Showing Posts For Zayeban.2806:

The old Sikle, Logging Axe and Mining Pick

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Strange, i didn’t know that. Was there any ingame mail notification that i missed?

The old Sikle, Logging Axe and Mining Pick

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Why are the old Consortium Harvesting Sickle, Chop-It-All Logging Axe and Molten Alliance Mining Pick soulbound yet the new versions are all account bound? I paid good money for the old ones as did some people for the new ones. It’s not fair to us.Fix it!

The Good the Bad & the Ugly - BLTP

in Black Lion Trading Co

Posted by: Zayeban.2806

Zayeban.2806

I was fairly disappointed at the new TP. I expected more.

Good

  • Adjusting the price with the mouse wheel.
  • Filter selling items by bags.
    I have a bag where i always put all my things to sell at once. Now i can easily access the items i want to sell.

Bad

  • When you are selling things at the bottom of your list the game refreshes the list and auto scrolls up, so you have to scroll back down every single time.
  • The green “success” tab is totally unnecessary.
    It is an unnecessary way to tell players that the transaction was successful.
    Only the "oops.. something went wrong " tab should stay. Meaning, whenever u buy/sell stuff you don’t get green box spammed every time, you only need to get warned if something went wrong.
  • There is no checkbox to turn off/on the “success” green spam box in the options menu.
  • Limited filters when selling things.
    For example: i want to sell rares , exotics and crafting materials. I have to filter for each individual separately, instead of having a unity filter of selecting multiple filters.
  • The TP does not remember my last filter setting when selling.
    I have to press the same buttons over and over again to either set the same filters or select the same bag slot over and over again instead of the game remebering it for me.
  • There is no checkbox in the option menu for the TP to remember my sell filters.
  • When selling things the Quantity slider is not at max.
    Previous TP auto set quantity at max when selling. Now you have to do it manually for every single thing.
  • There is no checkbox in the option menu to turn on/off for TP to auto set selling quantity at max.
  • TP seams to be slower than before. Maybe it’s just a temporary thing until they optimize it, but i doubt it. We shall see.

(edited by Zayeban.2806)

Auto-targetting for neutral and structure

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Hi guys,
A little suggestion : being able to disable (haha… ok i’m out) the auto-targetting only for neutral (yellow and white mobs) and structures (like bridges in WvW), and let it activated for hostile one.

Yes please.

sPvP lag

in PvP

Posted by: Zayeban.2806

Zayeban.2806

Massive lag in sPvP! Warrior Hammer F1 Burst took 3 sec to cast. Unplayable!

PvP achievement: "Conqueror" broken?

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

Today (9. June. 2014) i did some PvP. I won some and lost some. The Conqueror achievement however didn’t go up. Need confirmation if it’s just me or anyone else?

Pictures:
1, 2 – before victory
3 – we won
4, 5 – still only 523 total victories, same as picture 1, and 2. It should be however 524!

Attachments:

(edited by Zayeban.2806)

Game mechanics bugs

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

Update:

2-H weapons are also affected by the The Sigil of Accuracy bug, if placed in the second sigil slot.

Game mechanics bugs

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

Update:

1. The Signet of Might bug seems to have disappeared.

2 The randomly dwindling Precision also didnt effect me when i removed the Deep Strike trait. So it was most likely the cause of the problem is some sort or another.

3 The Sigil of Accuracy bug does not affect you if you are downed. It affects you only if u die and revive.

picture 1: before death, CoE path 2, 100 crit chance
picture 2: after death on lasers, CoE path 3, 93 crit chance, same gear, traits and buffs as picture 1. Here it is nicely shown that not all hits are crits ( the 1218 hit), because the Sigil of Accuracy didn’t apply.

Attachments:

(edited by Zayeban.2806)

Game mechanics bugs

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

HotW results:

picture 1 and 2: after death, 90% crit chance, some hits are not critical.
picture 3: after death, used Vengeance. Picture shows a further decrease of precision due to the precision dwingeling bug + Signet of the might buff applied even when not equipped. Possible that Vengeance is bugged and does not apply Deep Strike trait.
picture 4: before death, 99% crit chance. After going out of the dungeon and in again to clear the bug (re-equipping off-hand weapon didn’t work this time), same gear and buffs as picute 1,2 and 3.

Attachments:

(edited by Zayeban.2806)

Game mechanics bugs

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

Dungeon game mechanics bugs:
Tested precision before death and after death in CoE and HotW. Results:

picture 1: before death, 100% crit chance, all hits are critical
picture 2 and 3: after death, 95% crit chance, 2 hits are not critical, same gear and buffs as picture 1.
picture 4: after death, same gear as picture 1,2 and 3

1. Precision is dwindling randomly, as shown in the difference between precision numbers in picture 1 and 2.
This should not happen if u are wearing the same gear and buffs as before you died.

2. When you die (possibly when you are downed also) and revive, your off hand sigil of accuracy stops working, as shown in the difference between picture 1 and 2 and 3.
The the actual drop in crit chance is 7% but because of the intermix of the Precision dwindling bug the number only shows 95% instead of 93%.
Re-equipping off-hand weapon sometimes clears the bug.

3. After you revive you get the Signet of Might buff for free, even when not equiped, as shown in picture 4.
Equipping and then un-equipping Signet of Might will clear it again.

Attachments:

(edited by Zayeban.2806)

Nothing But Broken Toys broken?

in Bugs: Game, Forum, Website

Posted by: Zayeban.2806

Zayeban.2806

Just finished the Toypocalypse with all Dolyaks alive and all 10 rounds and did not get the Toypocalypse Survivor achievement. Infact is still says im at 0/15.

P.S.: Nwm. I just found out that the achiv was gated. Once you do it the first time it will start counting rounds the second time you go in and on.

(edited by Zayeban.2806)

GW2 Developer Livestream: Wintersday

in A Very Merry Wintersday

Posted by: Zayeban.2806

Zayeban.2806

Since we will get a significant boost in rank gain in this patch (3-5x), does that mean the Monthly Rank Points achievement cap in PvP will be increased in the next month as well, to compensate for the change.

How many Chars will you gear w/ ascended?

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

One. My main character.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

So… what’s going to happen now? Once “everyone” or the “hardcores” or whomever finishes all their ascended gear… what then? Will there be “nothing to do”, just like it was at release when everyone “got their exotics and left”?

Then they will start to add raids to the game. Tequatl served as a test and is the proof that raids can be done. He is proof that hard content can exist for a fixed number of players attending it. That hard bosses with even more and complex tactics can be made possible. This would not only please “hardcores” but also guilds, which would now have something new to do.

I would love to have 20 or 40 man raids a la gw2 style of course none of that traditional raiding crap that other mmo’s have.

But…..open world raids is a fail in my book.

If there was a Teq 2.0 instanced 20-40 man raid, man I would be putting together an organized guild group just to do that frequently.

Yes. I was not implying open world. I was implying many instanced raids, with lots of hard bosses in each one of them, with lots of achievements tied to each individual boss and lots of good loot in a weekly chest (not daily). So that players have some reason to do them frequently (weekly), with guilds or try their luck with pugs. If a lvl 50 fractal can be done with a pug, then so can a raid, if players are willing to be coordinated.

They have a portal that leads into the Fractals of the mist. They can add another option when you touch the portal: instead of only going into a fractal dungeon they can add a fractal raid option to it for X amount of players (without Agony ofc.). In there you could chose any raid you wanted from a list of many. They don’t even have to make sense story wise, because its the Fractals where nothing makes sense at all. They can even add new raids in there as many as they like, whenever they like it.
I’m a genius

(edited by Zayeban.2806)

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

So… what’s going to happen now? Once “everyone” or the “hardcores” or whomever finishes all their ascended gear… what then? Will there be “nothing to do”, just like it was at release when everyone “got their exotics and left”?

Then they will start to add raids to the game. Tequatl served as a test and is the proof that raids can be done. He is proof that hard content can exist for a fixed number of players attending it. That hard bosses with even more and complex tactics can be made possible. This would not only please “hardcores” but also guilds, which would now have something new to do.

(edited by Zayeban.2806)

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Personally I enjoy crafting.

So do I.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Mhm – no. I just think I see it differently. Looking at precursor drops etc., I am pretty sure not everyone will see an ascended drop due to RNG.
Unlike WoW, we don’t have the option to decide who gets the loot. Some people might get lucky and have several ascended weapons drop for them, but with stats that they don’t need. Those will just go to waste.
In WoW, at least you could decide who would benefit the most from the item in question and decide accordingly on who had the right to bid on the item.

All in all: I just think it would be very nice to have an option to work towards ascended outside crafting or RNG.

I see what u mean. But just to remind you that I do Fractals with randoms (just like the majority of us do), which is equivalent as doing raids with randoms in WoW. In other words: doing LFR. LFR uses a system called Personal Loot which means that every player has a fixed percentage chance of receiving a loot item. There is no pool of shared drop items in LFR, everyone gets his own items just like in GW2.

However, playing fractals frequently, i must say the drop rate of getting an ascended Box drop, let alone the stats you need, is too low from my point of view and could get a bit of tweaking.

Also i do agree that having more options to get an ascended gear/weapons would be welcome. If we can get rings with Pristine Fractal Relics (which are almost already obsolete as this point in game), why can’t we get ascended gear/weapons with them, also? Making Pristine Fractal Relics valuable again. That doesn’t mean that they should be cheap in any way. It only means there is another way to get them.

(edited by Zayeban.2806)

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

At least in WoW, you were sure something always did drop from the boss. Yes, you had to kill several times, but if you cleared the instance once a week, raiding was a reliable way to gear up an entire guild.

You are missing the point here. The chance of dropping an Epic loot and also getting it in WoW was determined by the expansions length. In other words, if the expansion lasted for 7 months then the gear drop rate was determinated to correspond the to the chance of all players getting that item in 7 months or less, if they needed it. After 7 months had past, a new expansion was out with new gear, making the old gear obsolete.

Since there are no plans to make better gear in Gw2, that means that the ascended will never be obsolete. Meaning that its drop rate is determinated to the lifetime of the game, 5,6,7 or more years. In other words the gear drop rate is determinated to correspond the to the chance of you getting that gear in 5,6,7 or more years. In other words ascended gear drop rate in gw2 is lower then in WoW, but is determinated to 2 years or someting like that, becasue 5 or more years would be a bit to harsh, if you ask me.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Have they released stats or recipes yet?

I think the stats and looks were on Reddit at some point. However i didn’t see any recipes yet.

Link: ascended_armor

(edited by Zayeban.2806)

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

I hope it will be easier than leveling 400-500 weaponsmith…

It will most likely have the same difficulty curve.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Why so soon? I still haven’t even level artificer or huntsman yet.

The majority of players can’t be denied new content just because a few players didn’t reach the old content to its full extent yet. Gw2 goes on, so don’t fall behind.

[Merged] ...and now ascended gear hits... (Dec 10)

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

About time. I was waiting 2 months for it. And can now finally put my “million” Bloodstone Dust and Empyreal Fragments to a good use.

I’m excited.

(edited by Zayeban.2806)

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

I’m hitting the bed peps. Hopefully the devs will share some light on all of this.

See ya tomorrow.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Moreover, you can’t say dredge and ascalon got ridiculous for non plate stacking groups.

I know most “hardcore” groups can’t appreciate this as they have rarely had any qualms about using guardians and warriors to trivialize content, but doing dredge at 48 as berk ele or even ascalon without a guardian for perma reflects or the burst aoe of 100b is just dumb.

It was gimmicky balancing. Hopefully the newly introduced challenges don’t take the usual game balance design of “Hard = more HP more damage done”.

I’ve got to 80 using this composition: 2 war/nec/2 ele. You know what do you need the most in fractals? Reflections. Do you know what this group lacks?

A guardian?
I’m just kidding. No, actually i’m laughing my head off.

account wide fotm level

in Fractals, Dungeons & Raids

Posted by: Zayeban.2806

Zayeban.2806

I like this change.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Because of the implementation of the FotM Leaderboards a reset is inevitable to even the playfield. I understand that. What i don’t understand is, why players don’t get a compensation for doing that? In some other big games you get a compensation if the developers take something away from the player in their game. Is it so hard to give players a minimal compensation (gold perhaps) for each level erased?

P.S.: I’m lvl 50 FotM if someone was wondering.

(edited by Zayeban.2806)

Fractal max cap is 50?

in Fractals, Dungeons & Raids

Posted by: Zayeban.2806

Zayeban.2806

The new site states: “enemies become more challenging (up to a maximum level of 50)” and “All 50 levels now have a boss fractal”. Does that mean there is no fractal for lvl 51 and beyond? And if there is, what is happening there?

I’m a little confused and am asking for clarification on this.

(edited by Zayeban.2806)

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

As you said he is one of the highest dps in WoW, but others are not far behind. As for Gw2, warrior is the top dps and others are far behind. That is the point i was trying to make. Anet should rase other classes or nerf warrior to the ground to fairly equalize the dmg. My main is a warrior btw.

Your point is incorrect, because warriors are not the top DPS, and the ones above and below it are not that far off.

I love it when clueless people try to educate.

I love when people argue with no evidence on the table. It makes these threads longer.

What evidence do u need? Take the old CoF farm runs with the standard 4 warrior and 1 mesmer setup for example. Do you think the bosses were melting down cuz of the warriors share awesomeness or what? I would like to see that’s*** done with a 1 mesmer and 4 engis or 4 eles or 4 rangers or any 4 other same classes. Link a video proving me wrong then we’ll talk about me being wrong.

Watch and learn peasant. The people with clue didn’t stack warriors like the PUG’s did.

I said 4 of the same class. Having 1 warrior giving them free discipline banner doesn’t count.

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

As you said he is one of the highest dps in WoW, but others are not far behind. As for Gw2, warrior is the top dps and others are far behind. That is the point i was trying to make. Anet should rase other classes or nerf warrior to the ground to fairly equalize the dmg. My main is a warrior btw.

Your point is incorrect, because warriors are not the top DPS, and the ones above and below it are not that far off.

I love it when clueless people try to educate.

I love when people argue with no evidence on the table. It makes these threads longer.

What evidence do u need? Take the old CoF farm runs with the standard 4 warrior and 1 mesmer setup for example. Do you think the bosses were melting down cuz of the warriors share awesomeness or what? I would like to see that’s*** done with a 1 mesmer and 4 engis or 4 eles or 4 rangers or any 4 other same classes. Link a video proving me wrong then we’ll talk about me being wrong.

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

As you said he is one of the highest dps in WoW, but others are not far behind. As for Gw2, warrior is the top dps and others are far behind. That is the point i was trying to make. Anet should rase other classes or nerf warrior to the ground to fairly equalize the dmg. My main is a warrior btw.

Your point is incorrect, because warriors are not the top DPS, and the ones above and below it are not that far off.

I love it when clueless people try to educate.

O rly? Care to put that on a test? Lets say Veteran giant in orr? You and me?

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Showing imbalance hurts the community. Community (crybabies) stops playing. Player base numbers falls, with it the sell of gems. Anet gets less money. You see the big picture here. Meters have nothing to do with players but with economics.

But it shows the problem. I’d rather have it fixed than ignored.

I do also. But that implies revamping almost every class to do the same Dps in melee as any other class does in melee and the same dps at range as any other class does at range. In other words Anet needs to throw all weapon skill into the dump and start from scratch. That or rebalancing the numbers would also work. When we will start to see players doing the same amount of dps (not burst) in melee as any other class in melee, then it wouldn’t matter who you pick since all would do the same damage in melee. Same applies for range.

Such thing would never happen.
MMOs were always very unbalanced class wise.
In other MMOs some classes were always OP from the start and stayed that way and were never nurfed.

Not true. WoW has the dps fairly equalized in raids or dungeons between all damage dealing classes. It’s like +-5% off around all classes, and not like +-20/30% as is Gw2. I should know, i’ve been playing it for quite a long time and i am using a dmg meter all the time.

Yea right say that to their Mage.It is one of the classes that is every expansion if not The Top dps then the 2nd one.
But mostly it’s always the highest dps in raids.

As you said he is one of the highest dps in WoW, but others are not far behind. As for Gw2, warrior is the top dps and others are far behind. That is the point i was trying to make. Anet should rase other classes or nerf warrior to the ground to fairly equalize the dmg. My main is a warrior btw.

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Showing imbalance hurts the community. Community (crybabies) stops playing. Player base numbers falls, with it the sell of gems. Anet gets less money. You see the big picture here. Meters have nothing to do with players but with economics.

But it shows the problem. I’d rather have it fixed than ignored.

I do also. But that implies revamping almost every class to do the same Dps in melee as any other class does in melee and the same dps at range as any other class does at range. In other words Anet needs to throw all weapon skill into the dump and start from scratch. That or rebalancing the numbers would also work. When we will start to see players doing the same amount of dps (not burst) in melee as any other class in melee, then it wouldn’t matter who you pick since all would do the same damage in melee. Same applies for range.

Such thing would never happen.
MMOs were always very unbalanced class wise.
In other MMOs some classes were always OP from the start and stayed that way and were never nurfed.

Not true. WoW has the dps fairly equalized in raids or dungeons between all damage dealing classes. It’s like +-5% off around all classes, and not like +-20/30% as is Gw2. I should know, i’ve been playing it for quite a long time and i am using a dmg meter all the time.

(edited by Zayeban.2806)

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

Showing imbalance hurts the community. Community (crybabies) stops playing. Player base numbers falls, with it the sell of gems. Anet gets less money. You see the big picture here. Meters have nothing to do with players but with economics.

But it shows the problem. I’d rather have it fixed than ignored.

I do also. But that implies revamping almost every class to do the same Dps in melee as any other class does in melee and the same dps at range as any other class does at range. In other words Anet needs to throw all weapon skill into the dump and start from scratch. That or rebalancing the numbers would also work.
When we will start to see players doing the same amount of dps (not burst) in melee as any other class in melee, then it wouldn’t matter who you pick since all would do the same damage in melee. Same applies for range.

(edited by Zayeban.2806)

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

True. If even one meter of any sort would exist, then there would be a bunch of cry babies crying how their dps is lower then others with the same gear as they have.

Why is showing imbalance a bad thing?

Showing imbalance hurts the community. Community (crybabies) stops playing. Player base numbers falls, with it the sell of gems. Anet gets less money. You see the big picture here. Meters have nothing to do with players but with economics.

dmg meters

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

A damage meter will just show how unbalanced classes are.

Its better to keep the ilusion.

True. If even one meter of any sort would exist, then there would be a bunch of cry babies crying how their dps is lower then others. It would divide the community. That is why Anet will never give us a meter by themselves.

WRF are you talking about?I specifically stated in my OP persona dmg meter.Something that can’t be seen by others

I does not matter if it’s for personal use only.

Within a few months people will have determined the best builds and professions and then it will be put on a website. And once that website goes live it will become common knowledge.
And once it is common knowledge that x profession isn’t up to par with the others it is bye bye to invites of any activity that requires a certain amount of damage.

True.

I does not matter if it’s for personal use only.

Within a few months people will have determined the best builds and professions and then it will be put on a website. And once that website goes live it will become common knowledge.
And once it is common knowledge that x profession isn’t up to par with the others it is bye bye to invites of any activity that requires a certain amount of damage.

Hello October 2012

This is already in game, been there for a year. Gear ping requirements, zerker warriors only, on and on. Elitist jerks don’t wait to be created, they are born.

Also the sad Truth.

This isnt an MMO.

No, it’s a chicken :P

Sorry but i don’t live in the 90’s anymore.When there are better options available it’s a common sense to use them

We do live in an information age don’t we? Where information is king, and not in the stone age where we hit thing with rocks to see what works better. In other words praise meters, F dummies.

I want it so rangers know how garbage they are in dungeons and we can stop the arguement about why we don’t like them in dungeons.

Yup.

the idea is that meters would show all sorts of info, so when someone says “hey noob why you no dps” you could say, “well look at all the effective healing i was doing.”

That is also true. Here’s an example from my wow experience with their dmg meter called Recount (the best dps meter wow has to this date). It shows all sorts of stuff, how much healing someone did, how much he interrupted the boss, it also shows how much damage you did to individual targets during a fight, not just the total overall dmg. It’s funny, because there was one time where had a hunter (ranger) kicked out of our raid, because his job was to kill adds during the boss fights and in the end Recount showed that he barely touched the adds. It’s such a marvelous tool. I also call it the noob meter.

(edited by Zayeban.2806)

Condition Damage and the bleed cap

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

I keep seeing these threads. Be careful what you ask for because part of the solution, as I see it, is to give bosses access to condition removal.

Some bosses already wipe all conditions from themselves every couple of seconds. The consequence of this is a small dps loss and another reason not to take a condition geared player with you. Bosses should not remove direct condition damage of any kind (bleed, burn, poison, confusion, torment), only the conditions which CC’s or weakens them (vulnerability, cripple, weakness …) they can shake off as they do now. The only exception to this should be the blind condition. It is a too powerful CC for bosses and should not get applied to them, but should count towards the Defiant buff reduction. Once all Defiant stacks are gone, the next stun or blind applies normally and Defiant stacks reset as normal. Bosses should therefore get some boost to their Defiant stacks to correspond to this change.

That’s fine. I do not want Condition damage to be ‘better’ than Direct damage.
The amount of damage Conditions do can be different than Direct damage

That is not fine. It is one of the many, if not the main reason itself, that players don’t take condition gear players, because of the dps loss. Condition dps should do the same damage (not less, not better) from ranged as zerg dmg from range and the same damage from melee as zerg from melee, for the same profesion in PvE.

example: A warrior rifle zerg geared/trait/sigil/rune should deal the same DPS as a condition warrior rifle geared/trait/sigil/rune.
A warrior axe zerg geared/trait/sigil/rune should deal the same DPS as a condition warrior sword geared/trait/sigil/rune.

Even if they increase or do anything you guys above suggested with the cap, condition damage in its current state, even if there would be no overwriting, does not come close to a dps of a zerg geared character.

They need to address the whole balance of the condition dps (the cap as well as the damage), or they won’t change a darn thing. That is the core problem of condition dps and unless the whole thing doesn’t change i and many other players refuse to take a condition geared player in my party to a dungeon, just because of the dps loss and no cap revamp can ever change that, only the whole revamp will do the trick. That is why you constantly see condition geared players getting kicked out of parties, and i totally agree with them, anyone who chooses a silly condition geared player, in this current system, over a zerg geared player, must be out of his mind.

But is it our fault? No! Anet forces us to kick players. I would gladly have a condition geared warrior with a sword in my party if he would only do as much dmg as with an axe for example. That is the bottom line of the bleed condition dmg/dps problem.
There are some ways i would consider taking a condition geared player. One of them is listed just below.

Bosses just shouldn’t be a huge amount of damage and life. They need to be smart and resourceful.

…damage reflection or negation would be a good start. Better mobility and tactics would be even better. Warriors would be swinging into a vacuum. 100 Blades times zero equals zero. Zerker would suddenly be hit-or-miss. Support skills would be important again.

Totally agree. If bosses would have a higher base, non removable armor rate to the point where zerg dmg would do the same dmg as condition dmg (which ignores any armor), if they would be smart so that you couldn’t 100b them all the time or stay at melee range all the time, and other things, then i would totally take condition geared players with me. I would even reconsider making a gear for myself.

The sad truth however is that all bosses have more or less the same armor rate as normal creeps. They are stupid and have weak abilities. That is true for the vanilla bosses. But Anet is lately doing a darn good job and ramping the bosses up, with each patch and soon they will figure them out and hopefully revamp the old onse as well. And then, if they will be harder to do, i’ll consider taking a condition geared player.

(edited by Zayeban.2806)

Conditions damage fix suggestion

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

There are two reasons people don’t take condition geared players into a dungeon:

Reason one: Even with full condition damage gear and extended duration traits/sigils/runes, no one can maintain 25 bleed stacks by himself. And because condition damage is not so great they don’t come near the damage of a zerg geared character, and are therefore a dps loss to a group. So there is no reason to take one.

Reason two: Even if “lets say in theory” they would come near the dps of a zerk geared character, you still wouldn’t take 2 or 3 condition geared players into a dungeon. Because they would be overwriting each others bleeds, which would again lead to a dps loss, giving you again no reason to take them.

But here comes the trick! :
The bleeds mainly come from all sorts of ranged based weapons. I said mainly!
So it (bleed damage) is mainly considered to be a ranged type of damage. With that in mind we can now take a look on bleed damage from a different perspective. In other words we compare zerg range damage to bleed damage and find out that they are roughly the same, meaning that bleed damage is well balanced as a ranged type of damage compared to zerg ranged damage.

But what about bleed damage as melee type? And here is where the dilemma starts to happen. If we take a warrior with a sword and full condition gear/traits/sigils for example, we will see that he is not doing as much damage as with zerg gear with an axe or GS and we all know that. So what can Anet do in this case? If they increase the condition damage so that melee con. dmg can compare to zerg, they tip the range balance off. They could add more condition procs to melee weapons or extend their duration. But that wouldn’t change anything, because others could/would overwrite them and Anet would basically need to extend the bleed cap in order to prevent the overwriting to happen. But they have technical limitations which prevents them to do that?

My solution to the problem:
If Anet has no technical limitations to extend the cap, then they should do so. It would prevent the occurrence of overwriting bleeds of happening in dungeons at least. On top of that they should also add some more bleed procs to melee weapons, or at least extend their duration, or a mixture of both in order to add some dps so that they can keep up with a melee zerg weapons. All this would prevent any kind of dps loss in a dungeon, leaving you a free option to really take any class with you.

If however Anet has technical limitations to extend the cap, than that is fine, don’t extend it. What they should do is revamp the bleed damage and all bleed weapon skills on their current existing model. How? Here is how from a PvE perspective: Reduce the duration of all bleed skills and increase the bleed damage by the same factor, so that the dps will stay the same.

Example: 6 ticks of 100 dmg is 600dmg and is the same as 3 ticks of 200 dmg and is the same as 2 ticks of 300 dmg and is the same as 1 tick of 600 dmg.

As you can see from the example, there is no dps loss in shortening the bleeds and increasing their damage by the same factor. The only difference is that, since they are shorter, there is room for more bleeds, meaning the end of overwriting your party members bleeds and the end of dps loss. This also adds room to add more bleed procs for melee bleed weapons to keep up with zerg melee dmg.

As said before it’s only my own suggestion which would work in PvE but i have no clue if it would work for PvP, because i don’t have Anets damage and balance spreadsheets which run the numbers.

(edited by Zayeban.2806)

Exception on Condition limits on Bosses

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

My solution to the problem:
If Anet has no technical limitations to extend the cap, then they should do so. It would prevent the occurrence of overwriting bleeds of happening in dungeons at least. On top of that they should also add some more bleed procs to melee weapons, or at least extend their duration, or a mixture of both in order to add some dps so that they can keep up with a melee zerg weapons. All this would prevent any kind of dps loss in a dungeon, leaving you a free option to really take any class with you.

If however Anet has technical limitations to extend the cap, than that is fine, don’t extend it. What they should do is revamp the bleed damage and all bleed weapon skills on their current existing model. How? Here is how from a PvE perspective: Reduce the duration of all bleed skills and increase the bleed damage by the same factor, so that the dps will stay the same.

Example: 6 ticks of 100 dmg is 600dmg and is the same as 3 ticks of 200 dmg and is the same as 2 ticks of 300 dmg and is the same as 1 tick of 600 dmg.

As you can see from the example, there is no dps loss in shortening the bleeds and increasing their damage by the same factor. The only difference is that, since they are shorter, there is room for more bleeds, meaning the end of overwriting your party members bleeds and the end of dps loss. This also adds room to add more bleed procs for melee bleed weapons to keep up with zerg melee dmg.

As said before it’s only my own suggestion which would work in PvE but i have no clue if it would work for PvP, because i don’t have Anets damage and balance spreadsheets which run the numbers.

(edited by Zayeban.2806)

Condition Damage and the bleed cap

in Guild Wars 2 Discussion

Posted by: Zayeban.2806

Zayeban.2806

I agree with Toothy. They should raise the bleed cap to at least 99 or more for PvE only. It is also one of the two reasons people don’t take condition geared players into a dungeon.

Reason one: Even with full condition damage gear and extended duration traits/sigils/runes, no one can maintain 25 bleed stacks by himself. And because condition damage is not so great they don’t come near the damage of a zerg geared character, and are therefore a dps loss to a group. So there is no reason to take one.

Reason two: Even if “lets say in theory” they would come near the dps of a zerk geared character, you still wouldn’t take 2 or 3 condition geared players into a dungeon. Because they would be overwriting each others bleeds, which would again lead to a dps loss, giving you again no reason to take them.

But here comes the trick! :
The bleeds mainly come from all sorts of ranged based weapons. I said mainly!
So it (bleed damage) is mainly considered to be a ranged type of damage. With that in mind we can now take a look on bleed damage from a different perspective. In other words we compare zerg range damage to bleed damage and find out that they are roughly the same, meaning that bleed damage is well balanced as a ranged type of damage compared to zerg ranged damage.

But what about bleed damage as melee type? And here is where the dilemma starts to happen. If we take a warrior with a sword and full condition gear/traits/sigils for example, we will see that he is not doing as much damage as with zerg gear with an axe or GS and we all know that. So what can Anet do in this case? If they increase the condition damage so that melee con. dmg can compare to zerg, they tip the range balance off. They could add more condition procs to melee weapons or extend their duration. But that wouldn’t change anything, because others could/would overwrite them and Anet would basically need to extend the bleed cap in order to prevent the overwriting to happen. But they have technical limitations which prevents them to do that?

My solution to the problem:
If Anet has no technical limitations to extend the cap, then they should do so. It would prevent the occurrence of overwriting bleeds of happening in dungeons at least. On top of that they should also add some more bleed procs to melee weapons, or at least extend their duration, or a mixture of both in order to add some dps so that they can keep up with a melee zerg weapons. All this would prevent any kind of dps loss in a dungeon, leaving you a free option to really take any class with you.

If however Anet has technical limitations to extend the cap, than that is fine, don’t extend it. What they should do is revamp the bleed damage and all bleed weapon skills on their current existing model. How? Here is how from a PvE perspective: Reduce the duration of all bleed skills and increase the bleed damage by the same factor, so that the dps will stay the same.

Example: 1 bleed that with 6 ticks of 100 dmg equals 600dmg and is the same as 1 bleed with 3 ticks of 200 dmg and is the same as 1 bleed with 2 ticks of 300 dmg and is the same as 1 bleed with 1 tick of 600 dmg.

As you can see from the example, there is no dps loss in shortening the bleeds and increasing their damage by the same factor. The only difference is that, since they are shorter, there is room for more bleeds, meaning the end of overwriting your party members bleeds and the end of dps loss. This also adds room to add more bleed procs for melee bleed weapons to keep up with zerg melee dmg.

As said before it’s only my own suggestion which would work in PvE but i have no clue if it would work for PvP, because i don’t have Anets damage and balance spreadsheets which run the numbers.

(edited by Zayeban.2806)

Ranger Sword Slash-Kick-Pounce combo defect

in Ranger

Posted by: Zayeban.2806

Zayeban.2806

Last week i started playing a ranger with a sword and warhorn. It was a pain in the a**.
I am literally unable to dodge most attacks from champions on time. The second and third skill also activate with delay sometimes, since the first skills animation holds them back from activating. I am scared of even thinking to try doing CoE p2 or p3.

The root effect doesn’t bother me at all. I don’t mind not being able to move, but not being able to dodge is unacceptable to me. I play other classes which have no dodge problems with any of their weapons even when they are doing 1st skill animations.
So i don’t understand why Anet Doesn’t do something about it.

For all people out there saying that i should use 2nd and 3rd skill to dodge i will say this: 2nd and 3rd skill sometimes trigger with a delay, because of the 1st skill, put lattency into play and you won’t be able to dodge half of any champions/boss attacks in time.

If other classes with their weapons can dodge and rangers with a sword (even with 2nd and 3rd skill) can’t dodge in time, then from my point of view the mechanic of the sword is broken. The problem exists and must therefore be fixed.

Telling me to use GS or other weapons is also unacceptable. Isn’t gw all about how i want to play? At least that’s what Anet are telling everybody all the time! So Anet, i want to play with the sword, but u made it unplayable? Realy?

Until it is fixed i’m a liability to others and am therefore unable to do any harder dungeons which require the dodge mechanics. I was really excited to play a ranger when i started, before this. But now the only solution i currently see is to put my ranger on indefinite hold until this gets fixed, you let me no other choices.

(edited by Zayeban.2806)

True Auto Loot as it should be!

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

Or in other words Auto Auto Loot. The first Auto stands for the currently known method, which loots everything in a corpse when standing next to it and pressing the loot keybutton. The second Auto stands for automatically looting a corpse when you get near or are in the loot range of it. In other words, when a creature dies while you are in its loot range you get it’s loot automatically without pressing any additional buttons.
This feature should of course be optional, and could be turned off if so desired.

Furthermore, it should had a couple of checklists, like rarity type, gear type, etc.. So that you can check or uncheck what loot you want to receive.

  • Example: I uncheck the common and uncommon checkbox and only let rare checkbox checked on the first list and i uncheck all types but one, plate on the second list. So now i will only get rare items of all gear types, because i can sell them for a good price and all plate items of all rarity types, because i need them for x y reasons, like crafting materials.

Game Improvement - Suggestions

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

True Auto Loot as it should be!

Or in other words Auto Auto Loot. The first Auto stands for the currently known method, which loots everything in a corpse when standing next to it and pressing the loot keybutton. The second Auto stands for automatically looting a corpse when you get near or are in the loot range of it. In other words, when a creature dies while you are in its loot range you get it’s loot automatically without pressing any additional buttons.
This feature should of course be optional, and could be turned off if so desired.

Furthermore, it should had a couple of checklists, like rarity type, gear type, etc.. So that you can check or uncheck what loot you want to receive.

  • Example: I uncheck the common and uncommon checkbox and only let rare checkbox checked on the first list and i uncheck all types but one, plate on the second list. So now i will only get rare items of all gear types, because i can sell them for a good price and all plate items of all rarity types, because i need them for x y reasons, like crafting materials.

(edited by Zayeban.2806)

PvE DPS Warrior Build?

in Warrior

Posted by: Zayeban.2806

Zayeban.2806

@ Molch: If i may borrow your example for the GS build in your post above and suggest another trait displacement 30/25/0/10/5 and we take the Empowered trait (tactics) we get the following. We lose 10% crit damage, but we gain increased damage by 2% for each unique boon. So lets say for example we always have at least 3 unique boons (Power, Swiftness, Fury) which is true if we use SoR.

The old 30/25/0/0/15 gives:
I have 2596 power + 10 × 35 might + 5 × 35 might from Forcefull GS. (average)
57% critical chanche + 20% fury = 77%
104% critical damage.
+ 10% damage

(2596 + 15 × 35) x (1 + 0.77 × 1.54) x 1.1 = 7504

The new 30/25/0/10/5 gives:
I have 2596 power + 10 × 35 might + 5 × 35 might from Forcefull GS. (average)
57% critical chanche + 20% fury = 77%
94% critical damage.
+ 10% damage
+6%damage (3 × 2% for each unique boon)

(2596 + 15 × 35) x (1 + 0.77 × 1.44) x 1.16 = 7634

You see we get even more damage. Not to mention if we get extra boons like Protection, Regeneration or Stability, which are commonly present almost every time for a few seconds while in a fight, the damage would peak even higher during these situations.

(edited by Zayeban.2806)

Ascended Amulet no Mystic Forge upgrade?

in Players Helping Players

Posted by: Zayeban.2806

Zayeban.2806

Today just one hour ago i bought the Mark of the Tethyos Houses Amulet and tried to upgrade it to (infused) status in the Mystic Forge. To my surprise the amulet did not show up in the MF panel as shown in the screenshot taken below. So i am asking the folowing question: is it a bug, will the uprgrades be released at a later date, or are they simply as intended without an upgrade?

http://shrani.najdi.si/?o/xm/2E46X7Gx/gw074.jpg

(edited by Zayeban.2806)

Game Improvement - Suggestions

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

Random Gem Shop Suggestions:

  • More trait pages (character upgrade)
    Players won’t use the same trait spec for outside PVE as for Dungeons, especially for the harder explorable modes. Not to mention the variety of builds between dungeons themselves. Constantly swapping traits and rearranging them is annoying. So i suggest that ANet adds some trait extra pages to buy from the gem shop, so that we can just easily swap them, when needed.
  • Crafting expasion slot (character upgrade)
    Since any character can learn all professions but only can hold two at any given time, he must constantly swap them for money, which is annoying. I suggest to add extra crafting expansion slots, so that a character doesn’t have to constantly swap crafting professions, but can have all 8 professions at once if he buys 6 extra crafting expansion slots.
  • Lipstick (character visual appearance)
    Available in semi colours or in bundles
  • Gear swap tooltip (character upgrade)
    Players won’t use the same gear for each boss encounter in a single dungeon, especially when hard mode comes around. They will change gameplay tactics which include traits and gear accordingly. A easy gear swap tooltip, which could be used out of combat, would help immensely.

(edited by Zayeban.2806)

Mouse losing focus -right click to turn not working [Merged]

in Account & Technical Support

Posted by: Zayeban.2806

Zayeban.2806

Same problem here.