4 seconds of regen reapplied every 3 seconds (so 100% uptime) in the huge AoE of their banner. Mesmers get 5s of regen every 10 seconds (so 50% uptime) in a tiny ~240 range of their phantasms (less than twice of melee range). Oh, also it takes 10 seconds to kick in, whereas banner regen is instant. Basically the entire Tactics line is so much better than the Inspiration line it’s not even funny (like why do all the minor traits in our support line buff Phantasms while providing no support options?).
If you run mantras with Restorative Mantras then you’re just kittening yourself to provide less healing than an Ele with less utility (buffs, condition removal).
All we have is Feedback, which doesn’t even work on a lot of bosses because they’re too tall, and Null Field, which is subpar.
There’s no reason to run Mass Invis in PvE. Portal is also not useful in PvE outside of swamp, and in any case it’s not a support skill. Feedback isn’t a support skill either.
Warriors have both shouts and banner builds
Engineers have turrets and elixir gun
Ranger has spirits
Necros have wells and multitude of condition draw skills
Thieves have venom share
Guardians and Elementalists are support gods
Mesmers have…Chaos storm on a 35 second cooldown? And Null Field on an even longer 45 second cooldown? If you look at the Mesmer inspiration line, which is supposed to be the support line, most of the traits don’t even help the team: they’re selfish or just buff phantasms. What’s the point of even buffing healing if you don’t have any skills that heal teammates?
Every profession is supposed to be able to specialize into every role, but Mesmers are night useless for supporting their teammates. Why are we locked out of that option? A Guardian can spec for damage and provide as much dps as a Mesmer, if not more, so why can’t Mesmers have good support options?
What are Mesmers even supposed to provide to a group? Time Warp with less than 5% uptime? An easy way to do swamp fractals?
What builds have you guys been using with success in FotM lvl 20+? I’ve found that running a full condition build (rabid armor with undead runes, chrysocola jewelry, 0/20/20/0/30 traits to get bleeds on illusion crits) makes me fairly durable, but my damage is absolutely pitiful, because the staff autoattack is so slow, and scepter is just horrible.
On the other hand, if I go full berserker then I die in one hit, so I basically have to stand back and use greatsword, which is better damage, but still not that great compared to a glass cannon of any other class.
For other Mesmers who are on FotM lvl 20+: what build works for you? When you respond please state what FotM level you’re at and what levels you usually run.
(edited by Limnage.9581)
Thanks so much for the response!
So all it doesn’t seem like the Mystic Artifact recipe is working: eldritch scrolls, mystic coins, ancient focus casing, ancient focus cores. All the other Mystic weapons are crafted this way (using their 400 crafting components), so is this a bug? Did it just recently break?
I can also confirm that the greatsword isn’t glowing for me. I’ve seen the axe glowing, so it might just be the GS that’s bugged.
I don’t mind the drop rates for level 400 materials, since you don’t need to level up, but the high requirements and low drop rates for the materials you need to level up your discipline are totally against their grind philosphy.
I agree with everything the original poster said.
Has there been any response from Anet about crafting material drop rates? The drop rates of crafting materials are way too low. You won’t get enough materials from regular play to keep one craft, much less two, at your level. The prices of Tier 1 materials on the auction house are proof of this. You are forced to either repetitively farm low level areas for mats or spend lots of money on the auction house for materials. The investment won’t even pay off because you can’t really make money in crafting.
Is this what Anet intended?
This issue is pretty bad in WvW. Something about the graphics engine is making it so that a large number of players don’t display on your screen. This isn’t an issue with just my computer: it happens regardless of how good your computer is. It seems that the game doesn’t display more than 50 characters at once, and there’s often a large amount of lag until the characters are displayed. Here’s an example of someone explaining it better on reddit:
http://www.reddit.com/r/Guildwars2/comments/1033t8/player_culling_is_ruining_wvwvw/
But honestly, the changes limiting an individuals ability to farm was a kick in the kitten.
This was always the mentality of ANet, I don’t know why it’s such a surprise for you.
And yes, the only reason they don’t write every little detail down in forum posts, must be because they want us to suffer and ruin the gaming experience. Clearly there must be no other reason.
It’s more like the things they don’t mention are the things that are likely to be unpopular. It seems they’re afraid of public backlash.
Here are the patch notes: https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-September-18th-2012
You’ll notice some things are missing: specifically they don’t have anything about the increases in difficulty to CoF and CM. They also don’t give any specifics about the nerfs to dungeon rewards.
It seems like too much of a coincidence that these are the most unpopular changes. Anet also didn’t include any mention or details about the anti-farming system when they put it in, either.
Why hide information from players?
How were the rewards nerfed? Did they just cut the silver reward by half across the board?
It’s a dungeon rune. You can only get it by running Ascalonian Catacombs explorable and buying it from the merchant with tokens. Same with runes of balefire, noble, forge, orrian, etc. There’s one unique rune for each dungeon.
If I were somehow able to put 25 stacks of bleed on an enemy, and then someone else comes and applies a bleed, will their bleed not work? Or will they override one of my bleeds?
I mean weapon sets like there are in GW1.
Right now you can switch weapons out of combat, but to do so you have to wade through your inventory to find the right one. For example, if I’m running scepter/pistol and staff for combat, but when I’m traveling I want scepter/focus instead, then it would be nice to have a button to switch between those two weapon sets.
A lot of people are asking for this: http://www.reddit.com/r/Guildwars2/comments/zuf5e/we_really_need_weapon_sets_in_this_game/
It would be an easy addition that would really help gameplay.
You will rarely find whip weapons in 3d games for one simple reason: whips are actually incredibly difficult to animate.
We are aware that when there are a huge number of players in an event, it can be difficult to reach Gold participation levels (or sometimes even Bronze). This is especially the case in boss events.
We are working on making participation easier to achieve in this situation.
Please look into tagging as well. With the way tagging is currently set up (you have to do a certain percentage of the mob’s HP in damage), DEs have turn into a competition for loot, and lower DPS builds/profession/geared characters can’t compete with AoE spam.
Yes, please give us a ranged power weapon! Right now there are none.
Mesmer’s lack of reliable ground-targeted AoE really kittens us as casters in Dynamic Events. We have Chaos Storm on a 30 second cooldown and…that’s it. Mind Stab AoE is so tiny it doesn’t even count, and bounce attacks that hit 3 enemies max aren’t going to help you tag the 15+ enemies that are swarming around.
Mind Wrack doesn’t work because by the time illusions get to the enemies, they’re already dead. Illusionary Persona Mind Wrack means you have to run into a huge mob of enemies as a squishy caster just to try to get some AoE.
Meanwhile Elementalists have AoE on like every single one of their spells.
Mesmer is by far the worst class in PvE. Our main profession mechanic (illusions) is rendered completely useless in Dynamic Events because mobs die too fast for Mesmers to use illusions.