Showing Posts For ThatOneArtistGamer.2914:

downscaling not working

in Bugs: Game, Forum, Website

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

@Replect

I understand. There’s just a few contradictions in the current game’s state. I would like to say that there’s challenge in the game, but there isn’t- I don’t even really play this game for a challenge. That’s the point. Most of the enemies in this game have the exact same AI as one another with different skills: rush, burn skills, repeat unless hp = threshold to retreat(only on specific enemies). There is no reason for a goblin to be as strong as a demon or a dragon, as that breaks any type of consistency the story and the game tries to create. I have fought gigantic foes (wurms, robots armed with machine guns and lasers, even dragons) that hardly lay scratches on me and somehow the zombies armed shovels and sharp rocks can take huge chunks out of my health.

There is also the issue with just power progression as a whole- I’m not really for it in the same way many people would like. This would be similar to taking a high ranking special ops and pinning them against a five year old with a spork and somehow getting the same beatdown as if they were fighting seasoned soldiers armed to the teeth on the front lines. I know this is a fantasy game and I can understand the attempt to keep relevance to all players across the board, but the type of “aggressive scaling” (or lack from more details) would absolutely destroy this game in terms of any progression at all if it were to extend to every element of the game.

Now, I would not mind if combat was relatively the same if (and this is a huge if) enemies actually had vastly superior AI and a wider variety of skills. The perceived “skill cap” in this game is so strictly tied to champ soloing and pvp that it’s almost an embarrassment. I really would not care if said goblin took only a two methods of attack to take down while I dragon would take, say, seven or eight- but the game just offers much of an illusion of this so called “depth”. Yes, some enemies later on have higher stats and like to use more conditions, but that generally isn’t something to be afraid of. Under those circumstances, if you in a level appropriate zone, you are WAY stronger than you would be trying to take down a lower zone, you should be using condition removal at that point (making those conditions meaningless), and dodging makes many attacks worthless when well timed. All-together, it’s not that much different already. There is a lot of blending going on.

All in all, I don’t play the game for the challenge, there really isn’t a lot to be had outside of the activities I discussed, unless one is not very avid in platforming- which is understandable. I don’t want to facestomp baddies in one hit, but I would like skill scaling to come back, or at least have the levels mean something. Really, under the argument that “more skill variety = more power” falls flat once you break the elite lock, which isn’t far into the game. From that point on, you should have every skill you need and always have a full set at all times. Previous areas are irrelevant then, unless you absolutely crave the map completion on multiple characters or just need to do dailies.

A slider would be nice for now, but I’m not a fan of the way things are going currently, as I don’t see any practical reason other than a cheap attempt to apply a moderate, stagnant challenge across the board. I still love this game though, and I’ll keep playing, but I don’t think that this is something that needs to be brushed aside.

(edited by ThatOneArtistGamer.2914)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

I have yet to see a valid argument on why skill potency has been diminished outside of personal preference, only evidence to support scaling down in general- which is a fine idea in and of itself. However, this is a very specific, very legitimate complaint to a system that provides less reward and weakens your abilities for exploration to lower zones.

This change is one element of the “Oblivion” effect- where just about any encounter feels roughly the same. You never truly feel a form of progression, because the game constantly makes an effort to eliminate any sense of it. A battle with a goblin will feel the same as one with an end-game demon- and so on. There are technically tougher enemies in later areas of the game, yes, but the area in which they feel different is slowly getting thinner and thinner. Essentially, you will be fighting the “same fight” time and time again- and all that will be different is the model and color palette.

I’m not saying there are zero benefits to a system SIMILAR to this with more refined tuning, but if this type of progression continues, the scenario I just described will be a common thing for everyone. And while the novelty of it may, theoretically, sound like a “constant challenge”, any player worth their mettle will easily become bored of it in time due to lack of variety and difficulty. It’s been proven to not be a very enjoyed scaling system in terms of balancing.

Battles should range from easy, to hard, to incredibly tough- not roughly the same given a few enemy spells.

downscaling not working

in Bugs: Game, Forum, Website

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Why should I be compelled to visit previous areas when I’m done with my dailies now? Before it used to be something I did quite often, and I would help lots of people- but this kind of change only makes me want to stick to areas equal to my level, since I’ll suffer if I try to revisit some older zones I like.

I’ve already got map completion, and I can see how this can push players into later zones if so be, but I don’t understand the further punishment to scaling when there’s a HUGE emphasis on cooperation. Now I feel way less motivated to help out low level players that I don’t know, if I can’t do any higher damage or get any good gear/experience out of it- then there’s just no point anymore for many of us. It’s counterproductive to the teamwork element. It’s on the principal that I, as a player, worked, strained, and EARNED my way to become stronger.

Skin hunting alone won’t keep this game afloat. I’m only level 30 on one of my characters, and she’s dressed up in everything I ever want her to have right now. Transmutation stones baby. That’s one enormous stab in the design right there. Now I don’t even have to grind for that.

I can understand and relate to a lot of the logic in this thread, but I think a lot of people don’t follow through with many elements- that are in this game right now- that break the entire flow of that logic under certain situations.

Fix the scaling. Increase monster AI, give them more skills, do something. But don’t nerf the one thing we have now as a reward against newcomers. Because it certainly isn’t just skins, you can pay for those.

MAJOR power/damage bug since last patch.

in Bugs: Game, Forum, Website

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

I’m not feeling any sense of accomplishment or gained power from the scaling. I don’t mind if enemies were buffed (better ai, more skills, better tuned stats), but it makes absolutely zero sense to have a more experienced fighter, with a better weapon, fight less effectively than one starting out with little to no experience mid game.

I don’t care what they do with the monsters in general, but I feel like a LOT of my hard work just disappeared into thin air now that I can’t even do as much damage as I used to. This is an adventure game, there’s hardly any skill in it anyways. I don’t even have to connect blows, parry, or construct new tactics when going to a new zone- it’s always the same. So, at least, at the very least, I would like to have what I do put into the game to show.

That much, is more than paramount.

Also, this should provide context, albeit a little outdated due to the way things are now. This is roughly how they used to be (or somewhat, it is what was advertised).
http://wiki.guildwars2.com/wiki/Dynamic_level_adjustment

I’m perfectly okay with scaling in terms of keeping areas open to high level and low level characters, but I’m not cool with having a lower level, less equipped character use skills as effectively as one who is more than enough experienced, meets cap, and has greatly better equipment. That much is what I don’t agree with.

(edited by ThatOneArtistGamer.2914)

MAJOR power/damage bug since last patch.

in Bugs: Game, Forum, Website

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

This certainly needs more attention. I thought I was just experiencing a weird bug when my damage dropped from 350-500 damage to 200-300 (on crits). Same gear, even HIGHER stats now, but lower damage.

This, tested against the same mobs before and after patch. (around the Maw- pretty much any enemy, same goes for any zone, it’s all over)

Am I missing something here or is this here to stay? Because it’s awful.

The Traveling Guardian - Need a bit of advice

in Guardian

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

@Tyber Valens

Thanks for the information! I was eyeing those runes in particular myself for more added shout utility. I was mainly using Retreat as a buffer shout skill and a map-clearing tool, wasn’t intending to use it for dungeons unless running back to help allies from a wipe. I do heavily agree with you on Purging Flames- great choice there.

I also intended to run 10 in virtues, and yes, I have ran Renewed Focus with the exact tactic you spoke of. I’m glad I wasn’t too far off in my initial design for my guardian. Very glad to have all this cleared up for me- thank you greatly.
__________________________________________________________________
Lastly, I would like to make a small addendum to my initial post here (and this question is for everyone), what are your thoughts on healing power?

Now, whenever I’ve tried to apply it, the results were always unsatisfactory compared to the scaling of other stats- but after talking to some of my friends, they actually advise that I keep it as a mandatory stat, which initially made me hesitant. I even decided to get a set just in good faith, but it has yet to show any promise.

I just need to know if my reluctance holds any water or if I’m just not building correctly. Thanks.

The Traveling Guardian - Need a bit of advice

in Guardian

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

I should probably mention that I do dungeon/boss events a lot with friends- so much of this will be more than just for small creatures out in the wild. I just don’t plan to fight players very often, if at all.

No lengthy responses necessary. Just any educated guess would help me out- and if you can tell me why a certain stat priority is better then that’ll really help me out. I’d appreciate it.

The Traveling Guardian - Need a bit of advice

in Guardian

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Hello everyone!

Just got done maxing out my thief to 80, good fun and all, and I’m working on a guardian in the meantime to mix things up a bit with friends. I won’t waste any time so I’ll get right down to it:

I need help with priority on stats.

I use a greatsword and I like to focus on shouts as utilities (current setup is Retreat, Hold the Line, and Save Yourselves), since I use them so often and they’re a great help to me and my allies. I’m not quite yet 80, and I do not plan to pvp/wvw with this specific character. Also, I second a staff to “tag” enemies for experience/events/loot and as a pseudo support. I love to play a very aggressive style, but I don’t mind providing help to my friends when needed.

I plan to trait my character for Pure of Voice, Altruistic Healing, Purity, Two-Handed Mastery, and Retributive Armor respectively. I think it will bring a lot of synergy with my utility selection and offer me a little bulk in addition to enhanced support.

Last note, I would like to avoid condition damage and healing power. I’m not really built to capitalize on burning and I really do not like the scaling of HP since it requires an absurd amount to take a decent effect, even though it would bolster my plethora of healing potential. This question is mainly for power/toughness/vitality/precision- and which of these stats I should consider building.

Guardian is level 35 at the moment, having tons of fun with her. Just need a little bit of help figuring this out. A simple _ > _ > _ will work, or whatever you feel is equal to in terms of this specific flavor of guardian.

Fire Mages

in Elementalist

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Contribute Much more in damage terms?Because thats all I’m interested in.
If so, how exacly?

Well it sounds like you have a lot more that your interested in…

I mean, if you think your build is good, then why should it matter if you get ire from other players? Get some buddies and play with them so you can use your fire mage how you want to play- problem solved/thread closed. If you really want to make people believe you instead then you should probably be more courteous and prove yourself instead of shutting people down that disagree. I mean, I know you may not see yourself as doing this, but you being a little mean.

As for your focus on damage, well- that’s really a difference of opinion and perspective. I go by the mantra that dead players deal no DPS, so if I can keep them alive I’m doing doing damage in a way. It’s kind of fun because when I play support I feel like everyone else is a minion of mine- just a cute thought there.

I just think you’re missing out on some great mage potential here. You’re not seeing the benefits of support play and you’re upset that people don’t agree. That’s just how it is.

I really don’t mind pure fire mages, really. I just think they’re missing out. That’s all this thread seems to be, some type of justification or reassurance for a fire build.

Fire Mages

in Elementalist

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

I mean, I know NN isn’t looking for a build- he’s arguing the point that his fire mage is effective. But the thing is when people dungeon they don’t consider straight up DPS and nothing else as effective on a mage, they want a jack of all trades and a supporter- at least in my experience they do.

Now, what I would suggest is that the OP get some buddies or a nice guild so the issue will be irrelevant. I play with chums all the time that use sub-par builds, and I’m completely cool with that. It’s all about having fun and playing together that makes the game interesting. Of course, I would probably advise this through a voice service like Teamspeak or Skype or something, since typing while fighting with a mage can get hairy if you aren’t quick at the fingers.

As for what has higher damage? For me, and with my build, I can contribute much more with attunement swapping than simply staying in fire. I’m not just in the class for the damage, I’m in it for the spells.

Fire Mages

in Elementalist

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

@NightyNight

If you’re JUST looking at buffs alone, you’ll only get a very thin clue of what potential you have as a mage. CC and healing are major elements to a mage, they’re a major archetype to the character. A master of elements will only be limited by that which he/she restricts himself/herself to, it’s that simple. There are insanely effective, multi-attunement builds out there- you’re just lacking in some area or another (gear, playstyle, mentality) when it comes to a hybrid build.

People simply want more supportive builds and aren’t looking for a “numbers” kind of mage when it comes to damage. If you can keep people alive, you are contributing to DPS, you are sustaining the party- which is good. We have tools that restrict movement/knock down/slow, which is invaluable in certain fights and can make kiting much easier in more enclosed environments. It’s just more appealing.

From a party leader perspective, I would rather have someone who is frail, but can majorly support the party with a wide variety of tools, than someone who is actually MORE frail due to the lack of attunements that wants to simply inflict damage. There are much bulkier, much stronger classes for that. And you’d be surprised how little a difference in damage it is if you simply swap effectively and use your skills correctly.

If you stay in fire, you completely abandon the healing of your water spells, the utility of earth, and the manipulation of air spells. With equal gearsets, an attunement build is simply much more dependable, in MANY other situations. That’s just how it is. I understand that you don’t like swapping, I didn’t either when I first started, but it’s really not that hard to do.

Here, something that I use that might help you. Try binding your attunement swap keys to combinations- it’s weird I know, but give it a shot. For example, you can bind F1-F4 to Shift + Whatever key of your liking, since it’s so close to your left pinky- you can access it very quickly. In fact, I bind my first four skills outside of my auto to shift and combination keys, and that tiny bit of space saving helps. It’s very unorthodox, but it really matters to me as a player.

Fire Mages

in Elementalist

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

One thing I’ve learned from playing MMO’s is that you have to either adjust your playstyle when picking a class or accept the reaction people have to the class.

Just a summary of what I think should be noted:

People who are suggesting attunement swapping aren’t doing it for autos, they’re doing it to access the skills. You don’t try and compare the autos because the base reason for attunement swapping is to take advantage of all the spells you have at your disposal. No, you won’t be doing a lot of damage yourself- but you will allow the team to do more damage than you can alone. It’s a topic of perspective. Overall, you can achieve equal/higher damage, it just won’t be on your end- likewise, you’ll actually fill up two roles instead of one, making yourself way more appealing and valuable to a team.

This is just how I perceive it though, and it makes life much easier as an elementalist. Plus, attunement swapping is pretty fun for me- adds a lot of challenge.

Dungeons: A Primer?

in Players Helping Players

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Thank you all very much. You were extremely helpful and I appreciate it.

Dungeons: A Primer?

in Players Helping Players

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Hello everyone!

Is there any point to dungeons mid-game? Like, at all? I’ve been trying to get a party for quite some time, with no results, and even though I get invited- everyone leaves immediately after seeing me. I meet the level requirement, by the way.

I mean, I am a thief, but I’ve taken on gold enemies and multiple vets before no problem. A few friends and I were able to at least clear a good chunk of dungeon alone and we were only 3 people. I just don’t know if I’m doing something wrong or what.

I tried looking everything I could up- asked around even. Apparently the general consensus (on my server, Yak’s Bend anyway) was that you had to be level 80 or do it with friends, it’s just… I don’t have that many friends that play with me- if at all. I just wanted something to do that wasn’t hearts/crafting/events.

Should I just not even bother? Or is there something I’m missing here?

Question about Sword and Shield by the Squire

in Warrior

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

I should also probably clarify that this is mostly for PVE and dungeoning, not necessarily for any type of PVP play. If anyone has any information or opinions on the matter, I would like to hear them.

Question about Sword and Shield by the Squire

in Warrior

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Greetings everyone,

I’ve been playing this game for quite some time, haven’t yet reached any major leaps and bounds- but have spent many hours so far. One thing is troubling me, however, and it’s a question I think you folks here on the Warrior forum are best qualified to answer:

In terms of sword and shield use, how do Warriors stand up to Guardians? And, if so, how should I build my Knight (stats to focus on, traits, etc)?

I know there is a huge focus on Greatswords, Axes, and even Warhorns amongst the Warrior community, but this is more for understanding the pros and cons of a particular playstyle. To my knowledge, there is a great AA with Guardian sword and a focus on burning potential (radiance, condition damage, I think precision), not sure how Warriors build them though.

I don’t want to turn this into a “contest of damage”, since staying alive and having movement options are incredibly important- there’s many factors to consider, I just want your opinion on it. Again, I appreciate any help- and I wish you all good day.

A Question about Warriors from a Squire

in Warrior

Posted by: ThatOneArtistGamer.2914

ThatOneArtistGamer.2914

Hey everyone,

I’m quite new to the game and would like to know about particular weapon builds. I thumbed through the weapons guide, but am still curious about a few things and would like to hear some opinions on the subject to better achieve an answer.

What weapon set gives a warrior the best sustainable damage?

I heard axes are pretty good at this and figured that dual axing would be a viable option, but I don’t know if I should mix that up or not. I just want to be a dependable fighter on the field and not really sink my efforts into all or nothing combat. That and well, as OP as I hear the GS to be, I’m not really a fan of its animations or playstyle.

Likewise, if you guys have any tips for a budding warrior, let me know. I would really appreciate to hear from more seasoned players.

I was going to put this in the players helping players forum, but I figured you guys know best about warriors. Sorry if it’s misplaced.