Showing Posts Upvoted By Lostwingman.5034:

TA Aether Path - Now that Scarlet's Dead

in Living World

Posted by: lordkrall.7241

lordkrall.7241

Dungeons are locked in time.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

The downscaling in PvE is toxic for the game

in Guild Wars 2 Discussion

Posted by: Berelious.3290

Berelious.3290

Warkupo, that would completely defeat the purpose of down-scaling. If you remove any incentive for players to go to maps other than what’s level appropriate, nobody would ever go to low level zones for any reason. Changing how the down-scaling works is much more appropriate.

Corwin Grimjaw: Guardian (80)
Yak’s Bend Server
Crimethink [ct]

Dev Blog: Changes to Traits

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

Only in GW2 will people complain about being given multiple ways to unlock things.

Anet could simultaneously cure cancer, invent clean sustainable nuclear energy, end world hunger, and end all wars and people would still complain that Anet isn’t doing a good enough job.

Zerker build has ruined this game !

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Zerker isn’t the problem, it is a symptom.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[Engineer] Feature... Fortified Turrets.

in Profession Balance

Posted by: coglin.1867

coglin.1867

What difference does it make? We are getting 5 new grand master traits.

What amazes me is that the “IN” thing to do is make a post that offers no ideas, or interesting discussion, simply to complain and moan about which skill they mentioned.

Turrets have had great demand for fixes and changes. It is very reasonable that they would highlight them. While threads with no actual purpose or direction to positively influence discussion, such as this one, bring a dark shadow to over otherwise highlighted and positive changes. People making threads such as these should be ashamed of themselves.

Whether or not it is an, and I quote “incredibly interesting trait” is subjective, and I for one think it has potential to be very interesting indeed.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

How good is Living Story?

in Living World

Posted by: DreamyAbaddon.3265

DreamyAbaddon.3265

Ah, not bad.
I found the scenes in the Dead End Bar esp good, but I always find those little moments of character building to be enjoyable.

The living story has come a long way since the early days, but it’s temporary nature still holds it back. There were several important character building moments I missed out on due to moving, and now they are effectively lost to me forever.
That is just terrible design. Hands down.

Thou if the living story content were to sometime after the fact be turned into personal story instances, that would pretty much solve the issue. Say after each season, you go back and boil it down into personal story instances, I think that would be great, hours of more content to work through.

Because otherwise your always going to run into the problem of new players being locked out of the story of this world, with no way to catch back up.
(as well as making the world smaller for it)

See, I’ve been trying to suggest ArenaNet and the playerbase that expanding our Personal Stories would be a better idea since adding Story in the Living World would lock out other players from knowing what’s happening.

I think they should focus on Dynamic Events changing the world and shaping it up with little story involved, while focusing on expanding Personal stories and choices by keeping them perminant, can bring good replay ability down the table. Also add more Jumping puzzles. lol

ANet's silence is why so many people leave.

in Guild Wars 2 Discussion

Posted by: chemiclord.3978

chemiclord.3978

Ya know, it’d be easier to believe Chicken Little if he hadn’t been screaming that the sky has been falling for the last year and a half. No matter how many times you repeat it, it’s not going to make it any more true.

The game’s not dying, no matter how much you wish it would. Arena.net isn’t going to come crawling back to you with the GW1 with updated graphics you want, even if GW2 were to die. I’m sorry.

(edited by chemiclord.3978)

Make the Shadow Behemoth the next Tequatl

in Guild Wars 2 Discussion

Posted by: Azreell.1568

Azreell.1568

Teq as a design is a failure.

The reason I say this is because the content requires far to many people are far to much coordination for normal pugs.

So your request would simply make this boss another teq which is ignored most spawn times.

How does this improve anything?

Also, The Champ train is what some people enjoy. Just because you do not does not mean there is a problem with it.

Azreell – Mesmer
Loyalty To None

Make the Shadow Behemoth the next Tequatl

in Guild Wars 2 Discussion

Posted by: Glenstorm.4059

Glenstorm.4059

SB is many new players’ first world boss. I don’t think it should be anywhere near as hard as Tequatl because it will only cause frustration to players who are still learning the ropes.

Fear the might of SHATTERSTONE.

Make the Shadow Behemoth the next Tequatl

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

People who enjoy SB daily: 10,000+

People who enjoy Teq daily: 1000, maybe on weekends.

The last thing this game needs is to lose more content.

The Pact justification

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

The Pact is not an independent organization. Hell, you can’t really call it an organization. It’s an alliance of multiple organizations.

And the individual organizations did fight Scarlet.

Think of the Pact like this: You have 9 major groups (three Orders, LA, five major races), and in these 9 major groups, you have a portion of each major group dedicated to fighting a massive threat to all major groups (the Elder Dragons). Those individual portions make up the Pact.

The Pact is just a vanguard unit against the Elder Dragons. If you include the full of all 9 major groups, then the Pact is very small in comparison – and the non-Pact parts of the major groups deal with non-dragon threats.

To say the Pact should go deal with non-dragon local threats such as Scarlet is to say the Fallen Angels (a unit of the Seraph sent to Ebonhawke) should be fighting the centaurs because if DR falls to centaurs it’s all pointless. Fighting centaurs isn’t their job, it isn’t their duty. They’re there to protect Ebonhawke.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Gw2 Lore swear words

in Lore

Posted by: Alice.8694

Alice.8694

Long story short, I’m writing a fanfiction but I’m really sketchy on the GW2 vocabulary when it comes to their swearing and cursing. >_>

Can a few of you provide some examples, in “xxx” = “xxx” format? Of course, please blot out letters in the english terms for modesty sake…

Sorry Anet if this topic rose a big red flag

“Kitten”

Player Marriage

in Guild Wars 2 Discussion

Posted by: raven.1752

raven.1752

I think player marriage would be very beneficial in a lot ways, not just role play.

For married players they can have a minor buff that boosts stats slightly whenever those two characters playing together. Just those two though no alts. The buff could be called Love Conquers or something like that.

Also to counter it, for those who would just get married for the buff, if one dies while near their spouse they get a minor debuff for the loss of them.

As for account bound items keep it like that, but when they play together there is a chance to get items that are called Marriage bound items.

Also once we do get guild halls which I heard are int he works, players can buy player housing spots inside the guild halls or rooms to be exact. Married couples could purchase one together as well.

Devs disappointed by human race bias

in Human

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

If we’re “missing the strongest story stuff” you should have made humans stories better.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I think the real issue is not so much the removal of the holy trinity, but them not replacing it with other balanced roles instead.

You kind of need roles in your roleplaying game. That’s because variety among the classes it nice, but ultimately pointless if they don’t have a role. Without a role, it becomes easy for some classes to outshine others. Without roles, every class is essentially the same, except for the numbers. And then it just becomes a matter of, who has the highest numbers.

Roles in DnD

The classic Dungeons and Dragons system works, because each class has a part to play. They have unique things only they can do, which makes them necessary for their party. A warrior does excellent damage, but is less effective when faced with magic. And while it is fun to have a warrior and a wizard loot a dungeon, they really want to have someone around to check for traps, and open locked doors. Which is why they bring a thief. And if they want to survive those massive battles, they’ll be burning through those healing potions pretty fast, unless they have a cleric to heal them. DnD has some classes that have overlap with others, such as the Paladin who can also heal, or the bard that can also cast spells. The point is, all classes have their part to play.

Look at it from the point of view of a necromancer:

Minions

When I play my necromancer, I know that my minions are useless in a dungeon. They used to be great in GW1, due to a lot of enemies leaving corpses that could be used to make new minions, and the minions themselves were quite durable. But in GW2, I can leave them at home. Plus, most of the time they just stand around doing nothing, or get caught on the terrain.

Life stealing

Life stealing is not going to do much either, since mobs in dungeons hit really hard, and I’m not going to out heal them. The last thing I want to do, is get into close combat. Unless I go full zerker.

Fear

Does anyone still think fear is any good? All bosses are immune to it, and you’ll most likely annoy your party by fearing enemies away. And unlike a lot of enemies that use fear, the fear a player casts is only a few seconds. Not long enough to get any notable distance between you and an enemy. Besides, half the time they just freeze, or get caught on some terrain.

Wells

The only thing that seems to be some what useful to me lately. At least I can buff my party a little. But the guardian already does that way better than anyone else.

Conditions

Are broken. It’s all about direct damage. Who cares if you can put stacks of bleeding or stacks of vulnerability on the enemy, if your party can beat most mobs to death in mere seconds by just stacking in a corner. That damage over time is not that important.

Blind

This is the one thing where I seem to make some what of a difference. But when everybody is stacking, it doesn’t really seem important to blind enemies.

So what is my role as a necro?

I honestly don’t know. I think Anet doesn’t know either. I think they’d rather not ask themselves that question. It seems the necromancer is entirely without a role. Yes, good riddens of that holy trinity, I’m glad it’s gone… but what are we left with?

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

(edited by Mad Queen Malafide.7512)

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: cheese.4739

cheese.4739

how about communication (group) and training (wvw zerg)?

Because sometimes people want to play with strangers, or they don’t happen to have 4 other friends online, or the zerg ends up picking up some extra people who aren’t part of the guild?
Then there’s sPvP, with solo queue being entirely based around randomly matched teams who have pretty limited communication options (some pinging on map, or you can stop fighting to type in chat).

If every single interaction was within an organised group, I might be okay with expecting everyone to work out how to place fields to make best use of them – but there are too many situations that it’s just not possible in.

Diamond Skin, Too Powerful

in Elementalist

Posted by: EscataFlayer.8470

EscataFlayer.8470

Honestly, change the skill. Every 25% health mark you hit, (75% 50% 25%) you remove 5 conditions from yourself. 15 sec cool down. It gives the benefit of condition protection and defense, but you aren’t over powering either side. No too heavy on preventing all conditions, allowing more conditions to be placed, no struggle to kill a target just to apply conditions, and a good balance to allow self sustainment for the ele to heal itself and not have to stay at a certain tier of health.

Thoughts?

If someone can do it, and you can’t, the problem is you, not the game.

Meteor Shower + Tornado

in Elementalist

Posted by: ArgentAnthony.3681

ArgentAnthony.3681

Oh okay, he’s a ginger so sometimes we don’t know if what he says is true or just an attempt to steal our souls. Thanks man I appreciate the reply.

Discover how condition works

in Elementalist

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

I am posting this on all classes b/c I feel the need to share that the world is not flat

https://forum-en.gw2archive.eu/forum/game/gw2/Condition-damage-miss-understood/first#post3739882

You know, interestingly enough, the world being flat was never a mainstream view, and has only had at most a slight following at any point in time, the reason being that pretty much any significant measurement you make with regards to the stars or distances over the earth will immediately reveal that the earth is not, in fat, flat. Despite popular legend and what your second-grade teacher may have told you, even Columbus wasn’t trying to prove the world was round, because that was already a well-known, accepted fact at that time.
In fact, the idea that the earth might be flat didn’t even arise until the 18th century (if I remember correctly), when some slightly crazy man decided it was despite every test he ever made proving that it was not. He gained somewhat of a cult following, which has since declined to the point of nonexistence.

Very tangential, but just sort of an interesting thing.

Can anyone really see through the clutter?

in Guild Wars 2 Discussion

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i just spam my skills and collect the bags!

GW2 isn't about guilds?

in Guild Wars 2 Discussion

Posted by: Hannelore.8153

Hannelore.8153

Guild Wars refers to an event in Human history in the game. Not guilds.

Daisuki [SUKI] LGBT-Friendly Guild Leader | NA – Jade Quarry
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/

Asura OP

in Profession Balance

Posted by: Agony.3542

Agony.3542

Such small
#animation
many difficult
so complain
very concern
much size
not wow

On a serious note, many animations in this game still lack polishing, the asura animations in general are just the tip of the iceberg. How do you expect “skillful” play to happen when reacting to crucial abilties is often times rendered impossible due to a lack of diversity or visibility of animations or the lack of a casttime. This process shouldn’t take 1 year per class (or even longer, looking at necros). Now warrior gets some fixing, but arcing arrow in melee range for example will still be a massive pain to spot in time, considering it hits for ridiculuos high damage, while beeing a complete joke when fired to a target further away.

RIP game 2012-2014

Condition damage needs a rework.

in Profession Balance

Posted by: Aegael.6938

Aegael.6938

Counterplay to conditions currently consists of a line – There’s no triangle, like rock-paper-scissors.

If you stack enough condition removal, you beat condition builds. If you don’t stack enough, you lose to them. That’s literally it. There’s no other counter to it.

Here’s why.


-“Kill them before they can stack enough conditions.” Because conditions can be removed before they deal significant damage, their theoretical DPS is higher. And because condition damage revolves around high-DPS DoT, you’d think one counter would be killing them before they can stack enough conditions on you. The game mechanics work against this. To maximize direct damage, you typically need 3 stats. Power, Precision, and Critical Damage. To maximize condition damage, you need only 1-2. Condition damage and a bit of precision if you want crit-procs. Condition builds can get very tanky with those extra stats.

-“Interrupt or prevent the key skills that apply dangerous conditions.” Many powerful condition damage abilities have extremely quick cast times or even none, such as Incendiary Powder, Pin Down, or Necromancer’s scepter autoattack. What are you gonna do, interrupt a passive trait? Feeling lucky enough to dodge a 1/4 cast time projectile? What about blocking an autoattack? Compare to Jump Shot, Eviscerate, or Life Blast, all of which have very large tells, cast times, and appropriate counterplay.

-“Outlast them until their DoT abilities are used up.” GW2 does not have an energy system, except on the thief. If you last long enough, they’ll just throw even more conditions onto you. Not to mention, many condition attacks are noticeably cheap in terms of cooldown. Drake’s Breath and Fan of Fire are two very low-cooldown attacks with high condition damage attachments. Compare to Fire Grab and Arcing Arrow. Condition damage builds will typically outlast you, rather than the other way around.

If you can’t prevent application, you can’t outlast application, and you can’t outdamage application, then…

The only counter to conditions is to remove them after they’re on you.


In other words:

-Condition damage is only countered by condition removal.

Right now, almost ANY build will lose to a condition build if it doesn’t take condition removal, due to how easy it is to apply conditions and how effective they are. I don’t think it’s balanced that tanky condi will beat any other build unless it’s specifically built against. You may say that “it’s your choice” to choose not to take condition removal, as most say about builds that have no stunbreakers. However, I’d say many specs can survive without a stunbreaker, but almost no spec is useful if it doesn’t have condition removal. If there is one, I’d really like to see it.

Now, about condition removal…that’s also broken.

-Condition removal is only countered by MORE CONDITIONS, or just outright NOT PLAYING condition damage.

Condition removal is a defensive option. It’s a counter to conditions. But there’s no counter counterplay. Blocking and evading are defensive options which do have counters. Unblockable abilities exist. Weakness stacking works wonders on evade-happy enemies. All a condition damage build can do against someone who’s taken condition removal is to literally just keep spamming attacks and hoping the next condition sticks without being removed. (A large part of this is due to the number of instant-cast condition removals which deny CC prevention.)

Clearly, both options need stronger counterplay.


Solution ideas:

-Add more tells and longer cooldowns to big condition damage attacks. This would make it so we could interrupt, block, and dodge them. Longer cooldowns would punish misuse.

-Tone down condition application, and instead make each condition application worth far more. In other words, you could remove bleeding from a lot of skills, and remove such high stacks on some others, but also make each bleed worth a lot more damage.

-Allow conditions to crit, but tone down base damage. This would somewhat lessen the tankiness of condition damage builds, and also mean that they would have to invest in roughly the same stats as direct damage builds in order to achieve such high damage.

In turn, we could:

-Lessen condition removal. If conditions are easier to prevent, it shouldn’t be as easy as it is now to remove them.

-Add more specific condition removal. More of “This skill removes X and Y condition,” rather than “Removes a condition.” This way we could build around what conditions we didn’t like and ignore the conditions that were less detrimental to our build. We’d have little niches like poison counter builds and bleed counter builds rather than some builds having nigh-immunity to condition damage. Instead, you’d be able to see which removals your enemy took, and consciously focus on using the conditions that they were weak to.

(edited by Aegael.6938)

How important is Lore for you

in Lore

Posted by: Imbune.5497

Imbune.5497

Firstly you use lore and story interchangeably and they’re not. Lore is a body of knowledge (how and why things work the way they do in a given world, in the case of games) while story is a sequence of events. For example, I found skyrim to have wonderful lore-the gods, daedra, vampires and other mythical creatures, factions and the political climate set a very immersive backdrop for the game….the story on the other hand is ZZzzzzzzzzzz.

That said, when it comes to rpgs I value being given a compelling reason to do a given task to be the most important. As far as gameplay goes rpgs tend to be very….lacking in comparison to other genres. They aren’t as reflex dependent as and lack the spectacle of action titles, they aren’t as strategic as rts titles, they aren’t as dynamic and transformative as fighting games, but they do usually have the advantage of putting your actions into context. Indeed if you trace the history of the genre back to its pen and paper days, story is the ONLY thing (….and rng-but it was a fun story-impacted rng) so its always been a core part of the experience. Another example in-game is this patch and the gauntlet (I think or Jubilee..one of them), where we’re essentially doing the same thing-watching the minimap for an orange circle then rush there and kill things, but during the DR LS it felt hollow, cheap, pointless. Here there’s context and so doing the very same thing feels different, directed, focused, worthwhile, immersive and as a result I have greater satisfaction/appreciation for this event.

One of my main wishes however is they realize a mmorpg is not a single player game and crafting a single player story and sticking it in a mmorpg is just a horrid idea *cough*personal story*cough*. The story must take into account that there are multiple players and have it in such a way that it’s only through the combined effort of multiple players that it will be progressed-and to be fair this particular LS is just that, so fingers crossed for the future.

When free speech ends, tyranny begins.

The beginning of wisdom is to call things by their proper name.

Healers and clickers

in Elementalist

Posted by: soistheman.7208

soistheman.7208

Just love it how people here will tell you exactly how to play the game and why you’re an inferior lifeform if you don’t play exactly the way they do.

Of course you’re not gonna be fast at clicking if you’re used to hotkeys…biggest duh in the history of duhs. It’s the same vice versa. Adopting a new playing style will take time and practice.

It’s not about practice, it is physically impossible for clicking to be as fast as keybinding because of the travel time requires for mouse movement for clicking style.

Elementalist lover since GW1. It’s the only profession I play!

Opinions on "5k+ AP"

in Fractals, Dungeons & Raids

Posted by: MastaNeenja.1537

MastaNeenja.1537

Don’t join these groups, i joined a 6k ap group and met a cleric mace guardian for cof p1.

It’s clear the host was requesting 6k AP because they wanted to be carried.

Living World vs Lore

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Yeah, not so much retconned or broken by Scarlet – people love to exagerate it a lot – but it really bends the lore to unquestionable points which in most people’s eyes becomes breaking because they often presume things are more set in stone than they are. Which is part of Anet’s issue – they give too little to explain things, people then make presumptions (justifiably so presumptions mind you!) then it turns out that the unknown gets filled in with something different or an individual was simply just wrong.

The worst crimes Scarlet offers was her short story, second to worst is getting the krait to work with her. The former got less offending later on, but initially she was presenting as being a sylvari who studied under the greatest norn blacksmith, under an expert sniper, all three asuran colleges (something no asura has done – and she did within a year each), and under hylek – the last being “just because she could at the time, not because she wanted to or was interested in it.” She was outright presented as borderline Mary Sue, especially since she met attempts to use her as a scapegoat, attempts to kill her, and the loss of her experiment stuff with the same “I don’t care!” reaction. Topped off with “she saw the Eternal Alchemy and learned about all there is!” This later got dumbed down in the colleges and Eternal Alchemy bit, with the former being specialized courses, and the latter via “she didn’t actually see what she thought she saw” later turned into “it was all in her mind… kind of”.

The krait working for her has yet to be clarified. She somehow got obelisk shards, and she somehow threatened the enslaving race of krait whom view themselves superior to all into working for her to get their prophets made… and they complied without question.

The biggest issue with Scarlet is how she’s delivered – and this issue extends throughout the Living World. There have been pieces this improved greatly (Tower of Nightmares stuff, sans the lack of why krait didn’t just gut Scarlet, is perhaps the best example). Second issue is that there is no character development presented. Take how she is when she wakes up, and sans some paranoia over some entity that messed with her mind after she went into Omadd’s device – something unknown until the past month (aka we went a full half year, more or less, not knowing the only thing to develop her) – and compare her to now, and you get practically no difference. Again, the only difference is in her two journals of her talking to herself about the unknown entity. So even her interactions with all others remains unchanged. And the third biggest issue is how everyone likes her – the blacksmith who rarely takes in trainees? Takes her in. The gladium who’s a loner and hates everyone? Teaches her for two years. The asura who are paranoid on a whole? Gives her their secrets. All six groups she takes in as minions? Follows her even after the failure of her promises. Yeah… what?

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: silvermember.8941

silvermember.8941

1. Elementalist.
2. Ranger
3. I don’t care about the third one.

As u know im pro. ~Tomonobu Itagaki

This is an mmo forum, if someone isn’t whining chances are the game is dead.

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

There are 3 berserker threads on the front page now, and all 3 of them are littered with the same stuff:

People arguing with each other about how is a worse human being.
People threatening to quit if Anet does/doesn’t make changes to berserker
People are throwing insults back and forth
People complaining about how GW2 should/shouldn’t be like GW1
People having no idea what the issue is.

Hopefully, this thread will help to clear the air a bit. Now, from an non-partial standpoint (I am neither casual or elite), I will explain what the problem is, and more importantly, what the problem is not.


Section 1: What the problem is.

The whole zerker problem isn’t obvious to the casual observer. In fact, it isn’t obvious to the devs, either, which is why there is a “problem” to begin with. The “problem” itself is actually multi-faceted, so it will take some time to explain.

As you know, the game is designed on the premise that you can play as you want. This is meant to mean that a player could choose a particular style in which to play, and not have to suffer from being restricted in their chosen class to play, the style in which they play that class, or the race that was chosen to play. This is in stark contrast to what most other MMOs have, which require some kind of trinity system for cohesive groups, specific races running specific classes to accomplish their classes goal, and inflexible class design that shoehorns players into doing only one thing with that class and that race.

Now, this goal to play how you want comes predicated on several conditions that are hard to fulfill, but nonetheless are necessary for such a system to truly work. The goals, of course, is to encourage equality among different equipment loadouts as to objectively encourage build diversity. Anet has, for the most part, accomplished these goals by doing the following, but has made a few mistakes.

#1: By having small ratios between damage and survivability, the game is not heavily emphasizing one or the other, and thus everyone can both survive and do damage at the same time.

#2: By including the dodge and the heal skill, there exists a form of defense that works independent of all circumstances, allowing a player to always be capable of defending themselves that does not involve stats.

#3: Support and control utilities also act independent of stats, allowing players to fulfill multiple roles even within the same equipment set.

#4: By introducing the down state, this makes all classes and builds capable of large scale healing, as well as introducing a wider margin of error in combat.

#5: By having players heal automatically outside of combat, a player is ultimately not dependent on any outside influence for sustenance, instead requiring a player to merely survive an encounter before continuing on. This has other benefits, too, but they aren’t pertinent.

So, what is the problem then? Well, Anet failed to account for balancing around dodging and utilities being statless (#3), and following basic enemy design has led to an environment where, regardless of circumstances and many times even regardless to player skill, it is always best to equip yourself in pure DPS gear.

That is not good, because it leads to no one being happy. Those who do gear themselves for maximum damage (objectively superior overall) find the game easy and unrewarding, because content cannot be balanced around only the pure DPS playstyle. Those who do not gear themselves for pure DPS have to constantly deal with the pressures and difficulties of being objectively inferior, and suffer greatly each time Anet “compromises” between the two, or balanced rewards off of the most efficient instead of the average player.


Section 2: What causes this problem specifically?

This comes down to how damage, active defense, and enemy offense behaves. Now, there is a saying I used to hear around City of Heroes, and it holds true here as well:

Death is the ultimate debuff.

The best thing you can do to any enemy is kill it. A dead enemy does no damage, does not heal, does not debuff, and does not block attacks. The faster something is dead, the faster you get money from it, and the faster you can go and do something else.

There is an often overlooked aspect to damage: the faster you do damage, the more durable you are indirectly because of the fact. For example, assume it takes 10 seconds for you to kill an enemy, and it does damage to you during this 10 seconds. If, say, you built yourself to do double the damage, but take double the damage, you’d end up taking the same amount of damage because the enemy will live only half as long.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Theorycrafting on Scarlet

in Lore

Posted by: draxynnic.3719

draxynnic.3719

Scarlet though being a destructive force on par of dragons, actually has been giving tech to the races that the races such as Asura and Priory humans should have been giving to them all along.

What Tech did she give to the Asura? Didn’t she only study for her own personal gain? And lets not forget that sharing technology with various races is not a good act. The Krait for example are completely evil and extremely dangerous. Giving them technology, or helping them evolve, is in no way a good act.

You misread that line. Missing a comma in there…

Scarlet though, being a destructive force on par of dragons, actually has been giving tech to the races, that races such as Asura and Priory humans should have been giving to them all along.

What I’m saying is she is evening the playing field as the other poster said above. Really only Humans (DR/LA/priory/whispers), Charr and Asura are the three most highly advanced races in the game. Scarlet just gave tech in this LS to krait (toxin making tech), flame charr (metallurgy and a computer), dredge (same as flame charr) and even some NC Sylvari (toxin making tech).

You seem to have this twisted idea that this is a good thing.

Races and factions such as the krait, the dredge commissars, the Flame Legion and the Nightmare Court are not excluded from the Tyrian community due to prejudice, they’re excluded because they maintain a hostile stance towards the Tyrian community. We’re not talking about technology transfers to postwar South-East Asia to allow countries to modernise and join the developing world here, we’re talking about the equivalent of providing F-22s to Somali pirates.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.