Showing Posts Upvoted By joneirikb.7506:

Why do the dragons have minions?

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Posted by: Sube Dai.8496

Sube Dai.8496

Dragons are lazy I guess.

John Snowman [GLTY]
Space Marine Z [GLTY]

Why do the dragons have minions?

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Posted by: Oldirtbeard.9834

Oldirtbeard.9834

Because they suck at multi tasking.

A Call for Roamers

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Posted by: Quells.2498

Quells.2498

I still like to roam but that’s because I’ve accepted the chaos. There’s no such thing as balance, fairness or honor.

Leader of Contre [VS], just a bunch of zen adults
focus on Dungeons, Fractals and Raiding.

So we are really okay with confusion?

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Posted by: DeceiverX.8361

DeceiverX.8361

Yea, its true. now take that dire perplex cheese to your friendly GWEN zergmander and see all your condis get cleansed by everything from everyone about 10 times per second, + try to go throug hany hot chokes or anything like that with them while your blink is on CD, go for it, I dare you. Lets see how that works out for you. Then come back here and tell me more about imbalance.

O add to that veil and portal on your utility bar, 1 of which will be on permament CD due to obvious, the other useless.

lets see how you function then.

The problem with this logic is that the GWEN/blob meta since its conception has been designed heavily around group mitigation and condition cleanses. I’m not sure if you recall the days of old before we started really seeing a developed blob ideology, but pretty much large-scale fights were determined by control conditions and applying them as AOE’s. As an example, shortbow thief in DA was the name of the game, for it could spam permanent, long-lasting AOE poison + weakness fields at 1200 range. When people started realizing control conditions like weakness and poison pretty much were responsible for their blobs dying, and that playing glass cannon builds is mathematically sub-optimal from a damage taken vs dealt perspective, GvG groups started thinking bigger, and started organizing massive condition cleansing potential to negate control effects/CC and maximize them against others. Ultimately, CC and mitigation proved most effective against the old strategies, and adding in some tweaks for better buffs and resistance to CC effects for consistency put us in Hammertrain. This evolved into PS with ranged DPS proving worthwhile as a means of forcing cooldowns before engage.

Additionally, one could also argue that battle standard is always on cooldown for the warrior, RF for the guard, and LF for the necro, as all of them have huge cooldowns as well, if not longer, and provide a one-time, high-impact effect at the expense of an elite, and that most of these builds are also support-oriented and are always consuming their utilities for group support or mitigation activated once, maybe twice, per encounter, and are used pretty much immediately off cooldown. This isn’t really any different from Veil/MI, if not slightly worse, since they pose effectively no personal benefit for the class using these skills itself.

Dire Perplexity is a huge problem. It really shouldn’t exist. Almost everyone agrees no matter what class uses it, it ends up overly-strong for its difficulty to play (easy) and play against (more difficult and build-based). Confusion as a condition needs lower durations and higher stacks and to not impact players using cleansing them. It’s supposed to be meant to kill/punish bad players swinging their weapons and using skills wildly, not to just completely remove someone from combat repeatedly until they can spam cleanses, or just completely remove them from combat altogether by not having enough of them. Since dire players are also so hard to kill, it makes swinging wildly a necessary tactic, but of course, it also kills the caster faster in most cases.

So we are really okay with confusion?

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Posted by: Serious.6940

Serious.6940

I ran into a mesmer on my guardian. I use shouts to clear conditions. Every time I cleared the conditions I got stacked instantly with more.. The problem isn’t the changes with confusion but to mesmer. They have made it much more capable and then give it massive invisibility boosts.

That adjusts small group and single combat WvW towards mesmers, but then, WvW isn’t balanced anyway.

As suggested in other threads (by me and others) if anet wanted to make WvW balanced they would be better off switching to the PvP build system, even at the loss of build diversity. Perhaps also reducing the effect of food buffs in WvW too.

[Suggestion]Utility Slot/Food Slot

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Posted by: TheFool.4589

TheFool.4589

I know it’s been said before, but why don’t you guys make a Food And Utlity slots? So many times I’ll run a dungeon with food and utilities only to not realize they ran out. My suggestion is give us spots where we can put a stack of food/utilities that automatically renew.
For example if I put my halo in the utility slot, since it’s unlimited use, it will automatically renew when the timer ends so long as it’s in the slot.
If I put a stack of 10 sharpening stones and 10 stacks of food, it will keep renewing until the stack runs out.
Also, when you guys do this, add a check box as a on/off switch.

Yay or Nay?

[Idea] Cata and Treb damage own walls

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Posted by: slingblade.1437

slingblade.1437

It would be horribly abused by trolls, spies, and even angry drunks. Because of alt accounts and f2p, you can’t come up with a punishment severe enough to prevent abuse of such a mechanic.

GvG Overtaking WvW

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Posted by: Tobias Steele.2071

Tobias Steele.2071

Everyone should have the right to play as they wish so long as it remains within the laws of the game. If they’re minding their own business and not queuing your home map then leaving them alone is the best thing to do. If however they’re toxic, condescending, abusive or they queue the home map. There are certain things you can do…. cough treb cows from spawn cough

Entropy, Class lead Necromancer.
Tarnished Coast.

Armor > Outfits

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Posted by: Daddar.5971

Daddar.5971

Yes, this would solve it for me: if each outfit was in 6 separate pieces so they could be applied to one or several armor pieces of the character, I’d buy [b]all[/] of the outfits. Not holding my breath, obviously. Money talks, and if people are happy buying outfits, that’s what A-Net will sell.

‘Elite’ in all 9 professions. I take mediocrity seriously!

Trahearne is a Necromancer?

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Posted by: Anchoku.8142

Anchoku.8142

Prediction :

Trahearne gets corrupted, is going to pull a Scarlet, and will be one of the final bosses of the expansion until he is “saved” and marries Caith to raise deadly little flowers and a baby Glint.

Mistfire Wolf Mini Pet

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Posted by: Kronos.2560

Kronos.2560

Basically what the title says. I occasionally throw this idea out there into the universe. Hopefully a dev see’s it! All that’s needed it scaling the darn thing down… =(

New Forge Recipe for Siege

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Posted by: Dawdler.8521

Dawdler.8521

This issue has never been addressed, so I can only assume that we have Anets silent approval automated scripts for large scale siegecrafting in order to avoid PTSD. Fixing it would have been easy – move sup siege crafting to a crafting station instead of the forge.

New Forge Recipe for Siege

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Posted by: Offair.2563

Offair.2563

They rather want us to suffer from RSI then throwing some quality of life stuff at us.

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

When is it right to interrupt a duel?

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

I try to respect duels as much as possible, I duel myself, but must admit too many ppl duel in very bad spot (myself included).

Not all 1v1 are ‘legit’ duels and asking your team mate if it’s a duel when he fight for his life usually won’t get any answer anyway since he is kinda real busy atm. And, sadly, it did happened too often that I let a comrade in need be killed because I thought it was a duel and it was not.

My advice to duelers: find better spot than camps or SMC vicinity.

My advice to all: If you have any doubts about what is happening kill everything red because your team mate might be in need of assistance and you justify your inaction with dubious ‘honor’ reasoning. There is nothing honorable about letting someone in need die when you could have helped anyway… If he complain that he didn’t need help after, refer to advice to duelers…

When is it right to interrupt a duel?

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Posted by: WraithOfStealth.1624

WraithOfStealth.1624

Anybody that is duelling in WvW in any other location than the Obsidian Sanctum that is an area with high traffic of players deserves to get annihilated beyond recognition.

The amount of times people cry in chat when they get killed outside of SM while “duelling” is too kitten high. Somehow people think that they’re entitled to have their “duels” be respected by everybody as an official aspect of the WvW game mode, and everybody who sensibly thinks that “red is dead” is an honorless idiot with no manners that needs to get a life.

If i’m roaming in WvW maps and i see a 1v1, chances are big that i will join the fray. And if i see you killing dolyaks or hitting camps/sentries before returning to your insanely stupid duelling location right outside of SM you can whisper “I was duelling bro” all you want after dying.

Until guild halls, and their arenas in HoT are released you are cool to duel in OS, pvp arenas or the most remote location in the borderlands you can find. These are viable locations where you’re almost guaranteed not to be bothered. Find a guy you want to fight in the borderlands while roaming, invite him to your party, and say; “Hey bro lets have some fights in OS.”

Conclusion;

If you come across people fighting 1v1 in any of the WvW maps other than the Obsidian Sanctum, feel free to toss fire at them, stab them in the back, or pew pew them.

Gandara – The Knights Who Say Nope [NOPE]
IGN: Raefe Ostelt

When is it right to interrupt a duel?

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Posted by: Hitsuke.5304

Hitsuke.5304

I never interrupt if the duelists are duelling somewhere that actually makes sense. It’s ridiculous how many times I’ve attacked someone just outside our keep on EB to be told “Hey stop were duelling”. I always respond with “Well pick a better bloody place to duel than bang outside the keep gates then you morons”.

There’s loads of spots on EB and BL that are out of the way from major landmarks, where you won’t be bothered, yet people choose to try and duel in the most idiotic places at times.

Utility Slotbar

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Posted by: PejulaIshta.8230

PejulaIshta.8230

Hello,

is it possible to implement a additional slotbar for food, support items, siege weapons etc? I edited a screenshot for a example.
It is horrible to look into the inventory and searching the items during a fight or something like that.
It would be really nice! A Feedback would be nice.

Regards

Attachments:

The harassment and blocking

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Posted by: Cynz.9437

Cynz.9437

Please make it so players that blocked you can’t spam you with messages. Thank you.

All is Vain~
[Teef] guild :>

WvW Invitational Statement from John Corpening, game director for World vs. World

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Posted by: Orpheal.8263

Orpheal.8263

with wvw now gettign with Hot more attention, ive to eat my words xD

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

WvW Invitational Statement from John Corpening, game director for World vs. World

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Posted by: Pikka.6023

Pikka.6023

Nightcapping, Runaway scores. Population Imbalance.

On the surface these sound like different problems looking for different solutions, but really they are all symptoms of the same underlying problem, a problem that was pointed out in development way before the game was released, but clearly not understood, or ignored. The problem is WvW doesn’t scale based on participation.

WvW is the same sized game, and scoring the same each tick, no matter how many are playing. This leads to numerous problems. What WvW needs is a natural way to bring opponents together at a healthy level of competition. Two ways to accomplish that are scaling, and handicapping. Right now the only real form of handicapping in WvW is proximity to each teams’ spawn. The closer an objective is to the spawn the harder it is for enemies to defend it, and easier it is to recap. However that doesn’t allow for a server being overwhelmed by an opponnent’s Omega zerg to establish a point of equilibrium where they can stabilize even temporarily. That’s not healthy for competition. The more success one side has, the harder it should be to achieve the next level of dominance.

Handicapping could be achieved numerous ways, such as extra supply generation, tougher walls and gates, more fixed siege and NPC champions. The goal is the superior side should be able to score more points, of course, but the weaker side should be able to compete from an inferior position, and both sides should enjoy the level of competition, instead of one simply having periods of total dominance.

Scaling would allow the size of the game to match the level of participation, so you don’t have absurd situations like five invaders and two defenders playing a game of “Running Wars” across an entire border. One was to scale could be to shut down a border when a server’s participation falls to low; this would of course require adjustments to how scoring is done.

Anyway, without trying to fully ‘solve’ the problem in this one post, the key point is WvW is should feel like an exciting, epic form of PvP, not a stale rat race of PvD, as it often is, and the game needs structural improvements to achieve that.

Reward Tracks in WvW

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Posted by: Orpheal.8263

Orpheal.8263

I absolutey thing WVW Rewards needs a serious redesign … 10000 ranks of crap rewards with a luckily ascended ring or item chest super rarely in between is not what i see as rewardign for Wvw, despite its own currency beign self super meaningless and unrewarding to the point, that they needed to add another currency with tournement tickets just to add some more rewarding wvw unique thigns to the game mode….

The WvW Tournament Skins should beconme a general WvW Reward Track, working exactly like the PvP Reward tracks, beign repeatable and whenver you do a successful Event in WvW or gain WExp from kills, you progress on that Reward Path unlockign this way the weapon skins of the hero and mistforged hero weapons

Rank Progression should get redesigned and made like in Pvp, that when you reach new ranks, you unlock special WvW unique Finishing Moves with also maximum only 80 ranks, and not 10000.
Then theres no need anymore with such rediculous stuff like lots of senseless repeating rank tiers for Bronze, Silver, Gold, Platin, Mithril and Diamond.

Then you simply get your rank titles based on every 5 progressive rank ups, what would be 16 Rank Titles = 16 unique WvW Finishers, whats more than enough.
by reducing the rank number from 10000 to 80, could be made retroactively the the rewards for each rank up alot more meaning fun, than just some silly blues and greens 99% of all the times, a few silver that are alot lesser, than what you get for like a stronghold win most of the times and better chances to receive actually somethign meanign for that helps you significantly on getting for your alts ascended equipment.. in gettign better access to ascended chests as rewards which are now also more rewarding, because you can now change the stats if you get something that you dont need.

Character progression could get then also reworked, so that you don’t need thousands of rank points anymore to get the WvW traits, but instead you have mostly done everythign then within those 80 ranks due to receivign more base points per rank up to unlock stuff.
Other missing rank points after reachign rnak 80 shpoudl be received then through buying Upgrade Points for your WvW Traits via Badges of Honor, so that this currency actualyl finalyl receives some better worth also for your overall progression in WvW… which is also already theoretically possible now, as you can buy instant rank ups with a bit of badges and laurels… however, I think the laurel cost should get removed and simply the badge cost should get increased and replaced partwise with Karma!!.

PvE will receive with Hot for its maps some kind of reward track per each map, so WvW should get that overhaul too to make also here again the game design consistent and congruent instead of permanently making everywhere different designed reward systems…

The reward systems if GW2 need to become more streamlined for all the game modes, so that they actually feel all the same rewarding and not that there is one mode, that feels alot more rewardign with its reward tracsk, than currently all the rest of the game with its different systems.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Dueling, really?

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Posted by: Iavra.8510

Iavra.8510

You can try killing them if you want, but usually these people are much better than you and there are spectators from both enemy servers around that will kill you while your guys stand there watching.

That said, there are specific dueling spots (south camp mill, Obsidian Sanctum), that should be used for dueling.

The BS of Darkhaven

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Posted by: Arius.7031

Arius.7031

You realize:

1) This has happened millions of times across every server for literally years
2) You guys did the EXACT SAME THING LITERALLY YESTERDAY
3) Nobody cares

I care, and every other player who wants to use legitimate tactics for attacking an enemy but now cannot because of the new bs locations used by cheaters who place spawn siege way out of reach on cliffs in citadel that can hit the north towers, cares.

I thought it was ridiculous before but now some of the places Ive seen are beyond pathetic and clear cheating and needs action by anet, there is a spot where a treb can be placed so far back to cover nwt where you cannot even see the treb, only the projectile coming over the cliff.

Now anytime someone wants to attack a north tower, or enemy garrison from the tower they have to contend with some cheater sitting in an out of reach invulnerable spot firing away.

GG you pathetic cheaters regardless of server.

My point is nobody cares in regards to the server. This is no less kittened than “haha server x you suck cus you have a hacker!”. Those types of posts, and indeed this post, always have been and always will be kittened. We’re three years into this game people. Really, report it, even publicize it, but stop pretending you’re morally outraged at a server for doing it, that’s utter kittenation. I’m not even kidding about his very own server doing this like a day before his op. That’s 100% legit we were trebbing their garry and from nw tower and they trebbed our nw tower from citadel. I didn’t cry rivers, I moved on.

Also why do you care honestly? I don’t like this, nor hacking… but do I care if someone reports some random hacker on the forums? No…

Jorek/Etharin/Raylus
Darkhaven Commander
Co-leader of [Sold]

TC a superpower in T2?

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Posted by: FearedbytheGods.8617

FearedbytheGods.8617

Not sure what your point is?

JQ, YB, TC & BG are all ‘superpowers’ in t2 because of better coverage and numbers.

The BS of Darkhaven

in WvW

Posted by: Arius.7031

Arius.7031

You realize:

1) This has happened millions of times across every server for literally years
2) You guys did the EXACT SAME THING LITERALLY YESTERDAY
3) Nobody cares

Jorek/Etharin/Raylus
Darkhaven Commander
Co-leader of [Sold]

Clothing Options

in Guild Wars 2 Discussion

Posted by: Agemnon.4608

Agemnon.4608

There’s a reason why most games are set in either the future (usually involving space travel, lots of creative potential there as alien civilizations are, well, alien allowing for more creative scope) or medieval or at least steampunk times: modern design and architecture is frankly bad compared to the past. We have so much computing power to augment our creativity and create countless styles that won’t interfere with functionality (and even overly simplistic designs can as some car back doors open way too narrow and their angle makes getting out a hassle and a half) yet everything gravitates towards banality and plainness.

All new houses and cars basically look the same and there’s no real inspiration to draw from and architects are no longer artists but rather people who want six figure incomes for being lazy. The Metro design and interfaces also follow this cheap and lazy trend since Windows 7 was reasonably simple while 8 and 10 give the impression of a “designer” whose attitude is, “Whatever can I get paid now I don’t have the time or energy to add a gradient or shadows to these buttons.”

Modern clothes tend to follow the same trend somewhat. I don’t mind them in the game but keep in mind why medieval and steampunk are more popular settings (in addition to the reasons listed above the world was also much larger with scope of major exploration and discovery whereas modern settings have every continent and city mapped out to perfection.)

Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Conditions Today
Conditions have become a major part of the game now especially since conditions have been revamped and such, but this leads to issues. I’ll be talking from a Ranger’s perspective because it’s my main. I’m not trying to cry about Rangers, but it’s the only perspective I have.

Issues:

1. Players have too much access to conditions. By this, I mean that players can stack insane condition stacks in seconds, dealing ungodly damage.

ex. Reaper can stack 35+ stacks of poison….
ex. Guardian can stack 15+ stacks of burning…
ex. Rangers can stack 35+ stacks of bleed… (mad king + hunter’s call)

2. Conditions, like vulnerability, has become devalued. Nearly every profession has access to vulnerability, and those skills/utilities/etc that do apply huge stacks. This means nearly any class can amass the maximum number of vulnerability stacks.

ex. A vast majority of “critical hit” traits apply vulnerability.
ex. Skills like “On My Mark!” 10 stacks. Rapid Fire 10 stacks.

The same can be said about the boon, swiftness.

3. Skills should not apply multiple, arbitrary, random conditions.

Yes, some skills should have access to multiple conditions, but very, very few should, as this further devalues conditions. I’m all for skills having access to powerful conditions, but multiple condition skills should not be so prevalent or powerful.

Let’s look at the Berserker’s Primal Burst skill: Skull Grinder, just as an example. This skill applies: blind, weakness, confusion, cripple, daze. Yes, this skill should be more powerful than normal weapon or utility skills being a part of the Berserker’s class mechanic, but, really 5 conditions. Being that you can add conditions to skills with sigils, runes, and traits completely devalues any other classes’ ability to provide those conditions. Imagine a Berserker taking a sigil of ice (chill on hit), sigil of blight (poison on critical hit), and Rendering Strikes (vulnerability on critical hit). That’s a total of 8 conditions on one skill, not to mention runes.

4. Classes that lack condition cleanse will feel the effects of condition spam more often than those high condition-removal classes. (I will ignore runes and sigils that remove conditions for simplicity sake.)

Rangers, for example, have two traits that remove condition(s) both in the same trait line, and only one can be equipped at a time. Rangers have access to one utility skill that removes condition(s).

Elementalists, for example, have access to three traits that remove conditions, and all three can be equipped at the same time. Elementalists also have access to four utility skills that remove conditions from themselves and allies.

Conditions cleanse should be a available to all classes and within a reasonable spectrum of each other (i.e. One class shouldn’t have two cleanse while another has seven). A reasonable balance, in my opinion, would be 3-4 per profession (not including sigils and runes). I feel this way because: having near infinite condition cleanse is basically immune to condition based builds, and having nearly no condition cleanse is basically instantly killed by 35 stack poison builds.

Yes, if you forgo taking your condition cleanse in lieu of something else, you should be punished. No, you should not be punished if your class has next to no condition removal.

5. Classes should have obvious distinctions between what condtions they should be able to access and what conditions they shouldn’t be able to access (Runes and sigils aside).

Rangers should have access to ample bleed, cripple, and burning(torch). As they are an obvious and distinct part of the class. This is what creates a distint difference between classes, and it doesn’t create a conglomerate of every class having every condition. Yes, ANET loosely abides by this (i.e. there is no slow on Ranger), but it seems all classes are gaining access to every condition instead of having a distinct separation.

But Rangers shouldn’t have access to fear, torment, or confusion. As they are not what should be considered part of the class. Conditions like fear and torment should belong to classes similar to necromancer.

I remember watching Guild Wars 2 initial release trailer and seeing the Ranger’s Bonfire skill be shown, and saying “This will be an incredibly awesome fire skill” or “THE burning skill”; but, sadly, nearly every other fire source in the game provides a much better burning with addition effects. Yes, Bonfire has its place, but it’s very lackluster comparatively.

Final Thoughs
Conditions have their place, but they should be distinct, intentional, and powerful. I feel there are several ways to help right the ship:

1. Conditions should be limited. For example, no skill should apply 10 stacks of confusion.
2. Conditions should be intentional and not apply arbitrary conditions.
3. Short cooldown skills should have short duration conditions.
4. The more often a condition can be applied the shorter its duration should be.
5. Less powerful conditions should have longer durations. A skill that applies vulnerability should last longer than a chill skill.
6. There should be very, few multiple condition skills.
7. Skill that do apply multiple conditions should be coherent. For example, if there was a skill called “Burning Light”, it could apply a short duration blind and burn. It should not apply something like blind and torment.
8. No professions should not have access to all conditions.
9. Actions such as raising the vulnerability cap to 50 and lowering the damage increase to .5% should be considered in balancing, if the amount of stacks players can inflict remains the same.

The list goes on, but I think everyone has the point. Some of these points could be made about boons. If ANET has their head on straight about how the want to handle conditions, fine; but as of right now, it’s out of control.

Thoughts?

Add “United Chi” to your friends list or guild!

(edited by UnitedChaos.8364)

WvW - We want our unique finisher!

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Ah yes… The “WvW Ganksquad Finisher”. 2 Thieves and 2 Mesmer appear from nowhere and start kicking the spiked player, followed by jumping up and down for a minute.

Anvil Rock LF WvW guild/pug commanders

in Looking for...

Posted by: Puck.9612

Puck.9612

Just want to point out even though AR was outnumbered in fights all night long they still still cowboyed up and jumped into every fight and they came out 1st in PPT this morning thanks to their dedicated roamers and havockers.

A few of the servers AR faces are completely carried by their SEA guilds. If you are a SEA player and you transfer to AR you will have players to fight against but you won’t have to worry about carrying the server, AR still has a strong enough presence throughout the rest of the day and more importantly it has players always willing to jump into a fight.

Jim Hunter when my other account isn’t suspended