Showing Posts For CntrlAltDefeat.1465:

Things the "Leaks" seem to be missing:

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Thank you to the sane people. I see no real reason to accept these leaked notes as real in any way. I actually felt pretty bad for Anet as a whole to see that post. I would hate to have my work published before it’s due date, or have people speculate about my work and impersonate false notes and release them as credible. Either way I personally still see it has irresponsible..much the same as some people data mine games and release info well before it’s due date.

Patch 25. June = Epic Fail

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I am happy they are trying to create diversity. As for the new condition, for all we know it may only affect players much the same as confusion..which is to say, barely at all. It maybe more a means of control than damage. I wouldn’t get too angry before you’ve even seen how it plays out.

To Improve PvP

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I’m sure Anet wants to do many of those suggestions, but pretty sure they are constrained by resources. Their priorities are elsewhere probably in PVE/WvW realm.

So unfortunately true. They aren’t running a charity. They’re running a business designed to make money. And they will put the most effort into what brings them the most money, which is their PvE content, since there’s a good thousand times more content in PvE than sPvP.

Also I think the “s” in PvP should just stand for sh … kittens … :P

Gw2 box sales have steadily decreased and player numbers have as well. This is only to expected or any game. NCSOFT has already disclosed that the steadiest form of income derived from gw2 is from gem store sales. So, if what you saying is true, then pvp and pve will not be receiving as much focus as creating gem store items for sale.

If we look at dragon bash alone;
Jade weapon skins have a higher chance of dropping if you purchase the rich coffers. You can do this through in game virtual money..or SURPRISE! real world money.

To get end event achievement you need to bet on random racing moa’s which cost 50 silver a race . Don’t worry if you run out on cash on this gold sink..SURPRISE! you can purchase gems from store and convert to game currency.

What if I want the wings but don’t want to have to do dragion bash?..well, you can also buy them on the trading post. If you are a little short on funds,..SURPRISE!! you can purchase gems for conversation. We accept paypal and all forms of major credit card.

What if I don’t want my jade skin?..No,.you can’t sell this. This prevents the opportunity for people to not buy coffers via gold sink or real world money gem purchases.

So the big question is, was the items available in the dragon bash designed first and the content second to create sales? Or was the stated philosophy of putting the player first the driving force?

So why is Gw2 free to play? gw2 is free to play, but not all NCSOFT derived games are. As seen in gw1 aion was pushed heavily in it. If you purchased aion you were rewarded with in game emotes in gw1. Much the same as bioware in mass effect3 offered skins to players if they downloaded the trial version of other games they offered via retail. Keeping one game free to play is good for keeping a secure player base aligned to your company. Through guild wars alone I now know exactly who NCSOFT are and what other titles they offer.

I am not ragging on ncsoft or anet for this. Like you said, it is a business. Like all businesses it’s primary directive is to make money. They do this through game sales, anything else after that is secondary. However, I would expect we will be seeing a lot more gem store content (Non breakable harvesting tools anyone?..maybe a char plush back pack?) So far, more content is coming from the store than dynamic changes in any form of the game apart from a long list of hot fixes for events that SURPRISE also have a lot of RNG and/or gold sinks attached to them.

To Improve PvP

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Get a good idea of specific professions/builds that kill me frequently and how they’re played.”

Have you tried playing different professions and builds? or are you just asking that people’s builds and thoughts on play style be published?. As far as I am aware you can do both currently. Try spectator mode and look at their boons on skill use. This gives away their trait allocation. As for play style..just watch them.

If the monk came back..

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Generally I like the lack of monk in gw2 in concept. It means people don’t feel dependent that they need a monk in order to achieve higher level content. However, I do miss monk..I got a lot of enjoyable play time being a dedicated healer in random arena’s in gw1 simply because it was so very random. You didn’t know what you’de be paired with or who you’d face. This post is not about returning the monk perse’..it more just about returning some of their elements and adding a new and refreshing twist to them. Giving them the ability to be damage dealers (In keeping with Anets philosophy that any profession can perform any role.) But it also opens up the path for some variety in PvP..that now more annihilation matches can be formed, still with an emphasis though that players are responsible for their survival..they can just get assists now and then. Obviously the glaring question in PvP would be, “What if the entire team was made of monks.?” Well, that is a good question and maybe if others post concept idea’s this could be addressed in some way so mirror teams of 5 monks vs 5 monks would be avoided.

Thanks for gw1 and gw2 Anet..I do hope one day there may even be a gw3..maybe even this idea would come to life. After 7 years of playing Anet games a single post about future idea’s can’t hurt among all the stealth hate and nerf this and buff that posts.

If the monk came back..

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I have to say, sometimes when engaging in discussions on forums it is easy to get pretty hateful when your behind a keyboard. However it does also show a lot of players have some pretty good idea’s. So maybe time to be positive and add some thoughts towards guild wars 3 IF it should ever happen.

I personally think the removal of monk was 6 parts good and a half dozen bad. I know a lot players don’t dig playing the red bar game, they prefer the big numbers game. I like that now any group can try their hand at dungeons and stuff without feeling the need for LF monk. However if the monk was to be reintroduced, some idea’s I would like to see investigated (and contributed to.) Would be;

The attunement/kit swapping concept.
A lot players like being the core damage to their team. Monks have always lacked this ability. If we use the mesmer template of great sword skills and add a touch of engineer kit swapping, I don’t see why a monk can’t have an aggressive skill bar, but with a kit swap the skills change that if targeted on a team mate they provide healing. The team mate in question need only be highlighted by clicking their name or hot tabbing. Much like in guild wars 1 (GW1) The monk had certain skills that could only be used on specific targets or self targeted. This essentially means in solo play the monk would keep their weapon aggressive and rely on utilities and the self healing slot much the same as other players. Even though the monk is not needed for higher level content teams, it would still allow teams to have a monk that will contribute to damage overall, but can also add a viable amount of healing in between team mates self heal cool downs. Obviously the timing of these healing cool downs would need to be controlled, we can’t really make them so they can have their cake and eat it to at 100% up time.

The player balances the role;
As with any class the player can choose to trait into more heavy damage abilities. This would affect healing when kit swapping to healing skills and vise versa. At this stage if the proposed monks weapons were some what limited to appropriate weapons maybe including scepter/focus-staff-greatsword (maybe even develop new weapons. perhaps assign them a mace that works similar to guardians wards in function without actually just making them a a near duplicate of wards. Maybe even assign a weapon that is mostly defensive in all senses of it’s use ). Basically the player can choose their preferred weapons. They can run a primary set(Lets just say scepter+focus) which focuses on single target damage and the healing kit swap would then provide them with mostly single target healing. Their second weapon set can be more focused on AoE damage (Let’s say staff) and on the healing kit swap it now functions on more AoE based buffs/heals/protection. As mentioned above..the assigned weapon skills to each weapon when in healing mode will have some skills that can’t be self targeted and some that can be to avoid the monk simply attacking-healing kit swap-massive self heals-kit swap to damage-attack-rinse-repeat. The focus of this design is still provide contributing damage to mobs and bosses etc..it just also has a strong secondary use that if you see a team mate getting dangerously low on health you can step back for a moment and assist them and your team to provide a moment of relief whilst they don’t need to back down and can hold their ground. Obviously as stated above, the timing of how fast they can do this needs to be controlled so players know the monk can help in a tight spot, but they can’t be relied upon to just play the red bar game for everyone. It is gratis that players will have their permanently assigned self heal slot.

Isn’t this kinda what guardians already do with shouts and wards?
In guild war 2 it basically kinda is. (Hence I direct at potential guild wars 3 thoughts.) However anyone who has ever played gw1 see’s the guardian as a hybrid warrior/smite monk/paragon. And players from gw1 know a warrior/paragon/monk can all still exist in the same team without over lap. The guardian position of providing fleeting buffs and healing steadily would still be appreciated, the monk would only fill out a certain dynamic that can be used in situations. At the end of the day with assigned self heals, trait allocation and utilities players are still responsible for themselves and the meta of having no heals and relying on a dedicated healer is still absent from game play. Players can still perform dungeons etc without a monk..the monk can just help avoid certain wipes at times, or keep a reduced team alive long enough to rez without way point restarting if you get my drift.

Just food for thought..it makes monk a class more friendly to players who have long just played D.P.S classes and still provides a certain flavour to game play to people who liked playing the healing role.

(edited by CntrlAltDefeat.1465)

If you dont specc into damage

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I agree with everything you said.
I think they need to introduce a mechanic for warriors that keep warriors in a viable position when attacking.

I agree rangers hitting you with their pets and pounding you with their 300 dmg arrows is excessive.

I think they should reduce the skills used, and add variety by letting players use some skills from other professions.

I think they should lock down ele’s to sticking to one major attunement and not swapping through them all chaotically.

I think limiting players to just D.P.S or support is too small of range..they need to add healing or AoE support.

I think mesmer clones should be swapped out to skills that don’t necessarily do damage, they just remove skills from you, interrupt you, punish you for attacking, or punish you if you do nothing.

I think every profession should have the same HP pool.

I think thieve’s shouldn’t have stealth.

I think they should bundle up all these and repackage guild war 2 as Guild wars…

Anet has already designed a game for people who prefer this sort of playstyle focus. They developed it near 8-9 years ago. Guild wars is still a great game and If I am not wrong you can probably buy the entire installment of it for $15 from the discount bin of your local game store. It still has a live team and it still changes content weekly to give some layer of variety. There is nothing broken about gw1..at any time you can return to it and and your old favourite is still waiting for you to continue on your glad 4 title in the random arena’s. I am not trying to mean spirited..but from what you have said, I think guild wars is probably a more well suited game for the playstyle your looking for. (See what I did there Anet?..still plugged your previous offering. Can I please finally get a jade weapon ticket now from dragon coffers..800+ and still no luck.. Wink.)

RNG isn't the problem, gems are

in Dragon Bash

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Yes they would still make money from skins sold in the shop, but not nearly as much.”-Referring to retailing of skin covers.

You are in fact wrong. There is a supreme reason why every retail business in the known world that operates for profits transparently sells an item or service for money. It is because it is the only business model that works.

NCSOFT may make an influx of revenue derived from selling RNG items, but as players who use real world money or time to purchase these items and continually fail to achieve the desired item, their trust in the vendor diminishes quickly over time. Although I cannot see, or will be showed any sales information, being an economics person I am more than willing to say now that with every successive item of RNG nature that has been released, it’s sales have gone down. It started with dye pacts, flame and frost skins, flame and frost exclusive dyes, south sun skins and now with jade weapons. It is proven sales fact that a 90% satisfied customer has a 30% chance of using your business again. A 95% satisfied customer has a 70% chance of using your business again. In short, a single percentile point increase in satisfaction equates to far more likelihood of continued business…again i reiterate, that is why every business for profit model operates this way. Every business model as part of their mission statement will in some way say something to the effect of,’ Provide high quality etc etc etc with a premium on customer satisfaction.’ Or words to that effect; because it is the only proven business model to work over the longevity of the business.

Opening 1000 regular Dragon Coffers [Merged]

in Dragon Bash

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Dragon coffer after 36,209 opened.
0.03% chance of skin drop.

Opening 1000 regular Dragon Coffers [Merged]

in Dragon Bash

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

So far someone has been recording drops from rich dragon coffers solely. So far the tally is 265 opened..not one skin.

Let the buyer beware. If i am not mistaken, (and I know I am not.) In static’s when defining numbers, anything under 1% is expressed as highly improbable. Under 5% is expressed as highly unlikely. 10% or under is expressed as rare. I can speak only for the fair trading act in My country(New-Zealand) but under our laws, this would be deemed misleading advertising and would be required by law to be changed to better represent what it is your selling. In short, in some countries cultures this is deemed as misrepresented trading. However, I haven’t purchased any rich dragon coffers, and based off the fellow gamers feed back on this forum, I won’t be.

Highly improbable is not the same as rare. If you want to make these items that exclusive, then the buyer does have a lawful and reasonable right that the product they are purchasing is fairly and reasonably advertised. It seems all the players want is transparency in this game. That drops rates are fairly described; updates have all of the update disclosed and not have hidden nerf’s to thieves shadow stepping. That priority lists are occasionally published about what game mechanics are currently being reviewed. I am beginning to feel like I am in a relationship where I have invested time and resources and my partner is constantly withholding information from me and at times, and hoping I don’t notice or find out certain aspects about them.

Phantasm Mesmers

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I regularly play phantasm mesmer. Particularly sword/pistol. I agree they can be powerful in 1v1. I am not the most competent player. My rank is 22 dolyak. However in many matches I have had my “Kitten” handed to me using this build. It has no team buff benefits, it contributes below poorly to group fights. It is almost impossible to engage more than one player at a time, it has no condition removal, it has no speed buff, very limited buff, limited grand master trait point allocation, no combo fields…all it has is its phantasms, which like every other profession apart from thief are on a cool down. It’s phantasms are vulnerable to PbAoE, vulnerable to AoE in general, easily confused and stop attacking when a player jumps down a ledge, won’t attack if they don’t have line of sight, their attacks are not unblockable. Their projectile can be reflected. So your major complaint is that they do damage in accordance to mesmers gear allocation. Berserker they do more, knights they do less. lot of builds do high damage, that is not excuse enough to nerf them. Your second complaint is that the mesmer need only defend after casting..well this is what BM rangers do. Their pet delivers the damage and they concentrate on evades and CC’ing their opponent and have very high toughness. This is also what a minion master does, although their minion can heal them for all damage they do while they cast marks to CC you and defend. This is what Thieve pets do as well..low hit point, high damage while thief CC’s and/or defends.

I am not trying to troll you, but it sounds like your the ideal candidate for this build. It excels at dealing with solo roamers who move from one point to another on a map to contribute to node taking and/or defense or people who man trebs’ or solo defend nodes.

I can a test this build takes unusually long times to down state guardian/engi/necro bunker builds and is worthless against burst warrior who can eliminate each phantasm in turn in near single hits leaving either scepter to attack or sword and engage up close and personnal. It also get punished by any skill that refects damage or has high use of ground targeted AoE.

sorry fellow player. It is far from O.P..it is build designed for one purpose only..eliminate solo roamers.

Also I will remind you, the entire can’t be based on PvP experience alone. Try using this build in any dungeon or higher leveled area. Your phantasms are gone in seconds and you have all of the same issues as stated earlier making you a very undesirable person to have on board a team. I will also remind you, your not obligated to fight every person who comes your way. When using this build I regularly will avoid and kite players moving towards a specific point together, so players who have shown in previous engagements they know how to successfully manage down stating this build.

(edited by CntrlAltDefeat.1465)

Asuras need a disadvantage.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think the central point here is that asurans cab, at times, blend into particle effects when they are appearing numerously. If anything, the asuran hit window should be the same size as anyone else, because there is no such thing as head shots in GW2, but that in the options window there should be an option either a) by sliding axis to reduce particle effects to transparent or b) limit the amount of particle effects that get represented on screen to your particle effects and the particle effects only on the person your engaging. Just make exceptions of AoE animations.(Which are already different to particle effects by and large.)

Does it take too long to accumulate rank?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Rank is fine. Rewards are terrible. Have people patiently work towards their rank. However customization has nothing to do with skill or ability. It is just a skin model. I have heard many players just want a glory vendor shop where skins etc can be straight purchased through glory. If your an active pvper, then chances are you have your mains..but also will dabble with many alts over the course of time. This is the benefit of a glory vendor store. You’ll always be wanting rank, but also stockpiled glory to customize your alts as you enjoy. The current RNG is frustrating. Especially when I salvage my tpvp rewards and get a string of tokens..then for days on end I just keep getting materials..and worse of all, when the reward chests keep giving me a locker item I have already received dozens of times.

The guys opinion above about paying the iron price, that is just a skin that nobody cares about..that is the starter of this post point..its just a skin, and if you don’t care about it soo much, why should it bother you what they are wearing and whether they paid your “Iron price or the gold.” You kinda proved his point dude. Players either want skins or they don’t care what people are wearing. Which is argument enough that nobody really is impressed if you got it RNG or just purchased it.

Balancing downed state

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Try having a thief stealth just before the stomp. I mostly play mesmer these days which require a target to use any of their skills..your as good as gone. Not to mention from the mesmer perspective after a good drawn duel against a guardian, finally when they downed me they only had a skant 3-4 mm of red left to their health bar. I managed to get 9 stacks of confusion on them, and they still used whirling wrath with total ambivalence. The 9 stacks at best only chewed an additional millimeter of their health. If condition confused state is meant to attack and deterant at best from opponents wanting to use skills, and at worst is meant to represent a dice roll of damage received vs damage given, then it comes pretty short from that envisioned conception.

In all honesty, I’d be a bigger fan of when someone is down, they have a limited second health bar in which, IF there is team mate in close proximity they can rez them, or if your previous opponent is felled while in the down state you get the rally. In other words,..get rid of down state skills completely and have them only apply in PvE.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Class balance philosophy according to A-net…
Thief:
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
Seems about right on with what they want theif to do and what they are now…
Ele
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elementalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”

These definitions are pointless when compared to the original statement, “All professions can play all rolls if they wish to. If they prefer D.P.S or SUPPORT or BALANCED..they can trait themselves accordingly.” As soon as you start giving a profession an end intention, that negates the whole purpose of the original end intention that all classes can play all roles. Which only highlights another original statement, “Play your way.” Should more fairly be represented with, “Play your way…but you’ll probably do better if you play our way.”

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Its thief! This class is design to have stealth. In wow rouges have infinite stealth and no one is crying, and this is SPVP forum ye? and all maps are conquest in stealth you can’t cap points so why its OP? if u take away stealth from thief how the hell he can put dmg to you?
one more thing shadow refuge isnt op as long as u have aoe dmg/fear/5 skill on mesmer GS/mele auto attack(watch the animation)”

Let me rewrite this quickly to illustrate a point;

Its thief! This class is design to have stealth. In wow (We’re not talking about WoW.) rouges have infinite stealth and no one is crying, and this is SPVP forum ye? and all maps are conquest in stealth you can’t cap(You still get points for stomps, so they can’t be so easily discarded.) points so why its OP?(Read Michaeas post.) if u take away stealth from thief how the hell he can put dmg to you? (The same way they do when not in stealth.)
one more thing shadow refuge isnt op as long as u have aoe dmg(Not all classes have AoE damage. Hell, my mesmer does even use clones, let alone staff. The stealthed area of Shadow refuge is larger than 90 % of AoE skills. If you stand on the edge of your stealth, it will miss you.))/fear (Only two classes have this.)/5 skill on mesmer( Only works if your on dead flat ground and even then it will only work if it pushes them out of their stealth field.) GS/mele auto attack(Only if you hit them. They have increased movement while in stealth, so they hold the advantage to avoid being hit.)(watch the animation)

As you can see, all of your rebuts to stealth are very situation based at best. At worst, the player puts a skill into cool down. Just say’n.

Shadow Returns Bugged

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“I’m really baffled (Angry) by this change. I can’t believe (I am p&*t offed) this is an intended “fix” (No quotation marks needed. It isn’t a quote. I think you meant to use speech marks.) for a “problem”( It is a problem if your the person tasked with stopping the thieves ability at neutralising nodes.) that added so much dynamic and interesting (Exploit) gameplay that both players (Thieve’s) and viewers (Other people who play thief.) loved!
It has kept me playing Thief (Remember what I said about thief?) after so many nerfs (Rebalances.)and made it possible to outplay (Kitten) the stronger classes (People who know how to shut down thieves quickly if they run a glassy build.) by pure knowledge of the game (Exploit.) and mechanical skill!
This has nothing to do with increasing viability( Correct,..is not about viability..it’s about parity.) of the Warrior or Necromancer. In fact, it only accomplishes the opposite. (Not true. It does not create the opposite just because you say so. Your not god, you can’t say let there be viability and on the third day it was created with the heavens and the stars.)
How can you possibly consider this a bug? (Because it is.) It has been a vital (exploitable.) part of SPvP since Beta and it is common knowledge(Was always on the priority list of things to fix. It finally got round to fixing time.). I’d go so far as to say (Please don’t..it is not fair to put words in others mouths or try to represent their views without actually knowing this is how they think or feel about it.) maps like Khylo had these mechanics in mind when they were designed.
If anything, this makes me seriously reconsider if the Developers really aim for transparency with the SOTG. (This statement is completely fair.)They couldn’t think to mention this? (Agreed. it should have been mentioned in the fixed list and stated months ago it was on a priority list, albeit if very low down.)

This is how the rest of the community that doesn’t care to play thief thinks about this.

Balance?!NO!Fix weapon skills first.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“you can’t balance 8 classes with more than 50 total weapon sets.”

Why can’t you? Humans have proven thus far we are exceptionally good at doing a lot of things that were said to be impossible. This one line is total low hanging fruit to me. It is a defeatist attitude. I hope Anet does continue to seek out a flawless balance to their game. They spent years creating the game, now it just needs to be fine tuned.

East solution on paper..(Albeit it could take considerable time to input.)
1) Make a graph.
2) Have this graph list recognised positive/negative attributes a player can have in a PvP situation.
3) Place a measurable standard on each of these desirable/undesirable attributes.
4) Tier the measure. The higher/lower the attribute scores, the more desirable/undesirable it is.
5) measure each profession by this graph.
6) Set a mean statistical zone that ideally each class should have at least x value attributes in this range.
7) Run variable builds of a profession with different weapons through this process. (Much like the build editors and damage calculators that as you adjust runes, sigils and traits it updates itself to display what boons, conditions and damage that will be done. There is a number of these programmes already on the net that give data in seconds of variables being changed.)
8) the resulting data will show some classes spec’ed a certain way with certain weapons will score well above the mean aggregated zone. Look at what items etc were being used. Rebalance just those items and see how it affects other uses of that skill.
9) Some profession spec’s will score below the averaged mean zone. Look at those traits, weapon combinations. Rebalance those and see how they are affected in other uses.
10) Lastly set skill combinations etc to equal a set point of X value with a differential value of +/- that is fair and reasonable.

This will create classes that if they spec for speed movement and conditions, they will not have so many benefits in toughness or stun breaks, or builds that focus on stun protection, toughness and condition cleansing won’t perform optimally in consistent high damage and movement speed.

Resulting in, a player can choose how they wanna play and the only way their truly gonna get kitten is the other player has more experience and/or better skill usage..or simply put..they just out ran them because they choose not to be a run and gun style, but a defensive build or vise versa.

Each profession when traited whatever way and equipped whatever way will be equal to Value X or just below or above X value according to the +/- variable factor.

So in any given instance a thief with Value of 1 may face a guardian with value 0.7…but if the duel stays fluid the thief may have value 1.2 for brief moments, but if the duel slows down the guardian 0.7 value will increase in small windows while the thief very well may drop in brief windows. The true decider of the duel will be the person with the better skill uses..not just burst warrior caught glass canon thief with tiny HP pool off guard. That is nothing more than opportunity met perfect situation and not skill based.

Rich dragon coffers clarification pls

in Dragon Bash

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“In guild wars 1 we noticed a lot of LF monk. That to us sounded like people waiting to have fun, but not actually having fun.”

Opening a tonne of coffers whether rich or common to obtain a singular item sounds like players waiting to hopefully get an item, but not actually getting a more than reasonable chance getting the item.

I Like you Anet, but I have to side with the players on this one.

Moa morph elite.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Not sure if others players have experienced it, but after playing round with moa morph I’ve noticed;
a) It can be blocked by guardians passive Aegis and every other block in the game, and this will put it into full Cool down. Seems odd to have an elite skill that is not unblockable.
b) Although not captured, the other player in question acknowledged that when they were hit with moa morph is when then used shadow refuge,..they became the Moa then stealthed out until it had expired. It seems Once a player is morphed, any actions that were in progress still get carried out, even if their skill bar has been altered, not cancelling any other utility. This kinda feels like scissors beats rock, and not the other way around.
c) I have seen this happen again where a player morphed to moa, then morphed again into avatar of Grenth.
d) I’ve seen a morphed player in a skirmish use another players fire field to gain Flame aura and then just spend the time burning players round them.

My general feeling is that was this intended for an elite skill?..when it works as expected moa is useful in it’s own ways, but as stated above, as an elite it seems to also have a lot of situations where it feels like it was a wasted elite to have used, therefore just a wasted elite slot in general and nothing more than a mild nuisance to those afflicted with it. Considering the stated ethos of an elite is, “A powerful skill that when used tactically can turn the direction of a battle.”

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

2. GvG come on.. this game is named guild wars .. and not dragonparty 2

dragonparty2 sounds like it might be a good game.

Not gonna happen. In the original team arena’s got removed. Hero arena got removed. Random arena got made easy mode so gladiator points took little effort anymore. The accomplishment could be achieved by just time dedicated, not skill of all 4 players used. However they left us factions (Node captures) they left alliance (Node captures.) They left us tombs (Highly ranked based) and they left us GvG (Most teams were mirror copies of each other 99% of the time..again some classes get consistently left out of teams.) and they gave us costume brawl (Decided skills only.) and gave us codex (Pre-decided skills that changed daily.) Basically all forms of organised team vs team annihilation got removed for the people who don’t GvG because they got sick of raging on mics or got booted from their guild because they didn’t participate as regularly as what they used to. If team arena’s, hero arena’s and random arena still existed/meant something..honestly, I’d still be playing the game. Now in gw2..the last bastion of has been removed..bye-bye GvG.

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I see a lot of separating the newbie players from the veterans. A boy learns from their Father. Once upon a time everyone was the newbie among vets. If you tier, then your gonna get matches at off peak times where the same 5 players keep facing the same 5 players regularly. The newbies will remain not having their mettle tested solidly, and the vets just keep playing the same long winded duels for nodes. You it make sound like your always the person paired with the newbie and they’re always the person paired with the pro. If what your talking about is not having solo joiners face organised teams, then that is what spvp is for. If your playing tpvp purely for the rewards, then that is more an argument to move tpvp rewards over to spvp and re-haul how rewards work in general. Everyone has access to all rewards. Those who wanna skirmish hot joins aren’t penalised, those who want more organised tactical teams can have that arena separated from them with tpvp. If you think each should have different rewards, where one arena gets dungeon armours and the other just cultural or high level crafted..then that’s what called elitism, which has no place in a game designed for the casual gamer. Guild wars 2 from top to bottom is obviously a casual gamer orientated game.

Still no XP for structured PvP?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

A player asked why should XP be given to spvp? because it reduces the disparity between should I PvE lvl or should I PvP rank lvl with my one toon? The precise point regarding face rolling story mode after achieving high lvls in spvp is pointless because all area’s of the game are lvl scaled and a player still needs to play through story mode and acquire gold for armour etc upgrades. It makes sense that XP be offered. A lot players are stating they’s just prefer a glory vendor where they can buy skins and items such as XP jars, silver coin Jars, glory boosters etc. Especially if you look at apprentice light armour..there is no way to make it. You just need to purchase chests and keep opening them until you randomly get the pieces awarded to you. Kinda makes no sense. Structured player vs playershould = structured player reward systems.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

When you read gaming blocks or reviews about all games, it is pretty much a central theme most constructive criticism high lights out…that stealth in a player vs player game is usually a bad idea. It draws way too much controversy. Stealth in this game lives up to that. Even in PvE video’s I watched about some dungeons I had yet to play through, the commentator said about Arah, “Get your thief to blanket stealth all players and run past the starting mobs. At this point get your mesmer to blanket stealth again and anyone use a team speed buff. The mobs don’t affect end rewards, so there is no point fighting. Save it all for chest spawns and end bosses.” Again, stealth proving controversial as it allows players to simply just leave a lot of content out and reduce dungeons to elected mobs to fight, as opposed to an instance of the game to conquer.

In a real life situation, I’d rather fight a guy who set me on fire, even raise things from the dead than a guy who can simply just disappear and control the entire pace of the biffo according to when they wanna engage me and when they wanna break aggro from me and simply vanish.

A Huge Advantage

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Tabbing through players to acquire targets…
Options>disable npc names>disable ally names>enable enemy names only

Now rock dogs, minions, clones, pets names are off screen and only enemy player names appear. I hope this helps you with your targeting.

I would also add, an option to disable skill descriptions from popping up whenever you hoover over a skill icon would be awesome. On my most played classes I don’t really need to be reminded what skill does what and at times I personally find it can be distracting from game play.

If I was going to ask for a major biggie…adjustable huds like gw1. A player can re-position their weapon skill slots..move their entire skill bar to side screen, move cond/boon icons, and move mini map/dialogue panels. All these things help improve targeting as a player can position data in places that don’t require them to take their eyes off their intended target so much.

I also kinda feel in PvE when I am standing next to mega dragon and a hit target nearest enemy and nothing happens..so I click on it’s leg, it’s head, it’s body..still no luck..then I click on the ground beneath it’s belly,…bingo..I’ve got my lock now. Seems strange that a target that huge on screen can take a number of attempts to target.

Pvp rewards

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Split solo queue from team premade queue
Apply better rewards for team premade and good reward for solo queue.
You can create a new currency for tpvp (instead of glory) and with this currency you can buy something really special. It’s better than random chest.
You can also create special rewards based on elo and ladder (but pls fix the ladder system before).
You can create special rewards for special event (like master tournament in custom arena)
There is no much sense now you can get more glory in hot join instead of tpvp, and basically glory now is almost useless.
tpvp needs better reward than hot join.
I think you can do 1000000000 things better than actual pvp reward system.
(edited 8 days ago by MarkPhilips.5169)”

So what your suggesting is elitism? your saying that in gw1 when I was in a random areanas team, and we got to 10 straight wins and then got moved to team arenas where we still went on to achieve another 10 straight wins that we all should have been rewarded less because we didn’t start out as a team arena team. (That for all intensive purposes could have just as easily been a pug team to start) Your suggesting that the 4 of us that have never met, didn’t have vent running and still managed to out perform every other random team as well as organised teams with tactics and VOIP,..that we should have been rewarded less by virtue that we didn’t a more superior standard critieria to start off with?

I still think gw1 had a smoother system. Depending on your title and/or emote it distinguished what form of PvP you played. That is enough distinction. There is no reason to reward some players as superior and others has inferior. Many players play for brief periods each day or outside the american/european friendly time zones and choose to play solo hot join for that reason..doesn’t mean they should be rewarded less.

What's up with sPvP now days?!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Just an idea for Spvp. Secret mission risk if you’ve ever played it.

On match starting, or new hot joiners entering, each team is given their objectives and a objective completion list.

Red team:
Hold the grave yard for 6 minutes continuously
Eliminate both lord elementalists
Eliminate 25 blue players

Blue team
hold waterfall and graveyard capture nodes continuously for 3 minutes
eliminate 20 red players
destroy both doors to red base area

It sounds comical and over time players will learn and figure out what the other teams secret objectives are, but much like this version of risk, new missions can be added or changed as wanted for diversity. Much like this version of risk it is hard to tell at times if someone has hold 24 territories with a man on each, or if their going for hold 18 area’s with 2 on each, or if their going for hold the continents of asia and europe or if they’re going for eliminating one specific player. It is only once you have won you reveal your card,..up until then half the fun is guessing what the other players missions are and trying to get your objective whilst stopping them from potentially getting what you think is theirs.

Just an idea.

Condition Mesmers: The Forgotten Build

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

10 years ago Asus R+D developed a motherboard for all their new machines. Mean while the Asus ATI video card chipset divison developed a new video card chipset. Upon release it took user feedback to point out to them that the new motherboard was not compatible with the new video card chipset. Obviously this was embarrassing for Asus as a whole. The 2 R+D teams worked independently, and weren’t entirely aware of each others work.

I agree all changes should be accounted for in disclosure notes, but more importantly that the same development team that created character classes is also the same team that then balances them a year later and creates new exotic accessories etc. I understand it is not always possible to get the same development team to work for you forever unchanged, but I also think a simple calculation chart consisting of;

1) how many boon stacks and diversity can be stacked in X amount of time?
2) how many conditions stacks and diversity can be stacked in x amount of time?
3) how much plausible mobility does this class have?
4) how damage per armour scaling can be achieved?
5) I think you get my point…

If a class can achieve over value X in 60% of the stated categories..then that is our definition of over powered and not how we intended. Much the same if a class can’t achieve over 30% in all stated categories, then that is our definition of very under powered.

Obviously this is just a quick example..but ever going buffs and nerfs being implemented without a specific standard of what is, or is not outside of the envisioned archetype for a class is pointless and over time the class changes so much that it may as well just re labelled as a whole new class altogether. Changes to warrior should still feel like a warrior and not make it feel more like a guardian now. Changes to Ranger melee should feel like ranger melee and not quasi thief. Changes to mesmer glamour should still feel like mesmer glamour and not, “Oh well..I ain’t playing glamour anymore.” It really seems the changes to glamour have made people just stop using it altogether and shelved it next to their old scepter and their only used once torch.

Text to Speech and Voice recognition in GW2

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I have my computer set entirely for touch screen input, hand gesture input and speech to text and voice recognition. I wanted to see if I could use WASD control and mouse for camera panning, but have skill use based on voice prompt only. I could imagine spvp for hot join would be a lot more efficient. I can keep my eyes solely on the screen and players without having to take that half second look. It didn’t seem to work at all despite what measure I made. I guess for now I will continue with my naga mouse..and I guess at the end of the day I still need to blink down to look at conditions and boons. It was one thing I enjoyed a lot about gw1..you could turn skill explanation off or now and format anything on your screen into what HUD style layout you wished.

Let's talk: Confusion

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I hate that answer, “You gotta understand your opponent.” Enough of the mind reading mechanic. One shouldn’t be required to play and understand every profession in a game. They should only have to know and understand their chosen profession. Confusion damage/lock down is dead after the nerf’s, that simple. If I am going to invest time understanding what other people might do, I may as well spend my time trying to bend spoons with the power of my mind. At any given stage a player may just decide to log out, I can’t predict that, let alone what skills, utilities and how fast they are going to deliver them.

Rangers are underpowered - thoughts?

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I agree the ranger weapon attacks could use a buff of some description. I dont think the ranger weapons should play second fiddle damage to their pet. The pet should support their damage. I would even go as far to say the ranger in general could do with a huge overhaul, but what I have in mind after all the time the game has been in circulation is probably very unreasonable. I think the ranger could have done with some utilities much like the engineer. That when the util is activated it changes the first 5 skills on your weapon. I could see this for traps. The ranger now has use of 5 different traps. Not all of them have to be overt damage dealing traps, a few could simply be debuffs. I think this idea could also apply to bows. One util could be focused around interrupts on the shortbow and conditions on the longbow. Perhaps the dev studio could keep this in mind for any other guild wars series releases.
I also think the ranger should have the option of forgoing pets if they choose. The pet has long been part of the ranger package, but if your gonna remove the trinity, why not redefine every else as well. When i play mesmer, necro, engineer they have all had some very sophisticated play mechanics, and the ranger by comparison just seems very linear.
I use ranger in spvp (Spirit build+great sword) and honestly I have little trouble being viable against most classes,. (Maybe not 100% effective) But encounters with thieves are reasonable for me to handle. High mobility ele’s I can manage and as for mesmers, I have simply learned to keep a close eye on which ones are the clones and if I get lost in the clones, generally my pet will attack the right one provided I targeted on the mesmer correctly on the outset. Generally these 3 classes are considered fairly difficult to manage when played well, so a ranger that can effectively manage them using a fairly linear play style shows the ranger isn’t kitten, just perhaps some things could use some love, as opposed to them being broken entirely.

nerf mesmers!!!

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I agree as a mesmer player. Lets nerf mesmer in WvW so it becomes stupidly kittened as well in spvp, tpvp, dungeons and PvE.

Good thinking.

If your in WvW and roaming looking for 1 vs 1 duels..not doing anything useful or beneficial for your side. WvW is not about 1 vs 1 confrontations. There is no PvP in gw2 that is solely set up for players seeking 1 vs 1. The closest you will get is spvp. In that arena the build your speaking of can be beaten as easily as any other and played to perfection as well as any other. Just say’n.

RIP Condition Mesmers

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“You have anecdotes on your side, we have anecdotes and professionals, who are informed by analytics.”

This quote from a Anet dev professional regarding guardian scepter poor performance tracking,

“I have tested the guardian scepter versus the necro staff for damage analysis. I agree the guardian scepter needs to be fixed. I don’t know when it will get fixed, but I’ll do it myself in the end if I have to. The guardian scepter 1 auto attack is currently the most powerful auto attack in the game. It needs to be balanced.”

So your professional team is being made aware of a problem by the community, not by their analysis of the game. Your professional agrees there is a problem, but doesn’t know when it will get fixed.

Your professional then disparately says they’ll even fix it them self if they have to.

The player responds that they tested the guardian in HoTM with no traits or mods on all golem dummies. On every dummy the great sword out damaged the scepter. They ask for evidence that indeed scepter 1 is the most powerful auto attack in game. The dev never responded.

I am not saying Anet is terrible. I understand they have a priority list no doubt. I understand some dynamics in the game that need tweaking may go unnoticed at times. So let’s not use them as a “Ace card to any argument.” They are people, like any working person there will be a tonne of stuff they need to do and just not enough time in one day to get it all done. I am not even sure how many assigned developers and/or coders ncsoft keeps for guild wars 2. For all I know it maybe 2-3, not a studio that everyone expects. I very doubt they have one person assigned to a non sub game to read data flow charts all day..which is what you are suggesting.

Reward System/Incentives - PvP

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Totally couldn’t agree more about glory purchases for armour pieces and skins. In PvE for some reason I fail quite often to pick up teams for Arah dungeon. If I had alternate ways to unlock that armour skin I would focus more on that means. Considering in spvp all armour comes with set stats that one changes through runes and sigils, there is no real reason way alternate skins shouldn’t be just that..just a skin, much like the gw1 skins made available in the gem store or similar to the super weapon skins.
As a player I reached the reward tier, unlocked the universal skins and can now apply it to whatever armour I currently have equipped..regardless of whether I equip it to my PvP gear, or carry it out and apply to my PvE gear. Some people might feel that to get a dungeon skin without actually doing the dungeon is cheap, but if the the glory price was appropriate, the same amount of effort and time would be required. I am not wanting to rag on anet, I do like their games..but the party search function in gw2 is decidedly wanting to be polite. Offering players ways of achieving existing skins/items already in game via alternate paths seems like a sensible solution to cater to different people. The dungeon rewards currently can’t be bought or sold, so any argument towards it may unbalance the economy are not valid, no one gets hurt, people still have to earn what they receive, no other mechanisms are disturbed.

Why do people think Thieves are "OP"?

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

why are thieve’s O.P?..um,…maybe it’s the whole..disappear, can’t be targeted, whilst in stealth regen and lose conditions, appear, disappear can’t be targeted, massive movement speed, multiple shadow steps out of range, high burst ability. Anytime a player can disappear at will…really bad idea. The thief has been designed with play style in mind and no real thought to how that will fit into pvp. In a pact of 3 or more, if you lose your target on thief, it is overly difficult to regain quickly. The stealth removes locked targeting. I can’t understand how this is even a question..“The ability to disappear.” is that not obvious enough why it is O.P? one hit from cloak and dagger gives 4 seconds stealth. The mesmer elite mass invisibility gives 4 seconds stealth..can you not see the skill disparity? one class has 4 ways of obtaining stealth on par with a different professions elite skill with none of the cool downs.

The reasons why SPvP is bad and feels awful to me

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Arena net decided to remove monks, rather than make monks more attractive to the average player. They decided to assign skills based on weapon, making skill balancing a lot easier. They decided that out of your utilities one must be a heal, one must be an elite. In making these decisions they have accepted that organised team vs team annihilation will never exist in this game beyond zerging. One zerg vs another zerg is mindless compared to the coordinated play of designed teams with designated roles. I’m not saying the PvP has no value, but it does feel like the low hanging fruit is the ideal here. More time went into designing classes and how they’s play as opposed to how PvP will play out as a whole. To make designs of ele’s and engineers and mesmers..then design a ranger that has no where near the same levels of sophistication (I’m guessing for people who prefer a more straight forward play style.) and to toss them all in together and say, “It’s balanced.”..well, something about those words just doesn’t seem to fit at times and I can see way some players can get frustrated with PvP. I would like to see a pie graph of frequency of classes used in PvP. If it is balanced the pie should be evenly divided..yet some how I very much doubt we’ll see that.

Is time warp considered a glamour skill?

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“man use the brain, ethereal field doesnt mean glamour. chaos storm is a glamour too? no.
it SEEMS a glamour, dome/colors/support for team… the point is that there are a lot of traits about this kind of utility that would make time warp a “log out or get killed in half a second” skill.”

Focus skill 5. It doesn’t say it is a glamour, but if you trait glamour skills, all the spec’s you put into it will affect focus 5..even though it doesn’t state it is a glamour skill. It is a legit question, especially to a new player. A lot of the mesmer skills for the first year were wrongly named and stated, especially the mantra’s. You would ready one mantra, then above your utility slots the readied mantra would have a completely different name. Since release many skills have had their descriptions changed to better clarify what they do. Also with mesmer traits you can spec phantasm’s to recharge faster independent of whatever weapon your using. You can also decrease recharge of weapon skills themselves that will always have a phantasm assigned to them. In other words a mesmer can reduce cool downs specific to a weapon or phantasm..so it makes it a legit question if an elite is counted as a glamour to a new player.

thief overpowered (in PvP)

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I feel for thieve’s. They need their stealth for multiple reasons. It removes conditions and allow regen. I don’t think the thief is O.P as it looks on paper. However if your prepared to take 30-40 hours out of your life and dedicate this time to sPvP..then basically, yes..a well traited thief w/ good hotkeys will melt 17,-20,000hp in 4-6 seconds.

The biggest problem with thief and why people don’t like about facing this class is that there is a tonne of players that just have a real crappy play style with them. They play a brainless style of heartseeker>cloak and dagger>backstab>rinse-repeat. If they wittle you down, they stomp you..if they fail to, they stealth and run away.

Why PvP system is hurting and unfair to players.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

No Monk = no team vs team annihilation matches. One very small down side of revolutionizing M.M.O PvP as we know it. Can’t you feel it?..we’re on the verge of breaking new PvP territory here. We all just play for capture nodes..and after working our kitten off to get our high end/rare skin PvE gear..we get to do it all over again with PvP. Can’t you taste the satisfaction in that? I don’t know what all of you are talking about with this repetitive, too team focused, nothing for casual solo players wanting more than PvE experience stuff. How can you not have fun playing people who all 90% of the time use the same skills every other player uses, on a variety of different maps where the end objective is always the same? Your mad. Just say’n.

Countess Anise Armor Set

in Suggestions

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

It is a nice looking armour skin model. Maybe if enough players support the art teams work they will make moves to making it available in future content.

How Are Spirit Weapons Right Now?

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I tried playing round w/ a spirit weapon build in sPvP. I used traits that extended weapon duration and allowed targetting without destruction+ spirit weaps do 10% damage. On the training area elementalist their dagger water attacks destroyed the sword in 2 hits. The hammer managed to get a single knock down, then also got destroyed in 2 hits of auto attack. After aggroing each profession type the results remained the same..2 hits at most destroy each weapon. The warrior w/ hammer destroyed both in 1 hit. I then ran it in actual games to see how live players dealt w/ them. Again one warrior swiping great sword destroyed both instantly. One guardian whirling wrath destroyed both instantly. The only time they work kinda well was when i engaged another player already skirmishing against another. In the end, it just wasn’t very viable. The sword dmg could peak around 1ooo dmg on some hits. Also traiting into them leaves your guardian decidedly squishy as far as guardians go. When i traited again for them to just cause burning, I got a few burns..but nothing that proved to be troublesome against other players. In the end I think the addition of health bars to them has pretty much sealed their fate. Which is fairly sad considering 4 of the guardians skills are spirit weapons..meaning 20% of their skills rarely, if ever get used across all aspects of the gw2 gaming experience. I think anet could have handled the spirit weapon issue differently than to give them a token health bar. It seems that option has made players pretty much abandon spirit weapons in general. When a nerf makes 90%+ players abandon using those skills, it is a bad nerf..a well handled nerf you’ll still see players using it and being ok w/ damage reduction or slightly longer cool downs. It is unfortunate because they were specific to guardians. It is like removing mesmers abilities to create a viable amount of clones, or limiting necro’s death shroud or reducing the amount of kits an engineer has available. It didn’t tone down the builds, it just made players not want to use those skills any more.

I find my ranger weak in pvp

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

You have asked the author of the thread to point out the main beef with Ranger.

1) You have to play with a pet. If you stow it in PvE and attack, the pet comes out and attacks. PvE AI many times attacks pets..which sucks if your a trapper. 50% of your given damage in PvP is assigned to your pets. Your pet is AI controlled. They will miss against moving targets. In PvP everyone is moving..this means 50% of your dmg output will have high chances of missing. A fully spec pet will do more damage than a power/prec spec sPvP ranger. This means your damage supports the pets..it should be the other way round. The pet is easily confused by people jumping off walls or running round rocks. This is terrible considering 50% of your dmg and 50% of your traits and 30% of your skills are all assigned to pets who will run the long way round to pursue kiting foes.

They have very limited stun breaks. The one they do have reduces healing by 50% and has a 45+ second recharge. This is pathetic.

They have no invulnerability. Mesmers, thiefs, necro, guardian all have stealth, death shroud, weapon invulnerability that the ranger does not have for “Oh kitten” moments.

Rangers do not, and cannot stack conditions or boons any where near as effectively as other classes. I have yet to see any ranger stack any cond or boon to the mid teens and continue to keep it steady at 8-9 stacks like a warrior, necro, mesmer, thief, guardian, engineer can do.

Rangers have to spend 25 trait points to get piercing ability. The necro get this ability by using a staff. This is class disparity between skills.

Many classes have a form of glass canon spec. If the stars align right..doesn’t matter who you are..your dead if it is timed perfectly..can some one tell me what the rangers is?..yup, they don’t have one. The best glass canon you can get out of them hits for 400-1200 dmg on crit. That makes you a glass pea shooter at best.

Pets display a disturbingly long animation before their F2 attack. Much like dragon tooth says 1 second cast..the animation after the fact takes 2 seconds. This is true for pets as well.

The rangers signets all have effects on the pet..at high trait allocation you can make those effects apply to the ranger. Again it seems the high traits allows you to support your pet, not the other way round. I rolled to play a ranger..not a snow leopard and drake hound.

The ranger despite firing the bow at high speed has no upfront dmg. If I place 30 point in power in ranger and thief and nothing else..the ranger will not match dmg with the thief(Whose shots also hit multiple targets) The firing speed is not the problem here. Rangers take 10 shots to do what other classes can do in 5. Who else should be master of the bow if not the ranger?

The ranger lacks any form of leap step, shadow step, teleport or distance maker.

The rangers attack animations in melee create split second long non cancellation frames. Try attacking a downed player with sword..watch the finish them tag appear and disappear..the same applies in situations with great sword. This means you dont have full control of your weapon and have to wait a half second to evade or roll at times or get the stomp in pressure situations.

The ranger lacks any up front multiple target dmg. Many classes can hold out against 2 opponents or with skilled play win against both. The ranger (especially with bow) has extreme trouble managing multiple targets. You can assign your pet to one person while you aggro the other, but as said earlier..you cannot depend on your pet to execute the 4 skills it has the way you want them to..you can only control one skill and who it will try to aim it at. This is not the same as engineers, guardians, hammer warriors etc ability to control an area.

I have played a ranger to lvl 30 in PvE..i continued to play them from rank 1 rabbit to rank 15 deer..then to rank 23 in tpvp..after that I deleted the slot and I was happier for it. Where other classes have been given’s..it seems the the ranger has not been given at all. It is shameful after looking at warriors with banners, shouts etc and mesmers with clones and phantasms, necro’s with minions and death shroud and wells, guardians with virtues and wards, ele’s with attunements and engineers with kits that the best they come up with for ranger is a water downed insipid version of how great they could be in gw1. If breaking the MMO mold was the goal here..where is the druid skills? where is the bow preparations?..where is the interrupts? you can’t even stack the same trap twice without negating the first one..the ranger is about as interesting and diverse as fighting Zhaitan at end game…which is shameful considering how awesome they have made every other class.

Pets are broken.

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Pets miss often. Too often if 50% of the rangers damage is assigned to them. Especially too often if you are forced to play with one and 50% of your traits are assigned to them and 30% of your skills are assigned to them.

Rangers upfront damage almost seems to support their pets. It should be the other way round.

Warriors and thieve’s can use bow AoE whilst moving on the fly. Rangers end their AoE (Singular..they only have one.) Attack if they move. Who else in game should excel at bows if not the ranger?

Rangers need to use 25 points to get the piercing ability. Necromancer’s get it for free just using a staff. The necro staff will also out damage the ranger bow. This is a direct disparity of skill parity between classes.

Many will argue that the low damage of bow is due to how fast a ranger can fire it. In damage testing a thief will out damage a ranger with the same spec placements with shortbow. So rate of fire is not the problem here. Rangers take 10 arrows to do what others can do in 5 damage wise.

Rangers only deal bleed damage consistently. Game mechanics will generally make condition removal remove the most stacked, then the longest duration conditions. This makes the rangers lack luster damage even worse. After moving constantly to get a viable amount of conditions stacked, they are can be removed in one go.

Rangers lack any form of invulnerability. Mesmers have sword skills to provide this. Thief has stealth. Guardian has heals and aggressive refrain. Ele’s have stone flesh and mistform. Necro has death shroud..again this is disparity between classes. Other classes has givens that the ranger just hasn’t been given at all.

Others classes pets reliably hit their mark. Guardians spirit weapons virtually never miss. Minions reliably stick to their target. Mesmer clones reliably stick to their target. Even the rock dog from ogre runes reliably sticks to its target. Thief companions reliably stick to their target. These pets are instacast abilities. The rangers pet will often stop to text message friends first when given a target it seems.

Rangers don’t stack boons efficiently. Why can others such as warrior or ele effectively stack might into the high teens and rangers can only manage to get 3 stacks at most? Again..class disparity.

This list could go on. However the coup d’ gras is simply that when approaching a capture point solo and you discover their is already another solo class defending..most people will;
warrior=watch for cripples and massive burst
engineer=be mindful of a lot of turrets and where you position yourself
necro= I hope i have enough condition removal
mesmer=try to find the clone that is kiting..that’s most likely the human player
thief=get blocks ready for unstealthing and keep your evade trigger ready
Guardian= I hope I enough DPS to beat this person and not just leave a dent
Ranger= I’ve got this one in the bag. I’m feeling good about this one.

I personally think this is an opportunity for game developers to look forward to. How can we bring something distinctly unique that is on par with some of the outstanding work we have done with our other clases?..cuz lets face it. “Ranger shoot bow and pet attacks.” Well, considering the mantra of gw2 was to break the M.M.O molds and to get rid of the trinity and all the other huff and puff they gave..rangers have been played this way for the last 40 years in role play style games. There is nothing new, interesting or engaging with the ranger..bow, pet, traps..wow..that is so innovative..not.

[iR] RANGER Redesign

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

PET Redesign:

  • Maximum 5-10% of total HP can be took in a single second, so they won’t die by one hit.

Stopped reading riiiiiiiiiight there.
Yes, I want rangers to be good, yes, they need to be reworked, but giving pets permanent Protective Bond/Protective Spirit just isn’t the way at all.

Players can take 100% of their HP in a single hit, why shouldn’t pets?

Why can’t pets?..Because 50% of all rangers traits are either auto assigned, or designed around the pet. I would like to see you play your favourite class and get 50% of traits removed in a single hit on a A.I controlled companion that has poor targeting skills and very lack luster response to commands and micro managing, that can be confused if the foe runs around a rock or heaven forbid..dodge roll, that also won’t attack a target that is not running in a straight line, that is running slower than them with their back to them. The pet by anet design is an extension of the ranger them self. I personally just want to play and not even have a pet like in gw1. However anet has made it that a pet must always be present..regardless if you want one or not. Hope this answers your question as to why a ranger pet should not be allowed to die in a single hit.

(PvP Related) Entangle's Glaring weakness + minirant

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I kinda agree. By Anets own statement, they intended elite skills not to be spammable in gw2, but moreover, “A skill that when correctly timed can turn the course of a battle.” If you look at it as a game of paper, scissor, rock..too many utility, weapon evade skills, even just straight up dodge can get a person out of root fairly easily. This means conventional abilities can out do a elite ability. That is the same as saying paper beats scissor. I have used this elite many times in spvp and all too often my entangled target is out of it in mere seconds.

ranger's break stun skills

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think the greater point people are getting frustrated with Rangers is that multiple other classes have the ability to stun break. Some even have multiple stuns breaks available to them in their utilities. In PvE stun break is not a game changer. In sPvP stun breaks is a game changer at least 4-7 times per match. Unfortunately the concept of rangers in guild wars 1 is entirely missing in guild wars 2. They have no interrupts that require timing or savvy to use and they are too heavily dependent on always having a pet present. I, myself prefer to play without a pet. It seems the ranger has had all its eggs placed into conditions and pets and no further complexity or range of style has been considered. Everything they possess is vanilla flavoured at best. Poor pvp condition removals that don’t harm your pet, very average damage, poor arrow tracking and a token stun break that you have no control over. I am just John Q public opinion..that means it should be invaluable to Anet considering their mantra was to create the best M.M.O of all time with gw2. I would recommend a serious and thoughtful over haul of the ranger. Much the same as the engineer has become incredibly viable in sPvP now with the turrets updates, the same should now be applied to ranger. Currently they work best against solo targets (Even then they only perform averagely) they have little crowd control unless they carry full traps and they are far too orientated towards a singular style of play. If we consider that in gw1 a player in pvp could go touch ranger, interrupter, condition spreader, whirling scythe, bunny thumper, critical hitter, trapper or balanced…it seems they have regressed majorly.

Skillpoint - Bear Shaman Marga - Broken.

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Happens on sorrows furnace server as well. Previously though, I had completed this challenge multiple times. This is the first time I have seen it not work.

Ships of the Line STILL Bugged!!

in Personal Story

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

After trying a few various means of working around the Zott issue, I discovered; After using the blobs to plug the holes and returning upstairs..the canons now didn’t materialise for me, however the control cue panel did. I soon as I clicked on [use] the canons formed. After sinking the ships I watched the cut scene without skipping destroyed the plague bearer and orrian fish that appear on the deck. After that I walked to the end of the ship to enter the water and destroyed all risen instead of swimming around some. Zott this time followed me and the story line instance played through to completion.

Ships of the Line STILL Bugged!!

in Personal Story

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

As of 15/4/2013 I still cannot complete this quest. Agent Zott enters the water, but remains stationary and won’t travel forward with me to perform the revives. This has been the case for the entirety of my time plating GW2.

AC Path 2 bug

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Just played through path 2. Same bug. I think it is fantastic the team at Anet keep providing additional game content with super adventure box and such, however part of me did become frustrated that existing content is flawed, and reviewing the posts time line, this bug has been reported for a few months now.