It's disappointing that legendary items require 100% world completion
in Suggestions
Posted by: AsteriskCGY.5931
Here’s the thing.
Should the Legendary be a sign of the dedication YOU are willing to put into the game
Or be the dedication EVERYONE ELSE around you is willing to put into the game.
Because as is he will not be able to take a keep or tower solo, and if no one else in his world is willing to help, why should he be SoL when here I am, on a rather active PvP world, be able to do this with ease?
Of course he could always change worlds, but that’s just dodging the issue. It should be a last resort solution in this case, not the first response.
TBH all their hitboxes for non mob objects need to change in shape. It feels like all of them just use a normal hitbox which work great for certain geometries but crap for stuff like this.
Why have to cheat it?
Can we have all spawns from a boss die when the boss is defeated?
Just finished a TA run, went spiders this time. That end leg was apparently a DPS race so got a bunch of leftover spiders. We all get loot but are now just sitting dead on the ground. No real reason for that to happen.
Haven’t been in there since, but the hitboxes for nearly any of the large objects in this game are not the same shape as the object itself. Should change that.
Any boss type creature in the dungeon needs to reward tokens, even if it doesn’t come with a chest.
I think when WoW maid Heroics with the daily reset and had the heroic dailies and then tied the token rewards around this fixed rate of gain everything worked fine. Course they also had the same grade loot drop from the final bosses so that you had two ways to gear your character instead of just from badge drops.
OH that final boss is freaking awesome. I figured out how to hide from the fire breath thanks to gaming logic and assumed the bolders the spawns dropped were your primary way of damaging the enemy.
Either way bolder is OP.
Was just exploring the west keep at the green borderlands, when I noticed the guards at the inner gate were attacking an npc guard there. Then an npc scout showed up as well. This a bug or a feature?
The two problems I had running into him was
1) His fireballs arc low, so sometimes you’d still get tagged by them if you rolled in a certain direction.
2)His healing on debuff makes for a long fight. No one should have to “respec” specifically for a boss fight because of a single mechanic.
When I faced him I didn’t get downed that often, but I’d still find myself hit by fire bolts cause of how fast he would fire them off in succession and I wouldn’t have a roll or escape up. At a certain point the fight just becomes tedious when you figure out his attacks and are just whittling it down because it’s hard pressed to change how I fight at this point. I can concede he can have debuff removal but on heal just needlessly slows down the fight.
Arguably cheaper to probably buy that gear. Anything under green goes for less than the cost of the mats.
In general Staff/Scepter/Torch are condition based weapons
Sword/pistol/greatsword/focus are crit damage weapons.
Dunno what shatters scale off of. The damage itself might be power, and the confusion would be off condition.
Eh adding another map is like adding another freeway in Southern California; it might make things better for a while, but then it’s just going to get filled up again, because it’s not reducing the number of cars on the road.
Arguably the animation lock in TERA is also working as intended. It’s in a way on how Monster Hunter and Dark Souls force you to commit to your moves beforehand.
http://gw2skills.net/editor/en/?fgEQNAsaRlwzipHVTpGaNJyJFMX0hSB45dkKoalUgbXIA
Got this build off of 4chan.
Sword/Pistol
Greatsword
Blink Null Field iDefender
10/20/0/20/20
Now my current problem with this build is the lack of condition removal cause I seem to get myself burned quite often. And null field is never up often enough.
Also I learned you can open with iDuelist and have enough time to swap to the GS to launch a iZerker without hitting the in combat weapon swap CD. Makes quick work on single targets.
Healing players and applying boons to others should count towards kill contribution. Each second of a boon is active for friendlies is similar to 1 second of dps on the target they’re beating on.
Well that explains Fort Aspenwood, They have nearly 24/7 people playing.
Many people hate dungeon finders because it finds you a pug…these dungeons are not ment for pugs so finding you a pug would not be helpful. Join a guild add friends to your friends list!
Eh, if the guild ain’t great you’re running into the same problem with an PUG. I have friends, but they play hours I have a hard time meeting.
For one I’d like to meet folks in dungeons and get to know them there. I don’t want to have to just pick up a random guild invite to get started.
Heck one thing I’d like in the current system is to let me put down a description of what I’m looking for a group for. Right now it’s just a catch all for group with no context.
The difference being I can wait wherever I want when I’m in queue, instead of in the same chat space as the instance I want to go to.
Might be because the stomp functionality is still tied to the rez functionality,, merely checking if friendly before acting.
Have a similar priority list like interaction? Bind to current target if exists, otherwise choose closets target.
10 20 0 20 20 here
Sword pistol GS
If the fight goes right I have 3 duelists out and I’m just sitting around using 1 and 2 sword. Don’t need leap until I get a combo field, can bring out more duelists but it’s just replacing em, daze shot is situational, and the bigger GS moves also will break illusions.
So now did they fixed phantasms granting regeneration for all phantasms yet?
Eh track point gain by hour. Those with similar gains during a certain time period get matched with each other. This will end up being an average trend on the server rather than a per week basis, so even if one cycle has the night crew holding out to get situated against servers with a different play time won’t work cause they’ll still end up spending a majority of their time taking stuff at night so their gains will always show up then.
1) That just means you have a really competent son, it does not invalidate every other argument out there.
2) 2 hours a day? Really? If people can trust him to run an instance can you trust him with his own time management?
I’ve had this issue myself when I was attempting this mission. Tried it 3 separate times, first two are as reported “clear beach of undead” was complete, but nothing happened after that. On my third try it appears the NPC’s didn’t bug getting to their indicated locations to start the cutscene and I was able to get through. It appears to be partially an issue with how NPC’s navigate the collapsed tower geometry.
Tokens are there really to back up random drops, because at first every run you had was a gamble, and unless you won that time was wasted, so tokens become a way to reward your time and effort without relying on chance.
But that gamble is still the biggest draw for an instance, because of how human mentality works.
Well, massive HP with healing. Which makes that massive HP even larger.
One thing World events give you is the room to dodge. And the room to see where enemies are.
Nothing like walking into a room and realize there’s a rifleman, a net launcher, and bomb throwers somewhere off screen.
Oh I was noticing this a lot. I’d get them mostly attacking yellow or critters sometimes. The really annoying bit is they won’t properly run to shatter when commanded, meaning I’m down 1 clone shatter when I use it.
Duelist > Swap > Zerker > Bouncing Blade > Mind Stab > Swap > Stun pistol.
Mix in shatters when stuff is about to die.
Well it’s between the spawn rate, the damage they do, and how easy it is to miss them. What I did was just mash my 1 on my ranged attack and let my autotarget take em out.
I would like every boss type encounter in the dungeon drop tokens at least. Running into the hunting dog to only get blues is kinda weak.
I mostly shatter before I start replacing any of my clones or phantasms, or when they’re about to die. This is mostly for the GS zerker with the clone since I notice the zerker likes to take an opening volley from the enemy first, so I shatter with that pair first, then it’s back to keeping a bunch of phantasms up as much as possible.
I’ve started using the daze shatter when I can get 3up on bosses, mostly to clear up stacks of defiant as well.
Well I balanced everything by doing 3 pieces of berzerkers, 3 pieces of knight, 3 pieces of ruby jewelry and 2 pieces of the valkryie type jewelery. Seems to look good.
Well make mechanics reasonable without having to resort to cheese strategies like glitching pathing and such.
But projectile blocking for some classes is pretty specific. Bosses need to work with any group in general. The fireballs themselves you can dodge laterally, but they arc low so still gotta get out of their way. Otherwise I don’t think any profession should be forced into a specific weapon, let alone traits, just to run an instance.
That’s because Mario was a WELL DESIGNED GAME. You start World 1-1. Where do you go? Right, because that’s all you can do. Hey that Goomba is moving towards you, you have two buttons, try one. Hey, one is jump. And then you build the rest of the game from there. But they didn’t throw Hammer Bro’s or The Sun at you at that point, those were held off till the latter half of the game.
More importantly, when you figure out how to play SMB, you have a feeling you’ve overcame something and feel better about it.
If I’m going to die to something, make it something I can see coming, not something I’m going to be blindsided with.
Really death isn’t a big issue in this game. It’s the recovery time afterwards and how it drags each run out for so long if we’re not perfectly prepared for it.
It’s an ease of progression thing. The difficulty curve needs to be climbable but still scales up high enough to be a challenge.
When someone walks into AC for the first time, all they have in terms of combat experience will be off normal mobs, veterans, or the occasional boss type. They have some expectations on how to fight. But if just the trash can put you down faster than most champions mobs, with a move that is telegraphed like a regular attack, that’s just going to surprise them with a repair bill instead of properly introducing the fact that these mobs are going to be dangerous and here is what they can do so you can be prepared to survive it.
Can you even increase your endurance?
Yes, I believe you can.
That’s funny, cause I don’t know which stat you’re talking about.
Can you even increase your endurance?
Well I feel like at the same time I shouldn’t have to completely redo my specialization to be able to do dungeons, to the point that there will only be a handful of viable builds that probably don’t conform enough to how I do things to be enjoyable. More importantly, even at level cap I might not have bought all the “right” skills for my profession, or carry around all the “right” weapons to use. I should be expected to provide some group assistance that’s expected of my profession (like combo fields), but I shouldn’t be pigeonholed into something specific.
And a group of 5 casters should be just as successful as any other “optimal” profession makeup.
It’s the mix of dodging the clouds and the spiders at the same time, and messing up on either means death.
Your opinion has been noted.
I think they can stand to thin down the spawn rate of those volatile blooms. They’re really small and show up really frequently, especially in that worm fight.
You do have the right idea, i’ve tested both and condition damage isn’t even noticable. Stack the crit %
Ok that’s what I was thinking. Now the other thought, what kind of tanky should I be building? If I want defenses do I want to go Knight for precision or Valkyrie for crit %?
I’ll second that. I tried to take down a burrow by myself once and for the life of me could not get into a decent position to hit anything, cause I couldn’t tell if the numbers flying up were from the burrow or the spawns. And this is with a 1h sword on a mesmer.
I wouldn’t mind a dungeon nerf, because most of my runs have been lots of dying and lots of mindlessly attacking while chipping away at trash mob health. I wouldn’t mind a tweak either, because what I see is the problem is with the numbers being used for stuff like health, spawn rate, damage, and less in terms of mechanics. And maybe better ways of conveying information. For example “The floor is trapped, try and stand on something to protect youreslf from the spikes. Those pillows look like they’ll do the trick.” Cause I had no freaking clue what was going on with that room other than the bombers throw way to many freaking bombs to dodge.
Perfect group comp is not a valid answer. Dungeons need to be accommodating for everyone or else they’re doing it wrong.
So right now I have two sets of gear, one stacking MF and another that’s power/precision/condition. But staring at that for a while I can’t help but think I’d be better off building power/precision/crit. The only condition in this build would come from phantasm bleeds, so I think I need to rebuild my DPS set.
Think I have the right idea?