No compromise. If you run a path with someone and kick them at the end of the run so that their buddy can join and get your reward, there needs to be a report option for that, and people found guilty need to be banned. Forever.
I am sick and tired of scrubs getting away with this in paths. This needs to be cracked down on and hard.
I don’t do dungeons much because I hate feeling bad if I’m not playing on other people’s level. I decided to do this path because it’s new for everyone. Did it pretty much as soon as it came out. Took us three hours in total, and I was fine with that (it’s new and we’re learning), but as soon as it was over two of the people were extremely belligerent about how long it took and calling names. There are some pretty disgusting people out there, but I guess that’s what happens when you pug…
by the gods every single party i go as soon some kid is downed he rage quits if not someone else requests a kick
or worse if someone asks somethign as simple as Who’s gonna tank the fire eles on the ooze part he gets kicked cuz to the others he’s a “noob”
really people what is wrong with you you want everything handed to you without putting effort nor learning nor letting others learn about the content?
It’s incredibly easy to dodge.
Keep dreaming, lemongrass is the only thing stopping one necro from killing 10 people at a time.
Well I did go and made a warrior, insta-leveled to 20 with some thing i had in my bank, used 80 skillpoint items for utilities, got level 20 white gear and went into wvw. 4x signets obviously, because I hadn’t played it at all and didn’t feel like learning 4 utilities too.
In a nutshell : IGNORANCE IS BLISS!!!!!!!!!!!!
I wish i never did this. This 5-minutes-old character was VERY close to my elementalist in the best gear available. He out-heals my ele even. It feels like enjoying your toy train until you see the new XBOX 1080 that the kid next door just got.
For those that think I shouldn’t moan, here is proper scientific research about the need for proper rewards : http://www.youtube.com/watch?feature=player_detailpage&v=HL45pVdsRvE
Now when you are done laughing at animal abuse, tell that monkey that gets the cucumber he shouldn’t moan. He should still be pleased with it, right? We are fundamentally not wired that way. This video also does wonders during pay negotiations with your boss
You deserve a medal! That video is awesome.
Well I did go and made a warrior, insta-leveled to 20 with some thing i had in my bank, used 80 skillpoint items for utilities, got level 20 white gear and went into wvw. 4x signets obviously, because I hadn’t played it at all and didn’t feel like learning 4 utilities too.
In a nutshell : IGNORANCE IS BLISS!!!!!!!!!!!!
I wish i never did this. This 5-minutes-old character was VERY close to my elementalist in the best gear available. He out-heals my ele even. It feels like enjoying your toy train until you see the new XBOX 1080 that the kid next door just got.
For those that think I shouldn’t moan, here is proper scientific research about the need for proper rewards : http://www.youtube.com/watch?feature=player_detailpage&v=HL45pVdsRvE
Now when you are done laughing at animal abuse, tell that monkey that gets the cucumber he shouldn’t moan. He should still be pleased with it, right? We are fundamentally not wired that way. This video also does wonders during pay negotiations with your boss
I just came here to laugh at the guy saying he’s doing massive damage. My auto attacks on my warrior in a bunker build do more damage than an ele’s hardest hitting skills if they go glass. Some people are in such denial over how crappy this class has become.
Unless of course you don’t speak English very well and have mixed up the words massive and mediocre, then I’d have to agree with you there.
By the way, I believe the record so far is about 80k damage with 100b. Until we can hit that high with one of our skills on something that isn’t a rabbit, I won’t believe anything we can do is massive damage.
I’m still doing massive damage even without full berserker gear.
You’re doing what you mistakenly believe is massive damage. Meanwhile, I’m Hurr Durr Blading my way through life 60,000 damage at a time.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
(edited by Caffynated.5713)
Let’s admit the Ele was designed to be a support class (which contradicts the core philosophy of the game): you can’t support anyone when you’re the #1 target. You just fight for your own survival.
Nerfentalist of Augury Rock
Attunement Recharge:
Well other classes have 10 sec of CD when changing weapons ingame.
Basically Attunements are the counterpart on Elementalists, yet watch what they are.
They have a 16 sec Standard-Time.
In order to get the 10s every other class has you need to go 30 Arcane (which I currently do, cause i like the extra cleansing water from evasive arcana etc)
Right now we HAVE to invest 30 points in one traitline just to match the other classes.
So I would suggest, either reduce base-recharge-rate to 13s or maybe even 12s and keep the current 1s per 5 in arcance rate so you can get to 6s or 7s with full arcane.
Or maybe giving fresh air a 7s CD and let it apply on all attunements not only air.
OR let Arcane do what it says, -2% per point, resulting in -60% CD
=> 0.4*16s=6.4s which is obviously unequal 10s.
Stunbreaks:
What I’d like to see buffed again is Mist Form:
My Suggestions:
-Reduce Base CD by 15s, from 75s to 60s
-give immunity to conditions as well / or nerf overall conditions builds
-make it Rootbreak as well (at least in PvE), there are almost no mobs anymore that only stun, most of them root
OR: give us back slots 6-10 during Mist Form
Mobility:
Give back some mobility, I’m not asking for our old RTL to come back, but it needs to be buffed a little again.
I mean afaik you doubled the CD from 20s to 40s, and reduced the range by half, thats quatering the Mobility of that Spell.
In terms of mobility Elementalist is not really bad, but considering him to be the squishiest class (unless you completely bunker) he could at least have the possibility to flee when he has full life.
Well its a flaw in my eyes as well that this PvP system basically relies that kitten mobility as it does as well but thats not the topic here.
_______________________________________________________________
Just to some things recently happened to me in PvP:
1) A warrior caught me after capturing a point when I had full life, as Arcana Waterbunker i usually dont stand a chance against most warriors when it comes to 1on1 so I decided to make a run for it.
So the Warrior was on my back, I was in earth attunement (D/D), so i knocked him down, went to air attunement used RTL, used lightning flash, attuned to water doing frost field for the slow.
guess what the very moment I made the frost field the Warrior already caught up to me (and I ran all the time, i didnt stop to cast the skills), smashed me down and stomped me, dont ask me how he caught up but he did.
2.) On the PvP map with the Orb
I want to fast capture the point on our side of the map, so I used the shortcut through the bases Sidedoor using everything granting me swiftness shortly before the door opened, using RTL and using lightning flash the best way i could in that moment in order to make me faster.
So I start taking the Point and at 80% an enemy Warrior already was with me on the Point and guess what … right he stomped me, so basically going almost across the entire map hes not even 10s slower than an elementalist having only half the way pulling out every last inch of mobility his class has to offer?
There is something terribly wrong, but there it maybe just the map design.
3) I take a point, a Condition Necro comes and a VERY BAD one.
So we fight I use attuning to water for removing conditions Dagger 5 skill same as well as well as evasive arcana for cleansing wave, the Necro didnt even bother using dodge roll or even leaving my “strong attacks”, so i downed him (yes I downed a necro, once in a lifetime….) applying some dmg to him in his downed state, but then due to the conditions I was downed as well (couldnt remove em anymore) , finishing him in my downed state rallying again.
But that was ALMOST a DRAW, with the difference that I used a lot of the Elementalists capabilites while the Necro used almost nothing.
Problem there is almost every Condition Damage Build is stomping an Elementalist right now in PvP if your not 30/30/0/0/10 or something with full zerker and can outdamage their conditions, but if you do that you get stomped by every burst build,
having at least 20 in Arcane being mandatory doesnt make that better.
Tonight, my first log in for around a week (really can`t be kitten d any more) & duelling in EB jp both enemy servers.
It got to one warrior that could virtually perma stun, over & over.
Armour of earth on its cd is next to kitten all use because they can just stun again 7-15 seconds later.
Switched CF for arcane shield but again, even two stun breaks don`t help against immobs so I`m losing out either way.
Combine that with the insane damage warriors can output because they`re not forced into using 30+ points just to survive a cold…. ;p
Also higher hp (by a hell of a lot), armour etc.
I did vaguely glance at the conjures, but they`re useless (& still we be post patch) because of the crappy mechanic of placing one down for strangers to loot before you can even use your own ;p
Ah, combined also with stunned/immob`d, you`re not going to even be able to use them & lose more important utils just for gimmicks.
As luck would have it, the game just kept crashing after an hour+ of duels.
Guess the pc heard about me uninstalling gw2 soon lol
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
Bloody hell my “support” deals more damage than warriors!
How is it having 14k hp and less than 2k armor?
I agree with you about the conjured weapons… and I really don’t understand why Anet made the decision to improve those weapons so they’re better than the actual Elementalist class.
Everything else I disagree with. My Elementalist is not broken whatsoever, and I’m still doing massive damage even without full berserker gear. It seems like your hatred goes deeper than just complaining about the Elementalist class. It’s pretty apparent that you dislike certain aspects that aren’t related to the classes.
No, you are not.
It wouldn’t be a Daecollo post if it wasn’t over the top :p
Don’t you think that’s just a bit… much?
Hi,
The first video wasn’t even funny. My advice? Don’t play ele, it’s not your cup of tea. Some people just don’t have skills to handle the class.
Watch how this guy beat a thief with his ele and learn a thing or two. The video’s not mine. It’s a guy from NA server.
Another guy that missed the point, watch both videos.
Also, keep in mind that guy has a very specific build that’s basically half tank half dmg build, AND he has to use the hp buffs gained in WvW just to have 14-15k health to even survive.
And he goes toe to toe with glass cannon thieves who can survive w/o the need of all of that.
Not to mention how the poorly designed attunements force him to just rotate cooldowns instead of having the freedom to use them when needed, this forces Ele’s to build bunker builds and always have 30 in Arcana. Are people seeing the problem yet?
(edited by Knote.2904)
Boo, boo, it’s Mary Sue.
Let her rot. What can we do?
Burn the fields and salt the Earth.
Let all know what she is worth.
Until she lies in a shallow grave
no path to mirth will she pave.
fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.
Please, no more Destiny’s Edge. Or at least kill off Logan.
Don’t kill Logan, kill the queen. Logan’s actually pretty cool when he’s not being a brain-dead queen obsessed buffoon.
If Tequatl is to remain an encounter that 80 players are required to accomplish they really need to add a mechanic like the breakout events in WvW, where the encounter will not even start until 80 players show up. However, I’d just prefer they resolve the issues with the fight through other means. Some of the problems I see with the encounter are:
- Lots of people are required for the fight, which can place a heavy burden on smaller population servers
- People aren’t prepared before the fight starts as waiting around on the shore is pretty boring.
- Unlike traditional instanced raid content, which I do not support adding to Guild Wars 2, Tequatl lacks a means of practicing him in a timely manner. If you fail, that’s it for potentially 1.5 hours. Few people are willing to put up with this.
- Overflows magnify the first two problems by dropping players into the middle of a fight with a population that may be incapable of handling the event
To improve the event I would work on scaling, event initiation, reattempts, and post-event zone ramifications.
To address scaling I think events like these should scale based on server success and account for smaller populations (perhaps as few as 20 players). The more successful a server is, the harder and more rewarding Tequatl will become. If they fail, the easier and less rewarding he will become. An easier/smaller group Tequatl would generate scales much less frequently (to allow for a smaller number of turrets to be used), spawn kitten ne fingers and other minions, have less health. In turn, NPC allies would gain more health/attack power/skills, turrets and megalaser batteries would be more durable. Reverse this for a harder Tequatl.
The cons of this approach are servers that have a higher rewarding Tequatl will see much more guesting. However, I see this as a problem not unique to this solution, but with guesting in general. I think many people are interested in roping in guesting somehow. I have no solutions to offer on this point, unfortunately.
To improve event initiation, reattempts at a failed encounter, and post-fight zone ramifications I would add pre- and post- dynamic events related to (re-)starting the encounter, which places control of starting the encounter into the player’s hands. A flow chart would be helpful here, but I’ll do my best in text. If Tequatl was previously beaten (the default state), then the Vigil controls the shores. During this time they are actively preparing for Tequatl’s return. Events spawn related to rebuilding the shores forces, establishing power to the pact megalaser, and arming the Hylek turrets by making potions with the Hylek. After all events are completed, Tequatl attacks after a few minutes break to prepare. These events would start about an hour after a successful Tequatl kill.
If Tequatl was successful, he takes to the skies above Sparkfly Fen with his fully hardened skin and initiates an invasion. At first the invasion events are concentrated to the shores, they include help the pact clear the corruption, rebuild the Hylek turrets, and rebuild the megalaser. If all are successful, the megalaser shoots Tequatl out of the sky and the fight resumes. If these events fail, the Vigil retreats further back to various outposts in the zone, which Tequatl now invades with his minions. Players must successfully push these events back to the shores, to restart the cleansing the shores/rebuilding the megalaser events.
The benefits of this approach are it gives a sense of consequence to success/failure of the event, encourages players to stick around and practice even if they fail, and allows for adequate time to prepare for the fight. The negatives are it introduces multiple avenues where people could potentially game the system (i.e., they find combinations of failing events that result in not fighting Tequatl, or failing him that become more rewarding than beating him). To prevent a system of diminishing returns needs to be in place at every step of the encounter. Beating Tequatl should always remain the most lucrative option.
As an aside, I would really love for them to remove the timers from these events. I think challenging events can be made where there are actual in game objectives rather than beating an external timer. For example, Tequatl could be failed if he builds X number of bone walls successfully, making himself too durable to defeat at this time; destroys X number of turrets, damages the megalaser beyond repair, gains X number of enraged stacks, which can be removed with Hylek tranquilizer potions.
(edited by SirMoogie.9263)
Sadly, it will die soon, or be nerfed into oblivion. It should never be nerfed, but rather live on as a testament to what you don’t do in encounter design in the MMO. It could actually be helpful to survive as a case study. And, it would be worth sacrificing an area of the map if it meant that no other areas would be emptied as this one will.
Southsun called…
So large enough (100+ people) guilds will probably have Teq Saturday Event where they will be in control and be able to kill it
Which will be good enough to have Teq declared a “success” (“we managed to reduce inflow of yellows from easy-to-kill dragon, yay!”). Regular players will ignore it and move to some other less frustrating content
Yeah but 100+ guilds existed before TQ and they didn’t rally to kill the Karka Queen(which really only takes 20-30). Guilds like that could easily kill KQ in less than 10 minutes, you would think.
It doesn’t go that way though. The reality is that it is very difficult to herd that many cats, even for super-guilds. TQ has hype now because it is brand new. Hype always dies down. After that, the event’s scalability is in question.
(edited by Lucky.9421)
I really enjoy this fight, have 9/10 achievs and going for last one. Problem? When I get it I probably won’t do it again, maybe 1-2 times for fun later on, if enough ppl organize.
1. Rewards to be laughed at. Slightly boosted world boss rewards, with a tiny chance for a minipet ( which not everyone needs ) and ascendent weapons.
2. Rewards are daily. So in most cases 1 kill is enough for the whole server. Who would bother doing it again just for fun?
3. When people who are trying hard to get those Tequatl skins finally get them they won’t be needing to kill him again. Those I would call the experienced ones.
4. Experienced players stop doing Tequatl – new players come, fail and fail some more, finally leave with anger and a lot of frustration.
5. There is no accurate timer. People are already bored waiting few hours ( to not end in an overflow ). During this time you basically can’t leave main server map to gather nodes or do anything else. So you wait, then wait again and wait some more. Finally fight starts. Most of the time it’s a fail due to afkers and/or noobs using turrets.
ANET, do something about this. Like I and most people I talk to say- this fight is epic. But epicness is not enough. Rewards are not worth frustration and time. Overflow mechanics and turret mechanics are frustrating. Few blues and 1-2 rares are frustrating. Time wasted is frustrating. FINALLY having an epic fight frustrating in the end is well… FRUSTRATING.
Just a friendly tip from some1 who loves this game.
/btw. I’ve killed Taco 3 times, 5+ got him to under 5%. I don’t think that this fight is too hard, I really like it.
(edited by PokerTuna.6170)
but … 5 rares is not a big carrot! XD
IMO 5 rares plus the high exotic chance would be a very large carrot. If it was just the rares… then whatever lol
As is you already have the chance at big bucks with the mini.
Deimos is right, at the current moment, people are doing it because it’s new. What happens 1-2 months later is that getting 30 people to come to Teq is going to be a difficult task.
It is a game. You get the worst with the best in every scenario. If you think this content has changed anything in terms of making drama, you obviously are not on a server with a noticeable WvW community, because in WvW circles it’s nothing new.
What I have noticed, personally, is that it has brought multiple communities together.
Oolune :: Engineer — Arrow Of Oolune :: Human Ranger -- Shadow Of Oolune :: Human Thief
Box The Turtle :: Human Warrior — Bolobuns Of Steel :: Human Guardian
Also, you’re saying that organizing a large group of people and executing a successful strategy comprised of ~100 individual moving parts all working together towards a common goal isn’t something to be proud of? Seriously? Is that what you’re saying?
It takes 15 minutes to do it. If you win, you get massive rewards. If you lose, well tough luck, you lost 15 minutes.
What’s the problem?
Why do people think this is just a 15 minute fight? Sitting on a map doing nothing for hours on end just to save your spot in the main server should count, as should failing the event and having to wait another 2 hours should. No matter how you look at it, this fight requires a lot more than 15 minutes of your time.
I dont know why people hate ascended crafting. If you dont like it you can play with exotic, wait for a drop or build a legendary.
I don’t hate it. I just don’t see anything in it worth retaining. Well, except for the general idea (“ascended are craftable”). I certainly don’t see a reason why a bad design in one place should prevent us from having better designs in others.
Remember, remember, 15th of November