Showing Posts For Morgash.3165:

Living Story almost over.

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

How about content that’s not zerg related. There whole dungeon system is flawed and exploit ridden. I mean Arah is a complete mess. There is no reason to run the instances. There needs to be the carrot on the stick and this game does lack that. All the instances are is lets find the fast way to exploit the AI to skip as much trash as we can to zerg the boss.

There is no need for tactics at all. I’m not sure how they can fix it. With no set up roles in a group no CC every fight becomes very much the same thing… DPS, DPS and DPS. The only way they seem to try to make content harder is having it hit harder. All that does is make it a heavy armor only club aka warrior/guardians.

I really think the whole pve end games needs a total revamp. That current powercreep does not work and there needs to be a reason to use other stats other then berserker. The in ability to CC, tank to effectively heal and content built around that hurts what GW2 can do in the long run. It leads to the current design of zerging content in the highest dps possible.

Then they need to add rng rewards in dungeons. Drops that only those boss’s will drop. This is the carrot on the stick. The reason to keep going back. Not saying best gear in game. More like skins that are very rare in the dungeons that are drop only. Not just weapon skins but armor ones as well.

Maybe some more complex tasks out side in the world… not hearts but tasks aka quests. I used to hate daily quests in games but now I kinda wish we had them. Give a reason to do zones again once you hit 80. Bounties on certain mobs that can unlock something for the player.

GW1 skills finding would help as well. Adding the ability to get new skills by doing in game content. if they can revamp the pve as well as fix exploit / zerker of dungeons while adding skills that can randomly drop I think would add a huge in flux of people wanting to do small group dungeons.

Gift of Blades cost imba

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

I do think that cloth drops need a bit of a balance tweak. I think that increasing the amount of cloth scraps received when salvaging by 1 (so they drop 2-3 scraps by default instead of 1-2) should help correct the ratio. I’d personally like to see Damask reduced to 50 Bolts of Silk instead of 100 too, just to keep it consistent with the other Ascended mats, but I think my first change would mostly address that (since the main bottleneck for Damask is actually Cotton and Linen, not Silk).

Maybe for you.. its a lot cheaper to buy a few cloth and linen once a day then farm 300 scraps or the cost of buying that much silk for me per day.

Gift of Blades cost imba

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

I’ve pretty much been saying cut the silk need to 50.. just like the rest.

Also they need to look at drop rates. Did LA event 3 times and got double the leather vs cloth.. now this is for silk and think leather. linen and rugged leather when I ran a lower level through the event were about even in numbers. Granted rng plays a part but most of the time I get a lot more thick leather then silk.

Gift of Blades cost imba

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

You can’t farm leather from nodes either. The discrepancy is that the recipes are equal, it’s the market prices that are not. Apparently, clothies are more popular classes and therefor the demand for tailoring supplies is higher, thus driving prices up. If the recipes were equalized based on today’s market pricing, in time the market will shift and the costs will be uneven. It’s just a shame that the costs are so vastly different.

Please don’t type something unless you know wtf you are talking about.

Elonian Cord: 50 cured thick leather square = 100 hardened Sections

Silk Weaving Thread: 100 bolts of silk = 200 silk scraps

yep no imbalance there….

In fact, it is 150 Thick Leather Sections for the Elonian Cord and 300 Silk Scraps for the Silk Weaving Thread. The ratio is the same, though.

Doh ya typed the wrong numbers.. but ya was going for the ratio.. being 2 to 1… Someone trying to say they are balanced.. well you understand.

Gift of Blades cost imba

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

You can’t farm leather from nodes either. The discrepancy is that the recipes are equal, it’s the market prices that are not. Apparently, clothies are more popular classes and therefor the demand for tailoring supplies is higher, thus driving prices up. If the recipes were equalized based on today’s market pricing, in time the market will shift and the costs will be uneven. It’s just a shame that the costs are so vastly different.

Please don’t type something unless you know wtf you are talking about.

Elonian Cord: 50 cured thick leather square = 100 hardened Sections

Silk Weaving Thread: 100 bolts of silk = 200 silk scraps

yep no imbalance there….

GW2 on PS4

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

I really hope they do not port to PS4 or X-Box One. There are just to many limits to consoles and I do not want those limits effecting content for the game.

Gift of Blades cost imba

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

There was already a post about his here..
https://forum-en.gw2archive.eu/forum/livingworld/escape/Tempered-Spinal-Blades-cost/first

The discrepancy is not ok between the three professions. Tailors needing 100 silk bolts on a item that CAN NOT BE FARMED FROM NODE’s is the biggest issue. Trying to say farm from events is a bad argument. One its random getting just as many other crafting mats as you would silk and two the events are not always on. This issue with tailoring is not a short term issue it’s been this way as far as costs for awhile as soon as the over abundance of silk ran out after they added ascended armor the cost to tailors just keeps getting worse and worse.

Opened 88 Exotic Tequatl Chests at once

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

Still better than my experience. I put around 800 hours into this awful game and could count the number of rares I got on one hand. Oh and I got zero exotics, of course zero ascended, and no precursors. No minis either. This is the most unrewarding garbage I’ve ever played.

What did you do.. only fight random spawns?

One world boss kill is going to get you a rare every time… its the base reward. With 800 hours of play you should of had plenty of rares… now exotics I can see maybe only have a couple and if your MF is low doesn’t help. Rares are not hard to come by at all.

Before I stopped, I was doing Orr temple events, jumping puzzles, and Queensdale champs. Never bothered with Teq or world bosses because the events either fail most of the time or I get dumped in overflow.

the ore temple events have the same rewards as world boss’s so you should of had plenty of rares

Opened 88 Exotic Tequatl Chests at once

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

Still better than my experience. I put around 800 hours into this awful game and could count the number of rares I got on one hand. Oh and I got zero exotics, of course zero ascended, and no precursors. No minis either. This is the most unrewarding garbage I’ve ever played.

What did you do.. only fight random spawns?

One world boss kill is going to get you a rare every time… its the base reward. With 800 hours of play you should of had plenty of rares… now exotics I can see maybe only have a couple and if your MF is low doesn’t help. Rares are not hard to come by at all.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

Leatherworking is currently 20-22g* to level to 400 and a further 90-98g* to 500 (110-120g total)
Tailoring is currently 21-24g* to level to 400 and a further 84-93g* to 500 (105-117g total)
Prices according to http://www.gw2crafts.net/ as of 22/2 10.30am (GMT)
(* price dependant on return from selling finished items)

So overall not a huge difference between the two and tailoring is actually currently coming out cheaper.
But the cost of the damask will put tailoring at a disadvantage for the gift of blades suffice to say i won’t be making a gift of blades for some considerable time, the prices should come down eventually (i hope) and then the more casual player base will be able to afford craft

Hate to be the bring of bad news but the cost for Damask Silk will not come down with out the intervention of A’Net. The silk is just way to much in demand.. all three armor crafting need it and silk is harder to come by and more random. Also the need for 200 scraps / 100 bolts of silk per bolt of Damask silk drives the costs high.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

RIGHT NOW. (See, this is the main point. The economy is living, right now it is like this, in a year it might be the other way around)

What would happen if they decreased the amount of materials needed, and then next month there was a massive influx of Tailor materials which will lower the price massively?

Then we would suddenly have something that would be both much cheaper AND easier to craft than the two other crafts, because it was made easier MECHANICALLY, which is never a good thing in a living economy.

That’s not how it works… unless they change the way you get cloth it will always be this way.. so no matter what changes will have to be made. You can not farm nodes for cloth. So please stop living in a fairy tell world. No matter what A-Net does there needs to be some sort of CHANGE. Increasing silk drop rates or lowering the need.. the only other way for them to level the field is increasing the cost of leather and ingots….. I’m sure everyone would just love the latter.

In the end there needs to be a change.. the most simple change that would help right now is cutting the amount of silk cloth needed from 100 bolts to 50.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

That isn’t the issue. Blade Shards are easy to come across.

The problem is that the Light Armour ascended crafting material – Bolts of Damask – is insanely unbalanced in comparison to the Medium and Heavy ascended crafting material. That puts a significant time, money and resource gate for anyone who is a light armour wearer and wants to craft the ascended version of the backpiece.

I am aware of that.
But what would happen if they added it to require less, mechanically, and it suddenly, for one reason or another, decreased in price rapidly?
That would suddenly make it MUCH cheaper to craft it with Tailor due to it requiring less materials.

And to be fair, you don’t actually HAVE to craft it with Tailor if you don’t want to, since the back-item is not armor-class specific, a Armor-smith can make it for your Mesmer and so on.
It is after all only the Gift that requires crafting, the back-item itself does not.

I really have to ask how do you justify Light armor cost 5x more then medium and 2x more then heavy armor mats?

This argument that you can craft it from another crafting skill is stupid on 3 points.

1: You should not have to switch to another crafting profession to cut costs for the same tier item.
2: Not everyone has time, money or wants to craft up a different armor profession especially if they do not have use for that armor profession.
3: This is a issue just not for this back item but for ALL ascended light armor.

Only thing I can think of is you already have your ascended light armor and are being selfish because you had to pay more to craft it or you are making money off tailors and you do not want your money pot to go away.

So to be fair…. there is no fairness between Tailors and the other 2 crafting professions. All tailors want is it to be fair.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

What does that matter?

So what it costs 5x more then the other crafters.. its ok you can wait longer and pay more because there is no time limit… what type of logic is that?

The logic in that is that if they mechanically made it require less material it could end up being massively unbalanced the other way around, seeing as material changes prices daily.

No that’s totally false. As other have stated all the armor crafting needs tier 7 silk making it’s more in demand then all of them. The mats needed, mainly 100 bolts of silk are harder to get and can not be farmed from crafting nodes. Combine more demand and a material that’s much harder to get and that is why it much more expensive to make.

Right now it’s already massively unbalanced. Unless you think that leather being 3 gold each vs cloth being 15 gold each is balanced? The silk bolts need to be cut in half to 50 bolts and it would help a ton to lower the costs. Right now its stupidly unbalanced against tailors in all aspects of ascended crafting.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

You seems to be under the impression that
1: They will be unobtainable after two weeks.
and
2: That you won’t be able to craft them after the event is over.

Doing a run per day in LA Under Attack will get you more than enough of the potential limited material (blade shard) to build and upgrade several of those things.

What does that matter?

So what it costs 5x more then the other crafters.. its ok you can wait longer and pay more because there is no time limit… what type of logic is that?

Gift of Blades... Unbalanced for Tailor.

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

https://forum-en.gw2archive.eu/forum/livingworld/escape/Tempered-Spinal-Blades-cost/first#post3666953

this thread was already started about the situation.. and yes I agree its a huge problem not just for gift of blades but for all ascended armor.. the cost of putting a full suit of light armor together vs any is huge and needs to be fixed.

A good start would be cutting the silk need from 100 bolts to only needing 50. also increasing the drop rate on silk and linen.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

People have to keep in mind that they can’t really balance stuff based on player-controlled things.

Yes, today it is much cheaper to do it with Leatherworker than with Tailor.
But what about in 1 month? Maybe the materials would cost much less and thus a lower requirement tailor recipe would suddenly become MUCH cheaper than everything else and so on.

I agree they can not control that pricing but they do control drop rates that effect that pricing. Silk and linen costs are so high and the amount of silk need is so large with the worst drop rate. You can not go mine silk or cut down tree’s for silk. It’s this issue that’s cranks the cost up for light armor crafters.

Cellofrag | WvW Elem | New Video 03/03 !

in Elementalist

Posted by: Morgash.3165

Morgash.3165

News alert… a aoe build did lots of aoe damage to a bunch of clumped up players!!

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

Backpieces aren’t class bound, you can make a backpiece as a leatherworker and use it with a light/heavy…

exactly….
i just made the ascended version with leather squares…. its now on my charr warrior. gets your facts straight next time guys.

Get your own facts straight first, not everyone has every type of crafter, some even have none. I don’t play any of the medium or heavy armor classes enough to warrant a heavy or medium armor craftsman. Am I supposed to level one all the way up just for this one item?

Well, if “this one item” is valuable enough that you had to come whine about the price difference in the forums, then “this one item”, is valuable enough to level up leatherworker to 500. Besides, to get 500 leatherworking you need around 100g, which isn’t really that much. And you get achievement points.

It’s not about the ONE item.. its about light armor crafting getting screwed over to in a imbalance in costs of mats needed across the board… this was just used as a example.

Look at the topic, it IS about ONE item. Go make your own thread about the other problem.

Read the post.. not just the topic..

Op brings up the issue of light armor ascended mats being way more costly. This event shows even more the disparity between the armor crafting. You are making your self look pretty foolish if you are commenting on a post only due to the topic not the whole post.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

Backpieces aren’t class bound, you can make a backpiece as a leatherworker and use it with a light/heavy…

exactly….
i just made the ascended version with leather squares…. its now on my charr warrior. gets your facts straight next time guys.

Get your own facts straight first, not everyone has every type of crafter, some even have none. I don’t play any of the medium or heavy armor classes enough to warrant a heavy or medium armor craftsman. Am I supposed to level one all the way up just for this one item?

Well, if “this one item” is valuable enough that you had to come whine about the price difference in the forums, then “this one item”, is valuable enough to level up leatherworker to 500. Besides, to get 500 leatherworking you need around 100g, which isn’t really that much. And you get achievement points.

It’s not about the ONE item.. its about light armor crafting getting screwed over to in a imbalance in costs of mats needed across the board… this was just used as a example.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

Backpieces aren’t class bound, you can make a backpiece as a leatherworker and use it with a light/heavy…

exactly….
i just made the ascended version with leather squares…. its now on my charr warrior. gets your facts straight next time guys.

My facts are straight.. maybe you shouldn’t assume that people have all there crafting at 500, alright buddy… not everyone is a 500 crafter in everything.. and it still doesn’t change the fact that cloth is way way more expensive… this effects just not the back item but all ascended armor crafting costs.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

Price difference for back item.
15 of each ascended crafting mat for this back.

Medium: 45g
heavy: 105g
Light: 225g

Come on A’Net… is anyone looking at this and thinking its not right..

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: Morgash.3165

Morgash.3165

I have to agree.. light armor has been getting screwed ascended armor cost more, now there this back costs more. Did the devs look at how much this costs light armor users. The drop rate and the amount needed to make one cloth is so much worse then any of the others.. there is a reason cloth is 15gold + per one and ingots are half that. They need to make cloth cheaper to make.. cutting silk need in half would be a good start.. or cut in half the amount of cloth needed to make the items.

Zodiac Armors Feeback

in Black Lion Trading Co

Posted by: Morgash.3165

Morgash.3165

The whole blue skin thing puts me off

Agreed.. now if there was a option to toggle it on and off.. maybe.. but ya the blue skin is a no go for me.

Some servers no longer doing TM

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

Two words “fail rate”

That’s why people stopped doing it. I know on my server people got fed up with 1 group blowing it for the rest of us. Time after time the same people that were taught click 1 and afk for world boss’s showed up and screwed it for the rest of us. So now we do not do it. Why should we waste time in a event we know we are going to fail.

If A-Net listened to us about allowing other platforms to assist after they were completed I think people would be more inclined to do the TM event. Its just faster to do wb that you know your going to beat 100% of the time.

Nerf Warriors being way too OP

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

I think the simple solution to warriors in nerf there mobility.

If just make there gap closers need a target then that would balance them with there high hp/toughness/damage/armor. Sure they would be scary to be the focus of but there ability to just run away and regen if you get the better of them would be removed.

After all full plate mail should not be out running people in light and med. armor. Nerf mobility and you increase risk/reward of the class.

ele damage

in Elementalist

Posted by: Morgash.3165

Morgash.3165

Honestly, I think the reason most people perceive Ele damage as being terrible is because so many people refuse to break away from the typical x/x/x/30/30 builds. I even had someone try to claim that setup was the Ele’s zerker build recently, which is ridiculous.

I have to admit, I’ve complained about Ele damage in the past as well. But moving away from the x/x/x/30/30 build increases damage noticeably.

x/x/x/30/30 build only truly became mandatory when Ele healing + blast finishers were repeatedly nerfed.
Currently any Ele which is running a full-zerker build (e.g. 30/20/10/10/0) faces getting insta-killed from full health in both PvE and PvP.

As a Thief or Mesmer sometimes I can blow up an Ele before they can even react if one or two of their cantrips are on cooldown. They literally go 100% > 0% in 2 seconds flat.

I run 30/10/10/10/10 and do not get one shot in pve… as long as you know when to evade… and in pvp.. well unless its a kill shot from a warrior I normally never get one shot. Running defensive skills like arcane shield / mist form helps in pvp / pve

25% speed increase for every class

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

Runes of the traveler gives you 25% speed increase no matter who you’re on. There’s another one too.

This…

In fact I use traveler runes on my ele just so I do not need to take up a skill slot for 25% run speed.

Mobs reset with no reason, bug ?

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

Or it could be that the mob healed it self… or could be one of the many ones that have more then one phase, after getting to a certain damage level there health resets for a 2nd phase of a fight…

Other then the above or standing in a evade spot or running to far I have never had a mobs health reset other then when it was a mechanic of the fight.

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

Flame burst would be stronger if it were one of the following:

  • Dealing direct damage, with a secondary (3 second) Burning component
    • This gives Fire attunement somewhat stronger targeted damage. Meteor Storm and Fireball notwithstanding, it is surprisingly more difficult to burn your target down faster in Fire attunement than to do so in Air attunement
  • A Blast finisher
    • Staff is Field heavy, but Finisher weak. This gives Elementalist Blast finishers in the 2 attunements associated with Blast finishers in other weapon sets for familiarity reasons (Scepter, /Dagger)

Lighting Surge:

  • Lightning Surge “should be made a Charge skill”: Staff misses the clutch Blind capability of Scepter; whilst also lacking a strong single target bursting skill. Having a Charge skill gives the option of a low damage Blind to be used in clutch situations, while also having the option to “snipe out” opponents at full charge.

Gust of Air:

  • Gust would be fine if it were better cued visually and had a better hitbox. The suggestion to make Gust a 600 range Cone AoE is pretty much all it requires. This would duplicate “Illusionary Wave’s”, but as a class with few teleports, Gust is definitely going to be appreciated more on the defensive than as it is right now as a Piercing projectile.
  • I’d actually argue that Swagg’s proposal of having a two-part skill that incorporates Boon rip is much stronger as it offers the potential to rip Stability before the knockback. In my opinion, this would make Gust too strong. The 600 range cone AoE is sufficient.

Windborne speed:

  • Windborne Speed is fine as it stands. One often overlooked benefit of Windborne Speed aside from its Swiftness uptime is the fact that it is a targeted cleanse for Snares. Multiple snares, in fact. 2 seconds of Super Speed or Teleports are not required for Windborne Speed to be strong.

I agree with you on Flame Burst being a blast finisher. I did not put my idea for a change to it was more pointing out that making it a 1 sec delay orb would be a bad idea. Saying the OP’s idea saying just predict where there going to move I think show a total lack on his part on Staff ele’s lack of mobility.

lighting Strike I really think its already telegraphed enough as is…. unneeded nerf from the ops perspective. Staff lighting already lacks dps anyhow.

My comment on Gust in its current form. I like my idea if you keep its current targeting… its hard enough to hit with so I think a greater reward is fine. If you widen the arc so its much more easy to hit with then ya knock back + down would be excessive.

Windborne Speed is the only thing I really do not agree with you on. In spvp where friends are always close then ya you can say its ok. In WvW staff is in no way ok when it comes to mobility. Warriors, mesmers, thiefs… your not going to run away from them. They will catch you even if you hit with all your CC. The gap closing skills on there weapons are very short timer. You static field they are going to stun break it. Then what do you have? Burning retreat.. one skill on a long cool down. Their immobilize is also on a much shorter cool down then ours. Unsteady ground easy to avoid and gap close back on to you unless you have a choke point to drop it in.. and in open WvW that is not going to happen. Having a quick movement burst with Windborne speed would give direct mobility to staff that it very lacking. Also you are giving up your ability to do your hardest hitting attacks being in lighting. Given lighting already has 3 of its 5 skills with no damage potential.

Staff is not a super power house in single target dps, has very little mobility… it has support function and one very large hard hitting aoe with a smaller ok damage ground aoe. Most people you talk to do not fear 1v1 with a staff ele. but they do respect staff ele’s for there distruptive effect on zergs. All I’m suggesting is giving a little love to small scale 1v1 aspect of staff ele’s.

Ele’s should not have to run all there skills defensive… we should get some of that through are weapons skills so maybe we can take a offensive type skill. Right now there are just to many short cool down movement speed effects on other class’s weapons so unless your going to remove some of them the only other option is to give some to staff. As a ele your giving up your dps short term to get that escape mobility unlike other class gap closing skills.

Elementalist: "A Model Class." (3/8)

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

Staff skills

[Flame Burst] (Fire 3)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¼ second
  • Recharge: 10 seconds
  • Conjure an orb of flame at target location. After 1 second, the orb explodes, damaging and burning nearby foes.
  • Delay: 1 second
  • Damage: 85 (0.3)
  • Burning: 5 seconds
  • Radius: 180
  • Range: 1200

[Lightning Surge] (Air 2)

  • A ring of electricity appears around the target during the casting period.
  • Cast-time reduced from 1½ seconds to 1¼ seconds.

[Gust] (Air 3)

  • FUNCTIONALITY CHANGED
  • Cast-time: ½ second
  • Recharge: 30 seconds
  • Channel a gust of wind that strikes foes two times in rapid succession. The first gust strike rips up to 2 boons from foes that it hits. The second gust strike knocks back foes.
  • Boons removed: 2
  • Knock-back: 400
  • Range: 600
    • [Healing Breeze] cone.
    • Hits up to 5 targets.

[Windborne Speed] (Air 4)

  • Now also grants Super Speed for 2 seconds.

Flame Burst:
I think your change would make it almost worthless in small scale pvp… sure you could catch people in a zerg but in 1 on 1 or small scale combat where there is not as much distraction you wouldn’t hit anyone with it.

Lighting Surge:
Not sure the point of this change other then to telegraph it even more?

Gust of Air:
I rather have knocks target back and down. Give some ability to try to get distance. So many melee have way to many gap closers on short cool downs while our escape ability’s have long cool down.

Windborne speed:
I don’t mind this but I rather have.

Teleport to target area giving speed to allies after landing.

This would give staff some mobility that it lacks.

TP - broken? Can't sell?

in Bugs: Game, Forum, Website

Posted by: Morgash.3165

Morgash.3165

Cant buy anything as well… shows 1000+ of the item then go to buy and says zero available..

Feature Build Balance Preview

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

-

Flame Burst – BORING
How about this:
Increase casting time to 3/4 seconds. Teleport to target area, dealing damage and burning nearby foes.

Unsteady Ground = Line of Warding
Instead of a line of Warding Clone, how about this:
Create an Unsteady Ground at your feet. For 3 seconds, foes attacking you in melee are knockdown.

Dragon’s Tooth – High risk, low reward.
How about this:
Reduce its damage by 50%, remove the blast finisher, recharges INSTANTLY if it hits a foe.

[Gale – WEAK
Removes a boon, reduce recharge to 40.

These to are just no no…..

Flame Burst:
Last thing I want to do as a Staff ele is get closer to my target. Staff ele’s already have mobility issues and sustained damage issues. leave this alone and put the teleport on Windborne speed. Other wise you just removed another damage ability from staff ele do to no one wanting to use that other then for escape.

Dragons Tooth:
This change is another bad one. The issue is cast time to spell landing. Reducing damage by 50% removing blast just made it worthless. If you change damage and blasting by that much you need to increase speed or it becomes worthless.

Unsteady ground:
Again your breaking utility of staff. This spell in its current form along with static field is a zerg breaker. It has to stay range so staff eles can do there job. Making it melee would in effect break one of our primary roles as a disruption tool in WvW zerg combat.

I Agree that Gale needs help. I think a better change is

Gale:
Along with push back it knocks target down.

Feature Build Balance Preview

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

Elementalist: The changes seem only for dagger builds.. what about staff?

I understand staff is a support weapon mainly. Given that ele’s can not weapon swap I think some improvements could be made for staff ele’s.

The sustain damage is really only fire and mainly aoe. Maybe some change’s to staff in perhaps lighting for more direct sustained damage? Also about sustained damage are the devs meaning sustained damage vs burst or living long enough to do damage and not having to be on the defensive so much allowing more dps to be done? If its the later the new changes do not help staff ele’s.

Staff’s lack of mobility. Dagger has 2 different gape closers and that in effect gives them 2 different escape abilities. Staff has 1 and its a reverse direction making it less effective in escaping while trying to get away. Given other class’s gap closing abilities on there weapons a staff ele can pretty much be run down by any class. The lack of mobility pretty much forces staff to run all three talents as defensive. I know you can take fire sword for some mobility but again that’s another talent for defensive use and is on a long cool down.

CC and defense. Ele’s in general have the lowest health lowest armor and as staff low mobility. Our CC is short and on long cool downs. So unless our base numbers in health and armor are increased the only other way to help is mobility or increased CC. Even if I land every CC I have on another player most of the time they will run me down as staff. Thiefs/warriors/rangers/dagger ele’s heck pretty much every class has quick weapon skills to gap close. Making my only defense being other players or running to a keep in WvW. Other players know this. Staff ele’s are targeted very quickly do to there in ability to escape. Maybe a change in lightings gust to add push back + knock down or lighting staff windborne speed to add a straight-line movement burst to its other effects?

As other have pointed out that ele’s issues is low health/low armor forces either all defensive talent skills or going full out dps knowing your going to die. Neither is a good solution. I feel staff is pretty much forced to go all defensive given it very low mobility/low armor/low health and low direct damage. Don’t get me wrong fire staff has great aoe damage. That’s not very helpful in small scale fights forcing me to zerg or die.

I have Necro/Ranger/Engineer and Guardian at 80 and thief and warrior in there 40’s and playing as my ele vs the other class’s I feel so handicapped in WvW do to lack of mobility and inability to fight one on one. The only other class I play that seems to be less mobile is my necro though my necro is much much more resilient.

Not sure how others feel about staff as ele’s but these are just a few concerns I have and I am no way suggesting all these changes but a couple of them may be nice to have.

Balance PvP and PvE separately.

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

I agree… there already separated anyhow.. there is no real open world pvp.. wvw is instanced in its own world same with spvp and pve.. so make the rules different. PvE specs hardly ever work well in wvw and so I see no reason not to balance them for each.

As the op said.. what works in one doesn’t normally work well in the other.

So balance them accordingly…

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

The true solution to this endless argument about rangers is up to the rangers themselves to solve. It’s up to us who play this class to prove to others that not only is the class a viable one but that also it exceeds many classes in many ways (such as roaming, healing AoE, 1V1 fighting, escape methods and AoE control through Muddy Terrain or Entangle). Once people see rangers played well, they will back off but until that time, to the OP, you are going to have to put up with the ignorance of others.

The player cannot fix bad mechanics. The in ability for rangers to blast fields or make fields with a BOW is not something player skill can fix. When end game is about stacking fields and blasting them a bow ranger is totally left out. This is the problem. No player skill will fix the issue with the bows and given that is why ranger is played more often is to be a range dps class its a glaring issue.

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

Sum up why rangers are scoffed at is BOWS… and only do to the fact that they can not blast finish / combo field the group and to use them effectively the Ranger is out of range off all the group buffs. THIS IS THE PROBLEM!!

All the other class’s can in effect be in melee and get help or give buffs with out effecting there damage.

On the other hand rangers are the only class punished for using there primary iconic weapon in melee range. You want to fix rangers… extend the buff range to effect them and give them some way to give buffing fields or blast finishers with bows.

As far as lane 2 ranger pet has no effect.. in fact it can be a boon. Allowing the group to run behind the boss then the player switch’s or recalls there pet and instantly the boss turns around and into its own mines.

Change to 4 Generators to be destroyed

in The Origins of Madness

Posted by: Morgash.3165

Morgash.3165

Or have it so the groups next to you can at least range into it.. helping that group if needed… I’m so tired of it failing do to one group.

If the groups next to each gen could at least assist a struggling group. May help a bit and makes sense.

Power Core Components - After 50

in The Origins of Madness

Posted by: Morgash.3165

Morgash.3165

would like I know if there is a use for them as well.

GW2 lacks tangible reward

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

World vs World or PvP.

Both are challenging, fun and rewarding (not in the material sense).

WvW will suck your wallet dry of gold and give you absolutely nothing in return. It was fun until I could no longer meet my repair bills.

You must die a insane amount of times… the loot you get from bags should cover any repair bills.. or farm some of the crafting nodes as you WvW and sell them but you shouldn’t be going broke unless you just die all day and never kill anything…..

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

-snip-
The current changes are mistakes even before live.. we know the issues. What we see is the age old nerf that in the end only hurts everyone involved and does nothing to fix the core problem.

Ok. So, you understand that this change to crit damage is a pre-requisite for further changes and, while not knowing what any of those other changes are, believe that this change does nothing to fix the core problem? It sounds to me like you are operating under the false assumption which is that the crit change is their “solution” to the issue. They have openly admitted that it is not a solution but part of one. So, whether or not it only hurts everyone is a premature assessment if you ask me. Admittedly, they haven’t given us much to go on but some people are really misinterpreting what came out of the the live stream. The CDI discussions have been much more informative on some of the more big picture solutions and ramifications than the myopic topics surrounding the crit damage changes.

We have plenty to go on.. and we have the history of the game to go on as well. They did not even HINT at ai change or hint at any change at all to end game pve meta other then saying they would like more diversity. Then say to get to that diversity they are nerfing one aspect of the game.. and that aspect is not even what is at the heart of the problem.

There track recorded is not very good when it comes to balance changes… So many times people are scratching there heads going why nerf that or this when this other issue was the main problem. Same formula is happening here. We can see that zerker gear is not the issue but how fundamentally the pve meta is designed. So far there has nothing been even hinted at to address that issue but instead nerfing a side effect of the main problem.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

This is the case now, and hasn’t changed at all. Not one iota.

The thing is, this is supposed to be the first change of many. Anet doesn’t want to make a huge BOOM change. Look at all the crying over this already and it’s not even out. Could you imagine what the response would be if Anet cut it further.

They’re making this change to make other future changes possible, but it’s one step at a time.

Given the reaction record of these forums, I’d think that’s a pretty smart move on their part.

I for one would be glad if they made a BOOM change. They intended to break the mould and do some radical things with this game, I’ll wholeheartedly approve of them trying new things, god knows this game needs it.

There’s nothing wrong with making mistakes, mistakes lead to better understanding, improvement and progress. But for that to happen one must acknowledge mistakes, and so far I haven’t seen that in the communiques of corporately-correct language.

Making mistakes is one thing.. but anyone with half a brain can see that this change doesn’t really change anything for the better. This issue is the defensive / support stats are so out shinned by zerker gear due to game mechanics. The lowering of the effectiveness of Zerker gear all it does is make it more of a demand. Further isolating other gear sets.

With out a fundamental change to content, on how pve fights are fought. Like way way less one shot wonder hits. More sustained dps from mobs that make the need for players to soak damage. That in turn allowing support class to you know support the other team mates with heals and such.

The current changes are mistakes even before live.. we know the issues. What we see is the age old nerf that in the end only hurts everyone involved and does nothing to fix the core problem.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

The problem with say.. “there are more changes down the line” is that there past track recorded has not been great. How many time were you thrilled at the changes coming down the line when they finally got here. Maybe more transparency on what they intend to do. Allow us as player to under stand where they are going with it and maybe give some feed back on there ideas.

Zerker nerfed, allow us to swap asc gear

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Posted by: Morgash.3165

Morgash.3165

Dedicated speed run groups are no more likely to be willing to accept soldier or cleric users than they were before

They will be less likely to take non-zerkers because the nerf means they need more damage.

It looks like the purpose of the nerf is to make zerker groups deal with boss mechanics more than before by making fights longer.

This is what concerns me… the change may well have the opposite effect of what they say they are trying to do.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

I’m pretty sure that when proponents of other sets asked for the gap to narrow, they weren’t just asking for berserker to be lowered — they were asking for others sets to be more effective/desirable. This is not what will happen. No mob changes, no adjustments to the effectiveness of other gear set-ups.

What ANet is doing is the functional equivalent of adding ~10% to the health of mobs — but only for dedicated DPS-max groups. The experience of non-berserker groups will not change at all. The experience of groups with a berserker or two will be slightly longer run times. Dedicated speed run groups are no more likely to be willing to accept soldier or cleric users than they were before.

This change is nothing other than ANet taking the easy way out by adjusting some numbers in tables — rather than accepting the harder task of actually fixing mobs to be more diverse, have better AI, and to demand more diversity because of their mechanics. It’s a cop-out.

They could be doing both you know. I assume you understand how hard AI in an open environment is to code. This means long development, and a massive amount of testing.

Open environment… we are talking fractals and dungeons as well… that’s where there are speed runs.. not in open world. There is no reason not to fix 5 man group dungeons for a more diverse build/class make ups.

Zerker nerfed, allow us to swap asc gear

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Posted by: Morgash.3165

Morgash.3165

How is the crit change helping PvE balance and build diversity? With the same boss mechanics aka massive damage spikes that is avoid or die no matter what gear you are in. I do not see how this change helps with diversity. All it seems to me is doing is going to make the fight last a few seconds longer.

Still see no reason to make a damage reduction set for pve. With out a change in the way fights happen there is no reason not to go zerker still. Seems to be they need to look at how PvE content is done and needs a fund mental change in how they are fought.

Even with all the doom and gloom posts and threats of people quitting because they lost a misally 10% crit damage. Zerker gear is still going to be the go to gear set for PvE.

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Morgash.3165

Morgash.3165

My concern of any crit change is I think it is still going to be preferred over condition damage in PvE due to stack limits of conditions. Unless the stack limit system is changed I do not see how a change is going to help unless you nerf it to negative damage. Crit on proc + no limit unlike condition damage stacks still would make zerker gear better then condition damage builds.

What's the point with using a Longbow?

in Ranger

Posted by: Morgash.3165

Morgash.3165

Damage is everything.. That range doesnt do you any good when we dont have the speed to get away form anything. Or catch anyone. If you engage at max range the person will normaly just back up or they will close the gap (if they no what there doing you will miss 50% of your shots as they close) if there a class that can quickly. Then your stuck running away.

The problem with barrage is you have to stand still and let it cast that alows the person to roll through it and engage you while your standing still. So it becomes only really effective in large skill wvw. In smaller fights or spvp its a liablity.

Useing a shortbow/ axe-torch off hand gives you a huge amount of burst and single target snares. As well as alowing you to stay moble. A non-moving ranger is pretty much a dead ranger.

Sure in massive wvw zergs you can plink away with a longbow. Your not gong to bring people down though. I used to be a 100% longbow user. Just experance has shown me that its not nearlly as effective as a short bow. Granted you have to be built for the short bow, con-damage is a huge part of the build. It cost me a pretty penny to regear for short bow but it has been worth it.

What's the point with using a Longbow?

in Ranger

Posted by: Morgash.3165

Morgash.3165

I used to be a Longbow useing Ranger, i hated the look and feel of the short bow. After hitting 80 though and having both a 1000dps+ longbow and short bow I have found that the short bow out dps’s the long bow in almost every fight unless you are standing at 1500 and then its still very close.

Now that im useing the torch off hand to create a flame patch with a quicking zypher skill the short bow with its rate of fire and extra bleed damage off skill 1 blow the longbow out of the water.

The only place the longbow I have found is better is for keep attack/defense due to the range not the damage.

I really do hope they buff the longbow, untill then though the short bow is better.

Any word if there going to fix / smooth the target system?

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

The issue is that when you melee your target and its always going in and out of your melee range. So to keep a person from attacking you with there main attack all you have to do is run through them. Then when you get them back in range instead of it auto-attacking your target you have to hit the button. Given lag the target can just run through you and force you to reattack them and starting it all over again.

It should be as soon as your target gets back in your arc it should auto swing. thats the point of a auto attack. Right now its clunky and ineffective.

(edited by Morgash.3165)

Any word if there going to fix / smooth the target system?

in Guild Wars 2 Discussion

Posted by: Morgash.3165

Morgash.3165

I have played dozens of MMO’s and this game has to have the most frustrating targeting system I have ever played. The inability to stay target locked and auto attacking is really bad. I should not have to every time a target rolls have to re-lock the target and then hit the auto-attack every time. In PvE its not to much of a issue but in pvp it makes me just want to quit. I have tried every option (witch isn’t much}.

I understand losing lock on a thief that disappearses but being able to roll through a player to have them lose lock is just stupid.

If a person rolls out of range I still have lock I already had hit my auto attack if I run back in it should start to auto attack. Right now it doesn’t. Every time I have to redo the attack making melee combat unfun in pvp or any fight that has lots of movement.

It may seem like a small gripe but right now making combat disjointed and not smooth. At least imo.