Showing Posts Upvoted By OIIIIIO.7825:

How do I beat a hambow?

in PvP

Posted by: Amaterasu.6280

Amaterasu.6280

I play a thief and I kill hambow wars 95% of the time 1v1 as long as I have 1 stunbreak up.

It’s more about timing than anything. If you can dodge the telegraphed moves and stay out of fire field + arcing shot then you should be good. You just have to make them blow their zerker stance and/or endure pain. If you can play a class that can reflect projectiles, it’s a big bonus as well.

A lot of hambow wars are very confident because they can rely on the build to carry them, but actually have very little knowledge of how to fight certain classes…use this to your advantage. The better player will win in this case.

Kuro – Thief – NA
Undercoverism [UC]

7 second lupicus kill... balanced??

in Profession Balance

Posted by: maxinion.8396

maxinion.8396

FGS OP. Reflects OP. Actually thinking about the mechanics of the game and finding the best strategy instead of complaining about pet builds: OP.

It will never change

in Thief

Posted by: Impact.2780

Impact.2780

They’ll moan and insult you for being a thief unless you just stand there and let them kill you. Then, once they’ve killed you, they’ll lecture you on how terrible you are.

EU | Ímpáct / Impact Warlock / Impact Illusions
http://www.twitch.tv/impact2780

Playing dishonorably to achieve victory.

in PvP

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Hmmm. litte lightbulb..

If i got the op’s opinion right, there is a justification for installing 3rd party programs hack my way trough a spvp match and /laugh at my opponents not being smart or morally broken, while beating my chest screaming
" I AM THE MASTER OF THE UNIVERSE" ?

right?

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

Zerker guardian with staff

in Fractals, Dungeons & Raids

Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

I’m Pretty sure we can all blame Vol.7601 for this. It’s got to be his signature.

“How to make 8-12G/HR ? http://i.imgur.com/AMoiQaC.png

Its when people take the greatest guide to WvW and bring it to PvE.

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

IF my guard can do this....

in Thief

Posted by: Auesis.7301

Auesis.7301

There, even used Zerk + Scholar just for you.

Gnome Child [Gc]
Resident Thief

How to eliminate stacking.

in Fractals, Dungeons & Raids

Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

I wish I could make a thread about eliminating complaining about stacking.

Death and Taxes [DnT]
http://www.twitch.tv/nike_dnt
DnT is Recruiting – http://www.dtguilds.com/

[Ready up] Devs avoiding to talk about ele?

in PvP

Posted by: ahuba.6430

ahuba.6430

They should just try to make every class like the Elementalist with the amount of skill and effort it takes to play well.

ele isn’t hard to play, it just sucks. there’s a difference

Basic Ore Node Pack

in Black Lion Trading Co

Posted by: DeWolfe.2174

DeWolfe.2174

maybe the other “nodes to come” will fill the gaps between. If you figure there’s at least 6 more going in.

No…. I went to the other cities to check out the home instances. There’s a much larger gap between nodes than just spacing for future ones. For Hoelbrak, which I call my home instance and use daily, it’s bizarre. I’ll post a screen cap to show the available space next to the Candy Corn node. There’s room for 8 more nodes and there’s only of total of 7 different ore’s in the game. There’s plenty of room on the front wall adjacent to it for at least 6 nodes too. To put them across on the other side of the room is just for annoyance sake.

Attachments:

[AwM] of Jade Quarry.

Please fix stacking

in Fractals, Dungeons & Raids

Posted by: Skady.5916

Skady.5916

Seems like people do not quite understand why dungeon groups stack where all this “all melee” concept comes from.

Its quite simple.

1.The radius for buffs/heals in GW2 is 180-360 units, meaning that if you not literally stacked on top of each other in melee range – you wont receive those useful buffs (might, fury, aegis, heals etc). Person kitten ing at 900+ range literally does less damage than those who stacked. This gets even worse if you remember that all melee weapons in this game superior to ranged.

2.The other reason is that stacking allows you to control boss’ positioning better. Since aggro is wonky, there is no “tanks” in this game boss can be literally on anyone. Thats why people just stack in front of him to avoid him moving/rotating like crazy – this makes dodging/avoiding certain skills easier

Other games have tanks, and dps/heals usually wanna be nowhere close to boss with deadly AOEs. Other games have noticeably bigger raduis for friendly spells and bigger duration for buffs. IE you rarely have to renew major party buff more often than every 5-10 min, in GW2 you literally have to spam those blast finishers on fire field every few sec to maintain max stacks

A man of knowledge lives by acting, not by thinking about acting.
-Carlos Castaneda
Skady Valda

Please fix stacking

in Fractals, Dungeons & Raids

Posted by: xsquared.1926

xsquared.1926

So I’ve been doing some dungeons lately to try to get empyreal fragments…and I’ve noticed that many, many players use this “stacking” tactic where everyone stands on one pixel and hits the mobs against a lot of different encounters.

This has to be the most horribly boring and irritating way to play a dungeon. I realize that it is the most efficient way to do it, but the gameplay of stacking is absolutely horrible.

You literally stand in one spot, can hardly see your character, then press your buttons and hope you win. No dodging, no movement, nothing. And even worse, the camera angles usually either have you trying to do an isometric style view or staring at a wall.

Now I don’t blame the players for this…players will always just find the most efficient way to get through content, even if it sucks. Instead, I blame the game design for allowing stacking to be the most efficient way to get through content.

Please, please implement something that makes stacking less effective…maybe more AoEs that have to be dodged, maybe a “hot foot” effect that hurts you if you stand still for too long…something. Because right now, stacking is making dungeons a terribile droll experience.

Because this is how the game is meant to be played, right?

Master Ruseman. Lv80 Mesmer 10/20/0/25/15
Boon Dispenser. Lv80 Guardian 15/25/0/20/10 Boom Dispenser – Lv80 Engineer 30/30/0/10/0
Chuck Thunderstruck – Lv 80 Ele 30/10/10/10/10

How to make your fellow Ele party-mate proud

in Fractals, Dungeons & Raids

Posted by: limbeurt.9642

limbeurt.9642

I play an elementalist in dungeons, and I decided to create these user-friendly flow charts to teach newcomers how to deal with the tools an elementalist brings to the party.

Hopefully the more people become aware of this, the smoother pug runs will become! (one can dream)

Enjoy.

Attachments:

Zerker Meta Gone? Great!

in Fractals, Dungeons & Raids

Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

But if they keep things the way they are, the game gets stale.

Only gets stale if you dont add new content.

Death and Taxes [DnT]
http://www.twitch.tv/nike_dnt
DnT is Recruiting – http://www.dtguilds.com/

[PvX] Balancing GW2

in Profession Balance

Posted by: Mark Katzbach

Mark Katzbach

Content Marketing Manager

Please don’t do this. If you wish to make a post, please add the content first. Reserving a dozen posts for future use does not foster constructive discussion.

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Section 3: What this problem is not.

#1: This is not about skilled players or elitists. The overt zerker dominance in PVE hurts everyone. Even zerker users in the long run. This is about bringing back the basic balance in builds, and giving advantages to lesser builds instead of taking away the advantages of greater ones.

#2: This is not about unskilled players or bads. The philosophy of playing how one wants is based on equality in diversity, and works by appealing to a wide audience of players. Not on the notion that a player has to be ineffective if they want to use the gear that they want.

#3: This is not about punishing players for their investment. When a balance issue arises, the fact is that correcting the mistake will be at the disadvantage of those who stand on the heavier scale. This isn’t out of personal spite, but an unfortunate fact of the universe that will never change.

This issue exists outside of the players who exist in it. There’s so much hostility and mud slinging that Anet has to trudge through, and all that does is make the issue worse.

EDIT: as for my more in-depth suggestion on how to resolve the berserker meta, I already posted in another thread. Its another two posts, so I’ll just link to them here:

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first#post3480109


tl;dr Anet didn’t balance for active defense, and everyone who whines about other players being at fault is wrong and just making the problem worse. The zerk issue hurts everyone. Read the kitten post to know why.

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

(edited by Blood Red Arachnid.2493)

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

This fact can cause wide swaths in balance if one isn’t careful. Anet has done a remarkably good job with this, however. If I were to compare a DPS build (say, Obal’s DPS guardian build: http://en.gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jACBYfCZkfQUBDZOzUZNPVQs4qIas6aYKXER1SBExwI-e) together with another similar build in full Soldier’s Gear (http://gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jwBBofERzkfQUBDZO1sIasFXFRjVZDT9iIqWKgIGGB-e), we’d get the following effective power before modifiers:

DPS build: 4376
Same build w/ Soldiers: 2871

And to compare effective HP (assuming base armor of 1836)

DPS: 12,871 HP
Soldiers: 29,152 HP

So, while the DPS build by itself does 52.4% more damage (and thus reduces incoming damage to 65.6%), the Soldier Build has 2.26 times the effective HP, thus reducing damage to 44.2% of what it originally was. Thus, under standard MMO practices, the soldiers build would stay alive for 48.4% longer, doing that much more damage the whole time.

The problem is not in the stats themselves! The overall combat potential between the two is only different by 2.7% between each other. Granted, the DPS is preferable because it works faster (and thus gets rewards quicker and can do more stuff), but when comparing effectiveness, they are nigh the same. In fact, if you wager average skill on part of the player, then pure GC gear might not be faster, because downing and dying greatly increases how long it takes to kill an enemy, and if a more survivable builds don’t involve as much risk.

But… this is where active defense comes in to play. I hate this part, because we move out of the realm of numbers and into more abstract concepts. But in general, when Anet designed these monsters, they made active defense too important.

The way you can think of active defense is this: every player has a certain number of moves they can mitigate through the use of dodges, skill dodges, blocks, invulnerability, blinds, stuns, immobilize, reflects, heals, and condition cleanses. Enemies have to go through this barrier of “moves” in order to do damage to the player. This barrier acts strangely, since it is identical for both a glass cannon and a tanky build. Only once you go past this barrier does the standard “player DPS + EHP vs. enemy DPS + EHP” principle take effect.

The fact that active defense is identical for both builds is important. Both builds above are only balanced under the assumption of constant damage, and under the assumption that active defense doesn’t exist. But, as we all know, that is not true! With active defense, the builds become horribly imbalanced, and without constant damage, the builds become even more imbalanced.

#1: Active defense: Enemies need to make so many moves before they get through active defense. The faster an enemy dies, the less moves they make. The less moves they make, the less likely they are to go through your active defense. With this in mind, it is very easy to do so much damage that an enemy dies before they can go through your active defense.

In contrast, by having lower DPS, enemies take longer to die, so they get more attacks, and so they go through your active defense more easily. The end result being that, by making yourself more durable, you end up taking more damage than if you had built for DPS. This is exacerbated by the second fact:

#2: Enemy DPS isn’t constant. Its quite the opposite, actually. Enemy attacks are slowly paced and well telegraphed, meaning that you can stop most of it with active defense. The second problem is that enemy attacks have a lot of damage (AND I MEAN A KITTEN TON OF DAMAGE) all loaded into these attacks. So much damage, in fact, that they can plow right through passive defenses. That 226% higher HP just means that, instead of dying in 3 attacks, you die in 6 attacks.

By contrast, regular enemies in the overworld do so little damage that there is no need to dodge at all. You just plow right through regular enemies and continue on as if nothing happened. But, silvers, champs, and enemies in dungeons do so much damage that there’s no point in passive defenses.

This has left the damage vs. survivability aspect of the game completely broken. While it is sound mathematically, it doesn’t work in practice due to how the game is designed.

The obvious solution is to fix the way enemies work. Of course, this is not an easy solution, since it would revolve around redesigning every enemy veteran rank and above. Then again, it was Anet’s enemy design that dug this hole in the first place.

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

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)

Meta Sword/Pistol Guide

in Thief

Posted by: pantsforbirds.9032

pantsforbirds.9032

lol after 1 month someone has finally copied a s/p build from pvpler an opened a thread, but berserk Amulett/lyssa is so old fashioned, with that much fury up time …. be a bit creative …..
theres a much stronger survival build available without spamming 40 Points into a steal

Trickery is an incredibly powerful trait line and is, in my opinion, the best way for a thief to play in the current tpvp meta.

Thief: Rand x Al Thor | Mesmer: Egwene x Alvere
Dragonbrand |Twitch: twitch.tv/pantsforbirds

Thieves are still extremely strong

in PvP

Posted by: Elxdark.9702

Elxdark.9702

Good thieves yes, bad ones no…

This.

Fractals: A Deplorable State

in Fractals, Dungeons & Raids

Posted by: Kilandros.2098

Kilandros.2098

I defended ANet leading up to the Fractured! update. Resetting our progress, I said, was a fair trade for revised Fractal difficulties, leaderboards, and improved rewards. But ANet has not delivered on any of those promises.

Fractal Leaderboards: I neither wanted nor particularly still want this feature. But where is it? You claimed that the Leaderboard was the reason necessitating progress reset—our progress has indeed been reset, so where is it? It’s been OVER a month and a half. Please—PLEASE—explain why you had to reset our progress to facilitate a feature we don’t even have.

Rewards: Data has strongly suggested that the drop rate of weapon skins has been nerfed (not to mention skin boxes not even being in game). Why? The biggest complaint leading up to Fractured! was that Fractal rewards are not commensurate with the amount of time it takes to run a set of Fractals.

Bugs: Fractal daily chests are currently bugged across all difficulties and may not be awarded. How has this not been fixed?

It absolutely blows my mind that the update to “improve” Fractals has actually made them worse in every conceivable way. Would a Dev care to shed some light on the thinking behind this (ongoing) situation? Would it be too much trouble to address these issues and provide some transparency?

Erasing our progress meant players had to commit dozens of hours to reclaim that progress, but a Dev cannot take 20 minutes to comment on what ANet is REALLY doing with Leaderboards? What ANet REALLY did to weapon skin drops? What ANet is REALLY doing about bugs?

It would take someone TWENTY minutes to draft something explaining what’s really going on and put it on the forums. Don’t have an ETA on leaderboards? Come up with something. I don’t demand much from Developers, but when you erase progress with the promise of a feature, you need to deliver. This is unacceptable.

The Anomaly or Ascended Focus?

in Crafting

Posted by: layzoe.6035

layzoe.6035

So I just made it and I love it.. now I need to find a sword to match.

Thank you all.

2013 is over. Did they keep their promises?

in Guild Wars 2 Discussion

Posted by: Bagel.4598

Bagel.4598

I’m still waiting for the leaderboard that was supposed to be implemented with the Fractured update.
The one that my progress was reset for.
The one that no one wanted.
It’s been over a month.

2013 is over. Did they keep their promises?

in Guild Wars 2 Discussion

Posted by: GrandmaFunk.3052

GrandmaFunk.3052

Yes, shame on you customer for wanting to know what to expect in the future. How dare you expect them to live up to advertisements they make. Could you imagine a world where we held people accountable for things they say? It would be toxic madness!

The problem is mostly that any comment made by the devs in any context is automatically jumped on as being a “promise”, something that is instantly “owed” to the player base and where any failure to meet that expectation is automatically written off as the devs being malicious, lazy and/or incompetent.

GamersWithJobs [GWJ]
Northern Shiverpeaks

2013 is over. Did they keep their promises?

in Guild Wars 2 Discussion

Posted by: Ethics.4519

Ethics.4519

Sigh… It’s this thread again.

You are the very reason that drives developers into not giving out any more info than what it necessary. If for one reason or another they can’t deliver that you jump on them like a pack of rabid wolves demanding them to deliver.

Sometimes things don’t go as planned, deal with it.

Yes, shame on you customer for wanting to know what to expect in the future. How dare you expect them to live up to advertisements they make. Could you imagine a world where we held people accountable for things they say? It would be toxic madness!

RIP in peace Robert

2013 is over. Did they keep their promises?

in Guild Wars 2 Discussion

Posted by: Taku.6352

Taku.6352

Sigh… It’s this thread again.

You are the very reason that drives developers into not giving out any more info than what it necessary. If for one reason or another they can’t deliver that you jump on them like a pack of rabid wolves demanding them to deliver.

Sometimes things don’t go as planned, deal with it.

Food for levels - no thinking for you!

in Guild Wars 2 Discussion

Posted by: Karizee.8076

Karizee.8076

Here’s a great little searchable database that lets you look up food items by level and buffs. Has drop down lists for the searches, just pick the buffs you want and it will give you a list of foods that have it.

http://wiki.theamazonbasin.com/index.php/Guild_Wars_2_Nourishment_Database

A few selfish bad apples are ruining pugging

in Fractals, Dungeons & Raids

Posted by: Uvatha.5476

Uvatha.5476

Always open the dungeon yourself. That way if people want to act awful they’ll either shoot themselves in the foot if you’re kicked or you’ll have the ability to take the dungeon progress away from them and the friends they invite by simply leaving to force them to start over.

Teldo Streaming!

in PvP

Posted by: Romek.4201

Romek.4201

Roleplaying Arah story mode

in Fractals, Dungeons & Raids

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I recently joined a random team, to help them out with the final mission of the game. Spoilers if you haven’t completed the personal story yet.

Anyway, I decided to add a bit of role playing into the mix. At first they didn’t know quite how to respond. But they quickly got into the spirit, and before I knew it we were all yelling out orders on board the airship, and making jokes at the expense of the enemies. I’m sure none of them mind their names being posted. For your enjoyment:

Attachments:

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

(edited by Mad Queen Malafide.7512)