Showing Highly Rated Posts By Ramoth.9064:

Vanilla Ranger build, too much cleanse

in Ranger

Posted by: Ramoth.9064

Ramoth.9064

LMAO a condi thief player crying over condi cleanses.

Your build is like top cancer in PvP and WvW roaming, you have no grounds to cry.

Nice assumption, but if I take the time to post about my experience vs a vanilla LB/GS don’t you think there is something more to it than just getting outplayed?

I ended up switching to power d/p staff after my first two failed engagements as condi because I did notice straight away how consistent the removal was with saffron scented poultry soup (100% chance to remove a condition when you use a healing skill, +70 healing power). I was able to beat him as power much faster than I ever did with conditions. So did I really get outplayed on my condition builds? Maybe, or maybe his setup was carrying him to counter a condition damaging class.

What’s the issue here? Someone chose to forego dps utilities for condi hate and thats not ok? Should i be saying thief has too many escapes? Necros have too many corrupts?

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Lol chill on auto attack. Now viable with reaper. Thanks, you’re done.

There isn’t anything new about that build … I can already make that build with Vanilla Dagger and Sigil of Ice. So again, chill on dagger auto doesn’t open up any build options we don’t already have. Perhaps you should think about what it means to be more effective vs. new options … you seem to have the two confused.

Sigil has 10s cooldown. Nice try. You seem to not even know basic game mechanics.

I’m actually wasting my time here, because i have to explain everything to you, where as any other person would understand already, chill on auto means proccing deathly chill every 2.04s, which will be the fastest application of chill, and bleed, on any weapon we have. So yeah. Nice try.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

The justification makes no sense … an improvement isn’t a justification to buff anything. That means every possible buff you can propose, no matter how ridiculous, makes sense.

Its been justified by responding to the OP. It gives dagger a purpose, and covers its shortfalls of being kited.

Not to mention, you set the parameters of seeing what options it opens up, their was no reasoning or justifications requested. You’re shooting off on tangents. Again.

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

He is right on the first point tho. We should be able to see what a team member has equipped and traited. Then again there would probably be a lot of hate towards people not using meta builds and Anet would be finally forced to make non meta builds that much better, tho I doubt that would ever happen.

On the other hand I am scared of seeing what trash builds people run in PvP

We don’t need to see everything, but if say, in your build setup, theres another tab that lets you declare your build type. There’d be 4 build types; Attacker, Defender, Support and Roam. Each will describe what the role entails briefly, and suggest the types of skills your class should have.

Instantly, for a new player, they are given direction, an effective yet simple understanding of what they are supposed to do, and what a team mate can do. If you enter a game and everyone is running support, you can now quickly change.

Information needs to be visual. Popular MoBAs, love them or not, are excellent at this stuff. Arenanet’s handle on it is downright atrocious.

Eg. You click Roam. Your class icon will have an orange color. There will be two descriptions.

The brief description says: “I will scour the battlefield and disrupt the enemies’ efforts”.

The long description will say “Roam builds should have high mobility and skills that can do a lot of damage in a brief amount of time. Aim to capture undefended nodes, or ambush enemies moving alone. Achieve victory by tipping the balance of team fights to your team’s advantage”.

Simple.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Nothing obtuse here. You guys want to pat yourselves on the back for a poorly thought out idea to buff dagger with damage conditions while ignoring game mechanics and intention. It’s not all that hard to even think of an idea that doesn’t ignore those things to buff dagger, but for some reason they elude you because of this conditions fixation.

I mean, someone asked what happened to simply buffing dagger damage … he was completely ignored because that idea doesn’t push the condition buff agenda.

OK so what about that idea? It maintains the concept of the dagger, it maintains meaningful choices during swapping, it addresses ‘competitive’ to a degree.

Oh, applying conditions = ignoring game mechanics now? That’s a new one to laugh to!

Maybe you think that … I never said such a thing. Feel free to laugh at yourself if that’s what you want to think.

I will say that applying conditions that isn’t aligned with the concept of a power weapon is ignoring it’s concept and intention.

You have no idea what intentions a weapon has despite how much you think you know about the game. GS in raids is now used in condition builds, despite it being marketed as a ‘power’ weapon.

That’s not correct. You can get a really good insight to what the devs intended a weapon to do by it’s skills, the special traits associated with it and the other traits in the same line … to claim otherwise is nonsense.

Again, intentions have constantly been changed. None of which you could have predicted in your tenure as a fake arenanet employee.

Oh look, signets are for corruption, now they aren’t for corruption. Pretty big 180. Come PoF, deathly chill is probably going to get changed so that it doesnt interact with condition damage anymore, pretty big 180. Spectral wall was supposed to be for inflicting vulnerability, now it inflicts fear, what was the original intention there?

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I mean, to be fair, my first post in this thread agrees that dagger could use a buff, but at least do it in a honest and useful way. Any weapon can get a condition that could be useful with Scourge … but let’s not pretend that a dagger condi buff is in any way specific to Scourge. You want Anet to go buff dagger because of Scourge? Let me tell you about what happens when game devs buff something for the wrong reasons … how often do you get a solution you wanted?

But whatever, you guys go ahead and continue the ruse that Scourge needs a condi-buffed dagger. Maybe you will get daze or taunt …

Lol, no one here is under the impression Arenanet actually reads the profession forums, or listens to player suggestions. Doesn’t stop people from discussing it.

Who’s asking you to stop? I got no problem discussing what ideas are bad, especially in the case where Anet might even be thinking about doing something as far out as these suggestions are.

Um, you are. Not literally, but the implications are definitely there, of which many people here will attest to that.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I don’t really care what element of the game you want to discuss because the concepts of the especs are not developed to focus on any particular element; some especs work good for somethings and not so good for others; that’s normal and therefore, it’s expected. If Scourge isn’t good in organized PVE, then don’t use it. #choice.

You want a suggestion to solve non-existent Scourge LF regen issues? Here is the best one … making build choices that optimize your LF regen. That doesn’t allow you to optimize other parts of Scourge espec? OK .. that’s not a problem anyways; that’s how MMO’s work … #choice.

Do not pretend that there is a LF regen problem on Scourge in ANY aspect of the game; the perception of this existent problem is simply because of a blatant self-imposed constraint of wanting to take advantage of condition damage while simultaneously applying shades AND gaining LF. If you can’t acknowledge why that’s already quite a significant improvement (and why this condi-buffed dagger idea is completely unwarranted), then you aren’t qualified to talk about changing it. Anyone that thinks they need a condition-buffed dagger to get good LF regen on Scourge is just being obtuse. The tools to make a good LF regen Scourge build already exists.

What are your qualifications btw? You often speak like you are the herald of Arenanet yet time and time again your opinions have been refuted. While I don’t agree MH dagger should be applying DoT conditions, the weapon itself is considerably hamstrung in almost every game mode. Axe outperforms dagger in almost every aspect, and the idea that dagger is usable as some sort of life-leeching sustain is paltry. The recent changes by Anet to double down on this idea has seen little improvement to the weapon. You don’t want to use it in PvP because kiting is already an issue, and you don’t want to use it in raids either because power specs have no standing.

So, if you are so qualified to speak your opinions regarding weapon choices and such, what good is the MH dagger now? The latest change to quickening thirst was almost a slap to the face to MH dagger since now you can reap the full benefits of the trait without equipping double dagger. And I refute your claim that certain weapons are more desirable for certain e-specs as being intentional. Thieves are actually incredibly well designed in terms of weapon choices. E-specs on the thief are supplementary to their core gameplay, therefore relying more on the core specializations rather than their E-specs.

Over the beta weekend I was able to capitalize on deadeye builds using every weapon combination. The same cannot be said about the Scourge.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

That’s just plain dishonest; I’ve never said the intention couldn’t change; I said if you want to add something to a weapon, it needs to be inline with the intention of the weapon. That’s not the same thing.

If you think adding a paltry condi on AA is ‘intention changing’ for a weapon, then I don’t believe you understand what intention or weapon concept actually means.

That’s just plain contradictory. Tells people you can’t add stuff that’s not with the intent of the weapon, then tells people the intent can be changed.

I actually don’t give a kitten if anything is added or taken from dagger, i have to reason to use it. It’s hilarious watching you are your way out of the hole you’ve dug though. As per usual.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

If you were running a condi reaper build, you wouldn’t use dagger. End of story, theres no debate necessary for that.

If dagger applied chill, you COULD use dagger, thanks to deathly chill, and the fast attack speed. There, you would have a supplementary weapon that applies condition damage, and has the added advantage of faster LF.

That doesn’t change what I’m saying; applying chill in reaper and using a dagger isn’t unique to a chill-buffed dagger so it’s not a new build option. Therefore, it’s not a good example of how adding a condition to dagger opens up new builds.

I don’t care what you’re saying at this point because all you’re doing is purposely misinterpreting. I’m telling you 1+1=2, in response to the discussions started by the OP and you’re responding with ‘but whats the price of bread on tuesday?’

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

This was a decision that makes sense. Legendary weapons, no matter how awesome, have a very low impact on the game’s activities.

L. items are the pinnacle of the “work towards the cool looks” GW2 endgame. You’d be hard pressed to find another goal that’s as lengthy or expensive, or that even comes close. Crafting them, and Asc. drives the GW2 economy. You’d be hard pressed to name anything else in the PvE game that has a greater impact.

I’m not sure how you equate what has a great impact or not. Legendary weapons are low in my book; high entrance fee, high cost, minimal effect. Pinnacle or not, those factors make it low.

Much of the GW2 economy is driven by legendary crafting and precursor sales.

That’s just much speculation on your part. That doesn’t matter anyways … they aren’t taking them OUT, they just aren’t adding new ones.

you have little to no evidence that legendaries have low impact, where as the the trading post provides much evidence how much of an impact they have on the economy. My post was highlighting that fact.

You have no idea from the TP what fraction of sales are impacted by Legendaries crafting. Thanks though.

What I do know … not everyone pursues a Legendary, when they do it costs them quite a bit and they have little benefit to you once you do get them. The ‘evidence’ is quite clear by simply comparing to what other weapons are available and the cost/effort needed to make them. That’s why Legendary ‘content’ is low Impact content.

Have you been rubbing your hands recently selling sapphire orbs for 10x the price they sold for before HoT? Yes you have. You can thank legendaries for that.
Tyvm.

Stomping has increased reward over cleave?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Not true at all.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

But not being in line with the intent of the weapon? The weapon already has a skill that wants your foes to bleed.

Again, I’ve explained why that’s a reason to NOT add bleed to dagger AA. The weapon takes advantage of bleeding foes; that does not mean it’s intent is to bleed.

Axe takes advantage of vulnerable foes, and applies vulnerability! Heavens, nooooooooooo

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

I’m just curious what all the “I don’t care about legendaries so I am happy” posters would be saying if this was reversed and it was their favorite content that was being nixed. The selfish rallying behind anet is disgusting.

So people have to agree with you or else be selfish?

No, but if they say “I don’t care if people don’t get what they paid for, simply because I don’t like the canceled content” then yes, they ARE selfish.

That means, sometimes, making hard decisions where some plans have to be scrapped, and thus some people end up disappointed or even angered.

They still have to do that within the bounds of ethical behavior though.

They also still have to make sure the game stays afloat.

Within the bounds of ethical behavior.

Calling it unethical is a little bit of a stretch. There’s a difference between them intentionally lying, breaking promises for no good reason, and making hard tough decisions to make sure the game stays afloat. The first example would be unethical but the second example is trying to survive and it’s not unethical in any way whatsoever

Mike O is trying to PR you, of course he is going to tell you it is a tough decision. It doesn’t mean you should believe it. He has 70 developers working on the next half-finished expansion. Clearly he has written off this one already.

Current status is an alert : what next.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I think the real problem with PvP is much more severe: the game is old and people are bored. This game released in 2012-ish and the adrenaline is gone. PvE is expected to age gracefully because it attracts long time fans and casuals, but PvP appeals to short term players who have by now discovered other, newer, better competitive games.

WoW released in 2004 and still has tons and tons of players. Many many more players than GW2 does.

WoW is also one of the most infamously popular video games of all time. That and Starcraft were the League of Legends of their day, and will always have fans. Gw2 never, ever had or was expected to gain that much momentum. All I’m saying is, it isn’t completely Anet’s fault PvP is dying. A lot of it is just natural death

It is there fault. People don’t get bored if your game is good. People still play Dota and the original Counter strike today. However, arenanet seem completely clueless as to what the problems in their game are. Look at the ghost thief debacle, whether it was pure coincidence or not, the fact it gets fixed a couple of weeks after someone abuses a raid boss with it instead of when heaps of people bring it up in wvw just leaves a bad taste in people’s mouths. Not only that, they fix it with the most inelegant solution too.

If gw2 pvp is heading to the grave, arenanet are holding the shovel.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

scepter3 benefits from unique conditions on the enemy, and scepter 1 and 2 applies conditions. heavens, nooooooooooooo

Make elites specs buyable with gold

in PvP

Posted by: Ramoth.9064

Ramoth.9064

People suggesting this don’t understand the concept of business at all. It is almost never beneficial for the seller of a product to sell a popular product separately at a higher price than combined together at a ‘discounted’ price. That’s why you see bundles. They know there is kitten in the bundle no one wants but they force you to fork out a higher fee to get the thing you do want. You think Arenanet actually cares whether you think its balanced or not if you don’t have an elite spec in PvP? Don’t be so naive.

Spellbreaker isn't very good in pvp

in Warrior

Posted by: Ramoth.9064

Ramoth.9064

I’ve taken the time to /say “FULL COUNTER, female canine plural”, every time i downed someone with FC. So satisfying

Fixing the 'shroud'.

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Ok after having played scourge I don’t think I can ever go back to necromancer or reaper.

The reason being, 5 on demand shade skills with incredibly utility is just way too good, and the problem with shroud skills is well, you can only use it in shroud.

It got me thinking:

1. What if shroud has no cooldown?
2. Well that would just be OP because of all the shroud entry traits.
3. Ok, lets put an ICD on those traits (yes yes, ICD sucks, I know)
4. Before SoS got changed, we were able to adjust between 10 or 7 second cooldown for shroud entry traits. Make all shroud entry traits a ‘shroud’ skill, .‘. vital persistence will give it 20% CDR.
5. Ok, but that still sounds a bit OP, being able to enter and exit shroud whenever. It’d kinda seem like an engineer kit, except, you get a healthbar too boot.

So here is what I propose. When you exit shroud, there is a soft cooldown, and a hard cooldown. The hard cooldown is 1 second so you don’t accidentally enter exit, enter exit. The soft cooldown is 10 seconds. In order to re-enter shroud you need to spend life force, based on the amount of cooldown left on the soft cooldown.

So you can enter and exit shroud, and enter again immediately 1 second afterwards, but you’d lose a chunk of life force first. This reduces the management needed for shroud to work, currently we wrestle with life force and time. This shifts more of the management into life force, and is in line with the Scourge’s ability to instantly use the profession specific skills.

Open letter to Josh Davis

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I like skyhammer more than courtyard tbh.

Naked Players trolling ranked

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Even if Anet made it so that you didn’t need to wear armor at all in pvp, those trolls would still find another way to troll you. I’d rather it stay as it is now so I don’t have to play pvp with a bunch of naked people, which would happen far more often if people could play without armor with no consequences. Also, using the standard models option is a horrible solution since I do enjoy see other players’ armor and even recognize some players by the armor they wear.

So, I’d say Anet did a good job on this one, and would love for it to stay the way it is. Again, if they change it the way you want, then the trolls will troll another way, only then there would be an increase in naked players and my only option would be to tolerate naked players everywhere or stare at boring standard models……no thanks.

That’s a strawman argument. They have a plentitude of ways to enforce wearing armour, yet they choose the absolute worse. Could’ve stopped someone from queuing if not wearing armour. Nope. Flat armour rating for nude players. Nope.

I’ll say it again. Worst of both worlds. Naked players and hand ruining.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

But not being in line with the intent of the weapon? The weapon already has a skill that wants your foes to bleed.

Again, I’ve explained why that’s a reason to NOT add bleed to dagger AA. The weapon takes advantage of bleeding foes; that does not mean it’s intent is to be a condition application weapon. Enabling the weapon to give the extra dagger 2 advantage without thought is a stupid implementation.

I love how you just ignored the part there about Axe having received a very similar change. In fact, it happened in the exact same patch as Life Siphon started caring about Bleeding! They’re even both #2 skills and channels!

I don’t see how the two influence each other’s concepts. Axe does both, doesn’t necessarily mean that dagger needs to as well. Of course, it doesn’t mean dagger can’t but that’s neither here nor there. I’ve given reasons I don’t think it should.

Your reasons have been…nonexistent, really. You’ve basically been saying “I don’t think it should have bleeding because then it would have bleeding and I don’t think it should have that.”

No that’s actually unfair and dishonest; there have been many reasons given for why I don’t think this should happen. Dismiss them as you wish, but they are well documented in this thread.

Its perfectly fair and honest, and it was addressed by your sequence of contradictions.

again you said:

Bleed goes against the intentions of the weapon
The intentions of the weapon can change
Bleed won’t change the intentions of the weapon
Bleed shouldn’t be applied to a weapon that benefits from bleeding.

And here we are.

Dear Arena Net

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Necromancer spear and trident are really good though.

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

I’m just curious what all the “I don’t care about legendaries so I am happy” posters would be saying if this was reversed and it was their favorite content that was being nixed. The selfish rallying behind anet is disgusting.

So people have to agree with you or else be selfish?

No, but if they say “I don’t care if people don’t get what they paid for, simply because I don’t like the canceled content” then yes, they ARE selfish.

That means, sometimes, making hard decisions where some plans have to be scrapped, and thus some people end up disappointed or even angered.

They still have to do that within the bounds of ethical behavior though.

They also still have to make sure the game stays afloat.

Within the bounds of ethical behavior.

Calling it unethical is a little bit of a stretch. There’s a difference between them intentionally lying, breaking promises for no good reason, and making hard tough decisions to make sure the game stays afloat. The first example would be unethical but the second example is trying to survive and it’s not unethical in any way whatsoever

Mike O is trying to PR you, of course he is going to tell you it is a tough decision. It doesn’t mean you should believe it. He has 70 developers working on the next half-finished expansion. Clearly he has written off this one already.

So, what, you think this is actually some kind of Machiavellian plot and they don’t have a good reason whatsoever for this decision and they are just, what, screwing with us or something?

Machiavellian? No. Charles Montgomery Plantagenet Shicklgruber Burns plot? Yes. It could be as simple as NCsoft saying; hey this thing you’re doing, called legendaries, our forecast is that it won’t really make us any more revenue, better to have those 6 talented staff working on gemstore products instead.

5 minutes later
Mike O Brien: “GUYS, IT WAS A HARD DECISION”.

A Stronghold Rework?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Stronghold is so counter-intuitive its a terrible choice for PvE players to start PvPing. Offense is better flanked by support builds and defense is better flanked by dps builds. How is anyone supposed to know?

Don’t get me started about the NPC summoning, the supply, the mist champions. None of these things visually denote your success in the game.

Look at DotA, its so simple. Your army moves forward, they attack everything in sight. Towers go down, bases get trashed. You win.

Sigil Proposals v2

in PvP

Posted by: Ramoth.9064

Ramoth.9064

You know what would help balance a lot? Delete Trapper runes.

You play mesmer. You have no reason to be caught in a trap.

Reason why mesmer is dominating

in PvP

Posted by: Ramoth.9064

Ramoth.9064

take warrior with 24 sec resistance and 880 health gain per second and than we talk…

Actually, we’ll talk when you bother to read the first post.

Losing Streak

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I was one of the lucky people to have been trash talked by OP during unranked. But OP lost that match, and to think I may have contributed to that screenshot is glorious.

Will ArenNet Ever Optimize This Game?

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Ask yourself this:

Will this change generate income?
If yes: Yes, Arenanet will do it.
If no: No, Arenanet will not do it.

People not using CC

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

They should list the defiance damage on skills so new players will know how to deal defiance damage.

Compensation regarding scribe/decorations?

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

The changes made duplicate tags completely worthless and duplicate legendaries rather pointless in most cases. Neither one got any easier to obtain from the outset. Tags are 3x the price they were before the change.

Look at Nuggi’s post above yours. We are talking about a loss of gold much bigger than with commander tags, and in some cases more than legendaries.

I can understand people objecting to compensation (sort of, I actually have no idea why people are so invested in not letting other players get something), but I do think the amount of gold that has been taken off scribing has heavily been played down.

But the items scribes have made haven’t been made obsolete. In the case of commander tags and legendary weapons they have been. You can still use the same items you’ve scribed previously.

How Dare Devil Should Have Been

in Thief

Posted by: Ramoth.9064

Ramoth.9064

You wrote should have and then should of. What?!?!

Why am I not getting credit? (Podium)

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Because Arenanet IMO.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Ramoth.9064

Ramoth.9064

The game needed a harder group setting, it has one. We all get that you don’t like that, but your incessant need for rewards doesn’t justify needing to create a dumber version of existing content

But again, I haven’t heard ANYONE complain that the existing difficulty of raids cannot remain. Certainly not me, and I don’t think Astral. What we’re asking for is an alternate version that IS balanced with the other content, which you agree is not nearly that challenging. You get to keep your version, we just want ours.

Lets not forget you actually wanted an easy mode that gets the same rewards as hard mode before. Why the change in tune now?

I’ve never asked for the same rewards. Same quality of rewards, ideally, for example it should have a path towards Envoy armor (or alternately, some other content of similar difficulty would provide an alternate path), but I have ALWAYS agreed that the easy mode should contain a reduced quantity of reward, so that running hard mode is the more efficient use of your time and effort IF you enjoy it and are capable of it.

Hard mode should be for people who enjoy challenging content, easy mode should be those incapable or unwilling to engage with hard mode, for whatever reasons.

And no, there is no ‘middle group’ you speak of, its really just people who don’t want to make a proper effort , and game design should never pander to those people.

You may see it that way but I see them as the core customer base for this game, and far more valuable to Arenanet than the raiding community is.

Once you start classifying these people in their own groups, there’ll be another group of people who want that easy mode to get a little easier, etc etc etc.

No, it’s not a slippery slope. We already have various content in the game with variable difficulty, so long as it’s tuned to be balanced against the average level 80 content in the game, balanced against dungeons and low level Fractals, that’s as low as it reasonably needs to go. There may be people that will continue to insist it be easier, but these people will be as fringe as those currently insisting that the difficulty should stay the same, and easily ignored.

Game has no place for people unwilling to do things. If you are unwilling, you shouldn’t be playing. Guaranteed! I’m unwilling to grind the mats for a legendary weapon, Arenanet should start handing them out I guess. It’s never been Arenanet’s mantra to cater for people unwilling to do things. They’ll never bet there to say ‘hey, we have content 100% of people will enjoy 100% of the time’. Soon enough the majority of people will find the current raids way too easy.

Oh Ohoni you’ve definitely ranted on about having equal rewards, like this is some forum for human rights or something. When I’m bored enough I’ll dig out that gem in a topic on this forum somewhere.

I’d really like to see some numbers where people have actively quit GW2 because they are so up in arms about raids. You complain so much here and I don’t see you quitting. And if you, the staunchest of people who are against raiding haven’t quit they really have no worries that the supposed ‘difficulty’ of raids are offending anyone.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

It doesn’t matter … what you are proposing isn’t new. I asked for new builds, not more effective builds than the ones we have now.

Lol, deathly chill every 2 seconds on auto isn’t new? Can dagger do it now? It’s new. You’re done. You’re grasping now, and… It’s sad

Lol and speaking of waiting, what are your qualifications again?

The chill on dagger auto is new … the build is not. I can make a dagger chill Reaper build with the things we have now. If the whole premise of the argument to add conditions to dagger is because it opens up new builds/options/whatever you want to call it, then you should at least genuinely present these new builds to justify that statement. You haven’t.

It opens new options because you don’t need to supplement the application of chill with other utilities. From a PvP perspective, your choice of utilities are extremely limited to begin with as a condi spec, plague signet is staple, so is spectral armor, and you’re really left with suffer, and cttb, both of which apply chill but are not optimal.

From a wvw perspective, there is no downside to no-cd attached chill application

But in saying what you did it is obvious you have no fundamental experience in both those areas. Again, qualifications please? since you like throwing that phrase around.

The minimap sucks.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Not option, it needs to be standard on death. There’s no point watching your corpse for 15 seconds over sad music, they should be staring at the mini, and team health bars to plan their respawn.

I hate how inconsistent the minimap sizes are as well. Spirit watch’s mini doesn’t seem to be able to cover the whole match, and i think on foefire you can’t zoom.

For all the praise the art team gets, when it comes to functionality Arenanet does a terrible job of their UI.

Losing Streak

in PvP

Posted by: Ramoth.9064

Ramoth.9064

You know…you actually get better by playing every class in the game. You naturally react to animations and just perform better all round. Then you can carry your team.

Dear Arena Net

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Well while I agree with your assessment of some of the existing traits and skills, I think your prediction of scourge was completely wrong.

I’m reviewing the scourge now and I disagree that I’m completely wrong, but I am seeing some areas where I may be incorrect. So you’ll have to wait for my later post.

I’ll agree that the death magic tree is lacking synergy with scourge, but things like dhuumfire has only become an alternate approach, and much better in this case, much harder to evade, you don’t get kited or projectile blocked, instantaneous.

But with skills like F2, you don’t even need shrouded removal anymore. The problems is moreso on the death magic end rather than the scourge end.

Spiteful spirit takes a bit of a back seat now, I completely disagree that it was underpowered before though. And thanks to path of corruption, you don’t even need spiteful spirit anymore. Scourge is just so good, with the traits it does have synergy with, like path of corruption, it just bandaids over anything we might have lost on the ‘enter shroud’ department.

Lol…

Scourge, as it stands, is a burst condi build with little support that is NO FREAKING DIFFERENT than what necro has been in the past. Also, just because there’s two trait lines it synergizes with means necro will be put in a box like it always has been. Tell me… In a PvE instance, what is scourge bringing to the table different than what necro has in the past? Don’t say barrier…

idgaf about pve, ive been talking pvp in this forum the whole time. And if you’re talking about raids, theres no need to run optimal dps builds, its been made very clear you can clear everything with subpar builds.

Fractals are not raids. Please stop.

in Fractals, Dungeons & Raids

Posted by: Ramoth.9064

Ramoth.9064

Is OP an Anet dev I haven’t heard of? Last I heard, GW2 was designed by Anet, and they can do as they please, which includes defining fractals in whichever way they see fit.

How to watch AT?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

One does not simply watch GW2 PvP.

Compensation regarding scribe/decorations?

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

thats the rub. you got those items 6 months before everyone else did. while those items dont translate backwards into something monetary you paid money to get something before other people.

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

This was a decision that makes sense. Legendary weapons, no matter how awesome, have a very low impact on the game’s activities.

This is what you said. No where does this imply anything to do with the nonsense you are spouting now, about business decisions or what not.

Very low impact on the game’s activities.

Farming : game activity.
TP flipping : game activity.
Collections : game activity.
Completion of events : game activity.
Crafting : game activity.

Legendaries impact all of these.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

If understanding meta is so hard for you, you really should get yourself acquainted to competitive game modes before you spout these nonsensical arguments. Its a farce!

You want to talk about competitive game modes while supporting the idea of condi buffed daggers? That’s a seemingly contradictory position. Perhaps you want to clear it up by presenting a competitive build that reaps the benefits of this condi buffed dagger or you all talk?

No one is being specific about competitive game modes in this discussion except for you. I don’t think it’s an unreasonable ask: If the condi buffed dagger is so awesome to fix certain condi builds, competitive or not, then obviously you and others have put some effort into what those builds are, how they would work and where they are used … why so sheepish? Obviously I’m open and interested to a discussion on that. Show me I’m wrong; that these builds exist. So far you got … chill on dagger; at best, an inferior copy cat of the GS. Not a good first show.

No one would take staff as anything more than a utility weapon they can’t wait to get out of. For it to be any good it needs to be more than a fire and forget weapon.

… and? You’re re-iterating what I said here; no where did I give the impression that staff would sufficiently fill the ‘condi LF regen’ role as it exists now, to be clear, I simply believe it’s an easier ‘sell’ to buff staff to address the reasons people want to buff dagger. Of course you didn’t comprehend that, or chose to not do so.

The irony is that you complain about staff is a weapon that people don’t want to use more than they have to. Funny … that’s exactly what anyone would think about a condi buffed dagger as well … fill your LF and get out ASAP.

Your complete whole first paragraph makes zero sense. People are suggesting adjustments to make things competitive. Its clear that the only person who is all talk is you, you’ve continually suggested things "on account of arenanet’’ yet fail to see they do things contrary to what you say. Thats the irony.

pls rename pvp wanderer amulet

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I’ve always had this feeling that the Arenanet PvP designers and PvE designers work in different cities, and have no access to emails. I think I’m onto something here.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Ramoth.9064

Ramoth.9064

If I recall correctly, A-net has stated that the very beginning of LS3 will give recaps/introductions on who the white mantle are and what they are doing etc…

Just as a movie recap of LS1 from that Priory NPC in LA was the same as actually playing through it. Right.

The people who raid and the people who enter empty raid instances are only experiencing the introductory lore slightly sooner. But it will inevitably come to all.

See above.

And absolutely nothing in game is stopping you from enjoying the raid. You yourself are though. Have a think about that.

Introducing the: stretchable equipment bag

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Ok, since Arenanet just won’t give us build templates, this might be a good solution.

The stretchable equipment bag [SEB] is an equipment bag with the standard features of the invisible bag and the equipment bag and one more: it has a variable limit.

Here is the caveat, it will only take bound items, and only one of each armour piece, 2 accessories, 2 earrings, 1 amulet, 1 back piece and up to 4 one hand weapons or 2 two hand weapons.

See what I’m getting at yet? Best of all this bag has the feature: equip all, where it will equip all items in the bag and unequip all currently equipped items and put them in this bag.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

And I have no need to prove anything to you, not with you not actually making coherent arguments. Your replies consist of ‘no that won’t work, and that’s because i said so’. You have no experience doing anything competitive, so your rebuttals hold no water. You are the ultimate example of the dunning kruger effect.

Bleed on dagger as others have shown, suits dagger perfectly, yet you, lol, have been making nonsensical arguments that have become so cyclical you’ve lost track of where your argument is.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I mean, to be fair, my first post in this thread agrees that dagger could use a buff, but at least do it in a honest and useful way. Any weapon can get a condition that could be useful with Scourge … but let’s not pretend that a dagger condi buff is in any way specific to Scourge. You want Anet to go buff dagger because of Scourge? Let me tell you about what happens when game devs buff something for the wrong reasons … how often do you get a solution you wanted?

But whatever, you guys go ahead and continue the ruse that Scourge needs a condi-buffed dagger. Maybe you will get daze or taunt …

Lol, no one here is under the impression Arenanet actually reads the profession forums, or listens to player suggestions. Doesn’t stop people from discussing it.

Scourge. "When entering shroud"

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Remap keys;

  • F5 to F1
  • F1 to F5

Seems to make sense. F1 remains shroud and the awkward new Shade mechanic goes away onto awkward, hard to reach key.

Nooooooooooooo!!!!!1!1!1!!oneoneone

[Suggestion] Epic Quest for Epic Breather

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

You’re right OP. That epic quest will be opening up the market tab and buying gems to buy said aquabreather.

the silver curse

in PvP

Posted by: Ramoth.9064

Ramoth.9064

It’s the same in gold dude. Got players dying 2v1 to a DH. Entire team wiping on cap without even attempting to disengage or kite then repeatedly running and suicide into mid without regrouping. Even worse unthinkable absolutely brainless plays I could write an essay on.

I pushed up a bit today going on an 8 win streak or so then got some really bad games and a few wins in between. Just trying to enjoy my plays at the minute because I know queuing solo in a solo/duo queue isn’t helping.

Edit: Please tell us you are not using that support rev build and you are actually playing a meta carry build.

Oooh you know what might fix the individual suicide problem? A better minimap!