Showing Posts For juginst.5018:
I’ve been experimenting with P/P build for a while (just because twin pistols look cool imo) so here what I think is viable:
http://gw2skills.net/editor/?fZAQNAqaVl0Mp3plOxwJ8PNBPBtdCOQA8s0NpzgEDA-TZBIwAAOCAY2fowpAI8DAIZZAA
I’m not saying that this build is perfect but it is much better than ones I’ve tried before.
The main points:
- Condi removal on unload. It really works and increases survivability significantly.
- 4 point in trickery give you 15 points of initiative, which is great for the burst and ‘ricochet’ appears to be very effective for group fights in conjunction with unload(increases total damage greatly).
It is really easy to keep distance fighting melee characters. Some problems may occur when fighting casters and ranger, cos it is all about dps in this case. For this reason I’m going to test ‘smoke screen’ instead shadow step. The latter is not so important cos you have other means to clean conditions and keep you distance.
Any suggestions would be appreciated.
Can you tell me please where it is? I cannot find the console
Btw, why to normalize sizes when you can just normalize hit boxes for PvP?
In my opinion size normalizing sounds weird. What for? If someone chooses norn or char for PvP may be it is because he wants to look big and brutal.. That is why we have different races to choose from. Furthermore, with recent targeting improvements I do not think there are any problems to target any character. At least I do not have them. Also, I don’t think that skilled players choose opponents by size. It is more about class/skill.
25 silver in chest sounds good to me btw (even 10 silver :-) ).
I haven’t been to PvP for 3 days and have lost 3%… Is it works as it was intended? So, this decay implies that I loose my PvP skill so fast or developers just wanted us to play PvP everyday? I don’t think that forcing a player to play is a good idea, because that is where the fun ends. Let people do their own things, take rest and then they will happily return to GW2. I have nothing against decay but delay after which it turns on should be really longer then 2 hours or just decay should be slower (you can make it gradually speeding up after some periods).
I thought the leaderboard is supposed to show the relative level of the player’s skill, not the playing frequency.
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Agree! Perfect trailer with all those fractal moments so familiar to all players
I do not agree. IT IS social! First of all in most of the cases you cannot pass through alone, you need a team. Furthermore, if you fighting your way in (as it supposed to be), not just running (which is really inefficient whether you alone or in a group) you have plenty of time to rise fallen players on the way. And it happens all the time that I travel through the 3 level.
Agree, I love the concept of “an open world dungeon”. It is fresh and really nice. Good job!
I’m not saying that decay is bad. The decay is truly necessary, but starting it too soon is a kind of a psychological pressure on a player who loves PvP and cares about his rank. With such short delay before the decay starts a player sometimes will be forced to play (when he has no time or just wants to have some rest) just to keep his rating and that is where the fun ends (and work begins). I really think that delay should be longer (2 weeks at least), however its speed may be greater.
Decay should just be based on matches/7~ days.
But with decay starting after two hours and progressively building, that means the leaderboards would lean more towards ‘how consistently you play’ instead of the original intention of ‘how good you are’.
Unfortunately, I have to agree. It is really frustrating to have your rank dropping just because you don’t have time for the game. Lowering the rank after 1 month or 2 weeks of afk’ing sounds more fair to me, but 2 hours… this is too harsh.
Twilight Assault, not Twilight Hangout.
First of all, this is just a game, the game made for fun
Agree with DoctorOverlord, it would be nice to finish the new path to see the whole story. But I won’t.
Just wanted to say that I ’ m totally agree with OP. We (two friendly guilds) spent over 40 minutes for preparations and waiting for Teq and yet that was for nothing. It was really frustraing. I have quited trying after the third try. It is too hard for me as for a casual player, I could spent that hour just playing the game, not waiting for the Teq and fighting the fight, that we did not even had a chance to win (because there was more than 50% of Teq left).
Totally agree with OP. I spent 4 hours during my first run and we didn’t manage to kill Clockheart. Maybe it is our fault but it was too exhausting and I don’t want to try it again. I play GW2 when I want to have a rest and that’s no rest.
Agree with OP. I’m not saying that it is impossible, but that is not how I wanted to see it. It is too exhausting. I play GW2 when I want to rest and have some adventures, but this dungeon is not meant for rest. This is work, that is why I don’t like it.
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It is not a bug. No one said that mobs should only attack your pet.
Guys, I think you are “slightly” overstating the situation. Ranger actually has really more than 1 viable build. You can easily search for the builds over the Internet and you will see a lot of ideas and great variability of the builds (and actually variability inside the builds which is also quite nice). While searching you’ll see almost no identical builds.
As for me, I like experimenting with my rangers traits and skills to create something unique. I ve been playing bunker/BM ranger, longbow/longsword ranger, spirit ranger, condition ranger. All of them are viable in one way or another but require different tactics, so I choose what I want for the moment. I still have some ideas of creating new builds and improving my existing ones. So, I think that creating builds in GW2 is fun.
You guys should try WoW where only 1 build really exists for every class (always) with almost no variability inside it. You can be called an eccentric for changing one talent in your own way there.
P.S. I forgot: I also met some skilled trap rangers.
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I have another problem.. I have tried this mission 3 times already. Every time Agent Zott sticks in the middle of his way to the lighthouse. The party walks into the spot where the fight with risen should happen, but it doesn’t. Later some risen appear but after their death Zott remains on his place forever…
UPD. Mission un-stuck by itself while I was writing it. Any way the delay was quite long (10 minutes or so).
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The Battle of Claw Island is full of bugs (including the logic of the story itself). It is the lowest quality mission I’ve been on so far. Please look into it. Just try to play it and you’ll see it yourself.
For example: Tybald said that all allied ships would be blocked by risen ships. Then he said that he will fight alone to stop risen. Gates closed behind him.. Aaaand? In a minute we open this doors to make a run the ship! Maybe it is just me, but I see no logic here at all.
Another example: what authors call “lionguard’s last stand” looks actually like a big bunch of risen standing still on the square in front of the gates. The lonely (and possibly immortal) lionguard that was trying to fight a few risen on the wall looked really miserable.. Where has the lionguard gone? Died? A haven’s seen a single body on the wall or on the square.
It is a terrible mission…
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Sections 1-4 are obligatory. One more thing: remove matchmaking based on ranking/rating. It will reduce queues greatly and increase fun.
By the way, if u cannot or do not want for some reason make separate queue for premade groups you can always make it like in WoT where matchmaking system creates teams with the premade groups of the same size. For instance, if one team consists of 2 solo players and a group of 3, than opposite team always have the same combination (2 solo players, 1 group). I would be REALLY just.
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I say it now in every thread, so I say it here (maybe A-net will hear me one day). There is no need in rankings or ratings. Give us random teams. It will reduce queues greatly. Also it will be definitely more fun. Players can have personal rating just to know who is better, that’s all. Teams of 5 should have separate queue. In random matches there is a point to limit party size to 2 members, AND if one team has a premade party the other team should too. ArenaNet, you can easily learn about PvP matchmaking from other games. There is no point in trying “to re-invent a bicycle”. For instance, you can download World of Tanks client (it is free btw ) and see how the balanced matchmaking for e-sport can be implemented.
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I still do not understand the point of the rating (moreover if it is hidden). Why not just make matchmaking based on random teams. It would greatly reduce queues and be more fun. Let people learn from better players, face various opponents (not like in hotjoin where I fight with the same people over and over) and of course face the real/objective consequence of playing with their skill. PvP is about competition after all (it is not a pillow fight).
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It has been the worst part of my sylvari’s personal story so far. The damage of this ‘epic’ sword is ridiculous and it is no match for my plain longbow. I died a lot of times trying to complete the mission, while I could kill all enemies in no time with my personal weapon (by the way, my build was made for ranged attacks (power and mobility instead of vitality or toughness). It feels like I have been given that weapon to intentionally make the mission much harder, which is completely against the plot of the story.
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Agree with the OP. While landscape generally looks better with shaders turned high I use medium shaders because of that strange bright white backlight which usually have no actual source in environment (and is always white irrespectively to the environment). To be honest, I don’t get the purpose of that backlight. It just ruins the nice picture.
why not just join the 5v5 rooms?
boom fixed
There aren’t really any 5v5 rooms, but there are several rooms that fluctuate between 2v3, 3v4, 4v4, 5v4, and 5v5.
I agree with the OP, it would be great to be able to just log on and play for half an hour in something other than hotjoin. Random vs random single match would be most excellent.
Totally agree that “random vs random single match” would be a simple and convenient solution. First, I do not really see why to filter player according to their ranks. I’m not afraid to play with those who are more skilled (there is a lot to learn from them), and of course it’s nice to play with less skilled players sometimes (why not to feel what I am capable of). Randomness will give even chances to everyone and allow to arrange matches fast, almost without the queue. Second,to make chances really even both sides should start with full team with no “hot join” available (that is why I think there has to be at a least glory penalty for leaving the battle).
Thanks a lot. My mistake was trying to get to the paid tournament at first, which forced me to believe that I need a party to join free tournament as well.
I feel that it is the most foolish question here, but I really don’t get it. Everybody here is talking about queue and I thought that a group is required to organize tournaments, since I have the only option at the tournament NPC. It is “create roster”. But after reading various replies here I’ve got that I can play frees as individual player. But how? There are no options or other buttons (except “roster”) in the tournament browser. I’ve been searching through the web but there is now answer. Please forgive me this stupid question, but it is important to me I am tired of “hot join”.
Zerging is not rewarding even now. I can spent couple of minutes chasing a thief and obtain 5 glory being successful or I can siege enemy point (10 glory in 5 seconds) and then cap it for another 10 glory. It is obvious that zerging is not as rewarding as tactical playing.
If I understand Zodian correctly, it may be like battles in World of Tanks where you wait in queue and than enter the battle only at the beginning with full team (randomly created). I agree that it would be really nice to have such format. Current “hot join” with all those balance issues looks awful for me.
I have another problem and I wonder is it how this is intended to be. After January 28th loot improvements, while leveling up, I gather high level material in low-level zones (cloth and leather). So, it appears that once I`ve reached high level I am unable to farm low level resources for leatherworking for leveling my own skill. Yesterday I have got a headache trying to farm jute scraps in Caledon forest with my 22lvl ranger. Most of the looted cloth was wool (and thin leather instead of rawhide), but I cannot use wool and thin leather while my leatherworking skill is 65. So, it appears that the only way to get this mats is to buy them at TP. Having such issue the prices for node-independent low-level mats are rising significantly, because people level fast in starting zones and they cannot farm there later.
Is it how it is intended to be? It looks like I have a few choices: pay increasing price at TP or create new characters to just for farming at low-level zones and then send the mats to the main character. It is a strange mechanics if you ask me.
Completely agree. I love PvP, but I would like to have simple rewards at least (not just bags). Unique pets, civil clothes maybe etc.