Showing Posts For Brew Pinch.5731:

Switching classes

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

staff marks spam with fear mark closest to you then spectral grab someone right through a spectral wall and all the marks. Anybody tried that before?

Sounds fun, but grasp tends to miss or pull only part of the way. It’s more like a 50% chance to knockdown skill in it’s current state

Weather and a Real Night time experience

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

Day/Night cycle effecting the world would be really cool down the line, very worthy of a place on the suggestion pile! So many fun possibilities…

Food Buff Verbal Cue

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

Really cool idea.and a great bit of polish. Would love this.

Condition Damage and Objects:

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).

Yeah, but that is far and away less important than the glaring issue that condition specced players do next to no damage to objects…

Do people even build precision without power/condition damage? Seems counterintuitive…

Stop changing the dailies

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Posted by: Brew Pinch.5731

Brew Pinch.5731

…Shall we stop bumping this ridiculous thread by disagreeing with the OP now?

I know posting that was counterintuitive by the way, but this thread needs to die…

minions are not as bad as you think

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

You were extremely lucky if you had them attacking that often, I’ve played MM for months and while there are great moments, the majority of the time minions just stand around. It’s frustrating enough the first time, after thousands of instances of the same I’ve moved to a condition spec. Conditions have their own set of issues but nothing will ever be as frustrating as dying again and again for no other reason than your minions JUST kittenING STOOD THERE doing nothing… Don’t think I could bring myself to go back even if they were fixed now, too much hate for them and they will always be useless in WvW…

Fix conditions

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Posted by: Brew Pinch.5731

Brew Pinch.5731

I’m baffled there aren’t more people behind fixing the ridiculous stack limit. It serves no purpose other than making condition players irrelevant in combat. The stack limit is exactly the same as allowing only 1 – 3 direct damage players to do damage to one target at a time. You’d see so many complaints if it were the other way round…

Switching classes

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Fear isn’t unique to Necro, they do have the weakest fear though!
Health syphon is unimpressive as well, you can’t build around it (although, it does provide small sustain important for a class with extremely minimal movement options).
DS sounds good, but unless you spec for it, life force comes in really slowly.Jumping in and out of DS is not even slightly viable without main dagger or the life force marks trait. Remember life force decays, in reality a full bar will never net anything like a full extra health bar in a 1v1 and it’s balanced by the weakest spike damage in the game..

(edited by Brew Pinch.5731)

Fix conditions

in Suggestions

Posted by: Brew Pinch.5731

Brew Pinch.5731

Currently, conditions are in a terrible state for group and solo play.

  • Conditions are limited at 25 stacks
    This is exactly like allowing only 1-3 direct damage players the ability to cause damage to an enemy. This is absolutely beyond reason, the limit is totally illogical.
  • Conditions do not affect objects
    players specced for conditions are forced to spend huge amounts of time killing objects that would take a few autoattacks from a direct damage player
  • Conditions do not effect some bosses in fractals evenly
    The elemental source in the snowblind fractal for example is classed as an object, thus condition players do miniscule damage to it. Also, when the dredge powersuit/ice elemental in the underground facility is affected by lava, conditions do not scale in damage like direct damage does, thus, as usual, condition players are left doing miniscule damage, relatively.

When can we expect a fix for this ridiculous disparity?

Reforging Orr with WvW mechanics.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

This is how Orr should have been built. This is how a lot of us hoped the dynamic events to pan out.
This would be AWESOME!!! +100000

Suggestion: Infected (Fear modifier)

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

So essentially zombify instead of fear? The concept sounds awesome and would be a lot of fun.

Why not use the risen models for necro pets?

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

A better question, is why didn’t they use the models from GW1? The minions from the first game look a billion times better than the current rush job.

Perhaps originally they were planning to have them morph with character level to look more powerful and we are simply left with the most basic ‘level 1’ models…

25 Days and counting...

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Holidays guys. Consider it.
More communication would always be nice though, especially since that post a while ago about how they will communicate more in the future (can’t be bothered searching for it on my phone, think it was after the ascended controversy if anyone feels the need.)

Dont use Reanimator on Lupi? lol

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Posted by: Brew Pinch.5731

Brew Pinch.5731

I’ve suffered from the Lupi bug many times, it’s very much a real thing. It’s also getting fixed in the next patch, so almost don’t need to worry about it anymore

Whats the reason behind fear being 1 second ?

in Necromancer

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Brew Pinch.5731

now correct me if im wrong , but . if arena net making the claim that necros are so powerful that they are meant to have a 1 second fear because they dont need the mitigation of a 4 or 3 second fear because of how they were designed ? and if that is so , then please explain to me why there are there so many threads on guild wars 2 forums of people complaining about how under powered the necro is from many users that even to the point of people saying they will quit playing a necro till the class gets fixed .

i want to know why ?

Most UP threads are noobs whining, they are in every class forum and they exist because a lot of players are bad. Take it all with a grain of salt.

More than anything we just need to see all the kittening bug fixes. Fix the kitten kittening classes so we can actually see where the kitten we stand. This kitten should be WAY more of a priority (for all classes) with the devs.

My opinion on Thief fear? If it can kill you in the duration of the CC, it’s OP. This isn’t an FPS, combat should last more than 3 kittening seconds. Where’s the strategy or skill?

(edited by Brew Pinch.5731)

Engineer is most troll class in game

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Link is broken

Flamethrower thread

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Posted by: Brew Pinch.5731

Brew Pinch.5731

You basically said elixir gun is better than the flamethrower because it does more damage, but elixir gun for the most part is single target.

Wait…what? Explain that one again?

He means hitting more players > hitting one. Thus the weapon should be weaker, which is correct.
He does not take into account that EG is meant to be a low dps, support weapon (it is) and causes weakness (an incredible condition) to compensate. It also has 2 – 3 times the range of the flamethrower autoattack depending on a trait.

So what we end up with is 1/3 of the range and the same dps as a support weapon on a weapon built for high dps, justified by a cone AoE effect.
Up the range and fix the miss bug and we might be able to talk business here, until then, Flamethrower remains a mess and in dire need of some “tweaks”.

Flamethrower thread

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

It’s hard to kite in team fights, just saying.

I respect the rational sentiment that damage should remain balanced, but I don’t think it’s valid to justify balance decisions on the chance that there is a teammate taking the attention.

Flamethrower thread

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

snip

Which justifies a range increase. Our class is built around keeping the enemy away (tons of knockbacks/evade leaps). So having a weapon that cannot actually hit at the medium range we keep the enemy at is very strange. Considering that all signs point to flamethrower having meant to be effective at a greater range in addition to everything else, it seems a logical, solid “tweak” to help balance the kit.

Flamethrower thread

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I’ve never had a problem with flame blast, air blast but the flamejet seems to have issues hitting at times. And smoke vent is fine where it is, it is amazing for stomps.

Smoke vent is certainly useful, and I don’t have any changes to suggest for it. It provides nothing else unlike other blinds though, that might be worthy of discussion.

Flame blast is such an annoying skill for me as it stands (a lot of that is due to the “projectiles shoot through the floor” bug that effect lots of weapons though) the blast on impact would definitely alleviate the frustration. I also like Air Blast.

Flamethrower thread

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Flamethrowers are a total mess as they stand. In this thread we post/discuss suggestions to fix/balance this kit.

We will leave out discussion of bugs already in the bug thread. For anyone wondering which they are:

  • Flamethrower’s Flame Jet and Elixir Gun’s Fumigate will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
  • Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
  • Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.

My suggestions:

  • Flame jet – range increased to 600.
    Flame jet animation reaches 600 range if not further (EG Fumigate also suffers from this). The damage on flamethrower is justifiable at 600 range. It is annoying to watch and play with when the animation does not match the skill, at all.
  • Flame Blast – explodes on impact.
    Skill does not fit with the close range nature of the flamethrower without this. The skill is terrible for single combat as it stands.
  • Air Blast – remains the same.
    The skill does knock targets outside of Flame Jet range however. This makes little sense and leads again to the conclusion that Flame Jet range should be increased (and indeed was likely meant to be greater)
  • Napalm – changed to circle AoE, active duration reduced to balance for skill actually hitting targets.
    This skill is abysmal in it’s current state, while it can be used effectively in single PvE combat, it is entirely negligible in PvP and any sort of group PvE. Movement hard counters this skill. Never a good thing.
  • Smoke vent – hmm
    I’m not sure about this skill, it’s a blind on a medium cooldown. It’s lack of range and the fact that it does nothing else makes it one of the weakest weapon skills in the game (Weakest I’ve seen personally)

Discuss.

(edited by Brew Pinch.5731)

Serious question about grenades.

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

“to balance against using sigils” exactly how does this equate to balance? I don’t grenade (FT + EG engi) but this appears much too extreme.

If the nerf was to adjust for general balance, OK, but don’t pretend it’s balancing for sigils, any monkey can see through that.

(edited by Brew Pinch.5731)

Necromancer pets will not always attack.

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

Just when I finally get fed up and start another character, haha. Glad it’s getting a look at after so long!

Rehaul: forum vocabulary

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Posted by: Brew Pinch.5731

Brew Pinch.5731

This might make me a bit of an kitten, but the word doesn’t mean what you think it means. I’m getting sick of seeing it everywhere in these forums :P

http://dictionary.reference.com/browse/rehaul

The word you are looking for is “Overhaul”

http://dictionary.reference.com/browse/overhaul

What Engineer's are designed as are a LIE

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

“I’ll only be happy if we’re wildly OP”

“sarcastic rebutal”

If you died to a nade engineer spamming 1 then someone removed the movement keys from your keyboard. I had thought that the nade damage was as high as it was because you needed to manually target where they went, you know, risk of missing (which happened often) justified by reward of hitting with those bad boys. Easy to sit back and spam nades unattended? Yes. Easy to do with a thief all up in yo’ grill? Not so much.

I was just saying no class should be able to kill without difficulty by simply spamming the 1 key. Too many people from all the class forums need to calm down and get some perspective. No class is as weak and pathetic as the forum community makes them out to be. Some classes need minor tweaks, all classes have bugs. Albeit some are subject to bugs that are much more dire (Necro minions or Engi flamethrower for example)

Minions for Necro Are Dead

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Hahaha, well played sir.

Vote! We need a complete Rehaul.

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

I really like the currently setup, it’s what drew me to the class and why it’s so fun to play. It would be a terrible disappointment to see sweeping changes. I’m sure that goes for a significant amount of the players who don’t use the forums as well.

Bug squashing would be nice. For all the classes

What Engineer's are designed as are a LIE

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Posted by: Brew Pinch.5731

Brew Pinch.5731

my problem is they went against their design for combat, saying that no class should have any issues with combat and then nerfing this class so that we indeed do have serious issues with pve combat especially 1v1 is just crazy.

If you mean it’s not viable to endlessly spam grenade 1 in PvE and win maybe… But that’s entry point skill level. Worse than most new players. Simply add dodge and that strat becomes totally fine for most 1v1 PvE…

You do realize that the whole point of ranged is that they die long before they reach you right? Saying it shouldn’t happen because it doesn’t fit YOUR view of combat still doesn’t make it right when warriors with guns and rangers and indeed thieves with bows enjoy that kind of combat easily to the point that most players don’t bother with melee because it is that much easier. So yes even tho I wasn’t one of those concentrating on grenades as the ONLY nerf they brought to the table yes grenades should be just as easy on my engineer as shooting a short bow on my ranger. When it’s not that easily done, that’s called imbalance.

You can’t kill by standing still and spamming 1! Oh no! UP, fix, overhaul, ANet hate us!! …lel

Engineer - Flamethrower Flame Blast

in Bugs: Game, Forum, Website

Posted by: Brew Pinch.5731

Brew Pinch.5731

It’s related to the problem with projectiles defaulting to/when enemies are close firing down through the floor. Affects flamethrower 2 particularly badly as the blast effect triggers well underground rendering the skill useles.

Reanimator Debate

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Personally I’m not fussed about the fate of the trait, but the actions of that moderator are to be reviled.The reasoning for closing the thread was pathetic and inane. If conveying popular opinion is not “helpful” on class forums then what the kitten is the point in anyone even bothering to write here?

(edited by Brew Pinch.5731)

What Engineer's are designed as are a LIE

in Engineer

Posted by: Brew Pinch.5731

Brew Pinch.5731

my problem is they went against their design for combat, saying that no class should have any issues with combat and then nerfing this class so that we indeed do have serious issues with pve combat especially 1v1 is just crazy.

If you mean it’s not viable to endlessly spam grenade 1 in PvE and win maybe… But that’s entry point skill level. Worse than most new players. Simply add dodge and that strat becomes totally fine for most 1v1 PvE…

What Engineer's are designed as are a LIE

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Brew Pinch.5731

Yeeeaaahhh… Except that those descriptions are EXACTLY correct. No lies to be seen, regardless of your opinion on nerfs.

Animosity between Necromancers.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

But people will endlessly complain unless they are the FOTM, “OP” class. Some even reguardless.
Every class needs bug fixes, some bugs are just much more dire than others. Discussions of OP/UP status ring flat (and ultimately do more to depress the community than convince the devs that the player is not more than likely at fault) until these fixes are in place.

That said… Minions.

Minion Master Armor Set

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

AC exp offers you P/T/V gear. You want P/T/V.
Finishing all paths of AC takes about an hour and a half. That will net you 207 tokens. You’ll have a new exotic every day.

I know the appeal of the minions, but mate, be careful. They are totally broken, don’t play too much with them or you’ll burn out in frustration.

I suggest playing another class or spec until they see some sort of attempt at a fix.

Your Jan/Feb expectation for necro

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Posted by: Brew Pinch.5731

Brew Pinch.5731

- DS UI fix
- Post on the forums from dev “AI fix too hard. Working as intended. lel”

Projectiles fire into the GROUND by default

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Major and ridiculous issue affecting many weapons for many classes. The default angle of fire on projectile weapons is a sharply declining slope. The is terrible for cone AoE or penetrating projectiles (which seem significantly weaker to adjust for penetration), and for some abilities can COMPLETELY NEGATE their damage.
Abilities should travel PARALLEL to the ground unless the target is literally below your character.

Fixing this would also allow devs to avoid considering adding effects for when projectiles hit the ground. Does anyone else find it ruins immersion when bullets/fire/necrotic hands pass carelessly through the floor?

Moving the camera pivot point to your characters head instead of their waist may help alleviate a portion of this issue (in conjunction with solving others)

(edited by Brew Pinch.5731)

Let's debug minion AI

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Posted by: Brew Pinch.5731

Brew Pinch.5731

there are working ways to get around not attacking minions and them getting stuck.

As someone who has until the last week played almost entirely Necromancer, nearly 400 hours close to exclusively as a minion master, I can 100% confirm and confirm a thousand times that there is no, absolutely no, guaranteed way to make your minions attack. Using their skills does not always force an attack, nor does running them literally right THROUGH your intended target (whilst you’re attacking said target).

Minions are fatally broken and in DIRE need of a rework or fix. Once again, there is, 100% confirmed, absolutely no surefire way of getting your minions to attack. Line in the sand fact.

Also, how many times has the hydrophobic Flesh Golem been mentioned in this thread? What the actual kitten is that? Why? …Beyond comprehension…

I love Necro and excluding minions it’s a solid class, but as someone who wants to control a horde of the undead on their, you know, NECROMANCER: French connection this refuse.

(edited by Brew Pinch.5731)

Necro pets, could use a rework

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Yada, yada, I don’t actually play Necro but clearly know better than everyone who does. You’re all bad, have a broken link.

Mate, please…

I agree that the class is solid for the most part. Most other classes aren’t as OP as many people claim. But minion AI is a MAJOR issue, and posts to that nature deserve to be filling half the front page. It’s ridiculously bad, and ANET needs to know that it matters enough to us that it’s worth working on, and working on NOW.

Does anyone actually Like Necro???

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Brew Pinch.5731

Also necro can have 10 minions at once, or even more.

Lie. This is entirely untrue. Blatant lies like this completely undermine your point, which is somewhat reasonable.

I agree with you that Necro is mostly fine aside from the DIRE, DIRE NEED for a minion fix. Additional word on that is WAY overdue.

Necro pets, could use a rework

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Fun rant, solid points. +1

sPvP/open world crossover and finishers

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Posted by: Brew Pinch.5731

Brew Pinch.5731

No opinions on this?

More Guild Armors

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Posted by: Brew Pinch.5731

Brew Pinch.5731

I also just want a way to add the emblem to my existing armor, was surprised and disappointed when this wasn’t how it worked.

Please give up on town clothes/costume brawls

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Costumes are cool, adding more, especially through seasonal events and as achievement awards would be a much better way to go. I’d love to be able to switch to glorious town clothes that show off my human noble heritage.

I understand that they might want to keep them as a cash shop thing, but they have far less value if they are all simply purchased. Perhaps getting “plans” for clothes from the suggested methods then having to “hire” a “professional tailor” or whatever for gems would be a solution in that case… Complex to eventually work in, but definitely a cool feature.

(edited by Brew Pinch.5731)

Better/less boss fights.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

We’re more likely to see the current bosses get improvements and changes over time, easier than redesigning the entire PvE dungeon endgame I’d imagine.
It’s a solid point you’re making though, so many of the bosses really are basically mobs with higher health

Clipping problem between......

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Wouldn’t it be easier to just make the mantle and any others like it push the placement of back items and sheathed 2h weapons back a bit to fit?
I like the bulkiness of it :P

Any possibility of a new profession?

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Brew Pinch.5731

It will happen, but in an expansion and a while down the road. They’ve still got so many bugs to squash with the original classes! I’d bet they are working on a new class though, probably throwing around ideas for multiple.

Achievement Leaderboards

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Posted by: Brew Pinch.5731

Brew Pinch.5731

This is a solid suggestion and definitely deserves proper consideration from ANET

Guild Wars 2 - Introducing Mounts (Gem Store)

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Posted by: Brew Pinch.5731

Brew Pinch.5731

They would need to add mounted combat. They would need to add places for this and redesign WvW around it. If that happens, mounts would be great, if not, no to mounts.

Clipping problem between......

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Posted by: Brew Pinch.5731

Brew Pinch.5731

This *1000, the mantle also has weird cloth folding issues that look absolutely terrible while running with many colours

sPvP/open world crossover and finishers

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Posted by: Brew Pinch.5731

Brew Pinch.5731

There are many changes that need to be be put in place to try to bring the sPvP and open world games closer together (skill points, exp, gold, guild influence and unique skins potentially gained through the sPvP game).
So while these changes are making their way into discussions at ANET, could the good people over there please consider also making sPvP finishers permanent once you’ve completed the related PvP rank? (A player who reaches Deer rank now always performs a Rabbit finisher unless buffed with a temporary Deer finisher banner for example)
In their current timed use state they see almost no use in sPvP or elsewhere, which is a shame because besides being cool they are a great way of showing off your PvP prowess and letting the player you just owned know that it might have been because you are a way higher level.
This change would see them used much more widely, provide a cool incentive for ranking up in sPvP play in itself (always bringing your elite lvl 90 dragon finisher into WvW or your following sPvP games) and also potentially stop newbs complaining about balance when you totally trash them in WvW if that’s even a thing.