Showing Posts Upvoted By RashanDale.3609:

Night cycle too bright

in Suggestions

Posted by: Nay of the Ether.8913

Nay of the Ether.8913

I agree with this, I’ve always thought the nights were way too bright. I like darker scenery. In open world this won’t affect anything if it’s lowered, for dungeons with “nighttime” you could keep it as is, or like Dr Hash up there mentioned, make a slider. Would LOVE this.

http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

Night cycle too bright

in Suggestions

Posted by: Frosty and Frosty Law Firm.4981

Frosty and Frosty Law Firm.4981

The night should be darker in general.

And we need a moon.

Not a moon-sun.

Grind Wars 2: Heart of Tears

Night cycle too bright

in Suggestions

Posted by: Dr Hashbrown.7104

Dr Hashbrown.7104

The title says it all. It’s not dark enough to consider it “night time.” The sky is also too bright at night, I wish you made it much darker like skyrim… Not saying skyrim is better than Gw2, just saying that night time in that game is much nicer than in this one, and don’t tell me to lower the brightness, I like the day cycle in this game, it’s very nice and bright

My suggestion is that you add a slider to the graphics options labelled, “Night cycle brightness” it will make this game’s scenery much more beautiful, and well definitely make some races (sylvari lol) look more magnificent and majestic

-Drums

Ordering pizza

in Suggestions

Posted by: uknortherner.2670

uknortherner.2670

I think this would be a completely pointless idea.

I stole a special snowflake’s future by exercising my democratic right to vote.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Ryuujin.8236

Ryuujin.8236

The most puzzling part of GW2 tooltips is that GW1’s tooltips were a work of art. The level of precision from such a short description you could get from them was amazing.

ie.

Eremite’s Attack
Scythe Attack. If it hits, this attack deals X damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional X damage and strike all adjacent foes.

Any questions? – no? – Really we pretty much nailed everything there is to ask; we know the attack removes a dervish enchantment specificlly (Seems like this’d combo well with elementalist weapon enchantments), not just any old enchantment. We know how much extra damage is dealt and this damage is dealt to all adjacent foes.

Contrast to:

Hundred Blades:
Repeatedly strike multiple foes. The last strike does extra damage.

How much extra damage? – How many is multiple, all of them? Is there a cap? – How far is the reach is this the forward cone or all around us? How many strikes are there before the finisher. This description tells us almost nothing

The Ashwalker – Ranger
Garnished Toast

(edited by Ryuujin.8236)

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Fuz.5621

Fuz.5621

Agreed – not just the tooltips, but the traits too need specifics added to them. There are so many traits currently that say vague things like:
“lasts longer” ? how much longer?
“increases damage” ? by how much?
“burns foes” ? how long a burn?
“effects are improved” ? improved how and by what degree?
“…heals you” ? how large a heal? any internal cool down?
etc.
I’m sure most players go to the wiki to find out the specifics, but we shouldn’t be forced to do that. The details should be in the game.

This.

Also, the wiki doesn’t scale down with your level/stats/weapons.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Emmet.2943

Emmet.2943

Because Anet doesn’t know how to be direct look at every interview ever and every big monthly patch ever. The latest one is a great example they don’t release the requirements of guild missions till a day before launch and it is by a 3rd party site.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Scumbag Mawile.6384

Scumbag Mawile.6384

They built the wiki into the game to work as the “detailed” option you speak of. Just type /wiki <search term> and it will automatically minimize the game and bring up the wiki for you with the more detailed info you seek. That way everyone wins and they don’t have to code a bunch of extra info into the game.

EDIT: That’s not to say that I wouldn’t like to see more detailed tooltips. That’s just to say why they don’t feel they need to spend resources on such things.

The wiki would be a great option if it would contain the data.

Requiring that the users need to find out numbers by observing skill usage, which is further hindered by conditions not listed in the in-game “combat log”, is a poor option.

Why include important combat information in a game when you can redirect players out of the game to a website to read it instead?

Why fill your wiki with information on the game which, as its creator, you know every last detail about when you can force players to rely on the charity of other players filling out that wiki with their own trial-and-error field research?

Disciple of Quag

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

If something is just a straight numerical increase, then for god’s sake, just show it as that. It seems the overwhelming fear of the developers against all things numerical struck again, as if our heads exploded when there were more then 3 numbers on the same panel…

Take for example the guardian’s “elusive power” trait. The wording on that is “deal more damage at low endurance.” When I read that, I thought at first that it would progressively increase my damage the lower my endurance bar got, and I quickly discounted it. Only much later did I find out that it actually is “deal 10% more damage if endurance is not full.”
So why not just go with the clear concise description, it’s not longer or more complicated at all, if anything, it’s much easier to understand.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

Well /wiki helps a lot getting more detailed information.

But we shouldnt be forced to go on the wiki for important game details, like combo fields and evading attacks. That sort of readability should be on the tool tip.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Changing tooltips is a very difficult task. Back off Arenanet and give them some time (two years) ok?

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Flamenco.3894

Flamenco.3894

Yea of course you can test it, but if you got lacking tooltips, why bring in tooltips in the first place?

Prince Rurik and Lady Althea. Anyone else see the incompatibilty here?

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Zepidel.5349

Zepidel.5349

Agreed – not just the tooltips, but the traits too need specifics added to them. There are so many traits currently that say vague things like:
“lasts longer” ? how much longer?
“increases damage” ? by how much?
“burns foes” ? how long a burn?
“effects are improved” ? improved how and by what degree?
“…heals you” ? how large a heal? any internal cool down?
etc.
I’m sure most players go to the wiki to find out the specifics, but we shouldn’t be forced to do that. The details should be in the game.

The wiki doesn’t even have all the answers. I’m guessing most of the stuff posted there is from users who tested it, not the devs. Because of this a good majority of things are still not explained.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: raptor.1064

raptor.1064

my favorite things are the tooltips they haven’t bothered updating for months for no reason, really how hard is it to change just the text “10% faster” to “25% faster”?

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Icepick.5210

Icepick.5210

I can agree here. Things like the warrior’s trait for running faster while wielding a melee weapon? Doesn’t tell you the run speed increase at all. What? I have to go look that up? Why?

Why does the tool tip for an Elementalist’s Signet of Air run speed increase say 25% in one place and 10% on the onscreen buff icon? I’m pretty sure its a 25% increase but there is always the nagging doubt in the back of my mind because of the disparate tool tips.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Orion Templar.4589

Orion Templar.4589

Agreed – not just the tooltips, but the traits too need specifics added to them. There are so many traits currently that say vague things like:
“lasts longer” ? how much longer?
“increases damage” ? by how much?
“burns foes” ? how long a burn?
“effects are improved” ? improved how and by what degree?
“…heals you” ? how large a heal? any internal cool down?
etc.
I’m sure most players go to the wiki to find out the specifics, but we shouldn’t be forced to do that. The details should be in the game.

Why are your Tooltips so vague

in Guild Wars 2 Discussion

Posted by: Zepidel.5349

Zepidel.5349

It seems like with every new class I decide to play I have to spend hours of detective work searching forums/wikis/whatever just to find out variables that apply to a given skill, trait, consumable, sigil/rune because for whatever reason you guys thought “oh well kitten they don’t care about specifics”. And even then we don’t have answers.

Now I know some casual players don’t want to read a paragraph of info for a skill, but I know some games that have a UI option for “detailed” and “simple” tooltips. Something like this would be really awesome.

Going over the mesmers traits “Compounding Powder” and “Wastrel’s Punishment” just really ticked me off today. What does the 3% damage per illusion apply to? yourself only? illusions included? Shatter skills? And for Christs sakes what is “inactive”? Does this mean not currently using a skill? unable to act via stun/daze? rooted? ITS A MYSTERY I GUESS.

(edited by Zepidel.5349)

New to the world of MMO's?

in Guild Wars 2 Discussion

Posted by: Evon Skyfyre.9673

Evon Skyfyre.9673

I’ve played them for longer than I care to remember. And I’ve learned a few things that pretty much all MMO games seem to have, and do, etc…

MMO rules of the road..

1) BS is the most popular profession in any game. Take anything you hear in game with a grain of salt. Like ALT-F4 makes you stronger, etc..
2) If you think a mission is too hard, telling others will generally result in being told one or all of the following:
a) Your computer is sub par.
b) Your skills are sub par.
c) Everyone else did the same mission without weapons, blindfolded etc.. See rule number 1.
3) MMO’s are a mixed batch of players. Some helpful, some spiteful, some extremely bored, or lonely, or both. Remember you’re in a world of people using personas and running around with deadly weapons. Don’t expect too much from them and you won’t be disappointed.
4) If you think a high level weapon is not as good as a lower level weapon, they will reduce the stats of the lower level weapon.
5) Draw your own conclusions. If you like the game, play. (Ignore rumors) If not go away. No one likes a complainer. Especially gaming companies. Sound harsh? It’s one of the undeniable truths of gaming.
6) Find positive, like minded players to group with. Go slow, don’t tell them your life’s story and enjoy your time in game. It’s an escape, if we wanted to deal with reality, we wouldn’t be here.
7) My favorite rule has to be this. A female character doesn’t mean the player behind them is female. It also doesn’t mean they aren’t. Does it matter? If you want a date try one of the many dating sites online. This doesn’t mean you can’t meet someone, it just means it shouldn’t be your main focus.
8) You’re in a faceless medium. Stating your opinions is like dropping sugar on the kitchen floor and turning off the lights. All the Trolls come out and will spend hours and hours spouting their rhetoric , so you’ve been warned. Tin foil hats are sold in the lobby. Of the games I’ve played, the Guild wars players tend to be good natured and easy going. However opinions vary.
9) If a change in the game makes you physically upset to the point of anger, you need to walk away. Your favorite skills we be nerfed, your best combos will be ruined, it’s called balance. Which any Gamer with a fair amount of gaming exp, will tell you is a myth. Often sought after, never realized. There are players in any game that can out think the developers in their sleep, and they will always devise ways to beat something. Then the gaming companies go nuts trying to counter their way of doing things. Get used to it, or forget mmo’s.
10) Your gaming experience may change… Most of us know this phrase. It basically boils down to the gaming company can do whatever they want to the game, your character, your skills, and you have no grounds for being upset, because you’ve been warned. The game you bought, will not be the same in 6 months. It’s not a PC game that is the same always.
11) If you like the game you’re a Fanboi, if you don’t you’re a Troll. This rule never seems to change sadly.
12) If the game has a flaw, and it will require fixing, it’s easier to remove the reason for doing whatever, which results in or triggers the flaw. i.e. If a skill triggers a flaw in game, it’s easier to remove the skill than to fix the flaw. O.o
13) Games are not a democracy, they are a dictatorship. Gaming companies have the final say. It’s their creation, their child, and no one likes advice on how to raise their kids.

I’m sure I missed some rules, but these come to mind a lot.

Hey it could be worse, you could have to buy your bullets and arrows etc..

(edited by Evon Skyfyre.9673)

WvW Necro : 1/3 HP when downed

in WvW

Posted by: Rennoko.5731

Rennoko.5731

And that Kard, is why the squeeky wheel gets the grease.

Nice work.

WvW Necro : 1/3 HP when downed

in WvW

Posted by: Torqky.3682

Torqky.3682

The cake is a lie! (For you other necros) :P

For my non-necro minions:
Necro’s death shroud has been coded or connected to our downed state for some unknown reason. It has been this way since beta and we continue to get new bugs due to this every patch. We used to not rally people along with warriors with Vengance. We used to die from fall damage in DS and now we dont. We now have 1/3hp in downed state. We can’t swap weapons in DS now and we could before (unintended bug that they made in to a balance fix). Whats next? Maybe the next fix will allow us to bandaid in death shroud and use dark path in downed state!

TLDR: Give us our bandaid fix which will break something else already!!! :P

Torqky-80 Necro-Blackgate [HB]

(edited by Torqky.3682)

WvW Necro : 1/3 HP when downed

in WvW

Posted by: Mad Rasputin.7809

Mad Rasputin.7809

Really, is it that hard for ANet to test this and either confirm it exists, and then state whether it is intended or not?

Just a simple acknowledgement that this problem exists or doesn’t and whether it is intended or not. What is so hard about that?

WvW Necro : 1/3 HP when downed

in WvW

Posted by: Kardiamond.6952

Kardiamond.6952

Thanks Styx!

We need your help!

Any donation is accepted!

Attachments:

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

Why many people are no longer playing GW2?

in WvW

Posted by: Kolly.9872

Kolly.9872

so you wrote 2 posts for just telling us that people are quitting the game cos of thieves?

Thief might not be as strong as last year
but they’re a lot stronger
than they will be next year!

Ok, its time to say this!

in Necromancer

Posted by: Otaking.4675

Otaking.4675

Terrible ideas in the OP. The problem isn’t access to DS, it’s extremely easy to build life force and have it always. The problem is actual HP, once necro is behind in HP their weak life drains as their major healing trait beyond basic heal means that we can never reset our HP to full versus any good opponent that can such as Ele, BM ranger, engie, mesmer that can CC lock us and get a lot of HP back. Thieves that are smart about staying in stealth and avoiding lockdowns can heal up on us too.

Beyond being too weak in the first place, life drains can be blocked, evaded etc. like any other attack so we are putting ourselves at risk of a 2k-8k attack in general anytime we want our tiny tick of heal or a complete waste of time when it gets dodged.

That combined with the worst mobility, evades, and stunbreaks means certain death even though we can stretch our hp out by repeated DS. If fear were a better CC inside DS we might have something but it’s generally just an interrupt.

I’m talking from spvp perspective since that’s mainly what I play. To me if it can’t 1v1 in S, at the core of its gear and build versus equal gear, wrapping it in PVE gear in W3 isn’t going to change things in the end.

Stretching out HP won’t give us much advantage unless we can get ahead of the enemy in HP, which we can’t do. DS is not a very threatening set of moves either so we’re generally just a punching bag when in it, which is a lot. Inside of DS all our life siphon traits don’t even work so our class works against itself in this way. I don’t know of any other class where almost an entire trait line (siphons) is fully negated by use of their special. Any other class can heal inside a true invulnerability mode.

When out of DS, we can build a decent amount of CC, but without real healing access we can chip away at the real attrition classes like boon stacking ele, engie and ranger all day, even with corrupt boon and well of corruption these classes have invulnerabilities to perform a full wipe of conditions and/or strong enough healing to heal to full. (Little iffy in the case of BM ranger but all of them are more survivable than necro builds.)

Between being in a self-cc’d (movement speed is reduced in DS) punching bag mode, and no healing inside DS, those extra ‘bonus hps’ from DS are generally pretty worthless as the enemy is getting near free attacks and only having to dodge or shutdown 1 life transfer and a few life blasts while in this mode and the necro is not gaining any advantage in HP in general. In fact I’d prefer it if DS were harder to get into and more powerful, so seeing a necro in DS would make enemies feel like ‘time to run’ instead of ‘time for free hits’. When you see a thief go into stealth or a ranger camp healing fountain or an engie drop a net turret or a warr stand up in invuln mode, or an ele RTL in and start spamming kds, you have to take notice and change your attack plans. When a necro goes into DS you just turn up the heat on them.

The burst is not good enough to burst like a thief and the conditions are too slow and too easily cleansed. We can give up all survivability and burst about like a 100b warrior with boon breaking on top of that but if one link in the chain is missed we wasted two wells. Condition build can lurk in the background, and pop bad eles with corrupt boon (good ones will mist, heal and start all over again) and spread conditions with a high toughness and low hps due to rabid/carrion and no health trait but as soon as someone wants a corruption build gone, it’s gone because it doesn’t have much survivability from toughness alone.

This class is really only good for being carried by a group or tagging from behind a keep wall. It needs help to play at the level people would like it to play at, which is where you could 1v1 a good ele/mes/engie etc.

Fellowship of the charr

in Charr

Posted by: Zaxares.5419

Zaxares.5419

One does not simply walk into Orr! We’ll take one of the helicopters instead.

This video is disheartening.

in Necromancer

Posted by: Pendragon.8735

Pendragon.8735

but Anet has said that they plan to reduce AoE, so that the damage does not surpass single target damage.

How long ago was that now, 2 months ago? Is it even still on the table. Instead they just nerfed epidemic. Anet’s fear of whack-a-mole, or counter intuitive idea to
‘boost’ 20 bad things instead of nerfing lone obvious overpowered things, means balancing is moving at a snails pace in this game.

This video is disheartening.

in Necromancer

Posted by: Otaking.4675

Otaking.4675

While that video is impressive, you seem to be skimming over that the defending group had a Necro in there. On purpose. So maybe Necros can’t do what that Ele can, but there are clearly other things they can offer. Eles have absolutely no way of stripping boons, for example, and they don’t have any sources of Fear. To be clear, I’m not saying that that’s all Necros have over Eles. I’m just saying, they are different.

Boon stacking beats boon stripping by a mile.

Boon stacking: gives mobility, stability, healing, swiftness things you can use to mount an offensive and block/evade/mitigate things like….a boon stripping attack.

Boon stacking is a buff so you will never waste your application of it. Buffs don’t get blocked, evaded, etc.

Combined with invulnerability even if the boons are corrupted you can switch into invulnerability to cleanse conditions.

Generally the rate at which boons can be applied far outstrips the cd on boon stripping.

A character built around boon stripping is only useful against a boon stacker. A character built around boon stacking is useful anywhere.

Necro fear is at best an interrupt, and an Ele knockdown of which they have many, are better than fears as the time you spend knocked down inside an aoe is better than a one second run out of a well for instance. As a side note, thief and warrior fears are longer than necro fears at base.

The Best Multi-Role Class

in WvW

Posted by: Aervius.2016

Aervius.2016

[G]old.

Coward Zerg < Competent and coordinated AoE sloots- err, Ele’s.

Kolt – Human Thief
[NEX]
#swaguuma

The Best Multi-Role Class

in WvW

Posted by: Peetee.9406

Peetee.9406

Want to know what dominates eles?

Skill lag, inability to switch attunements = worthless ele

Kayku
[CDS] Caedas
Sanctum of Rall

Ok, its time to say this!

in Necromancer

Posted by: Kardiamond.6952

Kardiamond.6952

I actually posted about it in the pvp forum.

Without spectral skill, you are stuck with 0 life force at the beginning of a game.

A necromancer without lifeforce is starting 2 step behind.

I feel like they should ether make Life force grow over time when out of combat, or add critter in pvp, or make us start with 10-20% life force.

What ever the solution, starting a fight without life force is awful.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]