Showing Posts For Cobrakon.3108:

PvP Druid needs balancing

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Posted by: Cobrakon.3108

Cobrakon.3108

Any class that can be killed only when focused by multiple enemies is broken, period.

This, ladies and gentlemen, should be the axiom of all pvp balancing. Why isn’t it you ask? Because people are self delusional and don’t want you to take way their cheat treats.

I will take it a step further and say every class should have a fair shake and outskilling and winning every other class 1v1.

But if the class is only over performing in sPvP. Subpar in PvE. Equal in WvW roaming, completely trash tier in medium to large scale battle. Is that the class being over powered. Or is that the problem of the crap sPvP system mainly looking at the Amulet/Rune system.(You speak of balance from the view of the tree. However that balance of yours may or may not be worst then current for the forest as a whole. No?)

Again think about it. If Bruiser and bunkers go bye bye, then what takes it’s place? ANet’s sPvP system is so fragile that it create fast and lasting power vacuum. We all know, in a power vacuum something always just takes it’s place.

My guess is you are not completely short sighted, and just rather 3 to 6 sec 1v1 fights, right?

No my friend, it is you who is not seeing the forest from the trees. Bruisers and Bunkers can be allowed to exist to a certain extent only and here is the big kicker, Only if they can dodge or time skillfull abilities to negate being locked down(cc) damaged from high damage abilities.

Right now the game makes well placed cc and spike damage irrelevant. Many Bunker and Bruiser builds require only the knowledge of what should come next rather than any active skill sets such as well placed dodges etc.

So what you get is someone who is significantly better than the other person cant complete the kill even though they are outplaying the other person.

It seems every person who is against bringing down the insane sustain of some classes always cries “Burst Meta” as if there isn’t a middle ground… And no my friend we are not in that middle ground. We are far to high sustain. Just like politicians using emotions to sway voters, using the “bust meta” scare tactic doesn’t work. I do not want fights to last 4 seconds either. How ever after some nicely timed cc and burst damage the other enemy should fall in a reasonable amount of time. If you 1. land your cc to interrupt big attacks or heals 2. avoid their big hits with well placed dodges. and 3 land your spike damage, you should win plain and simple.

Ha..something I will never get tired of seeing : a thief preaching about balance

I only see thieves complaining about what kills them efficiently : druids and dragonhunters…moan about what is hard to kill because of their sustain but way easier : eles,scrappers and revs…

You will never see thieves complaining about reapers ( staff spam for the win ) or mesmers ( stealth and burst easy ) or warriors ( teleport in…teleport out burst and run, headshot spam for the win)

BUT WAIT! here the best part : apparently in GW2 “outplay” your enemy means this!

WoW! 1 button wonder outplay! GW2 balance at its finest! Look how skilled you must be to play daredevil..Hey! hey your random reader watching this video did you die to a thief?…pfffff

Well placed CC in GW2 means go stealth-precast and ..CC the unaware target Tell me more again how hard is too CC a target on a thief stealthed from behind the corner..god

Ha..just one more

Balance..oh yeah …balance but hey if you then complain about thieves do you know their answer :" if you die to thieves you need..more sustain" xd

LOLS again putting words in my mouth. All you guys have is scare tactics and fallacious remarks. I actually play Druid more right now than any other class. And Druid vs Druid , Engineer, DH, etc is boring as all kitten. The fights take way to long. So its not just a matter or thief vs sustain or damage vs sustain, its also sustain vs sustain.

Stop being a spoiled brat because your afraid someones going to take your prize away.
Lets think what is fair.

As for your thief comment on cc being cheezy. There are actually times when cc isnt cheezy particularly non spammable cc like traps etc. If sustain gets brought more inline against damage dealers making a fight that could go either way, then I also believe the d/p set on thief probably needs to be looked at and toned down, along with some other damage classes.

Please, try to understand this isn’t just conspiracy to make one class powerful. This is about making the game more balanced plain and simple. No one wants a 3 second burst fight, nor do people want a fight that never ends or takes far too long.

(edited by Cobrakon.3108)

PvP Druid needs balancing

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Posted by: Cobrakon.3108

Cobrakon.3108

Any class that can be killed only when focused by multiple enemies is broken, period.

This, ladies and gentlemen, should be the axiom of all pvp balancing. Why isn’t it you ask? Because people are self delusional and don’t want you to take way their cheat treats.

I will take it a step further and say every class should have a fair shake and outskilling and winning every other class 1v1.

But if the class is only over performing in sPvP. Subpar in PvE. Equal in WvW roaming, completely trash tier in medium to large scale battle. Is that the class being over powered. Or is that the problem of the crap sPvP system mainly looking at the Amulet/Rune system.(You speak of balance from the view of the tree. However that balance of yours may or may not be worst then current for the forest as a whole. No?)

Again think about it. If Bruiser and bunkers go bye bye, then what takes it’s place? ANet’s sPvP system is so fragile that it create fast and lasting power vacuum. We all know, in a power vacuum something always just takes it’s place.

My guess is you are not completely short sighted, and just rather 3 to 6 sec 1v1 fights, right?

No my friend, it is you who is not seeing the forest from the trees. Bruisers and Bunkers can be allowed to exist to a certain extent only and here is the big kicker, Only if they can dodge or time skillfull abilities to negate being locked down(cc) damaged from high damage abilities.

Right now the game makes well placed cc and spike damage irrelevant. Many Bunker and Bruiser builds require only the knowledge of what should come next rather than any active skill sets such as well placed dodges etc.

So what you get is someone who is significantly better than the other person cant complete the kill even though they are outplaying the other person.

It seems every person who is against bringing down the insane sustain of some classes always cries “Burst Meta” as if there isn’t a middle ground… And no my friend we are not in that middle ground. We are far to high sustain. Just like politicians using emotions to sway voters, using the “bust meta” scare tactic doesn’t work. I do not want fights to last 4 seconds either. How ever after some nicely timed cc and burst damage the other enemy should fall in a reasonable amount of time. If you 1. land your cc to interrupt big attacks or heals 2. avoid their big hits with well placed dodges. and 3 land your spike damage, you should win plain and simple.

PvP Druid needs balancing

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Posted by: Cobrakon.3108

Cobrakon.3108

Any class that can be killed only when focused by multiple enemies is broken, period.

This, ladies and gentlemen, should be the axiom of all pvp balancing. Why isn’t it you ask? Because people are self delusional and don’t want you to take way their cheat treats.

I will take it a step further and say every class should have a fair shake and outskilling and winning every other class 1v1.

The Poll.

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Posted by: Cobrakon.3108

Cobrakon.3108

This is great! Now I will be able to kill people more reliably without worrying about being countered by weak opponents that are only good at team play. It should be easier to carry as well. It is hard to carry when your up against a 5 man that’s on voice chat.

This is one piece of the puzzle to giving glory to the duelists and letting the weak fall.
I will get you alone more reliably. Fear Me@! RawR!

I really suggest some of you teamers try pve more.

so good teamplay=/= skill?

Sure team play is a skill set, but that skill set is rarely properly matched against equal numbers from the opposing side. In a very big way its cheesy and does not represent skill but instead takes advantage of something the other team cannot.

With this change, personal skill becomes more important. Yes you still need proper team awareness and a basic strategy, but at least the enemy hasn’t been playing with each other and doesn’t have a severe advantage in countering your solo q team. Teaming is OP when you mix them in with solo q. I am reminded by it when I manage to get one of them alone, and I totally melt them.

The Poll.

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Posted by: Cobrakon.3108

Cobrakon.3108

This is great! Now I will be able to kill people more reliably without worrying about being countered by weak opponents that are only good at team play. It should be easier to carry as well. It is hard to carry when your up against a 5 man that’s on voice chat.

This is one piece of the puzzle to giving glory to the duelists and letting the weak fall.
I will get you alone more reliably. Fear Me@! RawR!

I really suggest some of you teamers try pve more.

(edited by Cobrakon.3108)

Add Armor Bypassing Attacks and Abilities?

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Posted by: Cobrakon.3108

Cobrakon.3108

Just real specific non-spammable attacks. BackStab comes to mind.
Also, how about giving assassin signet an ignore armor ability on active (and thus a cool down.)

So tanky builds can still remain tanky with all the common attacks in a group fight. But if they don’t watch out for some special burst then they get punished.

Also note I didn’t say remove armor completely. Im sure anet could figure out the right amount. If done in the right amount, it could offer us more counter play against tanky healers.

So we dont end up nuking squishy any more than we do now, you could only reduce armor to a certain point and if the rating is too low, it doesnt lower the armor for the attacks anymore.

(edited by Cobrakon.3108)

Suggestion: Utility updates for sPvP

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Posted by: Cobrakon.3108

Cobrakon.3108

I think traps ought to remain the same size, but they could use some perks i believe.
If anet doesn’t tone down stability , blocks, etc. then how about letting the traps remove boons or remove stability specifically.

I havent seen a daggerstorm used in quite a long time and agree it needs tweaking. First of all the deflect is really not that usefull. The main ranged class (druid/ranger) can just switch off of basilisk/long bow to staff etc. Same for warrior or DH etc.
It would be neat if it did more damage the closer you are to the enemy that way it would be a deterrent. How much more damage though is debatable. Right now it is not worth taking over basi venom or impact strike.

But the real problem is the other classes imo. They need to be brought closer to thief , not the other way around.

Please make a 1v1 and 3v3 mode

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Posted by: Cobrakon.3108

Cobrakon.3108

I would love them to make a 1v1 and/or 3v3 mode. There is a big problem with them not making one, however. The fewer numbers in PvP the more obvious the imbalances between classes become. There also exists in the community a type of SPVP player that is kinda like a pve player on here that doesn’t want the pressure of doing well in a 1v1 or 3v3. These are the type of people who want to keep it very team dependent and less dependent on personal skill. You’ll find these people play the hardest classes to focus and kill and tell you its a team game without any valid counter points as to why things are so unbalanced.

This group is actually a growing population since they added pve incentives into spvp.

For this to happen it would probably take someone to buy anet from NCSOFT. Id be willing to guess sustain and 5man teams fits in with what they’re user metrics tell them. Id image the user data indicates a large player base of casuals who don’t like dying and wan’t to rely more on teams than individual skill.

Sustain Builds Need Changing

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Posted by: Cobrakon.3108

Cobrakon.3108

Notice I said “Changing” and not necessarily “nerfing”. The fact of the matter is that game play suffers with the sustain builds currently implemented. Yes, the game play also suffered in the instagib patches of yesteryear. This isnt a black and white debate between all damage vs all sustain, this is my thoughts on how the current meta has far too much sustain. It does not mean that I want it to go back to the insta-gib play. It simply means that sustain in many instances needs to be taken down a few notches.

Also, whether something is meta or not does not necessarily mean that it is fun or not fun to play as or against.

id like to look at some builds/classes that to me are not as fun to play against, whether I win them or not.

1. DH -even if u can take a DH down, it doesn’t make it a fun process. The invulns, blocks, heals, bubbles just make it absolutely boring to fight. Dh is not in high level play atm. Why not make them better for high level play while at the same time make them less annoying to kill?

Their Damage can be super cheesy although avoidable. But on conquest with small points, its annoying, even if u can beat them.

2. Druid- one good thing about fighting a druid is it can be focused down easier than DH or Engineer. Still its healing capabilities make it quite annoying to fight 1v1. Though it is susceptible to cc, it doesn’t count enough to lock them down sometimes. If u can lock down a druid or time to interrupt a heal, you should have a good chance against them, but I feel that isn’t the case not nearly enough.

3. Engineer- To many get out of jail free cards. Yet they really don’t do to much damage typically. I see them as kinda of passive support. Not very fun to play against. You could sit there forever on point with an engineer. Why not throw a couple well placed hard cc at them and win by outplaying them? Shouldn’t this be possible? But its not in many cases.

There is more sustain types, but This is what I notice to be the biggest annoyance. Ele can be up there as well but i feel it is more situational when it becomes annoying to fight against.

The problem is simple: Some classes and/or builds are too good at healing up to full health over and over again. The solution to this, however is not as clear. I think what any reasonable person wants is for every class to be able to beat every other class in a 1v1 while still maintaining class diversity and more offensive or defensive builds.

Now i dont always think it would be wise for a glass canon to take the time to defeat a more bunker build, as it should take longer to kill such enemies. But to know that he could if he HAD TO.

And in nearly every other game genre you will find that defensive builds can kill offensive and vise versa. In history it is proven. In logic it is proven. Why cant we have this?

The benchmark for burst/dps build is Fresh air anything else is vastly OP, whichever you play …it’s OP..period, coming here complaining about other OP specs…only show your bias.

What class do you play? Thief? Rev?Warrior?mesmer?…….They’re just a notch less OP than the classes you mention..but still OP

Umm I play more than one class and right now I am playing Druid the most lol. Notice I mentioned Druid in there. Way to fail at guessing. You shouldn’t be so quick to judge.
But what makes you so DEFENSIVE I wonder? Please, don’t be PASSIVE, prove to me that your argument is INVULNERABLE.

Also notice that I used the word “CHANGE” not “NERF”.

Please read a bit more carefully next time.

(edited by Cobrakon.3108)

P/D and High Evade Builds: Annoying

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Posted by: Cobrakon.3108

Cobrakon.3108

it is d/p not p/d…

Ha yeah, the first one I typed wrong. I know d/p is one of the few viable options for many, but if HoT builds in general get toned down, as they should, d/p will be the first to get complained about since its the easier set to play and easiest to reengage the fight.

P/D and High Evade Builds: Annoying

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Posted by: Cobrakon.3108

Cobrakon.3108

Its super easy to play D/P and its also super annoying to play against it. I could always beat them even with my D/D power build, but shadow shot + Shadow Step+Evade Spam makes them a pain in the kitten to lock down.

What will happen is I will get them down low and they will run away for a while. Seems like Shadow Step is a get out of jail free card. Pretty hard to time a steal after shadow step but before they dodge again or black powder.

So it results in a lot of stale mates but I suppose i win in a matter of speaking for area denial.

An aggressive thieve who is kitteny is almost a guaranteed win for me unless he gets scared. I understand that thief’s role is largely dipping in and out of combat and I know Thief is the king of stalemates (if you consider it a stalemate by not dyeing) but the dipping role has gone overboard with the d/p set.

I think this is the set most other classes complain about as well. (generally speaking over the years.)

I really don’t think thief needs buffs like many think. I do believe that some other classes are hard counters and that no matter how much james bond epic ninja tactics you use on some classes, their healing rotations are far too great. Ive solo Dh but were they as good as player as I am? Probably not. They were probably pretty bad.

But if clases like Dh etc were made more killable and HoT over sustain was brought in line for more balance guess what set would get complained about? Thats right D/P and also the crazy evade spam.

(edited by Cobrakon.3108)

Sustain Builds Need Changing

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Posted by: Cobrakon.3108

Cobrakon.3108

Notice I said “Changing” and not necessarily “nerfing”. The fact of the matter is that game play suffers with the sustain builds currently implemented. Yes, the game play also suffered in the instagib patches of yesteryear. This isnt a black and white debate between all damage vs all sustain, this is my thoughts on how the current meta has far too much sustain. It does not mean that I want it to go back to the insta-gib play. It simply means that sustain in many instances needs to be taken down a few notches.

Also, whether something is meta or not does not necessarily mean that it is fun or not fun to play as or against.

id like to look at some builds/classes that to me are not as fun to play against, whether I win them or not.

1. DH -even if u can take a DH down, it doesn’t make it a fun process. The invulns, blocks, heals, bubbles just make it absolutely boring to fight. Dh is not in high level play atm. Why not make them better for high level play while at the same time make them less annoying to kill?

Their Damage can be super cheesy although avoidable. But on conquest with small points, its annoying, even if u can beat them.

2. Druid- one good thing about fighting a druid is it can be focused down easier than DH or Engineer. Still its healing capabilities make it quite annoying to fight 1v1. Though it is susceptible to cc, it doesn’t count enough to lock them down sometimes. If u can lock down a druid or time to interrupt a heal, you should have a good chance against them, but I feel that isn’t the case not nearly enough.

3. Engineer- To many get out of jail free cards. Yet they really don’t do to much damage typically. I see them as kinda of passive support. Not very fun to play against. You could sit there forever on point with an engineer. Why not throw a couple well placed hard cc at them and win by outplaying them? Shouldn’t this be possible? But its not in many cases.

There is more sustain types, but This is what I notice to be the biggest annoyance. Ele can be up there as well but i feel it is more situational when it becomes annoying to fight against.

The problem is simple: Some classes and/or builds are too good at healing up to full health over and over again. The solution to this, however is not as clear. I think what any reasonable person wants is for every class to be able to beat every other class in a 1v1 while still maintaining class diversity and more offensive or defensive builds.

Now i dont always think it would be wise for a glass canon to take the time to defeat a more bunker build, as it should take longer to kill such enemies. But to know that he could if he HAD TO.

And in nearly every other game genre you will find that defensive builds can kill offensive and vise versa. In history it is proven. In logic it is proven. Why cant we have this?

(edited by Cobrakon.3108)

How to Balance Guards

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Posted by: Cobrakon.3108

Cobrakon.3108

Every Class Should Be Able To Kill Every Other Class In 1v1. That’s how you balance all classes.

PvP Druid needs balancing

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Posted by: Cobrakon.3108

Cobrakon.3108

Out of Scrapper, DH, and Druid…. Druid can be focused the easiest. So before you go asking for a Druid nerf, you should consider the other high sustain classes.

Right Now Druid is the part of what keeps DH in check. And despite that there are still many DH in a given game. Just imagine without Druid.

So if your going to talk about Druid your going to need to talk about sustain overall. Engineer, DH, Druid, and some other bunker variants need to be addressed without exclusion. Passives and being able to Heal Rotate back up to full health when being focused on with 2 or more, simply should not exist.

Imo a good damage dealer should in theory be able to kill all bunkers by themselves, although it should take a while.

The Ultimate Rule of PvP balance should be: EVERY CLASS CAN KILL EVERY OTHER CLASS.

Then The advantage of the tanky build wouldn’t be brain-dead easy but rather holding points until they are plus 1 against and then holding that point long enough to receive help from team mates.

That should be more of the tanky role. This would be closer to true balance, but I doubt we will ever see it.

(edited by Cobrakon.3108)

All players except for 1 enemy disconnects

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Posted by: Cobrakon.3108

Cobrakon.3108

How convenient that everybody DC except for one guy. We were winning by a good amount and then by the time i could log in all 3 points were capped and the score was at 489.

I find it odd, though I am sure stuff like this happens without malicious intent.
But part of me wonders if someone get disconnect everyone else via some sort of DDOS or another method.

Bound: Improvements! and a Bug?

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Posted by: Cobrakon.3108

Cobrakon.3108

I find that most of the time I prefer dash. Its nice to be able to stealth and then dash away even if your build has very little stealth. Dash without stealth feels superior as well.

Bound is kinda wonky. I feel when I use it I have to be more careful than usual when I disengage a fight. Bound also puts you closer to melee class range so it may benefit a melee class to eat your bound and then burst you or time their burst right after you hit the ground.

Reasonbale Buffs and Nerfs to Thief.

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Posted by: Cobrakon.3108

Cobrakon.3108

Hi all,

I’d like to suggest some slight alterations to thief. I have been playing more this season and notice a few things when making various builds. I also think a few things could use perhaps a minor nerf.

So here is what I think could use some buffs.

1. Pulmonary Impact shouldn’t push you out of stealth.
I think this one is pretty obvious. Its not that much damage and this could open up for more build possibilities. There aren’t too many interrupt abilities that u can do from stealth while maintaining stealth so I think its a fair buff.

2. make traps work even if the person who used the traps is blind. It makes logical sense that if a trap is laid down then blindness is irrelevant. Either a person steps onto a trap or they dodge through it.

3. SA line is still kinda meh for some builds. Perhaps increase the base healing for shadows rejuvenation just a touch. Combine shadow protector and hidden thief… then it will be a little more in line with bountiful theft which has 2 abilities: vigor and rip boons.

4. Make Staff just plus 10 percent damage without the dodge modifier. Having the dodge modifier limits the potential for different combos. I.E. you burned a bit of your dodge bar but you use steal and have a full dodge bar again. It conflicts directly with “endurance thief” trait.

5. I think Back stab base damage should go up a bit since the recent nerf to it.

6. Short Bow auto attack damage needs a buff.

7. DA—- improvisation- instead of resetting the ability out of the different categories of utilities simply reset one of the health-utility-elite slots. So that way its still random what ability will reset but this will increase build diversity by always have one of the slots reset. (if you wanted similar chances ud be forced to slot one of each type of ability which hampers the usefulness of this trait.)

Now for some nerfs I believe are in order.

1. I believe d/p needs a bit of a nerf… or perhaps not make it as cheesy.

now this is just a wild guess of an idea. but what about altering initiative cost? make shadow shot cost 5 initiative but decrease black powder from 6 initiative to 5 and adjust stealth bonus if needed. ( we don’t want the perma-stealth from black powder like the olden days.) That way shadow shot will be a little less spammy but black powder might be better to use and perhaps more d/p thieves would be inclined for the back stab attempt more often instead of the shadowshot>AA.

2. Perhaps lower the auto attack damage of daggers by a small amount. Id imagine somewhere between 5-10 percent.

Why Making SPVP P2W?

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Posted by: Cobrakon.3108

Cobrakon.3108

I don’t understand how people can’t understand that it is pay to win. The reason it is pay to win is because core is forced to compete with hot in all the game modes. Even wow had different tiers of pvp depending on what expansion you had.

So how is the remedied? You make the core specs as strong as the elite specs… or… you nerf the elite specs to be more in line with the core specs.

It’s a pretty simple concept. I won’t be buying the next expansion if they release something that is required to be competitive. You destroy build diversity even more that way.

what's wrong with male Norns?

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Cobrakon.3108

I think they made them too big. I can understand them being a bit thicker but their proportions are not very appealing. Also their gait feels too slow.

Its okay if they are a tad thicker, but they went overboard imo.

Add negative personal score for dieing

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Cobrakon.3108

How you die makes all the difference. If you hold a point long enough in a 1v2 then even if you die you’ve done your team a favor. While holding a point against 2 others or more, you could be giving your team a big advantage somewhere else.

Also if you kill one person and continue to damage another enemy, one of the other enemies has to focus on you to kill you so dying in this way was productive because you already killed one, and now the other team has to split damage between more enemies.

New Amulets/Stat Combos

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Posted by: Cobrakon.3108

Cobrakon.3108

I wonder if the next patch will introduce or remove any more amulets. I would personally like to see more combinations. Which amulets, if any, should be added or removed? Any new combos you’d like to suggest?

Thief's Ability to Carry

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Posted by: Cobrakon.3108

Cobrakon.3108

Not to brag or anything…

Attachments:

I made it to the Top of The Leaderboard!

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Posted by: Cobrakon.3108

Cobrakon.3108

Check it out! It actually didn’t take me very long. I had only been playing Druid for about 4 days!

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When are guardians going to be fixed?

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Cobrakon.3108

I wouldn’t necessarily say nerf it, but i think the traps need to be reworked a bit. It is annoying, especially for those who can’t trait stab.

I haven’t run into to many DH, but I feel there traps are kinda cheesy. If anything Id say they need to nerf the cheesiness of their traps but compensate by giving DH a more skill based ability or buff one of their more skill based abilities.

mad king thorn in S3!

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Cobrakon.3108

Why is it that nearly every UFO video or picture is hard to make out? It’s often foggy, low res, and blurry sometimes. This kinda reminds me of that technique.

(edited by Cobrakon.3108)

Highest Ranged Damage Setup?

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Posted by: Cobrakon.3108

Cobrakon.3108

Multi or single target? Over longer periods of time or just burst?

UHD 4K UI

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Cobrakon.3108

Downgrade to a lower resolution. “Problem” fixed. This is what happens when you try to play a game in conditions far beyond what it’s development had access to, ie 4k was limited to, as far as I recall, cinematic format in theaters until recently.

Still not an excuse. WoW had larger UI options, Blade and Soul does. It is possible to have a larger setting for the UI. This is not rocket science. Why conform and fall in line so easily? Where does your logic stem from? You make it sound so simple to downgrade yet LCD technology is wonky if its not at its native resolution. 4k displays will only get more popular, and the solution is possible.

Not to mention the people with low vision who could use larger ui options. This is QoL to the max but its even beyond that. It’s basic functionality that’s on the line. The thing is it has a solution, that is not that hard to implement.

(edited by Cobrakon.3108)

How have i ever killed daredevil?

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Posted by: Cobrakon.3108

Cobrakon.3108

I think Daredevil is way OP. Why did thieves get so much evade when they already had an almost exclusive hold on Stealth? Evade was a Ranger mechanic. It is not right that there are players much running around PvP almost invincible except to AOE. Even CC isn’t very effective.

I say this as a 2-year ranger who has tried taunting, blocking, and kicking them. They just stealth and stun break, while throwing deadly conditions and evading at the same time. Played against 2 daredevils today in my super healing Cleric build (over 2K power and toughness and almost 1400 healing) and still died to these daredevils in about a minute each. This is nuts.

I have been playing Druid for 2 or 3 days now. I have run into many thieves and none could take me down unless I was pressed hard by 2 or 3 other people just before the daredevil engaged. As a cleric bunker druid, I honestly don’t think you should be dying to daredevil. I just don’t see this happening UNLESS you blew a ton of cooldowns and maybe had less than full hp from a previous fight. Just because of this now I am going to try to find a high level Daredevil to see if he can take me down that quickly or at all.
If anybody wants to experiment let me know It could of been that Ive only ran into mediocre DD but I will try to find someone and report back.

A Way To Balance Bunker Without Destroying It

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Posted by: Cobrakon.3108

Cobrakon.3108

I guess it depends on what you want to achieve. You guys have suggestede nerf damage . Yes that would solve PART of the problem. The other part of the problem is killing them. Bunkers need a counter to kill them not to prolong a stalemate. Even if you reduce the damage they deal they still have an ungodly amount of sustain that has no counter-play.

Counter-Play to me is outplaying your enemy and you are able to kill them because of it. Plus if you can’t kill someone or each-other, it gets boring.

A Way To Balance Bunker Without Destroying It

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Posted by: Cobrakon.3108

Cobrakon.3108

Bunker needs counters. I don’t agree with getting rid of bunker all together. I just think it needs more counters I.E. Ways to melt it down in a 1v1 or smaller group. The question is why does bunker have so many get out of jail free cards?

I think we need to ask ourselves what a bunker should be. In a 1v1 A glass canon and bunker should have both a good chance to beat each-other. They have opposite strengths and weaknesses.

But if we leave it at that then the bunker would still get melted by two players. And this is the big controversy, all these sustain passives and get out of jail free one click abilities.
Because if we were just to remove all of those, then 1v2 1v3 would become less frequent and the whole Idea of holding a spot outnumbered would be marginalized or non existent.

I believe the proper nerf should be for the insane anti cc that bunkers have. How many times have you placed a trap or landed a successful blow that should proc a daze or a stun, and it does nothing because of a passive that the bunker had on or they activated a invulnerable.

I have a few suggestions

1. Make invulnerable removable. I don’t mean easily. I can think of a couple ways to do this. You could give invulnerable stacks. Lets say 2 or 3 stacks. If the invulnerable is hard cc’ed then you lose a stack. That way you either have to spec for more than one cc to help you solo bunkers, or a group has to land either 2 or 3 cc to remove it. As far as coding goes, seems like it would be easy because you could simply use the aegis boon to rework invulnerable. You keep the property of aegis being removed from one hit, give it stacks (perhaps 3 max) and instead of every hit removing invulnerable, only selected hard cc.

The other way I can see to balance bunker would be to straight nerf their sustainability in 1v1 situations and increase their bunker ability the more enemies that are around.
You might ask yourself how this would be possible, but i think it really is possible.

Yesterday I was playing around with Druid for the first time. They have an elite ability that tethers to enemies around them. So how about an ability that you have to use or procs every 30 seconds or so that builds your toughness and other defensive traits the more enemies that are around you. Anet could figure out the best timing, though it should be well under a minute otherwise you could jump in a mob of enemies then go protect another point with the buff.

This way dueling the bunker isn’t as big of grind fest and if there is more allies to help beat bunker the buff would give the bunker a better chance at surviving.

I believe these two solutions could help. Perhaps they could both be integrated. Along with these changes some tweaks to healing would be in order I’d imagine.

The whole point of this is to allow Bunkers to keep sustain but lose it if they are OUTPLAYED.

Being Outplayed is the key to everything in balance.

Match me with players without HoT.

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Posted by: Cobrakon.3108

Cobrakon.3108

I completely agree with you OP. One of two things need to happen: either the core specs need to be brought in line with the elite specializations, or there needs to be an option to only play with core people. Perhaps they do intend to raise the core specializations and that’s why they haven’t separated them yet. I know that’s wishful thinking on my part, but you never know.

I think a fair solution would be to offer the option to core owners: Play with HoT or don’t play with HoT.

Take note: I do have HoT and I still think something needs to be done about this. Best of luck to you! In fact, if they intend to have a big difference between xpac abilities and core. just offer everyone the ability to to play in different tiers. option 1. Play ranked/unranked hot 2. Play core ranked/unranked

(edited by Cobrakon.3108)

What would be an ultimate Sustain build?

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Posted by: Cobrakon.3108

Cobrakon.3108

If you didn’t spec for damage at all and purely built for sustain, what abilities, amulets, sigils, and traits would you specialize in?

Yes I know a thief that doesn’t do damage is a bad idea, but I think this thought experiment might be helpful to me. How well can a thief sustain if they put everything into it.

Balance patch Hypothetical

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Posted by: Cobrakon.3108

Cobrakon.3108

The more and more time that goes by, the more sense it makes to add blind to d/d 5

Of course like some have said, maybe there is nothing lacking, perhaps the bet course of action is to bring other thing in line aka nerfs.

(edited by Cobrakon.3108)

Please fix the musical bass guitar

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Posted by: Cobrakon.3108

Cobrakon.3108

It could have been that anet decided not to use a pure bass sound because a bass guitar is considered more of a modern instrument. Perhaps they thought having a more modern instrument sound would clash with the medieval fantasy theme that the game has.

Asura and Charr technology have their own style that complements the fantasy theme, imagine if the Charr copters looked like military helicopters or the Asuran computers looked like desktop PC’s.

So its just a hunch they dialed the bass back a bit for it to fit the fantasy theme.

Ecto Gambling!

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Posted by: Cobrakon.3108

Cobrakon.3108

Id say the best gambling in game is speculation buying from the tp. You look at what things anet has changed in the past, See what needs to be reworked or what looks like might be buffed in the future. Sometimes just grabbing some of the cheapest items and sitting on them until prices go up can yield results.

Native Linux client

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Posted by: Cobrakon.3108

Cobrakon.3108

I totally support a linux port. People are feed up with Windows policies and privacy concerns. I would never use windows again if linux had better game support. I really really want windows 7 to be my last OS from Microsoft, that is, if they continue their bad habits.

But lets be honest: One company shouldn’t control the fate of an entire industry, I.E. the PC gaming industry. Imagine the outrage if there was only XBOX. People would riot.

And yes linux does run a few games, but its not a true alternative yet, thanks to lack of support from hardware manufacturers and game companies.

Even if we need to crowd fund alternatives, it needs to be done. For the sake of everyone’s future.

Please remove the Aetherblade JP from Diving

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Posted by: Cobrakon.3108

Cobrakon.3108

I have a method that works 100 percent for the dive. Feel free to whisper me in game. Ill help you out. I have mesmer(s) parked there for this very reason.

Save My Mouse!

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Posted by: Cobrakon.3108

Cobrakon.3108

What you do with items can reduce your clicks as well.

Use crude salvage kits for greens and under. That way you don’t get those worthless runes or sigils. Salvage everything at once. when your bags are getting close to full. Then use the drop down menu on the bag window and deposit your materials all at once. If you really want to sell, stay in the Black Lion Selling Tab and sell all at once; it will equal less clicks instead of right clicking each item and bringing up the tp each time.

Gimme Glide-r-Tron! [Merged]

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Posted by: Cobrakon.3108

Cobrakon.3108

Is it confirmed that you can dye the fumes? Otherwise its just another partially cool item ruined by color schemes or abnormalities in the 3d modeling design.

Fix PvE Parking

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Posted by: Cobrakon.3108

Cobrakon.3108

Probably won’t happen unless the rewards are improved for Jumping Puzzles. It isn’t much of a problem since the rewards are pretty dismal.

UI Update

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Posted by: Cobrakon.3108

Cobrakon.3108

Make the UI more scale-able for those with 4k monitors and those with visual impairments. The Largest scaling is still too small. And forget about the seeing the condition/boons easily.

Sure , good eyesight should help you be a significantly better fighter pilot. But with a game like this, good vision should not be a determining factor. I bet you could take samples of the player performance for those with sub par vision and Gw2 would score lower than other games that have better UI scaling.

Guess where this picture is from

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Posted by: Cobrakon.3108

Cobrakon.3108

Black Lion Vaults is correct, more specifically , on top of them

Guess where this picture is from

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Posted by: Cobrakon.3108

Cobrakon.3108

Dry Top is the correct answer, I think.

Since no one else is posting another pic I will.

Where am I?

Player Housing Complex?

Attachments:

(edited by Cobrakon.3108)

Suggestion: Shared Slots and Harvest Tools

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Posted by: Cobrakon.3108

Cobrakon.3108

I know some people frown on the idea of having access to infinite use gathering tools on each character, because they think anet would lose money. But how many people really get 3 inf harvesting tools for each character they have?

I think anet could actually make more money if they allowed all harvesting tools to be used in shared inventory slots.

People would have more reason to buy the shared inventory slots, and sales would increase for that item and the gathering tools items.

All I ask is that when you right click a harvesting tool while its in a shared inventory slot, there be a “use” option or the normal use option pops up on screen.

That way players can decide to equip the tools or leave them in shared inventory.

I know that if this feature existed I would pick up more inventory slots amd harvesting tools: the lack of this feature is the only reason I haven’t already.

Notice it isn’t the same as just making the tools infinite use account wide with out swapping.

This would be highly synergistic with shared inventory slots and sales would increase because of it.

You would have many people that would buy 3 inventory slots and 3 gathering tools.

The final thing needed would be to allow those who bought multiple tools to trade for another item.

I suggest using the mystic forge and offering a couple of items. just add some items to miyani.

So the mystic forge recipes could be for packs (boosters, skins, dyes) or specific items (salvage o’matics, minis, gliders, back/glider combos, Ticket Scraps.)

so a recipe for the copper salvage omatic might look like something like this:

1 harvest tool+1 copper collector
the copper collector would be sold by miyani.

or if the mystic forge needs 4 items.

1 harvest tool 1 copper collector stack of bloodstone dust and 1 mystic forge stone (or whatever items anet think would work best)

So now you have profit synergy with shared inventory slots and gathering tools. You also have a way to improve customer service. Someone might not be as apt to request gem or cash refund if you enable the mystic forge this way. This could be used for more than just the harvest tools in the future.

Take note that the mustic forge items your able to get dont have to conflict with gemstore sales. You just offer a particular nitch item, or an item that is not quite as cost effective as if you were to purchase more gems etc.

(edited by Cobrakon.3108)

Half-naked females, fully draped males.

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Posted by: Cobrakon.3108

Cobrakon.3108

Id definitely like some more fully clothed options for the female toons.

Biggest fear of next expansion?

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Posted by: Cobrakon.3108

Cobrakon.3108

I fear they are not going to balance the classes to core. Instead of adding interesting game play that can be played fairly along side the older specs, I worry that their selling point yet again will be overpowered specializations or other unbalanced additions.

EVERYONE WANTS SIDE GRADES NOT UPGRADES!

Pride Capes to fight Injustice

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Posted by: Cobrakon.3108

Cobrakon.3108

Gay people are people too, so here’s a thought: how about something in memory of the people that were lost.

Who is to say all the people were gay that got murdered?
Straight women have been known to frequent gay clubs.

So I think it would be cool for anet to do some Little thing… kinda symbolic like a flag at half mast. It doesn’t need to be a rainbow thing. All life is precious. Parents lost children, brothers lost sisters and sisters lost brothers.

What really should be the universal memorial here? I think it should be that life is precious.

Gem prices have doubled in price.

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Posted by: Cobrakon.3108

Cobrakon.3108

Again, Anet does not use the gem store as a balancing lever for the gold economy. There are numerous public websites that have tracked the exchange rates since launch.

The gem store is and has only ever been adjusted for the real money to gems economy. More desirable gem store items are directed at encouraging money>gems purchases. Whether those purchases are made with the intent of trading the gems for gold at a better rate, or buying the items directly is not a consideration for Anet as the goal of time limited sales are rollouts of new gem store items is always players purchasing more gems.

Gold/Gem conversion rates are not an issue Anet cares about, because it is a system designed primarily to sell more gems, not a system designed to allow players to avoid buying gems.

Gold/Gem conversions are very much important to Anet if they make a profit from the gem store. Think about how much gold has been saved up after everyone bought what they wanted in weapons and armor. The amount of people who are sitting on their gold has increased with time. Its important to remember that The gem/gold conversion rate doesn’t exist in a vacuum. changes to both how much gold can be made in game, and how often people buy items at the gem store play a role.

Just imagine if everyone made 20g extra a day, what do you think that would do to the gold to gem conversion rate?

Gem prices have doubled in price.

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Posted by: Cobrakon.3108

Cobrakon.3108

I think there is a real possibility that Anet is both raising Gem prices and causing inflation to curtail the saved up wealth in gold that players are sitting on, and to get those people to eventually spend real money for gems.

BLT Items have been coming out at an alarming rate and this is one step they have implemented to get players to reach into their gold savings.

The other step taken has been to increase the value of the loot drops and add a gold incentive to the dailies. This has injected more gold into the game economy and is akin to printing money and causing inflation.

I am sure there will be players returning to the game with the introduction of more content down the road, and they will be surprised that their stored up gold isn’t quite worth as much as it used to be.

I believe ectos will reach 1g a piece within a few months.

There is the possibility that this is not going to happen , but keep an eye on what is released in the coming months. See if they release more ways to make gold easy; it just might be to phase out the virtual middle and upper class of the game so you end up spending real money more often.

Reached 30K AP milestone. Now what?

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Posted by: Cobrakon.3108

Cobrakon.3108

Psst, you….. you over there…. have 100 map completion.? think you’ve seen everything?…..well you haven’t… u should try map breaking. Some places are actually beautiful out of map. you should look into it… or you can whisper me in game for more details.