Showing Posts For Sethorus.9231:
Well I would like to ask a question as well:
Will I be able to transmute the thief starter hood in let’s say.. My guardian helm? It would be awesome to be able to do that, I longed for the day I could use the hood on my other toons and I find the Heavy armor helmets way unappealing.
At least lifting the restriction from doing that with starter’s gear would be nice.
Cheer up Christina, I don’t know if you can get in game a golem to carry your toon around like Taimi but I am pretty sure you’ll have the love and care of all the gw2 player community and the dev as well. So be strong and live proud
@Thread
ok ok geez I might had gone a bit far with the fanboy part. Hold your pants on.
@GrandmaFunk
There are some videos in the GW2 section @dulfy.com
You’re the one focusing about balance changes, I just cited them as an example of how this patch is about nothing, but whatever floats your boat and also work your “reading comprehension suite…”
I guess your fanboism is yours. My point was that this patch was literally about nothing. Hell, even the Queen Jubilee patch was about the same and had more content(which was basically zerg farm bellow the arenas). Destruction of an important lore point, for gold and greens…
So, this is what destroying Lion’s Arch was worth for? To transform it into a farming zone for people wanting to complete Legendaries or farm gold for Ascended armor? Taking a huge crap in an important lorewise point for both GW1 and GW2 players and also a good book so a generic Harlequin vilan can turn it into a zerg farming zone?
Sorry but what a dissapointment of a patch. No class or balance addresses which were given on previews, basically next to no story advance rather than a silly cinematic. Just Cash Shop stuff and another free zerg zone for farmers. It’s like the people who developed this game are not working on it anymore and gave it to new people to figure what to do with it based on what players do online….
Oh well a toast for it in hopes to get better since it can’t sink any lower.
Why not just allow us to play something that would resemble the holy trinity instead of forcing people to go zerker for a more optimized dungeon run? Or at least make the other sets somehow useful.
For now we are just facing a somewhat elitist system that if you don’t run zerker you’re not allowed in a dungeon because you will hindrance an optimal and no stress performance.
I don’t blame people that restrict only to zerkers, the way the bosses and trash mob mechanic works in this game is frustrating to the point where investing in a full support build or tanky is almost to pointless when dodging and killing the target asap is the most effective way to counter 1 hit KOs and the inflated boss HP/Dmg + Defiance.
Vampiric stats atm? Garbage, ridiculous health gain per hit compared to how much you’re gonna be hit. Investing in Defense? You’ll still be hit for a lot and will end up being downed eventually.
Either revamp and rethink the whole PvE dungeon system to something all players and sets might enjoy and have fun or balance the different sets to a point where being a zerker or a rabid won’t flatuate too much dps or being a Soldier or something won’t get you almost-insta downed regardless of how much defense or regen you’re investing….
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Thief: 600 range with pistols, weak armor, low health pool
Warrior: 1200 range with rifles, good armor, large health pool
Yea i’d stick with war if I were you
Sorry but for Rangers focused on power(i.e longbow) the preview seems really lacklusting. Only Autoattack buff? I think most of the problems playing one is that it has really poor condition removal and once somebody get’s to you, you’re dead, since dueling capabilities are near to none. In WvW all you do is stay on the back sweeping everything inside a zerg. I’d suggest a tiny swiftness buff(3-5 secs) on point blank shot, slow/snare removal on Hunter’s Shot and lightning reflexes. Casting barrage while being able to move would be interesting as well and giving troll unguent the possiblity of removing conditions with a slight cost on cooldown would also be nice.
Other than that for dps I would mix Piercing Arrows with Eagle Eyes into a Grandmaster Trait so Rangers can choose another Trait depending on the situation without seeing so selfish(i.e spotter for PvE and another for pvp/WvW), rework rapid fire(less shots but more damage) and fix the god awful pet AI(give pets 90% or total immunity to AoE effects in PvE, nobody knows why this isn’t active yet! Pets will still be useless regardless of how much HP you give to them!!!)
The fight club system that is gonna be implemented is gonna be one of the best mini-game content ever presented and it has a lot of potential, it would be a shame to see it being removed after the Jubilee’s is gone, please for the love of god, make this permanent!
Greetings, Guild Wars 2 evolved nicely these past months with the living story content and with the changes being introduced with them, I have some suggestions that I’d like to propose and it would be cool if I could receive some feedback for them.
Ability to save and swap traits – Similar to talent changes in other game, or it could work like it did in GW1 where you saved your build with the name you want and could load them at will, with or without a fee.
Account bound Dyes – Well it was promised during the betas, and it’s really a pain for a lot of players to try obtaining abyss, celestial and black dyes on multiple toons
More Fractals of the Mists focus – Fractals has the capacity to be and bring the so desired end-game pve dungeon-raid environment everybody wanted, the possibility given by ArenaNet for having Fall of Abbadon fractal from Gnash’s campaign really net him a lot of votes and the desire of players to get this fractal and more similar fractals regarding old content and old GW1 lore. I’d love for example to see a fractal where we have to defeat Shiro Tagashi when he is killing the emperor and participate in it with Vizuh and the Luxons and Kurzicks, or to be able to defend Thunderhead Keep from waves of white mantles and mursaats and face confessor Dorian! Hell, even if Evon loses we all want to see Fall of Abaddon implemented
Well I usually run with knight armor + zerker acessories on my warrior and pvt armor + zerker acessories in my guardian. It is true that learning to dodge will allow you to feel more comfortable with zerker gear or a more dps focused build but I rather eat some damage and feel less squishy than getting destroyed in 1 hit because i had no endurance for a dodge.
You have to take in account on that speech you said OP that PVT and Knight users tend to take an enemy aggro way more than a zerker player, so if you’re playing a class or can’t handle damage incoming quite well I’d advise to stay away from PVT or Knight.
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Any chance Anet can extend the other two achievements besides the dungeon ones until the 14th? Missing lost and found and secret contacts. Guess the npc was removed, but i had the idea these achievements would stay till the 14th
Trahearne riding on Khormir’s shoulder. 2 birds with the same stone!
It obviously will be the norn and the charr that were together with Dougal in the book Ghosts of Ascalon.
Why are Thieves B tier and not A tier? Their damage and burst capacity is incredible and they have a lot of movement. Is it because they’re mostly limited to roaming?
Its mostly cause in tpvp situations you can handle them easily..From my experience and what i ve seen from streams of top teams so far at high end pvp a thief has a very hard time doing his 1shot job properly if the team is keeping track of him.
Of course being able to 1shot people is stupid in first place but its certainly counterable and not worthy of the god/superior tier :P
seems like a fair analysis to me, thank you for the reply
Why are Thieves B tier and not A tier? Their damage and burst capacity is incredible and they have a lot of movement. Is it because they’re mostly limited to roaming?
I find necros very underwhelming but that is due to lot’s of bugged traits, minions being worthless and the way Anet hates condition damage when in comparison to direct damage. The class is kinda nice tbh and mastering when to use death shroud has it’s advantages.
manly tears are being shred
I think it actually shines very well when used on large group of adds in pve and mobs in wvw. I think the skill is nice for it’s use to be honest.
Last part of my post.
Uncategorized Fractal Guide
The beginning of this map on lvl 20+ is a pain, harpies do a lot of damage and people end up bugging and dying during the fall, it wouldn’t be a problem but they tend to mass aggro players that get overwhelmed by how much damage they take by needless attacking harpies, also a way to exit combat during the beginning would be nice to help with the pressure, again another part where guardians and thieves with walls shine. The room with the 4 bosses is boring and feel way too long, they have too much health.
Aquatic Ruins Fractal Guide
I like this map, feels short and is a nice underwater map.
Cliffside Fractal Guide
This map feels a bit long, the hammer cultist bosses have way too much health points. The veteran and normal cultists do a little of excessive damage. The fractal design is really fun and smart tough, props to you Anet.
Snowblind Fractal Guide
A short but annoyning fractals. Svanirs on the beginning offer too much pressure. The elemental boss has way too much knockdown/stun effects. Last boss has way too much health poiYOUR WEAKNESS MAKES ME LAUGH! DRAGON WILL DEVOUR YOU!YOUR WEAKNESS MAKES ME LAUGH! DRAGON WILL DEVOUR YOU!—nts.
Solid Ocean Fractal Guide
Nothing to say about this one, I actually like everything about this one. Nice boss design by the way Anet!
Swampland Fractal Guide
I also like this one, it promotes good team coordination. I don’t like bloomhunger tough, some of his abilities offer too little time for dodge reaction some times and if you get hit you will probably end up downed. Mossman is kinda bugged with the culling system I think, sometimes he hits you in stealth and pop up later after the hit.
Underground Facility Fractal Guide
The longest fractal map ever, and also one of the most rewarding, most of my points about this map can be find in the Sorrows Embrace part when I talk about the dredges and also the part where it feels very long. Boss mechanics are interesting tough. This dungeon is easier with stealth kits but I don’t think it was what Anet designed for this. The bomb part is a pain without a thief in the party to give Shadows Refuge and end up giving free wipes sometimes.
Urban Battlegrounds Fractal Guide
Being a GW1 player for more than 7 years this one is my favorite fractal. I like the design, I think adds give a little of excessive damage and the last boss meteor shower is very annoyning because we can’t see the full area it’s hitting(it also happens on pvp too)
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Well this is my giant wall of text telling what i think on the dungeons, all points focus my PoV after the redesign too. Ty for your time, and sorry there is no TLDR version otherwise that the waypoint zerg removal was a nice thing. Sorry but I had to separate it in 3 posts.
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Crucible of Eternity
Oh boy, this is actually one of my favorites and one of the most fun too. Alpha was nerfed(I agree he has too much health points). All paths are fun except for p3. With the Dungeon WP ress Alpha fight can be very frustrating on p3 due to the 3 ground spikes spell. It’s way too much things to dodge since people have to dodge already the ice spell in the ground. The guy that is “tanking” Alpha will go down, no matter what because it’s almost impossible to handle that much pressure and imo it’s not a fun design, people shouldn’t go down if they know what they’re doing just because the game limits them in how much they can do with their endurance bar, I’d probably increase the cooldown on the 3 earth spikes spell on p3. P3 ended up being a dungeon path that was really harmed by the new waypoint change(I agree with the need for the change tough, people were ignoring mechanics on almost everything) There are also two skippable bosses that people never do because their loot isn’t worth the while, that would be the destroyer crab boss on p3, and the champion wolf in the beginning.
Arah
Oh boy, I so freaking hate this dungeon. I had to run this dungeon a gazillion times to finish my necromancer’s entire arah armor. This dungeon feels long(either by map design and time take to clear all paths, p3 takes around 30-40 mins with a good group and is the shortest one lol), it feels like punishment doing it. Adds are way, way too overtuned(Risen Ilusionists, mages and hunters say hello). Some groups wipe just kill 1-2 adds from a pack, the damage from adds is just insane. Lupicus fight is soo not newbie friendly and some groups get killed at it, I have no problem with him beside the fact that he has too much health points, damage and armor reduction, the rest of the fight end up being just a kite fest. phase 1 can bug and give lupicus at least 1-2 stacks of grub during his phase 2 beginning because some grubs decided to spawn. Phase 2 is actually a nice design but if someone go down during phase 2 he is basically a gonner if the group ran out of res utility skills due to puddles + random projectile, and phase 3 is the kite fest i talked about. I usually kite him during p3 90% of the time on my warrior, and man, it sure is boring. But enough about Lupicus, let’s talk about the boss everyone loves to hate, Risen Priest of Dwayna. The sparks changes were really nice and I actually like the design idea of this fight. What kills it tough is the short window you have to dps her before she starts healing. I think her self healing during stealth should be reduced by a significant margin instead of increasing the window time players have to kill her, it wouldn’t harm the encounter mechanic and it would promote group play by making people collecting the sparks without feeling frustrated by it, also it wouldn’t force everyone to bring their full exotic zerker characters and pray they can kill her in time.
Ok that’s enough for the dungeons, let’s go for the fractals
Fractal of the Mysts
I actually love fotm, I think it was the best dungeon idea ever introduced in a mmorpg and it helps people to learn how to play their class better, setup utility/traits for different situations and to work together doing combo fields. that being said let’s focus each individual fractal:
Volcanic Fractal
One that everyone hates, I think the grawls on the first pulls do a little excessive damage and crowd control, but it’s maneagable. Last boss can be a pain depending of group setup, guardians and thieves make the fire shaman encounter 200% easier with their walls, but if you don’t have them in your group, well get ready to dodge a lot, but eventually people go down and end up dying from the pressure. I think the spawned grubs do a lot of damage tough, it woudn’t be a problem but there are too many of them.
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I am going into a huge detailed dungeon experience and my POV on them but in explorable mode, since i did all the story modes at release, for now the only dungeon i never bothered doing explorable mode would be CM. Overall I got to say meele classes feel very unfavorable in a lot of dungeons and are forced to go ranged way too much to avoid combat gimmicks.
First things first.
Boons vs Defiant
Pretty much why every group want guardians or suports, boons >>>>>>> conditions such as weakness or cripple or vulnerability. Defiant is a nice mechanic and promote smart use of crowd control but the effect it takes on conditions pretty much puts classes such as necromancers in disavantage and promotes stacking direct damage classes + suport classes in almost every dungeon ever, and imo makes no sense with how much handcap it puts in conditions, while boons, which are effects that can last more than conditions since they are not affected by defiant, really shine with protection and regen effects,. This would be the first thing that I would review if you are trying a dungeon system revamp. Not nerfing boons but reducing the tow defiant is taking on conditions, which would be a nice way to also promote meele targets on the boss and more variable builds in setup in the dungeon play.
Pets are way too weak, dumb and useless in Dungeon environment
This pretty much kills a lot of builds and make people avoid some classes/builds for a dungeon setup, Minionmancers are basicaly useless in a dungeon environment and rangers pets will stay dead for most of the time, ah I was almost forgetting that pets can also harm some boss mechanics and causing more harm than help(I can think on lupicus for example). I think one thing I like involving pets is the direction World of Warcraft took to solve their problems regarding pets in dungeons/raid environment by giving them 90% reduced aoe/cleave effect damages. It’s at least an idea to help pet classes/builds and since Guild Wars 2(at least Guild Wars 1 was doing it) can separate things in PvE/PvP content it wouldn’t harm PvP if this design was introduced for PvE only. Ah I was also forgetting one thing, why aren’t pets and minions affected by the player agony resistance????
Now for the dungeons and fractals
Ascalon Catacombs
The 3 paths are fairly easy, I think Kholer could use a reduction in the number of evades he can do, it’s hard meeling him and it takes quite some time to kill him at ranged, excessive evading on bosses tend to be a very annoying mechanic in my opinion and force to have perma cripple on him to avoid him reaching you, the hook + spin is fine imo and it’s easy to avoid. Affecting all paths there would be graveling scavengers and their bugged launch attack that can damage you even if you weren’t hit by it, I think ascalonian rangers are a little bit overtuned in comparison to the other ascalonian ghosts, I think those are the only things I would change or focus at AC atm.
Twilight Arbor
Some adds are way too overtuned(those dudes with the hammer for example, tough they can be killed if pulled one by one) , first boss(wurm boss) adds puddles might be doing too much damage for the quantity of puddles that can be spread across the room, the path in which the last boss spawn some turrets can also be annoying for meeles and force meele classes to sit there waiting or ranged attacking while classes like rangers or other far ranged classes do all the work, imo it’s not a fun design. TA could also use more waypoints to be honest.
Sorrow’s Embrace
I think path 1 plays really nice, path 2 is a pain to do and feels very very long, one thing that I’d like to add and that also affect the Underground Facility Fractal and everything else to be honest is that Dredges are way, way too overtuned in the category of what they have for them, they got lot’s of boon, self heal, a considerable amount of ranged damage, feels tough to kill and swarm a lot. I think they are the most high tier ranked enemy in the game in my opinion followed by Risens Ilusionists, mages and hunters in Arah. Path 3 also feels nice.
Citadel of Flame
All 3 paths are fairly easy, specially with the changes, p3 became a nice path to do, but almost everybody just want p1 due to how fast it can be cleared ignoring the DR effects. Maybe giving the bridge boss better loot reward and making it kinda obligatory fighting him to access the Crea’s add event would make p1 feels fair in comparison to other paths.
Honor of the Waves
Path 1 seems like a nice path, imo it’s one of those perfect ideas where bosses feels fun and varied and it doesn’t feel hard or long, Path 2 and Path 3 in other hand feel way too long, and I mean, waaaay to long. The two twin bosses fight in the bridge have way too much hp. The boss with the two quaggan pets also feel way too long. Last bosses of those two paths is basically an underwater ranged kite fest, that also, feels too long.
For your samurai build I’d sugest this:
If you want to go 1h swords go with a build that would increase your CnD, since it’s a good weapon setup to stack bleeds… I might think of rampager or rabit set. also traits that involving improving condition damage or condition duration. In the first 10 points in the arms tree you can grab +% to add bleed on the target and Deep cuts that would increase bleed duration by 50%
I can imagine something around that(it’s just an example)
Gonna Edit here soon, gw2skills is being weird with build setups.
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Just happened now:
Old Tom poison is not being removed by the fan activation.(and yes the crystals were active)
So, as I’ve read on the patch notes:
" Daily Fractals of the Mists bonus chests are awarded after defeating the kraken. The rewards are now based off of the minimum of the player’s reward level or current fractal scale."
I am kinda confused here, it can create some problems for a group where players that probably are in really low level fractals lie about which stages they are and the group end up getting really bad loot. Is there a way to check at least what level everyone in the party reached?
you truly are a prophet and nobody thought it would happen.
So… this patch did nothing actually, they just went the safe way and fixed a few bugs…
Death shroud UI is probably still unchanged. Minions will also still be crappy…
Let’s see what they will do by the february patch. There are tons, tons of bug fixes to fix yet.
I find mesmers to be the best class design for wvw, also thieves are in a good place but mostly due to culling effects.
I don’t see in an WvW environment condition damage being superior to burst specially due to how easily they can get removed there also there is the amount of time you have to spend applying them in the open being an easy target trying to stack bleeds for example.
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This thread is just hilarious, just want to see how it will end up when the paid transfer patch hits, anyway good luck on building your nightcap guys.
let them talk about deso. complaining about skills when they have 1/3 of our points in this match and we don’t even have a nightcappin system like the rest of the other t1 homeworlds is just priceless, made my morning. Listen, i am not trying to look down on you guys or anything, just in a realistic PoV, but I don’t think it was fair for you guys how you guys ended up in this setup =/,it’s probably the free transfers fault that put you guys in this. It’s just that, it’s just too boring… geez…. But keep trying your best guys!
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this setup is really boring, unfortunately kodash and BB can barely put any fight. Well let’s see how this week goes.
really, I don’t see how. And while we are at it. What is wrong with cosmetic mounts that wouldn’t affect the gameplay by the way pvewise,(i.e no flying mounts) seems like one more activity for people to look after at level 80+ since most people are more focused on horizontal progression.
I don’t understand this whole mount fus.
I hate mounts >.>
I hate it when noobs try to run away on a mount.
I hate everything WoW in a MMOI love Guild Wars 2 and Lineage 2 c:
If you want to have a mount just to look cooler, I’d be happy if you run slower than me then or at least with my speed, but definately not faster. Besides i like the run animation of my toon <3 <3
You’re aware that there were mounts on Lineage II right?
[VotF] – Absolute respect to your defence of SM just now. Crazy numbers. Naive of me to think it would be so simple ;D
Were about 20 players :P I have the fraps of wiping the golem rush as proof of that
No way there was only 20 of you! No way :P
Just for you <3
I was actually there as one of the [Dust] and it’s astounding how disorganized Deso was on that attack(if I remember well I think we tried twice to attack the castle), tried to take the door with just 4 golems if I remember correctly and got wiped, specially when you guys climbed the ladder we shouted for guardians to pop sanctuary or something, but they just kept watching lol. After that I also remember you guys trying to attack the Keep from a cliff and it didn’t even ocurred to the guys attacking you from up the tower to knock you guys all of the edge. That’s deso on the afternoon for you. But anyway before I forget to add, good job on the castle defense.
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well if you want to use staff as CnD on that fight than just focus on locusts and grubs around your party on p1. If you’re Sc/D + Staff why would you want to dps lupicus just with the staff? pretty sure scepter dps is way higher than staff for single target, and maybe even aoe if you have epidemic, when the staff would be more supportive while still throwing some dps.
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If you don’t hit the locusts or grubs with your atacks you don’t need to worry about reanimator on lupicus tough.
Pretty sure when Anet fixes the culling stuff thieves complaints will drop 80%. And at least 50% of the community will reroll mesmer or another toon.
yep i could do it with no problems with my chars before this last patch. guess they introduced that hour cd
ty scizzor guess that is what was happening.
@saulius, pretty sure it was character instead of account wide.
So did Anet nerfed token rewards from dungeons this last patch? Before, i could run all dungeons with my chars for the first time and get the 60 tokens on each one for all paths. Now if I do one dungeon with my first char i win 60, and if I run with my second char the same dungeon i get 30. Wasn’t the limitation just character based? Why make it account based? It’s a pain for people trying to gear up multiple chars and speed runners will keep running anyway due to good silver from boss kills.
So my group finally killed Simir and we’re on the bloodstones where the npc is suposed to do something on the bloodstones, we killed the undead around the bloodstone and nothing happens. What gives?
don’t usually have much trouble vs them as Condition. Just wait for them to waste dodges and then corrupt boon them + ds fear when possible. Worst case scenario they will just run away and be back when corrupt boon is off cd.
When it comes to condition vs direct in WvW i believe there is no ‘better’ build.
Condition builds have really good control (stuff like mass crippling and chilling, keeping bleeds on enemies for other classes to benefit from) Direct builds have raw damage bursts and good support through well combo fields.
I would recommend playing around with both builds and finding the one that fits your typical play-style.
http://www.twitch.tv/gw2ascii/b/353567741 I play full direct damage Necro in WvW if you scroll to about 20 mins in my steam you can see the kind of damage i can put out at short notice.
Hope this helps!
Considering the targets you were hitting and how much damage you were doing, it becomes pretty clear how axe damage scale is weak atm compared with other classes that can invest in power builds, specially considering the range you have to be for attacking and the gear you need to invest for that damage. I can give you a good example, for instance, a rifle warrior running knights + zerker or full zerker, will outdamage an axe necro, out range an axe necro, and willl have far more survivability than an axe necro. Imo, I prefer running as conditions. It has some drawbacks tough, and they usually will not tick for that long in zergs since everyone and their mom can easily remove then. I just find necro power damage atm to be very lacking if in comparison to other classes.
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My expectations
Overall Gameplay:
>Bleed Cap has been removed in PvE and WvW environment
>Conditions now affect some types of objects(excluding some structures which it could turn in an unfair advantage such as WvW doors) or
>Enemy objects damage from condition damage users has been recalculated to feel similar to direct damage users.
>Minion AI has been fixed overall
>Dodge breaking during it’s activation has been fixed.(happens a lot)
Necromancer:
>Scepter 1,2,3 and Dagger Offhand range has been increased from 900 to 1200.
>Death Shroud UI, now shows boons and conditions on the necromancer
>Flesh Golems can now swim, or has been replaced with an undead Shark which charges stacking a 5 bleed on the target(similar to ranger’s sharks)
>Reanimator removed, new trait Corpse Explosion. Whenever a target that grants you exp or glory dies, it explodes bleeding(3 stacks) nearby targets during 10 seconds. May trigger Death Nova. 30 seconds cooldown.
>Axe damage has been increased overall by 20%.
>Staff skills base damage increased.
>Greater Marks also increases staff damage by 10%.
>Deadly Strength now gives 5% condition damage as well.
>Close to Death fixed, now it also increases condition damage.
>Grasping Death tooltip fixed. Now it reflects correct bleed stacks and duration.
>Vampiric and Vampiric precision life steal health gain have been increased.
>Necrotic Grasp’s projectile travel speed increased.
>Fixed a bug where Plague Form and Lich Form stopped increasing stacks accumulation from some sigils when the transformation ended.
>Death Nova poison duration increased to 5 seconds.
>Reaper’s Might now affects Necrotic Grasp.
What these changes offer? Build variation I guess, necro feel too incomplete as it is atm. I think condition damage is left out way too much in comparison to Direct damage in all situations. Also necro’s feel like way too much open to attacks in comparison to other scholar classes, specially mesmers, hence the 300 range increase on scepter and off hand dagger. Alas, undead Shark is a suggestion that would allow necromancers to use another elite underwater aside Plague Form.
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I think one, if not the best thing of this christmas event is the bell. Being able to almost reproduce perfectly lots of songs is really a very addictive thing for the people that have the dedication to learn or want to have fun. It’s kinda a game inside a game, someone can spend hours playing the bell and having fun and also entertaining other people.
With that said, why not add more musical instruments to the cash shop? Pianos, guitars, drums, harps, etc. The cash you guys could make by adding the indestructables and also the consumable instruments would be really something to considerate. I for one, would buy all of them if they were available.
I would say to add them to the game, but the RNG from loot drops is bad enough as it is.
They could reduce the base stack number of defiance from 5 to 3 maybe.
Guys. In your opinion what rune would you go for a condition build at PvE/WvW?
For now I am running with 6xUndeads, before it 3x Afflicted + 3xKrait, but in your opinion which runes can offer you a good condition damage performance overall?