Showing Posts For Artemis Thuras.8795:

Combat is terrible....still

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I hope this doesn’t get taken down. Its far too entertaining.

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Toughness and aggro

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

two options:
1) learn to dodge and active defend. Then you wont need toughness gear when solo.
2) accept that with high defence gear in group play, you are useless if not a meat shield.

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(spoilers) Revenant -Continuity breaking?

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Artemis Thuras.8795

You guys are seriously overthinking this. Rev is gonna slot in as another class alongside every other class in the existing storylines. I really think anet is gonna focus its story writing on the new expansion – available to everyone, not just one class.

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(spoilers) Revenant -Continuity breaking?

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Artemis Thuras.8795

I don’t really see the problem with revenants (lore wise) being around before zhaitans death. Just because the players got access to the class with HoT doesn’t mean they didn’t exist in terms of lore. Think if it more like “The players now know more about the world they are in due to discovery”.

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Build Diversity (PVE)

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

This horse died a long time ago. Can we let it rest in peace please?

https://forum-en.gw2archive.eu/forum/game/gw2/This-Meta-has-to-end/first#post4602051

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Non-berserker builds should be more rewarding

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

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Non-berserker builds should be more rewarding

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Guys, you are going off topic!!
I did not say zerks need to be nerfd, and the topic is not about how zerks are lame.
Some of us clearly like this style and its really fine, but the problem is that other builds don’t match zerks in PVE.

Lets simplify it: condies are bad in PVE, they need improvement.

The problem with your bolded statement is
zerker is not a build. zerker is gear. They are not the same thing.

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Non-berserker builds should be more rewarding

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

High skill? hahaha. Some bosses die before the icebow #5 ends. How is it hard to kill a boss that doens’t fight back? In most cases you dont even need to dodge, just spam dps.

I see no reason for them not increasing the difficulty of the the easiest paths like cof1,2 ,ac1,2,3 ,etc….

These dungeons are stupidly easy due to messed up scaling.

Go do arah/hotw and then tell me how bosses die before deep freeze ends

edit: and yeah, frankly it does make those easy dungeons boring as hell. Even for us zerkers. But balancing the scaling would just push the good players back to arah even more, and make it harder for people to get into dungeoning at all.

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Non-berserker builds should be more rewarding

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Another one?
Did the last one even make it off the front page yet?

for the love of tyria,
Can we please Sticky one of these threads so we don’t get 3 new ones per week?

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Kicked from Fractals for playing what I enjoy

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

So, what IS the reflect rotation for shield phase? This is the first time I’ve heard of that.

GS #3 (to leap into him) WoR (ideally places so he runs along the WoR) gs #5 to pull adds in so they die to aoes aimed at breaking shield. gs #2 for sheild + add murder.

So:
GS #3
WoR
GS#5
GS#2
<whatever else till shield breaks>
Dodge away.
shield of the avenger
Kill leftover adds.

Note: water staff 4 on ele for the chill goes through shield which helps keep him in the WoR.

I’m sure there may be better rotations, but I like this one.
Edit: this assumes everyone goes into melee and hides in the WoR so the adds suicide on the WoR.

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[Sugg] How to fix the Zerker Zerger problem

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Artemis Thuras.8795

Why do I click “fix zerker” threads…

Because they are great with popcorn?

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[Sugg] How to fix the Zerker Zerger problem

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I feel like this should be spammed as every other post in every “anti-zerker” (or variation of it) thread posted.

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Ranked Matchmaking when swapping -- broken

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

You can do better in team because you can purposely have people on your team with a higher mmr. I don’t know any good team players that can’t do well in Soloq though.

Higher mmr on your team mates means you should get tougher opposing teams. Or conversely, when switching back to solo you should get matches against easier opposing teams – due to having typically worse team mates. I say typically because you could still team up with bad people because you want to teach/train them.

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Ranked Matchmaking when swapping -- broken

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I’m getting pretty sick of the impossible matches.
The majority of my fights are either: 1v2, 1v3, 2v3, 2v4.
I’ve almost always got team mates that are purely rally bots.

It is really disheartening to be perpetually matched with team mates that, for example don’t even know how vengeance works.

Strings of impossible matches because my team mates can’t win ANY 1v1 is really killing the vibe in pvp for me.

ITs the equivalent of forcing the PHIW’s with the speed clear dungeon crowd.

Naturally the 5 “average” player team will ALWAYS be stronger.

It’s also getting frustrating when trying to get minimum points (for example lord rushing) and they decide to afk during the match. The dishonorable clearly isn’t harsh enough towards afkers either.

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[suggestion] A way to shake dungeon meta

in Fractals, Dungeons & Raids

Posted by: Artemis Thuras.8795

Artemis Thuras.8795

The problem is that is basically the same build for all the dungeons.

The problem is not a problem. The problem is the way you are approaching the problem.

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Low Damage != Fun

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

… I feel like you’re purposefully misinterpreting what I write.

Where did I say revert the changes? They need to fix the scaling, bring it back in line. The content patch said NOTHING about adjusting scaling to make lvl 35 dungeons even easier when at level 80. It said absolutely nothing about that. But when they went in and tweaked everything they screwed up the scaling and haven’t bothered to fix it. Bosses shouldn’t be dying in less than 5s without even trying, and that’s what we have right now. People are killing the spider queen before it even loads on the screen. It’s dumb.

And why this refers to the topic is that you constantly see comments about how dumb killing bosses this fast is. Well, yeah, it is. But it only happens in lower dungeons where you are scaled down and they screwed up the scaling. Instead of addressing this at any point since April they’ve gone and done just a global chop of the damage. Why? Well, “because they think it’s needed,” I’m curious if they would feel the same if they fixed scaling first.

Thing is they might even have to revert the spider queen using the aoes even in melee range if they were to fix scaling, or there would be a tonne of QQ. Probably a string of other dungeon related fixes would then be needed too.

There would also be a lot of QQ about the easy dungeons not being fast farms for gold anymore. Which may also “fix” the gold flooding in the economy.

I suspect anet may want to keep the low level dungeons popular – so new players come along and go “oh wow, the low level content is still so busy” however.

Personally I kind of want to see all exp mode dungeons made into level 80 content myself. But this won’t happen.

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cumulative damage causing confusion

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Its called channeled skill and it was normal in all MMO and MOBA games, and in most RPG games I played.
Lets change the industry together.

The problem with that is pretty straight forward though..
Many times in interviews anet have marketed gw2 as such: " if you like mmos, you’ll like gw2. If you don’t like mmos, you’ll love gw2".

Game is being marketed at mmo noobs. They are probably not familiar with the concept of cumulative damage.

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cumulative damage causing confusion

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Artemis Thuras.8795

As if my original post needed any more proof of concept. Tman is here to demonstrate my point. <3

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Are fractals good for karma?

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

SW is probably far better for obsi shards tbh. I’ve gotten soo many from there.

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cumulative damage causing confusion

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Noticing a lot of new, or less knowledgeable players are having trouble with cumulative damage at the moment.

For example a warrior axe #5 may display 1000, 2000,3000,4000,5000 damage. But each time it is only actually dealing 1000 damage (total 5000). however I’ve lately met a lot of people who think they are dealing 1000+2000+3000+4000+5000 damage ( total 15000).
Some are even getting really defensive in the “fact” they are doing 15000 damage with this one skill.

The combat log shows the individual hit numbers.
Could the numbers on screen be changed so as to be less confusing to those who don’t know about the cumulative damage on skills?

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Low Damage != Fun

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Artemis Thuras.8795

I don’t know why you guys even complain when you have to 111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 what ever you do in PvE? Except in fractal 50 where you have to Jump, dodge sometimes AND 11111..

You play a guardian or warrior, don’t you?

Eles and engineers can’t do that. And they’re the ones getting nerfed.

Hey now, if a guardian is doing that, they’d be providing little to no benefit for their lower dps and should be booted anyway

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Don’t need so many zerkwars. Optimised groups run 1x zerkwar 1x S/F ele 1x zerkthief 1x zerkguard 1x zerkbombengi/assassin-zerkmes.

While it’s less suboptimal than 5x necros, 4x wars 1x guard is nowhere near optimal.

Whether or not it’s ‘meta’, defining ‘meta’ as ‘most popular party composition’, that would depend greatly on your timezone, chosen content and/or your guild’s preferences, but popularity does not necessarily make things optimal.

orly?
These guys don’t. They seem pretty “optimized” in this here run.

https://forum-en.gw2archive.eu/forum/game/dungeons/iV-The-Ruined-City-of-Arah-Path-4-18-55/first#post4685592

hahahahah the dps on that war is so low that its funny you don’t even hold 25 stack of Vul… on normal mobs…

trolololol lololol

Ok, lets see your sub 19 minute arah p4 then

But yeah. Might nerf just expands the divide between phiw and meta type builds.

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Don’t need so many zerkwars. Optimised groups run 1x zerkwar 1x S/F ele 1x zerkthief 1x zerkguard 1x zerkbombengi/assassin-zerkmes.

While it’s less suboptimal than 5x necros, 4x wars 1x guard is nowhere near optimal.

Whether or not it’s ‘meta’, defining ‘meta’ as ‘most popular party composition’, that would depend greatly on your timezone, chosen content and/or your guild’s preferences, but popularity does not necessarily make things optimal.

orly?
These guys don’t. They seem pretty “optimized” in this here run.

https://forum-en.gw2archive.eu/forum/game/dungeons/iV-The-Ruined-City-of-Arah-Path-4-18-55/first#post4685592

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Exactly that i just wrote it detail what his job is…

“Guard is there for Condi removal, block projectals if needed, Timewarps, Boons
Wars have trait that gives 1% dmg for boon and guards max it out… while keep them making dps… +150 Toughnes etc….”

You are saying guardians are taking the 150 toughness trait. Please go away and learn guardian meta. You do not know it.

“Guard is there for snip. +150 Toughnes etc….”

My posts are about maximizing DPS and efficiency of dungeon clearing and why Zerker Warriors are the best choice for that in a scenario of 3 Zerk wars 1 Phalax war and 1 Guard, the Guard fills the role of Buffer, Healer, Protector, (Mesmer as he provides quickness to all nearby allies). In witch case Stacking is a tool just too do it even faster…

You are talking about “maximizing DPS and efficiency”
Yet talk about multiple warriors.

You do not know the meta at all. Please go away and learn it before commenting on it.

You talk about guardians having the “healer role”
In fact you don’t really understand how the combat system works.
I’m bored of trying to explain things to you, because evidently you are unwilling to learn.
Have fun trying to play gw2 like wow.

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Guard is there for snip. +150 Toughnes etc….

I highly suggest you go away and learn the meta before commenting further.

Heres something to help you get started:
http://dulfy.net/2014/08/25/gw2-guardian-pve-class-guide-by-bordy/#Builds

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Confusion dmg increase

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Most zerker metas nowadays, however, do not have condition cleanse. Usually only mes, thief or guards have them. So that would require some change to the builds.

While it is easier said than done. Yes it is possible to avoid many confusion attacks.
That said many players live far away from the servers, and believe it or not, dodging hardly helps due to a 0.5 second latency (most attacks have a ~1 second telegraph, and by the time you have registered that and dodged it’s already too late server-side). It’s not an excuse by which to increase or nerf anything, but the handicap is there, nonetheless.

Bolded statement is incorrect.

In group context, guards and staff eles can group condi clear very easily.
In solo circumstances – you can probably just dodge. Or bring your own condi removal. Its not that hard..

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I all comes down too efficiency ,and type of the encounter yes you can doge and runn all day long but at the same time your DPS is going down hard coz your not attacking. Staying inside a symbol is not a easy task and those are Combo Fields witch grant you additional benefits. And yes Party composition is important with 1 guard and 1 phalax war you can pull the max DPS that warriors can do and maintain it.

Moving around =/= not attacking. If this is the case for you, rethink the way in which you move in combat.

A guard is not required for dps. Guards are there for survivability – and to compensate for others making mistakes – which can, and will happen even amongst the best of players.
Also a PS war does not achieve max personal dps. far from it.

Staying inside of helpful aoe fields may not be easy for you, but that is a learn to play problem.

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

So at risk of drifting this further off topic:

https://whyigame.wordpress.com/the-beginners-guide-to-movement-in-combat-guild-wars-2/

One such guide to help you stay alive regardless of class.

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I’m afraid this will only encourage more and more the “Zerker War or kick” meta. Now days if you have like 3 wars and 1 of them is phalax you can easily fill rest of the party
with what ever classes, just so you can start the dungeon alrdy… Coz you know you have high enough DPS to run it with no problem.

“Speccing for armor was never designed to be viable in GW2’s PVE because the whole concept of the game revolves around organic combat where you move and avoid and time your defenses instead of standing still – being hit – and just not caring”

Duno about that coz some skills especially Symbols, Wells or even Shouts etc… Force you to group in one spot. And because of that and the fact that in heavy armor you can benefit from those while not dying in 1 hit Stacking Warriors is the way 2 go.
Only TimeWarp has a decent range that allows you 2 doge easily and not move out from it.

Having more than 1 warrior is actually not very productive. Warriors in dps specs self might stack. Adding a PS war would then result in overlap.

Better to take 2 eles/thieves and 1 ps war usually. Especially since they have much needed utility (multiple banners is also pointless overlap for example) like blinds, or frost bows, or water fields. Not to mention they out dps warriors if played correctly.

Team composition is important because of things like this.

Edit:
Symbols – meh.
Wells – lol.

Staying in friendly aoe while avoiding enemy aoe is about learning to place aoes and understanding tactical positioning better. L2P issue.

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(edited by Artemis Thuras.8795)

Confusion dmg increase

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

If you cant watch animations for confusion applying skills ( or at least keep an eye on the effect bar) in pve ( when most of the time you should know to expect confusion) then you have a problem with the zerker meta in so much as, you’re not using active skills (be it aegis, condi clear etc correctly.

Lesson here: zerker meta has to know how to condi cleanse – or have a party member who can ( and knows how to) group cleanse. You could also simply dodge the confusion applying attack. PvE incoming confusion is a L2P issue.

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Questions about might balancing

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

. Their overall goal seems to be making it harder and harder to kill things fast across the board.

This in a nut shell.

Reinforces zerker meta, and means pugs will be even more kick-happy with non zerks. Its gonna hit the “average player” hardest.

But hey, the general reinforcement of learn-2-play or gtfo is fine with me, game too casual friendly.

Of course it means dungeons/fractals are even less profitable due to taking longer ( in like for like teams), making them even more out of wack compared to afk zerg spam2win loot fests. But it seems only a minority of active players still care anything other than these afk loot baths.

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Incoming Might Nerf

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

It’s not the one instance of using the five extra minutes, it is the cumulative effective of those five extra minutes of every run. They add up. I know you were looking at the short time but I was looking long term effect. Not only that, more DPS nerfs will come in the future. That has been the trend for the 2 years I’ve been playing.

Only really noticeable if you’re doing run after run after run. In which case, you clearly don’t have other responsibilities in life, so what does it even matter?

Or maybe they do have other responsibilities, but have an hour or two to play, and can do several runs in that time?

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Incoming Might Nerf

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Does it mean that the incoming damage from confusion in PvE will increase as well … ?

I expect so.

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Incoming Might Nerf

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

People also seem to be missing another big bonus of this reveal… we are indeed getting another patch on the 27th, we aren’t going back on break like many people feared. Hopefully it gives us a nice epilogue to the story.

Feature/balance patches don’t necessarily include story additions. I haven’t really been paying attention, but I don’t think they usually do. They seem to save the balance / feature patches for after story concludes, as they have here.

Someone correct me if I’m wrong.

Dlonie is correct. Recent history of patches has been balance/features being independent of storyline.

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Incoming Might Nerf

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Confusion will still be pointless in pve.

Might nerf won’t affect highly organized groups in the slightest (1-2s extra per fight won’t change meta in the slightest). terribad pugs wont see much difference since they wouldn’t use might.

The people the might nerf is going to hurt the most is reasonable pugs – and those who are being carried because they are given might stacks.

All this does is reinforce ZERK meta further. Because now pugs will require zerk to have enough damage. Be this dungeons, 3 headed wurm etc.

Not that I mind in the slightest people being forced further into learning the meta, and playing better. Or being forced into guilds to organize properly for “organized content” (e.g dungeons, 3h wurm). GL out there casual carried players, looks like you might have to put in your share of the effort.

tl;dr

People are QQing enough about things like the 3h wurm being too hard to organize.
Now you’re gonna need zerker + meta build enforcement on a larger proportion of the zerg. Not to mention almost every other place people have to should be working together.

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Returning Player Questions

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

All that’ll save locally is username/password (which doesn’t sound too great from a security perspective).

Gee, if only there were some one-way conversion you could do on a password to check it without storing the actual string… hmm

And then how does he enter the password into gw2 after say— applying a hash function?
GG smart kitten .

Though this isn’t the reason I’d hesitate to trust it.. I don’t trust 3rd party applications with passwords in general.

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Mouse Look Macro

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Hmm. I misread your post a bit, but my answer to the first still stands. I don’t think that would be a problem at all.

I know a lot of people who use a macro to hold down ctrl for chest hunting in silverwastes. Its purely a convenience thing rather than an unfair advantage.

As for readily available info.. it would help if the SEARCH WORKED. <— but i think anet may be wanting to change forum software to one with a working search function. In the mean time http://www.google.com/advanced_search With site/domain set to https://forum-en.gw2archive.eu works out ok.

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Returning Player Questions

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

anet doesnt store account data locally. It’d be way to easy to hack, and give yourself 5000000 eternity’s (or whatever).

All that’ll save locally is username/password (which doesn’t sound too great from a security perspective).

If you have multiple accounts (assuming thats what you mean by “old alts”) then you will still be able to log in (unless they got perma’d).

There is still plenty of fresh players in the game to do stuff with.

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Mouse Look Macro

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

The first question: binding a mouse click to a keyboard key – no, i dont see any reason this would get you a ban.

the second – grey area. It would effectively be binding multiple keystrokes to one key, however I’ve not heard of people getting banned for macro spamming <loot key> in WvW. But for a combat skill, it may be deemed an unfair advantage by anet.

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Returning Player Questions

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Game saves – like profiles for single player games?

GW2 is an online game.. you don’t (need to) store account details locally. If you do, it’d just be username/password.

The stuff you downloaded is the games client (or a couple of years worth of patches at least).

Edit:
Gives this a read to refresh your memory on how to play (and probably surpass the average player)

https://whyigame.wordpress.com/the-beginners-guide-to-movement-in-combat-guild-wars-2/

Co-Leader of The Mythical Dragons [MYTH],
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I'm Sorry About Copper

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

So ideally we want boon strips for the regen then?
AoE would still be a problem if no one kites the adds around though.

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Please fix challenge motes

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Getting really sick of trying to help guildies get LS achievements, only to spend more time getting an instance with a challenge mote, than it takes to complete the challenge.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

[Suggestion] The Reward System Is All Wrong

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

You seem to have missed the key point.
Both reduced loots were on alts. Yes this limits the number of times you can repeat it. This applies to everything that is once/day/char.

edit:
I guess there is the number of times/day teq spawns.

But compare the second time around:

teq: 80% of the chests (realistically probably around 70% of the loot)

Dungeon:
33% of the tokens.
20% (or less) of the gold
0% of the chests along the way.

Ya but there is 24 dungeons path that give tokens. Ok there is like 6 of those paths that are not that nice to do with pugs and its hard anyway to get pugs for them anyway. That’s still 4-5 hours with a decent group. Unless you are telling me you that you do them all everyday and you want to do more, that’s a non issue.

The issue is quite simple:
It made it harder to find groups because people can only do each path once.
No one wants to redo to help their friends/guildies out.

This one thing is why dungeons are seen as unpopular. They are in no way worth repeating.
world bosses can be repeated without too much diminishing return.

Alternatively, we could make teq only give you spoons for repeat completions?
Grey junk items at others?
After all, there are other world bosses you could do, and that can take a few hours to do a full rotation.
Sounds perfectly fine to me

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http://mythdragons.enjin.com/recruitment

[Suggestion] The Reward System Is All Wrong

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

To add to this:
If you compare dungeons to say teq:
Dungeon:
first time- all chests, 26s+20 tokens, 1-3 gold.
Alts – no chests, 26s, 20 tokens. No gold.

Teq:
First:
fine, masterwork, rare, exotic, ground chests
Alt:
Fine, masterwork, rare, ground chests.

Loot for repeating dungeons is much heavier nerfed than repeating world bosses.

There is a limit to the amount of times you can do teq in one day so the nerph on dungeons seems reasonable

You seem to have missed the key point.
Both reduced loots were on alts. Yes this limits the number of times you can repeat it. This applies to everything that is once/day/char.

edit:
I guess there is the number of times/day teq spawns.

But compare the second time around:

teq: 80% of the chests (realistically probably around 70% of the loot)

Dungeon:
33% of the tokens.
20% (or less) of the gold
0% of the chests along the way.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

(edited by Artemis Thuras.8795)

[Suggestion] The Reward System Is All Wrong

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

To add to this:
If you compare dungeons to say teq:
Dungeon:
first time- all chests, 26s+20 tokens, 1-3 gold.
Alts – no chests, 26s, 20 tokens. No gold.

Teq:
First:
fine, masterwork, rare, exotic, ground chests
Alt:
Fine, masterwork, rare, ground chests.

Loot for repeating dungeons is much heavier nerfed than repeating world bosses.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

Tired of T1 ques

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

As a lifelong member of JQ.. Outside reset: What are queues?

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What did you get from the final daily reward?

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

you could type “/wiki login reward” into chat and the game would direct you to a wiki page telling you all about the login rewards, including link to a page dedicated to the 28th chest.

Frankly anything I reply with beyond this would be copy/paste from there. You may as well go read it from there yourself.

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Advocate of learning and being a useful party member.
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being the best?

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

In PVE, excellence is’nt catered for. GW2 is too shallow and simplistic, almost something for players to start out with prior to moving on to more comprehensive games.

And yet people still miss the basic mechanics.

I had to make a video explaining defiance the other day because I kept finding people had no clue how it worked..

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Adding a gear check to the game

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Playerbase “fragmentation” already exists.
those who run meta, and those who won’t.
Allowing us to identify people easier won’t create something which is already there.

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Adding a gear check to the game

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

I remember a couple years back there was a thread just like this one on this topic, only the elitists were screaming their heads off about the evils of Magic Find, and how someone in MF gear would add a terrible horrible minute or two to their speed run.

Magic find is gone now, thanks in part to these very same elitists who now have a new “reason” they should get their way.

Are you kidding?
Now I can have my stats AND my magic find.
That change was good. How could you possibly not have wanted that? eesh.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment