Showing Posts For Tevesh.1265:
This thread, srsly? There are a total of like 4 hammers with unique skins in game, and like 2 more from some of the skin series that don’t blow. Other than that..it’s just a generic reskin of a bad model strapped on a hammer, same as with most weapons in game.
Tell me why conditions work in pvp then.
Becaus in pvp compared to pve:
a) In pvp, you have smaller windows of opportunity to do damage, since your opponent dodges, uses active and passive defenses, CCs and actively tries to kill you. In pve, the mobs are mostly passive, have very small attack rate, mostly dont CC and/or that CC is irrelevant. You can whack away at the mob all day long.
b) In pvp, the players’ health pools are extremely limited compared to their damage output. In pve, mobs have tens of millions health, while the damage is at most 2-3 times higher than what you would have done to a player.
c) In pvp, your opponents have limited condition cleanse, but much less limited defense meahcnisms against direct damage. Heck, there is a whole defensive stat in toughness/armor that helps with that, and many classes naturally have a lot of it. In pve, there is usually no difference in mobs’ defense against physical and condition damage, and the mobs largely have no/very little toughness. Pvp survivability is skewed in favor of countering direct damage. Pve is not.
The combat system is fundamentally imbalanced.
Power VS condition damage blance is never there. Power damage has 3 damage stats that scale off each other multiplicatively, they have all the % based damage boosts and vuln as vell. Conditions have one stat (and precision condition procs are not a thing despite what anet think), are unaffected by % boosts or vuln and are capped as well.
Dodge rolling with a 50 kg bulky pack on your back? I wouldn’t.
All three are bad. The writing is terrible, the characters flat and uninspiring, the story forced and contrieved.
Whispers is probably the least bad of the three, mainly thanks to Tibalt.
The backpack design is just bad. Really, I mean it. Like 70% of backpacks are variations on hobo sack and most of them look silly to boot (who straps a chest with an anvil on your back? It’s like 90 kilograms, try it yourself, seriously anet). Of the rest, few are decent, and many have oppressive particles.
Mesmers don’t have anything that functions without a target and usually their cleanses don’t do anything but cleanse.
While mesmers are likely the weakest in condition cleansing department, your assumption is wrong.
They have:
1. An aoe field that rips boons from enemies and cleanses conditions on allies, requires no target
2. Mantra 2×2 conditions removed per charge up, may be traited with more charges, requires no target and has like 15 sec cooldown. Most popular option combined with Mender’s Purity
3. Phantasmal disenchanter, bouncing boon/condition removal that prioritizes you after the initial target, requires a target
4. Arcate thievery, transfers 3 conditions to target
5. Mender’s purity trait, cure 2 conditions on using heal (= a lot of removal with healing mantra, but running a healing mantra..)
6. Trait to remove a condition on torch skill uses, extremely mediocre
7. Trait to remove a condition on signet use, same as above
8. Trait to aoe remove conditions on shatter, very niche
However, ranger does indeed rival this lack of any USEFUL options.
Look I fix blobbing for you once and forever in 2 seconds:
1. Remove retaliation from the game
2. Remove aoe caps from all abilties
3. Remove downed state from the game
One would think that after two years aned will make an ‘open all’ button somewhere in the UI..
supply and demand
Can you pls turn off the kitten mode? Of course its kitten supply and demand, the problem is, the demand is artificially inflated by the ascended mat using 4x more silk than other mats use iron or wood.
First off, mobs on average attack 3-10 times slower than players. They should have added at least 300% duration to confusion in pve, not 30%. And 1000% for boss fights, or at least double the damage and make the stack last until the mob attacks (and takes damage from it).
However, the issue with condition caps is based in flawed server architecture and inefficient netcode, and these are the issues that are rooted deeply in game engine and thus are unlikely to be resolved until gw3.
Heck, anet repeatedly screwed pve/wvw players with balance, like when they introduced celestila runes ‘for fun’ and they turned out to be quite good on some classes for wvw, yet they are not removing the two months time gate to get a set of them which makes no sense.
Is this going to have a slider in the option menu like every other AAA game out there?
Something like this can only distract from the conversation, certainly it did bring up the knee-jerk response of “then go play XYZ!” in me.
Sure, why not? With patches like this half of the remaining playerbase will ‘go play something else’.
Man, everquest ONE (1999 release) has a particle scale slider. As well as a number of particles slider and a number of particle effects per player displayed slider. The fact that gw2 which released in 2012 does not have these is basically insulting.
It’s not even about technical execution, it’s about conceptual design.
Everybody knows it’s bad in gw2. Let’s take off the fanboy googles for a moment and it becomes evident:
1. Some classes, like necro (ranger, thief, engy and mesmer to a lesser extent), are plagued by bad design all over. Look at necro: the slot skills are inconsistent, the weapon skills lack coherency, their class mechanic was a big miss with no actual decision making, and their utility took a hit from the said class mechanic, which in turn does not compensate for anything.
Many conceptions are poor in execution on top of that: lifesteal has never worked and never will, life force generation is a flawed concept as it either starves you from LF regen or puts you into a win more situation, the combinations of spectral skills with DS got nerfed to the ground and so forth. Literally the only somewhat working concept is power ds penetration..but even that has so little synergy with the rest of the class – and even the rest of death shroud – it’s hurting.
2. Some generic mechanics are a total disaster, like AI. Both controlled and uncontrolled AI skills like ranger pets, necro minions or ele elementals, engineer’s turrets are all too unreliable and plagued with bugs with target acquisition, line of sight, pathing and others. Animation locks for pets are not, and will not, be fixed – but this is not preventing anet from putting vitally important skills that require precision timing on pets, where they have no hope of ever working properly. But they can’t put high damage on pets either, so it’s a lose-lose situation that anet forced themselves into.
3. Most of slot skills across all classes are useless, bland and uninspiring, or both. Fixing them is not on the list of things Anet intends to do – not in a reasonable time frame at lest. I admit, some of the worst offenders like ranger signets or ele conjures have been fixed, but most of the skills are just a mire of hopeless mediocrity, and elites are often worse than utility skills. Some classes are better off with racial skills and it’s telling.
4. Some mechanics were clearly designed to be flashy with no heed to actual gameplay, like mesmer clones/phantasms. Any pattern of pve design you can conceive features extensive aoes. However, mesmer’s dps in almost every build is still tied to illusions that have no hope of surviving long enough to be relevant – hell, until recently they often did not survive long enough to pull off one attack sequence, and they still often die in under 1 second.
In pvp the mechanic is somewhat healthy, but combined with condition spam (from the said illusions as well) it clearly lacks viable counterplay. Anet are not concerned, they slap even more of low-interaction mechanics like stealth and damage immunity on the same class, meaning the entire class is reduced to basically an overpowered gimmick.
5. Skill combo mechanics is mostly pointless, being a swamp of pathetic effects with an occasional valuable interaction hidden here and there. However, the mechanic is too uncontrollable (in favor of being usable by total strangers with no thought of teamplay and coordination) and it can be screwed up by random guardians spamming light fields over you fire/water. Not only that, but some classes have neither decent combo fields nor finishers – necro and mesmer are leading the charts of useless combos, and engineer is pigeon-holed into certain builds to be useful.
6. A special mention to Ranger sword #1 and animation locks, because it’s totally another level of kittened design all on its own. Nothing is said or done after two and a half years of incessant whining, which is also indicative of how much anet value healthy and interactive design.
How much chest farm will give you?
17-18 silver is probably the best bet for the amount of gold per chest you can get.
That mean between 25 and 32 gold per hour
From my experience it’s closer to 15 per, but 17-18 is probably true for higher values of MF than I have (but then again, most players in question are likely to have less MF than I do, so you would probably have to adjust).
25 gold per hour is only per hour of chest farming, but you cannot sustain that indefinitely as you need to farm crests as well, and that is time spent far less efficient. Considering random rewards and whatnot, and considering you go through the entire Vinewrath event in 1 hour, it nets you ~40-50 champ bags and ~15-20 greens bags plus some random resource drops on top of ~30-40 blues/greens, and that’s like 6-8 gold farmed excluding bandit crests you earn for the second phase, aka chest runs.
And considering you earn like…400? Bandit crests per hour of doing events, you need to spend at least twice as much time farming crests as you do opening chests, so it’s more like 40 gold per 3 hours you farm in total, and you can sustain at that pace indefinitely.
30 gold per hour in SW is probably unreachable even if you only run around collecting chests with an infinite supply of keys. It’s around 150-180 chests per hour of chest train and the expected payout per chest is averaging to 15 silver or so from my experience. And while I do have only 180% account MF, most returning players will have like 80% mf.
And factor in the less efficient parts of the farming rotation like doing the events to gather crests and you are looking at 15 gold per hour realistic pay off in SW, which is still better than most places and not as mind numbingly boring as FS champ trains and the like.
But in the end QuickBen.3890 has a point, unless you are going for exclusive and somewhat hard to obtain rewards from LS, you don’t need to buy the episodes. And if you do, you will have to drop enough gold and effort for those 150 gold to unlock the episodes to not matter whatsoever.
Gem armor is a joke of a grind compared to ascended craft. 800 gems = 100 gold more or less, you can farm that in like 4-8 hours.
The problem is largely due to the encounter design in dungeons. No other game with healthy pve allows such a sad state of combat where you can just skip 80% if not 100% of boss mechanics by just outdamaging the scripts and skipping phases.
Boss hp should be increased across the board so that they don’t die in 20 seconds if the encounter is supposed to take 3 or 5 minutes or something.
This is not primarily a condition problem, of course, but the pressure to bring max dps in order to skip as much of the actual content like boss mechanics is overwhelming and opposed to condition builds as a whole.
The same as trying to build a dps guard with a staff. Or an aoe farm thief with dual daggers. Or a ranged warrior with maces. Not any different from any other class. First, you are taking it to absurd, and then, ele has never been supposed to stay in one attunement (yes Pyro puissance is an affront to the intended goals of ele design), so it’s not like you were ever supposed to do damage in water.
If you want to do damage in water attunement, spec conjures and piercing shards (however was that trait called). But then again, it’s not a ‘watermancer’, and never will be.
The skins are not mostly bad in technical detail, as in number of polygons, texture resolution and volume effects and so on.
However, I do agree that the aestetic design is sorely lacking in gw2. Most of the armors look bland and uninspired, or overly exaggerated with plethora of jagged blades protruding from every joint. It’s banal, overused and not even interesting to begin with.
The armors are also far too similar to each other. Leather armor? You’ve got like 50 trenchcoats and one or two divergent option that will likely not even be great. Plate? You will either look like a space marine or some beggar in ragtag pieces of chain. Cloth? Skirts for everyone!
Don’t even get me started on the shoulderpads, as they are afflicted by the same hideous disease from LoL as in unsymmetrical shoulder armor. This doesn’t look interesting, it looks forced and inconvenient.
Now WoW armor are nothing to write home about, either, but at least they have far more diversity.
The whole philosophy of legendaries in gw2 is grind. A large contributor to this is the fact that there is no skill-intensive content that can’t be exploited to complete in the game.
In other games, you gain ‘legendary’ weapons by killing a challenging epic raid boss. There are no raids in gw2 and what we have instead for pve content is a sad joke. Pvp? Let’s not even get started on that one.
In fact, your proposals are not any better than the current system. I have to be rank 1000 wvw in order to acquire the weapon? But..what does this have to do with..anything? I can just sit flat on my kitten in EotM for a really long time (or in the actual wVw for an even longer time) and grind it. No skill or effort required.
At least things like the luminiscent armor required different content types and was mildly fun to complete, unlike the mind numbing grind of empty fractal-inspired pseudo wvw map that you are suggesting.
It’s not that anet can’t do it, it’s rather they can’t be bothered with it.
They could have let us use staff and trident skins interchangeably ages ago. There is nothing wrong with importing a purely cosmetic feature from extremely niche, unwanted and underused content type. But anet are not salvaging their messes, lest they seem to acknowledge they are fallible.
They could actually make new weapon types, like tridents or spears, availible on land with brand new abilities. It would not be THAT hard to implement, but then again, anet only bother with class balance (something that’s even easier to tweak and implement) once every six months and the changes are always lacking. It’s like there are literally two people working at it at half time.
The rate at which anet produce new content and balance passes is well below industry standards.
Why do people always compare instanced raids to open world events? These are just totally different content types for different groups of players. Rift has done both and done them well (I’m aware that doing well compared to the atrocious state of open world events in Gw2 is no huge achievement).
The problem is going to be in the mechanics. We have yet to see a single interesting pve mechanic at play in any of the dungeons and I find it hard to believe that anet are capable of producing one on their game engine. Too many limits are in place and too much emphasis is put on the get out of jail free card that is dodge roll.
The conditions are far too limited and you have no way of differentiating the important conditions from unimportant, and condition clear is abundant in all classes and even stuff like runes and food. Healing and self-healing is all over the place, and this chaotic environment puts a nail into designing any sort of predictable feedback.
Stacking is an issue, stacking in a raid would be a much larger issue. Aoes have far too few targets across the board, the mechanics of ‘drop an aoe per each member of the group’ kill any strategic thought about positioning in the encounters, and those are used extensively by anet design team.
It could go on and on, but long story short, the foundation for a fun, strategic and engaging raid design is not there, and we are not getting a new engine built from scratch that would support things that are extremely basic to other games.
Ranger is not ‘not very good’ in Spvp, it’s arguably on the stronger side of things and actually has SEVERAL builds that work decently (which is unheard of for gw2 where every class is pigeon holed into one viable build in spvp).
Your profession does not matter in pve. There is virtually no exclusive pve content (high level fractals? Teq-type events? Uhm..that’s about it) in this game, and raids may or may not be coming in about a year from now. For 99% or more of PvE, you can do fine with any class without putting any effort into it (although you will go faster if you do).
The classes are fairly distinct from wow. Paladin? A guardian is a close match, but so is elementalist or even ranger in a support-type build. Druid? No close match, probably ele if you played feral.
The latest developer response is extremely disappointing to say the least.
In fact, it just removes quite a lot of potential depth from Jormag. Instead of having the women just get killed or going with a ‘valkyrie style joan of arc overly exaggerated and pretty childish romantic immaculate incorruptibility’ they could have thought of a more sophisticated use for the females.
It’s well known that Jormag is a powermonger, and power is his weapon, his offering and most valued commodity. In fact, Jormag’s end goal is control over all of the power of the universe, which is still slightly different from other dragons and is a good twist on the ‘make everything resemble themselves’ basic mentality Anet have been pushing with the dragons. And in fact Jormag’s most recent defeat, however minor, was at the hands of a norn champion aided by the spirits of the wild. Otherworldly beings quite alien to him or his minions, and thus ones he must take particular interest in. Since, obviously, his lack of knowledge about them makes him weaker, and weakness is everything he is not.
Both due to this and due to his innate tendencies Jormag must have a particular interest in the Mists as a place of power and home to many of powerful beings who happen to be his enemies. However, there is nothing that would suggest that an Elder Dragon can just enter the Mists at will or that regular portals can contain him, or if it is even safe or possible for such a being to enter the Mists. Thus, he will need to have some medium, or maybe some agents, to use in his efforts to control it. Female norn could be corrupted but kept as ‘dragon shamans’, vessels for Jormag to channel the power of the mists, or his chosen warriors, infused with his corrupting force and sent to the Mists to bring the fight to the Spirits of the Wild and other transcendent beings opposing him.
Such a plot twist could potentially beef up the intelligence of our enemy and maybe make for a better story than all of this Zhaitan mess was. Unfortunately, Anet do not seem to care about such a great opportunity still available to them and decided simply to shut down an entire potential story branch. I mean, it really costs them nothing to say ‘you will probably see when you get closer to fighting Jormag’ or ‘would you really think such a devious and cunning enemy throws useful resources away?’ and both pour some oil into the lore speculations and save them an opportunity to add something to the game.
1. Too much health on everything
2. Too much grind required
3. Too little incenitive to cooperate due to separate currencies
4. Most of the skins are not even that good.
Pretty much any of these could potentially ruin the experience, but they got that and much more combined..
No, you should kill the guy 250 times instead, why bother with as low as 1 or 5 runs? You should be finding masochistic pleasure in it anyways!
Also, you play your gw2 on your pc, not on the waterway slope, what’s so revolutionary in that?
Does Magic Find work for Mystic Forge? (Trying to get Legendary Precursor)
in Suggestions
Posted by: Tevesh.1265
Magic find only applies to resource gathering.
Mantras are intended to be availible once per fight, basically, however long that takes. However, they have never really been powerful enough to begin with, but now the recent change of having two charges instead of one goes nowhere to address that issue. Also that was probably intended as a nerf to that +1 charge trait since it now adds 50% down from previous 100% efficiency increase on mantras. Also some of the traits suggest that you should not use mantra charges at all for passive benefits, but unlike warrior signets that provides no inherent benefit outside of wasting your utility slots and really has little options while in combat.
Does anyone even use Mantra of Pain? How strong is it?
Garbage. Like 1/4 of iwarlock’s damage per hit/charge. So even if you fully trait it and use all three charges (which takes 3 seconds due to internal cooldown) it STILL fails to outperform one shot from a lasting phantasm that can shoot more.
The problem with OH sword is that in the situations where the increased dps from that melee phantasm would matter, its low survivability kills any potential benefit. And in those where it can survive ok, like solo mob farming, it does not really matter.
99% of those skill voice overs are annoying as hell.
Although ‘agony torment pain’ is still leagues better than I COULD OUTRUN A CENTAUR EAT MY DUST
Back in bwe2, iDuelists used to have 18k health and deal 6-8k something damage per barrage. Guess what…
It was targeted back then, but guess what…
Also not that the ability is terribad, but the casting delay that forces you to stop dead in your tracks…and greatsword is our kiting weapon..
Level up. Mesmers really catch up at higher levels, while many (most of) the classes gradually become kitten the higher you get due to pet ai problems, poor scaling, poor itemization or poor class design – but most of the time, due to all of the above combined. Ranger, necro and ele all fall into that category, and arguably engineers too.
I have a lvl 80 ele with fully complete personal story and now leveling a mesmer (lvl 54). Not a single mission ‘too hard’ or ‘not soloable’. Sure, some of them are rather challenging…nothing too hard though. Some people dont want to have a slightest difficulty in learning how to play? Well, not a valid reason to dumb the content down for everyone else.
They knew he was made around magic (they found out) and used beams to cripple his right wing, rendering his flying useless. He then crashed into a tower. Killing him off with cannons. He is INCAPABLE of fighting physically. He is made of dragons, HELLO, DRAGONS, what is he doing to do? Throw his toe at you?
If a 30-ton dragon landed on your face, you would be VERY DEAD, trust me. So yeah, he could do just that. Or just stomp you flat. Or just destroy the building you were standing on and bury you under ruins. What do you do when you kill insects? Pretty much this.
Play a necro or ele, now that sucks. Actually mesmer does exceptional damage (unless your phantasms get insta-gibbed by aoe) and have great utility and CC.
I am for one finally happy with my mesmer (after necro, ranger and ele). Maybe that’s just because I’m not enthralled by gw1 mesmer fantasies and instead look at the class like it is. Yeah it’s mostly a pet based bombing class, but at least it does work and work well. Necro pets are completely broken and ranger pets are but a passive dps source, and not even a reliable one – any possible utility they could bring is completely negated by the absurdly long cast times on relevant pet skills (aka f2). Phantasms do fine both in dps and utility, and shatters are a fine mechanic.
Yeah right, shatters are a fine class mechanic. Death shroud just plain blows: any survivability based synergies with it have been nerfed, direct damage necros are completely dependant on it to deliver aoe damage and it does not work in pvp at all since you are focused, and also most of necro’s utility is somewhat based on using DS as well. Not to mention DS is extremely one-dimensional and uncustomizable. Yeah attunements also suck, because in favor of those auto-attacks in every attunement on every weapon are nerfed, and the other skills fail to compensate. Ranger’s pets are virtually useless with all of the pathing or skill usage problems. Engineer toolbelt skills are just there to compensate for the garbage kits they are getting in utilities. Compared to the actually broken mechanics of other classes, shatters are good.
Also on a side note, since the iduelist nerfs iwarlock is now strictly better if the target has at least 2 conditions on them, which is to say, always.
Jenna’s life is critical to survival of humans as an independant nation in Tyria (the contitent), and in all of the world from the in-lore point as well since it’s well known that Elona is ruined and Cantha is severed from the whole world after a bloody civil war and under tyrranic rule.
(edited by Tevesh.1265)
Hard world events? Lol what? Are we even playing the same game? All of the de’s outside of one or two that are likely bugged are pathetically, mindnumbingly easy. When was the last time you died during an event? When was the last time you failed to complete an event due to its difficulty? ‘Hard events’ would be if you got your backside repeatedly handed to you by lvl 3 centaurs outside the city. Or by 55 zombies outside that hylek village. Then they would burn down the village, kill the npcs, and you would have literally nothing availible to you until you fight them back. Bank? AH? Repairs? Vendors? Gold? FIGHT FOR IT. As of now, players are getting this handed to them on a plate. Where is the challenge in the event system?
The very least they could do is make dying from traps not damage your armor or reduce repair costs so that dungeons don’t become massive gold sinks in certain parties.
The ‘party’ is flawed, not the dungeon. Want to play in relaxing casual manner while completing content? Participate in some events.
Just that WoW had CC and the trinity.
Yeah sure you could use a lot of CC on 99% of the bosses. How many cc did you use at Deathwing? Yeah right one on the <25% phase to knock the adds off. And it didnt even matter if your raid was competent enough to do enough dps to them.
Was not Warhammer Online enough to see the flaw of ‘returns damage when hit’ mechanic? Was the infinite Chosen zerg with damage reflection auras not enough? I fail to see how the developers claim they have studied the RvR focused games when developing WvW mode. They simply didnt. Retaliation auras vs aoe is such an outrageous balance flaw that it cannot be ignored, or forgotten, or misunderstood. The only thing that the current situation highlight is the utter lack of study by gw2 developers. Way to go, repeat all the mistakes all the developers did in the last 10 years. And then people wonder why there arent any successful RvR games around..
Playing on an offpeak server? Sucks to be you! Or, well, me, when I logged in at like 11 am and saw ~20 Ring of Fire players vs ~250 Vabbi players in every wvw zone.
Downed hp was reduced by 60-90% in yesterdays patch. It takes literally 10k damage to kill a downed person, was more like 80k before it.
A legit concern.
This is coming from a guardian, a class whose only option to be ranged is to build a siege weapon.
Racials are never intended to be better than profession skills.
Then you would need to “nerf to the ground” the majority of racial skills. Norn snow leopard, anyone? Stealth for 5 seconds with a 5 second reuse timer? That enables a norn to stay stealthed more or less continually for 30 seconds. Would you call that “even closely to useful?”. I would.
Surely you’ll need that stealth if you take that elite. It’s so useless in every other way..
I’d rather have an elite that would allow me to kill the enemy, not run away and hide from him very well.
I’d like something amazing like an Avatar of Kormir where you get to lay down judgment to all (would fit with guardian really well).
Would make an awesome skill, except for Grenth is actually the god of judgment.
Zhaitan is a poor tactician? Everybody in actual ingame lore is a poor tactician. Remember that defend port trinity mission? Made my eyes bleed, literally.
Also dead bodies make for poor soldiers. He’d be better off animating stone golems – you ALWAYS have enough stones around and they are much more resilient. Anyways, dead bodies with no regeneration would literally fall apart from rot and injuries caused just by walking around, so maintaining the animated servants would require constant power feeds. Oh well, it would be required anyways, since dead bodies produce no energy to walk and fight on their own…
Zhaitan raises both the bodies AND the souls of the fallen, binding them to his will. PC necromancers do not RAISE dead, they create flesh and bone golems from mismatch pieces of dead bodies. They are just that, bone robots, necromancers do not infuse them with souls (although technically they could). Tyrians do not really care about the sanctity of dead bodies, they have solid proof on souls’ afterlife (in the Mists).
The overpowered part is that thief gets to keep his top level mobiliy and escape skills while delivering those damage amounts.