Showing Posts Upvoted By ich.7086:

Slaying Potions, the double-edged sword

in Bugs: Game, Forum, Website

Posted by: Bright.9160

Bright.9160

Holy crap this is kind of a big deal!

I’m a God Walking Amongst Mere Mortals yo.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

Slaying Potions, the double-edged sword

in Bugs: Game, Forum, Website

Posted by: Wethospu.6437

Wethospu.6437

After some extensive tank-and-spank sessions I noticed something weird. Slaying potions actually make you take MORE damage, not less.

I tested this with Undergrowth Webber on new TA path getting hit multiple times with and without Nightmare Court Slaying. Then I went to Arah and tested same with Undead Slaying on Orrian Villager.

You will still deal more damage so at least that part works.

10k Omega Golems...

in WvW

Posted by: Ikaros.7812

Ikaros.7812

Maybe they were worried we didn’t have enough golems for season 1. Thanks Anet!

Banana And Cookies [BC]
all is vain

Roaming Mastery?

in WvW

Posted by: Lord Kuru.3685

Lord Kuru.3685

Roamers are the ones who probably want this types of masteries the least.

Besides, there’s already roaming mastery: Guard Leech and Applied Fortitude.

Roaming Mastery?

in WvW

Posted by: Peetee.9406

Peetee.9406

This sounds like a perfect ANet solution.

The implementation will be botched making all pets, spirits, minions, and clones count as enemies. Effectively giving all thieves and warriors perma quickness when stomping.

The forums will be full of rage about the new changes, ANet will respond by nerfing ele mist form.

Kayku
[CDS] Caedas
Sanctum of Rall

Guardian Collaborative-Development

in Guardian

Posted by: CMF.5461

CMF.5461

brain storming ideas, may not come up with a valid solution to the problems, BUT it does highlight areas that may need to be looked at because they are deemed as a “problem”.

Lesser used abilities are that way because they are either pointless and need to be reworked, or something else is overpowered and needs to be toned down.

So polling the community will not directly help and provide us with the fixes that may be suggested here, but they help the developers get a more broad perspective, who may not play as much or in the same areas that we play in.

Also, if there is a commonality of problems from a specific mechanic of the class, that can draw attention of the devs for a fix as well.

So while, our ideas are sometimes worse than the problems themselves…they are still useful in identifying where the problems are in the first place.

A quick glance at the above suggestions help the devs look at:

- Spirit weapons are very under used due to up time and survival/vs effectiveness
- Untraited virtues could be adjusted in effect and/or refresh time
- A want to have more survival outside of 1 or 2 specific builds is desired by the community
- Signets are still undervalued
- More diversity and ease of access in movement speed is desired

What the devs decide to do to address those topics could be off the wall as opposed to what “we” feel the fix is….maybe it will be better, or maybe it will be worse, or no need to adress at all.

(edited by CMF.5461)

Banners Hold-Underworld-Far Shiverpeaks

in Match-ups

Posted by: Noir.9218

Noir.9218

Feel very proud of yourselves [Drgr]; you do great outnumbering your opposition.

Thanks! We also do quite well outnumbered, but in all honesty we could use a lesson or two in the gentle art of forum whining…

Stealth Disruptor Trap

in WvW

Posted by: clint.5681

clint.5681

Yeah a trap that boosts player skill would be nice for some of you so you could stop complain about stealth.

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
[url=https://] [/url]

Perplexity runes

in WvW

Posted by: KarlusDavius.1024

KarlusDavius.1024

Warrior is fine. You just need to learn how to counter the different builds that are out at the moment. I’m a warrior and even I’m still learning how to counter so,e builds myself.

Signet is fine, poison hits us really, really hard. Server stance is On a Long cool down. Look when we pop it, kite, then bomb. Make us use our GAO closers, force us to use cool downs that are long then we are left with nothing. Then it’s all up to you to get us down.

Pressure us hard enough and we just run out of things to use. Just make sure your clever on how you pressure us.

With regard to the runes, just put a 3 second cd on it

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

Can you add a new WvW Currency plz

in WvW

Posted by: ColinJohanson.2394

ColinJohanson.2394

Game Director

Our goal is to have less currencies in the game, not more

The EU Silver League Thread

in Match-ups

Posted by: Avatar Yirachi.7162

Avatar Yirachi.7162

Rather be stomped then PvD 7 weeks long is prolly going to be my spirit.

Apollo Glade [VII]
Ymilia – Elementalist
Shade of Underworld – Thief

Kill the warriors? oh really?

in WvW

Posted by: bob.8632

bob.8632

Sure, plenty of PuGs try and fail, but in organized groups which are more common the closer their tier number gets to 1, this tactic is par for the course. Voice comms, pre-established Mesmer veil, portal chains, and Warrior banner rotations are an integral part of how the guild I belong to, and guilds that run with us, operate.

To balance a game ignoring the players who’re squeezing every ounce of efficiency out of their builds and team composition is balancing for the lowest common denominator often resulting in incidentally making these players even more potent than they already are (I.E. Warriors) which causes more imbalance than you had to begin with.

Well coordinated groups, doing well coordinated things successfully is a sign of a success not a sign of an issue, more times than not.

The EU Silver League Thread

in Match-ups

Posted by: Space.8053

Space.8053

I have to say, the upcoming EU Silver League is looking rather tasty at the moment. EU mid tiers have always been pretty tight in terms of scores and coverage however with the servers towards the lower ranks getting some strong transfers in recent weeks I really think it will be a very hard league to predict. Also with the large number of multi national servers I expect the forum wars to be epic as well.

Abaddon’s Mouth – Probably slight favorites due to current ranking and wvw population.
Desolation – Anyone’s guess where they will finish, depends on the large PvE population helping the remaining wvw guilds.
Gandara – Jekyll and Hyde server from one day to the next, another strong contender for a top 3 finish.
Aurora Glade – A couple of strong guild transfers have boosted their already decent chances.
Miller’s Sound – Probably out gunned for the top spots but have potential to spring a few surprises
Gunnar’s Hold – Some recent transfers and a recruitment drive have seen them climb the ranks in recent weeks, will it be enough to compete with the higher populated servers?
Fort Ranik – Will suffer from the strengthening of most of the other servers around them, although they may be able to spring a surprise or two if the PvE playerbase gets enticed by the league format.
Far Shiverpeaks – Some strong guild transfers have bolstered their strength in recent weeks, as with Gunnar’s it will be interesting to see how they fair against the larger wvw population servers in the league.
Underworld – The weakest on paper. Much depends on thier ‘Very High’ server population and if they can entice their larger PvE playerbase into WvW to cause an upset or two.

So who will come away with the crown? Are Desolation still a force to be reckoned with? Will Abaddon’s Mouth venture out of their keeps? Can the forum really handle another matchup thread between Gunnar’s Hold and Far Shiverpeaks? Is Aurora Glade actually Piken Square in disguise? Can Underworld avoid the wooden spoon?

Fat Rob
[TCHU]
Gandara

125 keeps for an ascended weapon

in Crafting

Posted by: Brother Grimm.5176

Brother Grimm.5176

I agree that the amount of Dragonite being rewarded in WvW needs some upward adjustment. There ARE JPs in WvW that can get you Empyreal (but from my understanding, it’s a lowbie hobby to keep others from reaching the chest).

We go out in the world and take our chances
Fate is just the weight of circumstances
That’s the way that lady luck dances

Collaborative Development

in CDI

Posted by: EgonVenkman.1907

EgonVenkman.1907

People are angry for a reason.
People hate temporary content for a reason.
People hate ascended gear for a reason.
People hate class imbalance for a reason.
People hate server imbalance for a reason.
People hate constant buggy content for a reason.
People hate watching you making the same mistakes over and over for a reason.

Agree here.

Outside of the blatant copy/paste from September, you once again claim you want constructive feedback.

Based on observations of the Extremely Overzealous Moderation staff you have, you seem to only want feedback on how positive your game is, rather than bluntly pointing out the flaws.

Feedback:
Living Story: Good Concept; Horrid Implementation. Achievement grind fest for the masses. Majority of LS is temporary. Nothing to continue/tie into existing personal story (a.k.a. the story of Trahearne).

Ascended Gear: Too Lazy to lookup quotes. May be by same person.
Person A: We want players to have max gear by the time they reach 80…
Person B (later date): Players got max gear too fast.
Also, mentioning that ascended is to be an in-between exotic/legendary gap, but make it require materials used for legendaries. Now it is even more of a hindrance for Legendary items.

PvP/WvW: Too many problems to list.

Elite vs. Easy Content: Everything that comes out is either intended for people with Incredible dance dance revolutions button skills, or press 1 for loot content. It doesn’t have to be either/or. Think about having dungeons with multiple/various completion options. The hard way can shorten the run; while those with less coordination can complete the content with a longer/mob filled path.

Simply put, why should the community believe they truly make a difference. You promise us something now, but 6 months from now, deny having said it, or say “the community mis-interpreted our statements”
Examples:
1. Manifesto – Biggest bait and switch of the game.
2. Ascended Gear – Like mentioned above. “we want people to have max gear by the time they reach 80” vs. “People obtained max gear too quick”
3. LFG Tool – The sheer arrogance/denial of the need/work for this tool was amazing. For the longest time, you scream “why do the work when a 3rd party solution works”. Then after almost a year of listening to “we want this feedback”, It is finally released, being used as a poster child for community feedback? Imagine if an automaker released a new model sedan without cup holders, and then used the defense that automobiles didn’t even have cup holders for years. Doesn’t matter how long it took them to appear, but what is considered standard now.
4. PvP/WvW – “We are aware of the problem.” a.k.a. Please stop posting. We might fix this, but will probably just release something no one wanted instead (ruins? skyhamer farming?).
5. Moderation – Extremely selective enforcement. Trolling is obviously allowed when you defend the game/devs, as evidenced by multiple users accounts.

Yes. When you make promises/statements, the community WILL hold you accountable for your actions/inaction.

Colin Johanson: "Everyone, including casual gamers,
by level 80 should have the best statistical loot in the game.”
http://www.eurogamer.net/articles/2011-09-27-guild-wars-2-preview?page=3

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: Ethics.4519

Ethics.4519

Because zerker builds are high risk, high reward. That’s how it should be. They do not need any changes.

Agreed.

They could introduce different mechanics or aspects of the game to discourage this. Maybe the next boss will invert toughness and power, meaning all your power will switch to toughness and all your tougness will switch to power (for that boss). That would surely make you bring Rabid gear right?

The issue then becomes you have to have multiple sets. There is already an issue in both that people complain about grinding for new armor (ascended) and the game being not alt-friendly. Oh, and it’s also an extremely cheap gimmick.

RIP in peace Robert

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: style.6173

style.6173

Because zerker builds are high risk, high reward. That’s how it should be. They do not need any changes.

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Sure, but that’s being pedantic and missing the forest for the trees. In most games, there will be different ways to gear that are very effective – a different spec may require different gear, for example – indeed there are in GW2 – just not really in PvE. This is clearly an issue. Also, in other games, there are often a number of very close alternatives, which is not really the case here. If you removed Crit Damage from the game, it might be (not my chosen solution, just one approach).

Those specs are effective in other games because there’s an emphasis on strict roles and you need all of them to complete a content. Here, we don’t have strict roles and those soft roles we have (support, control and dps) mostly do not require different specs. You don’t get stronger control aspect with different gear and support is balanced such that healing power increases your heal/regen potency but offensive gear increases your reflections and certain supportive conditions like blinds and vulnerability.

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: Solid Gold.9310

Solid Gold.9310

I’ll go for 3 as well.

Is it a problem, I don’t see it as a problem.

Jumping puzzles, love them or hate them, I hate them. Thread killer.

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

It seems me like, in many ways, the most pressing issue for this game, mechanically, is the fact that there is basically only one “right” way to gear (and thus few to spec/trait, as well) for PvE.

There’s always one right way to gear, that’s the very definition of “optimal”.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

Yes please. This change would make ground targeting that much more use friendly. Especially when you’re in the heat of battle.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

So all classes get buffed in stead of thief which gets nerfed (again). Some thoughts:

-Venom share: this is just not worth it, since poison does not stack, making it one of the weakest conditions in the game. The only usefull scenario is when you massively can petrify a foe in PVE, but that would still be on a 45 sec CD.
-Nerf flanking strike?? Why, the whole community is crying about stealth thief play and you are willing to kill the alternative to a backstab build???
-Further nerf stealth by giving reveal skills? I agree only when the amount of reveal skills is limited to 1 (maybe 2) which are completely useless in other situations. You must realize that stealth is THE core mechanic of thief (like clones hinder targetting is core mesmer mechanic). Stealth is thiefs only good support option to save our squishy kitten. If all these update notes are true i see all classes getting better support unless thief which gets less. So please be carefull with the anti stealth skills to not destroy the class. Thanks for your attention

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Iason Evan.3806

Iason Evan.3806

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS IS IT…

I am all about this. Engie Rifle would benefit greatly from this. Heck, all ground casting would. The nice part about it is that it’s helpful to less skilled players. When I am trying to use my Rifle skill 5 this would be fantastic.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Maugetarr.6823

Maugetarr.6823

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

+1

Please This

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS would be a bigger buff to the Ele staff than whatever stupid support buffs it’s about to get.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: klarkc.3754

klarkc.3754

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS THIS THIS THIS THIS!!!!

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Sylv.5324

Sylv.5324

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS IS IT…

Me, what, six? Please! (I have no depth perception and this makes guessing the correct distance difficult every time!)

Also, can you guys PLEASE make the minimap movable to the same side chat is on? I can’t see on my right side and have been begging for this since launch. T_T

Ardeth, Sylvari Mesmer
Tarnished Coast

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Oxide.6134

Oxide.6134

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS IS IT…

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Myzaky.4962

Myzaky.4962

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS!

THIS THIS!

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Lithril Ashwalker.6230

Lithril Ashwalker.6230

An option I’d really like to see is smart ground targeting when targeting areas that are out of range.

Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.

This would be a huge QOL change.

THIS!