Showing Posts For Silverkey.2078:

Feedback: Guild Wars 2 Mac 64-Bit Client

in Account & Technical Support

Posted by: Silverkey.2078

Silverkey.2078

the game does not recognize which scrolling mode you selected (the default new scrolling or the reverse).

Odd, it should. Have you posted your hardware information and other details? What mice are you using? I’m curious to see it.

Thank you!

Ok, so after quick testing, it actually does recognize the scrolling mode, but it acts reverse to what it used to. So to get the scrolling I had on the previous client, I need to reverse the computer setting (this is with my trackpad).

Feedback: Guild Wars 2 Mac 64-Bit Client

in Account & Technical Support

Posted by: Silverkey.2078

Silverkey.2078

First, I am very happy about having a native client.
However, there are many keyboard-related issues:

  • the client does not recognize your keyboard and so assumes I am playing a english keyboard (mine is french). To a large extent, I would just need to re-bind keys, but I think this should not be needed.
  • as someone already mentioned, I cannot type the “@” to login. I had to copypaste it. The devs did mention the key next to 1 being swapped with the one next to shift, but the one next to shift (“<”) worked as it should for me while “@” did nothing.
  • the game does not recognize which scrolling mode you selected (the default new scrolling or the reverse).

Eternal Coliseum, Capricorn....

in PvP

Posted by: Silverkey.2078

Silverkey.2078

I am fairly happy with capricorn making it to ranked. Coliseum was never a favorite of mine, but well…

GS4 change

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

The problem is that they implemented this based on a mesmer community request. Many of us said that what made shield so good is that the phantasm skill also provides an additional effect.

But all the attacks they added are just minor things which barely change anything. Basically they were afraid to buff mesmer, and also they didn’t take too much time thinking of something interesting, so they added a lame minor effect which you don’t even think about and adds basically nothing to the gameplay.

If you go to my signature mesmer rework, you will see that I suggested effects for each weapon skill, designed so that the effect is the main thing and the phantasm only a “side-effect” (which is associated to an overall nerf of phantasms). This is the way I would have liked it to happen : I want the mesmer to control the large effect (in particular the damage) and the phantasm to provide a small but useful utility.

2nd Specialization - Enabling the 4th Tree

in PvP

Posted by: Silverkey.2078

Silverkey.2078

#StopThePowerCreep

Mesmer Balance Notes

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

At the risk of not being very popular, not being able to cast damaging phantasms while remaining in stealth sounds good to me.

what else chrono could offer?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I don’t actually fully disagree with you. I have no problem with unique buffs remaining unique. I actually think guild wars 2 would be better off with the different boons or debuffing conditions not being given away like candies to all classes.

The ideal would be that a support build from each class exists which gives out approximately as much support and damage, and one damage build for each class which gives as much DPS. An ideal comp would need a mix of support and damage. Having only damage builds would lack the offensive (and possibly defensive) buffs, but only support would render the offensive buffs useless because nobody does good DPS. But then you would always be able to customize the team comp depending on who do you have with.

Many people claim “a raid would always take the best comp” but if comps vary by a few percentage points overall, proficiency in a class would be more important than choosing the right class, and taking the slightly less efficient comp would still be better than waiting longer to find the ideal comp. So it is not impossible at all to have a “good enough” balance.

But of course, you don’t want all classes to feel the same. While you want globally the same efficiency, you want each class to have a unique playstyle. Also, having this uniqueness means you could easily have different comps being optimal for different bosses depending on the mechanics (while still not too far of from each other overall). For example if a boss is moving fast, torment-mesmer be great DPS and you would need “mobile support”, an immobile boss would favor staff ele or AOE support (like wells for chrono). Having unique buffs is one way to achieve that, though not the only one.

So yes, overall I think I (and probably many revs) would have preferred Ventari to be given a new unique support buff. My point was just to say “stop whining” because it does not change much at the end except for flavor.

what else chrono could offer?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

The thing is… chrono still has the strongest support. And this makes balance delicate.

Before the patch, chrono was mandatory. Now… probably still is (I’m not an expert in raid meta)

If we want to increase our personal DPS (we do) to allow a DPS build, we have to make sure that chrono support keeps a low DPS to make up for the very high support. Currently, the main downside of alacrity is that it takes phantasm spots and thus reduce significantly our damage. Also we invest in boon duration for quickness which reduces even more. Finally we need the chronomancer traitline.
So any additional DPS increase should make good uses of these restrictions.

In general, balance-wise, giving alacrity to rev and more quickness to guardian is smart. I just don’t find it very thematic (Ventari is about peace, he would not reduce your CD to make you kill faster…) and it does feel like a broken promise. But balance-wise, I have no complaint.

Mesmer counters his own confusion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I agree there is anti-synergy. In many cases, the efficiency depends on how well you build and you play to prevent/reduce this anti synergy. So I don’t think this is a problem as such.

My main problem are traits like mistrust who try to have an interrupt-confusion playstyle while those two don’t work together. I actually suggested a possible fix in my mesmer rework (see my signature) which is that mistrust reduces the stun/daze duration and instead add a blind. It keeps a bit of defense but without preventing a good use of the confusion.

Last Rites vs Lifesteal?

in Necromancer

Posted by: Silverkey.2078

Silverkey.2078

To my knowledge nothing has changed.

Basically, the way BM works is that you have life steal traits competing with healing-power-affected traits

  • Blood Bond (life steal) vs Ritual of Life (good HP on well of blood)
  • Vampiric Presence vs Life from Death
  • Vampiric Rituals vs Transfusion

So if you have high healing power, you would rather choose the second column, if not, the first.

Official Skill Balance Thread: 22 February Update

in Guild Wars 2 Discussion

Posted by: Silverkey.2078

Silverkey.2078

This patch and many in the past are mostly cooldown reduction without much functionality changes. But it feels like in many cases, the mechanics itself is the problem and there is no cooldown or damage modifier which can make the skills balanced.

For example, as a mesmer main, I think the whole phantasm mechanics is nearly impossible to balance and I feel a rework, while obviously difficult because a wide range of skills and traits are related, is necessary (see my signature). To a large extent (and it is true of many classes) the elite specialization became so mandatory because they attempted to fix the core issues (ex. chronophantasma for chronomancer), but one cannot have each new specialization fix the same problems over and over, they need to be fixed directly at the core level.

On a smaller scale, weapons like off-hand sword or focus just do not bring much interesting utilities in most game modes and could easily be reworked to get them a purpose (again see my signature).

So the question is simple : are there any plan for some more broad reworks of weapons or even class mechanics before adding new layers of complexity with the new elite specialization? Something of the type of the large trait reworks before HoT or on a smaller scale, case by case.

Chronomancer's alacrity no longer unique...

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I’m sure most revenant players didn’t really want this either, and would’ve preferred real improvements instead.

I think on the revenant side, something of this type makes sense. Ventari provided only healing (and not that much). The line/legend needed an additional form of support. I don’t necessarily feel that alacrity makes huge sense theme-wise but balance-wise, it was probably planed by a-net as a way to reduce the absolute need for mesmer in a group.

Chronomancer's alacrity no longer unique...

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

The worst part is that in a PvP setting, revenant alacrity seems to be actually much more reliable. Just had a game with a ventari revenant and I did feel it…

Mesmer Balance Notes

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

You forget one important detail on mesmer balance:

  • We’ve been looking to improve the support role for the revenant. Alacrity will now be available through the Salvation specialization line, allowing Ventari’s Tablet to project it at a constant rate.

How would you redesign the necromancer?

in Necromancer

Posted by: Silverkey.2078

Silverkey.2078

Profession Locking Poll - February 16th 2017

in PvP

Posted by: Silverkey.2078

Silverkey.2078

or you know your class and modify builds. I did see stacked necro + war, swaped rune and destroyed them yesterday. Won´t be optimal in many cases but will even out and show how good you are with a class in the long run.
As already written, people swap to counter oposing classes and they do it in the last seconds waiting what oponents do even stacking classes it it´s a benefit. SSD and not Q ing i nthe mists helps ….. this is bad stuff. Locking will be a change that will help to improve the system.

I agree and that is why in my initial post a few pages ago I wrote that the “yes” could only be of value if we have build templates for quick build swap and improved build diversity.

Yeah. Let’s all vote NO. We already have a stone over this grave because of SoloQ voting in the past. Now all we need to do is build a fence around this grave, to make sure nobody else will dig here in the future and everything will remain as it is.

When you will leave the game (because if I leave, so will others and so will you), ask yourself what you did to change or improve it.

But what exactly would this improve? How would that be any step closer to “saving” the game that you apparently consider dead? The only argument I see is that it will create a more realistic rating, which is wrong because it neglects comp synergy. I main mesmer, and I am a much stronger mesmer than elementalist, yet when I switch to elementalist it is because I know it increases my chances. So the class MMR would tell me “you just decreased your chances” while I actually increased them.

I would love to use class rating because whenever I feel for using one of my weakest class, I would like to be on an appropriate MMR so that the game feels fun and that I don’t feel like reducing my team chances. But when I want to play competitively, I don’t want to be locked into a game which I know will be a loosing game from the start.

Maybe a compromised solution would be:

  • in unranked, have class locking
  • in ranked allow class swap

or another compromise will be that when you queue, you can click on the checkbox “use my class MMR” which locks you into your class but gives you the accurate rating you want. This does not mean split queues, every game would have some people who are locked and some who are not.

Profession Locking Poll - February 16th 2017

in PvP

Posted by: Silverkey.2078

Silverkey.2078

NO favors people comfortable and ready with multiple characters and enables toxicity towards players who don’t.

YES favors everyone.

If the situation is really

  • people who don’t multi-class voted yes
  • people who do multi-class voted no

then I believe the only good answer is “no”. Because if you don’t multi-class, your MMR is already your main class MMR and this will change nothing for you.

Because “no” does favor even non multi-classer. If you only play thief, and you end up on a team with one or more other thieves, you know you’re up for a loss. But if THEY multi-class and swap to something more balanced, then you can continue playing your main and still have a chance to win.

As I said earlier, class locking will NOT make a better matchmaking, on the contrary! The individual MMR will be more accurate, but the team with the best comp will have so much more chance to win. Currently, class swapping allows to even a bit the comp advantage, remove this and you are up for a RESULT COMPLETELY DECIDED BY RANDOM FACTORS: namely the team comp you end up with.

Next balance patch predictions for Mesmer

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I think people are overall happy with the current balance in terms of class comparison (all classes have a meta build or not too far in all game modes).

So for a large balance patch, I expect

  • build diversity (mild power mesmer buff, maybe buff of wells)
  • possibly the start of a long series of nerfs to prepare for the next elite specialization OP-ness.

Profession Locking Poll - February 16th 2017

in PvP

Posted by: Silverkey.2078

Silverkey.2078

  • If we had real build diversity
  • If we had build templates
    Then it would be fine to lock professions, because we could adapt the build to the situation.

A team is more than the sum of its parts. The added accuracy of the “class MMR” is meaningless compared to randomness you have from team comp. So at the end, the real “team MMR” (not just the sum of individual MMR but the actual efficiency of the team including synergies) will be much less accurate with this change.

Do you really feel like a CHRONOMANCER?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I feel that the chronomancer is a great specialization and does fill its role except for:

  • Time Catches Up
  • Illusionary Reversion
  • Chronophantasma
  • Time Marches On

which just feel like mesmer fixes and not chronomancer traits. Sadly they are the PvP meta traits… precisely because they fix significant design flaws that cripple the class since launch.

Essentially, I felt like a chronomancer when I was playing the bunker in the very beginning or when I play PvE. I PvP, now, I just feel like an enhanced mesmer.

Balance update challenge

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

In principle I like the idea for the reasons that Silverkey stated, but the problem is that it is such a fundamental requirement to PvP that you really kinda screw the other Elites in the process.

If you think about PvP, currently Moa is the go-to elite. No choice here. And Moa is so strong that I actually think it CAN compete with portal. I would go as far as saying this is the only skill which can compete with portal competitively.

GW can be good in PvP and is probably used by many (yet not competitive). I don’t know how much the skill would suffer if portal competes for the slot. Also, putting portal as an elite glamour may mess things up in the skills (what does time warp become? is it just a non-elite glamour? does it switch to an elite well since it fits chronomancer much more? etc…).

Mass invisibility is only somewhat useful in WvW as far as I see it.

In PvE or WvW, portal is useful but more situational so here the competition is less difficult.

Balance update challenge

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

My suggestion for portal is to make this an elite glamour skill. Why? First because it deserves the spot. It is very impactful skill in many ways. Second, because it nerfs mesmer enough in PvP (competing with moa!!) to be compensated by a significant sustained damage buff. Finally, because it increases build diversity, especially in PvP. You have now 2 utilities available for build diversity instead of one (blink remains great). In my experience, whenever I decide to not have portal on my bar, I feel like I can actually introduce variations.

Mesmer's color

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

If the reason for your rejection of purple/pink is a lack of confidence in your masculinity (I assume because it is common but could be wrong), interesting historical fact. Historically, in many countries, blue was a woman color and pink/red was a man color. The reason is that blue was associated with softness while red and pink were “blood colors”.

So forget about gender role and play this awesome class.

How did you fare with this episode's boss?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

The key part was the special action key. I didn’t have a key bind (had to click) and it didn’t go well at first … Not clicking in time is very punishing.

Luck Sink in the future?

in Guild Wars 2 Discussion

Posted by: Silverkey.2078

Silverkey.2078

Did you already max out on magic find?
Else, a good luck sink is guild exploration.

CS discussion

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

For me, one of the problem is that Time Catches Up, CP and RI do not make sense in the chronomancer line. For chrono to be balanced, it needs to be a “specialization”, meaning have a specific goal. Domination = damage, Chaos = Defense, Inspiration = Healing/support. Chronomancer seems to have been meant as a defense/support specialization (shield, alacrity/quickness) but it also provided superspeed on illusions, and an infinite supply of illusions. Those favor offensive/spammy builds and are thus out of flavor (you don’t even really have a “time” theme on RI, barely on CP) and out of balance since you keep your shield defense and shorter CD coming “free” with the chronomancer.

So how to balance mesmer/chrono: rethink everything
How they are going to balance mesmer/chrono: make a new specialization, realize chronomancer is way stronger than the new specialization. Nerf core mesmer to make chronomancer less OP. Make the new specialization a bit OPer to make up for it. “tada”!

It's Time

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

There is nothing wrong with the idea that killing illusions is a counterplay to mesmer. And if it is, you should not put counterplay on the counterplay.

The problem is that you should at least focus on the phantasms to kill them. They should not die at a random sneeze. As Ross says, we should import the idea that was used in PvE: phantasms take heavy damage only when explicitly focused.

On top of that, we cannot have the current situation where most of our DPS come from illusion with stupid ramp-up time and easy death. Illusions should bring utilities and not be central to our damage. That can still make them very useful (like boon strip/vuln on sword phantasm, chaos storm on staff phantasm, fire field on torch, a few finishers etc… see my signature). Once this is done, I think a-net may be less scared of making our illusion more resilient in PvP.

And doing that will also make us less reliant on shatters, and thus on clones.

nerfing Echo of Memory is a bad move

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

forum bug /15char

nerfing Echo of Memory is a bad move

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Chronomancer have too much damage negation. This is not healthy.
On top of that, we have decent sustain, partly thanks to RI. On the other hand, we have very little reset potential compare to most classes (what I mean by that is that we cannot heal 80% of our total HP pool in a few seconds like DH, druid, scrappers, etc…).

Mesmer does not shine by its damage pressure (abysmal in power, decent but comparatively not insane in condi). It is really our survivability which is the problem. So nerfing condis like some suggest is a bad idea (though I think the application need to be less spammy, maybe apply condi only on F1 and/or F2, not all 4/5). Nerfing our survivability and boosting our sustained power damage (over all game modes) would have been the best I believe. On top of that, better condi cleanse not-inspiration dependent would have gone a long way. Instead we have a patch which does not significantly improves build diversity, though chronomancer and inspiration became a bit less mandatory which is a (baby) step in the right direction.

(edited by Silverkey.2078)

nerfing Echo of Memory is a bad move

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I honestly think 35 is fine for getting 6s of blocking. Warriors have 25 and Engineers have 30 but they can’t use their ability back to back. 35s for EoM is probably where it should have been from the get go. Although, anything higher than that is over the top.

But I was commenting more on the OP asking for Phase Retreat to have an increased cooldown.

We do not get 6s but 3s of blocking. It got nerfed (justifiably) long time ago and is only 1.5s per block.

Upcoming restorative illusions

in PvP

Posted by: Silverkey.2078

Silverkey.2078

I agree with you, mesmer needs some on-demand AOE healing for healing power to be a more desirable thing. Right now, mesmers have only

  • Restorative Mantras
  • Healing Prism
  • Regen (mostly thanks to Illusionary Inspiration)
  • Well of Eternity
    as AOE healing. The problems are:
  • Mantras are clunky to use for the healing as you need to waste your mantra charges and then cast a nearly 3s mantra to get the heal. Also, barely any HP scaling
  • Healing prism is tiny
  • Regen gives good background heal, but not “on-demand” burst heal
  • Well of eternity is 1 heal every 30s.

Long time ago (see my mesmer rework in signature) I suggested changing restorative illusion to:

  • base self-heal with low HP scaling
  • AOE heal depending on number of illusions with high HP scaling

This way you don’t get too much AOE heal, but you do have some on-demand AOE heal.

Facepalm at inc nerfs...

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I don’t think those are bad changes, though they should have been together with buffs to sustained (power) damage.

Also, this healing power change is great in principle. Inspiration did not scale very well (mantras or IR) with HP, now it has improved. Also the scaling with the number of illusions have improved. The problem is that you usually want HP when you intend to OUTPUT healing, not just for your personal sustain. And except for essentially near perma regen, we don’t output healing. You could argue “mantras” but first this is clunky like hell and still does not scale with HP.

So it feels like half-baked changes.

Also on a separate note, I know I am a minority here, but I still do not like the idea of split balance. I believe many of the changes required for mesmer are similar for all game modes. I don’t mind a few minor exceptions, but here they seem to go full on. To a large extent, it leaves me with the feeling that the PvP team has now control over PvP balance, which allow them to shortcut an inefficient general balance team.

How would you redesign the mesmer?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

My main idea for redesign is in my signature and mostly imply no damage at all on phantasms. But for the things you specifically ask, I think illusions should be able to switch target with you and not die when their current target dies. It would also allow new types of phantasms, like ground targeted AOE phantasms for example (just an idea). However, they should probably not follow you out of combat.

Season 5 looks terrible

in PvP

Posted by: Silverkey.2078

Silverkey.2078

People are already making negative comments before all the info was released and before trying it.
I am personally looking forward to those changes. I love having “finally” a measure of my skills (or lack thereof) and who could complain about increased rewards!

Chaos Armor should have been a utility skill

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Phase retreat is one of the main reason I use staff. So no.
Now I agree that staff lacks damaging skills. In my rework (signature) I suggested:

  • change skill 3 to a “ring of fire” type skill but applying confusion; generate a phantasm doing chaos storm without the damage
  • change skill 5 to a pulsing AOE damage and torment + some support

it is overall a buff of staff on the AOE+condi side (the current damage comes mostly from the phantasm and is power-only and single target which is completely against what the rest of the staff provides). But despite already being used, I think the staff can tolerate a buff.

How to nerf condis in PvP/WvW

in PvP

Posted by: Silverkey.2078

Silverkey.2078

I think the separation of condis by categories (damaging vs non-damaging) is essential.

And as I have mentioned many times, I think the best for condis is to ensure that condi clears ONLY clears non-damaging ones. You can then reduce the condi output to make it match power damage output. You could have then a very clear situation, where you need to avoid/block the condi bursts but can sustain the constant pressure from the AA and other non-burst applications. Exactly like power damage.

Mesmer still boring to level up?

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

It is still more boring than average. The problem is simply that mesmer does not have great damage, and especially if you have a lot of enemies. The class has decent mobility, so the exploration is perfectly ok, it’s really just the fighting.

On the other hand I main mesmer because this is the class I enjoyed the most when I started. So at the end, even if you can objectively say that mesmer is the slowest class to level, that does not mean it is a bad pick, if you like the playstyle.

Shards of Glory

in PvP

Posted by: Silverkey.2078

Silverkey.2078

I agree. There needs to be a shard of glory sink. They were designed so that people crafting legendary weapons would need to PvP. But for some reasons, a-net made them tradable and very very cheap because of very few sinks. So you do not need to PvP whatsoever.

PVP Scoring system need to improve ?

in PvP

Posted by: Silverkey.2078

Silverkey.2078

The thing is the scoring system does not have much implications. And you do have already a scoreboard showing all the things you mention (damage, condi, etc…). Now I agree that the scoring could be improved so that people stop saying “you have a low score you must have done nothing the whole game”, or “I am first, I must be great at this game”, but other than that, it is indeed fairly unimportant.

greatsword domination mesmers

in PvP

Posted by: Silverkey.2078

Silverkey.2078

As a mesmer main, I would be perfectly ok with reducing the burst and increasing the sustained damage. The 1-shot mesmer is extremely frustrating to face for low-level players, and can potentially turn someone away from the game (or at least its PvP side). But the build becomes very hard to play at a higher level, because once the burst is done (and most likely evaded), you are basically just running around for 10s tickling the opponent.

Auto-attack DPS Ranking

in PvP

Posted by: Silverkey.2078

Silverkey.2078

Auto attack is pretty important. Many professions spam auto attack a lot in PvP. Engi uses hammer auto. Rev uses sword auto. Thief uses dagger auto. Ele uses dagger auto.

Some weapons are bad because the auto is bad. I can tell you mesmer GS is bad in current pvp because its auto is bad. The weapon has good 2-5 skills but terrible auto prevents it from being a meta weapon.

Ranger staff is a strong weapon and its strong auto party helps that. As a utility weapon, it still gives decent damage pressure by auto

GS is “prevented” from being a meta weapon because most mesmers aren’t skilled enough to play power shatter, and because condi chrono has a much lower skill floor. That’s about it, not because of the auto being bad.

Builds are meta because the most skilled players consider it best against other skilled players. The skill floor of power is indeed much higher, but even if you are a great player, power shatter is not as good. And one of the main reason is the lack of sustained damage. Once the GS + F1 burst is done, you’re left during 10s trying to survive while hitting like a wet noodle. With all the blocks and invuln, your F1 burst will probably be at least partly neglected by a decent player, so you are left with nothing.

So yes, the GS AA is part of the problem, not really the skill floor.

[Build/Guide] The Immortal Mesmer v2.0

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

I would feel better if the video was not your group destroying my server, but this being said, Pyro did give me this build a little while back, and from my testing it works great, and is also very survivable even if you find yourself isolated for some reason.

[Closed] Design your elite spec contest

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

So after a pretty long time, I think we can close this vote. Next time if I make such contest, I will put it on reddit, but for now, this should be enough.

The final podium is

  1. Zintrothen’s Siren with 6 votes
  2. messiah’s deceptive mind and Stein’s Dementalist with 5 votes each

Congratulations to you and all other participants. I will send the price to Zintrothen today.

[Closed] Design your elite spec contest

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

Can one of you share it on reddit?

QoL: Fix teleport skills

in PvP

Posted by: Silverkey.2078

Silverkey.2078

I have to mention that we already had a dev answer (in the mesmer forum I believe) saying that for some reasons, it was complicated.

Upcoming Ranked Arena Map Rotation Changes

in PvP

Posted by: Silverkey.2078

Silverkey.2078

Urghhh skyhammer…..

SH was never going to be competitive due to too much pve~

Skyhammer can be bad at camera issues, or claustrophobic battles, but pve? really? wtf of pve in Skyhammer are you talking about?, Foefire and Forest are more pve than Skyhammer.

I think he meant SH=stronghold. Yeah it can be confusing :p

Upcoming Ranked Arena Map Rotation Changes

in PvP

Posted by: Silverkey.2078

Silverkey.2078

Good decision for Stronghold. On the other hand, I would prefer Capricorn to Skyhammer. Might be only a personal opinion.

Please merge instead of linking

in WvW

Posted by: Silverkey.2078

Silverkey.2078

Players will move about, and if we merge all servers together, it means they can stack servers again. Until they find a way to stop that, I prefer Linking to Merging.

The thing is that there is an ideal population on a server, at least in my opinion. Too low means bad server results and risk to get bored because you meet no-one. Too high means long queues during prime time.

Before linking there were just too many servers compared to the total population in WvW. There was no way for all servers to reach that ideal population, so people stacked on the top servers to reach that ideal.

If you now merge servers, all get closer to the ideal population, so you have much less incentive to move server.

[Closed] Design your elite spec contest

in Mesmer

Posted by: Silverkey.2078

Silverkey.2078

So let me try a new tentative time for the end of voting: 6th november (included).

The good things elite specs did.

in PvP

Posted by: Silverkey.2078

Silverkey.2078

Your analysis is partly true. Overall the good and bad of elite specs are clear:

  • some of them DO provide different playstyle which were unviable with the core class (condi warrior, support ranger, etc…) which is great
  • a large part of their new skills/traits have better design and are more fluid than core skills, with overall less “garbage skills”
    BUT
  • many of the new skills/traits give a more spammy playstyle: you can now spam burst skills, spam shatters (endless shatter fodder), spam traps, spam dodges, spam AOE CC, etc…
  • the clear superiority of elite specs over core specs means that the old playstyles are not relevant anymore (support guardian, support warrior, burst mesmer, power ranger) and you are forced to play in the playstyle that the elite spec provide. So there is no neat diversity gain.

At the end, not all is negative. And a big part is that elite specs were designed after the successes/failures of the core class were known and identified. Many of the mechanics designed at launch did not work as expected, and in general, the game has moved a long way. Core classes have not had the rework they needed and many things are simply obsolete. Elite specs correct that to a large extent which is part of the reasons for their superiority. I wish a-net would focus some time and energy on a rework and have again the level of interaction we had during the HoT beta week-ends, simply because the bad core designs can not all be fixed at the elite level.