I’ve started doing sPvP for a bit each day for the rewards.
4 easy Achievement points every day. Also you can make dyes, open them then sell them. I know a few of my guild that do this to make money.
However I’ve always thought the issue was the link between sPvP and the rest of the world.
My fix would be to make some new sets of armor
Rabbit, Dear, Dolyak, Shark etc. That are earned in PvP but can be converted to PvE in the same way skins can be converted the other way.
Then remove all Dungeon Skins from the PvP rewards (people that already have them could keep them) But you can no longer get them from the mystic forge or PvP reward chests. Then allow you to buy PvP skins for your dungeon tokens.
In other words you can then show off your good at PvP in the real world with your unique PvP skins, in the same way you can show off you do Dungeons or Fractals. Suddenly getting up to Shark level is something you want to do as you can get your Shark skins to run around WvW with. But also in PvP you could show you do Dungeons, by your full Dungeon sets.
In a game that is largely costmetic, having PvP granting you unique cosmetics that you can use in the rest of the game would be the draw.
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What does a Thief have? Posions? No one uses them as much as it was intended (not even with the torment petty-bone they threw to the class) and then they have the other major difference that is Stealth but that isn’t even exclusive to Thief class and 14s? of capped stealth is crappy.
I assume your just talking about PvE. Just being able to stealth rez teammates and provide buffs for everyone with blast finishers makes me feel useful.
I do think it’s funny that as a thief, i’m usually the top healer in the group (as soon as someone drops a water field, of course).
And the stealth cap doesn’t really bother me, you just have to learn to work within it…it’s really not hard.
Yep, if you forget thinking about damage what are the things thieves bring to a team
- Reliable stealth for skipping mobs (the Mesmers is just too kitten short, the only other class that can do this is a clever Engineer)
- Ability to stealth players and rez them safely
- Smoke fields, which stop projectiles.
- one of the best spam-able blast finishers in the game.
- a blink with NO cooldown (other than having initiative). Amazingly useful in the Dredge fractal, as they can stealth rez a player while running then immediately blink up to pull a lever.
- The ability to drop agro.
Warriors bring none of these things. The issue is more with the player playing the thief and other people in the team not understanding what a thief can do than the class itself in PvE.
- Also when used correctly they have the highest burst in the game, which is really useful on things like the switch in CoF p1. but that is damage.
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I’m for promoting Trahearne to Council for 3 reasons
- He can spend all his days in boring Council meetings and I don’t have to deal with him
- He takes credit for anything good that anyone else does, so I feel is perfect for a role in government
- I’m sure Mei Trin is going to manage to escape at some point and she has a good record in killing council members.
I would rather have a special chest every 10 levels on each character, with goodies.. So when a character gets to level 10 it gets a bonus chest, it gets another when it levels to 20 etc. Then players would get rewarded for leveling up a new character in fractals, and going through those 10 levels again. You also more likely to get more people doing low level fractals which helps out new players.
I also feel that story Dungeons needs better rewards to make up for them being longer timewise than most Explorable (though most are easier). At the moment there is no real reason to redo them.
In other words if your going to make us unlock it on each character make it worthwhile.
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I think the issue is people see the perfect speed team setup and go this is what we must run to win. Now lets say 20% of people are actually good enough at dodging and managing Aegis/Reflects to actually run Zerk in hard contend (not CoF p1). If you grab any 5 people, the likeliness of you having enough of the group decent enough to complete the content easily is really low. In other words the Perfect Zerk setup only works well if your lucky or running with a team that you know.
I would say an awful lot of the community isn’t up to this. So running PuG groups full Zerk is not the perfect solution, and Mesmers and Guards that have to time their abilities to get the most out of them are maybe not the best choice.
I have a Zerk Warrior, I have and Zerk Mesmer. Most of the time when I’m running with PuGs I run a reasonably tanky Support Elementalist. Because being able to get in under a boss and rez people, heal when necessary, put up protection, remove conditions, means the team doesn’t wipe as often. A team that doesn’t wipe as often gets dungeons done faster.
Being a Zerk Warrior with a team that can’t support you with reflects and Aegis is a bad situation to be in.
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If I could flag whether or not I want to be attacked at any given time, I’d spend more time out there.
How would that work. An entire zerg could run to the place you want to take then flag on?
The thing is I like challenge, I don’t mind dying and I don’t mind failing. I’m not a carebear. However I play far more PvE largely dungeons. I want to like WvW but what I find most of the time is
- No enemies to fight at all for ages and ages.
- Fights often come down to which zerg is bigger, not individual skill.
- A lot of the time is just waiting.
- Match-ups go on far too long. It’s obvious 2 or 3 days in what is going to happen.
- It get boring taking the same tower over and over again.
So as a PvE player what would get me more involved.
- Shorter fights, Breaking down the week into 3 periods would be awesome, First night of WvW is fun, after 2-3 days generally everyone has given up, or it’s just holding ground.
- Alternate maps, Imaging if first part of the week was the current maps, 2nd part was islands with ships, underwater combat, Naval forts, 3rd path of the week was A huge City and Castle defence with the World which did worse in the 1st 2 sections trying to defend their capital, with tight street to street fighting, sewers, ability to barricade main streets etc, build siege towers. This would cut down on a lot of the drudgery
- Give us something more to do as individual groups when it’s quiet. I know at 4am in the morning I get really bored putting up a catapult and waiting 15 mins for it to take down a wall. Imagine DE chains that help out the main war effort. So when it’s dead you can at least PvE to help your world. A bit like the break out events on a larger scale.
- You need things like the orbs to break up the monotony too.
In otherwords I play PvE and sPvP because WvW is SO kittening boring and you have very little sense of progression.
I don’t know if they changed the boss since the last time I did it (9 months ago), but that boss is actually soloable (I’m not joking). Spiders spawn randomly around the room but there is a maximum amount of spider. Just kill the spiders that are in front of the boss until the maximum amount of spider have spawned behind the boss. Then cheese it with range attacks as the spiders in the the back of the room doesn’t agro.
They have changed it
Yeah I wouldn’t mind a teleport stone that allows you to TP into your home instance from anywhere in the world being added as a Living story reward, especially if more an more stuff gradually gets built into your home instance
I was going to suggest the same thing, though they’d probably want to put a CD timer on it.
It also might mean I would use my own city rather than LA more. As going to my Home Instance then out the door would be as easy as PvP then LA.
Yeah I wouldn’t mind a teleport stone that allows you to TP into your home instance from anywhere in the world being added as a Living story reward, especially if more an more stuff gradually gets built into your home instance
Indeed, they should fix that! Even if the creator leaves the rest should able to stay, and just replace the player on the scenes!
yeah the team should only ever be kicked if they are doing an explorable and NO players have Story unlocked.
I feel it’s just indicative of an even bigger problem, the fact that if the creator leaves a group, the entire team gets kicked.
Having played F/U a few more times in the last week I don’t think it’s too hard, multiple tactics seem to work.
THE REAL ISSUE I feel is that it doesn’t reset properly if you fail it. Making it much harder on subsequent attempts.
Fix it so the spiders disperse when it resets and I think it’s good.
wow you also included the ability to see allies like in WvW in PvE that I’ve just mentioned in another post.
Slightly above average minds must think alike :P
But how am I meant to guide people to the bank?
seriously though, I would love the ability to turn off the tag to anyone not in my Squad. also some more control in general over my mini-map would be awesome. I would quite like to be able to see nearby players in PvE as in WvW.. and having guildies nearby show up as yellow would be really really nice.
Can we add to this the ability to see Guild Members close to you, and in a yellow colour to match their name tags.
My main complaint is the lack of an Endless Rodent Tonic.
My Ranger is heavily traited into Beast Master, and with Healing Springs I can keep up my Pet up most of the time in dungeons. I’ve even had Guildies on TS3 occasionally going “What the hell how is that Moa tanking the Cave Troll”. So it is possible to use your pet effectively. I also like shortbow, and keep at range. It doesn’t do bad DPS (partly due to the pet being up most of the time), and it survives well.
SO yes you can use your Pet and you can use bows and be effective. What you shouldn’t do is stand in the next state over and plink for an entire dungeon.
The thing is a game like this will NEVER have perfect balance. This is not a bad thing. Perfect balance is really boring. What you will have is imperfect balance, which is far better for the longevity of any game, it one of the things games like LoL rely on.
Lets say that a Uber-Necro build is found that wrecks face. It will do well for a week or two, after that time people will notice that every team they fight against has 2 or 3 of these Uber-Necros, and some counters will be worked out. over the next week more and more players will play these counters, making the Uber-Necro build more and more impractical to run. Therefore Necros will stop playing the Uber-Necro build and swap to a build that is more practical to the counters people are now running. So the Uber-Necro build falls out of favour and something new becomes the flavour of the week.
This in itself keeps the game interesting as people have to adapt to the Meta as well as what is going on in the actual skirmish.
SO when people say things are unbalanced what it generally means is their favoured class and build is not good against the current meta.
Sometimes a build is just too good and all Classes can’t adapt to deal with it. This is when a nerf is needed. Other times certain traits and skills are never used over the course of a month or two and they need a bit of a buff.
But a lot of the time the internal Meta shift is enough to internally balance PvP.
Now all that more skills will really do is allow the Meta to shift much more fluidly. Currently the lack of skills and trait diversity means it’s far harder for certain Classes to adapt to a changing Meta. While too many skills make it impossible to balance due to combos. Too little makes it hard for the Meta to shift.
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The problem with rangers is that a lot of Rangers almost afk, as in Open World it’s very possible to send in your Bear and then plink a target till it dies.
In Dungeons you can do this, but you will do SO much less than any other class in the game. Without proper pet management they will be down 90% of the time, and Pets are such a big chunk of a Ranger DPS. Also a lot of a team DPS comes in the form of buffs, if your at extreme range plinking you will not be getting any of these buffs. Also you will be adding no support to the team.
I don’t think you need to go full melee to be effective as a Ranger, though you will if your in a Zerker Speed run group. But you do want to remain at about 300-450 range to get the most out of team buffs. Also things like Healing Springs are far better if placed over the melee team and yourself than 1800 range away from everyone else healing just you.
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OK, I don’t at all agree. Asura are not the best race in jumping puzzles, There jumps rotate in the air making placement a bit wierd. Also their hitbox is significantly bigger than them.
I’ve done most of the JP in the game on a variety of classes. 1 evening, as I needed BoH for an armor set, I completed the E-B jumping puzzles on all 9 of my characters. I can say definitively that I personally find JP easiest on my Sylvari. The way her jump animation works makes it FAR easier to place the character exactly where I want it (famale human also probably would have been similar). Charr is probably the hardest (the 4 legged lop + their hitbox being smaller than the Charr running). I didn’t find many issues on my Norn at all.
SO Jumping Puzzles, I don’t think Azura have a huge advantage over any class but Charr (except possibly Trolls End)
So Personal Story. None of the Order Partners are Asura. There are practically no Asuran NPCs in the last act. Trahearne being the major NPC and a Sylvari. Unless you are playing Asura, there are very few in most Storylines
Now lets look at Living Story so far.
First part was majorly Norn and Charr, The NPCs the enemies etc.
Second part, the Consortium was all races but the main bad guy was a Sylvari.
Aetherblades were all races, but had some Inquest working for them.
SO I think story wise not heavily Asura based.
What about the world. Well other than Metrica Province and a few scattered labs, I wouldn’t say many maps are Asura biased. Humans have all of Kryta which is about 5 maps worth and Fields of Ruin. Charr have also around 5 maps based around them. Norn have all of the Shiverpeaks.
So map wise… hardly any of it relates to the Asura.
I personally don’t want to see every weapon for every class. A Class is as much defined by what it can’t do as what it can do. And I think you would lose a lot of class style by giving every class every weapon.
But some extra on each class would be great. And possibly an extra weapon or 2 added to the mix.
EG. Mesmer are one of the more martial casters, they already use pistols and swords to channel their magic. A pistol main hand and maybe a long range rifle might be really interesting.
Elementalist, I would love to see a bow added to their mix as a longer range utility and single target weapon. Arcane Archer sounds awesome.
Ranger, personally staff, as a control druidic weapon. maybe a spell that summons a horde of woodland critters to swarm the enemy, causing weakness and cripple.
Warrior, has almost every martial weapon in the game. But I would love to see them gain a Glaive/Battle Axe. I could see this weapon working well with a Necro as well, turning them into some kind of Grim Executioner melee class, maybe with AoE cripples and Pulls so the Necro can stop their enemies escaping.
Engineer, Hammer, nuf said
I also thinking maybe adding secondary abilities to each of the 2/3/4/5 slots, which you can switch between. So maybe 4 on Ele Daggers could be Ride the Lighting or an AoE stun, with the lighting whip. But you can only change it out of combat.
In other words don’t dilute the Class by giving them access to everything. But I would love to see them to add extra weapons where they make sense, and alternate weapons abilities so you can change weapons skills to give a bit more customization.
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Your personal MF stat really doesn’t matter. What matters is your MF relative to everyone else in the game. The more people that have MF -> The more drops people get -> The less every drop is worth.
That can’t be accurate….
I thought MF changed your percentage on a drop table basically. The higher percentage you have, the greater chance on the drop table. It shouldn’t effect other players though.
But how many drops other players get affects the price on the market. You have to see everything at the same time for it to make any sense.
Lets say everyone got twice as many drops of Charged Lodestones. It’s very unlikely said Charged Lodestones would maintain their value of around 3g as the number of people desiring them hasn’t increased, but there are twice as many on the market. Therefore there would be very little net gain if you were selling these mats, even though you would be getting twice as many.
Look at Dust. While no-one was getting it the value was 60s. They changed the game so you could salvage ectos for it. So there is more on the market the value goes down to 10s.
So if you lost your equipment MF, but everyone got a Passive MF, even if the Passive was identical to what you had on your equipment, the value of your farm would go down as everyone would be getting more mats, not just those with MF gear.
It’s similar to CoF farm. CoF farm is bad for the game, as large amounts of gold are coming into the system, but the number of materials isn’t going up in the same ratio, so all T6s get much more expensive to the point only people that farm CoF can really afford the number you need of them for certain things.
Your personal MF stat really doesn’t matter. What matters is your MF relative to everyone else in the game. The more people that have MF → The more drops people get → The less every drop is worth.
Well I can’t see the Tier1→Tier5 materials being any use getting from 400->500 anyway.
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I really like the current state of Queensdale, it’s a really nice place to do dailies while having a chat, so many other zones seem so dead.
I also don’t think it’s a bad thing if newbies enter their first zone and it is not a ghost town with tumbleweed and all.
If you look at most PvP games of this type, the Respawn time after death is significantly longer. I know in League of Legends it can get up to around 2mins towards the end of a match. That is 2min where all you can do is decide what upgrade you want next.
I feel the Downed State mitigates some of this time. You either flail around uselessly, then die and respawn 10 seconds later. Or you get rezed by your team and lower the time your out of action. However the time when you are twiddling your fingers not being able to do anything at all is far lower.
In other words, when you look at this question,
One or more players overwhelm you and defeat is inescapable. Would you:
a) Rather delay death by entering the downed state?
b) Die and sooner re-spawn?
b is not really what would happen if the downed state was removed and the game rebalanced, what your more likely to see is.
One or more players overwhelm you and defeat is inescapable. Would you:
a) Rather delay death by entering the downed state?
b) Die immediately and have a significantly longer wait to be able to respawn
It blunts some of the ability of spike damage and makes fights last a little longer. 2 thieves roaming together can’t pick off one person after another as quickly. They have to actually stick around to finish them off which puts them into danger. The last thing I would want to see is 2 Thieves rolling through a whole team.
Without downed state, I feel that maps would also have to be far more spread out. To make up for the speed a team could clear a node and move to the next one.
I personally like the downed state.
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This is a huge issue.. When your entire guild moves server you can’t really go back without losing tonnes of friends. And I now have Guildies that refuse to do tPvP because they have to win over 1000 games to get any reward.
REALLY, why hasn’t this been fixed.
I’ve just moved from Aurora Glade to Sanctum of Rall, and I’m no longer receiving any rewards for winning tPvP games. I know for certain I’m not getting any chests.
I do think this fight should at least reset properly, so if you fail it’s not much harder the second attempt.
In the same way I feel the vines should reset back to the initial state if you fail them.
AC is totally completable by characters at level 35, I’ve even been in groups with players as low as 32, but I wouldn’t recommend it.
Completing it really has nothing to do with the level of your character, though having certain key Utilities unlocked really helps. What you do need is some situational awareness, some knowledge of the dungeon, and an ability to dodge. If you have decent reflexes and play some action games you should be able to complete them with no real issues, though it might be worth running with some one that can point out to you the tells. The main one is that the Graveling start to hiss and crouch before they leap.
Also having level appropriate gear is a must have. It doesn’t have to be rare, but if you’re level 35 then make sure your equipped with full masterwork level 35 equipment.
Urg so much stupidity in this thread in support for an obvious flaw/glitched boss.
I’m suuuuuure it’s a glitch that the spiders are now aggroing and not letting you afk autoattack a boss like before. I’m suuuuure it was intended by anet for all of you to jump on the leaf and afk auto too.
Get real. What’s happening is that now you have to complete the fight the intended way, something pugs have never done because this boss was one of the most exploited, afkrange boss of the game until now. The groups “strategies” in pugs until now were all about either jumping on something on the map that allowed you to afkauto or to max range it and only kill the first pack while completely ignoring everything else in the room.
I totally agree, the real question now is not whether it should be returned to the way it was. It should be “Now you have to do it the intended way is it now a touch too harsh?” Ie do the spiders a) have too much health b) do too much damage.
I know it’s doable, and I do like the challenge it gives. But I do a lot of dungeons. Not everyone attempting it is as experienced.
In a coordinated group you dont need to be all level 80’s and full exotic to complete the path, (as seen in the no armor boss kill video) so I think it can be done with 55’s. That means all the path requires is a coordinated group which is competent with there professions.. although some classes help more then others (guards mostly)
Yep you don’t need full 80s for this path. I did it while leveling up my second Engineer as some of my Guild needed it for Dungeon Master. I think our party was 2 Engineers, Guard, Mesmer, can’t remember the last slot (just remember they couldn’t bring any reflect to the party), but a few weren’t full 80s.
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The problem here isn’t that the game is evolving more in the direction of an MMO or an RPG, but rather devolving in the direction of Nintendo-style play. The best examples of “old-school RPGs” that I can think of are the gold standards set by the Infinity Engine (BGII: SoA) and subsequent Forgotten Realms games like NWN. Tremendous quantities of these games focused on exploration and problem-solving. The Forsaken Halls open mini-dungeon is a great example of the classic “Dark-room” problem-solving style play that was the hallmark of these games. In BGII, there were plenty of puzzle rooms where you only even began fighting mobs if you did something horribly wrong. These games were deeply immersive with well-written characters, including those that the player interacted with in the environment. The choices that the player made, including in seemingly inconsequential dialogues impacted the game world at a time when MMOs were in their infancy.
The issue I feel is that we can’t ever go back to those days. With the advent of the internet it’s far too easy to bypass them with guides. It’s really noticable in GW2. There is a fair amount of story there, and there are some puzzles. But I get the feeling that any content that is based on this now will last no time at all, due to the fact people will log onto Dulfy, and just follow the step by step guide.
I don’t think we will see a return to it until AI gets high enough that quality content (not just sprawling Diablo style random dungeons) can be generated on the fly to the extent that making Guides is nigh on impossible.
I’m actually enjoying what GW2 is turning into, it feels like Final Fantasy VII a bit, where you had the leveling up aspect and the fights, but then you had a whole lot of things tagged on to mess around with. As a avid Dungeon runner, I definitely want more of that type of content or reworks of certain dungeons, F&F and AR added to fractals, higher level fractals opened up. But I don’t mind having other wierd things to do every couple of weeks.
I really enjoyed the racing, and the Dragon Ball. Though I wish they would keep them in the game on a rotation with things like Keg Brawl. And link this with dailies to keep the population up.
EG.
Mon – Keg Brawl + KB based Daily Achievement
Tues – Dragon Ball + DB based Daily Achievement
Wed – Zephir Sprint + ZS based Daily Achievement
Thur – Crab Toss + TC based Daily Achievement
etc
This would focus players on different games each day so the servers aren’t dead, while adding variety so people don’t get bored. Mix it around a bit so they don’t always fall on the same day and bobs your uncle.
I also feel that the changes to AP are good, it gives you something to work towards in a game that lacks vertical progression, it needed something, as other than go for Legendary there was very little to work towards if you didn’t like this months skins.
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The Gem Costs seem very reasonable for luxury items, like special weapon skins or armor. But now the Gold -> Gems -> Consumables seem a touch over the top. So rather than make Gems Static, I feel they need to take a look at some items and go “is that Rez Orb really worth 8g” or to put it another way “is that Rez Orb really worth 1/3 the cost of a Luxury Skin”
If you are going to transmute onto a Weapon I suggest transmuting onto a Dungeon Weapon, to avoid accidental selling.
We had a nightmare AC path 2 run. We got to the final boss, we are trying to charge up the traps and every so often a Golem pops out and Leroys the boss.
So we ask who is running Golemancer. Turns out it’s a warrior. unfortunately even though he keeps going down to the AoEs and has full Golemancer’s which he won’t remove a single piece of, we can’t kick him as a new patch has just come out and therefore there is no way to replace him.
Wait, Necros have good staff animations? they have one animation for all 5 abilities.. where as Ele at least have some variety.
(now I believe its the time to finally increase the drops for those darn T6 ones, specially the dust!!!!!).
They fixed this last patch, now you can break Ectos for Dust, I’ve now got full stacks and the price of them has went down to around 10s
I felt AR had just as good a mix of mobs than MF. They all supported each other really well, and there were a good variety of different roles amongst the Pirates, Strikers for heavy DPS and Vulnerability, Thugs for AoE Melee and team buffs, Taskmasters for confusion. Whereas you look at the MF mobs, Shield Mob, Ranged Mob, Bruiser Mob, normal mobs.
There was definitely more internal support in the AR mobs. Also they put down much more pressure which I felt was a good thing. the 2 big mobs in MR both had slow to recharge high damage attacks, which could be dodged. The AR mobs in general needed constant cleansing and healing to survive through which I feel mixes things up a bit and make standard Zerker tactics less useful.
I also disagree about the 15min achievement should have been easier. I want at least 1 or 2 achievements each Living Story which actually take some perseverance. Though I wouldn’t have minded so much it resetting on wipe, as long as the fight from start to finish had to be done in a certain time.
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The reason why dodge > support skills/defensive armor is because of the removal of the trinity. Bosses have to do enough damage quickly enough so that tanking is impossible, as well as keep healing mostly self centered, otherwise we would still have a trinity. That only leaves damage mitigation as a means of survival(outside of self healing which will never be enough, because we can’t have healers). In fact it would be easier to just say that since we no longer have tanks or healers the only role left is dps. Without the trinity this is more or less how combat will remain. If, as some have suggested, bosses had some attacks that did less damage and a few that did a lot it would then allow for tanking. People could simply take the small hits and dodge/aegis/block the large ones. Without the trinity damage mitigation will always be the main method of survival, there is no “solution” to this.
I think the point is not to try and remove tanking. But to mitigate the need for specific tanks.
If they upped the amount of fast low damage hits you would have multiple options. You could have a mix of hybrid toons with enough Toughness and Healing to look after themselves and everything else in DPS. You could have a group with a High Toughness “Tank”, some DPS heavy toons and maybe some support. A more Tanky toon and 4 hybrids supporting would also work.. You wouldn’t have a pure trinity game (for one thing a group of hybrids would work and definitely not be Trinity). Most setups would still work. But you would stop this game being a DPS only game.
At the moment there are DPS checks (though weak). But almost no healing checks. And no Control checks. Dungeons should be a mix of all 3.
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Even if we are talking about pure Efficiency, I would argue your wrong Proxy. Full Zerk is best when
a) In Dungeons
b) With a team that knows how to dodge
c) With a team in full Zerker
d) With enough Aegis and Reflects to deal with the stuff you can’t dodge.
Now if I’m running with a pre-made Guild team using specific classes, Zerk is definitely the most efficient. If running with a CoF p1 speed run with the correct team, this is true because, it’s easy to dodge when necessary and the Mesmer should know when to reflect.
However I would argue that in a PuG group this all falls down. If 2 of your Zerkers run in and immediately get 1 shotted because they fail a dodge, due to not being experienced with running the Dungeon. Suddenly it all falls apart. If your Guardian doesn’t have a clue when to put up reflects or give the group Aegis, it all falls apart.
There are a lot of situations where Zerker is DEFINITELY not the most efficient build if you are PuGing a dungeon. Because efficiency in this situation means being able to run in and pick up the Zerker before he dies, or having enough protection to survive when the Guardian messes up. Because dead people do NO DPS, and the more of your team on the floor the more and more likely you are all going to wipe and have to start from scratch.
Remove dodging, and have people face tanking bosses, while someone heals them.
Dodging is something that makes this game Unique and actually quite fun…
However, you need the right balance, and I feel the issue is not the huge spike damage you have to dodge (though it doesn’t 1-shot like a lot of Zerkers claim). It’s that there is no fast attacking, low damage auto-attack on most bosses.
That just means you’re bad players and you need to be better. It doesn’t mean that the gear itself is worse. You’re using a crutch. You’ll run faster once you let go of it.
See, you just lose the attention of people by saying things like “you’re bad players”. Bad players? Sheesh. I was trying to listen to your view before you say things like this. Now you will just annoy people. Just because someone doesn’t agree with you that zerker is not ALWAYS the best way to go no questions brooked, doesn’t make them bad. Maybe it makes them better and more versatile, adaptable to more situations. Without the backup of someone with some form of healing, many zerker builds go down quickly. Honestly, if you want a discussion, avoid ticking people off. If you just want to flame, then you’re as bad for this discussion as you think the rest of us are at playing.
I agree a decent team of Zerkers is great, in a perfect world. But how often do you get those perfect teams.
If you PuG a lot you are going to get teams which need someone tough that doesn’t need support, can keep itself up, and can preferably rez under fire. It is also not a bad thing if it’s pumping out boons all over the place, because you can’t rely on the team for them.
I have a Zerker Warrior and Mesmer which I do dungeon with, and with the right Guild team or pre-made they are amazing. But I generally find my bunkery boon Elementalist does so much better in most Pick up Groups.
Celestial definitely makes sense on an D/D Ele. If you need some survivability, swapping in some Celestial pieces does this very efficiently as you use all the stats, and as Celestial has about 20% extra stats you do not lose as much DPS doing so as you would dropping in PVT pieces. It is also worth noting the Crit Damage is still very high on Celestial, and as you will often have Fury up you can still make the most of it.
Saying all this, I see no real need for Celestial Armor. I get enough from just the Ascended Jewelry for my D/D Ele build.
Another reason to get rid of “hobosacks”.
Plz anet, nobody likes them…
er.. I like my Hobosack, and wouldn’t like them to be totally removed
(an option to turn them off would be cool, as I do know a lot of people don’t like them. Even better make them an extra slot which is just cosmetic, that way you could make new sets or even a legendary kit set which could be slotted in at a later date).
However, let’s not make this another referendum on Hobosacks.
It’s a graphics bug. Simple… There is no way that your Backpack should overlay your Kitpack, it’s obvious it’s not intended as the Backpack disappears when you change to a kit and only reappears when you use an ability. … It just needs fixing.
(edited by Ratty.5176)
Awesome dungeon. Even as an underleveled necro (74) I was able to complete it, I love that it was not tuned to a certain DPS level but rather heavy awareness and understanding of mechanics.
Great job
My only complaint is that Aegis seems to be EXTREMELY powerful for the last fight, to the point where it’s basically required for the person who is soaking up the shadowsteps. We were having a lot of trouble getting past the first 25% of Mai, brought in a guardian and within 2 attempts we had it. Seems like she will almost one shot someone every time if you don’t have some access to aegis (I guess blind could work too).
But that’s minor and overall I had a great time in the dungeon.
The damage is related to the distance she travels and she always targets the person furthest away, if you keep tight she will not 1 shot people most of the time.
blind does work, so does rolling towards her when she points the gun at you apparently.
See thats the thing, you need to keep track of at least 2 things (3 if you count the lasers separately). I’m pretty sure most of us have enough trouble keeping track of the shorter laser, let alone try to watch the golems (especially if they’re on the other side of the large laser) for their animations.
A little note, you can always use the same 2 crates to jump the low lazer on the 3rd phase. It will always passes at set points due to it’s speed. SO if you work out which two they are (one is just past the entrance door). If you get to them you know you have to get up on them as the low lazer is just about to hit you.
Which gives you 1 less thing to keep your eye on.
You kind of answer your own question there.
People that enjoy the content will do the content. If the content isn’t enjoyable, then WHY are you spending your free time playing it? It’s like a person that hates Cracker Jacks eating box after box of them because they like the prize inside. They’d be happier if they could eat what they want, and just buy the prizes elsewhere no matter what they’ve been eating.
If the only reason people will do a raid is for the reward at the end, then that’s not good content. Give us lots of choices as to how to earn the rewards, so we can play the parts we enjoy to get them. If that’s raids, fine. Give us some raids. And dungeons, and solo missions, and whatever else they can fit in.
But this is not unfortunately the case, people will do silly things for the reward not the enjoyment of doing them. If you give multiple routes to a reward all people do is take the route of least resistance rather than doing a mixture of routes. It’s already visible in the game, 80% of the stuff in the game is linked to a token system which you can get from multiple things, called Gold. What do a lot of people do, run CoF p1 over and over and over, are they having fun doing it (OK occasionally I like to relax by doing an hour of it), the majority of people I’ve run it with say they can’t wait to be out of the Dungeon.
I much prefer certain items to be linked to certain content. It’s nice that what your character wears links into what you do with them in the game. I have a Character with a lot of SAB stuff, TA Armor, bits of other Dungeon armor, Fractal weapons etc. They all link to what I have done in the game.
You seem to be for player housing where you can have a record of what you have accomplished in game. That’s how I look at the armor and weapons my character has.
When I first made my Mesmer, I worked out what armor I wanted her to have visually. Then I went on a quest to get it. There were certain dungeons I did for stats, certain I did for Cosmetics, I had to run dailies and events to get the Karma for my weapons. I had to save money for my helm. This felt SO much more epic and far more of a quest than Save 100g and meant I had to run lots of different content rather than COF path 2 (back when that was the thing farmed) 100 times.
(edited by Ratty.5176)