Showing Posts For Wfuavenger.9826:

Dungeons tied to person who opened

in Suggestions

Posted by: Wfuavenger.9826

Wfuavenger.9826

The party dungeon system should be revamped.

I cannot tell you how many times I have started a FOTM or a dungeon with someone else who opened. At some point they either disconnect or get mad at someone in the group and quit.

This WIPES the whole group from the dungeon, losing all progress.

Instead of kicking the troublemaker, the person who opened quits. This can cause a whole hour of my, and 3 other peoples, time on GW2 to have been wasted.

If a player who is not the opener leaves or is kicked, you just find another person and continue on. What is the rationale for removing the remaining members of the party and making them all start over?

Can you please have the dungeon and FOTM system jump to a new host when the leader quits? Almost every other game I can think of has something like host jumping in place to keep the whole party from being kicked out mid dungeon.

Issue infusing an existing infusion

in Bugs: Game, Forum, Website

Posted by: Wfuavenger.9826

Wfuavenger.9826

I see now…. Thank you

Do you mean Mark of the Tethyos Houses?

If so, the issue is that amulet has an offensive infusion slot, not a utility slot.

Issue infusing an existing infusion

in Bugs: Game, Forum, Website

Posted by: Wfuavenger.9826

Wfuavenger.9826

^ no need to be a jerk about it. and I had 5 minutes to write the issue before I had something called “work.” Stop trolling my post.

Mark of the Tethyose Houses is what I meant

mesmer clone overall power reduction

in Suggestions

Posted by: Wfuavenger.9826

Wfuavenger.9826

Mesmers with clones are over powered. I would like to suggest that you create a formula for the more clones a mesmer has deployed, there is a resultant small reduction in power for the player.

What do I mean? Well, if a mesmer’s original power overall is 1000, and she has 1 clone that can do 100 damage, the power is reduced by 25% the amount of damage the clone can do. The resulting power of the mesmer is now 975. If she has 2 clones with combined power/damage of 200, the player has a reduction of overall power down to 950.

A formula base you could use to craft this for the game is:

current power = player power – ([clone 1 power if deployed + clone 2 power if deployed + clone 3 power if deployed] * .25)

Why do I recommend .25 reduction in power? The clones are all different with different traits. They also do not continuously attack. There are pauses with the attacks that a clone does. .25 means the clone is attacking 1/4 of the time it is in combat.

With confusion/shatter build and the clones able to do damage on top of the mesmer doing damage and you doing damage to yourself due to confusion, the mesmer is one of the most OP classes. By using clones, there is a gain in damage the mesmer can generate due to the number of added player clones doing damage along with the player doing damage. This formula will even out the total capable damage a mesmer can do and make it an even fight based more on player skill.

Could Elementalist in sPvP suck any more?!?!

in Elementalist

Posted by: Wfuavenger.9826

Wfuavenger.9826

I see the troll won and brought the elementalist thread to mesmers…..

Could Elementalist in sPvP suck any more?!?!

in Elementalist

Posted by: Wfuavenger.9826

Wfuavenger.9826

Please read the whole thing. Your question is answered Troll.

Could Elementalist in sPvP suck any more?!?!

in Elementalist

Posted by: Wfuavenger.9826

Wfuavenger.9826

I would like to preface this by saying the Elementalist was my favorite class. It was challenging and fun. I have gone from getting around 12+ kills per game to 6+ since the newest update a few days ago. I have tried changing EVERYTHING around, without sucess. The runes, sigils, skill points, all of it does no good. It seems as if the damage dealt is lower, the healing is lower and the overall squishiness is increased exponentially. I have tried burst builds, condition builds and tank builds….. D/D and S/D are completley unplayable now. I would like someone in NCSOFT to please respond with a statistic of kill/death ratio for the overall elementalist class in sPvP. I would be happy with a random sampling. I bet it is abismal compared to any other class.

On top of that there IS NO COMPARABLE STUN/INTERRUPT FOR DOWNED STATE now. If you go down you are guaranteed to die no matter what. Before the update, you could go into mist form when downed and it would remove all conditions from you and you would get half health. That was the “interupt.” Now, the conditions continue to eat at you and the players continue to do damage when in mist form. When downed you die too fast. There is NO HOPE to have a team mate come and help. There is no hope to res yourself.

Great job at making a difficult to play, yet fun and challenging class into a terrible one.