Showing Posts For Cold Hearted Person.6154:

Dungeons for solo players

in Fractals, Dungeons & Raids

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I honestly dont get why people feel so much b**t hurt when someone is asking for solo option in dungeons, dose it bothers you that much if someone will be able to solo dungeon and enjoy the game in their own way? Will it affect you in anyway?
If you are not in to solo than you can just ignore it right?
Also the MMO=group play argument is realy re****ed, MMO stands for massively multiplayer online, which means that lots of people play in the same game throu internet but it dosent mean that they play it together as a group, playing in group is only part of it and one of many playstyles in mmo.

Also playing solo in dungeons alows you freedome in what you want to do, you dont have annoy people when you want to see all of the cineamtics or if you want to see what npc have to say, it also alows you to explore the dungeon for many hours to look throu every nook and cranny of the map, you know to “Explore” the dungeon, in which case most of people ignore it because they want to finish the dungeon as fast as possible. Not to meantion it allows you to learn something about lore of this dungeon whitout being rushed by others.

There are already solo options in dungeons: go in and solo them.

There are a few paths which you can’t solo like CoF p1, Arah p1, CoE p2 and 3 and some others I’m forgetting, due to mechanics that essentially kitten your progress.

Arah p2 isn’t hard to solo, Arah p3 endboss can be hard, but is possible, Arah p4 I’m not so sure (Grenth), CoE p1 is soloable and not even that hard to solo, AC p1 is easily soloable etc.

Want to solo? Go solo, no one is stopping you. You’ll probably spend a good amount of time in the dungeon, but you should be able to pull it off. Especially seeing how you can die, respawn and repair ad infinitum, unlike GW1 where solo’ing certain areas meant dead=restart.

I know i can solo some of the dungeons and in fact i did solo some of them(thou its not so easy for some profesion/builds and it take hell of a time to finish it), the thing is, what problem is in adding a solo mode that will scale the challenge for pepole who are not so good at playing, something like dificulity choice whit selection if you are entering alone or in a party(ofc the reward would be scaled in proportion to a challenge).

Ther is many mmo games that have such a feature, like an old styled point&click mmorpg Aika online, wher you have a choice before you enter a dungeon of what type of run you want to do solo/party and than you chose a difficulity easy/medium/hard, i see no problem in adding it to gw2 and it wouldnt affect party type players at all.

Also ther could be something like a reward that is only avaliable in party mode to encourage people to play in party.

p.s. im not sure if bartem.2731 was replaying to me or OP but editing my post moved it under his/her’s post.

(edited by Cold Hearted Person.6154)

Dungeons for solo players

in Fractals, Dungeons & Raids

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

As for what you experience, it seems to be me that because you are a soloer, you have no knowledge of the community and as such don’t know where to go for groups. You make groups in Lion’s Arch, sometimes you see looking for group messages on map chat (which I am betting you disabled due to being a soloer) in the zone where the dungeon is but most people come to the zone already in groups. There is also the wonderful site http://www.gw2lfg.com

Ok what? so soloers=unsocial or something? Im soloer and i am social to
the point of takeing part in every troll disscusion on map chat on evey map im at, not to meantion i also DO play in party like for fractals and so, and in what way being a solo player is conected to turning off map chat, as i said im solo player and i have never turned map chat off.

p.s. This coment dosent have much to do whit the topic but i just wanted to coment on that.
oh, and i know that im responding to an 5 months old post but since ther are people that still post in this thread so why not.

(edited by Cold Hearted Person.6154)

Dungeons for solo players

in Fractals, Dungeons & Raids

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I honestly dont get why people feel so much b**t hurt when someone is asking for solo option in dungeons, dose it bothers you that much if someone will be able to solo dungeon and enjoy the game in their own way? Will it affect you in anyway?
If you are not in to solo than you can just ignore it right?
Also the MMO=group play argument is realy re****ed, MMO stands for massively multiplayer online, which means that lots of people play in the same game throu internet but it dosent mean that they play it together as a group, playing in group is only part of it and one of many playstyles in mmo.

Also playing solo in dungeons alows you freedome in what you want to do, you dont have annoy people when you want to see all of the cineamtics or if you want to see what npc have to say, it also alows you to explore the dungeon for many hours to look throu every nook and cranny of the map, you know to “Explore” the dungeon, in which case most of people ignore it because they want to finish the dungeon as fast as possible. Not to meantion it allows you to learn something about lore of this dungeon whitout being rushed by others.

Engineer Bugs Compilation

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well im not sure if it was posted already since thers is too many pages to go throu, honestly engineer is like bugs compilation profession that specialize in aaccumulating bugs.

Anyway since i just recently started using turrets i noticed that Net turret normal rate of fire is exact 13 seconds not 10 like tooltip is indicating, 3 seconds is a big difference. Another thing is that overcharge last randomly between 7-10 sec and to both overcharge net shot(electrified net) is launched only at next turret attack(the normal attack rate which is 13 sec) so if you start overcharge right afeter normal shot than you will have to wait another 12-13 sec for electrified net shot and if you are lucky you will get only one shot(sometimes u wont get any), on the other hand if you start overcharge right before next normal shot you will get instant electrified net shot and also the fire rate reduction will kick in and turret will shot around 3-4 electrified nets in next 7-10 seconds(it seems that fire rate reduction is also random 30-70% so sometimes u will get 2 and sometimes up to 4 shots on one overcharge).
This make net turret only usefull if you overcharge it right after placing it, than u can just pick it up/detonate since it become usless again.

Also…

Rocket turret normal attack is a small aoe(hits up to 5 targets) which is ok whit me and overcharge rocket attack is a single target aoe(hit only 1 target, dont realy get why not 5), now the problem is that it’s not explained in the tooltip at all.
Other than that it’s the same as whit net turret,normal shot fire rate is 5 seconds not 4, and if u overcharge it right after normal shot u will get only one overcharge shot (explosive rockets), if u overcharge it right before normal shot u will get up to 3 explosive rockets in one overcharge whit random fire rate(same case as whit electrified net).
Thou opposite to net turret it’s good to leave it for quick fire rate small aoe whit burning(thou still longer by 1 second than it supposed to be ).

If im not mistaken turrets are iconic weapons of engineers in most of the games and yet in GW2 turrets are the most buged/gliched weapons that engineers have to struggle whit in order to make them just a bit usefull.

PLEASE ANET I BEG YOU DO SOMETHING WHIT IT!!!

P.S. WHY THE HELL ARE TURRETS AFFECTED BY AGONY, TECHNICALY IT’S A CONDITION DAMAGE RIGHT!?

(edited by Cold Hearted Person.6154)

best boss encounter ever

in Flame and Frost

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Or are Engineers really that much of a liability on bosses?

I done it 4 time as an Engineer and never had any problems whit them, duno about the rest of the party but i rarely was geting hit, also once was in a party of 3 guardians and 1 warrior whit my Engineer and it was me who was the last man standing and while fighting the boss i was trying to res the team.
Honestly just because engineers dont have much def or dmg it dosent mean that they are responsible for party failure.

best boss encounter ever

in Flame and Frost

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I had a BLAST playing this dungeon especialy the last boss fight, never before i had such fun and challenging fight whit a boss in a dungeon. BUT!!! is not only about the boss, trash mobs are not so trashy anymore you actualy have to use some of coordination when fighting them , like pull or push when they pop up that shield so that you can damage other mobs and they drop soo many good items (6 rares in 1 run from trash mobs whit 0% MF)
If you can make such a fun dungeon why didnt you make other dungeons like that from the start.

Its the only dungon that i didnt get bored whit after 3th run and still want to do next run.

(edited by Cold Hearted Person.6154)

Stop sharing OP builds already

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

sharing is caring!

At this point sharing is equal sure nerf.

Also if you found a good build why go telling others, its like telling the way to counter it. Not to meantion if you tell other your unique build you can be sure that in few hours it will be copy&paste on 1k+ ppl and it wont be so unique anymore.
You can call me selfish but i dont like the idea that builds are just copy and are not done by you or that someone did the same build like me and then spreed the word around the internet and now my build is not only not unique but is also copied and used by 1k+ ppl.
it just makes you one of many and i dont like that.

so +1 to no sharing idea

Champion's are boring(easy) to fight whit!!!

in Suggestions

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I found another 2 problems whit champions, that make the fight whit them too easy.

  1. agro mechanics(still not too sure if im right about this one)
  2. champion’s lack of mobility

1. I will use here an example that make me notice the problem, i was fighting Champion Branded Devourer(i think that was the name) on map Fields of Ruin, i suppose that i had the bigest dps out of 7 players that was ther whit me since most of the time i was the one geting the agro of the champion.
Now, during that fight i had the most fun since i had to dodge constantly as i was under constant attacks, but when i read in chat coments like “Zzzzz” i noticed that i was the only one that need to actualy move, the rest of the players had to just stand and spam attacks, anyone can understand how boring it is.
The thing that u can notice here is that as long as the mob/champion is focusing on one player the rest of players that r in this fight can just stand still and spam skills whitout a care because they dont have to wory about the attack(sometimes they will have to move left or right to get out from aoe attack circle indicator since some of the champ’s use them)especialy when they know who have biger dps then they have, since agro is swiched to the player whit next biger dps.
This makes the fight boring to those who dont take the champion agro, the soultion to this is rather simple, just make the champion switch target randomly(whitout a care about dps/con/healing skills), this would make the fight more unpredictable, as anyone could be the next target, it would be also good if the agro switch was more frequent(each 10-15 sec)
Good idea would be also giving mormal attacks of the champion some aoe effects, like cone aoe splash dmg, or piercing, so not only target player would get hit but all of the players in range.

2. Lack of mobility is also a reason that make champions fight easy(boring), i will use a coment from the chat during the fight that point this out rather clearly “Stop throwing him around, it makes the fight harder, since we cant focus our dps when he constantly jumps left and right”, in other words, more movements=harder fight, right?
Well, basically it mean that giving champions some fast movement skills(leap attacks, jumps, charge, etc.) it would make fight more challenging since it would be harder to focus attacks and even harder to predict wher the champion will be standing in next few seconds.

Example:
3 players is fighting whit a champion, 1 melee is next to the champion, while 2 range profession r at distance from the champion as well each other(triangle formation), the melee take the agro will the rest keep distance out side of champion attack range.
Now the champion(if he have the random agro switch from point 1 )switch his agro to one of the range players, but instead of just running to that player, he do a charge attack or leap attack covering the distance to that player in 1 second, surprising the player who become targeted and attacked in 1 second despite keeping oponent at range.

Whit something like this no one would be given a chance to feel bored as everone could get attacked instantly no matter the distance from champion, or the dps of their attacks.

IMPORTANT NOTE Nr. 2: I’ve noticed from game chat that most of the players have wrong idea of how to measure the difficulty of the champions, so to stop ppl from posting replies like “just give them more HP/Defence/DMG and it will be ok”, i will tell u this:

U dont measure the difficulty by the amount of the HP, Defence, DMG of the champions, or the length of the battle, but by how easy/hard is to stay alive during the fight.

And please, just because u die a lot during the fights, like getting killed by giant stomp, it doesn’t mean that the champion is too hard, its just that u didn’t pay attention to the surroundings.

(edited by Cold Hearted Person.6154)

Champion's are boring(easy) to fight whit!!!

in Suggestions

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well, ther could always be a rock to throw that have a knockback/down effect somewher near the fight place, or even champion will be the one that will be spawning them(spawning a rock bundle every time it climbs on the walls).
But the general idea is to make champions fights more fun and hard at the same time.

Champion's are boring(easy) to fight whit!!!

in Suggestions

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

In my opinion the best way to fix it is by giveing champions more action/attacks to perform during a fight, this is an example of what would make the fight look more fun and be more challenging(again champion spider as an example):

1. enterance, he should(instead of sliding down on a web like a certain spider-man) jump down from his hiding place on the players and launch them backward to give them some distance and time to get up before he will starts attacking them

2. music, the moment he jumps down on players the music starts playing, some unique and epic music would be nice(Anyone who played Shadow of the Colossus should know what music type i mean), ther is a lot of good music in the game so i know that u can make something great if u want

3. the attacks/movements, this is the important part that determine the fun/challenge factor of the fight, curently champ’s have like 2-3 simple and straitforward attacks so the best idea would be to increas and make some of them situation based , like:

  • ability to walk on walls or ceiling(its a spider, right?), from time to time he will jump on walls or celling and start attacking from ther whit some range condition attacks, in order to take him to the ground u would need to first get throu his stability stacks and then use some knockback/down skill to make him fall down to the ground(he will deal adtional damage to nearby players if they r too close the landing place) when he fall he will land on his back and will strugle to get up on his legs, during that time he will get a 20 stacks of vulnerability so player will have some time to deal some biger hits to him before he gets up(10 sec max befor he gets up would be good), he will be doing that move randomly during fight
  • a web pull shoot, he will be doing the same animation like during that poison attack but instead of poison ther will be a web flying out in a strait line anyone who gets hit by it will be pulled infront of the spider and get 2sec stunt in that time spider will do a short hit combo that will take like 40-50% of player hp then the player will regain controll and will have only 1 sec to escape before another attack will came oftherwise they can get downed
  • a slowdown web aoe attack, spider will shoot an web that will cover big area surounding the spider(on the ground), anyone who will step on it will get 50% movement speed redution(like chilling but whitout skill cd increas) it will be permanent as long as u stand on the web if u get out from the web the efect will be gone, the web will disappear on its own after 10 sec
  • a jump attack, from time to time if the target that the sipder chose is out side of his range he will performe a jump attack, during which he will jump high and land knocking down the target he falls on for 3 sec and doing some big damage(ther will be a circle landing indicator)
  • a suprise back attack, if ther is a player behind in melee range, spider will randomly performe a kick whit his back legs and push the player a way
  • a block, from time to time spider will use its front legs to block incomeing attacks

4. fight gets harder the less the spider have HP, the spider will get boons every time 25% of his have is gone, like 5 stack of might and 0.1 attack speed increas every 25%, it would look like this:

  • at 100% hp ther is no boons
  • at 75% hp 5 stack of might, 0.1 attack speed increase(permanent)
  • at 50% hp 10 stack of might, 0.2 attack speed(permanent)
  • at 25% hp 15 stack of might, 0.3 attack speed and aditionaly protection(permanent)

This is only an example what would make the fights more interesting, afterall its just weird that champion mobs r so boring to fight whit, like i always wonder why giant never try to grap the players and throw them, instead he just throw some rocks.
I honestly wish that Anet have some good ideas to make the game more fun…oh and it would be nice if i got an ansewr if my ideas r possible to implement, or if the game engine even alows for that to happen.

P.S. English is not my native language so im sure that ther r some grammar or other misstakes in my text, please be considerate.

Champion's are boring(easy) to fight whit!!!

in Suggestions

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

IMPORTANT NOTE: This is not whine Topic, im not complaning that champions are too hard(actualy for me its too easy, i can solo most of the fights), what im writeing here is purely a sugetion.

As in the topic curently fight whit champions mobs r extremely boring, both in terms of fight and music that usualy play during the fight, of course if ther is actualy any battle music that play at all.
Before i start whit the main problem, i will go throu the music issue first.
The Problem whit music that i have is not a bug, its just that the music is too normal for a champion fight, i mean its the same music that u hear during fights whit normal mobs, at this point whenever i see that ther will be champion fight i immediately play some EPIC track from winamp to have some beter battle experience.
I think that it wouldn’t be a problem to give champions mobs some epic music to play in the background to make them feel more intimidating.

Now to the main problem at hand, First i will give an example of how fights currently look(for me at least), i will use champion spider as a example.

Firstly we have some normal entrance of the champion(u could expect something more surprising/epic, of course i mean the none quest chamipons)and then u just get rid of the mobs that usualy r in the area since they like to get in the way, then after that u just focus on the champ. Im not too sure what u exactly do when u r melee weapon user but as a range weapon user the deal is simple, just run in circle from time to time dodging to the side to avoid strait line attack and hit him even whit auto attack, it will take a lot of time to get down his hp but u will get to the end of the fight whit no problem, THE END.
I know that i explained it extremely simple but thats because its so simple to deal whit it, thats why for me its boring to fights champions(spider for that matter).

Now before we have an answer in style “Why not add more mobs to guard the champion or increas respawn rate of mobs in the area of champion fight” i will point this out, thats not a solution, its like u trying to fix a hole in the street by covering it whit wooden planks instead of just filling it up and repairing it properly.

(edited by Cold Hearted Person.6154)

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Althou i too think that DR and difficulty of dungeons r realy messed up right now, i think that the whole idea behinde the way of doing thes dungons is more messed up.
Right now the most valid way of doing them is to do a kamikaze attack, since most of the mobs can either 1 or 2 hit u, so any form of passive defence is useless and u cant dodge forever.
As a matter of fact ther is even a task in CM expo that needs u to take some explosives and run in to a group of mobs that respawn infinitely under the gate and set them up, the moment i heard about that from high lvl player that was whit us on that run, i thought to myself, isnt it like telling us to take an explosive charge and then run in to the mob of ppl shouthing “FOR ALLAH!!!” after which u set them up?
If this is the intended way of doing dungeons, that Anet had in mind when makeing them then its definetly the most RIDICULOUS ideology of makeing something fun!
Ther is tons of better ways of makeing dungeons run’s fun and challenging whitout turning them in to the players graveyard or turning players themself in to a some kind of human sacrifice to make the completion of the run possible(especialy melee prof since they die as the first one), i.e. makeing task that require more coordination between players, this is a shor list of what i could think of in few minutes:

-some mobs needs to be attacked in a certain way to kill them other wise they wont die (of course they cant 1 hit players , they need to do some big dmg, but not one that player cant deal whit), if they r not killed fast enought the dmg they deal will only continue to slowly shave off player s HP.

-Add some jumpingpuzzle that needs players cooperation, like 1 player must get to some place and then turn timed swich to open route for player nr 2 and that player needs get to the other swich during that time and open route for player nr 3 and so on untill all of the players from the party get to the end of this puzzle.

-Make an falemthrower traps that block the way and give players a bundle that is a shield that block the flames from going throu them, turning some of the party members in to a mobile protection from the flames for the rest of the party untill they get throu the traps.

-at some point in the dungeon make some of the players in patry blind(only able to see UI, no map), and make others that can see lead them throu some traps(even jumping puzzle) by words in party chat only.

This is only a few of the ideas that i come up whit, but it would be to much to write so i limited myself. As u can see ther is a lot of possiblity to make dungeons fun whitout turning them in to a players physical, mental and financial slaughter.

Engineer bugs compilation

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

It would be nice if they changed the way u use throwable elixirs underwater cus as it is right now u cant tell wher u should throw them to get them to work on allys or urself. after all they need the ground or any terain object to be smashed against for them to work and if u r in the midle of ur way to the botom ther is nothing but water around u.
As im useing a build that use throwable elixirs to increase survivability its realy anoying during water fights.