(edited by Aveigel.2601)
Showing Posts For Aveigel.2601:
Oh and back to your first post, communication failure will in 99% be the cause of what you consider feeder players.
I dunno about you but I find that starting the match with a simple : “Hi!” kinda helps
It’s weird, I think it’s because people somehow feel a little acknowledged
What Reaper means about dieing being bad is this:
first off it advances enemy score by 5 points.
2nd, you’re dead on the ground for 10 seconds before respawn, that’s a 10s advantage for the team on top of:
3rd depending on map, your run time to get to the action added to the 10 s delay until you re-spawn that your team is down a man.
So on some maps you might be lucky and die close to home and have a short run time back to the action and may (if you team didn’t already lose superiority) be able to make a comeback and retake a point…but most often then not, unless more people die more or less @ the same time, there will be no effective rally and the enemy will gain permanent momentum against your team…this is especially true in solo Q games, where communication is near nonexistent between players.
If this doesn’t make sense to you, then you missed something about the game that is just as important as individual skill…
Anyways, it does seem that for a lot of people, it appears to be something that is also a little too much.
What is unfortunate is that unless we get a massive amount of different people posting about this, it might not change at all…
You know, those feeders aren’t robots…they might have a sound idea that needs support, but at the same time be terrible communicators and blockheads who don’t want to derogate from their way of thinking…you could be surprised…
I had tried it once to support that far going guy, ended up winning the match cause I pleaded to try to use his way instead of a guaranteed loss, and then he ended up talking all big like it was all his doing…
So yeah, there are probably more people like that than you can imagine.
So this whole time I thought people were complaining because they were having trouble reviving a teammate or something when the Gyro is stomping. Which is a legit complaint cause it bugs out sometimes.
But you guys are complaining because you can’t stop it when you ARE the downed player!? Come on guys, seriously!? With the huge amount of safe stomps in the game and you are all up in arms about this one? I mean why, just because that Scrapper didn’t give you his personal attention for 3 seconds? I mean hell, the gyro stomp is slower than a normal stomp.
It’s not like Scrappers can’t stealth stomp/blind stomp/invuln stomp/stability stomp anyways. It’s not like every other profession doesn’t have safe stomps of their own. But here you guys are complaining, and I guarantee you it is just because it’s a Scrapper. We get it already, you guys hate Scrappers. Huge shock by now. Just open one big Scrapper hate thread and pour all of your emotions in there until Scrapper is no longer viable.
PvP forums never cease to amuse me.
Actually it’s more than your snide comment having someone use their invulnerable skill to secure a stomp has the cost of that same skill being unavailable for the cooldown duration, and in this case, since it’s a 60s cooldown for Elixir S, well that means the pressure performed by said player change accordingly.
Keep in mind this is a fast game, and in 3s period, you can very well launch a good number of attacks depending on cast times.
On the other hand, like I mentioned in my title, if this is supposed to be the way to go, to increase game dominance speed (often because people don’t care to rally much), well then make it more widespread as an ability type, through various forms that could fit each class…
Ranger Pet Finish, Warrior Banner Stomp, hell might even make spirit weapons useful if they could range stomp an enemy…
I like the point that solo Q solo player mentality vs group mentality was brought up, because a solo Q player will almost always use the gyro to stomp and seldomly to rez. Yes you could pin that down on the game type, but then again, why should anyone restrain themselves on a 20s timer…
Stomp & Rez to your heart’s content…
Last match I did a bad move, rushed in to cleave some enemy players,, had popped resistance and necro in the back had the decency to corrupt me, and I downed quite fast in the massive aoe’s, and you know what? there were 2 function gyros on top to stomp…Of course I was already going to die there, necro had got me good with corrupt, and I was butchered, but still…it’s the go to to stomp, I barely ever see an engi actually doing a stomp, Gyro it always is.
So maybe I should instead Petition for all Class Range stomp abilities so I can press a button and run away to the next spot…with a 20s cooldown which can also assist in reviving players faster….
So for my Warrior, please give me an animated Banner which can grant me bonuses like I want, that I CAN pick up and use the skills or that I can let floating behind me that grants me and my teammates boons, and that I can use to range finish & assist in rezzing… Yeah that should be my demand, NO MORE WHINING!!! ONLY DEMANDS!!
LOL
Again, Function gyro does 2 things, either stomp or rez assist, and on a 20s recharge to boot given that it charges in that time.
I find the stomp problematic mainly because of how good it is in a 1v1 or 2v2 situation.
Engi downs you, finds you low health or whatever, you get downed, presses “F” runs along to +1 somewhere else.
And forget being able to get up unless you’re able somehow to move the gyro away from you while downed or move away yourself. Yes, it’s not all classes that have a major issue with this, I understand. But having some classes helpless @ all is the issue.
For those that forget too, engi does also have an other guaranteed stomp with Elixir S. I’m fine with that cause I at least get 3 seconds of that engi’s time for the stomp and I can use similar mechanics on whatever class.
Hell, Engi’s could use final salvo to stack stabilities and do the stomp themselves and I would be fine with that…They would be there for the actual stomp.
Gyro Stomping as it is now simply seems too “FREE”…minor trait for this….I get the rez part and I rather deal with it than a stomp…
Hell even giving the engi a 1.5s cast time to “tune” the gyro would better than it’s now…at least I could interrupt the Engi, maybe, hit the gyro while he’s “Tuning” it for a stomp rather than a rez.
then exclude function gyro from the stability trait. The rest of the boons from the final salvo are still good.
Scrappers deserve rinky dink skills/features
Function gyros are default for scrappers, for any who missed where they get it from, they are Elite Spec, not Elite Skill. Also, even if they were to remove the stomp from the gyros, they would still have the assist downed player option, which is kinda similar to the Ranger’s ability, only they can do it every 20s, while Rangers have a longer cooldown. So plainly removing the stomp would still have it’s use, and wouldn’t affect the rest of the game, while removing something that is too OP for it’s cooldown.
The “press F” and walk away is more OP than Thief Elite Skill. AND it’s by default.
no ty.
If I missed any current ones, plz say…I do also dislike the teleport stomps…doesn’t feel legit, nice tactic, but still not that legit feel as I would see it as being interrupted and close quarters requirement…
My issue with the gyro stomp is this: press a button and carry on….engi moves to assist on an other node or whatever while stomp s being done away from him. At least with the teleport stomps, the player still needs to stick around for the stomp to happen, same with the invulnerable stomps or whatever…
Title says it all…
imo, it’s too good. Either have it removed or add other mechanics that can finish off people in a similar way…
Example:
Ranger/Necro/Thief/Mesmer/Guard/Ele Pet stomp.
Warrior Banner stomp, calling banner on downed player or using banner 5
etc.
If Scrapper can have this, should be fair that other classes can also use some OP stomp.
perhaps if gyro was like a Fractal avenger only it wouldn’t be so vexing…interrupted and stops the stomp…but it ain’t the case…and you never have time to kill it when down alone…Maybe make it extra vulnerable to downed state dmg…
Just make it so that it doesn’t feel so OP..
Yeah I’m somewhat vexed about this.
wow you guys are angry…
OP makes a wrong assumption, and that’s it.
OP you made a wrong assumption and that’s it.
OP makes countless posts about how matchmaking is unfair and how he/she loses games and it’s not his/her fault. You understand as frustrating as it must be to lose all the time it is equally frustrating to constantly see posts like this. Rather than learn this persons first reaction is to demand nerfs to a mechanic that they don’t even understand. It’s quite ridiculous and at this point is no longer annoying just comical. OP has become sort of a joke mascot for the pvp community.
You know, replies like this could bring OP to maybe stop and see things a little from other’s perspective…There is often something to gain to listening to what others say.
And for sure, I can see that the OP can feel the way he does, especially if some elements of the game slipped passed him and he failed to see what they were…it was certainly a little like that for me when I started, but I did stop and dig up a little when I got frustrated about it.
Lastly, I don’t think we have a great matchmaking system, it certainly has shown me it’s ups and downs. The matchmaker is not transparent and you don’t know your place or how the end result was determined vs what was available…
@ OP, there are a lot of tips throughout the forum that you can find…try a couple out and see if any give you a positive result, and put on the shelf the other ones…Vids you can watch, and practice.
I didn’t follow OP, and won’t, I just happened to stop by today and look @ stuff…This post seemed both Weird in the OP’s comment and filled with responses that seem a little excessive.
Good day.
wow you guys are angry…
OP makes a wrong assumption, and that’s it.
OP you made a wrong assumption and that’s it.
working as intended until someone from dev side decides otherwise…Intended…intention how do you even know that was intended and just not an unforseen effect?.
Personaly I think it’s a bad skill, fun to have on your side, OP vs your target for the movement and duration of hits/evade it gives…can’t run away or single dodge…I do think they need to rework this.
Sure it teleports to your target, but all teleport skills in map have an effective range, and the post initiation skill seems to lack such a limitation…
if no limitation was indeed intended or longer range then also adjust initial range to same intended distance so it’s clearer for all.
5000 initial range? well I’d know for sure it would be intended…
These developers are human, in PvE situations, you’ll never or about never hear a complaint against that, and it’s hard to predict all the uses of a skill and where initial conditions will have a problematic result.
There is often game design flaws, some more important than others, and the ones deemed a slight issue will see correction only if time allows or if complaints mount up to a point they need to do something about it.
It ain’t no rocket science.
I’m not saying I can’t 1v1 bunker eles, in fact I flaten em out with a necro, but I find it hard to swallow that it’s practically undoable with a power (thief/warr) build in which I also CC em, but they get that huge heal with a short cooldown which is available to them before my CCs can be of use again…in fact they can heal twice before I can CC em again…
and I find it sad that it needs to be a 2v1 situation only to down one on the power side…which reduces build diversity…Now if I see 2 or more Eles, for sure I’ll swap out of power because there is no point…
Just had a match where I was trying to cleave a downed DH with an ele healing him…
hundred blades and axe whirl were totally ineffective…the kitten Ele was actually able to heal himself while rezzing and being cleaved…
I run demolisher build, and it makes absolutely no sense to me to that happen unless he’s using an invulnerable skill…
While they can have great sustain, an ele focusing on rezzing not invulnerable just shouldn’t happen the way this happened now……
If I missed some passives that allow an ele to heal while being hit (heal MORE than dmg received) please point it out so I can study it…
total amount of compound defensive buffs they can get is too much to deal on the power side…I could never kill an adept ele in a 1v1 with this, while I can rip a new one to every other class in the game…including engis.
I’m literally dumbfounded atm because of this.
It’s been 4 times now that my progress has been stopped as there is an error where game disconnects me and other people in map and we lose the progress. For me first time was near the black citadel location and all the other times as well…losing 3 hearts from map completion.
This effect has since repeated 4 times for me.
I have made a test of logging out quickly to see if any progress would be saved which it had, but my position was reset anyhow.
At least 20 people were logging back @ the same time as I was upon each occurrence.
don’t know @ this time if this is a map sector specific issue or wider, but I had no issue in other parts of map or elsewhere…
Yeah, I agree about adjusting the 5/5 to be able to become 5/7 or just plain make em 5/7 straight up.
yesterday, met someone who said they don’t run fractals with their main anymore because the main has 5/5’s…
yup, just got it
just found this:
to help people avoid confusion the Broodmother that drops this is located in southsun strait
https://wiki.guildwars2.com/wiki/Talk:Reef_Drake_Broodmother_Scale
killed her 7 times now, still no scale
Tried searching the forums for this, but the search function doesn’t give relevant results.
Why aren’t turret active skills usable out of combat?
Specifically, I’m looking at the flame turret and thinking I would LOVE that smoke field for stealth stacking, but when I use the skill out of combat absolutely nothing happens and the skill still goes on cooldown…
anything broken here or is this intentional? and why?
thanks.
Humm seeing the list of replies here maybe I should have named the post something else…
In short, Chest farm in SW is a good source of SS income, timed a good run @ 21 mins, for 5~6 shards, that’s 15~ 18 shards per hour.
Now there isn’t anything else that seems to be able to provide something comparable the way the current rewards are, and that means if you want shards you should do SW, cause nothing else will really give you nearly as much. I was proposing about having alternatives where you could get more shards for doing different content than the obvious SW Chest farm, even if the yield was lower.
The part about certainty was more in regards to managing expectations as a viable alternative to get shards, albeit maybe not as much, but with LOT more content variety and still be able to achieve your goals, in maybe twice the time?
For example, I’d prefer it take me twice as long to get shards if I could run dungeons, WvW (@ a fast pace like EoTM or other maps depending on trains and etc.) or even PvP.
But the variance right now is quite huge, I doubt you can get 15-18 yet alone 7-9 shards per hour doing any of the other type of content.
I hope this clarifies things up.
Before, gaining exp/levels would yield a skill point but now xp past 80 seems pointless, and if you do pvp matches, you still have to do quite a bit to get 1 tome, it is in no way a comparable alternative to farming chests in SW where you average 1 SS/6 bags. @ 30-35 bags per run, that’s ~6-7 SS from bags alone.
you will not be able to approach that doing anything else even with some better ratios on bag opening because you’ll never get as many bags as needed to have an equal ratio.
That apart.
I feel it quite reasonable that you could get ~4-6 SS/hour doing dungeons or World Bosses or anything else for that matter.
I’m currently working on crafting some legends, and the thought of the task ahead to get the that I need seems quite daunting as it is now. Before, you had more alternatives to gather SP. You could say run world completion with a toon, spend only SP for your needed build and cash in the rest. That aspect is now gone, along with reduced drop rate…I would like to have other ways that feel like I can still achieve my goals all while not feeling restricted to grinding SW because nothing else feels like it’ll help along the way.
not looking forward grinding an other 300 SS for 1 legend…1800 bags->~55 SW chest runs->over 24hrs straight of grinding…
I got to time a chest run to give more accurate numbers, I been putting it off a bit because it’s not an attractive task…
(edited by Aveigel.2601)
Would be nice to know you can get some spirit shards by doing some stuff other than the random loot in a bag or a monster. Especially since extra experience doesn’t grant you anymore “skill points” like they used to.
How about adding some in the big daily chests at the end of dungeons/world bosses/fractals levels, etc.
wouldn’t be worse than grinding SW chest runs for a 1/6 chance @ a shard for sure, and you might collect some for doing other things than just that.
Started out with ranger, seen all the hate and was somewhat put off by it, but still carried on cause I loved the play. Did the nooobish mistakes, like knockback because I could, used the signets and other self buff because I didn’t know too much about the whole game mechanics, then started to try running group buffs instead (precision and 2 spirits). And paid more attention to what was currently going on on the map, and things started to run smoothly!
Ranger can: perma fury a group, perma swiftness & almost perma regen a group, do nice burst damage especially with the weapon swap trait, you can switch from other weapon (in my case sword/horn) to Long bow, do 2-5-2 while quickened. You gain 3 secs of quickness/15 seconds, can add some might (jungle panther) and has other nice options to use with other pets. Share buffs with pets, all in all, if you play well, you got great stuff, just not a lot of might stacking ~7-8 is prolly the most you can share a group. But you also add 150 precision to all, that’s nice.
With the quickness on pet swap you can rez other players quickly when needed as swapping pet doesn’t require you to interrupt anything you’re doing.
Yes, you need to learn to swap pets/recall pets, to make it somewhat easier, I run with the “Guard” shout with the trait for swiftness/regen (10s). Pet also gains 10s invisibility and stands in place guarding. Great for avoiding unneeded aggro.
Just wish the #1 on sword would let me interrupt it for dodge, other options can be nice too but haven’t played em.
Bottom line, this is the reason why they say there is a steep learning curve, because you might end up button mashing to get the most out of all the combinations. And I’ve yet to try some alternative runes like trap build and stuff, but looking forward to it!.
Cheers
it’s not only about the damage, it’s also about what makes sense and an other way to deal with some effects (*as in mechanics that could perhaps enhance the gameplay and allow more builds to flourish)
Looking to get some feedback here and wondering if any felt the same way:
While you have a boon you could have a condition on you applying to the same condition like say “swiftness” and “cripple”. Both this boon and condition affect your mobility in this case, and I was wondering if instead of having both statuses on you at the same time, one couldn’t be used as a counter for the other.
Keeping Swiftness and Cripple: While I have stacks of swiftness, I aggro a monster who hits me with cripple. Instead of keeping my stacks of swiftness and getting cripple for skill duration, I lose my swiftness and do not get cripple.
To get Cripple, I would need to be hit again with an other cripple attack at which point I could use a swiftness skill or “condi cleanse” skill to remove the condition.
other boons/condition combos that come to head
bleed/regen
slow/quickness
protection/vulnerability
weakness/vigor
There could also be combo field counters
Water field/burning
Fire field/Chilled& Frozen
Light field/Blind
lets start with this.
I guess there could be more combinations that would make sense, but this is just to get the idea out and get feedback.
Thoughts and comments?
Hi, Completed a Successful Triple Trouble triple decap w/TTS just now, got the big chest @ the end, but for the 3rd time no Golden Wurm daily chest at the end.
This run I participated in the Crimson Wurm, did deal dmg throughout all phases.
Last time was @ Cobalt, same, dmg @ all phases, and previous ot that, Crimson also.
I am not the only one like this, My brother who’s been doing it with me has had the same issue also happen.
Is this normal? Kinda frustrating to get no daily chest when that’s where all the interesting loot comes from.
ty.