Showing Posts For shootist.3607:

Nerfing Berserker Gear Would Be A Mistake

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

Actually, due to the Ascended Gear tier, they learned a lesson they could have seen coming from far already: Flat percentage based bonuses are garbage, logarhythmic scaling stats are ‘better’.

Nerfing Berserker Gear Would Be A Mistake

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

Can agree with this.

They need to fix the broken dodging mechanic which removes the risk for zerkers and one hit kill mechanics which removes the benefit for going with defensive/survival stats.

I don’t think you realise how much logical fault you’ve just made.

Actually, he is spot on. ‘Active’ Dodges in nearly all games, including the praised for it’s active Combat ‘TERA’ aren’t dodges where you need to get out of the line/arc of attack, but ‘Invulnerability frames’.
A proper dodge mechanic can be seen in TSW, even in the earliest dungeon, the ‘Polaris’. The final Boss in that dungeon has a cone cleave called ‘Slam’, with a 90 degree angle. If you use your single dodge to move towards the enemy as the cast bar for ‘Slam’ finishes, you WILL make a dodge roll…..and eat the damage, get knocked back, AND possibly eat fall damage, too.
In GW2, a dodge at the right moment can be used as mobility, and you weather an unlimited amount of attacks during the window of invulnerability. Remove the invulnerability window from ‘Evade’, and ‘Dodge’ is now working right.

feedback on the technical issues

in The Edge of the Mists

Posted by: shootist.3607

shootist.3607

I think they know, but they don’t get the resources needed by our NCSoft Overlords, that would allow a PROPER test for them.

Anybody able to access the EotM map?

in The Edge of the Mists

Posted by: shootist.3607

shootist.3607

So the 2 hours of ‘Test the code on the liveservers’ were well spent…..

Most damage chart to World Bosses

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

On the other hand, once we have that in the game, the elitists and minmaxers WILL scream for it as a fixed tool for 24/7 access, no matter where they are. Cue Zerk Meta 2 – Build Enforcers reporting in.

What weapon do you want for your class?

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

Hammer for Ranger. Bring back the Bunnythumper!

Having different traitbuilds simultaneously

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

You do not need the Manuals to reset. Once you have unlocked the current ‘Tier’ of traits, you can ask the vendor for the manuals to allow a retrain. Only a few silvers, compared to 2 Gold.

Are Axe Warriors About to Suffer?

in Profession Balance

Posted by: shootist.3607

shootist.3607

On the other hand, this means that by filling out the Discipline line, you would now have the ability to free part of your item layout for actual survival stats. Maybe some toughness, to become more beefy? Some vitality, for even more hitpoints? Or, what about Heal Rating (‘Zealot’ Prefix), or even something that adds Condition Damage, or Duration.
With the ‘softcap’ being at about 10% under the current ‘crit cap’, it removes the long overdue ‘flat’ bonus and replaces it with a bonus that has a diminishing return.

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

You do notice that this kind of attitude in this thread comes solely from those who keep calling rangers crap, don’t you?
I don’t recall any of us declaring that rangers are superior or even the “best” class. I wonder where you read that :O

That’s why I edited to include the ‘Sarcasm’ line. I have a Ranger myself, and it is ridiculous what people demand from Rangers so that they get accepted in a group, while the very people making those demands run ‘egoistic’ builds that only focus on personal DPS.

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

Rangers are the Buff – kittenes that provide Precision, a ‘Moar Demetch’ Proc, and a Water Field that they usually have to blast themselves, too, so that the Fullzerks get some healing, allowing them to marvel in more of their own greatness.

(Edit: This was Sarcasm)

(edited by shootist.3607)

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

Honestly, I’d rather have any other class on any other spec instead of ranger in ANY situation.

There are so many bad rangers that it gives you all a bad name. Sorry but it’s the truth. Just yell at ANet to give you the option to disable your pet. That should fix everything.

Since Rangers won’t get a DPS boost with a permastowed pet, they would then get kicked for not delivering the DPS that a warrior/guard could deliver, despite them (very likely) giving Frost spirit, Heal spring (plus warhorn to blast it) and Spotter.
Problem is the same, just a different flavour.

Consumables nerf and build viability

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

As Ignavia said, a build does not get more ‘diverse’ by having the ability to fall back on consumeables.
Wes, you say if ‘hurts’ the game by pushing people towards the ‘omgfullzerk’ meta. I say that is actually was a pillar of said meta. Since a fullzerker only has 2 dodges, and eventual other evades on hand (Aegis), once these ‘run out’, a zerker has no buffer that could take a hit (this is why fullzerk on dungeon bosses works, you beat the bosses to death before they can fire more than 2 or 3 abilities, because the bosses only have the casttimed oneshots, no ‘anytimer’ autoattacks).
With a consumeable item, the time to kill shrinks, thus enabling the fullzerker to rely even less on exhaustible resources (Endurance, Aegis, other evasion abilities).
Also, every single summoned creature counts for the pool of possible Area Effect hits. Now imagine this: A group of 50 characters assault boss X. Boss X activates his Death Gaze, which is subject to the usual 5-Target-Rule for Aoe. If it hits, 5 characters are down, removing (for now) 10% of the attack force.
Now, same boss, same ability. Just instead of 50 characters, you have 50 characters plus 50 embers. The offensive capability of the whole group rises. Not double, because the attack palette of an Ember is most likely not on the same level than a player character can produce, but it is higher (this is the intended use!). Only now, the boss uses Death Gaze again. Either you are unlucky and you still have 5 players eaten (and their Embers going poof with them, I believe), or the ability wrecks up to 5 Embers instead. Each Ember, before the patch, was instantly replaced. A player would need a resurrection, double resurrection, or a WP resurrection including a walk back.
TL;DR of my defense of the change: Summon items more or less served as sacrificial lamb to eat AoE hits for players, so the player did not need to exhaust ‘active’ defenses.

Sickle, axe and pick for the entire account

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

In the past, there was a Mining Pick from a certain Karma vendor that could mine Ori. It had no level requirement, and people ferried multiple alts to a permanent Rich Ori node in Southsun (before they parked a champ on it), so they had a basically ‘free’ pick that could easily make Ori all day, erry day.

Dangerous precedent: Watchwork Pick

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Posted by: shootist.3607

shootist.3607

They hired a former Nexon ‘expert’ for monetization, afaik. Doesn’t this say everything?

Elementalist/Thief/Warrior signet heals.

in Profession Balance

Posted by: shootist.3607

shootist.3607

Actually, those 2 Heal Signets differ in one way (you might include the new 25 point Mesmer heal, too). Someone needs to actually use an attack skill to get healing from them. So they are a great deal more ‘active’ than Healing Signet, which also regenerates when one stands in a city, autorunning against a wall.

Improving the value of Commander Tags

in Guild Wars 2 Discussion

Posted by: shootist.3607

shootist.3607

How about new tab in social panel called “Not worthy commanders”? Markers of players labeled as such wouldn’t be be displayed on map.

The opposite, a checkbox that allows hiding of all commanders, and only show those you added to a list. Done. Some guilds on TC are seemingly made up with commanders, so when they are in anything and switch on their tags, the map suddenly has 30-40 commanders swarming in a zerg.

No Trinity = bad for PUGs or boring fights

in Profession Balance

Posted by: shootist.3607

shootist.3607

ANets has somehow managed to make the content easy enough so organized groups are not challenged and PUGs get quite annoying experiences from time to time :P

Or the experienced players and groups Roflstomp the content (usually by skipping nearly everything), and the less experienced players get frustrated and only gain repair cost and start looking up ways to cheese it up, or outright buy ‘completion’.

[PvE] Adjust Equipment to Fix DPS Dominance

in Profession Balance

Posted by: shootist.3607

shootist.3607

What I, personally, think about what would help break the ‘Meta’. This is purely a PvE Opinion, it MIGHT affect WvWvW, or rather, its’ PvE component (Keeps, Mercs).

As it is now, mobs in PvE (Dungeons mainly) currently seem to have no proper ‘Autoattack/Anytimer’ chain that does low, but constant pressure. Instead, they only seem to have well telegraphed ‘heavy hitters’, most the time combined with a control mechanic and very high damage, and a rather lowish attack rate that allows the current meta of ‘activate invulnerability frame’ (aka Dodge, which isn’t a real dodge to begin with).

So my idea would be:
- Revise NPC Attack skills so that their current ‘spammed’ moves deal less damage, with no control capability.
- Keep their current ‘Heavy Hitters’, a Damage revision on those might be in order, too, or as alternative (maybe even added): Increase the cooldowns on them, so one mob does not throw a Spike Trap every 5 Seconds. Unless it is a unique monster skill, a Mob using the clone of a player skill should cast it with the cooldown of a player that has the full Cooldown reduction specced out for this type of Ability.
- Unique Mob skills would work like a lower cooldowned Elite Skill. Also, enemies should not get multiple ones, except the true and proper ‘one of a kind’ opponents.
As example, King Adelbern in AC Story, while named, is not ‘Unique’. He is still a ghost of Ascalon, just stronger. Zhaitan on the other hand is unique, since there is only one Elder Dragon of Undeath. Unique should actually be regarded as this, when categorizing mobs, not as ‘Has name, is Unique’.

And maybe rework Dodge into an actual dodge that requires one to get out of the line of fire, not just a tumble while one runs towards the open maw of a creature vomiting a beam of pure death, doom and lollipops at one (at ground level, since that is what the game uses in-engine, so the ‘but you could roll underneath’ , while a great RP explaination, is just defense of an ‘invulnerability window’.)