Showing Posts For ManetherenWind.6283:

Legendary Prec bugs [Merged]

in Bugs: Game, Forum, Website

Posted by: ManetherenWind.6283

ManetherenWind.6283

Gargantula pre-event won’t start so can’t get Gargatula’s Venom for Hope IV. ip: 64.25.38.226.

Also – The meta chain in Iron Marches appears stalled at “Defend the siege devourer while it assists the troops” so I can’t get the Branded Devourer Ichor for Hope IV. ip: 64.25.38.157.

These are the last two items I need for Hope IV. Have been trying for the last two days and the events remain stalled.

[Edit] – Was finally able to get into a different map which did end up spawning the Champ Branded Devourer and killed it for the needed item. ip: 64.25.38.169. Same map and problem though for Gargantula (pre-event won’t start). One last item.

[2nd Edit] – Was finally able to get into a different map which ended up spawning Gargantula (3rd day trying), got the last item for Hope IV.

(edited by ManetherenWind.6283)

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ManetherenWind.6283

ManetherenWind.6283

Hey folks,

Lots of passionate feedback and discussion in here on either side, and a friendly reminder that constructive feedback helps us make better games (please do keep it constructive!) We don’t always get every detail perfect the first time, but I like to think one of our strengths is we’re always open to and listening to feedback from our community and making good decisions based on that feedback.

Ultimately, we’re thrilled with the parts of HoT everyone is enjoying. Your passion is awesome, and it’s part of why we all love creating this game. In particular, in game we’ve seen a really positive reaction to the game from folks who are busy playing, which has been really cool to see.

While we never like to rush and make snap decisions, in particular with a game that’s basically been out less than three days; I think there are some fair points in here for us to discuss. Much like other feedback about HoT, we’ll be discussing this as well!

Thanks again!

I am loving the expansion! I was hoping for something good and my expectations were exceeded! Thanks! :-)

I am good with things as they are regarding masteries and hero points. For my main, I’m already getting pretty close to being done with the story and have most of my elite specialization unlocked.

I have 8 other level 80 characters and I don’t mind doing the hero points on those either, as it is something meaningful for the characters. It is nice for my characters to be able to “earn” their elite line.

If you were to make a change, the following was kind of a hybrid approach I was thinking about that could maybe get people into their elites quicker while still rewarding progression and giving people options as far as what HP’s to take on.

Possible change:

Each HoT HP give 20 hero points.
Each new skill in the elite line require 10 hero points.
Increase the rate at which HP’s can be earned in WvW by 2.
Have an achievement and title for completing all HoT’s HP’s.

Extra hero points (in a future update): The difference between the total hero points that could be gained from HoT HP’s and the cost to completely unlock an elite line could be traded to Miyani for some type of cool skin/visual distinction that marked out heroes from the Heart of the Thorns.

Thanks again for the expansion! Loving it.

Stuck at "find the Elder Dragon research"

in Guild Wars 2: Heart of Thorns

Posted by: ManetherenWind.6283

ManetherenWind.6283

Had this happen to me the first time I did it. I read elsewhere that if you kill the small shielding chak (think you need to deplete his break bar) and maybe all the small chak first before the big one it wouldn’t bug.

The second time I did it I made sure to kill all the small chak first and it didn’t bug, the first time I did it I killed the big one without killing the small shielder and it bugged.

Might of the Protector

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

I would like to see something like:

  • " Might of the Protector : Gain 2 stacks of might for 15 seconds when you block an attack. This effect can trigger up to 8 times per block skill."
  • Amplified Wrath : Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect can trigger up to 8 times per block skill.”

- The number of triggers could be changed for balance and could be different for each “on block” trait but at least something like 5 or more would be nice. This would work more like the trait used to while still providing balance.

Would still like it to be more but 1/2 second cooldown could work too. Or 1 second cooldown per attacker as well. 1s cooldown is a disappointing change to the “on block” traits.

Top 4 Things Anet should change before Patch

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

I think the “On Block” traits should also have no cooldown too, however I think some type of limit might need to be in place to prevent instant max might or crazy burn stacks in a group/zerg situation. That said, I think there is a way to balance these traits in a way that would reward and preserve the type of skillful play you are referring to (which I love too).

I was thinking something along the lines of:

  • " Might of the Protector : Gain 2 stacks of might for 15 seconds when you block an attack. This effect can trigger up to X times per block skill."
  • Amplified Wrath : Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect can trigger up to Y times per block skill.”

With X or Y being set to something like 8 or 10 or more (depending on how the stacks were balanced).

This would help preserve skillful play by rewarding the player for utilizing their sustained block(s) at the most optimal times as well as rewarding the attacker for not rapidly attacking into a sustained block, for interrupting shelter, for using an unblockable skill when the Guardian is blocking etc.

Say, if the limit was 8 triggers per any given block skill:

If you are in a 1v1 and Shelter was timed correctly, you could get up to that set limit of 8 triggers.

If fighting in a group situation, the 8 triggers are potentially easier to get, the total burn damage (or might stack) would stay the same as the 1v1, however that total burn damage (or might stack) would be spread out across multiple targets which would result in less pressure and a greater likelihood that the the conditions are removed via party support.

The variables that could be changed for balance:

  • The number of triggers per any given block skill.
  • The duration of the burn or might.
  • The number of stacks (of burn or might) given per “on block”.

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: ManetherenWind.6283

ManetherenWind.6283

The 1s cooldown for the “on block” Guardian traits nerfs the “on block” condi Guardian.

With this change it looks like I am losing a playstyle that I liked and was hoping would be buffed rather than nerfed. I.e. Before with this build, Shelter was a hard counter to rapid fire burst skills, however after the change, not so much.

Instead of adding a 1s cooldown to the Guardian’s “on block” skills, would it work to just cap the number of “on block” triggers one can get with any given block skill?

The description could read: “Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect can trigger up to X times per block skill.”

This would help preserve skillful play by rewarding the player for utilizing their sustained block(s) at the most optimal times as well as rewarding the attacker for not rapidly attacking into a sustained block, for interrupting shelter, for using an unblockable skill when the Guardian is blocking etc.

Say, if the limit was 8 triggers per any given block skill:

If you are in a 1v1 and Shelter was timed correctly, you could get up to that set limit of 8 triggers.

If fighting in a group situation, the 8 triggers are potentially easier to get, the total burn damage would stay the same as the 1v1, however that total burn damage would be spread out across multiple targets which would result in less pressure and a greater likelihood that the the conditions are removed via party support.

The variables that could be changed for balance:

The number of triggers per any given block skill.
The duration of the burn or might.
The number of stacks (of burn or might) given per “on block”.

(edited by ManetherenWind.6283)

Ooh, ouch.

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

@Aggrostemma – Yeah, that was the purpose the “on block” traits had in my current guardian condi build (pre-upcoming specialization patch). This build was a ton of fun to play. Shelter was the perfect counter to those rapid burst skills.

After the upcoming specialization patch, it looks like not so much.

(edited by ManetherenWind.6283)

Ooh, ouch.

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

Another way to possibly limit it.

Keep no cool down for the “on block” traits but then cap the number of “on block” triggers you can get with any given block skill.

The description could read: “Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect can trigger up to X times per block skill.”

This would help preserve skillful play by rewarding the player for utilizing their sustained blocks at the most optimal times as well as rewarding the attacker for not rapidly attacking into a sustained block, for interrupting shelter, etc.

Say if the limit was 8 triggers per any given block skill:

If you are in a 1v1 and Shelter was timed correctly, you could get up to that set limit of 8 triggers.

If fighting in a group situation, the 8 triggers are potentially easier to get, the total burn damage and might stacking would stay the same as the 1v1, however that total burn damage would be spread out across multiple targets which would result in less pressure and a greater likelihood that the the conditions are removed via party support.

The variables that could be changed for balance:

The number of triggers per any given block skill.
The duration of the burn or might.
The number of stacks (of burn or might) given per “on block”.

(edited by ManetherenWind.6283)

Ooh, ouch.

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

I too think the intent is balance, just wish they were able to do it in a way that preserved or increased the opportunity for skillful play with the “on block” traits instead of diminishing skillful play while using them. Even if the dps over time works out the same (via upping burn time or tossing on another stack), I think skillful play itself (as pertains to an “on block” condi Guardian) took a nerf.

It wasn’t just the condi Guardian who was rewarded for knowing when to block and what block skill to use at what time, it was also the opponent, in knowing when to attack, when to cancel a skill, what skills to interrupt, when to use an unblockable, etc.

@Treeoflife – You can see them here: https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes

(edited by ManetherenWind.6283)

Ooh, ouch.

in Guardian

Posted by: ManetherenWind.6283

ManetherenWind.6283

Very disappointed with the nerfs to the “on block” traits via the internal cooldown. Especially as it (improving condi/burning build for Guardian) was talked up… Was excited about using a condi build more, but now I don’t know. Timing the blocks correctly, rewarded skillful play (something that could be improved on and against), now, as it looks to be, not so much. Dang.

(edited by ManetherenWind.6283)