Showing Posts For Yashimata.2986:

Manifesto Posts

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

It’s a protest. It’s meant to be in your face and get attention. You don’t just pack up and leave your protest once people have seen it. You keep getting in their face to let them know whatever it is that’s going on is not okay, you’re not okay with it, and it needs to change.

Play the Game for FUN!

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

People who play WvW can’t just ignore the new tier. Other players WILL bring it in to the maps, and it WILL affect them negatively if their opponents have the upper hand in stats. Yeah they’ll “eventually” add ascended gear to WvW, but people might be fed up with losing a disproportionate amount of their battles by that point.

I also did the math on my back piece (which I upgraded from rare + exotic jewel to ascended) and it was a 22% increase in the relevant stats. Nothing was lost to magic find or other stats I wouldn’t use. One piece isn’t a huge deal (I gained ~7 toughness and 1% crit) but it adds up very quickly.

Those who complain and are about to quit...

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

I’ll keep playing until something shiny catches my attention, and then I’ll leave. I’ll pop my head back in whenever the expansion rolls around and either come back or laugh at it and return to whatever it is I’ve found.

Final Event Rewards

in The Lost Shores

Posted by: Yashimata.2986

Yashimata.2986

I got 5 ectos worth of rares and a level 78 exotic.

/wrists

Was there something more to the phase 2 in LA

in The Lost Shores

Posted by: Yashimata.2986

Yashimata.2986

On my overflow:

25 minutes of catapult building
5 minutes of wondering what’s supposed to be going on

at 30 minutes after the boat opened up and everyone left.

Infusions affect normal stats!

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

I’m a bit late to the party, but lets do some math!

Emerald Orichalcum Ring of the Knight has a stat total of 218 (I use this ring because it has no percentages and thus is easy to calculate). This ring has a stat total of 309 (31 + 31 + 31 + 31 + 64 (3% = 48 stat points going by Ruby Orichalcum Ring of the Berserker, thus 4% is 64) + 31 + 31 + 8 + 8 + 8 + 8 + 8 + 8 + 5 (1% critical on a gem) + 6.25 (6) (1% magic find on a jewel). Thus using the power of math this ring is ~41% better than the exotic ring. Now that’s not technically true because you’re unlikely to use ALL of those stats, but if you are it’s an amazing item (like the Triforge Amulet and the PvP Celestial Amulet and Divinity runes).

Brought to you by the person who mathed Ascended would be an 8.5-8.9% upgrade (before infusions). Boy was I wrong.

What happned to my weapon skills ?

in Bugs: Game, Forum, Website

Posted by: Yashimata.2986

Yashimata.2986

I know that bug. It’s because you’re not in any attunement. Press one of them.

It’s pretty annoying when it happens.

Easiest Overall Profession

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

Definitely warrior.

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

I dislike Trahearne because he repeatedly takes credit for things he didn’t do.


Trahearne: The priory has a ritual that we think could cleanse Orr. (http://i.imgur.com/ufHiZ.jpg)
Next stage…
Trahearne: I have created a ritual that might cleanse the dragon’s corruption. (http://i.imgur.com/RQx4M.jpg)

To me this reads as the Priory has a ritual that him and the priory members think could cleanse Orr. It needed refining so he took that job and now has a more powerful ritual definitely able to cleanse Orr.


If you read the first screenshot, Trahearne implies the ritual is already complete, he just needs to get into position and everything is done. One is pretty much taken directly after the other, so there is no prep or refining time, just “here’s a ritual, yep it works okay I’m taking credit for this kthx.”

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

I dislike Trahearne because he repeatedly takes credit for things he didn’t do.


Trahearne: The priory has a ritual that we think could cleanse Orr. (http://i.imgur.com/ufHiZ.jpg)
Next stage…
Trahearne: I have created a ritual that might cleanse the dragon’s corruption. (http://i.imgur.com/RQx4M.jpg)

Might bumps off longer lasting might boons

in Bugs: Game, Forum, Website

Posted by: Yashimata.2986

Yashimata.2986

Lets say you have 10 minutes of 25 stacks of might. If you get a new might that lasts 10 seconds, you’ll have 10 seconds of 25 stacks of might, at which time you’ll go down to 24 stacks of might for the remaining 9 minutes 50 seconds. This seems like incorrect behaviour, might should drop the shortest might applied (in this case, ignoring the 10 second might that was just applied.

Well that was anticlamactic... (spoilers)

in Personal Story

Posted by: Yashimata.2986

Yashimata.2986

So I was doing the Source of Orr on my mesmer. Knocked the eye down to ~80%, and he teleports off to the side, spawns clones and starts his bullet hell. I get within range of feedback, and drop the bubble right in front of him just as he starts his next wave of attacks. The feedback reflected ~90% of the bullets right back into the boss, bringing it from 80% to <1% health in less than a second. Was pretty amusing, but turned the entire quest into a joke (not to mention all the dialogue that was skipped because of the massive health drop).

Attachments:

I love Trahearne

in Personal Story

Posted by: Yashimata.2986

Yashimata.2986

My dislike of Trahearne isn’t with his personality, but the simple fact that he repeatedly takes credit for things he didn’t do. Though the fact that he has a powerful sword and he’s still useless in a fight isn’t helping either.

Act 3 Cutscene (more like culledscene)

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

Wait what? The Mad King was in the cutscene? I seriously only saw the statute explode and then a zoom on the hole in the piazza.

I know. I thought it was pretty neat until I found out there was supposed to be something happening during those dramatic angles and zooming. Then I was just really sad.

Act 3 Cutscene (more like culledscene)

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

The worst part is I thought something like this was going to happen so I positioned myself such that I was away from as many players as possible. Apparently not. The crowd in front of the statue when it exploded sure did look neat though!

Act 3 Cutscene (more like culledscene)

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

Did anyone else see spooky smoke from several dramatic angles? After watching other people’s recordings, that was nothing like what I saw. The mad king was culled right out of the entire thing for me.

More Halloween Goodies

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

Any chance of old, non-mystery tonics being usable in the same way?

My only problem with costume brawl:

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

Sort of make sense though. The best ones I’ve seen is the Skeleton.

Cone Attack
Daze
Knockback

AoE daze to stop your attacks
AoE fear to knock you off a ledge or into the water, cancelling your skeleton

The Halloween-themed costumes are definitely more powerful than the animal forms, but I consider it a fair trade-off considering those players paid gems for their costumes while the rest of us are just jumping in for free. There are also some animal forms which have very powerful skills, such as the Moa (AoE rapid attack that can easily rack up points if you use it while everybody’s standing around a cauldron or table), or the Golem (same situation using it’s spinning attack).

Besides, it’s not like being the Brawl King has any lasting benefits aside from progress in a title. It’s a bit like taking part in a pillow fight; fun for a while, then you just move on to something else once you get bored of it.

Like I said, I don’t mind that the paid costumes are “better”. My problem is when they’re so ridiculously better. Witch is okay. Pirate and chef are too. Mad King? God mode.

My only problem with costume brawl:

in Halloween Event

Posted by: Yashimata.2986

Yashimata.2986

Some costumes are way, way better than others (which are all miles ahead of tonics, which are again better than the witch cauldron forms). I don’t expect things to be completely balanced (or anywhere near that), but pretty much nothing can compare to the mad king’s brawling skills.

  • Main attack is AoE
  • AoE daze that lasts 6 seconds (pulsing so as to rake in as many points as possible)
  • AoE fear (which you can use to cover the short downtime between the AoE dazes).

Compare that to, well, any other non-costume brawling skills (i.e. any tonic), and the person with the tonic doesn’t even stand a chance.

Other than the obvious few overpowered costumes though, it’s as fun as those dressed up quaggans are cute.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

I really don’t get this…youdon’t have to swap attunements every 3s. You choose to. And after making that choice, you complain about it and want smb else to…unchoose it for u?!

Yes. If I want to maximize my damage potential, I do I have to swap that often.

WvW D/D Elementalist Video

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

First people complain that D/D can’t survive in a fight, then when someone makes a video showing they can, people complain he’s not taking any damage, therefore the video being invalid. Sigh, there’s just no pleasing some.

Properly built and played D/D takes remarkably little damage for a(n almost) melee build, working as intended.

The invalid part is where the OP has 150 higher stats and 15% more HP. If I had 3 orb buffs I’d be able to take on impossible odds too.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

The OP’s suggestion is to fundamentally change the way the elementalist is played, giving players the option to build for stance dancing instead of making it required to play the class well.

I’m against a drastic change like this to the way the class plays. Here’s one reason why…

It’s simply not feasible to make the elementalist viable in a two spec build without making the stance dance option OP. Even if you somehow balance the numbers for stance dancing to be just as viable as 30/30 into two attunements you’re limiting viable specs to 30/30/10 splits or 30 arcana/X splits. Honestly though, it’s not possible to balance the numbers, because the skills are not designed to support that… meaning the skills would have to be replaced or redesigned. Plus there’s the insane amount of time it will take to roll out such a massive fundamental change in a balanced manner.

I’d much rather see incremental improvements to the elementalist to make more builds viable and make it a little more casual player friendly.

Even if it was limiting non-arcane builds to 30/30/10 splits, it’d still give us massively more viable builds than what we have now. As for skills, you just need grandmaster traits that say they change how some skills work, or something. IDK, I’m not a developer so I don’t know how the numbers would work.

Also, I’d just like to say it’s not a suggestion, it’s a hypothetical situation.

WvW D/D Elementalist Video

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

I wanted to watch it, but then I saw it was on JQ. JQ has 3 orb buffs, of course anything they do is going to look amazing.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

So let me get this straight…you don’t want to switch attunements frequently, and for that reason alone you think that the entire class mechanic should be changed and the entire class rebalanced just so you can play it how you would like?

What about the tons of other people who like the way the attunement swapping works now? I’m sorry, but this just seems really selfish and fairly pointless.

If constant attunement swapping was a broken or problematic class mechanic then I could see wanting to overhaul it, but it’s not. It works fine, you just want to change it because the class doesn’t play the way you want it to, which is ironically basically what I said in my first post just for a slightly different reason,

There are a lot of people who find the elementalist is weak. If you paid attention to the betas (I did, since this was my favourite profession), you would see how elementalist damage and cooldowns were nerfed beta after beta because players would quickly swap between attunements, unloading stupid high amounts of burst damage. Those who didn’t go with this playstyle simply saw elementalists getting nerfed beta after beta for no reason. The skills seemed fine on their own! And they were. The problem was when they weren’t on their own. Instead of nerfing the ability to quickly change between elements, they opted instead to make it so you had to quickly change between elements.

Look how other classes behave. They don’t just swap weapons because the new one is off cooldown. Yeah sure they can, and I’m sure there are builds that focus around it. I want an elementalist build that doesn’t need to swap often. I don’t want to swap elements 12+ times in one battle, plowing through one high cooldown ability to the next, just to be able to win. It’s ridiculous. I want a reason to stay in fire when I’m nuking, and a reason to stay in water when I’m supporting. As it stands, there isn’t any reason to stay in either. We even have traits that try to encourage you to stay in one element. NOBODY takes them.

Attunement swapping is a broken mechanic. The more you swap, the better your damage gets. There’s no reason to ever stay in an element longer than it takes to fire off all the abilities in that element, and then you’re right into the next one after that. Look at engineers. They can use kits, or they can use elixirs, or they can use turrets. All of these things work. Elementalist only has one choice, and that’s spam spam spam spam spam.

Honestly, I think we’d be just fine if Anet stepped in and said that no, we’re never supposed to spend the majority of our time in the same element. That wouldn’t hurt me or the people who currently enjoy the class. I’m just having fun thinking of ideas that would open up options and broaden the class’s appeal.

An answer one way or the other would be nice. Either we’re never supposed to be in a single element for longer than 5 seconds and I can retire my elementalist, or they’re looking for a solution for other playstyles for the elementalist and I can go on trying to help them find an idea that works.

(edited by Yashimata.2986)

What if attunement cooldowns worked like weapon swapping?

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Posted by: Yashimata.2986

Yashimata.2986

Have you read this thread at all? I don’t want to stay in one element all the time. I like standing back and blasting with my staff as much as I enjoy getting in there with my daggers, dodging attacks and putting the hurt on my enemy before dodging back out again. I love the dynamic, fluid ability to flow from one element into the next. I just don’t want to do it every 3 seconds.

I have 9 character slots. 8 of them are each of the classes. Each of them are at least level 30. No other class is as fun mechanically as the elementalist. Engineer is pretty close, but it’s not what I’m looking for.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

I think I’m getting a better sense of what you’re asking for now, you can thank Haette for that.

However, the reason I enjoy my Ele so much is because of the attunement dancing and the versatility and complexity it brings. I like how my Ele plays, the only things I’d change are some traits, the function of some skills, and the obvious bugs.

I’m really not looking to simplify my Ele. Not in the least. That would destroy my interest in the class and I know I’m not the only one who would feel that way.

btw, what arcane addiction? I hardly ever put more than 15 points in the tree. Never more than 20. What I’d really like are the Fire and Air traits to be a bit more appealing.

You’d still be able to attunement dance, it’d just require more investment into the appropriate line. You really should try the arcane line. I hate it myself, but it’s just so required to get anything done. That feels pigeon-holed to me. I used to have 30 fire / 20 arcane, but after swapping them I don’t think I could ever go back the other way. Fire was giving me.. 5 stacks of might? Occasionally, when I stuck in the element longer than I’m “supposed” to? 30 arcane gives me like 20 stacks of might in exchange for having to play ele like I have ADHD and can’t pick one element to stick to for longer than 4 seconds.

I would like nothing more than to be able to spec something that currently would be very silly like 30 air / water, and be totally viable.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

Again, here’s the thing, even if you were to boost the base damage of Elements, WHY would you want to stay in a single element. The class itself is designed around rotating Attunements. Our combos,burst and utility come from stringing multiple skills from multiple Attunements.

Quote isn’t working right now.

“But if we take away the ability to swap between 4 elements in 4 seconds, then the individual damage of an element could go up.”

No. It’s now 4 elements in 6 seconds. There’s no need to boost the damage because all you would be doing is spamming autos once you burn your skills. So you’re asking to be buffed for basic damage after you burn your skills when you have 15 others. Working like weapon swaps is a good idea and could offer more build diversity but wouldn’t matter. We still need to be in bunker to be viable. Instead of 20 points in Arcane it would be 10, leaving the other points to be put in Water/Earth.

I see. You’re talking from a purely sPvP standpoint (the one thing I don’t really do in GW2). I mostly stick to PvE and WvW.

Why you would want to stay in one element is because, in this hypothetical situation, it would be the best damage. Imagine a high DPS skill bar; no need to fish through every single element, using one burst skill before whisking off to the next. It would all be right there, in one element. We’re designed to be able to swap roles, but it doesn’t need to happen so quickly. We don’t need to be stuck in this situation where we have to bunker down so hard under attack or risk dying.

Something needs to change.

I’ve suggested one possibility, which is that base power would be about the same as it is now, but a small trait investment would provide buffs that are specifically designed to make one element better at prolonged use.

So if you maxed water, your low-CD water skills would naturally become more useful than air/earth/fire and you could viably stay in that element most of the time, but you would still have the ability to swap to other elements for their clutch CDs and quickly return to your “favored” element.

Done properly, Arcana would not be nerfed by this because they would still have the option of making all their elements a little better and rotating the smaller cooldowns like they do now.

Another acceptable solution. Thank you.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

Someone suggested in another topic that the grandmaster minor trait for each element could give that one attunement a drastic cooldown reduction, allowing you to return to it very quickly after switching to another element.

For example, a heavy fire build could drop into water for a quick cleanse and be back to fire within a couple seconds without losing much DPS, as opposed to 9-15 seconds like it is now. A supporty water build could swap to earth/air when they need CC and be back to water in a snap. Earth/Fire would have two skill sets swappable almost at will, and two others that would be still be useful for occasional cooldowns.

The biggest problem I can find with that idea is that it would require the 2-3 skills for each attunement to be viable for sustained use. That’s not the case as often as I’d like it to be for a setup like this. Perhaps a small trait investment in each line would buff those skills a bit, so one person could have sustainable air and fire damage, while another person could go full Arcana plus a few points in everything else to play like we do now. This also puts an opportunity cost on each skill’s power, so individual skills might even be able to be buffed a little.

If you still wanted to play the attunement roulette, there would still be plenty of combinations of Arcana + various amounts of low-mid traited elements. This isn’t aimed at removing swapping at all, just at making more builds viable that focus on just one or two elements.

EDIT: To clarify, I don’t think a longer global cooldown is the answer, but I do think there are ways to make it work. I do agree that each element needs some kind of investment to gain its full power, because that would do SO MUCH to help break our Arcana addiction.

Thank you for being the first person to actually consider a change and responding accordingly. I would also agree that a quick swap back to a main element with 3 sustainable skills would also be an acceptable change. I totally respect that you don’t think lengthening the cooldown is the right way to do it, but we do need some sort of middle ground.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

You’re talking about fundamentally changing the basis of our class. If you were to change attunements to a global cooldown of 10 seconds when you swap, you severely limit the amount of damage we can dish out as is.

Even if you were to boost the base damage as you wished, what good would it do? You would just rotate your bursts to the end of the CD which leaves you spamming auto’s for 6 seconds or until you feel safe and other classes wouldn’t even fear you because they know you can’t burst when you swap attunements.

The reason why we can currently “burst”, is because we have the ability to swap attunes without a global CD, pop our skills and switch to the next attunement while other skills are on CD.

Sorry, hackks was pretty much right. Bad idea is bad.

But what if you didn’t have to rotate elements to burst? You could just sit in fire (or air) and do all your bursting. Entertain that thought for a moment. How would that look?

so what i’m basically understanding here is you want people to put 30 trait points into a single element just for something that makes only that element slightly better, and also that you want a major nerf to ele gameplay in general?

Not slightly better, a lot better. It wouldn’t be a nerf; it’d be a change. You could put 30 points into a trait line to have a powerful element, or you could continue putting 10-20 points in every line and be able to continue to swap around at will.

First off, he has been putting thought into his posts, at least, everything I’ve seen him say has had thought put into it. Anyway, the class isn’t effectively played at the moment by sitting in one attunement, and I don’t see how changing the grandmaster trait in each line would make this style viable. Secondly, the elementalist really thrives on creating and benefiting from various combo fields, which require quick attunement swaping to detonate. Even if you had a 3 second cd for attunement swaps overall, it still would be too slow to allow for continued use of combo fields that you see may elementalists use in pvp. Also, you completely kill combo field use for those who don’t trait into arcane, which severaly damages the group utility the elementalist brings. Enough thought for you?

He’s still missing the point of the post. It’s a “What if”, not “lolz this idea is bad k?” IF this is how elementalist was played, how would it look in comparison. Yes, if you continue to apply how it CURRENTLY works to how it COULD work, of course it’s going to look terrible, because our skills are terrible unless you chain terribly small damage skills together to get something not quite as terrible.

Edit: Missed a section of your post. You’d still be able to combo with yourself, you just wouldn’t be able to fit ALL your blast finishers into ONE combo field.

class isn’t effectively played at the moment by sitting in one attunement

Thank you captain obvious. Yes. I know. I’m saying what if it was played effectively by sitting in one element? Apparently this is difficult for elementalists to wrap their mind around. You still swap elements as the situation arises, you just don’t do it as often. WHAT IF you need AoE? You go to fire and you don’t need to go to any other elements to get your AoE. Apply that to the other elements. Imagine that.

I’m having hard time understanding your issue and reasoning behind your proposed changes. It almost seems like we’re not playing the same game.

If you don’t like attunement swapping (which is all I’m getting from this) there are 7 other classes that might be more suited for you.

I love attunement swapping. I like being able to go from AoE when it’s needed, to supporting or trying to save myself with earth. I love the spells, I love the class in general. What I don’t like is swapping elements every 3 seconds. When we can swap elements so easily, people exploit that and the damage gets nerfed (see: every single beta weekend). If we can’t swap as easily (or don’t need to), then we can have single abilities that don’t suck by themselves.

In GW1, elementalists were basically chained to a single element. You could sometimes dual element and there were a few skills that let you totally mix it up with all four, but those builds were terrible and never worked. Now we have the exact opposite problem where if you’re not using every single element at least twice every 30 seconds, you’re doing it wrong. We need a middle ground.

(edited by Yashimata.2986)

What if attunement cooldowns worked like weapon swapping?

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Posted by: Yashimata.2986

Yashimata.2986

I’d quote you, but the forums don’t appear to want to show that button today.

Please explain how having two fully fleshed out and stand-alone “weapons” with two more half-decent weapons would “limit the amount of builds substantially” If anything, it would increase the amount of builds because you could go Earth / Air, Water / Fire, Fire / Arcane, or any combination thereof, instead of just Arcane / little bit of everything else.

The idea is elementalist would work WITHOUT dumping 30 points into arcane. If you chose to do so, then you’d be able to flop back and forth between elements similar to how you do now. The fact you haven’t even addressed this point in my post shows you haven’t put any thought into the post above and beyond “current status quo = good, everything else = bad”.

What if attunement cooldowns worked like weapon swapping?

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Posted by: Yashimata.2986

Yashimata.2986

And that’s why I said grandmaster traits would offer a lot of power instead of their current level of “meh”. That element would become suitable to sit in 90% of the time.

Please put at least some thought into the comments.

Have they ever said why they did away with mana?

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

Energy denial was not fun. Sure, it might have been fun for the person doing the denying, but do you know how much fun it is to have 0 energy for minutes at a time? You had to do silly things like have low energy sets so you could “bank” energy, then quickly swap to the higher energy set to get a spell or two off before going back into hiding.

It was not fun.

I don’t miss energy at all.

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: Yashimata.2986

Yashimata.2986

By weapon swapping, I mean doing so would put ALL your elements on a 10 second cooldown, preventing you from going from element to element, unloading the entire skill bar and swapping to the next.

Now, before the “uber leet pro” attunement swappers start complaining on how “this would ruin the class!!1!!1”, hear me out. If you dumped your usual 30 points into arcane, you’d still be getting 60% off the cooldowns. That’s 4 second swaps, 3 if you use the rune set for -1. That’s still pretty kitten fast, and you’d still be able to go ADHD on your opponents, flopping from one element to the next, dumping your load into them. No, this wouldn’t make you overpowered because you’d still do crappy damage in any individual element.

Now, what would it mean for those who don’t dump 30 points into arcane?

I’m sure most people are aware elementalists do kitten poor damage in any single element. You pretty much need to swap between all the elements in order to stay competitive. But if we take away the ability to swap between 4 elements in 4 seconds, then the individual damage of an element could go up. Maybe grandmaster traits could further cement this by offering a lot of power to that element. Someone sitting in fire would be a danger ALL the time (at least, while they were in fire), instead of for 5 seconds every 30-45 seconds. Putting them under attack would force them into, say, earth, which they may not be spec’d for and thus they’d be more survivable, but their damage would be lower for the next 10 seconds until they could get back to fire.

Someone could go 30 points deep into two elements and play more like a regular class would with their two weapons. Damage / control, or damage / support, support / survivability, or so on. You’d still have your other elements there for when kitten hits the fan, and they’d be no worse off than they are now untalented. Having 4 “weapons” would actually feel like a perk, instead of a trade-off (like a ranger’s pet, or a necromancer’s second health bar).

Comments and criticism?

Elementalist Weapon Changes

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Posted by: Yashimata.2986

Yashimata.2986

My beef with weapons is they’re 4 versions of the same thing. How many other classes roll around with two melee weapons, or two AoE weapons, etc?

New and faster Glyph of Renewal

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Posted by: Yashimata.2986

Yashimata.2986

AFAIK it doesn’t res dead people anymore.

Legendary precursor weapon idea

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Posted by: Yashimata.2986

Yashimata.2986

It doesn’t matter if this is one piece of a Ferrari or the Ferrari itself. It’s the fact that both a Ferrari and a Volvo will get you to the same location in the same amount of time, but one costs orders of magnitude more than the other simply because it looks amazing and an extremely limited number are made.

You’re kind of starting to sound like one of those people who only likes things because nobody else has them.

someone asked what for legendary skin – simply – to enjoy graphics and effects that affect combat, it enchances your experience largely. sometimes I wonder what happens to games, back then I remember that people were excited about new armour looks etc. and now it is all about stats. I play for the looks, I like when my class has great-fancy animations and when I can immerse into world and weapons like Twilight allows me it – I have no problem with that 100 people next to me gonna wield it too because I will my own window into cosmos

Getting 100 people together with Twilight would be awesome. I wonder if all the windows could be lined up to make a really big window?

Legendary precursor weapon idea

in Crafting

Posted by: Yashimata.2986

Yashimata.2986

I don’t get why people care so much about a vanity item. Lets fast forward and say you do craft a legendary.. what do you do with it? Stand around in Lion’s Arch so people can see it?

I can’t speak for other players, but I intend to make awesome screenshots with it. IF I ever get it, anyway.

Legendary precursor weapon idea

in Crafting

Posted by: Yashimata.2986

Yashimata.2986

Legendaries aren’t meant for casual players, at least not within half a year or more time frame.

A dedicated player could accomplish all of what you listed in your suggestion in 2 days, max. 100k karma/day is pretty standard for the legendary grind, 10g can be obtained passively through smart buying/crafting/selling on AH while you grind, 50 dungeon tokens is a single run of any explorable, 30 mystic coins is a joke and can be purchased off TP while grinding karma, 25 of each T6 ingredient is a joke and can be purchased off TP while grinding, and 30 skill points is about 1.5 hours or so from crafting.

That’s why there are plenty of other named exotics that look well and don’t cost as much as legendaries.

Not everyone can afford a Ferrari. That, along with their style and performance, is what makes them special and desirable. The same can be said for legendaries in this game.

This isn’t about the Ferrari, it’s one piece that will one day become the Ferrari.

I (casual player) can slowly but surely work towards all the other mats. I make like 1-2g and at best 8k karma per day. I’m slowly piling up my ectos and karma and crafting materials to make bits and pieces, and saving my tokens when I’m not buying a new look for one of my alts. I’ve been playing WvW off-and-on maybe a few hours per week and I’ve got maybe 70 tokens. Despite all of this, unless the RNG gods decide to grant me their favour, I’ll probably never be able to craft the legendary because I’ll never acquire the base component at the current rate of inflation.

Yeah, 100k karma and the rest of those mats are nothing for the hardcore farmer. But what about us lowly casual peasants who want to be able to work our way up? We don’t have 300+ gold to toss at a weapon. And the point wasn’t just to make the cost lower (though it could certainly use lowering), it was also to make getting it sort of “feel” like getting a legendary, even though you’re not. A taste of what would be to come, if you pursued it.

If you’re building a Ferrari from scratch, why are the tires the most expensive part?

Legendary precursor weapon idea

in Crafting

Posted by: Yashimata.2986

Yashimata.2986

I think 10% of the cost of making a legendary would be sufficient. That’d be ~10g, ~100k karma, 50 dungeon tokens, 25 of each tier 6 ingredient + ectos, ~30 mystic coins and ~30 skill points. It seems like a reasonable amount of work to me.

That would be 1 days work, for something meant to be completed in months/years

So you’re telling me getting a legendary takes a week and a half to get, then? Because that’s what you just said. If that’s true, why isn’t everyone running around with a legendary weapon by now? After all, 10% of a legendary weapon is only a day’s work.

Myself, and I assume a boatload of more casual players, don’t make that much in a day. Hell, it’d probably take me two weeks just to get that much karma together, playing normally.

Legendary precursor weapon idea

in Crafting

Posted by: Yashimata.2986

Yashimata.2986

There’s already exotics that require the gifts of blah blah blah and not all exotics have been found recipe wise. We only have a couple of skins available now since some people have unlocked them in the name of science.

Isn’t it mentioned somewhere the only way to get the precursors is random drop or the mystic slot machine? Edit: Yes it was. Thread doesn’t exist anymore, but I found this picture: http://i.imgur.com/1a3zJ.jpg

Sounds good as long as the total amount of materials required to make it is worth >300g

I think 10% of the cost of making a legendary would be sufficient. That’d be ~10g, ~100k karma, 50 dungeon tokens, 25 of each tier 6 ingredient + ectos, ~30 mystic coins and ~30 skill points. It seems like a reasonable amount of work to me.

(edited by Yashimata.2986)

Legendary precursor weapon idea

in Crafting

Posted by: Yashimata.2986

Yashimata.2986

So as the price of exotic slot machine weapons gets ever higher and people start writing off even attempting it, I’ve come up with an idea (which might not even be new, IDK) on how to fix it in way that should make everyone happy (except those currently hoarding dozens of them).

Basically, just turn them into a “mini-legendary”. Make them crafted from a recipe you get somewhere, using materials that are scattered around the world from various heart vendors, WvW badge vendor, dungeon tokens, and so on. You could collect the materials as you leveled up to 80, and then you’d have a neat weapon for you once you hit 80 or shortly thereafter (though if you were just in it for the exotic weapon, it wouldn’t be worth it for the price). Building the weapon would give you a taste of what it would be like to craft the legendary version, but on a much smaller scale. Players could then decide to continue on that path or not (if they even started on it).

Comments and criticism?

How do you report people for exploiting bugs?

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

Hit escape, go to Support, fill out a report.

Funny, I don’t see a “report player” button.

How do you report people for exploiting bugs?

in Guild Wars 2 Discussion

Posted by: Yashimata.2986

Yashimata.2986

There seems to be an option for everything else.

Why Does the Winning Team Get Stat Bonuses?

in WvW

Posted by: Yashimata.2986

Yashimata.2986

They should switch the orb and outmanned buff. The winning team is usually farming anyway (so the karma/etc. bonuses would benefit them more IMO) and the teams sporting less on the field need something to make up for their lack of numbers.

What about something like:
1-3 orbs: 33-100% karma, experience, gold, and magic find
0-24% map full: 4 orb buffs (200 to all stats, 20% extra HP)
25-49% map full: 3 orb buffs
50-74% map full: 2 orb buffs
75-99% map full: 1 orb buff

Orb buff is useful but going to help you crush your opposition into the ground even further, while those who are outmanned become quite a bit more dangerous, depending on how empty the map they’re on is.

@Anet, transfers

in WvW

Posted by: Yashimata.2986

Yashimata.2986

SBI is no joke. I think they were a little demoralized when HoD came back against them a couple of weeks ago but a full throttle SBI is not to be trifled with. JQ is not ready to be as dominant as HoD was. Not yet.

I’m not saying SBI is a joke, you guys put up a hell of a fight. I just don’t think (and please correct me if I’m wrong) you guys have the off-peak coverage required to keep all the maps full at all hours of the day. Without that coverage, it really doesn’t matter how awesome you are for 8 hours of the day if the other 16 you fall so far behind you can’t make it up again.

If any server is going to rise up to challenge the new JQ behemoth, it’s either going to be a renewed HoD (after getting kicked around for a few weeks/months) or SBI, but my money is on SBI (and that’s who I’ll be rooting for if it ever happens).

@Anet, transfers

in WvW

Posted by: Yashimata.2986

Yashimata.2986

The worst part is, if TA was still around (or at least transfers were locked so the bandwagon couldn’t jump ship), the JQ / HoD battles would have been epic and close week after week, with the winner up in the air depending on how SBI / ET played.

Now? HoD was the only thing JQ was gunning for, and it didn’t get the match it wanted, but now it has the coverage and coordination to take down the beast (if it still existed). Who’s going to fill the gap? SBI and ET, with (maybe) HoD or (dwayna forbid) IoJ popping up into tier 1 every other week.

The beast is dead, and there’s nothing that can even touch the new one. My forecast calls for week after week of JQ landslide victories in tier 1, and it’ll last until the majority of JQ quits without being replaced, one of HoD / SBI / ET / IoJ / whoever manages to get a similar level of coverage to challenge JQ, with the third server teaming up against JQ to fell that beast, or Anet steps up with drastic changes to WvW.

I’m not usually a betting person, but I highly doubt this week was just a “fluke”

HoD needs new guilds

in WvW

Posted by: Yashimata.2986

Yashimata.2986

It’s kind of sad now. It’s prime time, and there’s 0 queue to get into EB. Coverage during the day is terrible (coincidentally right when JQ’s coverage spiked up). The server is basically hemorrhaging guilds and players at an alarming rate. Even on the PvE side, Orr’s temples are basically untaken most of the time.

Seeing map/armors/stuck/weapons or other art issues?

in Bugs: Game, Forum, Website

Posted by: Yashimata.2986

Yashimata.2986

When equipping a rebreather (basically any time you’re underwater unless you totally unequip that slot) you get graphical issues on your arms/legs. It seems to happen with all rebreathers, and other boots (with the pants equipped) also seem to have this problem. There aren’t any leg issues when you’re not wearing boots, and it only happens with the tier 1 light gloves (no other gloves have the error). The error persists upon leaving the water and until you log out, change zones, or re-equip your armor (via new pieces or changing to town clothes).

Attachments:

Sylvari dance... Come on

in Sylvari

Posted by: Yashimata.2986

Yashimata.2986

I think the choice of Asian Indian-flavour is perfect for the Sylvari. My Sylvari Mesmer looks so cute doing it, especially with the little grunts and noises she makes, she sounds like she’s really enjoying herself

My sylvari dances silently.

What happened to Xunlai chests?

in Lore

Posted by: Yashimata.2986

Yashimata.2986

Why haven’t the Asura managed to reverse-engineer that magical technology? Did they even try? If not, why the hell not?

They weren’t affected by losing them, so they probably don’t care.