Showing Posts For deanmachine.3581:
“Ya acually i think i spoke too soon. this extra dodging posibility is really nice :o”
My point exactly. People use the AH build differently. Some like to stand there with high crit% chance auto attacking to heal themselves while dealing out damage. Others prefer to be able to heal their allies through the use of dodging (particularly useful for the hammer 1 skill) cutting the anamation.
A nerf to the majority? Probably. But the build itself it not broken. Just requires a different style of play. Hit and move rather than stand and take the hits directly
(edited by deanmachine.3581)
To be fair this has been coming. Whilst i thank players for posting their builds on these forums the AH build under the guardian section of this forums had over 40k viewers. And not to mention the video posted showing an AH guardian solo tanking Kohler with little skill or effort (just spamming skill 1 and rolling) It was inevitable that there would be a nerf to the build. Afterall Anet wants a balance to the classes not one build being overused.
This is a huge nerf to those who rely on critical damage. It was a massive trait for those who stacked high crits on the hammer as it allowed multiple crits on multiple targets = high boon generation (more healing), quicker dodging recovery (more healing) and thus more surviability.
But to say the AH build is broke is a bit much. You can get more than enough boons from other traits and skills and i think that this will benefit those players who prefer to use their dodges to heal their allies, as it provides greater endurance recovery. 5 seconds cooldown means that higher critical chance (50%+) is wasted as you would crit while the vigor is still on cooldown.
On the whole very poor patch. Despite the recognition of the issues regarding ds and minions there is very little change to the class. Minions remain untouched. The jagged horrors i fail to see how an additional few seconds life will help what has to be one of the worst minor traits on the game. And 10% extra life force on skills…. i guess that remains to be seen.
However, one interesting thing is the fear 50% buff. Could be interesting. I can see a few fear based builds in the upcoming weeks, particularly in WvW where it is one of the best cc a necro has. Just a shame that the projectile speed of the staff was untouched else the staff/fear/ds build could have been very interesting with the 10% skill life force regeneration
I know this is a topic that has been posted previously on this forum. But it’s been over a month since the last real post discussing the scaling of the asura weapons, and having seen no updates on the topic or real improvements (in fact i’d say we’ve seen more bugs with the weapons than fixes) i thought i’d keep this topic going.
First off just like to say that despite the weapon design flaws the asura is actually one of the most enjoyable races to play on gw2. The running + evasive anamations, and the voices of the characters make the asura race much more fun to play than any of the other races on the game. However, despite these perks I feel that the simple size of the weapons on the race make it extremely difficult for new players + existing alt characters to want to choose the race. The scaling is so off that staff’s look like toothpicks, shields look like school backpacks and greatswords resemble katana’s the are that thin and small. It’s extremely hard to maintain the interest to seek higher exotics and legendary weapons when they look so off scale. I could accept having smaller weapons when i chose the race. But staff’s, shields and greatswords that aren’t even big enough to fit over the shoulders of the asura character? I’ve noticed too that this is worsened when the weapon is put onto your character’s back it seems to shrink. Unless i’m mistaken surely this is a big design flaw with the race that needs resolving?
I know with the numerous bugs/fixes/upcoming events the game designers are up to their neck in updating the game. But it does seem that this is an obvious flaw that’s not changed since beta game came out.
(edited by deanmachine.3581)
usually i would agree with the o.p. but on this game i find it hard to. Past mmorpg’s i have loved going into big dungeons where the mobs respawn every few minutes just to get a specific loot or drops. I have loved going in because whilst they have relatively high agro and attack making it hard to solo, they also have relatively moderate h.p so can kill by yourself.
This dungeon however i think most will agree is very time consuming. The mobs have just as high h.p as the bosses and it is extremely boring going in killing everything. To make it worse when you do decide to kill every mob in sight what do you get for it? The drops on this game are awful, particularly for level 80’s who only enter dungeons to get the tokens for their exotic armour skins.
You would have thought that anet would have made the mobs drop at least something worthwhile… tokens? Exotic skins? Even rare skins that you cannot craft? But no. Instead all you get is a pile of junk that you just end up selling for 20silver. Worth the extra hour of grinding? I THINK NOT!
Give players the incentive to grind their way through dungeons. But don’t go blaming the level 80’s who only go into dungeons to get different skins to give themselves something to do past level 80
Server: Gunnar’s hold
Dungeon: Arah
Problem: Gates are closed, meta event stuck…
seriously… how many people need to post this same post just for it to get fixed? You CANNOT complete the personal story without access to the dungeon. A lot of people getting fed up with this after weeks of trying. Should have been fixed with the haloween patches
Gates of Arah meta event is stuck saying “The Pact are preparing to establish a forward base.” – to be precise.
Before anyone asks yes i have tried starting with the meta event from the start… it just repeats and does nothing when it says waiting for reinforcements in the south
I’m sure this must be a repeated bug but for whatever reason there is no event for the anchorage waypoint to trigger the arah gates opening. For a few days now i have not seen any event down south on the server gunnar’s hold. It has the penitent, shelter, jofast and verdance waypoint’s events but then when it says waiting for reinforcements down south there is no event. When you go towards anchorage waypoint for the final event it just says waiting to establish a base….. etc.
from what i hear on the forums most of people’s problems with this challenge isn’t that it’s a jumping challenge, its that there are far too many people in the challenge with them. And i can see why. Jumping challenges are just like most puzzles, once you learn the cycle its easy to know what to do on the repeat.
The biggest difficulty for this challenge however is the large numbers of characters in there with you. This brings out several obstacles such as lag, issues surrounding the characters size, other people fooling around to put you off, and makes it extremely difficult to see where your character is half the time, let alone where you are jumping to.
For the next jumping challenge i would like to see changes to help overcome this. Every other aspect of the game (dungeons, story mode) you can enter the instance solo. So why not do that with this instance? Give the person the chance to decide whether they would rather enter it in a party or by themselves. If that’s too much then why not limit the instance to say 6 people like dungeons. This would help too. Or failing that… this instance really you only got the achievement and exotics for the first completion of the challenge. So why not just make it so you can only complete it once. Give everyone else a chance without others ruining it for them
from what i hear on the forums most of people’s problems with this challenge isn’t that it’s a jumping challenge, its that there are far too many people in the challenge with them. And i can see why. Jumping challenges are just like most puzzles, once you learn the cycle its easy to know what to do on the repeat.
The biggest difficulty for this challenge however is the large numbers of characters in there with you. This brings out several obstacles such as lag, issues surrounding the characters size, other people fooling around to put you off, and makes it extremely difficult to see where your character is half the time, let alone where you are jumping to.
For the next jumping challenge i would like to see changes to help overcome this. Every other aspect of the game (dungeons, story mode) you can enter the instance solo. So why not do that with this instance? Give the person the chance to decide whether they would rather enter it in a party or by themselves. If that’s too much then why not limit the instance to say 6 people like dungeons. This would help too. Or failing that… this instance really you only got the achievement and exotics for the first completion of the challenge. So why not just make it so you can only complete it once. Give everyone else a chance