Showing Posts Upvoted By Morbridae.8607:

Kit damage affected by weapon damage?

in Engineer

Posted by: Seras.5702

Seras.5702

Any plan to fix this?

How do you fix that which is not broken?

A bicycle may not be broken, but you don’t want to enter a race with it against a car.
Working as intended does not change the fact that we are comparatively weaker when using our kits than other classes due to this fact.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Afk Plague in the Pavillon

in Festival of the Four Winds

Posted by: mtpelion.4562

mtpelion.4562

If I were designing the boss blitz, I would have added a 7th event area that occupies the center of the pavilion. Mobs of the various 6 varieties continually spawn and seek to capture the center ring (where the WP is). If they succeed, all 6 of the boss events FAIL immediately and NO REWARD is given.

This defense event would allow the players who are not fighting the bosses to contribute towards the event as well without the need to tag a boss or afk in the middle.

I’d also make all of the event circles one big event, so that you’d only ever get event credit once per cycle (meaning pick one circle and stay there as moving to the others won’t get you any additional EXP, Karma, coins, or other rewards).

Server: Devona’s Rest

A question about GW2

in Guild Wars 2 Discussion

Posted by: Beldin.5498

Beldin.5498

Gear grind .. really ? The only character i had to grind a little for gear was my very first 80, all later had full exotic sets as soon as they were 80.

Also a full exotic set now is maybe even cheaper than in the first months and new player can earn much more money now, so its maybe even not a big problem now with the first character.

EVERY MMO is awesome until it is released then its unfinished. A month after release it just sucks.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.

"Do what now?" or "Why I'm not good at this game"

in Guild Wars 2 Discussion

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

HOW DO I FIX IT!!!

There probably isn’t one way that’ll work for everyone, but there are a few things that will certainly help.

#1: No stupid and arbitrary limitations.

The good news is, Anet has moved forward with some of these changes already, so it isn’t all doom and gloom. The removal of shared global procs for sigils was a step in the right direction, but there are other things that are just plain bothersome. For example, take the condition and boon duration cap. It is set at 100% (some exceptions apply), but I can’t find a good reason why it can’t just go up to 115%, or 125%. I don’t know of any other stat that has such a hard cap like this.

Removal of limitations means less blocks for players to stumble upon.

#2: In-game manual. I should never have to tab out to learn something about the game. The in-game manual should explain all of the following:

Basic gaming philosophy
-lack of trinity
-lack of dedicated roles
-lack stringent gear requirements
Experience
-how everything gives it
Conditions and what they do
-Condition cap
-Condition removal mechanics
-Condition duration
Blocks, evades, invulnerability.
-Differences between the three
-How endurance and vigor work
-What goes through each
Melee vs. Range
-Melee does more damage
-Difference between melee, spell, and projectiles
Boons and what they do
-How they stack
-How they are removed
Combo Fields
Combo Finishers
Dynamic Events
-How scaling works, even when dead
-How rewards work
-Downscaling
Cleave and AoE limits
Salvaging
UW combat
-differences in targeting and skills
Generalized overview of class specifics
-armor and health
-primary strengths and utilities
-class weaknesses
-combo fields and finishers
Finally, compendium of in-game formula
-Damage
-Crit chance
-Crit damage
-Formula for each condition
-Toughness/Armor and how they work
-Vitality and Health
Emotes

If there is anything from this list that is missing or you would like to add, please let me know.

#3: Better conveyance.

A)Ability to reduce particle effects to nearly none.
B)Cast Bars for big attacks
C)Indicators for unblockable attacks
D)Larger enemy models, as to see the telegraphs
E)Indicate enemy invulnerability periods and reflect periods better.

#4: Change how fields are displayed. Currently, we get red rings for damage, with a red/orange blotch for certain enemies, and all friendly fields are white. This… is not a good system. So, my suggestion is that all enemy damage fields become those red/orage blotches, and instead each kind of combo field gets its own individually colored ring. Red for fire, light blue for ice, purple of ethereal, black for dark, gray for smoke, dark blue for water, yellow for light, etc.

#5: There should be in-game tutorial missions that go over the basics of combat.

#6: Target HP should be displayed when their nameplate is scrolled over with the mouse. Not necessary for PVP.

#7: Bind the sheath weapon tool automatically for new players. Just pick any key not currently in use through the default settings.

#8: Set up some basic tutorial videos on the main website that will give class specific instructions on the various tricks and combos that class can do. Have them clearly labeled as “guides”.

#9: For goodness sakes, have the foreign language filter set to off by default. Seriously.

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

(edited by Blood Red Arachnid.2493)

A question about GW2

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

Losing people who can only “play” Queensdale train and consider a week’s worth of dungeons “hard” to get full exotics for tokens, is definitely a good thing for this game.

20 level 80s and counting.

The WoW Comparison Everyone Hates... Warlock?

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

Damagewise going conditions is not that bad. The problem with conditions however is, that there is a stack limit for each condition (25 for bleed, 1 for poison, 1 for burn, 15 for torment with the bleed cap the most annyoing for necros). Normally even non condi builds bring damage conditions which as consequence gives the problem that for condition specs the damage is reduced highly due already having full stack on the mobs. Not to mention 2 condi builds together.
If you adjust you group in such a way that you are the only one that applies bleed i think is is not a problem, but in general you cannot always get those group conditions.

I think if Anet ever fixes that problem condi builds wouldnt be in a bad spot, though i heard it is a limitaion of the programming so this may never happen…

But that said going zerker still gives the highest dps…

Putrid Mark. Help Me Understand.

in Necromancer

Posted by: Du Bist Schuld.8097

Du Bist Schuld.8097

Considering we are supposed to be masters of conditions (and sending them back is the only part where this is true) i don’t think it is that over the top. it’s part of the design. we are good vs. conditions and are bad when facing hard cc/mobility/getting away.

4 transfers isn’t even that realistic. you’d need staff+x/dagger with plague signet to get to 3. the last one is underwater, thus almost never being able to count as a 4th. if you really wanna spec that much against conditions (and being master of conditions lore-wise) you deserve to be hardcountering anyone who mindlessly throws conditions at you

btw if i remember correctly putrid mark never worked that way. it always said to transfer condis from allies, but only ever sent them from you. some day the devs said it was ‘working as intended’ and changed the tooltip (prolly because fixing would have been dificult and nec shouldn’t have utility that ppl might want).

The scariest class o.O

in Guild Wars 2 Discussion

Posted by: Fyrebrand.4859

Fyrebrand.4859

Is it me, or does almost every Warrior in the game has a bad attitude in Pugs?
Its the class i noticed that rages the most, complains the most, and even rages
when people rez them, complaining why they weren’t rezed earlier. It is also the only class that i see in parties that like to show off their ascended and legendary gear almost all the time. seriously wtf.

Makes perfect sense to me. Imagine you’re some kind of “alpha male” kittenbag. Or a gun nut. Or a racist/homophobe. Or a “hardcore” troll. Or one of those screaming Call of Duty kids. Or those people who spam religious mumbo-jumbo in YouTube comments. Now, if you were to pick up an MMORPG, what class do you think you’d be naturally drawn to?

Warrior. It’s familiar. It’s in every game, and you KNOW it’s going to be unfairly overpowered. It’s good solo play, damage dealing, and tanking. It’s simple to grasp, and easy to excel with. Your signature skills are “kill stuff with weapons” and “shout at things.” And in GW2, warriors get GUNS!!!

Of course, this is just an assumption I’m making, I can’t prove anything. It just seems pretty intuitive, to me. But I’m not saying all warriors are jerks, of course. Most of them probably aren’t. Keep in mind warriors are almost always the most popular class in MMOs, so if it seems like you’re encountering more jerky warriors it’s likely because there are just more of them.

I went through a lot

in Guild Wars 2 Discussion

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Why do you ask permission from a group of strangers to play the game that you bought in the way that you enjoy?

I went through a lot

in Guild Wars 2 Discussion

Posted by: cheshirefox.7026

cheshirefox.7026

yeah, when you don’t gear up your alts.. a baby quaggan cries

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

I went through a lot

in Guild Wars 2 Discussion

Posted by: cephiroth.6182

cephiroth.6182

No, you must have every class and equip them with ascended armor. Because… uhm, yes, because I say so.

Greater penalties for Death

in Guild Wars 2 Discussion

Posted by: Omar Aschi Popp.7496

Omar Aschi Popp.7496

As weird as it sounds, I was kind of mad at the update to remove cost for armor repairs.

Ironically it’s where most of my money went because I kind of suck at the game, but I felt accomplished when I did succeed, and there was more at stake to loosing. Now when I get downed in combat I’m all “eh whatever”, when before I would frantically struggle and use vengeance always.

Not sure if on the same page but my opinion on death.

List of people whose posts speak on my behalf:
Lunar Sunset.8742
Rogue.7856

Afk Plague in the Pavillon

in Festival of the Four Winds

Posted by: Ohoni.6057

Ohoni.6057

I’ve seen this, in several varieties, especially since I specialize in Pyro which is often hit by it. I have mixed feelings on a solution though. I don’t think kicking out AFKers is a good idea overall, because until they fix how you get into maps, there are some maps where you still need to log into them an hour or more before anything is happening there, and it’s cruel to require players to literally twiddle their thumbs for an hour or more or they get kicked off.

I think there’s a more precise solution to this problem though:

1. If you have not moved in the past two minutes, then the game will consider you “AFK.” You will not be booted for this, but you will. . .

2. Not scale the nearby content in any way. As far as the game is concerned, they do not exist.

3. Not receive any rewards, obviously. Even if they are standing right next to the boss fighting team, even if they die and are rezzed, if they do not interact themselves then they get zero credit for anything.

4. (optional) while AFK, they do not trigger a rez prompt, if they fall, they just stay that way and nobody really notices.

5. (super optional) If they die while AFK then they are auto-rezzed to the nearest WP (at cost). This would move them out of the way without kicking them from the map entirely.

The pavilion map does not require a hard capped server, it can stand a solid amount of AFKers, all it requires is that all those within a boss’s radius to pull their own weight. It’s a good idea to hard cap the servers because that means no more yahoos can wander in, but people being AFK in the center don’t hurt the runs’ success. So long as the AFKers are completely ignored, I don’t think they would be a problem.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

A condition minion master necro??

in Necromancer

Posted by: archwyvern.3102

archwyvern.3102

A question for veteran necromancers out-there

Many people say that a minion master who focused on condition is a waste

But i think it’s pretty late for my necromancer, because he’s already suited with condition boosting equipment (plus, I’ve applied an Aetherblade skin on his condition boosting armor)

some people said that I should abandon minion master and become a full pledged conditioner, but I refused that
being a summoner is the first reason why I choose to be a necromancer

Is there any viable minion master condition built out-there for PvP, sPvP and WvW

(edited by archwyvern.3102)

The WoW Comparison Everyone Hates... Warlock?

in Necromancer

Posted by: sirrealist.1360

sirrealist.1360

Okay, before you troll/flame me, just hear me out.

I used to play WoW a long time ago. I had a TON of fun with the warlock. This class basically plays by using CC abilities (like fear and lockdown spells) to keep enemies off you while you load up DoTs. Another major mechanic was that some of the DoTs and direct damage would give you life, which you could use as an extra mana source.

Now, the main thing I miss about the warlock that I’m looking for was being able to roll up into a crowd of 4 enemies (PvE open-world mobs) around your level and be able to kite/cc them while loading up DoTs. It was a fun dance and very challenging, and it’s even better in GW because the combat is so much more active (dodge).

I know there is no class like the warlock in GW2. I know GW2 professions are different, no holy trilogy, and all classes and do pretty much anything if specced right. That’s why I’m here. For those of you who know the necro well, and know a bit about the WoW warlock, can the necro function like this?

I main a mesmer, and I hadn’t even really thought of this until I was playing last night and I was fighting 4 mobs and was evading all over the place, throwing up illusions (instead of a minion) and stealthing (instead of fearing) to avoid and it was just so much fun. It reminded me of the warlock.

I’m looking for a way to play as close to the WoW warlock as possible. A profession/build that focuses on conditions (DoT) and some sort of evasion mechanic that lets you control multiple foes at a time while giving your DoTs enough time to work while simultaneously healing you. You can sort of do that with a mesmer, but a lot of the guys in the mesmer forums were saying that the necro sort of plays this way.

What do you guys think? Am I barking up the wrong tree? Educate me! And please, don’t tell me “if you like warlock, go play WoW”

PS – I mainly play solo/duo PvE open world and some dungeons. I play casually, so the best build and/or max DPS build is not so important to me. I’m more interested in the playstyle. For instance, I’ve already read many times that “condi is terrible for PvE”. That’s okay with me, as long as the playstyle is what I’m looking for. It’s all about fun and that differs from person to person!

Thanks for reading, you guys are great!

(edited by sirrealist.1360)

Finally Solod Lupi

in Guild Wars 2 Discussion

Posted by: IvanTheGrey.2941

IvanTheGrey.2941

Great job!!! I loved the feeling when he first fell at my feet. I danced around my apartment irl. My gf looked at me quite strangely that afternoon.

And evening.

And next day.

Actually, she always looks at me strangely. nvm.

Gratz!!!!

how is this professions: Necromancer

in Necromancer

Posted by: Loyo.8526

Loyo.8526

Played lots of classes and got them up to 80. Learned how to play them well. killed alot of people and did lots of awesome

Still find myself coming back to this kitten class. Its like an overstated R Kelly song.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

Suggestion: Right-Click remove boon Option

in Guild Wars 2 Discussion

Posted by: Seera.5916

Seera.5916

Or just ask them to stop giving you swiftness? The only other reason that you would want to voluntarily remove boons is conveniently left out by the OP and others. What’s more effective against builds that turn your boons against you than the ability to remove your own boons preemptively?
The only way I see this happening is if it would only be possible while you are out of combat. Something hits you? Cant remove boons.

Eliminate the ability to do that in WvW and PvP. There solved. I don’t think there are any PvE enemies that can turn a player’s boons against the player.

As for someone not giving someone swiftness, they may not be giving them swiftness on purpose. Just giving it to themselves because that’s how THEY do that jumping puzzle and without it their feel of the puzzle is off.

I’m also one of those people who will wait until speed boosts are off to jump. Because that’s how I learned to do jumping puzzles. So I judge how far to jump based on not having a speed boost. Speed boost throws me off.

july 1

in Living World

Posted by: Cormac.3871

Cormac.3871

Maybe he is writing this from the future to warn us.

Don't Punish Returning Players

in Living World

Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

Look. The Living Story is fine if that’s the direction they want to keep moving. I paid $60 and probably another $40ish on gems, and I can honestly say that I’ve gotten my money’s worth from this game. My problem, as I stated in the OP, is that I get burned out and/or have to take extended breaks from the game due to real life happenings. In the most recent case it was the birth of my son. I like knowing that a developer is adding content to a game and once I come back, I can play it. That’s just what sucks about the LS. Sure I can log on and play whatever is happening at that certain time, but anything before that is just gone. Yes yes….it’s a living world…and it’s like real life. That’s all well and good. I’m just telling you what I like in a video game, and what I like is that they are an ESCAPE from real life.

In this thread I have argued alot about the stuff/loots/uniqe that you get for almost each part of the LS.
But what I may have missed to say is that I am totally for a way for new players and players who have missed content to re-play the LS as an un-rewarded Instance. They should be able to play solo or in a group just like the personal story and rewards could be handed out in the end of the instance just like personal stories. But the stuff like, Blade shards, blueprints, Gasmask, Holo-Wings, Dreamcather, Scarlets Kiss/Rainbow and more should not be rewarded since this is something those who was online during these special events can be proud of.
This game has no monthly fee and how would it look if all players took a break for a year (I can always return in a year and do everything) then the game would fall and there wouldn’t be a game to come back to. So I think that by having one time events and espacially uniqe stuff to get during them is good for the game, since most people will be back every two weeks and buy stuff and give Anet/NCsoft money so the game can grow.

I think somewhere in a thread far far away there was a statement from a Dev that they will be working for a way for players who have missed the LS to atleast get a re-cap of it. In the end of LS1 they did this but I don’t think their work is done yet.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

Don't Punish Returning Players

in Living World

Posted by: Palador.2170

Palador.2170

Well it’s a good thing they give you 2+ weeks every time.

Also, every restriction you just listed is self-imposed. If you don’t like to look things up, then it’s going to take you longer to complete the content. If you can’t play the game that much because of your job, well, obviously your job is more important to you than playing GW2. And it should be. But that’s not ANet’s problem.

Tell me, how fast can you eat a chocolate cake? And I mean the ENTIRE chocolate cake? 20 minutes? 25?

Most people can’t answer that right off the top of their head, because they’ve never tried it before. Yes, chocolate cake is yummy, but most people prefer to enjoy it a bit at a time, rather than cramming it into their mouth as fast as they can.

With that in mind, why do some people seem to feel that looking up guides on Dulfy and cramming through new content as fast as possible is somehow a virtue? Do they even enjoy the content, or are they simply getting a fix of “click buttons fast, get rewards”?

I realize I won’t change your mind, nor am I really trying to. The reply is more for the other people reading this thread, so they can at least see my reasoning.

Sarcasm, delivered with a
delicate, brick-like subtlety.

Don't Punish Returning Players

in Living World

Posted by: Palador.2170

Palador.2170

The thing is, the living store requires very little time per patch. Usually people finish the current content in 30-45 minutes or less.

I don’t.

I don’t like to look up spoilers and guides until I’ve given something a fair try. I like to take my time and look around. I like to be casual and play at my own pace. I also work very long hours (12+) on the days I work, meaning that on a lot of days I can’t really play any at all.

This was supposed to be a casual-friendly game. Measuring based on how fast a dedicated player can rush through content isn’t a fair standard.

It’s a game. Not a job. Not a race.

Sarcasm, delivered with a
delicate, brick-like subtlety.

stop with 2 weeks event, make unlimited

in Living World

Posted by: bamboo.7403

bamboo.7403

as the title says
Anet, plz dont just make " 2 weeks event " where players have no impact at all on the game.
the 2 weeks event are nice, like, four winds festival, but must just be some kind of " rest " time, a party to enjoy.
please make, or just start a line of event where actions of players determine the fate of Tyria, this must not be timed by 2 weeks or whatever.

dont consider gw2 as a game and its players separately, but GW2 is a result of the world of Tyria and the actions of its residents. The players are what make the game.

let s say, Rata sum is attacked, from july 2.

Rata sum is attacked daily, at random hours, let s say 4 times per 24 h, not fixed hours pref, no one shd be able to get a timer or whatnot,
1- Rata Sum have guards who are able to repell the ennemies attack even without the help of players, BUT, the town will get smaller and smaller, and if Rata Sum is dominated, half the wp in the whole tyria will not be functionning
(instead of jsut giving rewards, give another kind of motivation : " the world is lost, need YOU now )

2- when some buildings are destroyed, players have 2 choices
a/ give mats to a certain npc, let s say 100 000 mats of each to rebuild one batiment.
b/if the crafting level is 300 and more, player can use the npc s mats to repair/rebuild/make heavy medium light armor/weapon for npc to fight next wave

the whole Rata Sum will be destroyed, after, hmm, let s say 2 weeks if no one participates, so as long as there are people participating, the event will still be running

then, Anet, when u think the event is running for too long, just give an annoucement " thanks to the efforts to all the braves defenders of Tyria, the bad guys are pushed back and Rata Sum is saved … for now "
well, in between, give one or two annoucements saying the ennemies are attackin even more fiercely, or we shall endure.

as a result of this event
a/if successful defenders, there will be npc in Rata Sum to whom players can give mats to create some monuments , note : PLAYERS decide if a monument will be constructed, DEVS : just make a npc that offers to build different kind of monuments depending on the mats donated. And, each defender gets a title and some shiny animation ( like the finishing blow in pvp) then there will be others events.

b/ if failed, Rata Sum is invaded, half the warps in Tyria are destroyed
so the next event will be, ( a continious one, depending on the players actions, not a " 2 weeks thing" again, in wich, no matter what the warps will be repaired , or rata sum reconquered or not ) give XXX mats to repair each portal, reconquer Rata Sum daily,
note : impossible to reconquer in one day with massive zergs , make it so, only XXX mobs come out of Rata sum 3-4 times a day, taht are killable, all the rest of the army is inside Rata Sum.

then invade other towns, or maps

devs gives cars, players drive .

Home Instance: Becoming a real home.

in Guild Wars 2 Discussion

Posted by: Evalia.7103

Evalia.7103

Do you think it’s okay for home instance to remain a place to mine your nodes?
RAWR!! I want a real home in GW2.

Home Instance: Becoming a real home.

in Guild Wars 2 Discussion

Posted by: Evalia.7103

Evalia.7103

So let me start off by reminding you of these two specific items providing access to convenient locations:
http://wiki.guildwars2.com/wiki/Captain%27s_Airship_Pass_
http://wiki.guildwars2.com/wiki/Royal_Terrace_Pass
As we all know(or should know?), our home instance evolves with progression of our personal story. New characters appear, and it becomes more lively and busier overall.
With the introduction of Living Story updates(and gem store item), we’ve also gotten a possibility to get 6 resource nodes as well as a skill point inside our home instance. And that’s really great in my opinion. Now if I could use a Hearthstone(http://www.wowhead.com/item=6948/hearthstone) to get back to my home instance, it would feel even better! Because right now, a place I go back to craft/shop/do stuff is an airship, which is pretty convenient, but is not really quite related to me in any way. Together with Hearthstone(whatever name should it be), I of course would like more upgrades to be introduced to our home instances, such as:
1. Repair NPC’s/stations(an upgrade probably bought with gold, or rewarded as an achievement for fixing your armor Nth time)
2. Trading Post, same as above.
3. Bank, same as above.
4. General Goods(sickles axes picks kits etc) Merchant, same as above.
5. Mystic Forge, same as above.
6. Crafting stations(an upgrade that has to be crafted after mastering a discipline, perhaps)
7. Aside from those already mentioned, Guild Bank, Activety, Laurel Merchants and Weapon/Armor NPCs(who actually uses those however?) could be introduced.
TL;DR: Your Home Instance becomes an awesome-r version of Airship/Terrace if you are ready to buy upgrades.
Would YOU like your home instance to feel like a welcoming place? Do you agree with the ideas I’ve proposed?

(edited by Evalia.7103)

My Little Problem with The Elder Dragons

in Guild Wars 2 Discussion

Posted by: Avascar.9237

Avascar.9237

So I’ve been wonderin’. About the world and the story, it all seems good. I want to keep this brief and all, for the sake of argument. I just like to point out that the Elder Dragons don’t feel very evil. In other words, don’t feel like they should be antagonists.

Yes, perhaps they are forces of nature, and it feels very messed up by tampering with nature’s cycles. But there should be an antagonist that’s at least relatable, someone that gives their side of the story and someone I can understand. Who’s going to understand the animistic motives of a freaking dragon? Okay, maybe a few (which, I won’t know how that’ll be done), but doesn’t make my point any less clear.

I feel the devs sacrifice the story just to have the feel-good and epic moments. I say the feels are tripled with a good story. I know they can write good, just look at Tybalt!

Can we have a PvE-centric balancing update?

in Profession Balance

Posted by: Xae Isareth.1364

Xae Isareth.1364

Before everyone jumps with ‘no one cares about PvE because it’s faceroll’ or something, let me explain myself.

At least in PvP/WvW, all weapons and skills have some sort of an use. In PvE, half the weapons available to classes, and often a lot of skills on the viable weapons are useless. For example, when was the last time anyone in PvE used offhand axe on warriors apart from to look cool, or used Churning Earth on eles in combat?

Also, there’s been a lot of changes for PvP and WvW which dragged PvE into the crossfire just because they were universal, and in the process doing a lot if damage to build diversity and usefulness of skills. E.g. The whooping 50% nerf to dancing dagger which made DD utterly useless in PvE.

So, can we have a PvE-focused balancing update for once?

Please Stop The Reflect Discrimination

in Profession Balance

Posted by: Lishtenbird.2814

Lishtenbird.2814

First we had 25 stacks condition cap.

Then we got [Defiant].

Then we got [Condition Reflect].

Now we get [Indomitable] and

  • “Some projectiles at Jungle Wurm no longer reflectable.” edit: apparently it happens with eggs at Evolved Wurm as well
  • Most bosses’ projectiles in Crown Pavillion not reflectable (except for some at Pyroxis).
  • Stealth fixes to bosses like Malrona whose projectiles are no longer reflectable.
  • Stones and spits from generic Wurms no longer reflectable (it used to be that way in Twilight Arbour, but not so long ago all wurms behave that way as well); who did the self-knockdown hurt anyway? It was fun and good for skipping wurms!
  • And let’s not forget healing turret at Boom-Boom and power regulators at Marionette – structures which do not accept conditions but are a core part of boss mechanics. edit: apparently the turret is a mob and accepts some conditions

I feel like every other thing except for direct damage is gradually rendered useless in PvE.

As far as I remember, the initial idea was that it shouldn’t matter what class you bring to the battle, it is still useful; however in practice, more and more bosses are being designed for [low skill-demanding but survivable enough] zerk warriors, with everyone else being left behind as too difficult to balance around. Feedback insta-killing Jungle Wurm? Make attacks unreflectable instead of tweaking damage. Mesmer’s Power Block shooting through Defiant and making mesmers useful in dungeons? Nerf it. Crowd-control skills cancelling one-shot mechanics? Remove CC instead of redesigning AI to allow all classes provide their own group utilities. Honestly, I’m already waiting for a patch which fixes the grub prevention “exploit” at Evolved Jungle Wurm.

So why should we be surprised by posts like “…but it doesn’t matter since we already replaced mesmer with a guardian…” and LFGs of “heavies only”? And you don’t even need reflects against generic boss ads in the first place if you can DPS those down.

Again, ANet: why design classes around utility skills and not direct damage, and then render those skills useless for anything other than brain-dead mobs which can be facerolled anyway (while also not bugfixing the core mechanics of classes)?

Please rethink your boss design philosophy. You’re making good steps in anti-zerg content, but class and build diversity in PvE still needs a lot, a lot of love.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Isn't DS/Second Health Bar awesome?

in Necromancer

Posted by: Mystogan.4157

Mystogan.4157

Only the good necros will make use out of ds instead of complaining.

Thy Shall Fear The Reaper (FxRe)

Isn't DS/Second Health Bar awesome?

in Necromancer

Posted by: MethaneGas.8357

MethaneGas.8357

Best concept, one of the worst executions, sadly like half the game…

Seriously, why do you even play this game? Logic dictates that if one dislikes something, one will stop doing that something.

I personally think Deathshroud is brilliant, and it is very well executed, like 99% of this game. I’m not sure where I stand with healing being allowed in DS, all I know is that it would kick butt :P .
Using and managing Deathshroud is an art, and it takes skill. I’ve fought very few Necros who had good Deathshroud management. Those that did were a very big pain to kill.

Necro, Ele, Mesmer, Guardian and Warrior, DR[OHai]
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