Showing Posts For Tiborb.1453:

Adventures

in Guild Wars 2: Heart of Thorns

Posted by: Tiborb.1453

Tiborb.1453

That’s should be called Trials, not Adventures. :/

[LOCK] The Closed Society – Seafarer’s Rest

First Glimpse on Twitch.

in Guild Wars 2: Heart of Thorns

Posted by: Tiborb.1453

Tiborb.1453

For the next POI, please:

don’t play the game in real time.
Record it, in this way you can:
-select carefully tailor the content you want to show us
-avoid unexpected issues (like the crash)

[LOCK] The Closed Society – Seafarer’s Rest

Revenant Legends - Who would you channel?

in Guild Wars 2: Heart of Thorns

Posted by: Tiborb.1453

Tiborb.1453

If they are tied somehow to the playable races (I know, Jalis Ironhammer and Malix aren’t):

Asura: Blimm, Snaff, Gadd, Oola
Charr: Kalla Scorchrazor, the first Khan-Ur, Bonfaaz Burntfur
Human: Shiro Tagachi, Dhuum, King Doric, Menzies.
Norn: Asgeir Dragonrender/Jora/Svanir/Owl Spirit
Sylvari: Ronan, Ventari, Riannoc,

[LOCK] The Closed Society – Seafarer’s Rest

[Suggestion] Cripple: players as M. Teragriff

in Profession Balance

Posted by: Tiborb.1453

Tiborb.1453

Don’t mess up PvE mechanics with PvP rules.

It’s a specific thing that you can do against specific mob.

Besides, if you want to counter gapclosers, I would start from blinks and shadowsteps to be honest. Leaps are at least very visible and have proper counters.

Not every class have blinks and shadowsteps and chasing is a totally different thing from pinning down someone.

[LOCK] The Closed Society – Seafarer’s Rest

[Suggestion] Cripple: players as M. Teragriff

in Profession Balance

Posted by: Tiborb.1453

Tiborb.1453

Some classes have teleports, others don’t. Some classes have leaps, other’s not so much. Some classes can face-tank better, while others cannot.

^ Those are some of the ways which separate how different survive / the tools which they have to survive. A warrior with sword or greatsword uses movement skills to get out of a fight. A Guardian uses Greatsword leap to get out of a fight. Elementalist (who is fairly squishy) uses Burning Speed, Burning Retreat or Ride the Lightning to get away. In other words, a lot of classes rely on mobility for survival. Some classes actually use movement to bunker. No movement skills = no ability to tank. If a simple cripple negated all of the above movement skills you’d really weaken the classes that use movement skills while making classes with teleports/facetanking abilities a lot more valuable. You’d have a very different game on your hands xD

The point is that there are a lot of disengage tools (even if you forgot a lot of them, they are still many) but no counterplay.
You can’t prevent someone from disengage: if someone want to escape, he will escape. The ability to successfully disengage is predetermined by this: by the numbers of the escape tool you got, not how you use them.

Cripple working in this different way is not used to prevent movement skills, is just a way to force a delay, if used properly. You can still survive, you have just to pay attention and manage conditions properly.
This condition at the moment is just the poor’s man chill.

[LOCK] The Closed Society – Seafarer’s Rest

[Suggestion] Cripple: players as M. Teragriff

in Profession Balance

Posted by: Tiborb.1453

Tiborb.1453

When you cripple a Mordrem Teragriff and they perform the charge, they get 2 sec of knockdown: why don’t use this as the normal behavior of cripple?
i.e. if you dash/leap/run/whirl when affected by cripple you get knockdowned instead of just get shorten range (this shouldn’t apply to blink/shadowstep).
In this way we can achieve many goals:
-thoughtful and more deep gameplay: if you dash randomly you get punished (just like confusion/torment)
-counter to profession with heavy disengage potential (this will help Necromancer to truly fulfil the role of attrition class, as will be a little bit harder to disengage)
-better differentiation between cripple and chill (as now both reduce movement speed, but chill can manipulate skill cooldown too)

[LOCK] The Closed Society – Seafarer’s Rest

New Narrative Director at ANet

in Living World

Posted by: Tiborb.1453

Tiborb.1453

Pros:
-Iconics, Biconics, Trahearne and Doern Velazquez, all in the same istance. Finally.
-Trahearne acting as the plant in charge
-The characterization of Canach: he is still a shady bomber. Love the pessimist attitude.
-The dialogues/books reflect what playerbase said during the previous patches.
-Mechanics of facets in the Lair: not just a “go there and bash them”, well done.
-Attention to details: the istances felt alive. Every NPC had a reason to be there, something to do. Zhaitan tail. Books. Amazing.
-Marjory and Belinda. Very touching moment.
-The library. I’ve spent 2h there. Well done.
-The reliquary: loved the gems behind the crates!
-You are not forced to listen, dialogues don’t stop the action (the opposite of the Aetherpath)
-WvWvW/PvE crossover.
-Air strikes: I really love to light that signals!
-Mordrem are very uniques, I love them, the flanking of wolves, the dashing of the teragriff and the knockdown when crippled (that’s how should work for players too: if you are clippled, you can’t Whirl/Rush away) and so on.
-Ogden: finally he’s truly back. And have a great voice acting.

Cons:
-Don’t forget that Marjory is a Necromancer. If she have to use the greatsword all the time, please, add a persistent “necromantic touch” (I’ll miss her axe and dagger).
-Silverwastes event cicle is a bit too repetitive (maybe this will change in 2 weeks)
-The ghosts: why they are there? We got no explanation (is Marjory fault? Or due krait obelisk shards?)
-The library seem to be designed by Order of Whispers rather then Priory.

Note: so many artifacts in an “I only hope it is safe” place. Really bad idea. I think someone will feast on them soon.

[LOCK] The Closed Society – Seafarer’s Rest

New Player Experience Bugs - Multiple Characters

in Bugs: Game, Forum, Website

Posted by: Tiborb.1453

Tiborb.1453

Is the level based weapon skills unlock a bug? It is right? RIGHT? >_>

[LOCK] The Closed Society – Seafarer’s Rest

Completely Pointless Revamps?

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

Regina, could you provide us with any information regarding the first story step lever requirement? Does it start at level 2, once we finish the tutorial area, or level 10?

This is the point that most people have the biggest problem with.

Anyway, i think this will destroy keyfarming as we know them.
On top of that, the downed state change will confuse new players even more.

[LOCK] The Closed Society – Seafarer’s Rest

The CDI is coming back! Topics

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

4. We select a list of hot topics. THEN Anet chooses.

[LOCK] The Closed Society – Seafarer’s Rest

Interesting things in Scarlet's Room [Spoilers]

in Lore

Posted by: Tiborb.1453

Tiborb.1453

The Secondborn were outright said by Ree Soesbee to be born 6-7 years after the Firstborn, thus placing them to be born in 1308-1309 AE.

Are you getting this from in-game content?

I think this come from the wiki:

“The secondborn are the second generation of sylvari that emerged from the Pale Tree. They came to being six or seven years after the firstborn.”

http://wiki.guildwars2.com/wiki/Secondborn

The source for the wiki is instead this post from Regina Buenaobra on Gw2Guru dated 12 August 2011:

“Cadeyrn’s fall from grace happens over the course of a few years, not all at once; the events are separated in time. There is a total passage of about five years from the beginning to the end of the story. It feels a bit ‘rushed’ because it’s all told in succession, as the blog posts have to be, to try to keep them small. The firstborn came from the tree, then six or seven years passed, and then the secondborn… and then more generations, each coming closer in time together and producing larger groups, until we get to the present day, where sylvari are being born… oh, about as fast as players are making characters.”

http://www.guildwars2guru.com/topic/17676-arenanet-dream-and-nightmare/page__st__210#entry842850

[LOCK] The Closed Society – Seafarer’s Rest

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Tiborb.1453

Tiborb.1453

So to clarify the thought behind:

1. Must be able to be hot join-able

One thing we really want to do is promote and grow the player base. Now, what does that mean? When a new player (either to PvP or to the game) joins PvP for the first time they go to custom arenas to play and learn the game in a less competitive environment. We want those players to retain and work their way up to the competitive game modes: Solo or Team queue. So the meaning behind that statement is that the game mode must work for both casual and competitive environments to help grow the community.

I think you should achieve that in a totally different way.
Hotjoin can be really frustrating in the way they are now: no one like to lose, even in hotjoin, specially if you are outnumbered, and/or if your mates keep leaving/switching team, specially if the team size is small.

[LOCK] The Closed Society – Seafarer’s Rest

Invent a new trap!

in WvW

Posted by: Tiborb.1453

Tiborb.1453

Glue/Frostbite trap: a trap that have a big circular area of effect (something like 480 radius, the double of well of corruption) and when detonated leave behind a persistent field (15/20 seconds) that hinder movements of people inside, with the activation radius smaller (something like 100 units, so the hindering field will spawn even a little behind who activated it).

This trap can serve many purposes: can slow down or scatter a zerg. can trap the enemy in a choke point or under the fire of seige weapons, can disrupt a charge, can grant an escape route if placed behind and so on, or force the use of a portal to pass through,
adding more depth and strategy to WvWvW-

[LOCK] The Closed Society – Seafarer’s Rest

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Tiborb.1453

Tiborb.1453

I am really loving the discussion going on in this thread. This is a testament to how awesome our community is! Alright so now that we have flushed out some ideas let me give you some guide lines and let me know if we can design around it.

1. Must be able to be hot join-able
* Not easily griefed and allow players to be able to jump in and out
2. Must fit the 5 on 5 standard
3. Can fit our standard PvP match time (15 mins)
4. (Would Be Nice) Shout castable

Alright let me know how your ideas fit or change with these standards.

Should be hot join-able? Most of the time in hotjoins people tend to forget what’s the objective of the game mode and start fighting for fun, or the game is affected by disparity in numbers in numebrs of players, and so on. Hotjoins should be seen as an additional way to play the game with no expectation, but for me the design of a new game mode shouldn’t be conditioned at all by the ability to be hot join-able.
And what do you mean with “Not easily griefed”? A griefer will find anyway a mechanism to ruin the game experience for others (I’m looking at you engi that love to move around people on purpose when someone try to stomp them in Solo Q).
For example you can’t make a MOBA style game designed to avoid the risk of “feeding” the enemy team, you have to build something totally different where killing an enemy won’t make you stronger.
For the point 3, i agree with KarsaiB.9475: 15 minutes games tend to be anti climactic.
Should be at least 20 – 25 min.

[LOCK] The Closed Society – Seafarer’s Rest

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Tiborb.1453

Tiborb.1453

  • Unlocking Skills, Traits, consumable, bundles, and ect.

No No No No.

STOP this right now.

The MAJORITY of us HATE unlocking things in sPvP.

It’s not fun and it is not fair.

No… just no.

That means unlocking them during every single game, just like in league of legends or DOTA2.

[LOCK] The Closed Society – Seafarer’s Rest

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Tiborb.1453

Tiborb.1453

Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

Just like a MOBA:
-You start at lvl 1 with only your 1# skill unlocked, and as you “lvl up” (by achieving secondary objectives and killing players/npcs) you unlock your weapon skills/weapon swap/healing skill/utilities/elite/traits/profession mechanic.
-You gain stacks that give you stats when you kill/assist someone and you lose 1/3 of these stacks when you die (something like “Mejai’s Soulstealer” in League of Legends).
-No means to go out of combat (the only exception is when you are in your base) so you can’t refill your hp by disengaging

[LOCK] The Closed Society – Seafarer’s Rest

We need more things to jump on

in PvP

Posted by: Tiborb.1453

Tiborb.1453

If you put jump puzzles in sPvP I would quit the game. I hate jump puzzles. Like seriously, I really really hate them.

No one force you to do them.

[LOCK] The Closed Society – Seafarer’s Rest

Collaborative Development: Ranger Profession

in CDI

Posted by: Tiborb.1453

Tiborb.1453

Game Mode
PvX

Proposal Overview
Different F2 skills for porcine pets

Goal of Proposal
At the moment the F2 of porcine pets is Forage for them all: there is no difference between pig, boar, siamoth and warthog.
In other families every pet have a different role thanks to the different F2 skill, for example: wolf is used for aoe crowd control, fern hound for aoe healing, hyena synergize well with sun and frost spirits and so on. This don’t apply to porcine pets where we have x4 forage.

Proposal Functionality
Give a different F2 skill for every porcine pet, for example:
Boar: Launching Headbutt (just like the PvE version)
Pig: Sniff, apply Revealed (3s) to any enemy in a range of 600. Why? Pigs are used (ingame and in real life) to find truffles thanks to their developed sense of smell: they can use it to track a stealthed enemy.
Siamoth: Forage (just like it is now)
Warthog: Frenzy (like the warrior utility).

Associated Risk
I don’t see any real risks associated with the proposal

[LOCK] The Closed Society – Seafarer’s Rest

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Tiborb.1453

Tiborb.1453

1) Ranger
2) Necro (condition build is ok)
3) Engi

[LOCK] The Closed Society – Seafarer’s Rest

Dolyak Express Jan 10, 2014

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

Question #1: Glint was the champion of Kralkatorrik. Was Kuunavang a champion too?
Question #2: When we will see Magdaer repaired?
Question #3: Will we ever see Malyck again? Will he have a role in the future?
Question #4: Where are the 3 missing firstborn?

[LOCK] The Closed Society – Seafarer’s Rest

Collaborative Development: Commander System

in CDI

Posted by: Tiborb.1453

Tiborb.1453

Summary of the past few pages:

General consensus is that the smaller bits that have been suggested would be enough to make the commander system much better for now and that it doesn’t require a complete tear down.

Outside of that there is a lot of discussion about the idea of a fully fleshed out squad system.

So, let’s say we’ve handled the commander side of it for now and just focus on a squad system. If we added a system for squad management, what are the top 3 things you would want it to do? Examples: Show squad position, allow for orders to be sent to individual players, provide health status of all squad members, etc.

This is a much larger project, but getting a sense of what people would want it to do can help provide bounds for the work.

-Supply
-Health (color coded for alive/downed/dead)
-The ability to arrange squad members disposition in the UI (drag and drop)
-Numbers associated to members (member 1,2,3…x)
-Colors associated to parties (Something different from the “classic” red/green/blue: Orange team, Purple team, Yellow team…)
-Position (color coded)
-Professions icons

[LOCK] The Closed Society – Seafarer’s Rest

CLARIFICATION - What time is Eu Reset

in WvW

Posted by: Tiborb.1453

Tiborb.1453

[LOCK] The Closed Society – Seafarer’s Rest

Collaborative Development Topic- Game Modes

in CDI

Posted by: Tiborb.1453

Tiborb.1453

Capture The Flag

Win Conditions:

  • Capture 7/7 Enemy Flags (Includes 1 Hard Flag or flag located closest to spawn )
  • Most Flags Captured When Timer Expires
  • Most Flags Saved > Capture Draw
  • Most Kills > Save Draw > Capture Draw

p.s. Map terrain and thoughtful flag placement makes all the difference. Can provide more details to the above if necessary.

So a few things on CTF:

We found that CTF works best as a “push” the flag, not “cap it by bringing it back to my base”. This means you have to push through the enemy team, and since you need to push it into their spawn, it means they can more easily defend a cap.

If it’s “cap” it by bringing it back to your base, there are often cases where the capturing team gets a flag past a certain point on the field, and no one on the defending team can catch up with them in order to prevent the cap.

We tried various mechanics, like making it so that the flag carrier couldn’t use skills, or they had to use “flag” skills, or they were just slowed down greatly, but in most of those instances, players didn’t have as much fun when carrying a flag. You can see some of this carried over to Spirit Watch and some of the issues it has.

Just some things to think about.

Then, why don’t a Capture the HAMMER?
The game mode could work similiar to the cliffside fractal where the hammer have his own skillset and some drawbacks:

-damage when picked up
-stacks of “corruption” just like the cliffside one with the
and/or
-new mechanics, for example a speed modifier based on the stacks of “corruption”

If you keep the corruption mechanic (or make something similiar) you will force team to cooperate due the nature of the drawbacks of the hammer and will help the enemy team to catch up and make a comeback.

Instead of cap you can place some objective to destroy with the hammer (sigils on a colossus or chains that hold him, totems, searing cauldron and so on) with the weapon that “teleport” after a objective destruction.
Remember that no one force you to make the targets all near/far from the team spawn point.

[LOCK] The Closed Society – Seafarer’s Rest

December 10th Ranger changes

in Ranger

Posted by: Tiborb.1453

Tiborb.1453

I think it’s way too late to suggest this change for the december patch, but my question is about porcine pets: why their “unique” skill is shared among them?
Can we have a different f2 for 3 of them (maybe one of the 3 could be something that reveal stealthed units, like Sick’em, to fit the concept of a beast sniffing for a scent, as pigs are famous for their sense of smell)

[LOCK] The Closed Society – Seafarer’s Rest

Collaborative Development Topic- Living World

in CDI

Posted by: Tiborb.1453

Tiborb.1453

One of the things that I’d love with living story is to know what others LS characters do while not involved in the main story of the release: the Ottilia/Braham conversation during Bazaar of the Four Winds and Dragon Bash was a little example of what i mean.

What was Marjory doing between Dragon Bash and Blood and Madness?
Is Lord Faren fine after the struggle with Scarlet?
What’s about Evon, Ellen and Magnus?
Any new from the Zephirithes? Is the trade agreement fine?

Should be nice to meet them ingame between releases and see some little evolutions just like we did with Braham and Ottilia.

Oh, I REALLY LOVE the random appearence of surpriseBraham, Rox and Frostbite during some random Toxic Offshoots related events in Kessex Hills as NPC. This one was a REALLY nice addition.

[LOCK] The Closed Society – Seafarer’s Rest

Home obelisk shard makes no sense.

in Tower of Nightmares

Posted by: Tiborb.1453

Tiborb.1453

The shard makes no sense to me. It doesn’t show up in your bank and all you do is commune with it. After that, then what? At least the candy corn and crystals you can harvest daily at your home.

You can use it to craft a Charged Quartz Crystal w/o leaving the city.

[LOCK] The Closed Society – Seafarer’s Rest

Edge of the Mists FAQ

in WvW

Posted by: Tiborb.1453

Tiborb.1453

Edge of the Mists will have a lot of content elements but much less arbitrary than the current maps. You won’t see random wolves wandering along the plains but there might be a nice cave with wolves and a Boss wolf den mother where players might go to farm and others might go to gank unsuspecting farmers. Here are some existing examples which are subject to change.
[…]

Sounds good to me as there are things to do when the map is empty/domineted by one server. I hope to see this new map with my eyes asap! I’m so excited!

As Marcus Greythorne stated, I fear too that WvWvW elitist/purist will dislike this PvE component (would be not the first time): I count on the fact that they will wait to see the mechanics by themselves before making complaints on the forum!

[LOCK] The Closed Society – Seafarer’s Rest

Edge of the Mists FAQ

in WvW

Posted by: Tiborb.1453

Tiborb.1453

Q: Will Edge of the Mists have small PvE elements (i mean wolves, oozes, deers) like the others WvWvW maps or will be a full PvP map?
Q: Why the map is filled with orrery-looking-objects?https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/10/2426103-WvW-maps.jpg

[LOCK] The Closed Society – Seafarer’s Rest

Collaborative Development- Request for Topics

in CDI

Posted by: Tiborb.1453

Tiborb.1453

1) Conditions overhaul
2) More Personal Story
3) More rewards with dungeon token
_______________________________________________

1)-Add a mechanic to avoid wasting of condition damage.
Having x5 direct damage in a party is good, having x>1 condition damage users with a similiar build is bad: add a way to mitigate this for both conditions that stack in duration and conditions that stack in intensity, for example: raise the damage done by the condition when the duration/stacks go over a specific threshold
-Direct damage have many damage amplifiers (power, critical damage stat, Vulnerability, sigils/runes, traits, nourishments) and they stacks, condition damage have only one amplifier (condition damage). This is not very “fair” to me.
2) Introduce more Personal Story: if you don’t want to push more in the directions of dragons, you can still make “fillers episodes” (just like anime and TV series do) to expand the lore or the relations between our character and NPCs/our race/our Order/the Pact.
3) If i’m not interested by stats combination and skins given by a dungeon and i don’t plan to make a alt, the token are almost useless for me. Add something worth buying

[LOCK] The Closed Society – Seafarer’s Rest

Certain JP's Not Awarding Empyreal Fragments

in Bugs: Game, Forum, Website

Posted by: Tiborb.1453

Tiborb.1453

Have you done the JP with a lvl 80 char?

[LOCK] The Closed Society – Seafarer’s Rest

Ascended stats combinations

in Super Adventure Box: Back to School

Posted by: Tiborb.1453

Tiborb.1453

As we will see the new Ascended weapons in the next patch, will they have all the stat combinations we got from the current exotics? Berserker – Soldier – Valkyrie – Rampager – Knight – Settler – Sentinel – Shaman – Carrion – Rabid – Giver – Cleric – Magi – Apothecary – Celestial (magic find stat combinations not included as they will be removed): they will be all inside the next patch? If not, which combination will be not included?

Will we ever get the missing ascended stats combinations from ascended accessory, like full Valkyrie (as now we have only a Berserker/Valkyrie hybrid), Settler, Sentinel, Shaman, Carrion, Giver and Magi?

ATM I run as main a full carrion necro, but as ascended are a time gated equip and there aren’t Carrion ascended accessory in the game yet, I’ve never buyed a ascended temporary replacement, as I don’t want to waste any Laurel/Commendation/Badge of Honor for a equip that i will replace as soon as we get new ascended with different stats combinations, as i have to equip multiple lvl 80 chars.

[LOCK] The Closed Society – Seafarer’s Rest

Speculation on what the Queen has to say

in Clockwork Chaos

Posted by: Tiborb.1453

Tiborb.1453

My speculation is she will gather everyone in the pavilion, lock the doors and then command her army of robots to kill every human in the city. We will then try to save the people, she will be lethaly injured in the process and she will eventually die in Logan’s hands, with her memories muddied and asking if she did well…

No, I’m not joking. I don’t know why, but I’m getting some seriously strong Code Geass vibes on this one…

All hail… who?
http://youtu.be/r-Q_Kle6TOI

[LOCK] The Closed Society – Seafarer’s Rest

Pyroclasm: The Definitive Guide to Burning

in Guardian

Posted by: Tiborb.1453

Tiborb.1453

Are you sure they stack? I’ll double check later today. Thanks for bringing that up.

From the wiki: Static bonus sigils
Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance).

http://wiki.guildwars2.com/wiki/Sigil#Mechanics

BUT say also:

On-crit and condition duration sigils only function for the skills of the weapon which they are applied to.

[LOCK] The Closed Society – Seafarer’s Rest

(edited by Tiborb.1453)

About mobs inside The Crown Pavilion

in Queen's Jubilee

Posted by: Tiborb.1453

Tiborb.1453

The question is: are we committing a genocide (!?!) in honor of Queen Jennah or the 6 type of enemies inside the Pavillion are ALL watchknight in disguise (altered by mesmeric magic)?

We know that there are mesmer-disguised watchknight for sure as we fight them from time to time (sometime when you kill a mob, you can see the signature shatting aura typical of mesmers, and then a watchknight replace the mob):

I’m wondering if there are only few watchknights hidden among the enemies of the humanity or if the area can be considered as a giant Danger Room (the X-Men one) that simulate fights with a large array of enemies.

[LOCK] The Closed Society – Seafarer’s Rest

Personal Portal

in Queen's Jubilee

Posted by: Tiborb.1453

Tiborb.1453

The portal is a one-time use consumable that effectively allows you to use a skill that is similar to the mesmer’s portal. We recognize that it’s a very powerful item, so the recipe is quite rare and takes considerable resources to manufacture.

Is a consumable that let you use the skill for a single time or let you LEARN the skill?

[LOCK] The Closed Society – Seafarer’s Rest

Ranger Changes on July 23, 2013

in Ranger

Posted by: Tiborb.1453

Tiborb.1453

The change to Rapid Fire and Hunter’s Shot could be considered a good addition on the tactical front as stealth is a great tool for escaping/repositioning/juke the opponent, but on the damage side is a heavy nerf for the longbow and a heavy loss of dps.
With the old Hunter’s Shot and at least 15 points in Marksmanship (Opening Strike+Alpha Training) a ranger was able to initiate from the start of the combat with 20 stack of vulnerability (=20% more damage) for the first 5 seconds and 10 stacks for the remaining 3.
With the new Rapid Fire this is not possible anymore, as the 10 stacks of vulnerability needs to build up with each hit (=loss of dps compared to the old way it worked).
Now the vulnerability stacking could be easily negated by:
-forcing you to dodge
-line of sight denial
-casting a reflecting skill
-interrupting you,
not to mention that the whole channeling last for 4½s (wasting the 10 stacks for 5s given by two opening strikes).
Longbow need a buff on the damage outpout, not a NERF.

A way to fix can be easilly achieved by stacking 10 vulnerability with the first hit of Rapid Fire just like the old Hunter’s Shot used to do, so players are free to interrupt the canneling or do as they please.
Another way to adress this could be done by making the 2nd longbow skill a chain, with the first cast working as the old Hunter’s Shot and the second as the old Rapid Fire.

[LOCK] The Closed Society – Seafarer’s Rest

(edited by Tiborb.1453)

So you want us to use Deathshroud?

in PvP

Posted by: Tiborb.1453

Tiborb.1453

So how does this relate to this thread:

https://forum-en.gw2archive.eu/forum/pvp/pvp/Truth-and-justice/

Are Necro’s easy to kill and need life force at the start of the game, or are they unkillable death machines?

These two threads seem to be entirely disparate and diametrically opposed.

As you can see, the necro in the video have already a 50% full lf bar+ he use a traited with gluttony spectral armor (60s cd) to mitigate damage + Death Shroud (10s cooldown+lf requirement).
Many profession can achieve the same result with way less resources invested (as just a weapon skill or a single utility) and with a shorter cd.
So this video don’t add anything new to the discussion and no, “these two threads seem to be entirely disparate and diametrically opposed” is not true, as they are just unrelated.

[LOCK] The Closed Society – Seafarer’s Rest

(edited by Tiborb.1453)

Thaumanova Reactor Explosion

in Cutthroat Politics

Posted by: Tiborb.1453

Tiborb.1453

1 out of 5 Tyrians is interested in human gods.

5 out of 5 Tyrians visit the Thaumanova Reactor every day to clean it up.

#TeamKiel

What?
We are talking about a Charr interested in the fall of a Human God, and “Charr need no gods!”, so this must be important for the races of Tyria.

#TeamGnashblade

(erm… lorewise… something seem a bit messed up :p )

[LOCK] The Closed Society – Seafarer’s Rest

State of the Game comment/question thread!

in PvP

Posted by: Tiborb.1453

Tiborb.1453

As a intensity stacking condition, we will have more source of torment in the near future (via traits, utility, weapons)? If not, why the damage is so low?
The condition will stay bound to necro/mesmer/thief or will be spreaded to others professions?
As a movement related condition, why don’t make it deal more damage to enemy with active movement speed buffs (like swiftness or traits) or dashes?

[LOCK] The Closed Society – Seafarer’s Rest

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: Tiborb.1453

Tiborb.1453

  • New game modes: sPvP need it badly, most of the people don’t play it ‘couse don’t like conquest mode. Having only one mode bore the people too much. Give sPvP content to guilds too (as guilds are not only PvE-centric). Just be carefull to do not commit the same error you made with 2 team torunament: when 2team t. was out no one played the 8 team tournament anymore.
  • Better rewards: if sPvP gave reward that could be carried over the PvE and WvWvW (something different from laurels) would be played by more people. Most of the player base is locked in PvE farming. Give to sPvPers some silvers per game: in this way true sPvPers can buy gems (for rental arena, skins, slots), dyes and/or skins from the auction house, while PvErs will feel that their time was not “wasted”: some time ago a guildie said “what a waste of time, if I were to CoF I would have earned 5 gold”. Make some laurel vendors that sell high grade PvP mystic forge materials and sPvP skins. Give “prestige” skins/title/rewards based on the ranking in the ladder.
  • Better profession management: more balance, more build viability and (later) some new utility skill/trait.
[LOCK] The Closed Society – Seafarer’s Rest

Downed state/stomping state of the game

in PvP

Posted by: Tiborb.1453

Tiborb.1453

The problem lies in taking things too literal, look form example at the thief, he would be all green yes for considering that stealth is a guaranteed interrupt, and that the teleport can only be countered if you use it too early against someone with a teleport, so both skills are multi target interrupts, the first one sometimes counterable (against people who use it too early) if you are lucky enough to have an instant teleport available and the second one always counters multiple stomps more or less (depends on stealth traits in combination with multistomping coordination). but then so can thieves shadow step stomp people who can counter both stealth and stability stomps.

Yeah, I know that, moving around stop the stomp de facto , not literally

The point is:

  • mesmer, elementalist, thief 2# can prevent ALL stomping attempt (stability, with blind/smoke field, stealth, mist stomp, shadowstep stomp, portal stomp) coming from multiple opponents
  • guardian 2# can stop multiple stomping attempt coming from non-stability opponents (like stealth ones)
  • ranger 2# can stop multiple simultaneous non-stealth, non-stability, non-blinding stomping attempt
  • engineer 2# can stop a single non-stealth, non-stability, non-blinding stomp attempt and if have enought time the 3# can stop multiple simultaneous non-stability stomp
  • necromancer and warrior 2# can stop a single non-stealth, non-stability, non-blinding stomp.
[LOCK] The Closed Society – Seafarer’s Rest

Downed state/stomping state of the game

in PvP

Posted by: Tiborb.1453

Tiborb.1453

Sure, stomp/ressing is matter of teamplay, but there are some situation where the ability to prevent a stomp by self make a big difference: for example a bunker with a strong downed state have a big advantage compared to one that have no tools to counter a stability/stealth stomp.

By the other hand the ability to score a almost 100% (based on the class facing) stomp is a really HUGE:

Think to a little downed necromancer facing a stealth thief or a stability warrior.
Now think to a elementalist facing a stealth thief AND a stability warrior.
Did you see the difference?

Now think to a stability warrior attempting to stomp a downed necromancer aided by a incoming friendly teammate a with full disable build. What they can do to prevent this? Nothing if the mate don’t have something to remove stability.
Now replace the necromancer with a thief or a elementalist: the downed player can move toward the ally and have better chances to survive, buying precious time.

[LOCK] The Closed Society – Seafarer’s Rest

Downed state/stomping state of the game

in PvP

Posted by: Tiborb.1453

Tiborb.1453

Let’s look at the interaction between classes related to stomping and avoid/stop a stomping attemp from downed

http://i40.tinypic.com/acu15e.jpg
http://i44.tinypic.com/2wps9l2.jpg

GUARDIAN
When downed:
Can prevent a stealth stomp? Yes
Can prevent a stability stomp? No
Can interrupt a opponent? Yes
Can interrupt multiple stomping opponents? Yes
Have multiple interrupt? No
Can move to avoid a stomp? No
Can stealth himself? No

When stomping:
Can stealth stomp? No
Can stomp under self stability? Yes
Can blind before stomping? Yes
Can quick-stomp? No

WARRIOR
When downed:
Can prevent a stealth stomp? No
Can prevent a stability stomp? No
Can interrupt a opponent? Yes
Can interrupt multiple stomping opponents? No
Have multiple interrupt? No
Can move to avoid a stomp? No
Can stealth himself? No

When stomping:
Can stealth stomp? No
Can stomp under self stability? Yes
Can blind before stomping? Yes* (only with the longbow)
Can quick-stomp? Yes

ENGINEER
When downed:
Can prevent a stealth stomp? Yes* (only if Booby Trap is available)
Can prevent a stability stomp? No
Can interrupt a opponent? Yes
Can interrupt multiple stomping opponents? Yes* (only if Booby Trap is available)
Have multiple interrupt? Yes
Can move to avoid a stomp? No
Can stealth himself? No

When stomping:
Can stealth stomp? Yes* (Only using combo fields or with a 50% chance with toss elxir S)
Can stomp under self stability? Yes* (50% chance with toss elxir S)
Can blind before stomping? Yes
Can quick-stomp? Yes

RANGER
When downed:
Can prevent a stealth stomp? No* (can interrupt a stealthed player only if you hit him with the aoe of thunderclap)
Can prevent a stability stomp? No
Can interrupt a opponent? Yes
Can interrupt multiple stomping opponents? Yes
Have multiple interrupt? No* (but if you have a disabler pet, for example a wolf, you can fear the enemy with the F2)
Can move to avoid a stomp? No
Can stealth himself? No

When stomping:
Can stealth stomp? No
Can stomp under self stability? Yes* (with RaO or traited Signet of the Wild)
Can blind before stomping? Yes* (only with Solar Flare or Raven pet)
Can quick-stomp? Yes

THIEF
When downed:
Can prevent a stealth stomp? Yes
Can prevent a stability stomp? Yes
Can interrupt a opponent? No
Can interrupt multiple stomping opponents? No
Have multiple interrupt? No
Can move to avoid a stomp? Yes
Can stealth himself? Yes

When stomping:
Can stealth stomp? Yes
Can stomp under self stability? No
Can blind before stomping? Yes
Can quick-stomp? Yes

ELEMENTALIST
When downed:
Can prevent a stealth stomp? Yes
Can prevent a stability stomp? Yes
Can interrupt a opponent? No
Can interrupt multiple stomping opponents? No
Have multiple interrupt? No
Can move to avoid a stomp? Yes
Can stealth himself? No

When stomping:
Can stealth stomp? No
Can stomp under self stability? Yes
Can blind before stomping? Yes
Can quick-stomp? No

MESMER
When downed:
Can prevent a stealth stomp? Yes
Can prevent a stability stomp? Yes
Can interrupt a opponent? No
Can interrupt multiple stomping opponents? No
Have multiple interrupt? No
Can move to avoid a stomp? Yes
Can stealth himself? Yes

When stomping:
Can stealth stomp? Yes
Can stomp under self stability? Yes (not for the full duration of the stomp by normal means)
Can blind before stomping? Yes
Can quick-stomp? Yes* (only with Time Warp)

NECROMANCER
When downed:
Can prevent a stealth stomp? No
Can prevent a stability stomp? No
Can interrupt a opponent? Yes
Can interrupt multiple stomping opponents? No
Have multiple interrupt? No* (can have only a fear on downed if traited)
Can move to avoid a stomp? No
Can stealth himself? No

When stomping:
Can stealth stomp? No
Can stomp under self stability? Yes* (with DS stomp if traited, but stability will not cover the whole stomping animation)
Can blind before stomping? Yes
Can quick-stomp? No

What did you think?
You feel that some classes are umbalanced from the downed or stomping side?
You think that some interrupt mechanic from downed need to be adjusted to match the others?

(in this list I did not take into account most tricky to safe stomp like shadowstep stomping, portal stomping or plague stomping)

[LOCK] The Closed Society – Seafarer’s Rest

Change nerfs on Elixir S and Mist Form

in Suggestions

Posted by: Tiborb.1453

Tiborb.1453

I have level 80 necromancer in full exotics and I can tell you that DS is not even close to being the same thing as Elixir S or Mist Form. So please stop talking out of your kitten

DS is a game mechanic that can be used to prevent damage and/or attack.

[LOCK] The Closed Society – Seafarer’s Rest

Change nerfs on Elixir S and Mist Form

in Suggestions

Posted by: Tiborb.1453

Tiborb.1453

I can’t heal in my Death Shroud, why should you heal in Mist Form?
That’s not a simple SB, as you can’t be hitted while in that form and can prevent A LOT of damage (as a deadly immobilize+hb / immobilize+wells combo and so on)

[LOCK] The Closed Society – Seafarer’s Rest

Fractal - Molten Weapons Facility

in Suggestions

Posted by: Tiborb.1453

Tiborb.1453

As this dungeon will go away once the event will end, why don’t you keep it in the game in a different form?
Since fractals are “windows” on different fragments of reality, sometime well definite in time and space (Urban Battlegrounds Fractal is part of the flame legion assault on a ascalionian city), other times not (Cliffside Fractal is in a indefinite location, with a indefinite enemy and an indefinite giant to save ), why don’t you open a “window” on a Molten Weapons Factory?

The istance is well designed, should be a waste if totally removed from the game.

Maybe the current version is now a bit too long for a fractal, but you can cut a part or two to make it “fractable” (for example cut from the drilling part to the Thermal Core part and the final escape), remove Rox and Braham and balance a encounter or two (like adding a middle fractal boss). As far as we know there are plenty of this weapons facilities: the one in the fractal could be a dormant one escaped from the destruction or a early prototype one (so the copy-paste effect will be avoided/mitigated).

In this way the fractal could be at the same time different and similar to the one we are knowing during the event.

(sorry for my poor english)

[LOCK] The Closed Society – Seafarer’s Rest

PVP dailies broken?

in PvP

Posted by: Tiborb.1453

Tiborb.1453

Same for me, and for this reason i can’t complete the monthly PVP! >_<

[LOCK] The Closed Society – Seafarer’s Rest

Fear not affected by condition duration

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

I’ve tested it in sectember, maybe something is changed (as you can see here they tought the same).
Time to test again.

[LOCK] The Closed Society – Seafarer’s Rest

Fear not affected by condition duration

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

As for fear duration, how long would it last if 100% condition duration affected it?

Obviously 100% more: for example, if base fear is 1s with 100% will become 2s (for this reason “Fear Me!” and Skull Fear duration should be toned down as they can last for 3s atm).

If fear was much longer it would probably be too easy to keep people off of control points in spvp.

What about Shield of Absorption? Or Into the Void or other dislocation abilities and control effects?
A combination of this mechanics are a easy way to keep people off a control point in sPvP, not fear.

Fear atm can’t be used to send outside a enemy standing the middle of the point (he should be at least on the edge), how can fear become a easy way to keep them off as fear comes with a base cooldown of:

20 and 40 seconds for necros
80 for warriors
45 for thieves
45 for a ranger with a wolf pet
10 seconds with a Norn in Become the Wolf (a racial elite that last 30 seconds and have 240 seconds of cd that can’t be used in sPvP)?

[LOCK] The Closed Society – Seafarer’s Rest

Fear not affected by condition duration

in Guild Wars 2 Discussion

Posted by: Tiborb.1453

Tiborb.1453

Why Fear is not affected by condition duration?
Nothing apart from specifical fear duration manipulator will affect this condition: the only two ways are Master of Terror (50%) and the 6th bonus from Superior Rune of the Necromancer (20%).

This is really sad couse is the the only disable that have three ways to be countered: by condition removal, stun breaks AND stability (and for this reason can’t be considered OP)

(I’m not posting this in necromancer section as fear is not a necro exclusive as it can be used by thieves, warriors and rangers… oh, and by every norn with Become the Wolf)

[LOCK] The Closed Society – Seafarer’s Rest