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NPC appearances occasionally get bugged by new content releases. It’s something to do with how npc models are pulled.
Kinda like how one of the Charr npcs at one of the outposts in the Brand is wearing a Gem Store outfit.
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I think E is a loose plot thread that has been abandoned and will never be heard from again.
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Lol, there are some classes that already cleanse condi so fast that I can’t get any bleed to stick to them on a build that applies bleed with almost every hit.
But then there are some classes that are just utterly helpless against condi spam.
I think a happy middle ground needs to be found to make the situation less polarizing.
Why?
Some class being strong against and some classes being weak against, is what makes build crafting interesting. It forces players to make pro/con choices. Equalizing clearing capabilities just takes that much depth out of the game.
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How so? You would still get the same amount of condis, just condi clears are more powerful now. Plus who likes getting 20 stacks of confusion and one stack of vulnerability, and having the vulnerability cleared?
Who likes having their damage cleared with no way to counter act?
The only reason condi builds work is because they can cover there more important condis with weak ones. If that wasn’t possible condi builds would be completely shut out due to the large amount of clears available.
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All comes down to condi managment. 1v1 its fine but once you get condi focused by multiple people you can’t cleanse 8 conditions at once. Blame anet for making protection readily available and not resistance.
Last time I checked protection wasn’t total damage negation the way cleansing is.
Also last time I checked condi stacks aren’t unique by source.
Also last time I checked you can still evade and block condi applying skills.
Also last time I checked being able to cleanse every condi even while being tunneled by multiple condi classes would result in condi classes being 100% useless 100% of the time.
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This thread discussion annoyed my ocd.
Correction: Tomes don’t have a noise or visual. The lightshow comes from leveling up and occurs regardless of what causes you to level up.
What this thread is asking is for the leveling up visual and noise to be muted.
Also guys stop overthinking it. the simple solution is to just make the level up effect client only, and not render for nearby players.
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What if you could choose manually which condis you would want removed 1st, 2nd, etc, obviously before a match in PvP or whatever .Every situation is different but still it would make condis less overpowered while still making it viable.
That would completely delete the viability of every condi build.
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what if I get immobilized? If I had any kind of damaging condis on me while also having that immob then any clear I used would prioritize the damage condis over the immob even though in most cases I would rather clear the immob than the damaging condis.
Your change would make immob ranger gods because there immobs would almost never get cleared.
The problem with trying to make “smart condi clear” is that the condi that you want to cleanse the most varies from situation to situations. The other problem is that you’d effectively kill off the ability of condi classes to cover their important dps condis which in turn would completely destroy the viability of most condi classes. (except corruption necro because corrupts)
The current system of cleansing the left-most condi on your bar works better in that it’s entirely consistent and makes understanding how effective a clear will be a certain time very intuitive for both the cleanser and the condi applier.
On a aside I’d also mention that there are situations where you want to clear Vulnerability. Getting 20+ stacks of vuln on you does occur in PvP from time to time and taking a extra 25% damage from every hit will get you killed really fast.
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(edited by Crinn.7864)
meh give GS#3 a block or iframe and I think the weapon would be good.
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I think we can say that this thread has officially become a “show off your asura” thread.
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What fire?
I don’t remember there being a fire in HotM other than the torches.
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- Each individual buff to damage requires a wide-spread set of buffs to defenses or time-to-live goes down across the board.
That only happens if the buffed things exceeded the power of the existing meta.
Buffing crap things so that they are only mildly crap does not require the entire game to be adjusted.
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If you use max height asuras they are noticeable enough. Unless a norn is standing in front of you.
Next to a human a max-height female asura can still be easily seen. max-height male asaras are even bigger.
And really this game doesn’t have high enough texture and model fidelity so asuras being less noticeable isn’t costing you much detail.
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Characters do not have personal mmr. That change was made awhile ago.
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Daggers already fill the “fast melee attacks” role. Moreover fast attacks from a 6ft long two-handed greatsword does not make any sense.
Then how do you explain Warrior and Guardian greatsword auto attacks? And before you say “well reaper greatsword has higher base damage”, both those professions have more damage modifiers, so they can do more damage whilst hitting quicker.
Warrior and Guardian GS still have the longest AA of those class. GS is a slow but heavy weapon on every class it appears on.
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Who the hell still invests in a heavily bot-infested, over 10 years old, dead game with horribly outdated graphics like Lineage 2… and based on these earnings (overall) how come this game, this game that could have a future, is in this messed up state?!
For Christ sake…
because the Asia gaming market is weird.
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I played the core game
I quit the core game
I played HoT
I stayed
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Right now starter zones don’t teach you how to do any of that.
There are 80 levels worth on content that can be used to teach that. Frontloading mechanics will just overly frustrate new players. Things need to be taught incrementally not all at once.
And starter zones are not excessively easy for truly new players. I distinctly remember dying to a herd of cows in Queensdale when I was new and gw2 isn’t even my first mmorpg.
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(edited by Crinn.7864)
Please remember that level 1-25 zones are the habitat of brand new players just figuring out how to use abilities.
Subjecting a brand new level 5 player to pocket raptors is not good for player retention.
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Daggers already fill the “fast melee attacks” role. Moreover fast attacks from a 6ft long two-handed greatsword does not make any sense.
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I don’t understand the issue. +25% movement speed is available for classes from specific runes, signet passives, and traits. Adding more sources just invalidates the things listed for no gain.
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Well think about it, how else are we going to get that might? Do this and the meta next balance patch will be 2 PS 2 Druid 2 Chrono 2 DPS and 2 Rev. Note that in this meta there’s even less diversity and more class discrimination since you’ll be required to take revs as the secondary might stackers.
The argument ditching PS might gen is that classes are (roughly) balanced based on their own boon generation. Classes that can self-stack might are balanced around having that might, while classes that can’t self-stack might are balanced around not-having might.
When classes with zero might generation are given a free 25 stack of might they end up significantly outperforming classes that natively generate might.
If you parse all of the classes on the raid golem without using any of the boons you’ll notice that the performance gap between classes is massively reduced.
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(edited by Crinn.7864)
I found it amusing that “doomsday preparation kit” was on sale on the same day as the election
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Salt is used for traction…
0/10 bud
Only on ice (or rather to melt ice) On everything else salt would decrease traction.
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Anyone saying solo and duo is a bad idea for ranked clearly wasnt playing when the game was at its most competitive, when solo queue was a thing
That argument only holds if correlation proves causation which it doesn’t.
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Gw2 sPvP’s problem isn’t the design or the devs, the problem is that gameplay wise it sits in the middle between traditional number based RPG gameplay, and reflex based area gameplay. There is a split in the PvP population between people that like more traditional mmorpg gameplay, and the people that want pure reflex gameplay.
People are trying to force sPvP to fit into their preconceptions about what a esport is. basically people are expecting a CS:GO experience out of gw2. Or people go the opposite way and are expecting a MOBA experience from gw2.
In reality gw2 is neither of those and thus fails both of those player’s expectations.
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Shadowstep and Portal Entre’s exits are constantly visible even before they’re called, it’s a small white ring for Shadowstep.
I would hazard that the scripts that govern abilities probably tell the graphics engine to “render this pink crap on a loop at X until I tell you to stop.”
Obviously the scripts are storing the location somewhere, but storing the location and calling/checking it are two different things. And for your ideas to work the engine would have to be actively checking it.
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Why does Lege armor have to be tied to Raids?
in Guild Wars 2: Heart of Thorns
Posted by: Crinn.7864
Anet recently closed all the other threads on this topic. Saying ‘go talk about something else’. It seems from the recent posts there’s still plenty left to talk about.
Honestly I think people are just talking in circles at this point.
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Don’t get me wrong in competitive games I find my self on the losing end of matches as well. But at lease in those games I can find ways to improve to the point I can learn to again hyper-carry in those situations. GW2 allows for amazing players to solo carry team but not hyper carry. This is what led me to such heart ache in GW2’s sPvP. To the point you might catch me in a unranked or ranked GW2 PvP match once in a blue moon. All because at a %100 personal dominance all I can hope for is my skill to make up %50 of the win for my team. Meaning in this game it’s my team’s skill that worth anything not mines. So when I see the team can’t even stay alive for more then 20 secs. Yup I go do other things while the match finishes instead of continuing to feed the enemy team. Because after all this is a Team/Social based game, right?
So basically you are assuming because you can’t “hyper-carry” then “hyper-carrying” therefore is impossible. You entire account testifies more to your ego than to your argument.
If we must delve into anecdotes I can think of many occasions of a single player carrying a team. A d/d ele I encountered some time ago who essentially solo-carried teamfights. Skilled thieves that get all the +1s on time while managing backcaps. A godly power Mesmer that basically killed everything he looked at. Skilled revs that shut down teamfights while easily keeping themselves up under fire.
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(edited by Crinn.7864)
Let me be more specific in meaning.
All but one of your ideas for the teleport problem assume that the location of a teleport are constantly checked in the same manner that a player’s position is checked.
But as far as I can tell by observation they are not. Player positions can be easily displayed on a map because the game has to constantly check the player’s position for obvious reasons. However with teleports there is no indication that the game bothers tracking the teleports position until the player actually calls the teleport. And it makes sense that teleports would be implemented in such a way since it would cut down on the amount of work the game has to do.
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I still want a pistol warrior. :/
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Well the thing is in other Competitive Skill based PvP games like MOBAs and such. There is these two things called hyper-carrying, and carrying because 1 player in those skilled based game can have a huge impact on a match depending on his/her skill level vs the enemy team’s players skill level.
GW2’s version of Conquest is not primarly a skill based version of sPvP. It’s a Social based version of sPvP. This means the players with the best communication will more then likely win most of there matches against teams of randoms with that one ALPHA player. And there is not a thing that one player can do about a match just based on the 3 point capture design, which in my opinion have no place in a non FPS competitive environment. More so in a MMO with PvP as it’s side project.
Basically in GW2 if you have sup par teammates going against another sub par team that has comms. There is little to nothing you can do because, while you are the king of your point, your other team mates can not hold another point. So the enemy team win regardless of how good of a player you are. Other skilled based sPvP games MOBAs “Just One ALPHA” player on your team can turn defeat into victory by hyper-carrying their team to victory.
At this point at lease in my personally case, till Season 5 starts. The only thing that has a chance at getting me into a GW2 sPvP match is custom matches, and if guild mates really hardcore ask me to join for a match or two. Other then that I go play the actually fun and competitive games that are on the market. The ones where player skill matters and the MM is not just trash handing out victories and defeat before the match even starts.
That is why people who plays other sPvP games and MOBAs experiences this problem more so in GW2 even with it’s lower PvP population. Then in those huge populated sPvP games MOBAs. ANet just has a sPvP system that was doomed to fail from the start in a MMO even in a MOBA this system 3 point capture and hold system would fail completely. It’s a system that imho only shooters and P2W games can get away with.
While bashing Anet is always in the vogue, you’re premise is entirely wrong.
GW2 allows “hyper-carrying” and is much easier to do here than in a Moba because we don’t have that lane crap and GW2 has a much more complex combat system than your typical 4-5 button MOBA. The whole “gw2 isn’t skill based” argument is coming from players that don’t play at a high enough level to be able to identify skill.
Also this community’s habit of blaming the pugs needs to stop. You don’t know what information was on that pug’s screen and you don’t know what other external factors that player was dealing with.
A player can look like a pro or a imbecile depending on what moment you catch them in.
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Quitting is the same as match fixing and ought to be punished as such. There is no justification for throwing your team under the bus.
And I’m sorry but none of the quitting I see is even occurring in blow out matches. It’s people quitting just because they lost the first teamfight. Or because they arbitrarily decided that they don’t like one of the pugs.
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So no more -50% dmg while in death shroud?
edit: Just realised this might not be what you meant, but I’ll let it stay.
The 50% damage reduction doesn’t mean anything. Everything about shroud is percentage based except for receiving damage. This means that they could double the amount of life force and remove the -50%, or reduce the amount by half and upp the reduction to 75% and it would still be the same for gameplay. It just arbitrarily ended up this way.
No it’s not the same. Life Force amount does not scale to damage taken. Damage reduction does scale to damage taken.
Swapping X life force for Y damage reduction is only “the same for gameplay” at a single set amount of DTPS. Any more DTPS and Damage reduction is more valuable, and less and LF is more valuable.
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Yeah I highly doubt that the 3 solutions I proposed are all technically complicated. .
Never say that about anything programming related.
http://imgs.xkcd.com/comics/tasks.png
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Lasts way too long, and should not be useable while downed.
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Spite:
Major Adept:
Bitter Chill: Chilling a foe corrupts a boon
Needs a cooldown, otherwise chillomancer would have so much corruption that stacked boonshare eles could not compensate.
Major Master:
Chill of Death: Striking a chilled foe applies poison and bleed (10s)
You do realize that this trait + reaper traitline would result in ungodly condi bombs right?
Rending Shroud: Entering shroud inflicts damage on nearby foes. Constantly cripple nearby enemies while in shroud.
Pulsing cripple in shroud would be way to much. Of course this doesn’t matter because your Chill of Death trait is so ungodly strong that there would be no point to taking anything else for this tier.
Minor Grandmaster:
Siphoned Power: gain 100 power per enemy within earshot
I’m assuming this is target capped at 5 right? Even then +500 power for walking into a teamfight is insane for power builds.
Major Grandmaster:
Close to Death: if your health drops below 50%, gain 20% more Power, Precision and Ferocity. Deal 20% damage to foes below 50% health
This trait plus the previous minor trait would result in gravedigger being able to 1-shot most professions.
Spiteful Spirit: Corrupt up to 3 boons on up to 5 enemies nearby when entering shroud. While in shroud, corrupt a boon and transfer a condition every 3 seconds.
Do I really need to explain how pulsing boon corrupt on top of pulsing condi transfer would break the game?
Chilling Darkness: Blinding a target also applies chill (6s). Chilling an already chilled foe applies blindness
Necros don’t even need other defensive traits other than this. This trait basically insures enemies are permanently blinded.
Plague Sending: Whenever you reach 5 conditions, you transfer them to up to 5 enemies within earshot
So basically immunity to condi pressure.
Terrifying Escape: Dodging fears nearby foes
just no.
Master of Corruption: Corruption skills recharge faster. Consume conditions upon activating a corruption skill.
Seems redundant given this traitline already has immunity to condi pressure. But I guess this is in case people didn’t take the precious’s tier’s condi immunity trait.
Terror: Fear lasts longer, cripples and causes damage. Damage is increased if more conditions are present
So what I would do is take spite/curses/reaper. I would take your Chill of Death trait from spite. Combine that with reaper’s chill on fear, I would be able to condi bomb people by simply landing a single fear.
Path of Corruption: Inflict torment (5s) and poison (5s) whenever you corrupt a boon
You really like super condi bombs don’t you?
Target the Weak: Gain 10% more condition damage. Striking a target with 5 conditions or more resets their time
“Their” is extremely vague. I assume you mean the conditions. If so this traits grants curses necros effectively infinite DPS by preventing their conditions from ever falling off.
Lingering Curse: Scepter skills recharge faster. Conditions have 100% more duration
This would have been strong if your minor grandmaster trait wasn’t giving condis infinite uptime.
Parasitic Contagion: Receive less condition damage. Any conditions applied to you are also applied to the attacker
You do realize that this would mean that two PC necros dueling each other would end up stacking a infinite number of condis.
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turn off postprocessing and see if that helps
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Yes warrior had non-greatsword builds at a few points, but they where the exception not the rule. They also tended to be short lived.
Warrior pre-hot was chained to being power, and since GS is easily the strongest power weapon it got picked more or less all the time.
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I’d like a slot for putting spare skritt in.
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Bashing elite specs has been the hip thing to do since HoT, so I figure it’d be a nice change of pace to talk about the good things elite specs did for the game.
Warrior
-HoT allowed warriors to run something other than greatsword. Condi warrior is actually a thing now, rather than the pre-hot days of power-or-bust
-Berserk mode added fluidity to the class. Core warrior felt extremely clunky to use and was rotationally simplistic. Berserk mode made it a bit more interesting to play.
Guardian
-Virtues are used actively now. Core virtues where so weak that player typically camped the passive rather than active use. Virtues only saw active use if the guardian had no other options, and even then only if the virtues where traited.
Rangers
-Rangers are actually useful now. Pre-Hot rangers where extremely meh.
Thief
-Daredevil gives thieves defensive options other than stealth.
-Staff offers a viable alternative to dagger/x
Necromancer
-Reapers shroud internally synergizes with itself. Compare this to core shroud where the skills often worked against each other. Core shroud skills 1,4, and 5 are ranged, yet shroud 2 is a gap closer. Still have no idea what the devs where trying to accomplish with core shroud #5.
-Shout elite. Necromancers finally get a low CD elite, and it’s not a transform! CttB offers a elite that is good for both power and condi builds, and can be used to set up plays.
Engineer
-Scrapper offers a nice break from kits for those of us who don’t like frantic button mashing.
I’m leaving out Mesmer and Ele because I don’t play those.
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I got moa’d 4 times in a row once. Was very salty.
Although on a different occasion I down’ed and stomped a guy while in moa form.
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Well of blood should be a dark field
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But it’s ultimately a design issue. Point roatations, builds, and coordination are paramount, and if an individual feels like he can’t make a difference combative or otherwise (like a Mesmer’s utility), they are likely to be dishearted to the point of giving up.
I wouldn’t call it a design issue. Every PvP game I’ve ever played has had issues with quitters.
I made this thread because this past week has had like 3x as many quitters as normal.
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@Crinn
I don’t agree. The low population and the way the matchmaker is set up seem to match newbies with top players in an attempt to make “balanced” matches.
“Low” and “top” are subjective terms that can mean anything and everything or nothing at all. You’re using meaningless rhetoric.
As a person who went through the new player phase not too long ago, it doesn’t happen. At no point during my early days did I feel like I was matched above my skill level. And in the entire year I’ve played this game I have only had a few matches where I felt like I was out of my league.
The problem is that it’s hard or impossible to quantify. Is an esl quality player worth 2 noobs? 3? What about the effects of synergy that diminish rapidly with new players?
ESL players do not play against new players. The MMR gap will never allow it.
The system is fine and needs no changes.
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Newbies already have a boost in the form of MMR matchmaking matching them with other newbies.
Seriously I’m not kidding, I started this game right before HoT and won the first 5 games I played.
sPvP has a high turnover rate because many of the core mechanics don’t come into play until higher levels of skill, which mean that much of the depth is completely invisible to new players.
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(edited by Crinn.7864)
External healing in shroud should never at any point happen. It would be a balance nightmare.
If healing through shroud becomes a thing, people are just going to stack LF regen and make near-permashroud builds that will be effectively invincible in any situation where supports are involved.
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never mind misread
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