Showing Posts For Pomdepin.7068:

Anet, Impossible LFG for New folk

in Fractals, Dungeons & Raids

Posted by: Pomdepin.7068

Pomdepin.7068

Hello guys,

Being in the same case when I decided to try raids a few months ago (hurting the LI wall and elitism as well), I have created my own guild with the purpose of grouping people in the same situation together.

Starting from scratch, we reached 50 members after the first 2 months, and are now 60 members.

Some of us are more experienced, but are happy to explain and help. We are having fun trying to kill bosses even if we die many times as we always progress. Last week we killed Cairn-Mursaat-Samarog for instance.

We raid at least once a week, on friday (today!).

We are looking for new members to help filling raid groups every time, but we would like to recruit people also involved in the guild life, and not only coming when they have a personal interest. That means also participating to some of our events (guild missions, fractals, pvp, short farm runs, decoration and upgrade of the guild hall, etc).

If you are interested, feel free to contact me IG!

Looking forward to hearing from you.

Official Episode 6 Feedback Thread: One Path Ends

in Guild Wars 2 Discussion

Posted by: Pomdepin.7068

Pomdepin.7068

Best patch since HoT, even if other LS3 episodes were great as well. 2 good looking legendaries, a good map with various and cool events that exploit the rest of Orr, legendary trinkets, an AMAZING new fractal (challenging, beautiful with great mechanics). Storywise I enjoyed it as well and I’m hyped for the next expansion! Great addition too with the bank storage, a must!

Few negative remarks:
- Shining Blade as a legendary weapon is a bit weird after the story of the sword
- I didn’t see the point with Lazarus, and his death is a bit wtf for such a powerful entity
- I don’t like the way your locked Waypoints behind map currency!
- The new mastery seems a bit pointless, more an upgrade than a mechanic

I haven’t played that much as it is still the first day, but it is really a great update which calls for a high quiality expansion! It is a clear improvement from what we have seen since HoT in every single way. Keep up the good work! Congratulations.

People who can help me get into raiding

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hello Syuseto,

We are a new guild created by people like you, for people like you!! The idea is to give new and noob raiders the opportunity to discover the content with nice and relaxed players. We are on EU servers though, don’t know if you are too.

We aim to raid every weekend, and even in the week if some people are up to.
Created 4 days ago, we are 26 active members as I’m writing now. We are setting more things up and we have a Discord server which is totally optional.

Feel free to contact me IG if you have any question!

See you!

[EU] Condi DPS LF Raid squad/training

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hello Kieran,

We are a new guild looking for new members! The idea is to give new and noob raiders the opportunity to discover the content with nice and relaxed players.

We aim to raid every weekend, and even in the week if some people are up to.

Created 4 days ago, we are 26 active members as I’m writing now. We are setting more things up and we have a Discord server which is totally optional.

Feel free to contact me IG if you have any question!

See you!

New Raid Static LF players with low LI (EU)

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Indeed. But I see people willing to get into raid that won’t fit your group, so why not! ^^

New Raid Static LF players with low LI (EU)

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hey guys!

If some of you are interested in raiding but fail to meet the requirement of this static group, we are also looking for new members in our guild!

Our politic is a bit different though. We are aiming at making new raiders experience raids without any requirement. So no meta build, no class, no stats, no voice chat, no LI, no experience is mandatory! We just wanna have fun and discover the content with nice people.

We will be raiding on the weekend and eventually whenever during the week if people are willing to! Talking about it, we will be raiding this Sunday afternoon.

Feel free to mail/message me IG if you want more info!

We’re 2-days old and have more than 20 members. Come and join Dancing With Quaggans!

See you in raid.

Looking for a temporary guild[info inside]

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hello !

You can message me IG to see what we could do if you want!

We’re a small guild looking for more players, mainly with a raid focus with a very opened state of mind (no requirement to enter raids, just try hard and have fun).

Guild [Kwak] Dancing With Quaggans (EU)

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hello!

Just a little update to say we’ve reached more than 20 members in just 2 days! The first guild raid try took place this Saturday night and we will have another run tomorrow afternoon!

Any noob or experience raider is welcome to join us.

See you Quaggans!

Guild [Kwak] Dancing With Quaggans (EU)

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hello Galum!
With great pleasure! I’ve already sent you the invitation. See you tomorrow IG then!

Guild [Kwak] Dancing With Quaggans (EU)

in Looking for...

Posted by: Pomdepin.7068

Pomdepin.7068

Hi everyone,

I am starting a new guild regrouping players who want to discover the raiding experience without any requirement. Noob Raiders, you’re looking at the right place!

The objective is to create a group of casual (or not) players who want to play raids in a nice environment. No specific class, build, knowledge, experience, gear or LI required, you’re simply all welcome!

Other activities will also be organized, that being WvW, sPvP or PvE.

No representation needed. I’d like to create a ‘participative’ feel, a guild where each member can add a bit of his thought, without any obligation neither. If some of you are also want to be able to recruit, invit, or lead, these positions are opened to anyone.

We are an international guild on the EU servers. Don’t hesitate to mail or whisper me if you need any further information! I’d be glad to answer you and count you as one of our members.

Cheers, and see you in Tyria!

[idea] Breaking Bar on Blocks

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

How would this be more skillful or introduce better counterplay than using unblock able cc? I mean you’re saying, as opposed to using an unblockable cc to interupt the block and open the enemy up for attack, you feel everyone should just keep pew pewing to cancel out the block? So instead of bringing unblockable attacks/cc and using them properly, we would should just be anle to keep mindlessly spamming out damage until we break a block? That sounds like much less skill involved actually.

No, I was talking about CCs just to illustrate how damage would break the block bar (like CCs break defiance bar on bosses).

You should not pewpew on block, because some classes gain boons from blocked attacks or access to another skill. But it would be more skillful for the blocker to pay attention to his “block bar”, and also to the attacker to see if the better option is attempting breaking it or switching target.

I just propose this because like Silv said, there are very few unblockable skills compared to the amount of blocks in the game. Some classes have just no counterplay to blocks, and I don’t think this is fair to avoid so many attacks just by blocking multiple times.

[idea] Breaking Bar on Blocks

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

For the balance I think it wouldn’t be that hard, because if you can cancel your block in order not to get stun, you can still block many attacks. And we all know blocks are very numerous since HoT, almost accessible to every profession. For the moment there is no reliable counter, they are just “oh kitten ” buttons.

Problematic for WvW, you’re right. But it seems they are now able to balance spvp separately. Don’t really know what to do for WvW… Leave it, or make them useless in big zergs where skill doesn’t matter so much. Don’t know. ^^’

(edited by Pomdepin.7068)

Im so glad i left this game.

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

Congratulations!

Now the next step is leaving the forums.

^ Left the game, still on the forum… Why ? Just to say you’re leaving ?

And honestly, rev is still strong, staff 5 was just OP askitten* at release reason for successive nerfs. Don’t know if sword 2 needed a need though. (Yes I also play rev and they are not at the worst spot).

New PvP Thief changes

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

Good changes I’d like to see going general too. A good start which needs to be continued because much more is needed (CnD for instance). Also I still have a problem on how inconsistent sword MH is (top tier damage only if you manage to land your strikes which is not that easy). Would love to see infiltrator’s return improved (possibility to cancel it, usable while CCed or something).

Condition v Power

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

I only have one (major) problem with conditions : they are spike damage.

Which shouldn’t be. If they really want them to be spike damage, make them need 3 stats to be viable like power. But really, they should be dots or “tactical” (confusion damage on skill use, torment on movement).

[idea] Breaking Bar on Blocks

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

Hi,

Just a raw idea : what if blocks would show a breakbar (like defiance bar on bosses) while activated, that could be broken with damage (direct/condi) ?

Mech.: upon activating a blocking skill, you’ll have a break bar. This break bar can be broken if it absorbs too much damage (instead of CC on defiance bar). If broken, the user is stun for X sec. BUT at anytime, he could be able to cancel the block by using the skill again.

I think that would make blocks more skillful to use, and also give them a counter, actually more usable than unblockable skills.

Only one person could not break the bar alone excepted with high burst, but more than one could, depending on the break bar “threshold”/capacity.

What do you think ?

what do you think thief needs to be balanced

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

I see 3 major issues with thieves:

- We have the damage but we can’t land it on anything besides other thieves because every other classes has so many passives + blocks, weakness, blinds, invuls, perma protection etc. I am not fan of powercreep but if things are not going to change thief needs more tools to deal with such walls (e.g. unblockables, more boon steal etc.)

- team utility is abysmal. Same reason why d/p is the set to use in pvp since it is only thing really that offers any kind of utility for team. Our utilities are also abysmally bad besides few must haves that everyone used for years – i think devs really need to look how we can be more useful for groups. In pvp it might be ok because we decap all day anyway (although team utility is why revs took over thieves) but in pve and wvw i feel like we are really really really unwanted because other classes do as much if not more dmg and bring by far more team utility (i had some “nice” discussion with my raid leader about my thief vs my ele qq).

- we supposed to be kings of mobility and that is why we are squishy but other classes are not that far behind us. Anet gave all classes so much mobility that in most cases if you go for decap your own speed will buy you maybe 1 sec before someone arrives – not to mention you are out of CD and ini while they have all their spells and dodges. I see no other way to fix it as to dramatically increase CD on mobility for other classes.

Especially the 1st point. When I try to attack someone, it is a constant invulnerable, block block block, invulnerable. Warriors, guardians and mesmers on top I’d say. So we can’t burst anyone down excepted for other thieves.
I love my S/D build, but I rarely use the OH dagger skills as they simply suck. I like the flanking strike (3) but it is hard to land on defenseless people, so better forget about placing it on top of all the blocks and invul trash. These passive and long blocks pollute this game so much…

I agree this is the solution :

Well… The wise choice would be to tone down EVERYONE ELSE. Literally, nerf all the other classes that needs it down to our level, and do away with most of the passive defenses that plague the game that makes most of our additional playstyles useless, then buff acrobatics and nerf DrD.

But since that would take a massive amount of work and ANET only knows how to provide powercreep, buff thief somehow.

New Worlds

in WvW

Posted by: Pomdepin.7068

Pomdepin.7068

From my point of view this is a systemic problem not based in the player population but also how the system rewards the numbers instead the skill set and the player organization:

  • for the hundred time: reduce dramatically the damage to players from all the siege.* This only benefits the bigger blobs as they have more supplies. The siege should apply CC to incapacitate players so they are not able to damage but it must not do more damage than any AA. That way the siege will benefit al group sizes and will depend on the organization.
  • Modify effects to affect players around a target over time. There is an skill in game from a vampire something that affects players around the target. We need skills like this to avoid staking blobs in one spot. While this is not done we will have pirate ship or melee train.
  • Some boons should not stack in duration or potency. They are too strong to be designed to act 100% of the time.

Once we solved the problems with the binary blobs (melee train or pirate ship) and players are somehow rewarded fo using more coordinated way to fight closer to a raid than to pve open world we may think about balancing the population:

  • the average population during at the end of a encounter (2h) will be calculated to find the difference multiplier of the points. The math could be like this: (lower population population server / higher population partcipation server) * 100 and that will be the extra percentage points the lower population server will get. Participation could be the total amount of wvw reward track points the total players of that server have earned during that encounter.

You as company can not control the amount of players that goes to each server and making smaller pieces will not balance anything as the players will quickly shift to fill up any server that are defined as the strongest because they have the wvw home guilds. My suggestions will make the game will reward better the difference of player population between servers without the feeling that they did nothing and got everything.

- Problem identified -
This this this and so much this !

I really believe servers population is not the major issue ! What is boring is when you loose a fight just because you are outnumbered, but this happens because people group up into blobs !
Honestly, I don’t really care about winning or loosing the current match, I just like to have fun by fighting fair and interesting fights where my actions matter.
IMO the thing to do is encouraging people to split into smaller groups to fight at more objectives at the same time. Encourage roaming over zergs.

However, I do not entirely agree on the solutions explained in this post.

Like many people, when I open WvW, the 1st thing I do is looking for a commander tag. No commander tag, switch map. Multiple commander tags, I choose the smallest squad as I don’t enjoy blobs a lot. So I think it would be nice if we could have access to mentor tags in WvW, making the mentor able to squad up 10 players max. More mentors on maps would mean more little groups a bit everywhere. The tag could be obtained with WvW achievements, locked reward track or something.

Eternal Battleground could be more focused on blobs and borderlands on roaming, so we would have the choice. Rewards (badges of honor) and experience could be adjusted to the number of people participating to the objective, decreasing with bigger groups.

New “siege” weapons with new mechanisms could be created to encourage smaller groups on borderlands. Something like building a “trap hole”, instant downing every player in a 360m radius if more than 10 peolpe walk on it at the same time. Or building asura gates (1 entry and 1 exit), able to teleport a certain amount of players (max 5?) during its duration (3min duration?), like a mesmer portal… Max 3 gates on each forth of map (north, south, east, west).

Well, I don’t really know, they are just raw ideas, but I think the issue is more here than in server pop. Perhaps a total reset of all servers like many suggest would be prefered as well, to begin on good basis.

[Suggestion] Megaserver Word vs Word.

in WvW

Posted by: Pomdepin.7068

Pomdepin.7068

I also thought about it, but I think there are too many problems, some going against the wvw philosophy.
- Doing so would bring megaservers problems to wvw.
- Fresh maps would be quite boring ?
- Tournaments wouldn’t be possible anymore (even if they seem to be off anyway…)
- Servers identity and existing wvw communities would disappear

Condi and power can be easy to play

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

Sure they can be blocked, I meant, once it is applied damage will tick even if you intend to block.

Power builds usually use marauder which gives 560 vita, carrion is 900. Simple fact, power builds need 3 offensive and dependant stats to work (power, preci, fero), when condi builds only need one (condi dmg). Rest is free stats, vita, power, whatever you want. Power should need less, or condi more imo. Question of equity.

[Vid] 1v1 Roaming Cake Walk [Cake]

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

But but but……. Where are the condi mesmers ?!

Clearly carried by daredevil spec. Constant dodge, block and pulmonary impact. This is what elite specs brought, enjoy.

Opinions on Sword/Dagger

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

That should even be an option (double tap or something ?) without jumping. It feels a bit clunky to me like this…

Opinions on Sword/Dagger

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

I agree on the reduction of sword AA aftercast, its damage output is really underperforming compared to rev sword AA or even main hand dagger AA.

As for infiltrator’s strike, I’d rather have the ability to cancel the return than making it 900 range.

I’d reduce the cost of CnD as it is pretty risky, but also buff stealth attacks, which would make CnD indirectly more useful. Sword stealth attack is kinda trash, and with other weaponsets, backstab not nearly as good as it was after the 1sec ICD on stealth attacks, and all the blocks and evades. The sword stealth attack has to be changed to something actually useful and powerful, otherwise, stealth from CnD is pointless, and so is the whole skill for S/D. My opinion.

Dancing daggers is actually quite useful to kite I think, with ok damage, but could be revised a bit I guess.

A Plea to Karl!!!!

in Thief

Posted by: Pomdepin.7068

Pomdepin.7068

I think this wouldn’t be a good idea. Stealth isn’t a real problem excepted for ghost thief which, even if ‘easy’ to counter, is a real pain in the *, just a troll build that should’t even exist.

I agree that D/P is too much used compared to the other weapon sets available. Blinding powder, headshot and shadowshot and easy stealth access are so good that you don’t really want to trade them for what other weapon sets have to offer. And that’s a shame, because I’d like to play others, and I do, but when I have to put a lot more effort to be less effective, it is kind of discouraging.

I think BP could have a slight time reduction and maybe a longer blind application or pulsing more quickly, so stealth access would be slightly reduced. Then the biggest change I’d do is the complete opposite of what Anet did : nerfing main hand dagger AA and buffing backstab which is harder to land. Something like reducing the AA damage, which is reallly strong and ridiculously easy to hit cause so quick, and making backstab unblockable, plus removing this stupid 1sec CD on stealth attacks. Backstab will still be avoidable by dodging at the right time, but easier to land, and your AA won’t allow you to finish your targets so quickly. This change to backstab would also be an up to D/D spec. Also, stealth attack from sword mainhand should be reworked, no reason to use it so cloack and dagger is just good for its damage on S/D combo.

Finally, I would rework thief’s talents, like accro which is a bit like daredevil but less good (1st minor trait completely obsolete, grandmaster traits meh). Daredevil could be nerfed because, let’s face it, dash is really too good of a trait : damage reduction, perma swiftness, soft-cc removal, longer distance dodge, all of that in a single trait. But I wouldn’t nerf it unless other professions also see similar nerfs to their overpowered capacities.

Rework useless utilities – scorpion wire – would be a nice bonus.

(edited by Pomdepin.7068)

Condi and power can be easy to play

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

Well also conditions will still tick while people are blocking, when direct damage will just be completely blocked.

Just like others, I think conditions can be played too safely thanks to amulets granting defensive stats. So for many professions, there is high reward for very few risk.
Also, while cleansing conditions is a means to defend yourself, it can be hard for some professions with few cleansing skills to survive when many conditions are applied at the same time. I mean in a teamfight where a necro will inflict bleeds, a guard burn, and a mesmer confusion, cleansing will be hard considering they are pretty much bursts as well.

But I agree also, some power builds are quite easy to play. Pew pew ranger was a good example I think. High damage from 1200 range with many escape skills…

Once again, I think elite specs brought too much amazing skills – aoe cc, blocks, etc – and permitted classes to be able to do almost everything.

Changes needed in PVP : Balance overhaul

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

blocks and invulnerabilities (sometimes passive effects !) are way too numerous. How is it even possible that a warrior (yeah, you again, sorry) can block more than 50% of the time,

LOL. Do you know this game have a class it call Revenant? You should use it for example.

Don’t get me wrong, revenant is just another example. But imo the common mace-shield berzerker build involves more blocks and invulnerabilities than the power rev with his staff and shield/sword oh. One being cheesy doesn’t mean the other isn’t. Just recognize it.

Anyway, every class got means to block with elite specs.

Reapers would disagree with that statement. Lol

Well maybe not literally EVERY class, but you got it, elite specs got many new powerful skills, even reapers. For example necros-reapers have been overbuffed with all the corruption effects, on more and more skills. Really, I don’t focus on any profession in particular. As I said, I think they are all too powerful in the current state. Like said above, too many can do a lot of everything.

(edited by Pomdepin.7068)

Changes needed in PVP : Balance overhaul

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

How are conditions uncontrollable when most of the viable builds are pure power builds?

As Afrocrusade said. Plus the conclusion sentence on condis : “Condis are too bursty, not enough means to cure them compared to their number, no defensive weakness.”

Also this has nothing to do with the fact that more power build are viable. See this as a question of balance. Condis are supposed to be dots. If you read all the post, power builds also need fixes anyway.

Changes needed in PVP : Balance overhaul

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

Concerning solutions:
- AOEs : Simply reduce their number, their range, the number of target they hit, their CD, etc. Of course everything has to be adjusted.
- CCs : Reduce their number, transform some hard-CC into soft-CC, reduce their duration, increase their CD, decrease the number of target they hit, etc. Adjustments needed as well.
- Blocks/Invuln : Reduce their number, their duration, get rid of all passives, introduce new unblockable skills to offer more counterplay, etc.
- Condis : I am for the reduction of the number of conditions thrown on targets by some skills, the limitation of their stack number for an increase of their duration through a “new” mandatory stat (expertise). We could for instance think about dividing conditions inflicted by an AOE skill among all the hit targets (a skill inflicting 5 bleeding stacks to 1 target will inflict 1 stack of bleeding to 5 targets).
- Special – traps : Impossibility to stack traps of the same type at the same location by the same character. All DH’s traps at the same spot ? Nope, now you’ll have to think about where you want to place them. A ranger or another DH will still be able to put a trap on top of a DH’s trap.

That’s it. Of course, this is more than a few tweaks and many huge nerfs are implied, but I believe this is a necessary step to go in the right direction, go back to a more strategic and clear gameplay and get rid of the powercreep introduced with the HoT expansion.

Other related topics could be about matchmaking. The only thing I can say about that is that profession stacking is bad imo. Matches should have a limitation of 2 same professions per team (even possibly 1), and pvp daily should go away (imo as well as all the dailies, but this is another debate).

Thank you for reading me (or not).

You can find the original thread in French on the French forum : https://forum-fr.gw2archive.eu/forum/game/pvp/Les-changements-faire-en-PvP

Changes needed in PVP : Balance overhaul

in PvP

Posted by: Pomdepin.7068

Pomdepin.7068

Let’s face it: the current state of pvp is quite bad. In this topic, I will present my thoughts on why it is in such a bad place, and how to fix it. Of course, some propositions could be wrong and there might be other concerns not addressed, but this is a global idea to hopefully help developers improving their game.

Before we start, I have to say I think we need more than few fixes, and the global gameplay needs a big overhaul that would be time-consuming, but would also lead toward a healthier game.

So I am going to discuss the following issues: AOEs, CCs, blocks and invulnerabilities, conditions.

- AOEs are far too numerous, too big, too powerful and kill pvp, especially as the objective is to control points on the map. Overlapping DH’s traps, chrono’s wells, ele’s elemental zones, war/zerker burning zones, rev or engi’s AOEs, they are so numerous it becomes a giant fest where people walking into it instantly die. By the way, most of the elite specializations brought many very powerful AOEs compared to what was previously accessible to core specs.
—> AOE spam, visual overload, too high damage distribution.

- CCs became too numerous, too accessible and too frequent.
Some professions and capacities are able to chain CC at such a frequency that even break-stuns can seem useless. In 1v1 fights, we’ll be able to try to dodge or break out of stun on key CCs, but in teamfights where it is a real zerg of effects and where every single profession can CC multiple times, sometimes in AOE, it becomes far too complicated. Triple AOE CC from chrono’s elite well, AOE CC from DH’s elite trap which ignores every stun-break apart from blinks, warrior’s access to a CC every 5 seconds with a single skill in berzerker mode, revenant staff ability which knockbacks every target on its way, etc…
—> CC spam without trying to use them at the right time, lowering significantly the skillcap.

- Blocks and invulnerabilities became too numerous, too accessible and too frequent.
Same statement as CCs, blocks and invulnerabilities (sometimes passive effects !) are way too numerous. How is it even possible that a warrior (yeah, you again, sorry) can block more than 50% of the time, while still being able to be immune to damage and condis via skills or talents, and have 2 dodges in addition ? Waaaay too easy. Anyway, every class got means to block with elite specs.
—> Blocks and invulnerabilities too easy without a real counterplay, lowering the skillcap.

- Conditions have gone uncontrollable !
This is really a huge nonsense. To me, conditions are supposed to be “dots”, so damage over time. But right now, they have a bigger burst than berzerker glasscanons ! WTF seriously ?… This is sad. Like it’s been said many times, direct damage specs need 3 stats to be effective (power, precision, ferocity), whereas condi specs only need one (condi power, arguably 2 with condi duration). As a consequence, those are able to strengthen with vitality, toughness or something else, even though they are more bursty. This problem sometimes goes in pair with the AOE one (condi bombs) to inflict tons of conditions in aoe. This gameplay barely has any counter as the ways to cure condis are very restrained compared to the pace of application. Conditions gameplay should rely on covering important ones by less important ones, so that the target struggles to cure them. This is more skillful, but every class has so many different conditions they can apply that you don’t even have to think about it. So people just use all their AOE condi skills in the middle of the point, and spam every skill they have. Targets’ lives are just melting without any strategy. Being downed by 20 different condis in a matter of seconds is lame. Condis should go up in intensity and damage over time with high damage if not cured.
—> Condis are too bursty, not enough means to cure them compared to their number, no defensive weakness.

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Pomdepin.7068

Pomdepin.7068

[EU]
Hi everyone !

Thanks to the premium prepurchase HoT pack I bought, I managed to get enough gems to buy few character slots. But I now need a last one to get the very last profession I miss – guardian/DH -, and gem prices have grown crazy these days…

So if anyone has few spare gems to offer so that I can finally grab a last slot, I would be very grateful !

I have to mention I still have 200 gems left, so I “just” miss 600.

Thanks a lot, and have fun in the game !

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Pomdepin.7068

Pomdepin.7068

[EU] Hello everyone !
I’ve recently bought a new character slot to create my revenant, and started to gather more mats to craft him Bolt in case I get the precursor from the Mystic Toilet using my dungeon tokens… Who knows ?!
But I’ve also seen that this Ghastly Grinning shield I wanted so bad has dropped in price ! Problem is I don’t have the money to buy it anymore…
I’d be very grateful if soneone could give me a hand ! ^^
Anyway, have fun in the game !

Every loading screen freezes the computer

in Account & Technical Support

Posted by: Pomdepin.7068

Pomdepin.7068

I’m having the same issue, and tried your fix, but it didn’t work.
Anyone would have another solution ?
Perhaps the issue is with another setting in the 3D settings panel…

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Pomdepin.7068

Pomdepin.7068

dident it say you can buy 1 for this price usualy do on them so people dont mass buy them.

Yes it did, but I was unsure with how it worked with gifts. Now I know (kind of “normal” since the receiver will still be able to buy it at discounted price, so if I could do so, it would be 3 discounted items for 2 people, but still, I wasn’t sure). ^.^

if you can buy 1 and decide to give that one away do that mean you havent bought 1?
I dont see your logic here.

Yes, but as a gift, it wasn’t for my own account. I thought maybe it would be one at that price per account, for this concerned account. Nothing tricky. Anyway, logic it works as it is.

You sometimes see weird things, like I logged in on a friend’s account to buy the Giant finisher for him as he wasn’t able to do it himself. Then, the finisher wasn’t available at the discounted price for my own account… Same connection ip, same computer or something, I don’t know.

(edited by Pomdepin.7068)

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Pomdepin.7068

Pomdepin.7068

dident it say you can buy 1 for this price usualy do on them so people dont mass buy them.

Yes it did, but I was unsure with how it worked with gifts. Now I know (kind of “normal” since the receiver will still be able to buy it at discounted price, so if I could do so, it would be 3 discounted items for 2 people, but still, I wasn’t sure). ^.^

[Suggestion]:Return best burn to Ele/Tempest

in Guild Wars 2: Heart of Thorns

Posted by: Pomdepin.7068

Pomdepin.7068

No no no and no !
It seems like a joke coming from an ele to ask for even more burn ! It is already insane. DD ele is one of the most hated class in pvp because it is overpowered. Making them stronger ?… No.

Burning is too powerful now, and needs to be tweaked. Berserker is in beta, ele is not. Then, tempest is more of a support class from what I’ve heard, so don’t expect it to be another DD ele.

Sorry but I just entirely disagree with your whole post. ^^’

"I'd really like this..." [Gifting Strangers]

in Players Helping Players

Posted by: Pomdepin.7068

Pomdepin.7068

THANK YOU SO MUCH TO MY DEAR DONATOR !

I picked up the item without remembering his/her name (I thought I’d be able to keep the mail, like someone else mentioned if I’m right) so couldn’t reply to say thank you, guess you’ll see it here anyway. Great community this game has !
My toon’s gonna look awesome now !

Whisper me anytime to chat or party !

(edited by Pomdepin.7068)

Anniversary Sales [End.]

in Guild Wars 2 Discussion

Posted by: Pomdepin.7068

Pomdepin.7068

Anet is absolutely not destroying the dye market, prices just adapt to the offer/demand. Moreover, I’ve always found silly to see dyes at 1k gold. 200g for a single dye is still quite a lot of money imo.

And it’s not devaluing the 3rd anniversary gift at all… Or it means you picked up electro blue dye just because it was expensive, not because you liked it, possibly to show off. ^.^

I sold an electro lime dye for 40 gold when they were out, now it’s worth 10 times that price. Well, I’m kind of disgusted, but this is trade you know… I could have waited and bet on this price increase. Now, you can also buy electro dyes while they’re cheap and wait for the price to go back up !

Warhorn Audio Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Pomdepin.7068

Pomdepin.7068

My concern is why are they changing things nobody asked for when they would have plenty to do with players’ suggestions ?…. And they pretend they don’t have any time to make a special birthday event cause of HoT’s development. So why would they change a nice warhorn sound with another that is uncertainly popular ? Risky bet they lost here. It would be weird if it was a bug.

Tempests are gonna be even happier now ! ^.^

Outfits: a thought.

in Guild Wars 2 Discussion

Posted by: Pomdepin.7068

Pomdepin.7068

I personally like them as you can change your appearence quickly when you get bored without spending any kind of currency. The increasing diversity of them makes it even better as there are less chances to see 2 people wearing the same outfit.

I also agree they could make them different for each race but without increasing their cost (ie wedding outfit for 1k gems…). On the other hand, humans usually have much nicer skins than others, and it’s also good to be able to wear a heavy looking armor on a caster character.

I’m also one of those who think buying gems with real money is too expensive for what you can buy then. Like an outfit is 10€, that’s twice the price I’d be willing to pay for it. Should cost 500gems… (Just like the other stuff in the store imo)

What do you enjoy in boss fights ?

in Guild Wars 2: Heart of Thorns

Posted by: Pomdepin.7068

Pomdepin.7068

Heya !

In order to give feedback and new ideas to developers, I’d like to ask you what you expect and like in boss encounters in general, and not necessarily in GW2.

The worst thing imo is when you have a training puppet attacked by immobile players who just need to avoid major attacks. Current dungeons where people stack in corners is the same thing.

So what I enjoy is when you have special mechanics that demand different skills and actions, and when you have to take risks to inflict high damages. Some bosses in fractals are nice, and triple trouble event migh be the best one currently in terms of challenge and ideas.

Few things I enjoy un boss fights :
- “rage” phase from the boss when you have to be careful and dodge deadly attacks
- jumping puzzles : get higher to jump on the boss’ back and damage him for instance
- phases needing coordination : fractal where you have to drop lava on the ice elemental is a good example
- moving bosses with brutal moves needing quick réactions and making it risky to just stick and use 100blades
- changing arenas : a plateform could be partly destroyed by an attack, the more you wait, the smaller is the plateform, and the harder it gets

I use to play Monster Hunter, and bosses there were challenging, you had to be careful, take care to each one of their moves, you could have other unexpected monsters coming and make it trickier, your actions had direct effects on them (make them angry, tired, etc) etc. I think some good ideas could be taken from this game.

So how would you like to see these special fights ?

Anyone else underwhelmed by the"Elite" specs?

in Guild Wars 2: Heart of Thorns

Posted by: Pomdepin.7068

Pomdepin.7068

tl;dr: I guess the point I’m getting at here is that I thought elite specializations were supposed to shake up how we looked at and played certain professions in the game. I was expecting “role reversal”, seeing normally combat oriented professions shuffling off to the sidelines to bring in unexpected control and support options, while watching the typical back rank combatants stepping forward in new ways. All I’m seeing so far is rehashes of the same builds and mechanics that people already play.

Isn’t Dragonhunter bringing a brand new way to play guardian ? But many people are complaining it doesn’t fit their current builds or playstyles. It seems to me that it is the most different elite compared to the core profession… So yes, it might be harder to synergize it well with existing mechanics. Too many complaints- not enough suggestions to improve this spec maybe.

And stop complaining about the name, it is not so bad and you won’t see it anywhere, you’ll still be a guardian with same logo. Really don’t understand why people are so mad about simple names…

Enchanted Daggers

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

This trait has literally no sense in the current meta. Unless it has a 20 seconds icd.

And the other GM is AOE taunt every 12 seconds. AOE taunt… Every 12 seconds… in PvP………………

Berserker is basically “please nerf me”: the class.

I said I was fine with it as long as they change the way burning works. Otherwise, I said it, I agree with you, it’s certainly freaking too strong.

Then in melee, revenant has access to several blocks, evades, stab on dodge roll… but stays a piece of meat on a BBQ under heavy burning.

Enchanted Daggers

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

If they want to go into e-sports they need to fix this stuff.

A plain damage decrease to everything would solve NOTHING. Weaker classes will still be weaker, and to the point that they’re completely useless for the current content.
I agree, damage is high, but only on some classes (Ele/Mesmer). Necro and Thief are more then fine, they don’t need any reduction, as well as Revenant.

Yes, I said it wrong.
When I meant global damages, I supposed lot of balance behind. Like you said, some classes are fine. I just find it bad to be able to take someone down with 2 attacks in 2 seconds. You should always be able to react when you’re full life with all your skills (excepted if you’rea full glass canon killed by another full zerker maybe). Thing is when you got tp + burnt by guards or shattered to death, you can’t. We all lived this moment you got instantly wrecked without understanding a thing that happened. ^^

Enchanted Daggers

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

Warrios got a nice elite spec, I like it and think it will be balanced….. If only they dare fixing that ridiculously overpowered burning condition !!!

There are many crazy combos with the stuff they showed, and with the amount of stuns revenant wont be able to stay toe to toe with warrior in a melee fight. Espesially with nerfed into ground Jalis road. There is no way berserker make it into live game in current state as it would be too broken.

What is ele’s weakness again ? . . . (Please don’t make me laugh, don’t say frost).

Condition revenant can kill them. The pressure from embrance is too much for them to handle. But in general they can faceroll and do everything at same time. Group support, cc, roaming, bunkering, great mobility…everything into 1 package. Atm olny signet necro can deal with them i believe and maybe gs/ham warrior due to the high amount of stuns.

Berserker is made for melee fight, don’t stand in their ground. Again, it was just a stream, nobody even played it, so just wait and see !

“Signet necro” is not a weakness to me. ^^ Don’t think a gs/ham warrior can take a good elem down alone… Eles should have to choose between good self sustain and good damage. Cele brings a good mix, but burning stacks from them are as powerful as low-sustain berserker professions attacks. Still think problem is more burning damages than ele mechanics.

Enchanted Daggers

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

Like I said, I don’t think Berserker have zero weakness, but we can’t really say before next beta to have a real try. If burning power is decreased, which I think – hope – they will do, Berserker should be fine, but if not, it could stack so many burns it would be a nightmare (guards and eles were enough).

Mesmers do have their weaknesses, but they are also so powerful it is hard to exploit them. They don’t have to take much risk and can output insane bursts pretty often…

I just think damages in general are too high since the june 23rd patch. A global damage decrease (direct damages and burning especially) could arrange pvp games. Some professions would however need some tweaks to have less self sustain (yes, DD cele eles don’t fear death atm). When I look at the death recap, I constantly see burning at the top of it, for 14k or more, just insane.

Enchanted Daggers

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

Well, I agree that Daggers felt weak during the previous beta, but we now have an interval reduction, let’s see how it will be in the next beta. I agree that a 20sec uptime or 8 daggers could be nice.

Concerning the new warrior’s heal, I think it’s only reliable in pve since you can jut run away from him when he tries to heal in pvp. Even in 1v1 if he manages to hit you few times, it won’t be as good as the healing signet imo. Plus revenants have another reliable healing skill with the other legend.

Warrios got a nice elite spec, I like it and think it will be balanced….. If only they dare fixing that ridiculously overpowered burning condition !!!

What is ele’s weakness again ? . . . (Please don’t make me laugh, don’t say frost).

Revenant Energy Discussion and Feedback

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

I think legend swap should be done to benefit from what the other legend has to offer in terms of utilities, not because of energy. So if you want to chase someone, swap to Shiro for its gap closers. But not like “I’m gonna run out of energy, I must swap, even if the I still want my current utilities”.

With other professions, you save your breakstuns for the moment you’ll need them, cause you need to be reactive in these cases. With revenant, it’s hard to do so because that means you have to mitigate your own damages which already are quite low btw… So I agree, weapon skills shouldn’t require energy. And energy would work better with a system like necro’s life force management imo.

Being stuck in auto-attack after 2 utilities just makes you die… in terrible circumstances. No way to escape.

[Feedback] on Revenant Beta

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

Something I noticed when channeling Ventari is he is the only one without an aura around the arms. I know this is a minor issue but I feel this needs to be brought up. Maybe give him a white aura or something in the future.

Yes, and change this glowing green from Shiro, it hurts my eyes so hard . . . Make it more pale, less intense, or change to red, but green just doesn’t match Rev. ^^

Concerning sword #2, it could maybe be combined with sword #5, to pull them back and chill, that would synergize better. Then create a brand new amazing #2 ! Make a leap or whirl finisher that could have nice uses like gap closer, escape or something.

[Feedback] on Revenant Beta

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

What if there was a passive effect on each legend ? Like Jalis increases your toughness/boon duration when equipped, Mallyx increases condi power/duration, Shiro increases precision and running speed, Ventari increases vitality/healing power ?

What if weapon skills didn’t cost energy but some of them would give you some instead, like life force for necros ? Then adapt energy costs of utilities.

[Feedback] on Revenant Beta

in Revenant

Posted by: Pomdepin.7068

Pomdepin.7068

WEAPONS

- I played few hours yesterday, and was quite disappointed with Shiro and double swords setup. I found it really not fun to play, despite the nice animations, because some skills are pointless imo. Sword 1 is only worth using with impossible odds and still does less damage than other professions’ autoattack. I couldn’t have the impression to be harmful with it. S2 is boring and pretty useless… S3 looks greats but that’s all, couldn’t find an effective way to use it, no damage, waste of time and energy. S4 could be imo something else than a block. If S/S is supposed to be used for pure dps, then it doesn’t match the other skills of the weapon set (I can be wrong on it). S5 isn’t bad, but could attract your opponent a bit farther (900?) and apply something like cripple/chill/immob so that he can’t run away immediately. It didn’t always work either (don’t really know why, maybe I’m doing it wrong, close range).

- The thing is when I pick up S/S, I feel I have to be in the Shiro stance, otherwise it’s just very weak. I found myself running impossible odds and autoattacks, no more with this weapon set . . . So unfortunately boring for me. Also, Impossible Odds consume the energy so fast, I couldn’t use the other utilities, especially Riposting Shadows with its 35 energy cost. Loved Phase Traversal though.

- However, I really like the mace/axe combo. A lot more worth-using and diverse skills ! I was using the 5 of them.

- Hammer is better than previous beta. More damage, like the weapon more like this. Auto-attack is still a bit boring (animation, looks clunky), and Phase Smash has a little too long cast time for me.

- Didn’t use the staff yet

STANCES

- I think Shiro consumes too much energy with Impossible Odds, and Riposting Shadows. Since we don’t have any way to get more energy through skills (not like thieves’ initiative for example), it is very easy to be locked with weak auto-attack.

- I didn’t test Jalis and Mallyx enough, but from what I’ve quickly seen :
Jalis is ok, but I don’t use its elite because of too long cast-time and meh effect.
Mallyx is nice.

- Like many other, I think Ventari is weird. Tablet management is kind of too hard for its potential effects in pvp (maybe it is better in pve though). In pvp, you’ll be dead before you can do anything with it… Skills could be a bit better, like shied could be bigger or couldn’t be crossed by opponents/knock back opponents on activation.

TRAITS

One of the biggest issues. No synergy between each specialization. Plus some traits are kind of weak… Some other professions have much better effects with similar traits. The Retribution line for example has some apparently nice effects (dodgrolls give you stab and retail, retal gives you might when struck), but that takes the all specialization. I think it doesn’t bring interesting mechanics when you’re in combat. You don’t see the effect so much, you don’t exploit it so much, it’s all passive.

OTHERS

Defense is tough with Revenants. You should always keep some energy is you want to be able to react and save your butt. But this limits your burst capacity. Rev cannot inflict heavy damage and escape easily from fight like thieves and mesmers, and don’t have the survivability and blocks of guardians and warriors, nor the second like bar of necros. We have a nice double heal by swapping legend, but it implies long cast times, and healing skills are usually not enough to save you, considering damages – both direct and condis – are very high at the moment.

The only decent option I saw until now in pvp is mace/axe with celestial amulet. I thought Shiro would bring a very dynamic gameplay, with many teleports, always moving kind of style (bit like thief), but I end up turning around my opponent with Odds and Autoattack like an idiot. ^^’

Overall, I feel like Revenant lacks :
- defensive abilities
- energy renewal
- damage on sword
- synergy between traits
- interesting skills with swords (make S2 something nice ! S3 useful, and S5 better)

Of course my entire opinion is based on few hours, and I wasn’t mastering the profession at all. I’ll have another try today. Other positive aspects have not been mentioned like good gap closers to chase enemies.

I know my feedback is too long.

(edited by Pomdepin.7068)