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Feedback: Guild Wars 2 Mac 64-Bit Client

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NeuroMuse.1763

Not sure if anyone has chimed in yet but I’m running the latest developer beta of High Sierra with APFS (new default file system) and model loading/zoning is even slower than it was before for GW2 and it was all ready abysmal. Every other native game and app I’ve tested is hugely improved. I created a simple dummy game to test with in unity and had it load up 12gb worth of geometry/assets/textures etc.. in a single map and everything goes at blazing speeds.

Yet GW2, I can literally spend 3 minutes zoning and after it zones only half the models have still loaded and a few minutes later they show up. I’m not sure how file loading and memory management is being handled in the 64bit native client but something is clearly broke AF.

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Preview Weekend Live or Ephemeral? Ans: Eph

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I hope you can join us for the Preview Weekend. I can’t wait for you to see the Crystal Desert and have a look at some of the starter content!

Will we be able to preview the elite specs in anyway during this be it in heart of the mists or the starter map?

Feedback: Guild Wars 2 Mac 64-Bit Client

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I’m not sure if anything else changed aside from the aforementioned bar stuff but this is running phenomenally (fps is feeling good) for me there is some stuttering still and the zone load times are literally 10-15 times longer than the 32 bit client but once it zones it runs great. Feels like we’re getting closed to the promised land.

Worst than unranked

in PvP

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And the MM system is actually working as intended. It’s just that the noobs are not being distributed equally.

Definitely not worse than unranked. However, yesterday in Sapphire I actually got a match-up with 3 team mates that genuinely seemed to have no idea what they were doing at all. 3 basically went no where near cap points the entire time and tried to randomly kill people in between and die over and over. Winning in most of my matches but this one particular incident brought the system into question for me. How did I getting matched up with those kind of people? So if it’s all genuinely working as intended I’m at a loss for words.

Are Grenades still required for max dps?

in Engineer

Posted by: NeuroMuse.1763

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Grenades were never required for max DPS.

In pve? Please explain this one

I’d best not. Let’s presume I said nothing. That’s just a fight waiting to happen.

If you have proof of your claim and the math to back it up I find it hard to imagine there will be any fighting , quite the opposite. People will welcome it greatly. Scrutiny of how the results are calculated? Sure. Fighting, no.

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Are Grenades still required for max dps?

in Engineer

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It should be noted that elixir gun is in the PvP meta not grenades. They have also just improved toolkit so it may see more use.

That’s actually good to know. However in PvP there has almost always been a variety of viable options though. My concerns are mainly stemming from the apparent lack of options from a min/max standpoint for raids/pve post expansion. I came here to inquire about this before purchasing the expansion and playing again. At the very least it seems like it may be interesting for pvp.

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Are Grenades still required for max dps?

in Engineer

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NeuroMuse.1763

kits are the core mechanic of engineer since 3 years. If you don’t like them perhaps you have to play other classes Nades are the stronger kit as dps …in general , for me , nades, toolkit and eg are the best things Engineer has

I never said I had any problem with kits. I said I personally found grenades boring in most, not all circumstances(PvP). The smart thing to do would be to balance the other kits and weapons to be truly competitive options and the kit choices left to play style preference instead of dictating a part of your play style based around 1 overly dominant kit out of the plethora of options available to the class.

I do find it unlikely to change at this point in the game though given their track record with previous engineer balancing passes.

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Are Grenades still required for max dps?

in Engineer

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why so much hate for nades ? i find them fun and really really strong …

No hate. It’s just a dislike of the play style associated grenades it’s a personal preference thing. They’re strong and very effective but so much so they still seem to overshadow all the other options/kits the class has available.

From game launch up until July of last year I used them extensively but I could not stand the mindless grenade tossing anymore when we could possibly be doing so many other things. It was more acceptable in PvP however even then 80% of the time you could get away with just running in circles and throwing them at your feet until you hit the top 5% of the pvp player base and it was a fun strategic thing at that point and enjoyed using them in those circumstances but for pve/wvw it was quite literally boring with grenades.

edit: words

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Are Grenades still required for max dps?

in Engineer

Posted by: NeuroMuse.1763

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FYI I’ve been gone since July of last year. Are grenades still required for max dps regardless of if scrapper? In Raids and Pve? If so how close do other options come and are they acceptably viable? I personally found grenades to be unexciting and dull so rather curious on the current state of things before I jump into buying the expansion and playing again.

Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

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Couldn’t this be accomplished with a zone wide buff on minions in WvW areas with a percentage of all incoming damage reduced or greatly increase their mitigation in some way and just have the dmg adjusted as it lands? This seems like it may be a good low hanging fruit option. Because right now any and all minions/pets and even those coming with the elite specializations will be useless absolutely utterly useless in any large scale fights.

Things are rarely that simple. While you may be looking at that from a larger scale fight perspective and it would probably help there, it would create other problems such as making minions too strong and frustrating in smaller to mid scale combat with just a flat reduction always on them.

Could this possibly be done to scale the buff based off an approximation of players in the general vicinity ? like 1-5 it’s 0% 10+ it another figure etc..? Or a stacking based buff that applies 1 stack of mitigation for 10+ more for 15+ players so it’s not fixed. It would take time to find a radius from the player to count from that would feel right but seems like a much more realistic approach. Compared to what would need to be done to have everything calculated from individual players out especially on the server side of things w/performance.

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Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

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@Roy Cronacher, would it be possible to use this same type of system except a maybe 25% damage reduction on pets in WvW? Pets die instantly in WvW battles and it would help immensely to make some class features available in WvW… Of course percentages can always be tweaked until a balance is found.

This is not currently possible. For this change we made creatures, at the base AI level, look at what they are targeting and what they hit to adjust damage accordingly, it has nothing to do with player damage interactions. Doing this for WvW. adjusting outgoing player damage to minions, is not tech we are currently working on and likely would cause some perf issues as well. Players attack much much more often then creatures. So doing checks on each one of the damage targets from a player can become expensive very quickly. Though, that’s not to say that we won’t ever consider investigating it, but for now this change is specifically for creatures attacking player minions and we’ll be balancing it and seeing how it goes.

Couldn’t this be accomplished with a zone wide buff on minions in WvW areas with a percentage of all incoming damage reduced or greatly increase their mitigation in some way and just have the dmg adjusted as it lands? This seems like it may be a good low hanging fruit option. Because right now any and all minions/pets and even those coming with the elite specializations will be useless absolutely utterly useless in any large scale fights.

Druid Next

in Ranger

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Considering the recent datamines I wouldn’t be surprised if it was the Forge or Berserker next.

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Almost 1 year since Dry Top

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No, what you said was that there have soon not been any content for a year.

No I said 1 year for Dry Top specfically which is a fact. I was genuinely in awe that it has been that long. You’re trying to put words in-between the lines that are not intended to be there and yes it was some months later which it says up there that SW content came out.

I’m truly not familiar with any playable content that was permanently added since the last part of SW then enlighten me? I took a rather sizable break after the last SW release came back recently not seeing anything else that is standing out right now aside from a trait system that literally has a dozen of traits across professions that do not function at all or broken in some way. Hoping for a patch soon on some of that though maybe tomorrow?

Edit: For clarification I love the specialization changes. It’s some fantastic work that just feels like it was a bit rushed out the door.

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Almost 1 year since Dry Top

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So… content releases that happened after the release of Silverwastes are not content now?
Because it was quite some time between the release of SW and the release of Episode 8.

Not what I’m insinuating at all. With that said it was a pretty small blip on the radar considering the overall span of time. Few, far between, and rather fleeting.

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Almost 1 year since Dry Top

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But we already know exactly when we’re getting HoT. You know, “When It’s Ready™”

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Almost 1 year since Dry Top

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It’s really mind boggling how fast time goes by sometimes. In a couple weeks it’ll have been 1 year since Dry Top release O.o Silverwastes came a few months later. That is a serious content gap. Hopefully we’ll have a solid release date on HoT soon or some kind of pre-HoT content announcement.

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People are actually leaving GW2 PvP

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I don’t think anyone can really argue that the pvp community in GW2 has shrunk drastically and I think it really just comes back to complete lack of faster balance iteration something that they actually promised recently they’ve constantly told us that it’s separate teams working on the live game and expansion yet all of a sudden there is no one to spare for live everyone is focused on expansion. I find this particularly disconcerting considering the trait system revamp and then no follow up to all the completely broken nonfunctioning traits/bugs it left behind.

At this point i’m really not sure how to interpret all of that. ¯\(-.-)

Spirits need to be mobile

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They don’t need to be mobile. They just ened to be invulnerable like banners and allow the ranger to reposition them just like banners and turrets can be grabbed and carried around to the next spot.

It would also help if the stupid spirits were ground targeted on summon and were off the aggro table.

I think this is a fantastic idea. The effects still need to be improved though. Being invulnerable may be pushing it but they need more hp and at least a 50% native dmg mitigation so people if they consider them enough of a threat they should have to focus them instead of destroying them with just cleave or 1 button press.

[MAC] OS 10.11 El Capitan

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I’ve been running GW2 on the latest macbook pro with El Capitan a bit today and while I have noticed some improved loading speeds most likely due to kernel/system level changes I’ve seen some frame dropping that wasn’t there before sometimes the frame rate drop gets terrible and then is fine again after a few seconds it seems quite random when it was very consistent before.

Sometimes the game does not fully exit and hangs when quitting the game requiring me to manually kill the process. This happens when going to menu->exit to desktop. It seems to properly exit if I go to the character select screen before exiting.

It is still quite playable and mileage may vary depending on system and video.

I have a large number of other systems from 2011-to-current of all mac types I use for testing for work if you have a specific model you want this to be tested on let me know and I can try and get to it. Be forewarned there are a number of OS X applications that do not run well in El Capitan if at all. List of working & non-working applications for those that choose to try El Capitan.(community driven list constantly updated)

Sadly, unless A-net creates a full mac client and takes advantage of Metal, it won’t take full advantage of all the performance increases.

This can still be done at the cider level for how their rendering is implemented not sure if we’re going to see any significant updates to cider any time soon now that Nvidia has purchased it from transgaming.

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Inspiration: ...A Unicorn Tho?

in Mesmer

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“You only had to see a unicorn lay open the side of a centaur once, the ribcage flashing white when the ripped skin flopped down, to swear a mighty oath never to f*** with or even look at another unicorn again. I’m putting down the hearts and fluffy clouds and backing away slowly. Don’t want any trouble here. You can have all the rainbows.”
— Lev Grossman, The Magician’s Land

I’ll just leave this here.

p.s. Unicorns are ferocious beasts that can gore you and eat your face off. They’re just shiny it’s how they attract prey.

Riding into battle!

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Unkillable engi?

in Engineer

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It’s necromancer abilities doing this. They can deny stomps by moving his body with Transfusion and get off rather quick revives if they have taken the traits for it. There is also a minor trait in the line that prevents nearby players from bleeding out.

Can we please get a "change race"-item....

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He showed the suicide potential with corruption. It was very real. ~_~

So the reaper is already bad?

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Damage being higher will help in PvE but it’s not going to help in PvP/WvW when players are dancing around you. They really need to give the GS a gap closer.

PvP/WvW are not solo game modes. 1v1s at higher level play are not even as remotely common as one may think. So while it is a problem it’s not going to be as much of one if you’re running in a properly comped group to cover for shortcomings. This does limit the kind of groups that it will have play in.

For people that just casually solo queue and focus on 1v1s and avoid team fights yes it will be problem for those people.

For WvW in lower tiers this will be a serious problem. In T1/T2 if you are not roaming in at least a small group(duo+) or zerg GG.

Being forced into specific group comps to function severely limits play diversity and is a bad thing IMHO. However is the risk vs. reward there to warrant it? We don’t know yet. I have a hard time trying to be positive about it considering what we saw this week with the baseline profession.

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So the reaper is already bad?

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We don’t know what the final raw damage and most importantly the final ability scaling is going to be yet so it’s hard to say. If the damage is significantly high enough the aforementioned issues may not necessarily matter as much however if it’s lackluster then it’s dead before it even sees the light of day.

Consume Conditions: Change vuln to Weakness

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Weakness is way too strong. That would be an even bigger nerf. It doesnt need a self harm condition on the base version of the skill…

What they could do is give 25 stacks of vuln at the start of the cast so we are vulnerable during the cast. But we fully cleanse it afterwards.

I think full 25 would be a little extreme but I favor this idea over it’s existing incarnation. +1

siphons are actually nerfed too!

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Even with a mere 30HP/hit heal, that means a fully cleaving 100B will heal 720 HP… and that’s just one ally. This trait is far more powerful than you’re giving it credit for.

This is asuming 3x targets stays in the full channel the entire time and on trash mobs where this will happen the most, you don’t need any healing. Also I think your number is a bit short since there is 8x blows+Final blow so it would technically be a little more healing.

AFAIK siphon damage can not be mitigated? So I suppose there is something to be said for the little extra damage. I still think the numbers are to low for it to ever see any competitive play. It has to provide enough healing or damage for it to bring at least equal-level value to someone with banners, spotter, might stacking, or using a guard with any aoe healing(on top of everything else they bring) for maintaining party scholar bonuses(50fractals). If it can not be competitive with that it is something that has no practical use to it with little benefit outside of some very fringe cases.

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Ready Up - Additional Infos

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Its also the fact that corruption skills are not strong enough in their current states to justify a single negative condition.

This is the entire crux of the matter. I personally find it mind boggling that this in and of itself was not properly evaluated. As a result it simply seems like it was added for aesthetic flavor over practicality.

Consume Conditions Change is Absurd

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I think a single dev is probably obsessed with the whole sacrifice mechanics from GW1 and wanted to see it have more play in GW2 along with condi transfers (which lock you into specific weapons/utilities/traits – goodbye diversity) nor are any of the skills even remotely powerful enough to warrant having a negative effect when other classes get superior options on lower cooldowns with 0 negative effects . ~_~

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guardian hammer or gs

in Guardian

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I think it’s worth noting that even though GS – M/F may be a small personal dps loss it can help greatly in maintaining your group’s scholar bonus as a whole and yield an overall dps increase for the group as a result. This is great for higher level fractals and can be good for those questionable pug groups.

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Scepter in HOT

in Guardian

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May be worth mentioning here the viability of scepter may drop regardless as all scepter related traits are being removed while some other weapon traits are retained during the trait revamp.

They simply could be rolling it baseline into the weapon but there is absolutely no mention of that anywhere and I’m a little apprehensive to believe that since some weapon traits will remain.

Not a fan of Revenant...

in Guild Wars 2: Heart of Thorns

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Unless the revamp was part of the beta.

Condi revamp was not part of the beta the trait updates and new trait system are also not included in the current beta phase unfortunately. What we’re seeing now is more akin to stress & event testing than actual expansion game-play testing.

Still Hyped for HoT?

in Guild Wars 2: Heart of Thorns

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Right now I am actually more hyped for the trait/skill system changes that are coming out BEFORE HoT. I hope they come out this summer.

Same and that’s even after playing in today’s beta. It’s with out a doubt interesting content that is enjoyable but the current game feels so horribly stagnant it needs something ASAP long before the expansion drops. The content/story void since the SW patch landed has been far too long now.

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Engi specialization is signets?

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Hammer is a long range weapon for engineers.

I find it being entirely long range unlikely since that is what hammer is for Revenant. Using the same gimmick twice over seems kind of silly from a design and play style flavor point of view. I do find it possible that there still may be a thrown hammer or hammer rocket type of toolbelt skill available but all we can do is speculate at this point.

So that cast time problem...

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I have this horrible feeling of dread welling up inside that the necro and now reaper will continue to have no real place in the meta unless they dazzle us with something amazing in the video tomorrow. The general susceptibility to cc the necro has to deal with will be far worse being always in melee range unless most of those shouts count as a stun-breakers and give significant stab or something along the lines of LF=Defiance.

Why makes you keep on coming back?

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How’s it go? 100 people show up to a big event, only the top 5 get any reward worth beans, only #1 gets a chance at the drop everyone wants.

This is not what I meant at all. I think you’re misinterpreting it a bit. I’m fine with everyone getting rewards and even decent rewards but those that do all the pre-events or any additional measurable way that contribute more maybe get something a little extra even it’s as simple as a few champ bags just something that rewards the people putting in more effort? If that makes sense.

I do thing you should be there for at least 60-70% of a fight for a chance at a precursors rather than showing up in the last 1min-30sec and hitting 1 a few times getting gold and getting lucky with a precursor drop that crap is ridiculous.

Why makes you keep on coming back?

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WvW & PvP – Primarily the combat system still by far the best combat in any MMO to date. WvW is getting rather stagnant though it really needs something to refresh it very soon getting rid of white swords was not it, all that does is increase the number of people we have scouting.

I still do the bits of Living Story for the /gasp/ story and lore because I do enjoy that sort of thing.

Rant:
PvE I’ve almost given up on at this point it reeks of entitlement generation. “Here have the max reward for just pressing 1 while drooling on yourself and staring at the ceiling.” I have no problem with it being rewarding for everyone but they’re too lenient on how that is measured. Rewards need to scale up significantly based on total overall participation levels measuring total dmg/healing/even buffs & debuffs for people who enjoy those playstyles and if they participated in all the pre-events leading up to it and/or if they were there from the beginning and not show up 1 minute before a boss dies and gets max rewards, it cheapens the experience even if it’s me who shows up at the last minute and I get a precursor for barely touching the thing it just feels wrong.

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Premades vs soloers.

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RIP Solo queue. I’ve came across the same 5 man team multiple times in the past few hours. I believe 2 people each time were grouped together the other 3 including myself were solo. It should only do 5v4+1 maybe 5v3+2 at the most.

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Time to remove the "beta" tag?

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I’ll be surprised if it ever happens it helps to avoid liability as transgaming AFAIK is responsible for most of the mac client changes. This ‘always beta’ tactic has been used in previous mac releases such as the Mac client of the now defunct Warhammer Online(which was also transgaming/cider).

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Suggestion: OpenGl

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It would basically require them to rewrite most of their engine from the ground up to move to OGL at this point as there are several things outside of graphics that DX handles in terms of interfacing with hardware/audio etc.. that would need alternate solutions to also be developed and/or licensed. On top of that they would have to ‘retool’ their pipeline etc.. as existing internal tools for world building etc.. are also going to be built on top of DX and be exporting data with it in mind.

It could be done and ‘renderers’ for both can co-exist but that can only really be accomplished when it’s designed that way from the beginning in most cases. As it requires strict separation of certain types of code that are then mapped to internal systems/functions that they share. It’s a major investment from an engineering, developer time, and financial standpoint.

It’s more likely the world will be invaded by giant alien robotic overlords before it happens.

With all that said of course though cider bridges DX9 to OGL with obvious performance caveats as there is a lot of middle-ware to be considered that differs greatly from system to system and for things that simply can’t translate 1:1 they(transgaming) have to try and write compatible equivalents from scratch. This can still be improved upon which is the best we can hope for.

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Engineer useless in gvg/wvw zerg

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I think a lot of the engineer prejudice in WvW/GvG is largely born out of willful ignorance. People more often than not base their opinions on hearsay and treat it as fact(it’s not A, B, or C therefore bad). Anyone spending any decent amount of time researching the profession would see the value of engineers. I still think having too many would be wasteful however from a composition standpoint.

Engineers make excellent periphery fighters and backline support they can even work with the frontline as long as you’re in a party with good aoe stab. Excellent spot support for the back lines with cc/extra fields self blasting a water field 4 times+ on the spot without the need for additional coordination can be life saving support for your backline since they’re usually blowing their own support and waterfields on aiding the frontline. Quite a few options for general soft cc and a aoe stun I don’t care if they clear soft cc with in 0.5s-1 second that small duration of chill/cripple means either the periphery fighters are picking them off or the hammer train is about to land on their head. It’s enough to create quite a gap in a moving group. While limited there is boon stripping options available too. Not to forget the exceptional damage capability. Low CD firefields, higher capability of maintaining aoe might stacks than most and can do this for your backlines and periphery since any frontline might stackers are not there to do this and/or blast. There are also modes of play and support outside this but in general these are the more viable options from my personal point of view.

Outside of combat situations your nades can take out siege/cannons that would be otherwise unreachable from some angles with the exception of read the wind LB rangers.

In general a few is very nice to have providing they’re skilled and know when and what to do. While some classes can do a lot of the same they have to use their abilities in different situations typically and they lose too much by focusing on that kind of play.

I still think some things can be improved upon to better general perception. I think improving our boon stripping capability with our existing skills would be a nice area to review or some form of additional area denial.

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Stacking in Dungeons and how ANET can fix it

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This is directly related to how content, encounters, and general combat mechanics are designed. It’s a ‘deal with it thing’ the entire concept of fields and blasting them on demand instantly becomes useless without stacking this is design with intent. Is this over simplifying some things? Sure. In my personal opinion it does make things a bit boring. Action oriented combat where you mostly stand still! applause

I think if stacking could be turned more into a strategical occasional thing to split damage for specific types of attacks and for rebuffs/regroups for healing but have mechanics that punishing you for doing it the entire time. This could be in a number of ways the lowest hanging fruit being types of area denial or amplified damage done to you based on player proximity.

Every time ANet has upped the difficulty on new content people cry rivers and it gets nerfed into oblivion again. The most recent case in point is the trash mobs in silverwastes not a dungeon but still illustrates my point people had to ‘move’ a bit, watch dmg pacing from retal if using fast attacks, avoid getting flanked and nearly 1 shot.. now it’s all fluffy kittens and rainbows again. Expect it to always be there in some form or another unless they decide to make some fundamental changes to combat and encounter mechanics, which I personally find unlikely.

edited: made some clarifications and added a suggestion.

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I want more optimal roles for PvE Dungeons

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You might want to be more specific about what you are suggesting. Reading your post I have zero idea what you are wanting and I imagine a dev reading this will prob be the same without some more specific proposals. being put forward.

He is being rather vague however the general vibe I got was he wants more generally ‘acceptable’ build(role) variety. Sure there are tons of combinations that can function at some level but what is generally acceptable to the community at large is small (in PvE) and it is directly related to how content and encounters are designed and the efficiency or inefficiency of said builds(roles dps[power,condi], support[boons,heals,cc]) vs that content.

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Yosemite and You v2

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NeuroMuse.1763

Come on guys, Yosemite has been out for weeks now, surely you have to be working on a fix for this?

Developers have had access to Yosemite since July. Actual release candidates/code freezes for a couple months before release. A lot of these problems are not as simple as they seem and since there is a ridiculous amount of variable middleware involved here(incl. cider) that is out of Arena Net’s control it compounds the time and effort required to fix things. And several things that are not related to the game code itself may have to be changed which means ANet may have absolutely no choice but to wait on these 3rd parties to get everything in order. Even more so since Transgaming is involved as far as I know handles all the heavy lifting for cider changes so that is another entity to deal with that has their own budget and staff constraints.

Your best bet for the time being may be a small bootcamp partition for when you’re in the mood to play.

PvE Necromancers

in Necromancer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Sustained dps is actually relatively low too according to the published math we are dead last in this but this unfortunately has a lot to do with very poor scaling on a lot of our abilities in organized runs at 25might stacks your abilities simply will not scale as well as everything else the very limited cleave options are also very punishing in this regard too. There are a few exceptions of course lich and wells can put out some fantastic damage but even with the right traits in place you’re looking at very long recharge rates. Wells unfortunately also interfere with might stacking and other support fields that have a much higher value in groups than dark fields.

With all that said Necros have a niche in high level fractals with weakness application through a variety of methods along with vuln stacking and then hitting epidemic mass aoe weakness/vuln can help a lot in some instances. Well of darkness(aoe blind) and blind from plague can marginally be good depending on your composition too. A lot of this value is lost on most bosses however where conditions of any kind basically fall off them to fast to be of use.

As stated above by others it simply lacks group support in today’s landscape across the board in PvE is the biggest issue.

I think one nice thing would be to give the necromancer access to a form of group aegis it could be thought of as ’Death’s Guard’ have a trait where it triggers on the group on death shroud usage so we had some control over when it activates I would even be fine with it not affecting the necro and just other party members. This would allow for some interesting play in PvE/WvW/PvP and fits right in line with the ‘vision’ ANet seems to have for the Necro. It’s just a single idea and I also think the base damage scaling for necro needs to be adjusted.

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Rank what class you take in dungeon

in Profession Balance

Posted by: NeuroMuse.1763

NeuroMuse.1763

Necros are in such an incredibly sad position comparatively to others at the moment that it is truly mind boggling. Bottom of everyone’s list. It offers the least amount dps and utility in the game currently.

(edited by NeuroMuse.1763)

Charr neglected - AGAIN!!!! WHY?

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

I’m guessing if you preview it with the light carapace top it won’t look as noticable.

Just for the sake of it here it is. I’m fine with some floating but that is ridiculous imho.

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(edited by NeuroMuse.1763)

Charr neglected - AGAIN!!!! WHY?

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

You’re previewing it with another armor top. I’m guessing if you preview it with the light carapace top it won’t look as noticable. Each shoulder set “floats” a certain amount away from the body based on what the chest piece of the set looks like. When you mix-n-match it becomes noticable when the spacing of the top and shoulders isn’t the same. Some shoulders meant to go closet to the body clip into tops that have shoulders that float higher above.

I can post you a screenshot if you like with the other top. It’s just as bad, quite noticeable. I understand there is a bit of float with all races/shoulders but it is truly accentuated on the charr due to the scaling with this particular piece.

Charr neglected - AGAIN!!!! WHY?

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

I posted this in another thread but the carapace light armor shoulder floats rather far away from the body.. not sure why their art department feels that it is acceptable. The char neglect is real. I doubt they even proof their work on charr models at all at this point.

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(edited by NeuroMuse.1763)

Male light carapace armor... (Charr)

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

You can say you don’t like it on Charr, not that it is “atrocious” on any male character, that’s your opinion, soz.

You have won the internet. You correctly identified an opinion. No one here is stating their personal taste is some kind of universal fact people have to accept, take a deep breath and relax. Also I stated I happened to like it on human male above but don’t necessarily agree with the design.

Charr and to a lesser extent asura(not as many floating armor bugs) have a lot of issues with clipping, unisex texture-stretching problems amongst other things they both clearly need more attention from the art department.

(edited by NeuroMuse.1763)

Male light carapace armor... (Charr)

in Guild Wars 2 Discussion

Posted by: NeuroMuse.1763

NeuroMuse.1763

Just to illustrate the shoulder floating on a Charr.

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