Showing Posts Upvoted By RashanDale.3609:

DD eles what you been doing post patch?

in Elementalist

Posted by: Paxus.6543

Paxus.6543

Didnt change a kitten thing and still love my Ele. I am not one to run away often so the RTL change has not had a big impact on me I am just being more concentrated on when I use it. Mist form got me out of certain death several times last night just as it did previously just need to be more timely with it and be ready to pop stuff when it drops. I read these boards before logging on after the patch and was concerned with all the QQing about the Ele being destroyed and unplayable. Maybe its my spec but I definitely do not find this to be the case and still love playing mine.

May 14th - Necro Patch notes

in Necromancer

Posted by: Kau.8495

Kau.8495

i see less and less necromancers in pve or so it seems i could just be missing them as they slip past me with 15% runspeed deathshroud :x

May 14th - Necro Patch notes

in Necromancer

Posted by: Blackmoa.3186

Blackmoa.3186

I talked to Jon Peters in the mists, aparently necro is compeltely fine and viable casue we have 2 healthbars.
Who needs invulnerability, vigor, mobility, ways to disengage or even working skills or useful traits when you ahve deathshroud.

German Caster,
never blinking “specialist”,

May 14th - Necro Patch notes

in Necromancer

Posted by: Dredlord.8076

Dredlord.8076

you play a necro and was expecting fix’s? shame on you my good sir!

I hope the devs feel ashamed when this is the general feeling in a class forum.

May 14th - Necro Patch notes

in Necromancer

Posted by: Kau.8495

Kau.8495

you play a necro and was expecting fix’s? shame on you my good sir!

Weaking shroud trait bug, or hidden recharge

in Necromancer

Posted by: Skyro.3108

Skyro.3108

Weakness if very underrated in pvp. Even if a player has 50% crit and 50% crit dmg, 1/3 of their damage direct damage is from non-crits, which means it reduces their DPS by 1/6 on average. Plus the reduces energy gain is pretty big as well.

But IMO both weakening shroud and mark of evasion should have no cooldowns. Anything that ups the synergy of DS traits to make the near death trait more appealing is a plus IMO, it will open up more viable builds. And why mark of evasion has a 10s cooldown I have no idea since necros can only dodge once every 10s anyway since we have no access to vigor.

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: HiSaZuL.2843

HiSaZuL.2843

Only 9 months. At this rate necro’s will be viable in 2023!

You sir made me smile. My tiny hat goes to you.

On side note… I’ve heard the “we are going to get on it asap”…. a few times now. Hmm funny, I can’t recall a time when something was actually done after the promise, except for that one time when love translated into massive nerf. But you never know… my birthday is coming up maybe the universe is tossing me a bd present >_>

(edited by HiSaZuL.2843)

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: Loyo.8526

Loyo.8526

John Peters has came to give a response? wait, 2 responses!?

Pinch me, I must be dreaming. this is a happy moment.

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”

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: spoj.9672

spoj.9672

Its a shame it took so long to get a decent response. But im just happy we finally did!

Thanks Jon.

A Guide to Flame & Frost: Retribution

in Flame and Frost

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Correction: The original given date for the end of the Flame and Frost epilogue was incorrect. The epilogue will actually conclude on Tuesday May 14 with the release of the Secret of Southsun update.

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: Liquid.9672

Liquid.9672

Thank you for this. I thought about doing the same tests using my Ele but just haven’t had the time. The fact that Jon Peters saw this is great news for Necros. Hopefully they get it figured out soon.

Also, it’s most definitely not happening only when downleveled. I do everything possible to avoid going down in WvW, including running away when I really shouldn’t be, just so I’m not rally fodder for the enemy, because I know if I go down I’m dead.

Zend(ario/imas/iana/ango) – Engi/Ele/Necro/Guardian
[KnT] – Blackgate

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: Brutal Arts.6307

Brutal Arts.6307

Only 9 months. At this rate necro’s will be viable in 2023!

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

So other classes get auto attack but not necro? (lich form)

in Necromancer

Posted by: Navtyr.1654

Navtyr.1654

This… still…

So other classes get auto attack but not necro? (lich form)

in Necromancer

Posted by: Josher.9612

Josher.9612

Seems like another bug in a long list of EASY to fix bugs. I have to control/right click to turn on autoattack everytime I use it. VERY annoying. Did they forget or is it another knife to the gut to annoy us=)

So other classes get auto attack but not necro? (lich form)

in Necromancer

Posted by: unanswered.1029

unanswered.1029

How many of you necros always set auto attack on #1 lich form? Who feels left out. I do.

They added auto attack for kits, etc.

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: JonPeters.5630

JonPeters.5630

Game Design Lead

Next

This video is actually great. Thank you. I see that you have 1/3rd the health. This is not happening to my necromancer on live nor am I seeing it on test. Is this only happening when downleveled?

Jon

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: JonPeters.5630

Previous

JonPeters.5630

Game Design Lead

Next

Ok we found a good repro case. It has to do with how death shroud and downed used to interact. I will get someone on it today and try and get a fix to you all asap.

Thief - too much evade, cleanse and port?

in PvP

Posted by: GankSinatra.2653

GankSinatra.2653

Non thieves feel those things are annoying to deal with and hamper the flow and enjoyment of combat, thieves feel those things are still useless in the end in tournaments. Let’s assume thats true.

Then it still seems to me that thieves are a terrible class design wise. Its easy to go defensive about it and spout ‘just dodge, use your aoe, find the real mesmer, get a stunbreaker noob,’ but then you are just defending an annoying, ultimately ineffective class just because you feel personally insulted.

So we should all rip on thieves as much as we can. For they are lame.

Asuras in pvp

in PvP

Posted by: Rym.1469

Rym.1469

Well, most of “Pro” players play minimal size asuras. And they’re often mesmers. It’s annoying, but comparing my Charr to asura…erm…it’s like comparing The Alien to E.T. All I want from ANet is “Ratslayer” title

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

Asuras in pvp

in PvP

Posted by: wllalele.9427

wllalele.9427

I hate asuras, they’re too small comparing them to the norns and charrs. Human should be the smallest size in pvp. Besides fact that asuras are not enjoyable to fight against, they’re not enjoyable to watch as well. Anet wants e-sports? Haha, i am sure that common viewer will just leave the tournament stream after 5mins when he will see 5 asuras vs 5 asuras, this is unpleasant to watch.

Making GW2 Spectator-Friendly

in PvP

Posted by: PowerBottom.5796

PowerBottom.5796

I was was watching quite a few streams of Tournaments/scrimms recently and even though I play a lot of PvP, it often was quite confusing to watch. In this Thread, I want to talk about what the Streamers themselves can do to make the game easier to watch and understand, but also what I think ANet could do to make the game more viewer-friendly:

Teamcolors

Seriously, it should be standard that you use “show teamcolors for everyone” when you are Shoutcasting and streaming a Tournament, the benefits of making the game easier to watch far outweigh the pretty colors of every player (you can show them before the game starts when explaining the builds).

Effects in Teamcolors

It can get soooo confusing watching a Teamfight with Multiple Fire-Fields, some Fields of the Mesmer etc. and If the observer recently was on another part of the Map, the teams run similar builds you cannot identify who casted the spell, it’s basically impossible to quickly see whats happening on the Field. I highly promote making the effects, especially the ones of AoE’s with longer durations, easier to identify by adding an Option to use Team-colors for them. I don’t know how much time this would take, but if you want GW2 to become an e-Sport, it’s definitely worth investing time into it.

Pets/Illusions/summons with Teamcolors

Same as with the Effects; just paint them blue or red and with Pets and Summons (that would look stupid all red/green), put a blue/red hat on them (semi-serious: Just come up with sth. to make them easier to Identify, even if it’s just a Blue dot on Top of them).

Possibility to toggle a big Icon during the game with the Class and Teamcolor

If the observers could simply press a Key to show the Class-Icon above the Heads of the Players in their Teamcolor, it could make things much clearer in Teamfights.

Icon/Healthbar for Downed-state

A downed Player is extremely important for the outcome of a game and it should be clearly visible when spectating (not necessarily when playing though), so why not show an Icon of a Skull (again preferrably in Teamcolors) or a big Version of the downed-state “Healthbar” above the Char in Teamcolors?

Do sth. about Asuras

It’s soooo hard to properly Identify the Class, the Animations etc. of those Asuras that it can get really confusing for spectators that aren’t playing on a very high level.

Ability to Toggle Skillbars

Make it possible to Toggle the Skillbar with the Name of the Skill cast, the cast-duration and a small Icon either above the Heads or next to the Healthbars on the Side of the Screen.

Customizable Layout of Healthbars and other additional Info

Being able to place them on different parts of the Screen, the ability to make it bigger/smaller etc. would be helpful

The Map

First of all, it seems that the little Map on the right bottom seems to change my selected “Zoom” at random and often switches the position of the Map, showing me stuff I don’t wan’t to see while ruining the Setup where I can confortably see the whole Map.
For good spectating in a Game like GW2, an easily understandable Map is key: There should be Options to make it even bigger, make it semi-seethrough when the cursor isn’t on Top of it or make it possible to slide over the Map with the Mouse and make it pop up a bit bigger.

I really think that stuff like that will be extremely important for the success of GW2, because it’s a pretty hard to understand game, so we should do whatever is possible to make it easier to understand whats happening.

Only a WvW player...

in WvW

Posted by: cyranstar.3425

cyranstar.3425

Only a WvW player tells her children “Hot Pockets or starve, it’s reset night,” and sees them nod understandingly.

Epic.

SBI/Abys/Mes-Anyaleska, Engi-Scarlett Rogue, Guardian-Anyalyssa

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: Dredlord.8076

Dredlord.8076

this is how hard the necro community has to work to get a bug fixed….

it’s kittening ridiculous.

Professional All-Necro team

in Necromancer

Posted by: Blackmoa.3186

Blackmoa.3186

Nemesis should be at least their coach.

Why?
I mean nothign against Nemesis, he’s a realy nice guy and a decent player for his experience in pvp, but he’s nowhere near the top level and, well he lacks experience.

German Caster,
never blinking “specialist”,

Currencies

in Suggestions

Posted by: Thresher.3049

Thresher.3049

Another possible suggestion, which I would like to see, is to combine all dungeon currencies into one, with the exception of FoTM.

Or even some kind of anonymous currency exchange (like the gems>gold, gold >gems) because its really getting out of hand.

12 dungeon tokens
1 wvw badges
1 gold/silver/copper
1 karma
1 laurels
1 glory in spvp
1 influence for guilds
1 skill points for the forge attendant
1 gems for the black lion

That’s 20 different types of currencies and that’s just utterly crazy. Obviously some things you don’t want people to inter-trade on a personal level between each other (like skill points, karma etc), but there must be some kind of way of having some kind of currency market?

Or you end up like me, 120gp, 120 CoF tokens, 2mil karma, 7000+ badges and the only thing I can get with badges is power-vit-toughness gear… which is about as useful as being repeatedly punched in the head, when you’re a condition necromancer.

Pinot Noir (Necromancer) Pinot Blanc (Warrior)
KnT Blackgate

Protest For A "Batman" Class to be added.

in Suggestions

Posted by: Frosty and Frosty Law Firm.4981

Frosty and Frosty Law Firm.4981

Invader Jr.: “Why’s he portaling onto the wall, father?”

Invader: “Because we have to shoot him.”

Invader Jr.: “He didn’t mean no harm.”

Invader: “It’s because he’s the hero our Keep deserves but not the one it wants. So we’ll shoot him. Because he can take it. Because he’s not our hero. He’s a silent treb operator. A watchful scout. A dark Commander.”

Grind Wars 2: Heart of Tears

(edited by Frosty and Frosty Law Firm.4981)

How GW2 is NOT casual.

in Guild Wars 2 Discussion

Posted by: Star Ace.5207

Star Ace.5207

You are entitled to your opinion, but your last paragraph is what actually defines a casual game, so the game is still casual.

“…the aspect of being able to put down a game and come back without having to regrind gear to continue playing where you left off…”

In short, I don’t see how these activities you mention make the game casual at all-more diverse perhaps, but not necessarily “more casual”. Note that I am not saying that those additions would be “bad”, but that they have nothing to do with the current game NOT being casual because it may lack the stuff you like from other games.

[WvW] Buffing small groups, slowing down zergs

in Suggestions

Posted by: Niim.9260

Niim.9260

Consider the lack of changes to WvW since release I am not sure the point in suggesting a bunch of complex changes to the game and maps? In my opinion most of your suggestions would change nothing and the issue is not the ‘role’ of small group’s, it’s getting people to actually play in small groups. The role is there, but when your entire reward structure favors not playing that way, no one plays that way.

ANET had the opportunity to make WvW more diverse and rewarding for all play types when they released the WXP system, instead they did the bare minimum and made a system that encouraged zerging even more. Their system is a joke.

We need changes, not really big ones, to current game systems to encourage quality play. If I was going to start somewhere it would be with the squad system. We need raid frames or whatever you want to call it. A squad system where you can see everyone and their vital information, be able to form organized groups within the squad, etc. Not just for commanders either, anyone should be able to form a squad.

This would have no real balance impacts on the game, but I think would make a profound difference in how people play the game.

~ AoN ~

[WvW] Buffing small groups, slowing down zergs

in Suggestions

Posted by: Revilo G.4352

Revilo G.4352

Overview
As many players feel or have felt, WvW is getting a bit stale. The power of zerging and limited environmental interaction has left many players burnout as there lacks the depth needed for long term enjoyment. With upcoming MMOs like Elder Scrolls Online and Camelot Unchained, Guild Wars 2 will be faced with some stiff competition in the near future and on.

Of the many issues WvW has, I feel the main one that needs addressing at the moment is improving the role of small groups. This directly relates to zergs as empowering smaller parties will help diminish the massive zergs thus improving combat. One way to help smaller groups is by making the environment provide a benefit other than visual graphics. By allowing smaller groups to utilize the environment, we can ensure guerilla tactics becoming viable. While some of ideas here may not be very feasible or even clunky, the key idea is simply let guerilla warfare work in WvW in some way or form.

Examples of environmental effects:(1)
Difficult Terrain [swamps/mud]:

  • Lowers mobility, debuff intensifies when in a big group. The stacks increases when in 600 range proximity to another player/enemies. These are non-condition based effects, overrides similar effects from conditions.
  • When a player reaches a certain amount of stacks of the debuff, getting knocked down will cause a chain effect to nearby players/enemies (50% chance and 8 sec cooldown)
  • Smaller groups generally pass through with little mobility lost.
  • Some areas with Difficult Terrain can cause poison or confusion.
  • Group revive effectiveness halved
  • No deployment of siege weapons within this area.

Unstable Terrain [rocky grounds/cliffs/snowy mountainous areas]:

  • May cause disruptive effects and falling boulders and debris.
  • Effects intensify as more players move or fight in the area (Rockslides and avalanches)
  • Stunned/knockdown players take extra damage from falling objects/slides
  • May cause a slight mobility debuff.
  • Group revive effectiveness halved
  • No deployment of siege weapons within this area.

Underground Terrain [caves/ tunnels]:

  • Randomly occurring cave-in (low aoe damage; no special effects)
  • Larger groups/battles will trigger larger cave-in (strong and wide aoe damage; wide range of disruptive effects)
  • Higher intensity cave-in does extra damage to downed players
  • Group revive effectiveness halved
  • Massive cave-ins if a zerg was to fight underground
  • No deployment of siege weapons within this area.

Tall Grass: (2)

  • Cloaks players/npc from far away observers, but reveals within moderate -close distances. -Slight mobility debuff, movement causes swaying in the plants, larger number players causes heavy swaying and wildlife to move out of area.
  • Causes REVEALED while in area.
  • No deployment of siege weapons within this area.

Heavy Fog:

  • Limits visibility at range, visibility improves at medium ranges.
  • Naturally occurring, benefit from allied NPC, or even from a new siege utility.

Breakdown of the ideal map

  • Map will be 15%-25% larger, if not possible underground area will be increased instead
  • 25%-40% of the surface map will be affected by enviro-effects
  • 70% of underground will be affected by enviro-effects
  • Number of towers and keeps untouched
  • Number of supply camps increased, camps will be surrounded by enviro-effects of varying proximity and saturation.
  • One of the camps would be a high priority camp with double dolyaks. The winding route will be the longest and most saturated with enviro-effects.
  • Shortcuts would be through enviro-effects, Zergs will have to stick with the main roads
  • Any siege deployable spot completely surrounded by enviro-effects would be dangerous map design as it would hard to attack a zerg entrenched there, so this will need to be avoided.

Necros should be angry about minion AI

in Necromancer

Posted by: kailin.4905

kailin.4905

I’ve been suspended so many times I lost count. Not once have I even come close to actually doing something offensive. 7 out of 10 times I criticized anet in a very polite way… but some folks can’t deal with it. But then again its actually rare even for moderator clowns to show up here… Try making a critique in event sub-forum.
I remember I posted screenshot of karka event at last stage and the “server will shut down in…5…4…3” Got suspended for 2 weeks in about… 2 minutes. Post didn’t include text lol.

I’m in the same boat. I will admit I’ve made some pointed comments after feeling completely abandoned by anet but I have never posted anything offensive and have had multiple posts deleted, edited, and infracted. Its getting to the point that it seems like the only thing that is accepted is blind praise and anything pointing out legitimate flaws in a constructive manner is punished. I’ve been trying to think of other avenues to be heard as a community but I am far from a viral savvy person. They should realize most of us are posting because we love the game and want to see it succeed and not dwindle due to bugs, broken mechanics, and poor balance.