Showing Posts Upvoted By kimeekat.2548:

Warhorn and the defiance bar

in Elementalist

Posted by: Jong.5937

Jong.5937

Is there a problem with Tidal Surge and Cyclone? Mostly these skills seem to have no impact at all on the defiance bar. Seems like the pull/knockback is just not triggering. Been noticing this in fractals. I’ll admit I haven’t noticed if it works elsewhere.

Piken Square

Dream dps ele changes

in Elementalist

Posted by: Jekkt.6045

Jekkt.6045

Profession Skills
Elementalist

  • Flamestrike – Scepter Fire Auto
    Cast time reduced from 1.25s to 0.5s. Burning duration reduced from 3s to 1,5s.
    Lower casting times for a better synergy with fresh air. overall the casting time of flamestrike was too long. burning duration reduced to keep condi balance.
  • Dragon’s Tooth – Scepter Fire 2
    Time for impact halved.
    This skill is too much risk vs reward, while the impact time might have been justified in the past it isn’t anymore today.
  • Flamewall – Focus Fire 4
    Duration decreased to 5s from 8s. Cooldown increased to 30s from 20s. Each time you pass flamewall you remove the condition chill. passing through flamewall has an internal cooldown of 1s.
    Compared to ring of fire and wildifre, flamewall is a bit underpowered. giving it the ability to remove chill fits thematically and is something new.
  • Ice Shards – Scepter Water 1
    Added 3s of vulnerability per ice shard, resulting in a total of 3 stacks per auto attack.
    Water usually provides vulnerability and with this it improves the damage of a scepter ele. the auto attack speed of ice shards is already fast enough.
  • Shatterstone – Scepter Water 2
    Increased cooldown from 2s to 25s. Removed vulnerability. Increased radius to 240 from 180. Added 1s of chill per pulse and a 1s stun on the final explosion. Increased damage so that it crits for around 5k*. (explosion time reverted to the old duration).
    Shatterstone always fellt like a filler skill that doesn’t have any meaningful impact at all. with this change it becomes a good tool for kiting and area denial or burst – for the price of a long cooldown.
  • Freezing Gust – Focus Water 4
    Same effect + if the target is already chilled you deal increased damage with this skill, but the 3s chill of freezing gutst are not applied. bonus damage* on the level of lightning strike (scepter air 2).
    Rewarding improvement to ele’s damage at the price of the control effect.
  • Comet – Focus Water 5
    Decreased cast time to 0.25s from 0.75s.
    Casting time reduced to make it more reliable for interrupting enemy key skills.
  • Arc Lightning
    Sped up the duration to 2.25s from 3s.
    As stated above, general buff for all scepter autos.
  • Lightning Strike – Scepter Air 2
    Added a 0.75s delay before the skill hits its target. Added a visual effect to indicate which target will be hit: a small black cloud will appear over the target. Increased damage so that it crits for around 3-3,5k*.
    More risk and more reward. players often complained that this skill has no counterplay. this way the skill gets counterplay but is also more punishing if you don’t evade it.
  • Stone Shards – Scepter Earth Auto
    Split up into individual stone shards. Cast time reduced to 0.25s from 1.25s. Base damage increased so that each stone shard crits for around 300-400 damage*. Bleeding duration reduced to 3s from 6s.
    Faster auto to improve fresh air synergy. bleeds reduced to keep condi balance.
  • Rock Barrier – Scepter Earth 2
    Increased duration to 60s from 30s.
    Qol improvement.
  • Mist Form – Cantrip Utility
    Cooldown reduced to 60s from 75s.
    The cooldown is too long.
  • Arcane Shield – Arcane Utility
    Cooldown reduced to 60s from 75s. (same for the arcane trait Final Shielding)
    Same as above, cooldown is too long.
  • Glyph Of Elemental Harmony – Glyph Heal
    Added effect: after using this skill, incoming direct damage and condi damage is reduced by 20% for 7 seconds. Casting time decreased to 0.75s from 1.25s.
    The new effect adds something fresh that no other ele heal currently provides and helps against enemy focus.
  • Arcane Brilliance – Arcane Heal
    Increased the damage* to match the numbers of Arcane Blast and Wave.
    Increased the healing from 3500 to 5500 and reduced the bonus healing per target hit to 10%.
    In PvP this skill was never used because you rarely hit 5 targets and it didn’t deal enough damage to warrant its usage offensively. the healing amount gets increased to match other healing skills, and the damage to an amount where it is worth of being an offensive heal skill.
  • Tornado – Arcane Elite
    Cooldown reduced from 150s to 120s. Function changed to summon a tornado based on the current attunement at the target location for 15s. The tornado deals damage, launches enemies in it every 5 seconds for 600 range and applies conditions to enemies every 3 seconds:
    Water -> 1s of chill every 3s.
    Fire -> 2s of burning every 3s.
    Earth -> 1s of blind every 3s.
    Air -> 10 stacks of vulnerability (3s) every 3s.
    Transformations are bad for an elementalist because you lose your important skills to either support allies or kill enemies. compared to rampage and lich form, tornado’s damage was just way too low and its cc not great either, while making you an easy target for enemies. tornado gets changed in a way that works better with the ele’s kit, fits the attunement theme while still staying true to tornado’s function.

*Suggested damage numbers with a marauder amulet.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

How many fakers have you seen in raid pugs?

in Fractals, Dungeons & Raids

Posted by: savacli.8172

savacli.8172

So this is a very interesting topic. Quite frankly for me its a mix of saying “well you kinda did this to yourself” even though the action itself is dishonest.

It’s easier to fake things when people are selling the eternal title for gold. It becomes even easier when you can ping things through chat codes. But we are also at a point where people feel like they have to fake in order to get into a raid because quite frankly, what you need to get into even a raid guild is quite absurd.

I’ve had people tell me:

“You are not good enough to raid”
“You don’t know enough about PvE”
“You will never be good enough to raid” (my personal favorite)

And many things like it. And when i applied i always said i had no experience raiding, and was honest on every question asked. I spent 3 weeks looking for a raiding guild and group, especially ones saying that they wanted to teach new raiders, and in the end I didn’t get into a single one because they just weren’t going to take the time to teach me how to raid.

People do not want to make time for new raiders. People do not want to teach new raiders. And quite frankly its at the point where people will fake it because of that. Some feel like they have no other option. You kinda did this to yourself, and while faking it is wrong, you are reaping what you sowed.

Nothing is gonna change, so if you carry on this mentality, you have little to complain about. It isn’t going to help the problem or make it go away. People acting that way has made the problem worse than it used to be if anything. I’m a person that could have been a dedicated raider, but if i don’t know how to raid, then how can i do that? People saying they are willing to teach, and actually aren’t.

For now I’ve given up on raids. I’m quite disgusting with how some people act regarding them. I’ll spend my time in fractals while its still good for me, because the raiding community is a toxic cesspool atm. And this is coming from someone that plays League of Legends, HoN, and DotA, so i know a thing or two about that.

It’s the real world equivalent of an employer looking for a candidate with “x” years of experience, but very few companies are willing to take a risk/don’t care to train folks with no experience. Sure, if you have connections (guilds) or know the right people you will have a much easier time getting in the industry (raids). Though, if you don’t, you’re going to find it difficult and will have to work harder than others. I realize that there was effectively “career day” shortly after the launch of raids, and those that weren’t online at the time missed out on a lot of available positions.

So, what do you do now? Keep trying. At the very least do what you can to get your name out in the field. E.G. There are plenty of “teaching groups” that run on the weekends that literally take anyone whether they have 0 hours of experience or over 100 hours of experience. They may not get the kill, but at the very least you will have seen all aspects of the fight and will have been communicated what the typical strats are for that encounter.

Other than that? Keep joining groups and keep applying at guilds and eventually you will find that someone is willing to give you the big breakthrough that you’ve been looking for. After you have some experience on your resume you’ll find that it’s much much easier to find a group. It’s just that initial hurdle that’s the most difficult.

How many fakers have you seen in raid pugs?

in Fractals, Dungeons & Raids

Posted by: FrostDraco.8306

FrostDraco.8306

So this is a very interesting topic. Quite frankly for me its a mix of saying “well you kinda did this to yourself” even though the action itself is dishonest.

It’s easier to fake things when people are selling the eternal title for gold. It becomes even easier when you can ping things through chat codes. But we are also at a point where people feel like they have to fake in order to get into a raid because quite frankly, what you need to get into even a raid guild is quite absurd.

I’ve had people tell me:

“You are not good enough to raid”
“You don’t know enough about PvE”
“You will never be good enough to raid” (my personal favorite)

And many things like it. And when i applied i always said i had no experience raiding, and was honest on every question asked. I spent 3 weeks looking for a raiding guild and group, especially ones saying that they wanted to teach new raiders, and in the end I didn’t get into a single one because they just weren’t going to take the time to teach me how to raid.

People do not want to make time for new raiders. People do not want to teach new raiders. And quite frankly its at the point where people will fake it because of that. Some feel like they have no other option. You kinda did this to yourself, and while faking it is wrong, you are reaping what you sowed.

Nothing is gonna change, so if you carry on this mentality, you have little to complain about. It isn’t going to help the problem or make it go away. People acting that way has made the problem worse than it used to be if anything. I’m a person that could have been a dedicated raider, but if i don’t know how to raid, then how can i do that? People saying they are willing to teach, and actually aren’t.

For now I’ve given up on raids. I’m quite disgusting with how some people act regarding them. I’ll spend my time in fractals while its still good for me, because the raiding community is a toxic cesspool atm. And this is coming from someone that plays League of Legends, HoN, and DotA, so i know a thing or two about that.

(edited by FrostDraco.8306)

The Thread "For Elona!"

in Guild Wars 2 Discussion

Posted by: Danikat.8537

Danikat.8537

I’d love to see Elona again (as well as Cantha) and I think it’d actually make more sense for us to go there first. I think a lot of people assume we’d get Cantha first simply because that’s how it was in GW1.

I’d love to see those maps with GW2 graphics, but most of all I’d like the chance to take down Palawa Joko. I never liked the idea of letting him out in the first place, I’d much rather have found another way across the Desolation and I especially didn’t like just leaving him to build up his army again. It was not a surprise at all when I read that he ended up taking over and destroying the SunSpears and I’d love a chance to put that right.

Having said all that I suspect we’re going to be seeing more of the areas already on the map before we get anything outside of the borders, if only because it fits between with the format of small expansions/Living Story instead of stand-alone campaigns. So we might get to see the north of the Crystal Desert (probably when we fight Kralk) but probably not the rest for some time yet.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

The Thread "For Elona!"

in Guild Wars 2 Discussion

Posted by: Nero.8047

Nero.8047

Ahai,

Something has always been bothering me on these forums.
we have: https://forum-en.gw2archive.eu/forum/game/gw2/The-Cantha-Thread-Merged Which has 55 pages right now. Yet Elona doesn’t have its own meta-thread like this. As such, here it finally is.

This is a thread for all who wish to see an Elonian expansion, the living story taking us there, Raids within the boundaries of the Land of the Golden Sun and everything else Elona-related.

What would you like to see in an Elona-themed expansion?

  • New Elite-Specializations fitting the landscapes and culture.
  • New Masteries.
  • Lore, both old and new.
  • AI and other Game-Mechanics.
  • Etc.

Here is my entry which starts with a long introduction for those unfamiliar with Elona:

Elona

“The jungle is said to provide… the desert however? I’ve only ever seen it take away. It consumes those who dare set foot on its scorching surface. All it grants is death and decay. Still we have reason to head into these wastelands. Two Elder-Dragons have been slain; danger still remains. Kralkatorrik, the Crystal Dragon, was last seen headed to these lands. From the moment it arose from its slumber deep within the Blood Legion Homelands it flew south, not even bothering to cover its track as if not giving any of the races of Tyria a single thought, it carved the brand into Tyria’s landscape.

Now Glint’s legacy has been bestowed upon us and the nation of Elona is in dire need of its Salvation. Reports have come in of Palawa Joko, an undead lich overlord, holding the entirety of Elona within the grasps of his dried, rotten hands. Having learnt from his past mistakes in his attempts of seizing control, he marched into Vabbi with renewed strategies, he dammed and diverted the Elon River which deprived the Vabbians and Kournans of its source of water whilst supplying his own with this priceless resource. Seeing no way out the Vabbians surrendered, the Kournans and Istani soon followed.

The hailed Order of the Sunspears, guardians of Elona, has been reduced to a mere shadow of its former self. Palawa Swiftly crushed the Order and converted prominent members to his own cause. These converted Sunspear Traitors now serve Palawa Joko as a unit of elite knights named the Mordant Crescent.

It is unclear to us if Palawa has met with the branded forces of Kralkatorrik, yet we know for sure that they are bound to be enemies. The upcoming war in the Crystal Desert and further south shall be a war on three fronts. We have Kralkatorrik on one side, Palawa Joko on the other and our united races taking it up to them both!"

-Nero.


The Crystal Desert, the Desolation and Elona itself all share a harsh climate.

“Legends tell of a time, thousands of years ago, when the Crystal Desert was covered in water. These legends claim that it was the gods who raised the land, leaving it bare and empty in order to give the solitary creatures of the world a place to call their own. If the legends are true, humans were not among those for whom this land was made. There have been attempts by humans to settle in the desert, but they have, without exception, failed miserably, leaving behind only the grand monuments they built here proclaiming their short-lived triumph over this harsh land.

The weather in the Crystal Desert is hot and unforgiving. The winds blow hard, making and unmaking dunes, covering up the present and uncovering the past. An examination of the sand will reveal that each grain is actually a tiny, pointed crystal. In isolated locations, larger crystal formations have been revealed by the constant, unforgiving wind." – The Guild Wars Manuscripts

Due to the rise of Orr, water has entered the wastes of the desert. This has given life to new creatures and others thrive on the water like never before. Sadly the water influences only portions of the desert, an area easily the size of the great nation of Kryta still remains without water and is hard to traverse because of this. Sandstorms, not unlike those witnessed in Dry Top, are common.

  • Ancient ruins of past human civilizations have been uncovered by these sandstorms.
  • The joint nations must rely on the help of native species among which Centaurs to traverse many dangerous areas.
  • Scarabs plague the arid plains and Hydra’s are not fond of the activity within their territory either.
    These Hydra’s can hold their own against the branded and Palawa Joko’s awakened forces. Prepare yourselves well.
  • Many traces can be found of the Forgotten and other ancient civilizations among which the Margonite.

Raid
The Tomb of the Primeval Kings has been uncovered, yet was found corrupted by Kralkatorrik. What dark forces lurk in these halls now?

Masteries

  • The Junundu
    Use these majestic wurms to traverse the desolate plains.

Elite Specializations
Guardian – Paragon – Polearm/Spear
The arid plains have worn out the soldiers, a commander has to stand up to motivate these soldiers to jump back into the fight for a greater cause.
https://forum-en.gw2archive.eu/forum/professions/guardian/What-next-elite-spec-do-you-expect/first

Ranger – Nomad – Hammer
The ranger knows the environment well and they knows how to shake it up. With heavy blows of their hammer they squash scarabs while using new and improved beast mastery to better control their pets. (Bunny Thumpers!)

AI

  • Hydra’s with their multiple heads now focus on multiple targets at once.
  • Scarab swarms attack camps and they never attack alone. (Imagine pocket raptors, slower yet stronger.)

But this is all to spark an interest, please discuss and above all. Show your support for Elona as much as everyone else has been supporting Cantha!

As the great Turai Ossa once shouted:
“For Elona!”

Paragon of the Seraphim Order [Ankh]
a small, casual Guild with a play as you want style.

It's been 1 years since stabilty was changed

in Guild Wars 2 Discussion

Posted by: IndigoSundown.5419

IndigoSundown.5419

I hate Pirate Ship. I sincerely hope this had a positive impact on PvP, because it blows chunks otherwise.

Difficult solo content

in Guild Wars 2 Discussion

Posted by: Beast Sos.1457

Beast Sos.1457

Am I the only one craving some difficult solo content. Raids are a good start to adding difficult content in the game but not everyone can have a set schedule for raids and not everyone can spend 2 hours + per play session. My suggestion would be adding content similar to expeditions in Wildstar. If you don’t know what a expedition is, it was a mini solo dungeon you could buy and place on your housing plot which you can do for rewards or fun. Here is a video to one of the ones I really enjoyed.
https://www.youtube.com/watch?v=XgtKrADX79E

Why were dungeons abandoned?

in Fractals, Dungeons & Raids

Posted by: Many Pesky Monk.3140

Many Pesky Monk.3140

The reality is people do not miss dungeons at all, they miss the easy gold. Plain and simple, if you liked dungeons you will always be able to find like minded people and still run them. There are guilds that are devoted to this, they are still there to run.

As to why were they were abandoned it was because ANET tried several times to improve them. You say, why don’t they just revamp them. Well they did (AC), people started to run them less. You say, why don’t they make new ones with better mechanics. Well they did (TA:Aether), people don’t run them at all. So why should ANET spend time and money (development resources) on a part of the game that people don’t run. People are complaining not because of lack of dungeons but because the easy gold is no longer there, that is the hard truth. Now if you want that gold it is hard and it takes time to learn, people don’t want to put in the effort.

Plain and Simple.

That’s not really true. The only change they did to AC was nerfing some damage output and fixing an issue with those burrow things in that boss/event (can’t remember the name) as well as with the lovers boss. Aside that, they didn’t change any of the glaring issues. TA is the same thing. They added a new dungeon that just sucked. It looked awesome, and if it worked right it would be an amazing dungeon. But theres too much griefing, adds take too long to die and they hit too hard. And, of course, one of the biggest issues (that is game wide) is the rewards.

So, you can’t just say that they tried and people didn’t like it. Their efforts were kitten, and dungeons weren’t fun and still aren’t fun. Instead of apologizing to the community and PROPERLY revamping them, they just abandon the content altogether without even properly acknowledging it to the community. They have not once in the years that this game has been out released a statement concerning dungeons.

kitten, there isn’t even a dungeon team anymore.

So please, don’t make excuses for them.

(edited by Many Pesky Monk.3140)

Why were dungeons abandoned?

in Fractals, Dungeons & Raids

Posted by: Dahkeus.8243

Dahkeus.8243

I can’t say why dungeons were abandoned, but I can say it’s one of the reasons I resubbed WoW. =P

Why were dungeons abandoned?

in Fractals, Dungeons & Raids

Posted by: Many Pesky Monk.3140

Many Pesky Monk.3140

Serious question. I just can’t seem to wrap my head around it. How is it that a company completely abandons such a huge chunk of it’s PvE content?

I’ve never seen another MMO do this before. Instead of reworking/fixing dungeons, they nerf it and just leave it broken, forcing players to do other things like fractals and raids.

Has Anet given a reason why they forever abandoned dungeons, or will they ever go back and fix them?

Suggestion- Raid Difficulty Settings [Merged]

in Fractals, Dungeons & Raids

Posted by: MadRabbit.3179

MadRabbit.3179

It sounds good in theory. In practice, however, there are unintended consequences.

They did this over in WoW and it turned out to be a terrible idea, in my opinion. The problem is that each tier of difficulty essentially becomes “training” for the next tier in much the same way that players expect random pickups to prove they’ve completed the content and know what they’re doing in the current scenario. The result: burnout.

As a former raid leader and guild master from WoW, I can tell you that burnout is the death of all raiding guilds. Everyone puts in the time (so much time!). Then, for whatever reason, you lose a core raider to burnout, to other guilds, to internal conflict, to life, or what have you.

You find a replacement, but usually end up having to carry them as they learn to work within a system that has been fine-tuned with hours upon hours of practice. That’s obviously bad for morale, particularly if the change results in the raid having to take a step backward in progress. The danger of losing players to burnout increases.

When WoW made the decision to essentially force us through several iterations of the same content with varying levels of difficulty, it exacerbated the problem. Now you have to vault the psychological wall of running easy mode versions of the same content and only then reaching what we call the “progression” stage, where the danger of burnout is highest.

You simply don’t have to deal with any of this in casual 5-man content. If a player drops group, you and 9-39 other players didn’t invest hours of effort with that player, so it’s really not as big a deal. You also don’t have to worry about your progress resetting every time that happens or the resulting cascade of players leaving (I’ve seen plenty of solid raiding guilds go out this way! Even “best on server” guilds!).

I know. It’s ridiculous. But that’s what raiding is. If you’re the raid leader, it feels much more like an obligation than a game. You have so many people relying on you, investing their time to accomplish a shared goal. You can’t let them down!

I’m not an elitist. That whole aspect of raiding is something I never tolerated well. I’m simply attempting to illustrate the difference between casual and hardcore content. I realize they don’t play well together, and I wish there were a way around it. But I’m not convinced that attempting to blend the two in this way is wise.

I think your complaint is valid. If I knew of a way to make it work, I think everyone should be able to enjoy raiding. The encounters really can be a lot of fun, and there’s nothing quite like the sense of accomplishment you get when you put in the time with your guild and after days or even weeks of failure you finally succeed!

I just can’t agree with this particular solution. I think it has a real chance of ruining raid content for the very people it was intended for.

The only reason this was the case in WoW was due to vertical gear progression and the need to complete lower difficulties to acquire the item levels to compete with the harder difficulties. That element is absent from GW2, so it would be purely choice as to whether or not you wanted to do hard or easier difficulties.

Rehabilitated Elementalist. Now, trolling the Thief forums with my math.

Suggestion- Raid Difficulty Settings [Merged]

in Fractals, Dungeons & Raids

Posted by: Just a flesh wound.3589

Just a flesh wound.3589

isnt that how we got to the state we are in now? people refusing to learn because there was no need to…
i am thoroughly against an easy mode, it would take away motivation to actually get better

Doesn’t fractals have an “easy mode”? I thought they started at level one and progressed to level 50? Does having easy fractals stop people from going on to level 50 or do they all stay at level 1?

Do people get burned out of fractals and consider them content to be avoided except for Swamp and dailies? Lets not do this to raids please..

That has nothing to do with my question. His quote was saying that people won’t advance beyond ez mode if that was available.

With fractals, people at level 50 might be doing level 50 swamp, but they didn’t stay at level one and do level one swamp. If they’re doing the same fractal, that’s a reward and no new content issue. Not an “if there’s an ez mode, no one will go past ez mode” issue.

Be careful what you ask for
ANet may give it to you.

Suggestion- Raid Difficulty Settings [Merged]

in Fractals, Dungeons & Raids

Posted by: Ohoni.6057

Ohoni.6057

There’s been some recent discussion about making raids more convenient and approachable to players that currently feel alienated by the existing raids, either due to difficulty level above their skill, or inconvenience in forming and coordinating a group for them. Many people enjoy the raids in their current form, so I don’t believe the existing raids should be changed in any way, but I do think having alternative options would be a positive change.

An easy mode version of the raid would allow lower skilled/geared/un-meta players to experience the content without needing to be carried, and would allow those that don’t have the time or interest to spend forming a “meta” party and struggling through the content to just pop in, move through the raid in about the same time as a normal dungeon, and then get on to other activities.

For those that enjoy the hard mode raids, they would remain exactly as they are, and would remain by far the best way to earn the raid-centric rewards, so there would be no temptation for those who can do the hard mode raid to “just do the easy mode instead.” It would be like a trained surgeon deciding to just flip burgers instead. Of course, potentially raiders could run both, and since there is a weekly cutoff to how much raiding you can do, running both versions would give you slightly more max gains than just running hard mode currently does.

So here’s how I see it working:
1. Selecting the version. This shouldn’t take much developer work to implement. They already have plenty of methods of “choose what you want to do,” and I’m not sure which would be easiest to slot into the existing raids, but one of them must be a fairly trivial addition. They could use the vanilla dungeon “talk to an NPC to select path,” or the Fractals “on entering choose the path you want from a UI,” or the story mission “challenge mote” element, whatever is most convenient. This would activate the easy mode version (hard mode should probably remain default).

2. Designing the easy mode content. The actual mechanics and enemies would be identical to hard mode. No need for new animations, mechanics, anything. Everything you’d need to do in hard mode, you’d need to do in easy mode too. The only difference would be in the consequences of failure.

Effects that deal enough damage to OHKO almost any player, such as failing a lightning drop in Vale Guardian or wading into the poison on Slothazor, would instead just be normal damage, threatening, but not auto-wiping. You wouldn’t want to “stand in the fire,” but it wouldn’t be the end of the world either. This would encourage players to do the mechanics right, but would rarely lead to a party wipe if they screw it up from time to time. This would basically just be a numbers tweak, changing these effects from being “enough damage to wipe most players,” to “about half that or less.”

Enemy HP would also be toned down slightly, so that you wouldn’t need constant prime DPS in order to kill the boss within the timer, again, just taking an existing number and making it a slightly smaller number.

Breakbars would also likely need to be tuned down a bit, to require less coordination. Certain unique mechanics might also need to be more forgiving, like how with Slothazor’s white mushrooms, if you miss one then you don’t get another for a while, instead make it so that two spawn at a time, with the second being in a less advantageous position. Messing one up would be a set-back, but not likely to lead to a wipe.

The intended balance is that the hard mode raid should be comparable in difficulty and chance of failure to an average vanilla dungeon, or at worst a low-level Fractal.

3. Rewards. The easy mode raids would have a weekly lockout just like the hard mode, ideally not a shared one so that people could do both. Anything that drops from the hard mode could drop from easy mode, but at a much lower rate, perhaps 10-20% of the existing rates, meaning that on average an easy mode raider would need to complete the raid around 5-10 more times to get any drop reward than on hard mode (and keeping in mind that hard mode raiders could be doing both, giving them a bonus roll for the rare loot each week).

Current Spirit Vale bosses award 10, 14, and 18 shards respectively, 8 shards for the combat content in the maps, and up to 6 shards per failed attempt. My recommendation is that the easy mode versions would offer at least 3, 5, and 7 shards respectively, none for the non-boss portions, and none for a failed attempt. Ideally it would be a few more than that, up to 50% of the existing reward, but this would be enough. And again, players willing and able to do the hard mode could get these on top of their existing rewards.

4. If they want, as a further incentive for players to at least attempt the hard mode, they could make it so that you have to at least attempt the Vale Guardian on hard mode, say, ten times, in order to unlock the easy mode. Pretty much any group of players would be capable of that, and players would be able to get an idea of how it’s meant to work before deciding that easy mode is the only option for them.

Ultimately, I think this system would be more than fair to those who enjoy the existing raids, while opening the content up to a much larger portion of the playerbase as something they could reasonably do on a regular basis. I also believe that my proposal would require very minimal time for the developers, as most of the elements required are already existing in other parts of the game, ready to import, or simple number tweaks in a database, or at most a few timing changes on timed procs like mushroom spawns. Even the balance testing would not have to be terribly rigorous, since the hard part was in making sure that the hard mode was tuned against top-tier players. Just making it “easier” has much more room for error, and if they mess it up there is much less harm in just tweaking it again later.

So, does that work? Any issues that I haven’t considered or should we implement this sucker?

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

Suggestion- Raid Difficulty Settings [Merged]

in Fractals, Dungeons & Raids

Posted by: Just a flesh wound.3589

Just a flesh wound.3589

isnt that how we got to the state we are in now? people refusing to learn because there was no need to…
i am thoroughly against an easy mode, it would take away motivation to actually get better

Doesn’t fractals have an “easy mode”? I thought they started at level one and progressed to level 50? Does having easy fractals stop people from going on to level 50 or do they all stay at level 1?

Be careful what you ask for
ANet may give it to you.

Raid and story gripe

in Fractals, Dungeons & Raids

Posted by: Swagger.1459

Swagger.1459

“If you are casual and can’t raid, you can always go into a friend’s cleared instance and experience the story.”

I’m personally not into story here, but I’m not sure what to say entirely about the above quote in a constructive way. I’ll try, though.

This is just one topic, but the way certain things are being handled, and mentality behind them, do nothing except leave bitter tastes in players mouths and divide the community. The whole raid issue has caused a rift, and it’s this type of stuff that contributes to it. Instead of the majority vote being “wow, this is great content and story! Thanks devs!”, it has become unnecessary protests from each side. That’s not the players fault, it’s the developers responsibility for this occurring.

I refer to City of Heroes a lot because the devs there did a lot of things better during your gw era, and even now with gw2 in 2016. In City, no player was excluded from content in any way, unlike here. End game rewards were provided in all parts of the game and players never felt forced into certain content. The devs there never made intentional decisions that would divide their community, they wanted to bring all players together…

The more time goes on with this game, the more I keep seeing the same old mmo. City broke the mmo mold in many ways by those developers, because their mentality was more connected to gamers and customers. It’s that mentality that seems to be lacking in many ways here. I really think it’s time to reconnect with why we are all here in the first place, and that’s the love of gaming. Time to get back to some “grass roots” game making and gaming pride. Just put down those spread sheets and be gamers for gamers again.

Honestly, “things” need to change here, so please spend some time reflecting how you offer content and story and rewards and all sorts of stuff… to players. Also, profession are the common denominator to all content, but profession development has been severely lacking since launch. It’s time to bring out some of those old drawing boards and do something substantial for classes, and to build better roles, fix up weapons to be more competitive, clean up the trait messiness, reevaluate certain things like stealth mechanics and conditions in wvw and spvp…

We are well beyond info gathering stages, so just get stuff done. Start making your community less divided and your customers happier to throw more money at your company.

Thanks for reading.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

Squad missing information for Raids! :(

in Fractals, Dungeons & Raids

Posted by: Xyonon.3987

Xyonon.3987

Wahoo everyone!

Today I was at Slothy with my Engineer and Mesmer and I wanted to cleanse conditions from my allies as fast as possible so they wouldn’t suffer at all from them. But …

… TOO BAD I CAN’T SEE WHO HAS ANY CONDIS ON THEM!!

Well, I could toggle the squad to the simple UI, but then …

… TOO BAD I CAN ONLY SEE MY SUBSQUAD!!

D: It feels like I’m missing the information I got back in the old days when we were running dungeons and fractals, where I’ve seen when somone got feared or got tons of conditions so I could cleanse them fast.

So I suggest to change the simple UI to show 10 players, not only 5, so professions with condi cleanse duty get the information they need in raids.

I think I’m not the only one with this problem …

Greez – Xyonon


PS: Please support my reddit post if you also feel it’s a serious problem: https://www.reddit.com/r/Guildwars2/comments/49k7yx/toggle_squad_needs_to_show_10_players/

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Next Expac confirmed

in Guild Wars 2 Discussion

Posted by: Qugi.2653

Qugi.2653

Sorry but that is old news. Some dev and I think Colin say this already.

Edit here is what Colin say Jan. 12.

https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/

In 2016 we aim to provide a more balanced focus, which will see efforts divided equally between providing regular updates and working toward the next expansion.

So as we transition into a future where we’ll be balancing development between the next expansion and regular updates, what will these updates look like for Guild Wars 2?

;)

(edited by Qugi.2653)

Sales tax on gem purchase? [merged]

in Guild Wars 2 Discussion

Posted by: Randulf.7614

Randulf.7614

Tax on gems is subject to individual state or country laws regrading digital purchases.
It is outside of Anets control.

Season 3?

in Guild Wars 2 Discussion

Posted by: Reinate.7594

Reinate.7594

Have we had any news or hints when this is going to start up?
I finished my Pre-cursor scavanger hunt on Monday (sunday for you guys)
and now im sorta just milling about wondering what to do.

And i think i saw somewhere that LS-S3 is at least a couple of months away june or july at the earliest i think i saw.

I love Guild Wars 2, but am saddened.

in Guild Wars 2 Discussion

Posted by: Piejoe.7268

Piejoe.7268

There are many people who actually like the things you are complaining about. This is evidenced by all the people buying them. They don’t bother me. So your opinion of them being “not decent” is subjective.

Again, then don’t buy what is there. Many people WANT what they sell and obviously have no problem with what is offered. And they must do pretty well with them because they constantly offer the same types of things and they keep selling.

It may be subjective, but I’m not alone in this. If A-net targets a specific audience (winglovers with awkward sense of style), A-net should also know that they’re alienating themselves from another, possibly larger group and may even make gw2 unattractive for potential new players.

Two friends of mine were already put off by the wings after coming back to this game and see for yourself how the golden wings are perceived in subreddit:
https://www.reddit.com/r/Guildwars2/comments/4632j5/gemstore_update_golden_wings_glider_combo_and/

Then don’t spend money on them. And “overpriced” is subjective. If storage is what keeps you from fully enjoying the game… Well, there are no words.

4 friends of mine already got put off by the inventory crisis in this game and got overwhelmed by the sheer amount of fancynamed, but useless loot. In their defense, why would they spend even more money for bag slots in a game that fails to deliver? And that is after buying the base game. They quit the game long before I did and I guess it’s time for me to quit as well now.

But at least A-net should know why it’s losing its playerbase rapidly. And I addressed only a small part of the problem.

(edited by Piejoe.7268)

I love Guild Wars 2, but am saddened.

in Guild Wars 2 Discussion

Posted by: Kam.4092

Kam.4092

I love my Asura. I love the world. I love Guardian animations. For the most part I love my armor, but a recent bug made me switch that made me sad a bit.

I love Fractals, and dungeons. I really love the lore, and settings.

I just simply love a lot about the game, but sometimes I just feel a sort of neglect like feeling at times. As of lately it seems staff are more quiet than ever on the forums. I don’t remember it ever being this bad.

Being someone that cares a lot about people, I hate seeing people upset, or sad, etc. The expansion seems to have let a lot of people down, which I understand, but no devs or staff have really come out with answers to our cries. This just feels like neglect, and it hurts honestly.

I don’t really have anything else to say. I’m just wondering if anyone else feels the same?

:/

Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: Carighan.6758

Carighan.6758

Are the old well graphics coming back yet? Wells genuinely (I’m serious, I played beta, casted wells, preordered) sold me the game because of how amazing they looked and how much fun they were to use as a result of that.

The new wells are just… sad.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: Mushuchalaka.9437

Mushuchalaka.9437

I miss my water field blast. I’m truly amazed this has not been addressed.

Why Sesshi quit.

in Fractals, Dungeons & Raids

Posted by: Malediktus.9250

Malediktus.9250

While he has some good points in that video I couldnt care less if someone from my blocklist is leaving the game.

1st person worldwide to reach 35,000 achievement points.

Upcoming Guild Chat: We want to answer your questions!

in Guild Wars 2 Discussion

Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Can some of the regular trash mobs have boons so that I can use boonstripping skills and converting boons to conditions?

Be careful what you ask for
ANet may give it to you.

Upcoming Guild Chat: We want to answer your questions!

in Guild Wars 2 Discussion

Posted by: jheryn.8390

jheryn.8390

How about bringing back some of the many creatures that we encountered in GW1 that are not represented in GW2?

It amazes me that the designers had a rich history and many creatures to give an upgrade, yet they created new ones instead. It really does baffle me.

i.e.: Life Pods, Thorn Stalkers, Phantoms, Hydra (they were in Ascalon), Saurens that were already there instead of new ones, skeletons not in the maze, and gargoyles, to name a few.

Upcoming Guild Chat: We want to answer your questions!

in Guild Wars 2 Discussion

Posted by: Azure.8670

Azure.8670

Rubi I absolutely adore you but we’ve been asking for feedback on about 20 other topics for months. I think this may be the only thing we currently don’t care about as the expansion is already released and it seems no new content is around the corner.

Again, you’re my princess of Tyria, but there’s other topics more pressing.

New Matchmaking rules!

in PvP

Posted by: Yasi.9065

Yasi.9065

Guys, you are confusing two fundamentally different problems.

Class balance SHOULD NOT be solved via matchmaking.

Build diversity is a GOOD THING.

Let teams sort themselves.

Or put in solo queue and lock professions there. Locking professions in mixed queue is worst mistake ever.

New Matchmaking rules!

in PvP

Posted by: Calydro.7268

Calydro.7268

When I enter a random queue I don’t expect it to be anything other than random.