Showing Posts For Scynja.9057:

Let's talk: Interrupts

in Mesmer

Posted by: Scynja.9057

Scynja.9057

To my opinion in pve, interrupts can be seen as totally useless. The Long cast time prevents actually interrupting a skill having less than lets say 2 seconds casttime. Secondly, most skills cannot be interrupted, or no effect is visible (Ascalon boss doing seismic cry, interrupt before he finishes, but still the rocks are dropping from the top for the same time as if we would never have interrupted the seismic cry. Next, all Bosses got like 5 to 15 charges of “defilant” which is preventing all interrupts except fear and stone as far as I know. Stone seems to me like its only freezing the target and the target continues his action after the freeze(however, others say it works). And secondly stone is completely useless, because you might not be able to attack for like 15 seconds if the boss does not the skill that has to be interrupted. For the mesmers, interrupts are mostly entirely random.

Kocking target away with GS? – oh works not because the Boss has stability, defilant stacks e.g. through random interrupts from chaos storm, or is immune to movement control. Every member of the party can ruin your complete interrupt because he or she accidently hits a skill that resets the defilant stacks.

PS: does knocking someone away when hes using auto attack count as interrupt?

Dailies - the bane of modern games

in Guild Wars 2 Discussion

Posted by: Scynja.9057

Scynja.9057

Dailies are an excellent addition to mmo’s in my opinion – they allow players, particularly casually minded players, to obtain items at a pace more suited to their needs without any form of grind whatsoever (there is no grind in the current dailys at all, not even slightly).

Dailys like the GW2 ones work because the reward you with things which you don’t need to progress. The argument of laurels for ascended is moot since ascended provides virtually nil advantage in open world play.

Forcing is the wrong word. Encouraging is a better one. MMO’s need people logging in. No matter how strong the content can be, MMO’s need little gimmicks like these to keep people logging in to their game – that’s why they exist and why they work so well

I want to progress in Fractales, so I do need a My desired Rings and the Armulet+ Accessoirys to get further. And secondly this is strongly agains casual players. As a casual player I do not have the mood and time to log in every day and as a casual player, I do not have the mood to do 5 events here, use the mystic forge there, kill some invaders there, do a puzze and do a fractal on one day. As a casual player, I might log in every 2nd day, I’d like to play one day WvW, the next day I want to grind some fractales. Yes I really want a new Armor, but is doing every day COF1 once the right way? To my opinion they should change all daily content into weekly content, i.e. you can do CoF1 5 times a day and receive 5 times the full reward, but for the rest of the week you can casually do something else. I am playing casual stuff, and when I look 30 minutes before daily reset now whether i can finish it and i see that I have to do 2 more group events or kills in the middle of nowhere, its not fun at all and I miss the daily though I have actively played for like 4 houres.

I would really appreciate weeklys and for the hard core fans, make it like this: you get 5 times full reward for dungeon path 1, but if you want to receive it again in the same week, you have to clean the other 2 paths 5 times aswell in this week. This way one can actually PUSH things though doing it casually effords still less time in total. (you get 1 laurel per 4 completed categories, but if you want to redo 1 category, you have to wait a week or complete ALL categories)

Weekly and Monthly content FTW, daily content FTL – thats my opinion and im sure some people share it.

Berserker Overbuffed?(pve)

in Guild Wars 2 Discussion

Posted by: Scynja.9057

Scynja.9057

GW2 is a brainless kill fast game to avoid damage.

That is sad, but perhaps we can hope for improvements in the future. The developers have already indicated that they are going to add new skills slowly to all classes. If were lucky in 3 or 4 months every class can relyably cause 3 conditions: e.g. Ranger permanent crippling, poison and every 13 seconds a daze. Other classes can maintain permanently and can push or pull every 13 seconds.

In this case the can throw the current state of the art away, i.e. every class should be able to do everything and they might create real options again. For dungeon A we need at least 2 (Ranger|Elementalist|Warriors), 1 (Ranger|Mesmer|Thief) and 2(Guardien|Engineer|Mesmer). Because there are Temple Knights, that have extremely high melee dmg, like 7k Toughness and Swiftness, thus they have to be perma crippled and die from condition dmg.

Currently, I really dislike that the game is more or less Button smashing and dodging in pve. Some bosses got great mechanics, that you must not move, have to melee, must not attack in specific phases and many more. However, none of them is related to any class. So to my opinion the “Defilant” stacks are broken as they make interrupting or pushing etc. to a pure luck basis. My suggestion is e.g. to make a Boss instead Immune to every hard condition except daze, the the next boss cannot be dazed and must be knocked out of a circle where hes channeling his power.

Anyway, I did not want to address this problem in this thread, the point i was trying to make is that A full Berserk group can kill bosses and mobs in about half of the time like a mixed build. ConditionDMG is scaling linearly, while CritDMG is scaling exponentially (more crit-> critdmg has more importance->Power has more importance) 100 Power in a build with 20% critchance and 50% base critDMG worth 110DMG, while 100 Power in a build with 60%crit chance and 150%critDMG worths 250DMG. Why can such builds exist? Because dodge, aegis, blinding are the BEST defense and they do not scale with Toughness, Healing Power and Vitality.

If pure Berserk DMG group kills a Boss in 3 minutes, while a Mixed group needs 4 minutes and a Tanky group needs 5.5 Minutes it would work fine for me (of course all are using the same traits and maximum damage modifiers). But the sad reality is that a pure DMG group kills that Boss in 2Minutes, the Mixed group in 4minutes and the Tanky group in 5 Minutes. (Mixed= dmg as secondary stats, Tanky= stats like heal, precision and vitality)

UpAndDowngrading of mist essences

in Guild Wars 2 Discussion

Posted by: Scynja.9057

Scynja.9057

Worked great for me, thank you

Berserker Overbuffed?(pve)

in Guild Wars 2 Discussion

Posted by: Scynja.9057

Scynja.9057

To my opinion Berserker stuff is too strong in pve. I will now try to reason it.

Lets assume you have a blanc lv 80 char having

1k power
1k vit ~16khp
1k toughness +Armor~2kArmor
1k precision ~5%crit chance
50% base crit dmg

and we have 600 primary stat, 2 times 400secundary stat (or 40% critdmg)

I will not reflect condition dmg and healing power here, but it is similar.

the weapon attack is 1k, leading to a DPS of 2k*95%+2k*5%*1,5 (noncrit+crit) =2050DMG per second
the effective health is calculated via Armor*2/3 x HP/1000 (assuming 2/3 dmg is taken from direct hits)= 21333EHP

A knight setup adds 600toughness, 400 precision (roughly 20%crit) and 400 power, which is still quite offensive. Therefore, the DPS changes to 2,4k*75%+2,4k*25%*1,5=2700DPS (31,7% increase)
While the EHP change to 2,6k*2/3*16=27733EHP (30% increase)

A Berserker setup adds 600Power, 400Precision (roughly 20%crit) and 40%critdmg
Boosting the DPS to 2,6k*75%+2,6k*25%*1,9=3185DPS(55% increase), while the EHP remain at 100%

This looks quite balanced to me. Boosting one stat is somehow compensated (55% and 0% vs. 30% and 31,7%). However, this was only half of the armor, so lets see what happens when we add the 2nd half:

Using two Knightsetups changes DPS and EHP as following:
DPS: 2,8k*55%+2,8k*45%*1,5=3430DPS (67% increase)
EHP: 3,2k*2/3*16=34133EHP (60% increase)

Knight+Berserker Setup instead:
DPS 3k*55%+3k*45%*1,9=4215DPS (105% increase)
EHP: 2,6k*2/3*16=27733EHP (30% increase)

Full Berserker setup:
DPS: 3,2k*55%+3,2k*45%*2,3=5072DPS (147% increase)
EHP: 100%

This shows a clear trend that more Berserker means more stats in the end, however, this is still not the end of the story. We love to play in a party, which means we get buffs from our mates and we use skills and potions to boost ourselves. I will not refer to defensive buffs at this place, because this would be too complex to show the influence on the one hand and on the other hand i will explain in the end why it is not needed. That said we get permanently attitional 15% crit chance from banners and fury and 300 extra power from might, banners etc. Finally we are using potions VS undead or whatever comes across us and receive an extra 10% dmg.

DualKnightDPS: (3,1k*40%+3,1k*60%*1,5)*1,1=4433DPS (116% increase)
KnightBerserkerDPS:(3,3k*40%+3,3k*60%*1,9)*1,1=5590DPS (173% increase)
FullBerserkerDPS:(3,5k*40%+3,5k*60%*2,3)*1,1=6853DPS (234% increase)

Still, these values can be enchanced by traits giving +10%dmg traits, rune of scholar etc. The more offensive traits, the bigger the gap. For easier calculation lets assume that traits add again 10% dmg on top. Therefore, a Boss with 400k HP that is solod by a
DualKnightDPS: 400k/(4433*1,1)DPS takes 82 seconds
KnightBerserkerDPS 400k/(5590*1,1)DPS takes 65 seconds
FullBerserkerDPS 400k/(6853*1,1)DPS takes 53 seconds (i.e. even when he is downed for 5 seconds, he is still faster than a hybrid paying attention to the fact that another FullBerserker revives)

What does it tell us? A well traited player havind ascended Berserker gear can kill a boss 35-40% faster than a player running offensive knight gear. But there was something about effective HP.. well
1st: toughness does not protect vs condition dmg
2nd: Agonie is more effective if the player has more HP
3rd: Healing power needs to be skilled separately
4th: Dodging prevents all DMG
5th: Bosses often simply onehit, there is no point in stacking HP etc., Furthermore, the example shows that with 21333EHP the Full Berserk can take 402DMG per second and still win the fight (without healing) and the offensive DualKnight can only take 416DMG per second, which is 3,5% more, while he needs about 55% more time to kill the same boss.

My suggestion is to cap the attributes, i.e. the first 100 power grant 200 power, the 2nd 100 grant 150, 120, 100, 80, 65, 50 and so on. I’m sure there are nice functions for it. Or to change the effect of a dodge roll into - reduces incomming DMG and Conditionduration by 90% and changes knockdown, fear, pull, push, stun etc. into weaker conditions like cripple etc. This could make defensive builds essential to exist in pve. Just think of GW2 in 3 years when your adding the new tier that comes after ascended: CritDMG will further increase and normal builds will become even worse. Im aware of the thing that this argumentation has many flaws as its does not pay attention to condition dmgetc.

PS you can calculate for youself what happens when your using full Power (primary), Vitaly, Toughness: 400k/((3,5k*0,8+3,5k*0,2*1,5)*1,1*1,1)DPS takes 85seconds, and EHP change to: 2,8k*2/3 *(16+8)=44800EHP

UpAndDowngrading of mist essences

in Guild Wars 2 Discussion

Posted by: Scynja.9057

Scynja.9057

Hi, according to Dulfy.net, we can:

“Upgrading and downgrading

You can upgrade and downgrade mist essences
Upgrade: 5 of Vial/Glob of Mist essence + 1 Mystic Coin + 1 Fractal Relic + 1 Glob of Ectoplasm = 1 Glob/Shard of Mist essence
Downgrade: 1 Shard or Glob of Mist Essence + 1 Mystic Coin + 1 Fractal Relic + 1 Master Salvage Kit = 3 of lower tier essence."

However i cannot drag the fractal relics in anymore, because they are in the new account overview. Did the receipe change? (unfortunately i have no daily fractal reward to test it)
So I would be glad if anyone could check it for me. Otherwise, I gues its a serious issue.. having a receipe thats totaly useless.

Fractales Rewards and gameplay

in Suggestions

Posted by: Scynja.9057

Scynja.9057

As the topic says, this Suggestion is all about fractales. Firstly: lets see what we have so far: we have 80 lvls, of which the 1st 9 give nothing than Mist essences, lv 10-80 even numbers grant 1 greater crystal/daily (used to change into rings), and lv 10-24 have also the Chance to drop a nonexotic ring as i have learned so far(didnt get a single ascended drop yet, but nvm.

Now let’s have a look on the items we have:
Armor: 7pieces (Aqua helmed)
Weapon: 1piece
Accessoires: 3 pieces (of those rings are allready covered)

I have to admit, that i stopped playing it before yesterday’s patch at lv17, because doing the same run again and again “sucks” plus the endless waiting time.

1) The dungeons seem to get slightly harder from lv 1-9; 10-19.. however, i cannot notice a difference between 2 lvls. My suggestion is, to drastically change the differences beween lvl 1 and 9:

For example: (based on that asura map; i am not very creative, however, I think you will see what i mean)
lv1 – default
lv2 – mobs have +50% dmg, but die 40% faster
lv3 – all mobs use condition dmg instead of normal dmg
lv4 – mobs move 33% faster and hae 33% increased attack speed
lv5 – mobs are resistend to conditions: meaning conditions are 50% less effective
(Duration is still defauls, but blind causes only a 50% chance to miss e.g.
lv6 – healing power is 50% less effective
lv7 – using a skill (except autoattack) causes 200 dmg
lv8 – mobs are immune to critical hits and can cause agony with their attacks, but have only 70%hp
lv9 – 1.5x mobs and potions, food, etc. are not allowed (if used in the lvl before and 15 minutes remaining e.g. -> it will stay the entire time at 15 minutes, but the Player will not benefit from it’s effect)

And every 10x should add something more significant, as agony is 100% eq based and nothing else.
what it can do:
increase the overall amount of mobs/ better: add other mobs that are more painful (e.g. like you nerved in gw1 the farming spots by adding mesmers) and replace the old ones
Add a global map effect, like in gw1 Dragons lair
- e.g. every 30 seconds knockdown; healing is 20% less effective; Enchantements expire 50% faster; No Enchantements allowed; Movementspeed and dmg is increased by 50% for the Player, but they cannot benefit from armor; and much more is possible
Change the Boss mechanics – so that they become more interesting and require a different strategy at lv 12 compared to lv 22

what it should not do:
increases hp of all mobs by 20% cummulating and adds .5 mobquantity(cummulating) as this is some kind of boring – however, if the mobs die too fast a small hp increase is also possible

Rewards: at the moment, theres no real difference of what dungeon your doing, however, i have one suggestion how this could be improved

playing lvl 2 requires lv 1 completed… thats not good
Suggestion: lv 1-9 are free; to access lv 10 you have to complete at least 5 different levels AND 8 paths in total (no matter what lv from 1-9)
once you have completed lv 10, you have access to lv 11-19.
DAILY: that extra map should always be on lv 10, 20, .. etc. ; but never on even numbers, instead the party can decide at the beginning whether they are willing to fight that extra boss or not. Facing that extra Boss requires that all Party members go less than 25 times in total harddowned (otherwise the Boss will not appear)

for the rewards: lv 80 rewards a soulbound weapon core that is needed to enchance the existing exotic weapon to ascended Level (mat1)
lv 70 Drops a core for upgrading to ascended armulets
Armor: require an existing exotic armor piece and materials – for example:
Knight helmed (that exotiv helm that you are actually wearing)3knight helmed token25 helmed token+50basic Knight token
whereas you get the helmed token only in lv 31-39 (3per run), and the knight token only 1 per run exclusively in 34; 36, and the Basic Knight token in all x4; x6 runs (quantity increases with increasing x)

Well finally i have finished, sorry for my bad english, I am not native english, I hope that you will read it, if you have any questions, please ask and I’m looking forward to see some/all of these suggestions in game soon. Otherwise have a nice day and merry Xmas

keyboard bug after mac patch

in Account & Technical Support

Posted by: Scynja.9057

Scynja.9057

Hi, i cant play anymore; im using a german keyboard on my laptop. The keys are positioned as followed:

^1234
(tab)qwe
(hold)asd
(shift)<yxc

i try to use < for skill nr. 9 … however, after yesterdays patch that key causes a weapon switch(key ^) which is extremely annoying. There is no way to adjust another key for skill nr9.
1-7 can be easily pressed with numbers 8 is x 9 is < and 10 is b, which is hard to reach too. v is for dodge and i need it. Tab is for nearest target, and as alt+shift changes the keyboardlayout, i cant use this eighter.

y could be an alternative yeah.. but its impossible to press while running. r and f are also used for autorun/interact, g and t are for guild and target. So please fix this as soon as possible. i cant use my 9th skill with this bug.(clicking with mouse doesnt work as i have to aim for this skill sometimes).

normal weapon switch is still working with key ^.