Showing Posts For Taerik.3405:

AngryJoe Interview - HoT Questions for Devs?

in Guild Wars 2: Heart of Thorns

Posted by: Taerik.3405

Taerik.3405

Do engineers get maces as well as hammers
(imagine mace/pistol mwuwhahhaha)

AngryJoe Interview - HoT Questions for Devs?

in Guild Wars 2: Heart of Thorns

Posted by: Taerik.3405

Taerik.3405

Q: When will you remove the condition cap in pve

Engineer's grenades outdistance rifle

in Engineer

Posted by: Taerik.3405

Taerik.3405

With no target lock on the engineer grenades are garbage.

Not sure if serious…

Me neither…

He is serious, he has started threads and posted in multiple places his nonsense belief that nades should be target lock.

He also does not read any replies, he posts his side, and then will later repost his same argument and will not read/comprehend/consider any argument, I recommend you ignore him since he ignores us.

[HoT] Choke points sieged and mountain path

in WvW

Posted by: Taerik.3405

Taerik.3405

Waiting is no fun. Speculation is fun.

It sounds to me like this is thier attempt to mitigate population imbalance. And if it works like I hope then this will be very fun and I will give kudos to Anet.

A lot of people find huge battles for towers/keeps/SM very fun. However those battles don’t occur as often when population imbalance is present (which is a lot). You end up seeing more PvD than PvP. And it demoralizes the smaller server(s) so it just gets worse as the week goes along.

This design seems like it will allow a less populated server to put up a defense against a server that has greater population. The large pop server can’t just go directly to watergate and zerg their way in. They must go through the tower defense first.

This will not allow the less populated server to win the match. It probably wont matter much for PPT.

What it will do is put them on a more level playing field in a particular region of the map. It will allow everyone – both the weaker servers and the stronger server to have fun. Which really is the point of a game.

This is why I am looking forward to it, I like the idea of wvw but I get very frustrated with the reality of few and far between battles against other players

Race for Engineer?

in Engineer

Posted by: Taerik.3405

Taerik.3405

^ what he said, although I play human for the better looking things

Hammer and flying bots confirmed for Engie!

in Engineer

Posted by: Taerik.3405

Taerik.3405

Hammer NO! Make grenades have target lock increase toolkit power and give engineers rifle and pistol weapon switch

1) Grenades are way more powerful as a ground targeted ability, you can find a lot of youtube videos showcasing this. If nades were not to be ground targeted, they would miss all the time.

2) Toolkit is already OP

3) If they give engis a weapon swap they will nerf kits to compensate

Engis are fine.. better than fine right now

Turret QoL

in Engineer

Posted by: Taerik.3405

Taerik.3405

I do have
show all enemy names
show all npc names
show all player names

checked

Turret QoL

in Engineer

Posted by: Taerik.3405

Taerik.3405

Just comming back to the game after a long deployment, and I am suprised at all of the small but nice quality of life changes anet has made to the game, with wardrobe, and a push for account bound rather than soulbound everywhere it seems.

I saw that turrets got buffed somewhat since when I played last, and the playstyle is kind of nice, one thing I would like to see is turret healthbars, I dont mean like in a party UI but I want to see the HP bar floating over the turret like I see enemies HP bars after I injure them, is there anyway to make this happen. (this will make them easier to see when to explode them for max effect)

Dusk over 800 Gold

in Black Lion Trading Co

Posted by: Taerik.3405

Taerik.3405

Demand for precursors will always be high, at least until a good portion of the community has got what they want, everyone has alittle bit of ego in a MMO regardless of how much they say they dont care about the shinies so everyone eyes the max weapon a little.

Crafting precursors will either involve some form of RNG or lottery knowing anet, and also probabyl involve doing obsqure quest lines like the black moa in gw1 to get components

Gems price after a year of release

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

Since there are so few things to actually spend all your gold on, and no real gold sink (a normal function that takes your gold away), Players end up with LARGE amounts of gold, I hit 5000gold at once point.

Ever since launch I have just been throwing my excess gold into gems, its a sound investment since gem prices will always rise, the only thing that could ever make it go down is if EVERYONE starting giving anet money and then convert gems to gold, im sure there are players that do this but there arent enough of them to stop the gem price rise. Im currently sitting at 20k gems, its down from 39k but I blew a lot of gems recently, I have a minipet addiction…

The new conditionmancer (guide)

in Necromancer

Posted by: Taerik.3405

Taerik.3405

@Lopez, based on your feedback I am actually going to stand up for nemesis again even though i dont play his blood magic option myself

1) The build is clearly meant for pve, his pvp build also focuses heavily on terror as you try to point out.

2) Terror is bad for pve, on trakitten moves mobs out of the clumps, lowering your groups dps from things like cleave, aoe, etc, and a good majority of the time it doesnt work on a boss mob

3) Yes you are correct in solo play you miss burning and about 900 dps from the burning, but in group play I have NEVER been in a group that doesnt already maintain at least 75% burning uptime, so is that last second or so of burning really worth 30 points, you can make points either way for it, but I promise you that in groups you dont need to bring burning yourself so if that is the reason you put 30 points in spite well you need to re-evaluate what you want to do with your build. Now if you want to put 30 points in spite because you want to be able to do some power based damage against objects (like eternal flame im cof2) Then there you go.

Nemises chose 30 points in blood because he feels for the role he wants to play, 30 points in spite JUST for burning which your group ALREADY applies therefore wont be YOUR 900dps isn’t worth it, and weighed his options between the remaining trees and chose blood, which is a VERY sound decision.

This build choice is not for everyone, I personally do not like blood magic, it doesnt do enough of what it is supposed to do for me to like it, I think it is playable but not like I want to play. I personally play with 30/30/0/0/10, but my reasoning is
-Roll around with a different set of runes
-I run solo often farming random stuff
-I have one of those perma bank express items, so when the dredge fractal pops up and we get the ice boss, it takes me about 15 seconds to swap a few traits, click a few pieces of gear eat a different food and now I am playing a power based hybrid build with some condition damage in it, it isnt a max power 30/10/0/0/30 build that I like better, but it works very well I think and thus I feel justified in having 30 points in spite in a condition builld.

Please dont assume the community is mindless sheep that follows every youtube vid 100%. I like Nemesis videos because he explains all the decisions he makes, everyone can clearly see where they dont agree with his choices and make thier own. Also he doesnt have the attitude your bad if you dont listen to me. The videos are a very strong resource for anyone to look at, from day 1 necromancer newbie to a veteran because it shows a different perspective of looking at things. Spoj is also a good resource sometimes when he actually explains his build choices, I tried to search your posts looking for your own design choices but got tired after the first few pages, your a real gem in the pvp forums though.

Orr didn't work. How should it be changed?

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

PM me in game and ill show you how I do it, once you learn the trick its not do bad

Orr didn't work. How should it be changed?

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

Both are soloable, medium difficulty.

The one with the flying risen knight, clear mobs in the general area, and then pull the knight away, he walks slow so you can run back to the skillpoint and cap it before he gets to you to interrupt you or 1 shot you.

Balthazar temple just takes patience, you must clear the area, and the vets can be a pain because they spawn adds so bring a aoe build or a high dps build that can insta gib the adds, once the area is clear spam the point.

Also the melandru one is a pain too, again just clear all the mobs and spam the point.

[[Unofficial GvG Scene Thread]]

in In-game Events

Posted by: Taerik.3405

Taerik.3405

I actually signed into my forum account, and I never do, because I KNEW there would be a forum thread about this. GvGs aren’t the point. The point is that Anet, you are getting increasingly detached from your most loyal playerbase day by day. The proof was in that stream. I could not BELIEVE how you guys just ignored the people crying out for a GvG mode. You act like they don’t exist and even act like they detracted from the stream somehow….that stream was crap, to be honest, (some Q&A…..seriously) and it’s incredibly insulting to the hardcore guilds that make up the core of WvW the way you simply ignore us, in a stream for the very gamemode most of us play exclusively. I can’t believe how blind you guys are to this cash cow right under your noses. You try to push sPvP like the plague as an esport where a set GvG mode really has the potential to blow up. How can you not see this? There are so many people involved in this GvG scene with absolutely zero support from you lot. Imagine if you showed the slightest bit of support.

You keep catering to the lazy PVE crowd, the group of players will be gone to another game the second a new shiny one is out. You don’t cater to the people who can see what WvW really could be. We do our best with what we have, but I don’t think you realize, Anet, how GOOD the pvp in this game really is. There is a reason we started playing this game and still are, the few of us PvP people who are left. Most games don’t have pvp that is as good, as interesting, or as diverse as this game’s, less are MMOs. Even lesser still are still available to play. The siege buffs, especially ACs are completely ruining this aspect of the game. Do you seriously think that all the people trying to get you to stop are all trolls?

Believe it or not, whatever sample of the playerbase you have in your testing IS NOT helping WvW. I am trying to tell you. I am trying to warn you. All of us are. They are not representative of the people who play WvW. That much is obvious. The PvP people play this game to actually play the game and fight other groups of players. All people do anymore is sit in towers with siege, this is NOT the game that we love so much. That is spamming 3 buttons and having them be effective because they hit obscenely more targets than anything else, and do more damage than most player groups. How is that rewarding? How does that encourage actually playing the kitten classes in this game?

I am telling you this, because when both groups of people move from this game, the PvErs because of a new carrot and the PvP crowd because of horrible support from you guys, you will be left with no one. “Splitting the zerg” won’t matter. We have all seen what happens to servers when the core WvW guilds just aren’t there. They die. They have no community. The PvP crowd will leave in whole guilds and it will be sudden. The PvErs will leave slower but it will be steady and pick up as time goes along. You will either fix this now or this game is doomed to fail. I sincerely hope you change before you remember this crossroads when it is far too late. That’s my 2 cents and I think that many of the WvW crowd would agree with what I am saying.

Quoting for emphasis, this post needs to be adressed, Ive seen it happen in so many games, yes the pve crowd will be in for the long haul, but they are always the last to die and while people dont think about it, the pvp/pve community is linked, once the pvp community goes away in a game the pve one starts to diminish until the population is barely sustainable. The longer the pvp guys stick around the longer the game stays at a higher pop even on the pve side

Axe vs Dagger

in Necromancer

Posted by: Taerik.3405

Taerik.3405

I actually think axe is in a good place, its not meant to just have its skills spammed but to net a lot of life force quickly to put you back in death shroud.

Dagger just needs cleave

Possibility GW2 Never Gets Full Expansion

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

I hope while they are working on these small content updates they have a large update in the works, I want to see more of the world become available all at once. With more dungeons, and a storyline type quest added

The new conditionmancer (guide)

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Yes the points in blood magic he does say are not for the primary focus of the build, he achieves that with 30 points actually, and thats because conditions have so little you can do to actually boost thier damage, which is why condition builds are easy on any class to turn into a supportive build if the class traits are available for it. He explains all his decisions very well, and at the end does put in an alternative build for people who disagree with the blood mage path.

When I do play conditions I personally go into spite because I dont feel I need the safety blanket, stuff dies so fast when aoe sustain is needed (and you cant always max sustain at range, DS 5 and 4 are awesome still) that if I go down I rally in seconds.. I also like being 30/30/x because when you get to the end boss, it takes almost no effort to swap a few traits, throw my other set of gear on and now I am playing almost a full power build, not very optimized but because I can get more damage single target with power I play power for bosses for the most part.

I guess I rambled a little, the point I was wanting to get to is even though I dont play nemises build for conditions the way he plays it, his video, discussion, and presentation were of EXTREME use when making my own decisions

“There is no best build, only best at”

The new conditionmancer (guide)

in Necromancer

Posted by: Taerik.3405

Taerik.3405

@menace, you have a very skewed vision, and I was not impressed when I went through your build list, but I will try to argue against your points

1) Blood magic does not make the build useless, it might not be the best choice in your eyes but it actually does stuff. And going into the power tree (which I do personally, but it was a hard trade, im playing around with perplexity runes and I DO need the duration) Gives you stats that 1) you dont need and 2) is 30 points basically for dhuumfire only. The condition duration from the power tree isnt needed for most builds

2) Support in this game is lacking for ALL classes, the only ones halfway useful are guardian because of how strong protection is and how much he can spam it, and warrior because wtfbanners. Im fairly certain that anets vision is to not bring a pure support character, but to bring all damage dealers that bring a small amount of support. Once you achieve your role that your building for the rest of what you have should be for the team. This build does that very well, the other option as discussed is to dump 30 points into spite for burning, good for soloing mobs a few seconds faster but not needed in group PvE at all.

3) I dont think you are trying to do it, but your comming off as talking down to nemisis (trash talking as you put it). At least in my eyes you are, and I think it is because your builds never recieve the positive feedback Nemesis gets and you want to see some negativity in his threads too. Spoj manages to critique his builds without me reading his post and feel like he is trashing him. Maybe Im wrong but thats what I see

Copper-Fed Salvage o-Matic - Basic

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

It talks… totally worth it

TC dropped down to Very High population

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

Could be many reasons, generally overnight the population goes down, could be they upped the pop cap on servers again, could be everyone is playing other games, Ive heard good things from the ff14 beta

Dagger Build

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Ive got to say ive never tried locust swarm before, WOW.
I still like playing a hybrid build, and im toying around with different things, but its pretty baws in a power build.

Im not quite comfy enough with all the different bosses yet to run dagger all the time, and axe feels like it fits better in a hybrid build anyway, but it is fun

How to make conditions competitive [Discuss]

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Another possibility if they adjust caps would be to allow poison/burning to stack in intensity and duration, and make it individual to the player. So I myself could only maintain 1 stack of poison, and only increase its duration, if another player adds poison it will stack on its own, but he can only increase duration of his own poison

Would make burning/fear massively stronger.

Yes but only in pve (since we are talking about pve) and only really against champions/bosses anyway. This is one of the major reasons why everyone is pressured a little to bring a power build, is because most of your damage wont ever even be applied if your a condition build (bleed cap) and another portion wont even matter (poions/burnings)

Anyway, Im just throwing ideas around, not all are good

How to make conditions competitive [Discuss]

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Another possibility if they adjust caps would be to allow poison/burning to stack in intensity and duration, and make it individual to the player. So I myself could only maintain 1 stack of poison, and only increase its duration, if another player adds poison it will stack on its own, but he can only increase duration of his own poison

Level scaling is fundamentally broken

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

Level scaling is a great idea, but downscaling is anti-RPG akittens core, and some things like necromancer lich form really just dont work downscaled

Personally I would like to see some sort of ‘hard mode’ from gw1 implemented in gw2, all the zones are brought up to 80.

How to make conditions competitive [Discuss]

in Necromancer

Posted by: Taerik.3405

Taerik.3405

I do suspect we will see champion and higher mobs have the bleed limit removed, but that alone will not lessen the huge gap in damage between power and condition based builds, it will only stop groups from bringing more than one

How to make conditions competitive [Discuss]

in Necromancer

Posted by: Taerik.3405

Taerik.3405

The reason conditions are not a preferred method of damage now is because power scales so much higher than conditions ever can, boss toughness/hp ratio is part of it too, however you can only lower boss HP so much before they are no longer bosslike.

Anyway, power can be made better by precision and crit chance, and then even further with crit damage, and then again with force multipliers, conditions have a hard cap in the game.

How to make conditions competitive [Discuss]

in Necromancer

Posted by: Taerik.3405

Taerik.3405

I’m attempting to start some discussion on things that COULD be different that would make condition damage classes competitive in a pve setting. I said competitive and not viable because condition builds already work just fine, however they are fast enough for the speed kill groups, and the general community is just plain against them because of the cap.

I dont pvp in GW2 as it just doesnt interest me, PvP discussion is welcome in this thread, however keep it civil please

So here goes my list of possibilities

1) Remove the cap, its there for technical limitations currently, however I believe in Anets ingenuity to make it work, there is currently no balance reason behind why it is capped at 25. There is no reason to punish your team for having more than 1 condition spec

2) Allow conditions to crit, maybe at a reduced rate since on crit effects is where almost half of conditions come from currently, do not let condition crits cause on crit effects, (otherwise it would be possible to get a chain reaction going and everyone would just play that, start the crit chain, and watch the numbers fly)

3) Allow force modifiers to affect conditons (sigils of %damage, closer to death, etc)

In my eyes I think this would bring condition sustain closer to zerk sustain, letting conditions crit and have thier damage modified by effects. I dont think this will bring it up to warrior zerk damage but that is not the goal, they go melee they are meant to be higher

(edited by Taerik.3405)

Necromancer tutorials

in Necromancer

Posted by: Taerik.3405

Taerik.3405

I recommend condition based builds for leveling, since condition go past armor/toughness, you can more easily level against +level champs/vets, also you will not need to upgrade your gear as often until 80

@ Nemises, your theory crafting is much appreciated, you clearly describe why you make the choices you make in your builds and you respond well to critisim from people who disagree with you.

I would enjoy it if you would create group based builds, because I play primarily necromancer (which doesnt bring much to groups that other classes do better) I am looking at, 2 warrior, ranger, necromancer, guardian, theory craft on how you would fit into situations like that I think is needed in this game as well, and no one else has as good presentation at you. [the warriors are zerk banner warriors, ranger is spirit melee and guardian is dps guard]

I feel if the community saw options other than stacking warriors that killed just as quick or almost as quick, but could handle more situations more dungeons other than cof would be ran and the community as a whole would evolve

Dagger Build

in Necromancer

Posted by: Taerik.3405

Taerik.3405

There is a difference between damage (DMG, ie something does 8k DMG)and damage per second (DPS, ie something does 8k dps every second)

DS based builds are very powerful in open world, and are ok in dungeons, if you want a max damage glass cannon based build, dagger is the way to go if you can get past the normal melee limitations (usually done via other people in your group)

Someone somewhere said there is no best build, only best at, dagger is best at organized group play dungeon builds, DS builds are best at individual or pug play, both have merit and both are fine, yet we keep arguing between which is better

The new conditionmancer (guide)

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Prepare to be trolled by someone with full melandru runes + lemongrass food.

PvE mobs dont use those

Dagger chain attack vs Axe

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Yes, melee weapons have always been more powerful than ranged weapons, the tradeoff is you cant always have 100% dps uptime when using melee weapons

The new conditionmancer (guide)

in Necromancer

Posted by: Taerik.3405

Taerik.3405

Nemisis always makes good videos

@Gnat As for the blood magic choice, it really depends on how you want to play, going 30/30/x lets you play more glassy conditioner, and frees up the runes since you get cond duration from traits, I prefer this also since I dont feel I need the health siphoning however I am also less supportive this way, which Nemises covers very well in the video

I also like going 30/30/x with 5 runes of perplexity and 1 random rune with condition damage It was a difficult choice for me to dump 30 traits into a power line, but I just like confusion that much and I needed the cond duration.

One plus to playing 30/30/x is I carry all of my gear with me, so it is nothing for me to regear into a hybrid build, takes me less than a minute

One thing I wish anet would change would be letting damage modifiers affect conditon based damage, and letting conditions crit at a reduced crit rate than regular crit chance, making closer to death and target the weak useful in condition builds.

(edited by Taerik.3405)

Rate the Necromancer look above you

in Necromancer

Posted by: Taerik.3405

Taerik.3405

yall look good, I however am too enthralled by the asuran T3 cultural, I have 3 sets of it (one for each build I play), if I was to mix and match and actually make a “I am the undead lich” set, I would probably still keep the T3 cultural head… I like the goggles

Hard to keep friends in GW2 long term

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

It is a real shame sometimes, because I have thought since gw1 days that it is the people you play with that make a game good

Quality of Life

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

I didnt intend for this to be a suggestion thread, I just wanted to say I like the direction Anet is taking this game as far as QoL is concerned

Quality of Life

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

There will always be complainers about everything, however since Ive played several games, GW2 is #1 when it comes to player quality of life

Easy Inventory Management
-Deposit collectible
-Special Bags
-Wallet

Fast Travel

Heart quests instead of talk to NPC quests

It goes on (just felt like giving anet a ego boost),
But Anet dont get lazy, there are still lots of things you can do to keep QoL going up, like a better way to store for instance
Gear (Put a drop down menu on the hero pane allowing you to change gear types and runes while in town)
Food (put a new inventory tab)
Potions (put a new inventory tab)
GW1 style build/gear templates, usable in towns

Signed,
~Happy Customer

Support roles: Our fault for believing it.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

-Fighting zergs of enemies, which contain varying types of enemies

CoF 2 defending mag, still zerked down

-Making control effects important, for instance certain mobs cant take damage, they can only be controlled, and take dmg while controlled, or whatever interesting mechanic you want to put on it

The more a mob is unable to attack the better zerking is

-Making control important by creating a area that you have to keep mobs out of, or you die

My Guardian can still zerk while using staff/hammer and sanctuary

-Make WvW-like pve encounters, where you must defend a tower or keep or take a tower or keep against a massive amount of enemies

See above

Im not asking for removing the ability to zerk through things, I am asking for PvE to make it more beneficial to bring a balanced group, and you even just pointed it out, and made my point for me

the more a mob is unable to attack the better zerking is, control effects are there to support the damage effects

Support roles: Our fault for believing it.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

How about instead of GIANT freaking mutant bosses with ridiculous damage and hitpoints (which means zerk gear is automatically best gear), we make encounters more about

-Fighting zergs of enemies, which contain varying types of enemies

-Making control effects important, for instance certain mobs cant take damage, they can only be controlled, and take dmg while controlled, or whatever interesting mechanic you want to put on it

-Making control important by creating a area that you have to keep mobs out of, or you die

-Make WvW-like pve encounters, where you must defend a tower or keep or take a tower or keep against a massive amount of enemies

My point is with no traditional trinity of tank heals dps, having traditional bossfights with just one enemy means you can only scale him one way.. health and dmg. If you want to have a trinity that is more like control,support,dps, then you need to change the end fights to cater to that, scale the enemies down to be just as strong as the players, and adjust the number of enemies and add neat mechanics to the fights, like siege weapons, or wahtever

Here is an example of what I mean

Make a capture the flag type dungeon, i dont care much for the lore, write it how you want, when you get to the end fight, there are say a number of magic relics, say 3 that have to be placed on altars, your side has 3 altars and the enemy has 3, the relics spawn in 1 minute intervals in the middle, and the enemy can both pick them up out of the middle, and steal them from your base and vice versa

You can do all sorts of things with that, change the number and type of enemy that keep bumrushing either the center or your altars, anything you can do to make life easy like portals or whatever the enemy can do too.

Just please, do SOMETHING that isnt a giant mutant that one hits anything and has 1million life points

Support roles: Our fault for believing it.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

You can use support skills and still use berserker gear.

/thread

Newb Question about Bom/Nade Kit and Eng

in Engineer

Posted by: Taerik.3405

Taerik.3405

It would be nice if there was a sticky thread that someone would maintain with updated builds that gets fixed every patch, maybe I can help contribute some

The problem with such threads is there are so many variations you can do, the best idea I think is a build theme, ie: x y and z traits are the key of the build, the rest you should focus for are a b c or d of your choosing

Hard content needed for gw2's longevity.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

Guild Wars 1 style vanquishing wasnt trivial, not all players were able to achieve it despite the availability of the wiki, for me it was sufficiently ‘hard’ content, as you did it right or you died to every trash pull.

I dont need crazy risk like perma death
I dont need crazy gear treadmill rewards

I did enjoy all three of my legendary vanquishers, mesmer, ele, paragon. (ele was first, that was a B since enemies had so much armor lol, no one had quite figured out discord by then either)

Guild Wars 2 COULD achieve this also

1) Create hard mode toggle
2) This changes all non town instances to hard mode instances for you
3) All maps show unexplored, and must be rexplored and recompleted
4) All enemies are upscaled to level 80 and in some cases learned extra skills to attack you with (like in the lvl 1 areas)

You could feel free to try to solo what you could, and group what you cannot
This would also open the ENTIRE map to be endgame, and we wouldnt have the situations where everyone only wants to farm ORR, since any location can be farmed now.

Hard content needed for gw2's longevity.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

A hard mode like in gw1 would be awesome, where all zones got scaled to lvl 80, and you had to recomplete the hearts and skill challenges/vistas all over

Hard mode in the open world won’t ever exist in this game. It divides the playerbase too much. But in dungeons it’s certainly possible.

Hard content is not meant for casuals, its expected to divide the playerbase

Hard content needed for gw2's longevity.

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

A hard mode like in gw1 would be awesome, where all zones got scaled to lvl 80, and you had to recomplete the hearts and skill challenges/vistas all over

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

I would like a cantha return

What would YOU like to ask the devs?

in Engineer

Posted by: Taerik.3405

Taerik.3405

-Can we get more reliable condition removal thats not tied to a HGH build, like letting elixer guns fumigate work on the engineer also

-Can we remove randomness from things like elixer X or S, give us the choice, as in, press once for this effect, twice for this effect

-If turrets are to be viable, they need
:; enough HP to survive three auto-attacks
:; not explode in aoe
:; 1s cooldown for placement if picked up, much like a kit (this should not affect either detonate OR the internal cooldown for firing rate
:; overcharging a turrent should cause the effect immediatly

-We self CC ourselves too much

Looking for a leveling build

in Engineer

Posted by: Taerik.3405

Taerik.3405

dual pistol / flamethrower will give you all the UMPFH you need to explode anything and give you lots of survivability tools when you pull too many things at once, like 10 or more at a time, i like to run with elixer R as well, ive been experimenting with the final utility slot, havent really found a good fit,
I like elixer gun for the cripple,
all of the turrets are fine choices but the cooldowns are too long except for rifle
slick shoes for kiting
all the options are usable, its pve

(but flamethrower #2 is probably one of my favorite booms)

Guesting for pve timeline

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

One of the things that was announced with this game was the ability to play with any of your friends despite thier homeworld in everything but wvw, this feature seems to be a forgotten promise

I believe anet is still working on it, but is there a timeline for this sort of thing?

All Mesmer Meets:Gandara Every Friday 9pm GMT

in Mesmer

Posted by: Taerik.3405

Taerik.3405

I would like to come to show off, but im on blackgate,

if only there was a divinity reach overflow

Unjust bannings, no end game, stale PvP/sPvP

in Guild Wars 2 Discussion

Posted by: Taerik.3405

Taerik.3405

It is a exploit if you salvage more materials back than you originally had when you crafted it.

Im sorry but that is not an exploit

*awesomely cute* minipets gestion

in Suggestions

Posted by: Taerik.3405

Taerik.3405

  1. is solved by using an invisible bag
  1. is unfortunate