Showing Posts Upvoted By Joxer.6024:

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Heroic Command (Recommendations)

  • Kalla’s Fervor (12s): 30 Ferocity, 2% Condition Damage
  • Might per Kalla’s Fervor (12s): +30 Power, +30 Condition Damage
  • Fury
  • Number of Allied Targets: 5
  • Radius: 300
  • Combo field: Blast Finisher

Reasons for these recommendations:

  1. Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

Short Bow

  • Personally, in my opinion, the short-bow is lacking a “Daze, Combo Finisher: Blast, and an Evade” skill.

Scattershot (In-Game)

  • Damage: 0
  • Bleeding (0s): 0 Damage
  • Number of Targets: 5
  • Radius: 120
  • Combo Finisher: Physical Projectile (20% chance)
  • Range: 900

In my opinion this skill is fine, due to the amount of targets.

Bloodbane Path (In-Game)

  • Damage (3x): 318
  • 3 Bleeding (5s): 330 Damage
  • Number of Targets: 3
  • Range: 900

In my opinion this skill is fine, does a great amount of dps.

Skill compared to: “Poisson Volley” + “Cluster Bomb”

Sevenshot (In-Game)

  • Damage (7x): 576
  • 7 Torment (3s): 462 Damage, 668 Damage if Moving
  • Combo Finisher: Physical Projectile (20% chance)

The shots target a single location but still would not determine a successful hit for all arrows resulting in lower DPS.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Sevenshot (recommendations)

  • Damage (7x): 576
  • 7 Torment (3s): 462 Damage, 668 Damage if Moving
  • Dazes (1/2) (The same foe cannot be dazed more than once per interval.)
  • Number of Targets: 5
  • Combo Finisher: Physical Projectile (20% chance)

_ Skill compared to: “Concussion Shot” + “Choking Gas”_

Reason for these recommendations:

  1. If we add a daze to the arrows not only would it now be an interruptible skill but it would also compensate for all arrows no hitting a specified target.

Spiritcrush (In-Game)

  • Damage (4x): 588 (1.6)?
  • 4 Burning (1s): 524 Damage
  • 4 Slow (1s): Skills and actions are slower.
  • Pulses: 4
  • Duration: 3s
  • Interval: 1s
  • Combo Field: Fire
  • Range: 900

Spiritcrush (Recommendations)

  • Damage (4x): 588 (1.6)?
  • 4 Burning (1s): 524 Damage
  • 4 Slow (1s): Skills and actions are slower.
  • Pulses: 4
  • Duration: 3s
  • Interval: 1s
  • Shadowstep (backwards) or (to target location) evasion (This is quite OP though…)
  • Combo Field: Fire
  • Range: 600

Skill compared to: “Quick Shot” + “Disabling Shot”

Reason for these recommendations:

  1. The one thing the shortbow lacks is a good evasion, or teleportation skill that can keep an enemy player from consistently attacking you.
  2. While the area effect can ward off enemy players from the Renegade by forcing the opponent to leave attack radius and while the Scorchrazor ability can knock down an opponent if someone gets to close. The shortbow lacks an ability to change direction or avoid a direct hit from an attack.
  3. Option 1: If the player character can teleport within the field it’s self then it would compensate the character bringing the player within range to cause damage or apply one of
  4. Option 2: If the player character can teleport away from the attack radius.
  5. Your not as dependent upon the Legendary Renegade, or other skills for survival.

Scorchrazor (In-Game)

  • Damage: 80
  • 2 Burning (2s): 524 Damage
  • Knockdown: 2s
  • Number of Targets: 5
  • Range: 900

In my opinion this skill is fine.

Skill compared to: “Infiltrator’s Arrow” + “Crippling Shot"

And that’s it everyone if you have any suggestions let me know. ????

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: aimz.6287

aimz.6287

Give this man an oscar, its true REVENANT needs a buff 100% if not I’ll quit the game and these recommendations happen it will help the class for sure super work man

Citadel Order Suggestions

in Revenant

Posted by: Rym.1469

Rym.1469

The details of a possible implementation for this idea are as follows:

General

  • Citadel Orders no longer cost energy to use.
  • Citadel Orders consume any stacks of Kalla’s Fervour you had active at the time of use and apply 1 second of “Fatigue” (a new effect) for each stack consumed.
  • Fatigue blocks you from generating new stacks of Kalla’s Fervour whilst it is active.

Skills

  • F2 Heroic Command: skill now grants you and nearby allies immunity to control effects for 1 second per stack consumed. This isn’t stability – you can’t increase duration via boon duration buffs, it cannot be corrupted and blocking a control effect does not consume stacks of a boon. Increased cooldown e.g. 20 seconds.
  • F3 Citadel Bombardment: Projectile radius increases per stack consumed. Damage from all projectiles includes the bonus from the consumed Kalla’s Fervour stacks. Increased cooldown e.g. 40 seconds.
  • F4 Orders from Above: Pulses once for each stack consumed. Larger radius from trait now made baseline. Increased cooldown e.g. 30 seconds.

Traits:

  • Vindication: might buff unchanged. Citadel Bombardment effect removed. Citadel Orders now break stun.
  • Lasting Legacy: Kalla’s Fervour buff unchanged. Citadel Bombardment pulls more missiles into Tyria (flat +5 bonus instead of 1 per stack) over a larger area.
  • Rightous Rebel: While you have Fatigue, receive reduced incoming damage from conditions. Orders from Above effect removed. Using a Citadel Order now grants might to nearby allies for each stack of Fervour removed.

I like it, however there’s one minus to the idea – the main appeal of the specialization and the traitline is the damage bonus. Removing it sounds cool, since it’s a trade-off, but I think ultimately it could cause the mechanic not to be used, specifically in PvE.

So here’s an alternative – Keep the Kalla’s Fervour damage buff as it is, gained every time you get Kalla’s Fervour. This splits the damage buff from the mechanic, allowing it to persist and not limiting F2-F4 usage.

Kalla’s Fervour is now a second mini-resource, above the endurance bar, visually similar to Deadeye’s Malice. Fervour behaves similar to Adrenaline, decaying out of combat, caps at 5 and serves as a resource for F2-F4 Renegade skills. Lasting Legacy trait now simply doubles the damage bonus, rather than increasing max stacks to 10.
Alternatively, cap Fervour at 10, but reduce the base bonus to 1%/15 Ferocity per stack.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

Citadel Order Suggestions

in Revenant

Posted by: Professor Sprout.1560

Professor Sprout.1560

A common suggestion I’m seeing a lot in the feedback for the Revenant are that on the whole the energy costs for the skills are too high – and of those that do feel this way, the most common suggestion is to trim down the cost of the F2/F3/F4 “Citadel Order” skills that come with the class. I’ve also seen the F2 “Heroic Command” skill criticised as underperforming (for which I have a theory – see second post here https://forum-en.gw2archive.eu/forum/professions/revenant/Needed-Renegade-changes-buffs/) and some complaints regarding the reliability of the F3 “Citadel Bombardment” skill.

Independent of these specific balance criticisms, I’d like to criticise these three skills and the Kalla’s Fervour buff at a core design level. Kalla’s Fervour is easily generated, and once you hit the cap in battle you don’t need to manage or manipulate it (part of the reason why the F2 skill is weak – you don’t need to refresh in battle). It feels like a vestigial part of the class, something you forget about whilst playing and only remember during buildcraft. To me it should be a class-defining mechanic, and should (like many other class-defining mechanics for core and elite classes) be at the heart of the class mechanic skills – i.e. the Citadel Orders. As such I’d like to propose a rework to the Kalla’s Fervour buff, the Citadel Orders and the associated traits which would address some of these concerns and some other concerns fellow forumgoers have had about the class in a way that should hopefully require as little reworking as possible.

The basic idea would be to remove all energy costs from Citadel Orders and instead have them consume Kalla’s Fervour, with Heroic Command being reworked as a stability skill.

Citadel Order Suggestions

in Revenant

Posted by: Professor Sprout.1560

Professor Sprout.1560

The details of a possible implementation for this idea are as follows:

General

  • Citadel Orders no longer cost energy to use.
  • Citadel Orders consume any stacks of Kalla’s Fervour you had active at the time of use and apply 1 second of “Fatigue” (a new effect) for each stack consumed.
  • Fatigue blocks you from generating new stacks of Kalla’s Fervour whilst it is active.

Skills

  • F2 Heroic Command: skill now grants you and nearby allies immunity to control effects for 1 second per stack consumed. This isn’t stability – you can’t increase duration via boon duration buffs, it cannot be corrupted and blocking a control effect does not consume stacks of a boon. Increased cooldown e.g. 20 seconds.
  • F3 Citadel Bombardment: Projectile radius increases per stack consumed. Damage from all projectiles includes the bonus from the consumed Kalla’s Fervour stacks. Increased cooldown e.g. 40 seconds.
  • F4 Orders from Above: Pulses once for each stack consumed. Larger radius from trait now made baseline. Increased cooldown e.g. 30 seconds.

Traits:

  • Vindication: might buff unchanged. Citadel Bombardment effect removed. Citadel Orders now break stun.
  • Lasting Legacy: Kalla’s Fervour buff unchanged. Citadel Bombardment pulls more missiles into Tyria (flat +5 bonus instead of 1 per stack) over a larger area.
  • Rightous Rebel: While you have Fatigue, receive reduced incoming damage from conditions. Orders from Above effect removed. Using a Citadel Order now grants might to nearby allies for each stack of Fervour removed.

Renegade is SO LAME

in Revenant

Posted by: Jthug.9506

Jthug.9506

played it for the past 5 hours only wvw. for a wvw player the bow is a nice addition (could use some tweaks but not bad) but the skills are awful. It seems to me if they made the renegade spirits invulnerable then that would make a world of difference (and it would make sense because they are ghost after all). As is, they just die when summoned from all the aoe. If it remains this way i could see this, at best, as just using the trait line without the legend, which would be a real bummer because then i wouldn’t have access to dragon stance.

I absolutely agree that they should be invuln, I also think that they should move with the player.

Is anyone HAPPY with the new elites??

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

I’m happy for a potentially simplified elementalist.

What? Weaver doesn’t look simpler than Tempest but more complex.

As for the op, I’ve been asking for an Elementalist sword for a long time so I’m really happy with the Weaver. I hope it’s a good melee weapon too

Is anyone HAPPY with the new elites??

in Guild Wars 2 Discussion

Posted by: Alanar.9854

Alanar.9854

I’m happy for a potentially simplified elementalist. Also excited because I’m working on The Shining Blade…

Play the way you want

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Hero point challenges supplanted skill challenges…. leveling no longer gave you skill points and player freedom was further limited

I don’t know where you get your information but this how the game works (post NPE):
You get 398 points simply by leveling.
You need 98 of those to unlock all your skills
You need 60 per specialization track, 5 tracks per character, so 300 points to unlock all traits. Total: 398
Without touching a single hero challenge, you get enough points to unlock all the skills and traits of your character. How did the NPE limit player freedom again?

Raids, to get foot into the door...

in Fractals, Dungeons & Raids

Posted by: thrag.9740

thrag.9740

OP it is hard to help you when you are so vague. Lets start with terminology.

dps: damage per second

There are 4 general roles in raids. DPS, healer, tank, buffer. Although specific bosses may have other specific roles, and some bosses do not have a tank.

What they do:

tank: Whoever has the highest toughness draws the ‘agro’ or attention of the boss. The boss will move to the tank (if the boss is mobile) and so the tank moves the boss around and faces the boss away from 9 other members of group. 99% of the time, the tank is a mesmer (with chrono spec), it is not uncommon for a tank to wear very high toughness gear such as minstrels/nomads, but some people prefer to go more glassy, with 1401 the lowest toughness most tanks will run with in unorganized groups, although speed clear guilds may run as low as 1085 toughness (last I checked). The tank is also responsible for all sorts of utility such as sharing boons, providing defense (through distortion), and group up enemies with pulls.

healer: The healer is responsible for healing the group after they take damage. Typically a ranger (with druid spec) fills this role. Many groups have thier healer bring a lot of healing power with magi/cleric or sometimes minstrels gear. The majority of damage is avoidable however (although not all of it), and so very skilled groups choose to bring more glassy healers such as vipers druid instead. Most groups you join, especially early on, will have magi druids.

dps: Their main objective is to attack the boss, do damage, and ultimately kill it. There are 2 main variants of damage that can be done; Power damage (also called direct damage) and condition (or condi) damage. Some bosses heavily favor one form of damage over the other, and so in order to give yourself more versatility early on, you must be careful which class you gear up for this role first. Typically this role is filled by elementalists, rangers, thieves, and engineers, but groups will also sometimes have necros,guardians, and even occasionally mesmers fill this role.

Warrior is a bit of an odd ball. Pretty much every raid group brings a warrior or two, and that warrior’s main job is to attack the boss like a dps role. However the warrior is brought because in addition to decent dps, the warrior brings several group buffs such as banner of strength. So warrior is a bit of a mix between dps and buffer role.

Buffer: This role buffs the dps classes and allows them to do more damage, by giving them boons. In particular the boon they give is quickness, as this role is pretty much exclusively filled by a mesmer. Usually groups bring 2 mesmers. The first mesmer is the tank (if the boss requires a tank). That mesmer is responsible for both tanking and buffing the group. The second mesmer is responsible buffing the group, but does not have to tank. Particularly skilled mesmers can also manage to do some damage while providing buffs to the group.

So, OP which of these roles do you want to play in a raid?

Dream Raid team setup

in Fractals, Dungeons & Raids

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Mine would be: 10 players who knew their prof, like a challenge, are willing to learn, take the encounters seriously, and also have fun with each other. With such a group, I could care less about the the profs or builds, because people would work together to succeed, with whatever folks wanted to bring (and folks would want to be helpful, so we wouldn’t see ‘useless to us’ builds).

John Smith: “you should kill monsters, because killing monsters is awesome.”

GS DH in raids a thing now?

in Guardian

Posted by: cranos.5913

cranos.5913

Greatsword adds at least 2k to the dps of the guardian, pretty much putting it on the same level as the other power classes. It’s even slightly better than pure scepter at big hitboxes. Yesterday I had great numbers with this build just about everywhere.

Normal rotation: https://www.youtube.com/watch?v=ROdyIJ2qZPk&t

Virtues rotation: https://www.youtube.com/watch?v=p2QWOd9tWLQ

So same build as for sc\sw -torch or something different? And thanks for the vids!!!

Traits are slightly different, obviously in zeal you now take the GS trait and in radiance you take Retribution over Radiant Fire because with chrono soi boon sharing the retal uptime is pretty decent (retal from GS symbol getting shared).

I’m not too sure about Amplified Wrath vs Perfect Inscriptions. In my tries AW still came out slightly higher every time, but my rotations aren’t 100% yet and the difference seems somewhat negligible.

EDIT: after looking in the comments he’s def using perfect inscriptions so I guess I still have to work on my rotation a bit. :P

(edited by cranos.5913)

feb 22 patch rumours for ele

in Elementalist

Posted by: Ghataka.1604

Ghataka.1604

I really don’t see the point on nerfing DPS in PVE, for any class. Being a staff ele makes you the sloppiest, fragile thing there is, and on top of that it has less armor and survivality than thief.

I think the huge DPS is deserved for anyone who runs a glass cannon-staff ele in PVE.

Let me try this again

in Fractals, Dungeons & Raids

Posted by: SlippyCheeze.5483

SlippyCheeze.5483

Its too bad we don’t have official in game dps meters, so we could judge a person based on their performance rather than their class.

Decades of experience in other MMOs that do provide DPS meters is that they absolutely, without question, fail to achieve what you are suggesting they would.

Aside from their shortfalls in both tanking and healing, they still fail even on the basis of class-by-class DPS comparisons. Chasing the “flavor of the month” class for raiding in WoW, for example, is a real thing, even when the delta is minimal between the classes or specs.

It’s a people problem, the “meta”, and it’s never, ever going to be solved with technology. No matter how much you prove classes are equal, or that X provides utility that Y requires, you will still have people interpreting a five percent DPS difference on a fight as proof that a class is “so dead it could come from Orr” … or forgetting (or insisting) that only single-target or only cleave damage counts, or … whatever.

Can’t technology the dumb out of players. Even when developers stand up and say, point blank, that something is designed so it can be completed in (the equivalent of) rare gear, not even exotic or ascended, players still don’t believe you can achieve it without the best possible gear and class.

Engineer race choice...

in Engineer

Posted by: Dawdler.8521

Dawdler.8521

Engineer is the funniest profession, with their elixir gun and bombs and odd gadgets.

Asura is the funniest race, with their goofy run and their cartoony change-of-direction animations.

They’re a natural together.

Still make me laugh every time I fire my pistols.

Attachments:

Engineer race choice...

in Engineer

Posted by: bravehoptoad.5246

bravehoptoad.5246

Engineer is the funniest profession, with their elixir gun and bombs and odd gadgets.

Asura is the funniest race, with their goofy run and their cartoony change-of-direction animations.

They’re a natural together.

What is engie's purpose?

in Engineer

Posted by: Jerus.4350

Jerus.4350

We’re not needed, but we’re fun and always contribute in some way. It’d be nice if we had some special niche, but ehh, we’re fun to play and never a bad option.

Training raid v15

in Fractals, Dungeons & Raids

Posted by: Roald.1260

Roald.1260

Happy New Year!

If you check Reddit from time to time you might have stumbled upon my posts about creating training groups and teaching people. I have been doing such runs since Augusts of last year and it has been really successful. For a while now we have had more than 1 group running at a time with usually being between 3 and 5.

We organise 3 raid nights per week – Tuesday and Thursday 19:00 and Saturday 18:00 (raid invites 30 minutes before start) UK time on EU servers. Raid will be around two hours in duration not including the time it will take to organise it(Duration can be increased if things are going well or we are very close to getting a boss down). Those that decide to participate, please reply to this thread with your IGN, preferred classes, any comment you might have and be online 30 minutes before raid invites on your desired day. Please make sure you meet the following requirements:

  • Exotic or higher armor.
  • Exotic or higher back piece.
  • Ascended weapons.
  • Ascended trinkets.
  • Correct food and utilities for the build your are using.
  • Complete elite specialization.
  • Decent understanding your class mechanics and a raid metabuild. Please review Metabattle or QT. Practice your rotations on the test golem in the Aerodome! You do not need tag to enter. If you can get within 80% of the benchmark is sufficient. Chronos need to practice keeping quickness and alacrity 80% – 90% of the time (get a friend to sit afk in front of the golem). If you need help you are more than welcome to approach us!
  • Eagerness to learn. Being there for the raiding itself, not the loot.
  • Mental fortitude - not minding wiping for long periods of time.
  • Willingness to take personal responsibility for your growth.
  • Watch videos read tactics. We will of course explain every boss and role, but it’s nice if you have some idea before going in.
  • Have Discord available. Works in a browser, mobile or PC app (recommend the PC app). You also need to be able to communicate in English. Here is our Discord I encourage you to join it even before the raid as there is a lot of information in there.
    Don’t be afraid to ask questions or give suggestions!

At 30 minutes before raid start I will start inviting people in a 50man raid. Everyone will be split by roles in different groups. The comp used will most likely be 5-5 so for every role a random number generator will be used to select the appropriate number of people. (healer condi ps flat dps etc) I apologise in advance to anyone I will not be able to take, but there are only so many spots. Don’t give up!

If there are enough people from the various roles and I can get another commander there will be more than 1 group!

Also don’t be afraid to approach me in game no matter if you have raided with me or not.

Even though there are several groups, there will always be people that are not taken. They generally aren’t happy with me at all. Blaming me for wasting their time. While technically true there is nothing I can do. I am sorry it happens, but there is no way around that. We are getting very few healers and the same for chronos. That means that I have to find substitutes (people with experience from my guild, friends etc) That in turn means that I can take fewer trainees. Simple maths. If you want to have a higher chance to get orient yourself to the classes that are more rare. If you are the type of person that believes that I owe him something, because you signed up, please don’t.

The commanders and I are trying to expand what we are doing massively. We have set up a Discord server where we schedule all the raids give information to people, assist with what we can etc. If you like to join you our community, you can follow this invitation.

We need a few more commanders for Tuesday and Thursday. Leave me a personal message if you are interested.

The event will be streamed on Twitch if anyone is interested.

(edited by Roald.1260)

NEW BALANCE CHANGES >:I

in Engineer

Posted by: coro.3176

coro.3176

Sigh.. I’ll go over the list of stuff again in case some dev reads this.

Rifle:

  • Low damage compared to hammer, long cooldowns.
  • No defense despite needing to get in close to deal damage
  • Overcharged Shot is very unreliable given the prevalence of reflect, stability, block, etc. Self-cc hurts
  • Jump Shot lacks evade frames, so is very often interrupted mid-flight. Difficult to land.

Grenades/Flamethrower:

  • Are unfairly punished by retaliation compared to comparable aoe skills on other classes that only hit once.

Rocket Boots:

  • Doesn’t do enough for taking up an entire skill slot (true for gadgets in general).
  • Doesn’t go quite far enough
  • Doesn’t evade, often interrupted
  • Doesn’t break stun (maybe this could be on rocket kick?)

Condi Cleanse:

  • There is practically none available unless you dedicate a valuable skill slot to it, but that’s not always an option given that engi builds require all their skill slots. I would gladly trade my elite skill for another regular skill slot to take purge gyro or another condi cleanse.
  • Alternatively, you can use the Alchemy traitline, and practically every build does for this reason. It’s basically mandatory.

Slick shoes in PvP

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Make it a chain skill.
The first part works like now, except that the puddles knock down only moving enemies.
Pressing the skill again ignites the oil; after a short amount of time (in which the puddles aren’t slippery anymore, so that by reacting well an enemy can escape unharmed) the oil puddles burst into fiery flames that persist for a few seconds, damaging the enemies nearby.

For the last 2 weeks

in Fractals, Dungeons & Raids

Posted by: Galespark.7835

Galespark.7835

Thanks for your insights! I did not know offensive buffs in this game are more powerful relatively than in other games in the genre.

So in summary of your answers, the problem of the very class-restricted raid spots would be:
-Offensive buffs in this game are very strong, and there is a big discrepancy between professions in providing these (easily) for groups.
-The mechanics of the combat system and the current raids tend to play to the strength of specific classes
-And this is of course tied with the mentality of some groups that only the most efficient profession is welcome, even if it is the most efficient by 0.5%.

I assume this feedback has already been given, but a bit more visibility can’t hurt I guess.

DPS meters help raids be more accessible

in Fractals, Dungeons & Raids

Posted by: Amaimon.7823

Amaimon.7823

Simple, a raid only, teamwide dps tool.
No exclusion. No effct outside raids. Just a teamwide dps counter.
Preferably split in condition and rough damage. That way you can tell if a team is short on condition or power damage

A Suggestion For Raids

in Fractals, Dungeons & Raids

Posted by: Pregnantman.8259

Pregnantman.8259

I just want to say that if or when we get tiered raid system, their rewards shouldn’t be the same at all. In most other games the gear you obtain from lower tiers are different and/or weaker than higher tier gear, and serve to power up the players to withstand damage in higher tiers. You do not grind lower tiers to get higher tiers’ loot. Likewise, it would be unfair for raiders if an easy mode offered same rewards – even if it would take longer to get them in easy mode.

Fractals have this in a way. Loot tables of daily fractal chests show that Initiate’s Chest doesn’t yield any ascended chests, Adept’s has a small chance to yield only weapon chests, Expert’s has a higher chance to yield weapon chest and a small chance for armor and Master’s has an even higher chance to yield weapon chest and higher chance for armor. Each tier’s reward prepare for the higher tier, in form of agony slots. You can’t hope to grind T1 dailies for full ascended (not counting crafting and vendor).

Raids need organization and time for success (much more so than even t4 fractals to compare), and if an easy way out to get its rewards is to be introduced it would break the raid community apart. I mean, who would show the time and commitment to get better if they can just grind it in a failproof way?

Raid rewards are already RNG related and may not worth a whole lot, trinkets you can get from them are inferior to some much easier to get LS ones (blood ruby) and raid themed stuff are more often than not are put to gem store. Easy mode, if its ever implemented, shouldn’t take away the stuff raiders cling on to.

(edited by Pregnantman.8259)

A Suggestion For Raids

in Fractals, Dungeons & Raids

Posted by: Oh Snapalope.1378

Oh Snapalope.1378

I don’t get why people think they deserve rewards for content they can’t complete. To be honest, the time spent typing the original post up could have been used to train or learn.

(edited by Oh Snapalope.1378)

Raids in GW2

in Fractals, Dungeons & Raids

Posted by: David.5974

David.5974

Engi is jack of all trades and he should offer condi dps and power dps. Big effort and still nobody want him in raids. Engis like me changing traits specialy for each boss, gear, consumables.… we putting heavy effort to get in raids-and we are in " meta " so… somebody should be happy if he can join with his class – not choosen build..

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

How am I supposed to find a Raid group?

in Fractals, Dungeons & Raids

Posted by: Lilandrea.7109

Lilandrea.7109

“- The needs of the many outweigh the needs of the few.”
“- Or the one.”

A Suggestion For Raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

Finally, I don’t agree with the implicit assumption that something needs to change.

Just leaving these here:
https://forum-en.gw2archive.eu/forum/game/dungeons/Story-Mode-vs-Explore-Mode-difficulty/first

https://forum-en.gw2archive.eu/forum/game/dungeons/Why-Have-Easy-and-Hard-Mode-Dungeons

I guess those multiple difficulty modes for Dungeons did a very good job!
There were more threads like these back in 2013 and discussion on how hard the dungeons were, yes these dungeons we can now do while blindfolded.
Before someone screams “Ascended”, the dungeons became “easy mode” before we got Ascended Armor and Weapons. Ascended Armor was added in December 2013, Ascended Weapons in September 2013. By summer of 2013 the “please nerf dungeons”, gave way to “dungeons are too easy” comments. The “this game is too hard” became “this game is too easy”.

So what changed? The players. It’s the same thing how raid guilds didn’t kill the raid bosses on their first tries (excluding those who tried them in beta and already had experience) but now they do 8-man clears, then 5-man clears and so on. The players are getting better, either better at playing the game, or following better guides/tactics/builds.

Accessibility
The big difference with dungeons is accessibility. If people can’t even enter a Raid, they can’t get better at it right? Some suggestions:

5-man vs 10-man
Getting a 5-man team is easier than a 10-man team, due to the size difference. A way for 2 5-man teams (for example two fractal teams) to more easily join up and form a raid team can help with this. Devs are working on something like this if I recall.

Daily vs weekly rewards
Getting a team for content with daily rewards is easier than getting a team for content with weekly rewards. Some form of incentive for repeating the raids, once you finish them, might be required. This will make it easier to form groups outside the first few days, and at off-peak hours. Tuesday/Wednesday are probably the best days to get Raid groups, Mondays are when most static groups Raid.

Time commitment.
Dungeons are generally really fast, and paths that took way too long were ignored. Raid wings should also be fast enough, at least when not counting multiple wipes. I hope the next Raid that will have 4 bosses won’t take hours to finish. Making Raids content that can be done in shorter bursts is essential to allow players with not-set schedules to play it.

Profession balance is obviously important but outside the scope of the Raid team. The balance team needs to step up and make sure there is at least one (more is better) viable build for each profession. If an entire profession is considered sub-optimal then those enjoying that profession cannot Raid.

Fixing raid access is first and foremost priority.

(edited by maddoctor.2738)

A Suggestion For Raids

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

I’ll post this here as well just because I feel it is somewhat relevant and might help get the OP topic back on target.

Current Characters: Viper Horror Necro, Staff Tempest Ele, DPS Support Rev, Condition Engi.

With the nerf of both viper horror and Revs I want another character, preferably one in high demand. Unless its a tank role, I hate tanking. I will do DPS or Conditions.

Herein lies the raiding problem. Not that raids are hard or that we “need” easy mode, but that every class should have a go, period. OP should be able to roll ANY class and be needed in raids. Now, I said class, and as such there are certain requirments you should meet in order to raid of course. As been said, a full celes Guardian in soldier gear just wouldn’t fly. But a Engi, Necro, yes even the poor Revs should still get some love.
If we can fix that, raids will blow up!

I agree, Raid diversity IS the best way of increasing Raid accessibility. You can see from what you quoted what the REAL problem with diversity in this game. In other MMORPGs you get your tank, your dps and your healer. You don’t care if your healer will be a Druid or a Tempest, you don’t care if your tank is Necromancer or a Mesmer, you don’t care if your DPS is a Thief or a Guardian. You care about their ROLE. In this game that’s unfortunately not the case, and that needs to change.

There is discussion about that there:
https://forum-en.gw2archive.eu/forum/game/dungeons/Raid-Diversity-is-now-Dead/first

Although might take a few pages for the actual discussion to start.

A Suggestion For Raids

in Fractals, Dungeons & Raids

Posted by: zoomborg.9462

zoomborg.9462

Btw Ohoni has the best signature ever.
I bet he’s got 250+ li at this point.