Showing Posts For Saderic.2961:
Have we heard anything about whether Polymock is still being worked on? Just curious as I really enjoyed the content in gw1 and was looking forward to seeing what they’d do to it in gw2. Thank you for any response I receive. :]
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Synergy is a guild started by some friends with a goal to create a small community of friendly players. We aren’t interested in having 500 members where no one knows anyone else. We are currently playing Guild Wars 2 primarily on the Jade Quarry server.
For Guild Wars 2, we participate both PvE and organized PvP in both WvWvW and structured PvP. Most of us have been gaming together since the days before Guild Wars 1 and continue to do so. Because of our long standing community, you will find that it is an atmosphere where everyone knows each other and learns to play well as a well oiled machine, hence the name Synergy.
•Focus on Living Story achievements
•Chance to play with friendly players
•Structured PvP teams
•Active TeamSpeak
•Strong leadership with two PvE officers and two PvP officers to back up our leader.
•Scheduled events including Dungeons such as high end fractals and the like.
•Assistance with farming legendary items.
•Officer positions available for:
PvE – with a focus on dungeons
WvW – we prefer to run smaller organized teams.
What we expect
•18 and up preferably
•Have a working Mic and TeamSpeak preferred
•Have a sense of humor but realize things may not always be PG13
•Attributes of a team player with a good attitude.
To join or if you have any questions feel free to PM myself or one of our officers listed below.
•Saderic.2961
•Brawson.4701
•Archdruidess.5143
•FlyingSnow.2730
So which NPCs are you still looking for?
in Battle for Lion’s Arch - Aftermath
Posted by: Saderic.2961
Has anyone seen the skritt and his compatriot that have the discussion of respectable people not living in sewers?
This is very unclear. Are we talking Quality of Life issues, buffs on said classes, or some overhauls on the way things work? Since I lack this information I will provide a brief summation of what i think needs to be changed.
1. Rangers. This class has the potential to be one of the most tactical and fun classes. Positional requirements and proper skill usage are always fun However many encounters leave the pet to be a hindrance and problem rather than an asset. Our traits focus too heavily on the pet itself yet with the plethora of boss mechanics that neuter our pets usefulness they aren’t worth it. Can we be given the option to stow the pet and be given a small damage boost to ourselves to compensate? Not enough to replace the pet in encounters where the pet can be used effectively, but enough to give us an option to not feel slighted on encounters where the boss’ targetting is a major concern ( like jade maw’s lasers or bosses that have to be dragged through stuff.) Many of our utlities are lackluster in the PvE environment as well. This mostly stems from our traits being all over the place and lacking the same sense of focus many other classes have. We have a ton of pet talents and random defensive abiltiies shoved in the damage traits sections. We also have some must get talents too early in our trees. Maybe give us the same treatment you gave eles recently and warriors not too long ago. The less reliance on the arcane tree and stopping of being pidgeon holed into 20 arcane and water was great.
2. Engineer. Engineer has many of the same problems as ranger. Turrets are awkward and too easily nullified by many of the bosses in the game. The suffer from some trqait issues as well. It’s hard to find a reason to play an engineer as they expend twice as much effort to under perform when compared to many other classes.
3. Elementalist. The highest skill capped class and one that is very fun to play. They mainly need quality of life changes and maybe some fine tuning as far as numbers are concerned. y on staff and main hand dagger. Some of the skills just don’t seem to flow well and semm out of place. interactions and benefits for attunement swapping need to be more focused. Many of the earth skills seem awkward especiallAs well as maybe some of the glyphs. Also the earth trait line isn’t quite in the right spot.
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It’s like waiting in an abrudly line for the bathroom when you have had 3 megagulp sodas and an overactive bladder at a sporting even full of drunk people that may or may not know how to get out of the bathroom stall. The experience is dreadful and agonizing and makes you want to cry, but once you finally arrive and the long awaited moment comes it is glorious and amazing.
But really. Timegating sucks.
stat wise there is more from weapons and how to upgrade base weapon damage etc. ascended gear stats are already deterined prior to being implemented. its a 10% boost over exotic stuff of the same level.
The only problem is that the game does’t count camouflage skills as stealth in regards to Remorseless. I’m sure this is mainly due to the fact that NPC bought kits can break the trait if done otherwise (Ash Legion Spy kit). the difference between stealth and camo is the ability to move. I’d very much like another stealth skill a utility would be nice, but can’t be implemented easily since every class has the same number. It would become a matter of what to remove. I’d personally rather see it on a melee weapon.
Hornet Sting would be a cool skill to do this with since its functionality is questionable and could use a revamp anyway. Remove the evasive affect of the skill and allow it to stealth the player at the end of the leap, but using Monarch’s Leap would still cancel the stealth. Adds options in allowing sword to have a disengage making up for its auto attacks rooting in place but it can also still be used offensively with Remorseless. I think the trades would remain rather balanced and benefit the sword over all without breaking it.
This is a game designed for fun and group play. We have the most unforgiving and inentionally difficult content and none of the fun of the first world. This is frustrating and gives you a headache. The likelihood of your average player finishing the worlds is small. Much less the achievements. I like the amount of time put into and the care and planning it took to make this really shows, but I can’t help but feel this time could have better been spent fixing problems the game already has. Overall the experience is has left me feeling robbed and cheated. The inclusion of the infinite continue coin as a reason to intentionally spike difficulty is cheap and lame. Based on the over all responses the rest of the community has given doesn’t seem like this was the right direction to go. Thanks for the effort, but I would suggest we add a public test realm so that the difficult and problems could be worked out before it is released.
I am just wondering why the celestial option for my Quiver of A Thousand Arrows has a lower crit damage rating than berserker’s when every other celestial piece has equivalent crit damage. Is this because the back piece isn’t available without the MF stat change? More Information would be greatly appreicated.
What does everyone else think? Any dev care to comment?
Long Ago when I first started MMO’s I began with GW1. I had played others, but never really been as heavily invested as I was with GW1. ANet at the time was a company I looked up to and respected. They released fun content and it was enjoyable. They went through great lengths to provide a new and fresh experience every update. They strived for a well balanced and fun pvp, and even intentionally made metagame changes just to freshen up the game. PvE was great as well. Good enough to where most everyone I knew had beaten every campaign across multiple characters. Every time ANet released an update they did a great job developing and testing it. It felt polished and well tuned. Unfortunately, the recent patch updates aren’t of the same quality as what ANet has delivered in the past.
Before launch, you released a manifesto. Do you feel you have provided an experience that lives up to your manifesto? "We just don’t want player to grind in GW2. No one enjoys that. No one finds it fun.” This quote in particular is what I am referring to. Every one of these living stories has had some kind of grindy element. Some, like dragon bash, contained absolutely nothing, but a grindy element. If you recognize that not one wants to bash a bunch of pinatas then why even bother wasting resources on this. You have some really well designed content, but its overshadowed by the multitude of pinata bashing achievements. It also seems like some of your content isn’t tested well due to the amount of bugs. We as a community want the game to succeed and assuredly would love to help it do so. So why not try to include our feedback on how things progress. You have succeeded in making an amazing game let us help you improve it. :]
I truly want this game to do well. I had high hopes and really cared about ANet. You were something of role model to me, and I look up to your staff immensely. The state of the game though has made me sad and disheartened.
Some suggestions:
1)Include a PTR or somethign to help with the bug problems. I know many people would be willing to do this and you’d see a much smoother release. Let the community help you with your problems instead of being adversely effected by them.
2) The state of the game videos where dev’s speak to the sPvP teams are great. Could we get something like that for PvE or living story? The community would love any feedback we can get on how the living story and updates are progressing from the Dev’s Point of view. I think a large portion of the complaints come from not understanding what is going on. Why is it taking 4 months to get the Aetherblade dungeon added to fractals since its already been made. If youfor instance were fixing bugs like the kiel pathing one and adding multiple explorable paths then the community would understand and be more accepting. Include us inyour development process, I’m sure we’d love to hear it and what better way than through a communtiy centered stream like your current livestream formats.
The Game is great it just needs a little work. I’m sure us as a community would love to help. Thanks for your time. I look forward to anyway his could help in the future. If the community was more involved in the game I think it’d be a much better prduct over all and could definitely help the game grow, both financially and in over all satisfaction.
The entire guantlet section of this event has been buggy and shows heavy signs of being rushed or improperly implemented. The NPC’s reviving dead players would be simple and easy to make. They already do this in some zones of the game why not here where its incredibly frustrating and difficult. This isn’t even mentioning the other issues such as tickets not working and the some skills not acting properly. Over all this could have been a very fun and engaging event with a good amount of challenge and skill involved, but there are so many things that detract from that experience and leave me disenchanted and hollow. If the content was better tested instead of being shipped after only a small fraction of the testers managed to complete the content, then the over experience of all these living story events would be better off. I’d say the negativity of this is just as much the dev’s fault as it is the player base.
http://intothemists.com/guides/567-condition_pve_ranger
I made this after looking through countless builds and came to the assumption that there isnt enough PvE focused condition builds for ranger. I would like more input, and will eventually turn it into a full fledged ranger condition guide.
I was actually just about to make a thread saying this exact thing. I’d like to see more support for remorseless. I feel this may be the best way to differentiate a ranger from a warrior without requiring a major class overhaul. I still think pets need work, but if we had your suggested change and maybe a stealth or better yet a way to put down a Smoke Field ranger would be in a much better spot.
Retaliation itself isn’t a strong defensive mechanic. I’d rather see a longer sustainable defensive mechanic similar to what you are trying with protection here and lose the retaliation completely.
Protected Determination- Take 10%less damage while affected by Protection. For every bar of adrenaline spent, you gain protection for a short time. (1 bar=3 second, 2 bars=4 seconds 3 bars=5 seconds)
This may be too much, but something to give warrior a longer lasting viablity option. Defy Pain is a good last second option and has its merits so both would be good defensive trade offs.
The warrior longbow autoattack is the worst thing it has going for it. It’s 5 and 3 skills are amazing and they get even better in its own combo field. I actually really like the longbow and wouldn’t mind if it got some love. Its a very interesting weapon and it would be cool if builds could focus on it more.
P.S. The Longbow for a ranger is terrible still.
The movement impairment i am unsure of, but the reduced by 0.25 means the after cast was 0.75 or higher before. Many of the slower weapons had this. Ranger longbow, for instance, had close to a 1.0sec aftercast and it recieved the same affect to its auto attack, but it is still a slow weapon with an aftercast of 0.75. It basically meant the long bow got a 25% damage buff though because its attacks per minture dramatically increased.
Guild Wars isn’t like most mmo combat because it relies on an animation system where different frames of animation are what do everything. Unlike WoW where you can completely skip or miss animations becuase of the Global Coolodown. This is also why although many skills can be done while moving, A select few like the ranger sword auto attack, ride the lightning for elementalist, heartseek for a theif, etc. all prevent movement during their animation. If they animation didnt complete the skill wouldn’t do anything basically. I just recently started a warrior so I don’t know some weapons well, but if hammer causes a lunge or some kind of forced movement this ould be what is causing the loss of character movement you are experiencing.
Alright. I perfer the power focused weapons of the ranger over the conditions mainly because I play 85% the time with a condition ele or necro so I rarely get to apply conditions myself. I made a power version of the build focused on fractals and explorable dungeons. I split my gear between Cleric and Berserker so we can still maintain a strong support focus and survivablity, but our damage output is still moderately decent. I’m on the fence between whether i’d perfer ranger or scholar runes or altruism. I also think you could make a case for warhorn with altruism runes since you will can maintain fury rather easily by doing what you already would be doing anyway. The warhorn’s 4 skill is lackluster, but not terrible. As well as whirling defense can be difficult to use or a poor choice in many dungeons.Although I do have to say I do like the synergy between it and path of scars now. Path of Scars pairs well with the greatsword as well and hots like a truck, so i think it comes down to a simialir situationas the ranger/scholar runes vs. the altruism. One is more personal focused while the other is better for the group as a whole. Let me know what you think. I like this thread and the ray of positive thinking it provdes as opposed to torrental onslaught of the “Rangers Sux” threads that plague these forums now.
http://intothemists.com/calc/?build=VF;5FFx-_2kDV-0;9-02;3TT9;427A25B2;07;014;1pLQhpLQhm-Fa0-eWP;1VPVUWZXdYj3p_-o-Gs1k;5cW5PcW5P;9;9;9;9;7VAc5f
What would you reccomend for a PvE dungeon build? While the healing and survivablity would be nice. One hand sword is is almost counter intutive because of the root on attack causing you to be unable to dodge. I know you can unbind it but that just is frustrating in and of itself. Not to mention ranger condition damage is very subpar in PvE. Would it be possible to switch to a Axe/Torch/Greatsword build and still work well you think? I’m not sure the condition damage would be enough to make it worthwhile, and I wouldn’t want to lose my warhorn’s group utility. I may mess with this some and see if I can make a power/healing/power toughness build out of it.