Showing Posts For Roscoe.2348:
Suggestions for changes to condition application.
First option.
Simply make it that players need to crit for condi to stick.
Will hugely reduce amount of condi applied. Will require condi builds to invest in more than one stat to be effective.
Variations on theme could be base duration only 0.5 seconds if no crit but full duration on crit.
Second option.
Change nature of Resistance so that it has no effect on conditions already on player but prevents new condi application.
Being a boon there will be counterplay with rip/steal/corrupt as opposed to the old diamond skin trait.
Variation could have time remaining on boon reduced for each condi prevention either as a flat time decrease per skill that applies condi or per individual condi prevented. Eg Signet of spite could reduce by 0.1 sec or 0.6 sec.
Theoretically anything that reduces condi calculations should improve server performance but the different computations involved may mean a negligible improvement.
Discussion welcome and any other ideas for condi control also welcome as I fully suspect that some people will think my ideas complete rubbish. However I do have hopes that discussion may reveal a solution that the devs may take notice of.
I think I was having same issue from about June. Accidentally fixed when my GeForce experience attempted to update and failed but during the attempt it deleted old version. I suggest if you have GeForce experience try to disable it from startup and see if that helps.
Math nerd here.
Just for future reference any suggestions of scoring along the lines of 2,3,4, or 5,6,7 or even 100, 101,102 will result in larger scores but everyone will still be exactly the same score apart as 1,2,3. Suggestions like 2,1,1 could also be replaced with 1,0,0 or 101,100,100.
What may be required is to have scoring based on opposition overcome. Close skirmishes should give higher score and blowout skirmishes should give lower score. I know lots of OCX and SEA would say that devalues their efforts (I am OCX) but the reality is that they are not likely facing the opposition that is available in Prime and so have an easier time in getting the skirmish win. Real rewards for real effort!
From what I’ve noticed I get a spirit shard drop whenever I kill something after my exp bar has filled up so for me nothing has changed except I gotta kill something to get the point.
Possibly achievable in organized groups by
1. Only use attacks that also generate the condi that u are going for – ie bleeds only, no burns
2. Use only low lvl defense stat armour and weapons
3. Use rune and sigil sets that will generate appropriate condi as well as condi duration – absolutely no power or condi damage stat
If you think about it their are quite likely optimal classes to use for each condi type as well. eg a zerg of mesmers attempting the confusion max stack all synchronised sceptre 2
All damaging conditions are changed to intensity stacking and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.
Does anyone else see this as a challenge the community should try to achieve.
I am too poor to give rewards but I think kudos should go to the first guild/s that manage to achieve max stacking for the various damaging condis on a world boss. Extra if they can achieve more than one at max at same time.
Further to that I think Anet should add a new achievement category and title for anyone who owns a part of a max stack. eg Bleeding title “You want blood, you got blood” – Obviously not the best suggestion – again I am sure the community can rise to the challenge of suggesting new titles as well.
I know some of these are not official merchandise items (inspired by GW2) but if you google Guild Wars 2 and select shopping you can see in the first couple of pages at least
Rytlock figurine
Poster art
Mouse
Mouse pad
Headset
Tshirts in various designs
Stickers in various designs
Quaggan plushie
Baseball cap
Quaggan backpack
Friendship necklaces and other jewellery
I gave up looking after 4 pages.
Obviously sell now. Even if you are only a poorly skilled trader you should be able to make better than 10% on investment per week (even per day really). So that would take only 12 reinvestments to triple your money, twelve weeks or two weeks (if daily return is 10%) depending how good you are. Make your gold work for you!
And if you are a JW then the archangel Michael is actually Jesus Christ, so for the love of Mike is …..
Apologies if already mentioned, but thought of this by page three yesterday and now at work so no time to read next three pages.
Guild Advertising.
A lot of good ideas have already been floated, just want to add these to the mix.
Advert needs to be able to be prepared by officers in the guild and all members should be able to review it before publishing. Leader is only member who can publish the advert so that it is solely their responsibility if anything inappropriate is published.
Advert should be paid for by guild influence/merit and needs to be refreshed on a monthly basis with message autogenerated to leader when expiration approaching. Should be easy for a simple refresh yes/no without having to redo advert unless you wish to. This will ensure that older defunct adverts will be removed on regular basis. Also, if guilds are paying then they are less likely to advertise incorrectly as it would be a waste of funds.
Additional info on advert.
As a potential guildie i would like to see a seven day population/activity graph (reset to reset) of previous week with a travelling red line showing “This time last week” so i can more easily see if this guilds activity matches my playing availability because for the life of me i cannot convert GMT to local time.
Considerations – WvW guilds could use this to advertise for people to help fill coverage gaps. However, opposing servers could use this info to exploit coverage gaps.
Optionally this sort of info for wvw guilds may only be visible in home borderland
(edited by Roscoe.2348)
Suppose you have an item that is close to the vendor price, you used to be able to compare the final profit value to the vendor price and have an idea if you should vendor, TP or salvage the item. It was fast and intuitive. Now…it’s a math problem.
Checking the release notes says new lowest price is vendor plus 15% so this no longer a problem
I propose that wearing your slayer title in PVE/WvW to actually have an impact on the game. Below are some suggestions for such. Not all need be implemented, just listed for speculation. I also think that displaying of titles that will affect the game should only be changeable in cities or perhaps just out of combat.
Positive impacts
For each tier in the slayer title track the player should get some advantage with regard to said creature, possible examples +X% Stat for each tier(any stat, damage etc).
For each tier in the slayer title track the player receives an extra roll on loot table for each kill.
Negative Impacts
When player is in combat radius of creature they will generate higher aggro per tier.
Nonaggressive versions of creature will become hostile.
When player is interacting with NPC versions of creature there will be negative impacts – ie merchants will not trade, possible non important NPC may become hostile, possible new event chains may open (actually a positive impact)
When player is in combat radius of creature, for each tier of the slayer track there will be an X% chance that the creature will summon aid, with aid summoned being relative also to the tier in the track. ie, lower tiers summon common, higher tiers may summon more common, veteran or even champion. These summoned creatures may also have an aggro lock for the player only and will ignore all else until the player is defeated. If player is defeated, the summoned creatures will persist only for another 30 minutes so as not to clog up an area with too many creatures.
I would also like to add an extra tier to the track with relation number of champions slain of a particular type, and when this has been achieved the following may happen. When player is within range of creature type there will be a chance that the creatures will have sought higher powers to help defend them and will have recruited from the mists ie players(initially 1, up to a full party of 5 for higher tiers in track) who are in w3 against the particular server (see selection criteria below) will be given the option to port to the zone (appropriately levelled) and become Heroes for the beleaguered creatures with some appropriate reward for defeating the slayer title player. This may open up an extra achievement track of creature defender with more fun stuff yet to be thought of.
Ofc, if the slayer player defeats the summoned heroes there should also be an appropriate reward. Perhaps if the player gets help and defeats a full party of five then the creatures may look upon the player as an incarnation of a destructive figure of legend or force, and start worshipping or supplicating the player for a short period of time, the result being all relevant creatures are temporarily nonhostile to player and loot rolls from creatures without the need to kill them, but each creature must be interacted with by the player.
Decisions will need to be made whether summonings can occur during events,dungeon or fractals as this could seriously impact on the success of such. Imagine the RNG pulling a couple of champions or even heroes at a world boss event or on a temple event in ORR – it may be awesome (it would make world boss events much more of a challenge!) but could also result in event fail quite easily when stray AoE takes out various neccessary NPC’s. Alternatively everybody could just rage at the noob who forgets to turn off their title.
Hero selection criteria
Heroes will initially be sought from w3 overflow. Upon completion of defence the hero will be returned to overflow at the head of the queue. If they were would have normally made it to w3 during the time they are away their spot will have been saved for them and they will enter w3 immediately and the next time they are entered in a queue they automatically go to the front.
If there is no overflow then heroes will be sought from the safe areas in w3.