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[Suggestion] Open world & dynamic content

in Guild Wars 2 Discussion

Posted by: NightmareFiction.5478

NightmareFiction.5478

The root issue with open-world raid bosses will always boil down to the flaws with the Overflow system and timers. It makes the setup needlessly frustrating to coordinate (trying to funnel everybody into a single overflow) and the hours in between retries compounds the issue.

Being able to select the instance you’re going to enter would go a long way towards making these encounters feel less frustrating. It would also make setting up considerably easier. And theoretically, you wouldn’t need to have people sit in a single area doing nothing, as they’d simply be able to jump back into the selected instance closer to spawn time.

How Would YOU do a Signet of Vampirism?

in Necromancer

Posted by: NightmareFiction.5478

NightmareFiction.5478

Signet of Vamiprism
25 Second Cooldown
1/2 Second Cast Time
Passive: Siphon 250 (0.2 of Power)(0.1 of Healing Power) Health when you take damage.
Active: Mark a target for 8 seconds. When the targets heals, siphon 30% of the Health gained.

NOTE- I do not play PvP, so the numbers will probably need to be changed for balancing purposes.

Is Death Shroud/Life Force over committed?

in Necromancer

Posted by: NightmareFiction.5478

NightmareFiction.5478

If they create true sustain then I really don’t care what happens to Dhuumfire, they can remove it entirely. Unfortunately they have no even beginning hint of how bring about proper Necro sustain.

I can see why people feel that a “do or die” style of gameplay warrents the ability to do high damage, but I’m rather surprised to see this kind of argument again and again on the forum: our sustain is bad therefore we need burning! That is just wrong.
I agree that the necro has the worst attrition of all classes, we can’t recover from a certain amount of damage dealt to us, so either finish the fight early or get worn down eventually. Imo this needs to change, but it’s in no way related to Dhuumfire.

It’s because the Necromancer lacks attrition that we got Dhuumfire as a bandaid solution in the first place. Now we have higher burst so we’re less reliant on our awful sustain to keep us afloat in fights.

Sustain lets the Necromancer outlast their opponent, but it doesn’t effectively do what it’s supposed to (let us survive/win extended engagements). So we get burning so we don’t have to try and outlast people, we just blow them up instead.

Collaborative Development Topic- Living World

in CDI

Posted by: NightmareFiction.5478

NightmareFiction.5478

Feels more like filler episodes, as opposed to a progressive storyline:
This is the biggest reason why the Living Story gets as much flack as it does IMO. Living Story updates feel like they exist in a vacuum; they follow their own mini-arch, and then after they’re done, the world essentially resets and you never hear about it again. There also seems to be little to no tie-in to the major, overarching storyline of Guild Wars 2 (ie. fighting the Elder Dragons). I’m under the assumption that the Living Story takes place after you defeat Zhaitan, and yet, it doesn’t seem like we’ve seen or heard anything related to the remaining elder dragons… well, ever really. Take for example, the Tequatl Rising update. I understand that at a base level, the goal of that Living Story arch was simply to revamp Tequatl into a more engaging encounter. I feel like that was a missed opportunity to weave some of the core storyline into the LS though. Why did Tequatl suddenly become more powerful? Did something happen to it while dormant underwater? Did Zhaitan do something to it before he died? Is Zhaitan really even dead? The mystery behind Tequatl’s sudden rise in power didn’t appear to be built upon and could’ve quite easily resulted in one of the most engaging LS updates.

Utilize the stories you already have as opposed to simply inventing new ones all the time:
Another thing I feel is lacking is the fact that the LS doesn’t seem to take enough advantage of what’s happened historically in the Guild Wars lore. For example, Ogden Stonehealer and the Dwarves. Currently, the Dwarves have all been turned to stone and went underground to combat Primordius and the Destroyers, and Ogden is only Dwarf remaining on the surface interacting with people. Their current battle with the Destroyers and Primordius is freaking cool yet feels all but forgotten in GW2. Hell, had I not had friends that played the original game and saw Ogden in the story, I would’ve had zero clue any of that stuff was going on behind the scenes. There’s are hundreds of little storylines peppered just like that throughout Tyria that I feel are vastly underutilized.

The updates are too short because they’re too frequent:
I personally think it was a mistake to switch to a two-week rotation period. While you theoretically always have something new going on ingame, I feel it vastly reduces the quality of the content to compensate. Take the recent release, The Tower of Nightmares, as an example. I feel if the developers had given themselves more time, this LS update would be far more “complete”. Currently, the update consists of a fairly linear solo-instance (roughly 15 minutes or so to complete) as the sole “meat” of the content, as the tower itself is inaccessible. The rest of the content is essentially going for achievements.

Rewards:
One of the biggest issues I have with LS updates is how heavily they seem to rely on achievement hunting or RNG chest/bags/etc to reward participation. And simply due to the random nature of how RNG works, you don’t really get rewarded for completing the LS itself; you get rewards for either A) zerg farming RNG chests or B ) achievement hunting. The way the rewards system for your average LS update is set up rewards grinding almost exclusively. Why not a random themed weapon skin tied to defeating a difficult open-world raid boss? Not every meta rewards NEEDS to be super duper rare, especially considering that this game thrives on aesthetic rewards.

Add PvP to PvE

in Tower of Nightmares

Posted by: NightmareFiction.5478

NightmareFiction.5478

What would this add that cannot simply be added to the PvP we already have?

Discussion about our Traits

in Necromancer

Posted by: NightmareFiction.5478

NightmareFiction.5478

Traits I absolutely love:
1. Unyielding Blast – This is one of those traits where it completely plays the way you play your Necromancer and there are not enough of those kind of traits in game. Piercing Life Blast that give Might, inflict Vulnerability, and have +50% chance to crit? Is it top tier? Probably not. Is it crazy fun to play in a WvW zerg? You bet your kitten it is.

Conceptually Sound but could use tweaking:
1. Chilling Darkness – Chill as a condition only feels powerful if it’s on someone for a decent amount of time so that the cooldown increase is more noticeable. My one and only issue with it is that for the amount of Blinds the Necromancer has access to (Well of Darkness, Signet of Spite, Plague, and Dagger 4), that 1 second of Chill never really feels powerful from a user’s standpoint. The only time I ever get that “eff yeah” feeling is when I cast Well of Darkness and Plague. If the base duration went up to like 3 or 4 seconds, it’d feel like a much more impactful trait. As it stands now, it simply doesn’t last long enough IMO.

2. Death Shiver – This is another trait that I love the idea behind, but not the application. The thought that just being in the presence of the Death Shroud has adverse effects is really cool; it makes the idea of being cloaked in the souls of the dead feel as unearthly as it sounds. Sort of gives that “hairs on the back of your neck” vibe that Necromancers should give off IMO. I would personally like this trait much more if it applied like Chill or Torment though; playing a condition Necro, I’m just not a huge fan of Vulnerability, as it feels like it has diminished impact on a condition build. Chill is ALWAYS good regardless of build, and Torment would allow us easier access to a mobility-punishing mechanic.

3. Lingering Curses – This trait is too specific, honestly. I’d like think that at some point, Necromancers will get another MH condition weapon to choose from. If that happens this trait can go one of two ways: 1) the trait makes Scepter a better condition weapon due to how convenient this trait is atm. Or 2) the new condition weapon is better/on-par with traited Scepter, in which case, why not just use a different trait?

Flat out don’t like:
1. Death’s Embrace – Instead of traiting into things that empower your Downed state, why not just trait for ways to not enter Downed state in the first place? This is needlessly counter-intuitive.

2. Cooldown Reduction traits – Generally speaking, if feel that there are too many CDR traits in this game where the skills themselves could simply use shorter cooldowns. There is nothing inherently wrong with CDR traits unless they do something other than just reduce cooldowns. You could even play around with having these traits empower skills do as opposed to simply giving you raw stat increases (I’m looking at you, Mesmer traits). Or better yet, diversify the way the cooldown reduction is given. Instead of a flat 20%, give us something like this that has synergizes with other traits/skills:

Ritual Mastery
Reduce the cooldown of Wells by 1 second when your Wells siphon health.

There, Vampiric Rituals just got way more interesting to play. Now you have to keep the target locked in your Wells to get the full effect, but there’s a big payoff for doing so. Conversely, if your opponent manages to stay out of them and kite around your range, you become less effective. That’s just a quick and dirty example mind you, but you get the general idea.

[Oct. 15th] Post patch thoughts

in Guild Wars 2 Discussion

Posted by: NightmareFiction.5478

NightmareFiction.5478

Disappointed.

As a PvE player who only participates in the Living Story when there’s a reward or something I actually want tied to it. The last was “Sunbringer” title, before that was Infinity Watchknight Tonic. All I really look forward to nowadays are balance changes in the hopes that they drastically change something about the class as this gives me something to tinker with.

For example, I play a Necromancer and when I heard there’d be changes to the Blood Magic traits, I thought we’d see a viable Vampire build. That doesn’t appear to be the case still, hence the disappointment.

It may simply be that my expectations are too high, there’s no denying that. However, I’ve been playing the game for roughly a year now, I have an 80 of every class that I have an interest in playing (3 of which I consider my “mains” and have completely decked out). I want to keep playing, but I’m running out of things to do with the “slow and steady” approach they seem to have towards class balancing.

I honestly don’t feel like I have to change anything about any of my builds nor is there really any new builds to try. I find that disappointing coming from a balance update that took roughly a month to implement.

(edited by NightmareFiction.5478)

State of the thief [Venom]

in Thief

Posted by: NightmareFiction.5478

NightmareFiction.5478

If a condition stacks duration then subsequent applications will lengthen the application. I.e if you use Spider Vendom, it goes 6 × 5 = 30 seconds.

Huh. I was always under the impression that the condition was overwritten, never bothered to mouse over the condition icon to see if the duration stacked or not.

State of the thief [Venom]

in Thief

Posted by: NightmareFiction.5478

NightmareFiction.5478

My problem with Venom utilities is that the cooldown are entirely too long for what they do.

Venom Cooldowns
My second issue with Venoms are their cooldowns. For what Venoms do (apply a condition to your next attack), their cooldowns seem needlessly long. This is compounded by what I mentioned above. Venoms have a base 45 second cooldown, and 36 seconds traited. For an fairly simple attack modifier, that is a really long time in between uses.

Proposal #1: Lower the base cooldown of the utility Venoms to around 20-25 seconds base and remove Quick Venoms.

Proposal #2: A passive chance to apply the Venom(s) on attack as long as the Venom is equipped to your utility bar. This way, the Venoms being on cooldown doesn’t feel so punishing due to their inherent cooldowns._

Sidenote, across the traitlines for all classes, I feel there are far too many cooldown reduction traits in general and that instead of traiting for lower cooldowns, the skills themselves should be adjusted and the CDR traits removed for more interesting options. That’s a different discussion entirely though.

(edited by NightmareFiction.5478)

Patch Notes...

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

But that was pretty much what everybody has been asking for… Better rewards, kick players that are AFK.
I know, I know, people are never happy, but these changes are pretty good, come on.

That’s not really fair, as they didn’t really fix the underlying issue with Tequatl: the event NEEDS a timer. There’s honestly no other way around it.

The root of almost all of Tequatl’s problems (player participation, AFKers, etc) are due to the fact that nobody really knows when it will spawn, and therefore cannot effectively plan around it.

Please add multiple trait specs in the shop!

in Suggestions

Posted by: NightmareFiction.5478

NightmareFiction.5478

I’d have no problem with saving multiple spec templates, then using a respec item to change when needed, but not an item linked to real money transactions. bad-bad

You can buy gems using gold…

A plea from a Tequatl commander

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

This is ultimately an issue with ArenaNet. The inclusion of achievements that are counter-productive to an overall event is a big mistake, especially on events that require the time and planning that Tequatl does.

I assume the idea was so people would feel some sense of accomplishment in defeat (didn’t beat him, but I got this achievement), but the implementation is horrible.

Tequatl Terror Squad 2: Join Now! (NA)

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

I’d like an invite, thank you.

Solution to condition damage cap...

in Guild Wars 2 Discussion

Posted by: NightmareFiction.5478

NightmareFiction.5478

There is a 25 stack limit on conditions. Presumably that’s because Anet’s servers can handle up to 25 condi-computes per second.

That’s the assumption you’re basing this topic on and it’s at least partially wrong. Why? Let me explain.

Let’s say there are two players and both are able to maintain 25 stacks of Bleeding. They’re on the same map and near each other, but fighting different mobs. ANet’s server now has to calculate the damage for 50 stacks of Bleeding.

These players notice a champion and start fighting it together. Now, for some reason, ANet’s server can only hande 25 stacks of Bleeding on that champion? Can’t be true.

The only reasonable conclusion is that we don’t know the whole story. With that in mind, we can’t really suggest a solution other than “fix it ASAP”. Because that’s what they should do.

This is what I figured and it highlights one of my biggest gripes with ArenaNet and the GW2 developers as a whole: they are not transparent about what’s going on with the game.

Take Riot Games, the guys behind League of Legends, for example. They will readily pop into the forums and drop tidbits of knowledge about the game on players. If something works funky in game, a dev will go to the forums and try to explain why it’s happening and what they’re thinking about doing about it. Doesn’t happen all the time, but it’s enough so the players aren’t completely in the dark about what’s happening. People notice that sort of thing, and it’s one of the reasons why LoL is as big as it is today.

We do not get that in GW2 and it’s honestly killing my faith in this game. There is no legit reason why we as players don’t know precisely why the condition cap is 25 after a full year. There’s also no reason why we don’t know if there are any plans to correct it either, as it’s admittedly a server issue.

Overflows Are Possible

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

The only thing keeping people from downing Teq on overflows is people leaving the overflow to try and get into the main “instance”.

Instead of shuffling from overflow to overflow trying to get lucky, organize the overflow you’re already in and STAY THERE win or lose. If everyone does this, you’ve essentially created an instance for yourselves and it’ll make subsequent fights easier. Tried this today and downed Teq after 3 tries because it gave everyone a chance to get better coordinated with the people around them.

Who gave up on the reptile already?

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

I’ve been failing Teq all day, just due to the learning curve for everybody involved. The one time the overflow that I’d been sitting on for HOURS downs him, I get disconnected when the Megalaser fires and get sucked into the overflow vortex, never to return. Couldn’t even get back using the join command even though I had a full party still there.

Yeah, I’m 100% done until Anet performs some infrastructure upgrades or something. Getting screwed in-game due to server limitations is becoming all too common, for me at least. Been a year and we still don’t seem to be making in headway as far as condition damage in PVE goes, now this Tequatl overflow fiasco.

It honestly wouldn’t bother me, except for the fact that there’s literally zero mention of them even trying to do anything about it. All I want is a little transparency.

Servers who... need help.

in Tequatl Rising

Posted by: NightmareFiction.5478

NightmareFiction.5478

You can add Devona’s Rest (NA) to that list as well.