You just do not get the main price if you fail.
And I don’t get the main prize if someone else fails either.
Why should people who optimise their equipment be punished with boring encounters just because of some unteachable players?
On the flip side of that; why should good players be punished by losing fights they deserved to win because of bad players?
At the end of the day I’d rather the bad players get rewards they don’t deserve than good players be denied rewards they do deserve.
Confirmed: Toxicity in Gw2 equals wasteland
in Guild Wars 2: Heart of Thorns
Posted by: Coldtart.4785
If you think about it, this trend was foreshadowed in events like the Marionette, with people complaining in map chat about the event failing. […] However, since people tend also to have an inflated opinion of their own capabilities, and since they failed, someone else must be at fault.
The thing with events in the style of marionette is that it can be provably true that your failure was the fault of other players. If my platform mops up its regulator in 30 seconds flat and then the regulator event fails, it is absolutely because at least one other platform was playing objectively worse than mine.
Likewise, if my squad kills a gerent on the second fight phase and then another lane fails to kill theirs it’s a similar deal. You can’t say for certain which players in the successful lane were good and which ones were being carried and you can’t say which players in the failed lane were bad and which ones were let down. What you can absolutely say that the team that killed their gerent in under 2/3rds the available time played better than the team that failed to kill it at all.
The big advantage of staff is its range. You can position yourself out of the way of enemy attacks but still in range of allied buffs; allowing you to do your full dps without even being attacked. The only time you need to be in melee range is when casting overload fire; except for some enemies which are better to melee than to range. You’ll learn the best places to attack from experience.
lel people still think WoW is good?
Yes. Because it is good. But I guess you’re above good quality products.
What kind of low standards are you judging it on?
lel people still think WoW is good?
Daily reminder that neither the players that complete the event nor the players that fail the event are at fault for the rage.
100% of the blame falls on Anet’s content designers for being unforgivably bad at their jobs.
Please no. Not in this game What an awful idea. Maybe The Sims or Second Life is what you want to try out.
More of something that’s already in the game and has been since launch? Terrible! Scandalous!! Immoral!!!
Let them eat (beef) cake.
Air 1 is soooo bad. worst auto in the game. I don’t get why it’s allowed to be so useless. All the damage is backloaded. gotta channel it for the full 3-4 seconds to do any damage, and then even if you do, it still does less dps (0.48) than water 1 (0.54), which is also weak as heck.
Want to hear something even worse? Necro scepter 1 has 0.50 per second. That’s a pure condi weapon with a stronger power auto than scepter air 1.
Lightning whip > all of scepter
Absolutely.
You should earn your gear. Not have it handed to you on a silver platter.
You earn your levels and skills, gear is no different.Especially when it comes to more exotic stat sets.
Farming is now ‘earning’ something, apparently…
Never mind that some sets cost several times more than others despite being statistically equivalent.
Focus > Dagger > Horn
Guys. I can’t believe no one can see this. The reason they are reducing visual effects is because of visual clutter. People who aren’t so familiar with the game can stumble across a GW2 stream with some kind of boss fight and they go "What the #?%! is going on? You can’t even see the boss!
All of the effects that have been changed do not contribute to that issue.
Tempest was just flat-out designed incorrectly. You could not possibly fix it by buffing it, either. It’s not even underpowered since pve and pvp eles both use tempest as essentially just a power creep tweak to pre-HoT builds.
Just like regular ele it has the problem of being mostly trash but having a few stand-out options that can carry a whole build. It can only be fixed by an overhaul, but given that it went through 3 betas with no significant changes I can’t see that happening now that we’re in live.
I can certainly understand why people want to rage when every single step of the way you are told by event text and voiced lines exactly what to do and people still somehow can’t do it.
The solution to both of your points is to not use ele at all, not to use ele without tempest.
I think a lot of Tempest salt also comes from the fact it’s not a ‘DPS’ spec too, even though Elementalist already has the best DPS specin base ele.
I’m assuming you mean pve here so I feel I should point out that fire/air/tempest is currently the highest dps ele build for pve. Of course, it plays exactly the same as the old fire/air/water build so I can use it as yet more evidence that tempest does absolutely nothing differently to core ele.
Staff is only at the ‘extreme high end’ of power in pve because mobs are programmed to lose. Against players you do bunker level damage even when full glass because they can just walk out of all your attacks.
Instant kill from stealth is such a revolutionary tactic.
I had an idea for an experimental frontline build that may help. If you use the new boon duration gear it should be possible to get 100% boon duration. Put this on a Mallyx rev and suddenly pain absorption is giving out aoe 4 seconds of resistance. Get two of these and you can have perma resistance for a party, countering the cancer with even more broken cancer.
You can also get one 4 second and one 10 second stack of stability on every dodge so it should be able to still hold up against incidental stuns.
Stop excusing failure. The event text tells you what to do at every step of the way. If people are paying that little attention that they can’t figure that out then they don’t deserve to win this event.
Imagine it? Why would I even want to use those and play like a super casual?
They should have never added tomes and skill point scrolls in the first place. It made the game too casual, so these people expected everything new to be handed to them in the same way.
Which part of levelling was more hardcore? The part where you pressed 1 or the part where you pressed F?
Funny that the change that makes tempest that much more of a real option does it by giving regen and vigor to auras, the exact same bonus you can get for cantrips.
We’re progressing from ‘the same, but worse’ to just ‘the same’.
Spending less time preparing to have fun is now a bad thing, somehow.
Playing the game is somehow not playing the game then?
I’ve done ‘gain a hero point’ well over a thousand times already in vanilla. There is nothing interesting about these ‘new’ ones.
Spending less time preparing to have fun is now a bad thing, somehow.
Tempest is never worth it.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Coldtart.4785
The same could be said for the core game, you payed $50 to do the same dungeons for 3 years. To do the same world completion.
That would only be able to be said if I had been grinding world completion and dungeons for those 3 years.
All of my characters have been levelled up through a variety of means and some have skipped levelling entirely due to all of those means becoming exhausted. This will not be possible for unlocking elite specs and and this will certainly not be new content any more by the time I get to my 14th character.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Coldtart.4785
No. You payed $50 to.play a game.
Apparently I actually paid $50 to do the same hero points 14 times.
If I was a mod I’d delete threads like these straight out…
For the thousandth time, it makes absolutely ZERO sense to compare skills across professions. Especially to ele.
None.
At all.
Being wrong a thousand times doesn’t make you right. I can compare them and I will:
Ancestral grace is a good skill, rtl is not.
kek I’m asleep at the wheel disregard my last post.
The point of the post was Zealot’s isn’t very accessible and I think it should be. Do you not agree?
No, because making a stat type less accessible is idiotic.
When did I say it’s not a part of it? And no one here has been saying druid heals should be bad compared to any other class either.
Try arguing against what is actually said for a change.
He’s not comparing revenant to ranger, he’s comparing salvation to druid.
You know what’s easier than killing condi noobs as an ele? Killing almost anything else as a condi noob.
GW2 is optimised so badly that it suffers even on a beastly rig. How do you figure the xbone could run it?
This is why the ele community is spoiled, d/d ele spoiled us too much..
Tell me more about how much I’ve been spoiled by d/d when I always and only played staff.
Being able to keep a boss stationary through sustain isn’t going to help against the vale guardian because the fight mechanics require you to move him around.
BTW you could just as easily ‘tank’ with a guard and have the advantage of also being a healer at the same time.
No, it’s just a normal fight mechanic.
You automatically lose after a set amount of time. There is no functional difference between the mechanic I listed and a hard enrage timer.
You underestimate the power of avoiding fights. Back when I was active in a gvg guild I twice gave tactical advice that resulted in sos taking a t3 waypointed keep being defended by a map queue blob, one of which was even being defended by both KH, the best gvg guild on mag at the time and VR, tower defence experts (who never used siege yet were infinitely more difficult to take a tower from than any other group I’ve ever faced).
The tactical advice I gave both times was essentially: take our gvg guild somewhere else and pvd.
If the mechanics already exist on the fight then they aren’t enrage mechanics.
In Devil Survivor the bonus boss has an attack that hits everyone on the field and increases in damage every time it’s used. He uses it every turn so it’s definitely a normal fight mechanic, but the damage quickly becomes difficult to manage and eventually becomes powerful enough to instantly wipe you no matter what.
This attack is a normal fight mechanic, a soft enrage and a hard enrage all in one.
some of us actually like the strategy part of WvW which brainless karma training destroys.
Superior macro level strats all essentially boil down to avoiding fights as much as possible. What’s the point of a pvp mode if the “best” way to play is to not pvp?
But I don’t think they should spend much time on it. The effort spent on the enrage mechanics could also be spent on the actual fight mechanics.
There’s no reason why fight mechanics can’t also be enrage mechanics. I’d also generally like to see more involved dps checks than just a timer. Something like a case where 1 player has to soak something that’ll one shot them and you have to burst down adds for a rally before they stomp the downed player, for example.
Even if tempest has more dps in a mobile fight than regular ele it doesn’t matter because engi is still better than both while being better at other things at the same time.
Why would I have withdrawals for skills that are worse than useless?
I gotta say, last time i checked in the beta test weekend i noticed a good amount of dps, mostly in the form of sustain due to elemental overloads.
Tempest has less dps than regular ele, which has less damage and less survivability and less utility than condi engi.
Mallyx gives you 10% more power precision and ferocity with his elite, which is a colossal dps boost in a pve situation, especially if you’ve built up some quickness already from guards or mesmers.
Using overloads is the wrong move 99% of the time so punishment is an entirely valid description.
Overloads have gone through some serious whack-a-mole balancing since their inception to try and make them useful. When I was thinking about how the most functional build I’ve seen for tempest only uses overload air because fresh air lets you ignore the extended cooldown I came up with a new mole to toss onto the pile.
What if overloads did not have the ‘5 seconds in one element’ requirement and just had independent cooldowns and, if you complete the cast of one, instantly recharged all other attunements?
The idea here is that you would then open up a new playstyle for ele. If you successfully cast an overload you would be able to go to any attunement, even the one you just left, even if it was on overloaded cooldown. This is as opposed to regular ele, which has to cycle attunements on a rotation to be effective.
There would still be drawbacks to this, as you couldn’t just always use overloads due to the cooldowns and getting interrupted means you have to deal with the overloaded cooldown on your current attunement and you miss out on recharging all the others. You also wouldn’t be able to swap as often as the current ele while doing this due to the 4 second cast time on overloads.
The reason why I think overloads need something like this is that the current model assigns them an insane cost, while also imposing massive risk for very little payoff. My idea would allow for a tempest to essentially get a refund on that massive cost as their payoff, as I don’t believe that increasing their power or just tacking on extra effects (swiftness and prot, null slows, stun break…) would result in good balance.
Put a cooldown on it yourself and kill the guys that are standing around trying to ress.