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Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Same tactics can be applied to pvp and achieve similar results.

Implying that hotjoins are where the competition lies.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

I don’t think you understand. The dungeon hard cores are competing against each other for the fastest run times.

No, I understand that quite well. I just also understand that there is nothing competitive about people who rely on ‘good RNG’ over skills required to manage unpredictable situations. If killing another player that is actually actively working against you means nothing, then seeing who can stack in corners the fastest and get the best reflects off means far less than nothing.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Not sure your point. The riders make the race. PvE in gw2 is more competitive than the PvP. Sorry to tell you, there are more and better PvE guilds in gw2 than PvP, so it’s as simple as that. If you enjoy playing GW2 and you are a gamer who enjoys competition, you play PvE.

As far as Dota2 goes, DnT is pretty good at that as well

This game’s PvE is so uncompetitive that you have to MAKE it competitive. I don’t see how you could possibly argue against that.

Same could be said about pvp, not seeing your point.

Competition involves two opposing sides or teams that are vying for a victory over the other.

AI has no sense of competition because it has no desire to win.

[PvE] Revising the "DPS Meta"

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Posted by: Black Box.9312

Black Box.9312

Its not like bosses take a minute to start attacking.

The bosses attack slow enough that with a couple of dodges and some aegis that full zerker groups can avoid damage entirely while someone sacrificing DPS for anything else will end up forcing everyone to tank those hits. The problem isn’t that zerker teams are faster and more efficient than non zerker teams. It should be that way. The problem is that they’re TOO fast and efficient for the risk factor to present itself in many encounters.

(edited by Black Box.9312)

PvE Zerkers.

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Posted by: Black Box.9312

Black Box.9312

It is important that the more support players you add the easier content becomes in proportion to the extra time it takes as it means that the easiest but slowest method becomes full support and the hardest but fastest is full DPS, as it should be. From here you can balance the dungeon content itself to decide just how hard content should be for full DPS groups.

That’s what I was saying all along. Currently support players are unable to pull their weight in a zerker party no matter how good they are, which is a sign of flawed game design. A full zerker party should always be riskier than a party that has at least 1 defensively geared character, with no exceptions.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Not sure your point. The riders make the race. PvE in gw2 is more competitive than the PvP. Sorry to tell you, there are more and better PvE guilds in gw2 than PvP, so it’s as simple as that. If you enjoy playing GW2 and you are a gamer who enjoys competition, you play PvE.

As far as Dota2 goes, DnT is pretty good at that as well

This game’s PvE is so uncompetitive that you have to MAKE it competitive. I don’t see how you could possibly argue against that.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

BLLLLLLLLLLLLLACK BOX

#emotions

BARABARABARABARABARABARABARABARABARA <3

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Skilled play isn’t as rewarding in gw2 pvp. Build usually matters more than skill. Then there’s luck factor. I get my pvp fun in other games better balanced for it. I don’t even do the pvp daily anymore.

What? For as little skill as this game’s PvP might require (which I’d say is debatable to begin with), PvE lacks it twofold. Anyone who has a basic understanding of how to abuse poor AI mechanics can easily clear dungeons, no skill involved.

I was referencing that comment to other pvp games I play, not to gw2 pve. Although I’ve seen plenty of skilled pve players, maybe you’ve just never seen one.

Yeah, my mistake, after reading it over again it seems I misinterpreted. I wasn’t really suggesting that people who play PvE aren’t skilled though, but rather that (for the most part) skill isn’t required to excel in it, even with a full zerker party.

PvE Zerkers.

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Posted by: Black Box.9312

Black Box.9312

By being tanky enough u have zero risk. Berserkers have always risk and have to use blind/reflexion skills well timed.
Berserker is NEVER easier.

If that were the case, then you wouldn’t have people complaining about pugs not pulling their weight due to ‘lack of DPS’, causing wipes because you weren’t able to kill that stacked mob before it killed you.

PvE Zerkers.

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Posted by: Black Box.9312

Black Box.9312

So you want ANet to change the dungeon design so that you require the presence of a tank in the group? Maybe you want a healer too?

It wouldn’t be required. It should just never be EASIER to run without defensive gear than it is with it. Having one person build defensively should not make things more difficult for the other 4 zerkers in the party.

Which it doesn’t, provided that defensive player has built with party support in mind. A player built to support his team through boons and healing can actually make a fight easier with a much larger margin for error than compared with a full DPS squad.
On the other hand it is going to be harder if you run with a person built for his own personal defence. It makes perfect sense after all. With the selfless type the extra damage you take from killing the enemy slower is countered by the extra support. With the selfish type the extra damage is not countered and the berserker dies. It is foolish to think that a fight is going to be easier just because someone has built for defence if none of that defence impacts the other four members of the party.

Ultimately the difference between full zerk and a mix of zerk and defence is time, provided factors like player skill aren’t an issue. Full DPS should be faster than alternatives by definition. In many cases it may be easier to run with some defensive support but it sure as hell won’t be faster.

Except with the current mechanics of the game, full zerker makes things go TOO fast for the risk factor to become present. THAT is the problem. I’m not arguing that full zerker parties shouldn’t be faster than non zerker parties, but just that it should never be EASIER.

Please fix stacking

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

So please let me know how 5 melee players should kill mobs?
Surround the mobs? eeeeeemmmmmm, nope i got nothing more
U guys got anymore?

Take them on one by one while being barraged by the other 20

Ever roamed in WvW? In small groups usually coordinated teams will focus a specific target and burst it down, then move on to the next target. It’s really not that difficult; it just requires more coordination because you’re fighting people that will actually react to your actions.

Having that same kind of encounter in PvE would go a long way IMO.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Skilled play isn’t as rewarding in gw2 pvp. Build usually matters more than skill. Then there’s luck factor. I get my pvp fun in other games better balanced for it. I don’t even do the pvp daily anymore.

What? For as little skill as this game’s PvP might require (which I’d say is debatable to begin with), PvE lacks it twofold. Anyone who has a basic understanding of how to abuse poor AI mechanics can easily clear dungeons, no skill involved.

PvE Zerkers.

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Black Box.9312

So you want ANet to change the dungeon design so that you require the presence of a tank in the group? Maybe you want a healer too?

It wouldn’t be required. It should just never be EASIER to run without defensive gear than it is with it. Having one person build defensively should not make things more difficult for the other 4 zerkers in the party.

Please stop nerfing PvE for the sake of PvP

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Black Box.9312

how about ignoring the buffs that come out of pvp? like more dmg on longbow? just an example.. so less qq please or at least the full truth

Ranger longbow is incredibly situational in dungeons, and any single ranger in a group that takes that trait over spotter is handicapping the whole party’s potential damage.

what trait? they increased the normal dmg. so because spvp pve got more dmg. example to prove against that op post.

It hardly served any purpose at all, because the awful distance-based damage mechanic is still there, which makes longbow remain incredibly situational in dungeons.

PvE Zerkers.

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Posted by: Black Box.9312

Black Box.9312

What would you say to frequent low damage attacks which are enough to kill you via attrition if you don’t bring enough toughness/healing, mixed with a dodgeable high damage attack?

What would you say to a boss that kills everyone in the room if he isn’t beaten in less than 20s ?

The point is that it’s not supposed to be possible to burst down a boss before it can kill you. Right now that’s easily possible by pushing something up against a wall, using a couple of dodges, an aegis, and outputting very high damage numbers. When you have small attacks for less damage alongside the big, telegraphed ones, it forces you to choose what is worth dodging and what needs to be tanked. If implemented correctly, this would discourage full zerker parties because there’d have to be at least 1 person able to survive the damage taken from the smaller, more consistent attacks.

[PvE] Revising the "DPS Meta"

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Posted by: Black Box.9312

Black Box.9312

Zerker is working perfectly fine for the most part.
You trade survival for damage, which makes you completely reliant on active defenses and increases the punishment for any mistake you could made. As a tradeoff, you kill things and complete dungeons faster for a better gold/time ratio.
Risk vs Reward, plain and simple.

The only issue, and the only fair complaint against DPS setups I can understand, is about insane amount of DPS making all that risk suddenly disappear.

We could take a look at Lupicus speedkills to show this.
There’s an undeniable show of high skill in almost any solo video out there. Just during the first phase players need to be in almost constant move to avoid being hit by locust swarms while evading every grub summon and every subtle kick animation (which is a oneshot for many classes on zerker).
IMHO this kind of gameplay absolutely deserves better results than bringing defensive stats so kicks can be endured and healed or stacking at range where this attack doesn’t even happen.

When you bring in a full DPS group, however, the fight goes in a completely different fashion.
First of all, there’s more than enough cleaving DPS to rip locusts apart before they can do anything; all need for movement is gone. Second, if the DPS is high enough, the phase can be finished so fast that kicks can be easily covered with aegis, which are long lasting enough to be precasted against an obvious pattern without worrying on them being wasted on any other minor damage source.
Players just need to avoid grub casts, which are really slow and obvious, and keep DPSing the boss. After that, a mesmer Feedback is enough to direclty finsih off phase 2, and even the whole fight with a few tricks that have been already shown to us.
There’s some organization and coordination here that should be rewarded, that’s for sure. There’s also tactic development, but that merit would belong only to those that used it for the first time and/or showed it to the world, not to any random player (like me) watching a video on youtube.
The coordination is far from high demanding, the execution is quite simple and the risk … the risk is just gone, completely nonexistant. It’s an obvious case (and there are a lot more) where playing full DPS not only doesn’t involve the risk is supposed to, but allows the execution of a tactic which removes all of it and still receives the full reward of a speedkill.

This shouldn’t be about how to make full DPS setups useless, even unplayable, as many suggestions along this thread try to accomplish.
It shouldn’t be a debate about which playstyle pleases us more and how our preferences aren’t as much rewarding as others, or about ways to bruteforce diversity.
and bring our loved specs into optimal groups.
Actively reacting to enemy animations is harder than facetanking and filling bars. It just involves more player skill over passive play and thereby deserves better rewards (in this case, freeing room for damage stats so faster runs can be achieved), and this comes from someone who has played healer/support for most of his MMO
Damage becoming the best form of defense, that’s what kills the idea of risk vs reward and the real problem we should be discussing about.

There’s only one easy and fair fix for this, and it’s just increasing the time it takes to kill things, be it through a raw increase on NPC HP/armor or demoting (promoting) every gear, from lvl 1 to 80, to double stat combinations, which is pretty much the same but also handles some downscaling issues. Needless to say that I don’t expect most people to like the idea :P
A selective nerf on full offensive combos is not reasonable at all when there’s a whole PvP enviroment that shares gear and doesn’t exactly suffer from this (most likely from the opposite if anything).

Other than that, there’s only the developing of more complex encounters and more polished AIs (LoS stacking should probably disappear); of making PvE more like PvP, where some specs use zerker but others don’t (and almost none zerker + DPS traits) and where every character capability (power burst, sustained damage, conditions, control, support, …) has its place.
Desirable? Absolutely. Likely to happen? I really doubt it.

This. This, this, this. There’s nothing wrong with zerker gear being high risk, high reward. The problem is that that risk ratio should be even with the percentage of damage gear substituted for defensive gear. Right now such a ratio only extends to a certain point, beyond which it actually becomes LESS risky for your party to spec more into damage and less into defense. This is incredibly counter-intuitive, and should be more than enough proof that zerker gear is (comparatively) too powerful.

Hate to post and run

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Posted by: Black Box.9312

Black Box.9312

I also hope that they do some changes to Guardian. The class is not really that well as you think. I and all Guardian community did a lot of suggestions, but sadly no interest what so ever from devs. I hope the class become more interesting to play and fix the useless skills and traits (there are a lot of them).

I agree with this. Guardian isn’t necessarily underpowered, but the lack of polish over the year and a half due to it being balanced at launch is starting to render it obsolete in many aspects.

[PvE] Revising the "DPS Meta"

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Posted by: Black Box.9312

Black Box.9312

Maybe do something with reflects (I’m probably biased with Warrior main).

The best thing to do with reflects is to just eliminate damage scaling with it. Make it a 1 to 1 ratio: You reflect the same amount of damage that would have been dealt to you, give or take any potential armor modifiers. Critical damage and trait modifiers need to be removed from the equation entirely.

P.S.: I main a guardian, so I don’t think it’s really a matter of bias.

PvE Zerkers.

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Posted by: Black Box.9312

Black Box.9312

I don’t think you quite understand.

ANet don’t have a dungeon team. They ignore the dungeon community for an entire year. They **** on their progress with Fractured! and now, Jon has declared the zerker meta as a “problem”.

They aren’t going to just say, make condi specs more viable through say, removing the cap. They’re going to throw ultra high-toughness mobs at us, mobs that invert our damage back to us, change the dodge mechanic to mitigate X amount of damage (hurrrr cant skip deadeyes now! ha you have to kill them now!), change blocks to mitigate X amount and somehow throw in a soft trinity.

And guess what will happen? All of us in dungeon guilds will either ragequit at the idiocy of it all, or we’ll just adapt, run whatever the new meta is, and bads will still complain.

It’s not fair because groups are now just 4 power 1 condi. It’s not fair, it’s just 4 dps 1 tank. It’s jsut 3 dps, 1 tank, 1 healer. I can’t get a healer.

Nothing will change, enemies will just die slower, and pugs will still be bad.

I don’t think YOU understand why the zerker meta is a problem (because yes, it is indeed a problem). It’s not because the ‘bads’ QQ about not being able to run it. It’s not because ‘play how I want BHBs’ don’t like you kicking them just because they don’t satisfy your picky LFG requirements.

It’s because having one be-all end-all spec essentially kills any sort of build variety in the game, which kills any sort of gameplay variety. One of the drawing points to this game was that nobody would be forced into a defined role, and people could be effective no matter how they choose to build themselves. With the current zerker meta, this is false, because 5 zerkers can currently do everything a party without 5 zerkers can, but faster. Because of this, everything in the game is either mindlessly dull or unreasonably difficult based on whether or not you built your character ‘the correct way’. It has nothing to do with player skill, strategy and planning, min/maxing, or even the zerker gear itself. If PVT was the most dominant setup by this much of a landslide, we would have the same problem.

And no, I’m not a PVT bearbow player. I’ve played the game long enough and run enough dungeons throughout various specs, both zerker and non-zerker, to be able to speak my thoughts on the issue, so please try not to resort to petty ad hominem arguments.

[PvE] Revising the "DPS Meta"

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Posted by: Black Box.9312

Black Box.9312

The problem isn’t with zerker gear, it’s with the AI behavior that is too easy to take advantage of using gimmicks like stacking. The ‘hardcore PvE’ community will defend it to the death, but the fact is that when you can force an enemy to come directly to you so you can burst it down faster than it can kill you, you have yourself a poorly designed game. Make the AI smarter, give them dodges, give them more varied mechanics than the simple 1 attack every x seconds that will 1 shot you if you don’t blind, aegis, or dodge. Make enemies that actively try to survive instead of just trying to kill the players. Make them actively try to kite players by trying to keep themselves a specific distance away from the nearest player. Give them things like blind, aegis, and dodge.

The only nerfing to damage builds that should be taking place, if any, should be damage modifiers from traits, sigils, and runes. If you decrease the effectiveness of damage-boosting stats, you will break the balance of the game even further.

[PVE][Ranger Pet] The Handicap

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Posted by: Black Box.9312

Black Box.9312

They can fix it. They have just chosen to ignore it because it’s “too hard” to fix. Which annoys the hell outta me and makes them appear as lazy and uncaring. It’s cool they made a mistake, they’re only human, but to not even try to dig in and fix it makes them look worse.

This is their philosophy with 90% of the game’s problems, unfortunately. This is why we see living story content instead.

[PvP/WvW][Thief] Larcenous Strike change

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Black Box.9312

I was against the idea of having it strip 2 boons, although having a catch like this does make it seem a bit more feasible.

And while we’re at it, can we get rid of that godawful animation for infiltrator’s return? I don’t even mind the .25 second delay so much as the horrendous aftercast time due to that wonky animation.

[PvE] Revising the "DPS Meta"

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Posted by: Black Box.9312

Black Box.9312

We have bosses that move around a lot with annoying gimmicks. No one does them because more coordination = bad.

well I mean like moving around normally.
like Lupicus just stands there, as do most. I’d give out a lot of pass-through dash attacks and perhaps even make them strafe occasionally

like that Karka boss was cool, cuz it rolls across the field and iirc has some kind of evade move.

Enemies often do move around. The problem is that this is easily countered by cornering them or pushing them into a wall, because they usually only move in a single direction.

Please stop nerfing PvE for the sake of PvP

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Black Box.9312

PvP is a very active part of this game as seen in my screenie.

I remember when my game looked like that.

I’m sure glad those days are over.

Why do you prefer pve over pvp?

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Not to say that this game’s PvE doesn’t need some retuning, but the PvP needs work IMO. I’d rather play games like dota 2 for my PvP fix.

PvE Zerkers.

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Black Box.9312

I think bosses should be harder.
Or to be accurate- smarter like real pvp player scenarios.

1) mobs should MOVE. faster and all the time. This would require an immobilze coordination for 100cheezslices.

2) constant melee dmg and interrupts. U know. Like any real pvp scenario

I think we need to get rid of melee zerkers, and try to reach a mix of zerker ranged/ melee more tanky / cc support

I’ve entertained the idea of AI that behaved more like players. Right now mobs are simply far too predictable to require any sort of genuine skill to defeat, and making them more mobile, quick, and sporadic would do wonders to promote more active play in PvE.

list of Useless GuardianTraits

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Posted by: Black Box.9312

Black Box.9312

You know, all I want is for the devs to start caring about the guardian.

Pretty much this. At launch Anet claimed that guardian was a pretty well-balanced class, and for the most part I agreed. But the game has changed quite a bit over the course of a year and a half, and just because something was working well at launch doesn’t necessarily mean that it’s just as effective after these changes have been made.

I don’t think that guardians have reached ele- or thief-tier badness yet (let’s be fair, they are at least a little balanced). Nonetheless I agree that the extremely large number of useless traits should be cut down.

I’m not suggesting that guardian is a bad class. It’s just been pigeonholed into a very limited set of roles. You can either build tanky and bunker with one, or you can go for a very glassy burst DPS build. There aren’t really any other viable options and there isn’t much room for a middle ground between those two polar opposites. Now take into account the fact that Anet has been rebalancing other classes to become competitors in these build categories and you have a problem.

list of Useless GuardianTraits

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Black Box.9312

You know, all I want is for the devs to start caring about the guardian.

Pretty much this. At launch Anet claimed that guardian was a pretty well-balanced class, and for the most part I agreed. But the game has changed quite a bit over the course of a year and a half, and just because something was working well at launch doesn’t necessarily mean that it’s just as effective after these changes have been made.

Please stop nerfing PvE for the sake of PvP

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Black Box.9312

how about ignoring the buffs that come out of pvp? like more dmg on longbow? just an example.. so less qq please or at least the full truth

Ranger longbow is incredibly situational in dungeons, and any single ranger in a group that takes that trait over spotter is handicapping the whole party’s potential damage.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Black Box.9312

Are we still discussing this? Anyone who thinks that heal signet is OP is ignorant of it’s downsides.

-Inability to counter burst or sudden damage.
-Especially weak to poison (Other heals only require poison to be removed for one second before healing, poison is essentially 100% effective against heal signet)

This combined with Warriors general lack of Blind/Protection (1 blind, 1 protection if heavily traited) makes healing signet really not OP.

Try maintaining poison on a warrior running melandru runes and poultry soup, and let me know how that works out for you.

Explicit Warrior Balance Suggestions

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Black Box.9312

I agree that warriors have a little too much mobility at their disposal, but the rest just seems like QQ to me.

[PvE] Revising the "DPS Meta"

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Black Box.9312

Seems like some pretty good ideas here. I’d also like to add that increasing the viability of healing and condition damage in PvE is definitely something that should be worked on as well. For healing, either make healing power something worthwhile by having it scale better with healing abilities or decrease the cooldown of healing utilities to make trickle heals more valuable in a party as an alternate form of damage mitigation. Having to put 1000 healing power in your build just to make a 5k heal into a 6k heal when there’s 30 seconds of downtime just isn’t worthwhile at all.

Conditions might be a little more difficult to incorporate into PvE meta, but there have been plenty of suggestions on how to do it thrown out there, and I’m sure there’s a way to make it work.

PvE Zerkers.

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Black Box.9312

Varying attacks from mobs between quick, low damage attacks and high damage ones that are easily telegraphed would be a nice start. Discourage stacking with more PBAoE and get rid of damage scaling with reflects alongside that and you’ll probably start to see a lot more build variety in PvE.

Of course, that would actually require the developers to be willing to rework the current PvE, but it seems like for now at least they’d rather dedicate the bulk of their manpower to living story instead.

Balance in PvE vs WvWvW vs PvP

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Black Box.9312

I wouldn’t mind if the PvP skills/traits/gear was applied to PvE. It is such a more elegant and manageable system. PvE runes, food, gear is the source of all balance issues.

That is a terrible idea. The current sPvP system is far too limiting in build variety and playstyle for that to work.

Also that’s implying that sPvP in this game is balanced to begin with, which I’d definitely argue is not the case.

There are more viable builds in PvP than there is in wvw…and that is because there are less stat points to throw around. Small changes in stats actually matter in PvP.

sPvP pigeonholes your stat selection to one of about 10 options. For WvW you have an abundance of options for numerous different pieces of equipment, which provides an exponentially larger number of combinations. Are they all effective? No, but there’s a lot more variety in effective builds due to the freedom to actually choose what you want.

Why don't you just separate the skills?

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Black Box.9312

Then we eventually get things like Ursan-way, meta builds for FoW and UW, 3+ mandatory skills on every build (think paragon) because they outshine everthing else by miles, etc. And then everyone pretty much runs (or practically requires) the same overpowered build for profession X.

Because this totally isn’t already the case with the current system.

"I'm Going to Die" [PvP]

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Black Box.9312

The only thing that bothers me about confusion is when I have multiple conditions and I kill myself trying to remove them because there’s not priority system in place for condition removal.

[PvE] The Problem with Conditions - A "Fix"

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Black Box.9312

Attack is based additively between your power and weapon strength, not multiplicatively, so theoretically a condition damage build benefits much the same as a power build does by an upgraded weapon because you receive the same boost to your direct damage.

I do agree though that conditions need to be looked at, but as more of a matter for balancing between PvE and PvP game modes, because conditions are currently very powerful in PvP and very underwhelming in PvE and splitting balancing could very easily fix this issue.

Balance in PvE vs WvWvW vs PvP

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Black Box.9312

I wouldn’t mind if the PvP skills/traits/gear was applied to PvE. It is such a more elegant and manageable system. PvE runes, food, gear is the source of all balance issues.

That is a terrible idea. The current sPvP system is far too limiting in build variety and playstyle for that to work.

Also that’s implying that sPvP in this game is balanced to begin with, which I’d definitely argue is not the case.

Please stop nerfing PvE for the sake of PvP

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Black Box.9312

If classes were balanced throughout individual game modes instead of the one for all method that Anet has been pushing, this wouldn’t be an issue. The PvE and PvP in GW2 are practically separate games due to the vast disparity in meta play, so there’s no reason to try to encourage a single system when it clearly hasn’t bridged that gap together after a year and a half since the game’s release.

Open World Dungeon Aspects

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Posted by: Black Box.9312

Black Box.9312

I’d rather just have token rewards be character bound again so that people will actually WANT to do dungeon paths more than once a day.

Add a reward for doing all Fract. Levels?

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Black Box.9312

I think that’s a great idea.

I would also add that I envision the future of fractals to be something along the lines of 50 to 60 the instabilities become randomly generated. each run. and then from 60 to 70 say each shard. becomes random. It would offer a different challenge each time you go.

but that’s me and whishfull thinking.

I had originally been under the impression that the instabilities WOULD be randomly selected regardless of level, which would have made a lot more sense than the current system for reasons OP already mentioned.

PvE, Dungeons and Damage gear.

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Berserker gear is most definitely not the be all, end all in WvW. You need to have either very high burst potential or a good line of secondary defenses to be able to survive against a good player, especially one in defensive gear that can outlast you in combat otherwise.

This advice is very useful because the title “PvE, Dungeons, and Damage gear.” is most definitely referring to WvW.

Well then, I’m glad you read the posts that were discussing gear in WvW to avoid any sort of confusion with what I was talking about.

Oh wait…

PvE, Dungeons and Damage gear.

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Berserker gear is most definitely not the be all, end all in WvW. You need to have either very high burst potential or a good line of secondary defenses to be able to survive against a good player, especially one in defensive gear that can outlast you in combat otherwise.

The other elitist

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Elitism. Elitism everywhere.

Defiant in Dungeons

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

I think they could change defiant to something like

Defiant: Blind is reduced to a 10% chance to miss. This foe gains Stability for X seconds after being stunned/dazed/launched/knockdown/knockedback

I’d say this, except buff blind a little bit by making it a 25% chance of effectiveness and also having the CC immunity be a passive buff rather than a boon that can be stripped.

Defiant in Dungeons

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Are blind, vulnerability and CC skills so powerful that they would trivialize any Boss encounter that did not involve the Defiant mechanic?

Yes. Yes they are.

Although I do agree that the current defiant mechanic is far from optimal, removing it completely is definitely not the answer.

Alphard, Serpant of the waves

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

I like how they decided to make this boss less of a pushover, but this was definitely not the right way to do it. No longer being able to cancel the dagger storm is good, but sometimes with all of the particle effects it’s quite difficult to see the pull animation go through, and if even ONE player fails to dodge it sets off both bombs. Yeah, it’s still a manageable fight, but that doesn’t make this change in any less poor taste.

The problem with Dredge Fractal

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

new mistlocks???

“no shadows” permanent reveal for duration of run
“burning banners” warrior banners burn on calling and do no buffing
“shattered mirrors” reflects don’t work.
“Elemental vacuum” elemental swap cool down is tripled.
“wrath of the lich” all conditions applied are applied to you.

I think I am going to be quiet now…….

Those two have already been datamined as existing instabilities that will be used in later fractals.

The problem with Dredge Fractal

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

The main issue with dredge is their immunity to blind. Why are they immune to blind? Because they look like moles? That is a silly reason.
Every creature immune to a condition like embers/destroyers to burning, hylek to poison etc. also applies it. So it follows that dredge should be able to apply blinds too. Please fix this anet so I can enjoy lore immersion.

I always found it ironic that dredge are immune to blind, but are still fooled by stealth.

Thief having trouble with Lupi Phase 2

in Fractals, Dungeons & Raids

Posted by: Black Box.9312

Black Box.9312

Use withdraw and smokescreen. Those two should cover the aoe spam, and the rest is just a matter of proper dodging. If you’re willing to run 15 in acrobatics that helps a lot, otherwise you might want to consider truffle and meat stew.