Showing Posts For DGraves.3720:

Guardian Difficulty?

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Posted by: DGraves.3720

DGraves.3720

And I guess the question has to be asked is this learning curve even worth it?

No.

Why can't we trade players face-to-face?

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Posted by: DGraves.3720

DGraves.3720

…socialism…
…free market…
…players of all levels are robbed of their agency.

Hehe.

I’m getting plenty of ‘agency’ on the existing trading post. The tax is higher than most markets, but given it’s not going to those with less resources than I have, it’s a pretty poor kind of socialism. And I mean that in the same way as a car without wheels and an engine is a pretty poor kind of car.

But regardless of where that 15% goes, I’m still getting rich off it.

Actually while people are on the “tax” it actually hurts the poor and keeps the wealthy as such in this system because the tax itself doesn’t go anywhere. The gold simply disappears from the system altogether.

Why are raids designed backwards?

in Fractals, Dungeons & Raids

Posted by: DGraves.3720

DGraves.3720

I understand that and yes it is. It is against everything anet have said they wanted.

The problem is actually more complex though, armor is simply not a worthwhile tactic in GW2.

I see all you said as true however this was their chance to change that. Raids were new and untouched and unsoiled by previous gameplay. They even announced it being unlike other aspects. The team could have done anything … And they did nothing. I’ve been in this raid before. I was in this raid ten years ago. Same BS now with dodging.

I miss games where armor is a tactic. Sadly most of those are 1P games or PvP. Rarely is there a PvE game that really encourages defensive intelligent play which isn’t a roguelike. I mean even the prospect of death is not frightening; if you died and got kicked from the whole instance and could not re-enter that would change people’s tunes immediately and they’d be in Knight’s faster than you can remember that the “k” is silent and that English is senseless.

Drarnor Kunoram.5180:

The main reason for having Toughness be the primary aggro mechanic in raids is because otherwise, there is no way to keep a boss’s attention. Imagine if Vale Guardian just kept picking whoever had the highest DPS to attack. That would change frequently throughout the fight, which could potentially result in a split group that just juggles him between them.

Imagine if Sabetha did that. She doesn’t have the issues of being kited, but if she’s constantly shooting her fireballs at whoever has highest DPS…the entire raid group will quickly wipe. Granted, Sabetha has a very different set of aggro mechanics compared to Gorseval and Vale Guardian already, as she targets furthest away rather than any other factor.

Instead of highest anything why not base it on the lowest? Lowest armor is primary target. Party wipes because people weren’t thinking on some level of balance between offense and defense. See, if the tank went in a heavy armored class then the light armored would need more toughness but this also encourages the tank in his heavy armor not to take toughness. It keeps the players in check because the light armored need say greater than 2,200 to beat the 2,200 from heavy armor and the tank would take no toughness and only wear heavy armor so now not only do you have a standard for behavior but you a damage sink as well as a factor that encourages stronger and more sensible gameplay.

All you’d have to do from there is lower boss HP and raise boss damage to match out the expectations. You should be punished for running pure damage in a raid because the entire idea of teamwork isn’t “hey, he’s gonna get you, okay?” and then 9 people standing there being buttcheeks and casting who cares with one running too and fro.

(edited by DGraves.3720)

Why are raids designed backwards?

in Fractals, Dungeons & Raids

Posted by: DGraves.3720

DGraves.3720

Short answer, if the boss went for the party members with the weakest armor first then far fewer teams would ever get through.

You make good points but isn’t that actually the idea?

The concept of making “harder content” while keeping a traditional “easy mode” ritualistic behavior is self-defeating. The simplest solution to the problem is to just lower the boss HP and raise the potential of death by causing the boss to target characters in the order of least to greatest armor or at least pursue a character voraciously at random for a set amount of time with a barrage of truly deadly attacks.

I actually cannot figure out why they even have toughness in the game half the time.

Is GW2 the best MMO?

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Posted by: DGraves.3720

DGraves.3720

Hell NO!!

Compared to Elder Scrolls Online gw2 is a train wreck run by spoiled children.

ESO is, in my opinion, the most senseless excuse for a concept ruining antic I have ever seen. It takes all that was bad within Skyrim and combines it with poor elements from traditional MMO to create …

I will just note your sarcasm. <3

Is GW2 the best MMO?

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Posted by: DGraves.3720

DGraves.3720

I think it’s the best when compared to games of the same style and type, yeah.

Why are raids designed backwards?

in Fractals, Dungeons & Raids

Posted by: DGraves.3720

DGraves.3720

There’s a flaw in your logic. ANet never specifically wanted to get RID of healer’s and tanks, it just wanted every class to be able to do most anything.

Example they used way back when was an Elementalist swapping to Water Attunement to provide healing for the group.

Do you know why Elementalist was the first thing you said? It’s because Elementalist is really the only class that does this well. It really is. I run an Engineer main and when Elixer-Infused Bombs went so did the very concept of creating an engineer that was good at healing others. Engineers are great at healing themselves but of their heal opportunities only 3, 2 of which are in direct contest due to being in the same trait line as grandmaster, are even able to heal people who are not themselves.

It’s just not a thing. Last time I saw a healing warrior with remarks and high praise was about never.

The goal they set out to achieve wasn’t to get rid of tanks/healers per se, but to make it so X class isn’t REQUIRED to perform Y role in a group.

I’m pretty sure it was. Relatively sure they sought to make characters self-sufficient which is not the same as making characters viable for all three of the “holy trinity”. Good luck with your … thief healer?

Why are raids designed backwards?

in Fractals, Dungeons & Raids

Posted by: DGraves.3720

DGraves.3720

If enemies, especially bosses, targeted players with the lowest defence first then there would be very little incentive for players to play those classes. Meanwhile the players with high defence would be left alive the longest, and have the easiest time against the enemy.

But let’s think about this. Players that are well armored survive the longest, are targeted last, and have the easiest time (doubly-so because they are well armored) meanwhile players that are running in practically naked with no compensation whatsoever for that behavior are completely obliterated.

People complain about stupid AI. Then they turn around and hope for stupid AI.

Under this system I would never take toughness of be a warrior. Problem solved for 6 out of 9 classes when dealing with the bigger bad.

Instead, players who will die quickly are infrequently targeted. That way in the event they do become the target they feel a very real threat but still have a chance to win, meanwhile the players with high defence can take the brunt of the damage but still need to be careful about what they’re doing.

But if you think on this for just a moment players who die less are targeted. So they aren’t dying. Worse yet let’s say we have a team of 4, 1 is a healer who is running around booty-nekkid chanting and keeping the one being targeted who weighs a metric ton due to his armor alive while the other two nekkid mages cast fireball over and over and over because the enemy for some reason, despite being aflame on his butt, can’t figure out just where all that pain is coming from.

It is literally catering to the idea that light-armor classes (which shouldn’t exactly exist in a game like this without “roles” but another discussion for 2017) should just build DPS no matter what because Gargantua the Mighty is going to leave you alone for Grobarth the kittened barbarian who keeps stumbling into walls and tripping over his own feet simply because he has heavier armor without taking a single point of toughness.

The way it is set up may not seem logical in a real warfare type situation, but it’s necessary to making fights in an MMO seem balanced regardless of the inequalities or differences between different professions.

But that’s brick dumb AI. “Oh no, if the thing that is balls to the wall defended to the teeth dies I will have to endure on my own.” sounds like a wipe set-up; if your toughest bro dies and the bigger bad simply farts in your general direction you will die. Instantly. So not only is the game encouraging you to never take a defensive stance on stats or whatever but it puts the onus on just keeping one dude alive and having him run amok stumbling over himself drunk on Christmas ale.

My brain cannot handle this, (But the image is cute and will be drawn later)!

Why are raids designed backwards?

in Fractals, Dungeons & Raids

Posted by: DGraves.3720

DGraves.3720

If you and I, as players, were against a group of enemies one of which is a veteran and the others regulars of the same type we would target the regulars first in most circumstances to kill them first.

Why is it that AI is forced to target enemies (players) with the highest armor? Isn’t that counterintuitive? We wouldn’t do it unless there was a gimmick reward to it but raids are always designed this way.

It confuses me. Raid bosses should target players with the lowest defense first… Because they have the lowest defense.

Are Grenades still required for max dps?

in Engineer

Posted by: DGraves.3720

DGraves.3720

So after you used blunderbuss you use what? Rifle aa? Or nades … ;3

Aslong as you do not have a full rotation without any aa’s and without using nades, nades will be required for max dps.

If the two rotations were to exclude one another then it would just be another kit skill, probably FT for burning for both, if the rotations were bound to their weapon types with only rifle and only grenade then the other skills alongside appropriate utility skills and toolbelt abilities etc.

There’s no particularly insane shift. If you took them both then obviously it’s not a comparison anymore, is it?

Whatever the case I have long forgotten what this was about.

where does it go - conspiracy thread

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Posted by: DGraves.3720

DGraves.3720

Probably just the Mursaat.

Why can't we trade players face-to-face?

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Posted by: DGraves.3720

DGraves.3720

Don’t try, they don’t even realise they are losing “copper by copper” every time they pay something in real life. They don’t see the difference, or even better, they follow the basic human psychology 49,99 is closer to 40, so I will pay it, I wouldn’t pay for 50, I mean, 50 is 50 kittenly kitten it’s too much.

But they always pay 50…ahh, good times indeed, even on tp they are scammed like nothing, it’s just too easy to get rich playing tp, yet they cry about scamming in face-to-face scenario.

Psychological pricing techniques, esp. those relating to the left-most digit, are actually not a universally accepted thing in economics as being reliably viable. How people decide what is and isn’t worthwhile is far more than tacking on pennies and especially so when working with predominantly understood completely fake and relatively infinite currencies.

TL;DC: “Totally different.”

Karma Armor Being Soulbound.

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Posted by: DGraves.3720

DGraves.3720

This issue was fixed by making all currency accountbound. It still keeps you (oh friendly patron) from tweaking your characters with free level 80 gear that you bought 5 sets of from Orr that one Thursday 7 months ago before people just abandoned it.

In short, it keeps you exploring the gat-dang map!

HOT is likely to be FREE later this year

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Posted by: DGraves.3720

DGraves.3720

To be totally honest it wouldn’t bother me either way. It really just doesn’t cost enough to care to be honest. If I wanted to wait for the next free release since they were public about the schedule it would be fair game too.

No hidden gimmicks here to be mad about even if it were the way you were claiming it is.

[Request]Make Exp Modes account-bound

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Posted by: DGraves.3720

DGraves.3720

I can see this being a reasonable request.

In PVE is 4 stat armor ever worth it?

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Posted by: DGraves.3720

DGraves.3720

Just check here. Might give you a notion.

Looking at the raid variants it’s so rarely used that I presume you meant “no, it is worthless”. It’s only used by, looking at 6 classes, 2 and that’s it.

Why can't we trade players face-to-face?

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Posted by: DGraves.3720

DGraves.3720

The primary reason I would be against player to player trading is to decrease and uniformly undermine racketeering and item monopoly. While economic guilds do exist of course the ability to, for the generic player anyway, create strong monopolizing forces is relatively weak.

A disenfranchised economy is a free economy after all.

In PVE is 4 stat armor ever worth it?

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Posted by: DGraves.3720

DGraves.3720

“Don’t diversify.”

An investment strategy that has a lot of merit. The key point here is that ultimately I am unsure of whether ever to go for the new 4 stat armor. I just want to know your experiences before I bother investing any more thought into whether it’s worth it or writing it off entirely forever.

Is what you give up really worth what you gain in a 4th stat slot?

LEVEL 80 in Starting Area

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Posted by: DGraves.3720

DGraves.3720

The only potential problem with this method is you get no exposure to mechanics as you level. Doing this on a harder to learn class is generally detrimental for a while to your gameplay.

But yeah, it does feel good 1 shotting the whole of Tyria for a while.

Engineer Traits and Healing power.

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Posted by: DGraves.3720

DGraves.3720

IIRC medical dispersion field is in the Inventions tree. Ironically so is bunker down. Bunker down is vastly superior simply because anyone can pick it up, you can drop them all the time, and the packs have an attribute adjust of 250 Healing Power.

You also get a free mine and no one can advisement pick them up at full health so no risk of heal deprivation. While it is critical dependent and dispersion field isn’t the biggest problem with dispersion field isn’t the share it’s the real ratio. Say it gave 20% of your heal to others, the coefficient of backpack regenerator is 5% so it’s. 20% of the 5%… 1%. Same with regeneration from the turret, while they get their own regeneration you add a negligible amount when it’s active.

Basically the value at even 2,000 Healing Power outgoing from you at 20% using backpack regenerator is only 43/s. The loss in effectiveness is just too high due to it’s compounding nature.

Skill attributes [suggestion]

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Posted by: DGraves.3720

DGraves.3720

The problem with this is by and large people tend to play the same thing (“meta”) so instead of creating build diversity it just becomes another build efficiency race where unskilled people follow the leader(s).

Are Grenades still required for max dps?

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Posted by: DGraves.3720

DGraves.3720

Rifle’s blunderbluss does more DPS than grenades’ Shrapnel Grenade and typically will apply 3 to 4 bleeds since distance can’t be that great if you’re swapping to bomb kit to plant firebomb. When traited it has a recharge of 8s versus 5 but provides +1 bleed which more than makes up for it.

I still don’t get the point of this comparison. They’re not competing against each other; one is a kit while the other is a weapon. And there’s nothing stopping you from weaving a couple Shrapnel Grenades between every Blunderbuss and taking advantage of both … unless you’re trying to imply that you can ignore taking grenades because how much damage the rifle does alone. But that’d be a mistake.

It was a question of alternatives. It isn’t that they can’t run concurrently but rather that in totality the statement that grenades are a requirement isn’t wholly true. Generally speaking most people that I know of run pistols versus rifles when building condition builds though.

The base point is that all things considered you are not doomed to some hell for not taking grenades whether power or condition because other weapons can and do deal like damage. That’s not to say you shouldn’t use grenades.

Which class is laziest?

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Posted by: DGraves.3720

DGraves.3720

Thinks have changed a lot. I really don’t know the answer anymore since I haven’t played anything too different since I don’t have all the specializations unlocked. I would think that Revenant is pretty easy though and a strong contender for “laziest”.

Anti farming bot suggestion

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Posted by: DGraves.3720

DGraves.3720

I’ve an even better idea!

Just make the nodes ask you if you want to mine them. It works with throwing things away … useless worthless things … “Are you sure you want to get rid of this worthless trinket that no one uses?”

Sorry.

What new weapon would you like?

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Posted by: DGraves.3720

DGraves.3720

I want to follow the thief and get an alchemic (non-magical) staff.

I just think the idea is cool.

Glass cannon strategy: exploit?

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Posted by: DGraves.3720

DGraves.3720

I prefer Anet just use a contribution system. People who do most damage get the most rewards. Sounds fair.

If you die or whatever. It’s your lost.

That would just not work. Some classes hands down do more damage than others; you’d cripple the point of playing some classes altogether.

Scrapper, Scrapper, Scrapper...

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Posted by: DGraves.3720

DGraves.3720

RIP classic engi, I miss you

He’s not dead. He lives in your heart.

Are Grenades still required for max dps?

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Posted by: DGraves.3720

DGraves.3720

Sorry I’m late to return to this conversation. Anyways, not sure why rifle and grenades are being compared, you take both, same with other kits.

Similar efficiency on some fronts.

Think the thing to consider is, what utility that you don’t already take can replace grenade kit and provide the same or greater dps?

That was kind of the point. Even rifle, a base level weapon and definitely not truly comparable a kit, had more utility. Rifle’s blunderbluss does more DPS than grenades’ Shrapnel Grenade and typically will apply 3 to 4 bleeds since distance can’t be that great if you’re swapping to bomb kit to plant firebomb. When traited it has a recharge of 8s versus 5 but provides +1 bleed which more than makes up for it.

This ignores the rest of the utility.

Lastly, hitting your target with grenades should not be an issue for anyone anymore with the snap ground targeting.

I haven’t tried since the newer update where they said they did something to improve it; when it first came out I thought “this ought to be neat” but against anything that moved faster than molasses it would aim “where they were” versus “where they were going”. It’s wonderful for stationary targets of course.

I’m neither here nor there on that one.

Kit-Less Scrapper pt2

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Posted by: DGraves.3720

DGraves.3720

Where do you guys get your music from?

Glass cannon strategy: exploit?

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Posted by: DGraves.3720

DGraves.3720

It’s not exploitive for one person. It’s exploitive when a lot of people do it.

This logic doesn’t work. I think you meant “it’s exploitive when coordinated.”

is mekittenit totally irredeemable?

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Posted by: DGraves.3720

DGraves.3720

Mekittenal… Haha.

As for it’s usage if you like it and your friends like you playing it, play it, don’t worry about what we think.

Upcoming Guild Chat: We want to answer your questions!

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DGraves.3720

I actually wonder, what your philosophy is on balancing creatures to make them enjoyable enough for the hardcore players but not discouraging for the casual players?

Elite spec:Technomancer (Staff & Arcane)

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Posted by: DGraves.3720

DGraves.3720

This is a MezzEle.

It feels completely unnatural as a direction imo.

Fall dmg Trait useless after Gliding update

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Posted by: DGraves.3720

DGraves.3720

I like the functionality of the fall traits, but i think in stead of “when you take fall damage” they could update those effects to “when you fall x distance”

Stay with me here.

The reasoning for the change would be to reduce the amount of time you need to fall to trigger the effect, making the traits more useful as positional/tactical effects in more places, allowing you to trigger the effect in a lot more situations.

I like the idea of these traits, but the rather extreme distance oyou need to fall to get the effect makes them useless in a lot of theplaced I’d expect to use them to “get the jump” on enemies.

“When you take fall damage” and “You need to fall X distance” are equivalent since the damage you take is based on the distance you fall. You just want a shorter fall distance. But how small can it really be? You can’t just fall off the tiniest ledges and commit oblivion on the world below…

Upcoming Guild Chat: We want to answer your questions!

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Posted by: DGraves.3720

DGraves.3720

Actually out of curiosity can we have genuinely organized squads for enemies? I mean we have archetypes like “Shroom” and “Toad” and “Mordrem” but even though they are close together they are not acting as squads would in an organized fashion. They don’t particularly creates traps, properly think to aim to lay down distinct opportunities, and overall despite being there are kind of … “dumb”.

So many possibilities. So few snakes.

Upcoming Guild Chat: We want to answer your questions!

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Posted by: DGraves.3720

DGraves.3720

I want to fight snakes.

Shared Inventory Slot Feedback [merged]

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Posted by: DGraves.3720

DGraves.3720

I have a question.

1 slot for my copper salvaging machine. Fine.

But can I use the mining and gathering tools on different toons if I fill that slot with them, with them being equipped, or do I have to unequip every time I switch characters? Because if I have to unequip I’ve no idea what to do with them; it’s the same as sticking it in a bank and forgetting about it which I am want to do.

I put a set of permanent tools in the account wide slots.

Now, what I did was give each char one set of orichalcum level tools. You need that to have a way to swap easily. Then when I choose the char I’m playing on, I swap out the ori tools for the permanent tools by clicking on the permanent tools in the inventory. At the end of playing on that char I open up the inventory and swap tools again by clicking on the ori tools in the inventory, putting the permanent tools in the account wide slots.

This is far faster than waypointing to a bank, unequipping the tools, putting them in the bank, then with the next char you play, waypointing to a bank, taking the tools out of the bank and equipping them then waypointing to the map you want to play in.

It’s a matter of getting in the habit of putting the tools back in inventory when you’re done.

Ah, makes sense, thank you then. Maybe I will buy such a thing now.

Shrapnel

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Posted by: DGraves.3720

DGraves.3720

I’m just going to say “okay”.

this is why your walls of text need to be ignored. :/

I agree. We shouldn’t speak.

im not the one unconditionally refuting numbers, math, and logic just because i can. you are. in about 4 threads.

Actually I am not refuting the data I am questioning the method of modeling. I don’t think it is accurate. My reasoning is that as a player I watch plenty of people play these cookie cutter builds and not do anywhere near what is professed.

It is not a matter of whether the collected data is valid but of whether the projections are accurate. A good way to explain this is to the loot chance of an item from a specific chest; after 10 tries you get data but would you average off of it? No. After 100? No. After 1,000? It’s not terribly advisable. After 10,000? You may have an idea. After 100,000? It’s getting closer. And you can add more and more zeros for more and more accurate results but the reality is that the data is taken into consideration from a very specific set of scenarios which may have implicit elements; for instance you have questions like “Do teams do better if they are using teamspeak to communicate?” and “Are they friends or is it a PUG?”

Blah blah economics.

Shrapnel

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Posted by: DGraves.3720

DGraves.3720

I’m just going to say “okay”.

this is why your walls of text need to be ignored. :/

I agree. We shouldn’t speak.

Permanent Quickness and 66% Prot balanced?

in Engineer

Posted by: DGraves.3720

DGraves.3720

Well you deal no damage with it so it’s fine.

You acutally deal lotta damage since you attack twice as fast with most commonly with 52% crit chance and 25 stacks of might. You are only a quite squishy, even if you have prot.

Is quickness twice as fast again? I thought it was 50% faster. It makes it 50% faster not reduces action time by 50%. Or may I am wrong.

What makes a playstyle / build fun to you?

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DGraves.3720

I’m just curious what makes you tick.

Please complete missing trinket sets.

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DGraves.3720

I’ve no idea why it’s not just “player choice” dropdown boxes. Choose the number of prefixes, choose a major, choose two minors, the whole debacle is solved. I know, I know, RNG or “keeps you playing” or something.

damage question

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Posted by: DGraves.3720

DGraves.3720

Burst damage requires mitigation because it is instantaneous.

Damage over Time requires countermeasures because it is prolonged.

Shortening the time whether by curing the condition is equivalent to completely blocking an attack. The two avenues of offense give a way for players to avoid hard counters and therefore be either invincible or nigh so.

Shrapnel

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Posted by: DGraves.3720

DGraves.3720

no, averaging something literally tells you what to expect. it is not unrealistic. stop trying to debunk a claim by saying averages are unrealistic. it makes you look really silly.

The problem is that people don’t understand what averages actually do in models. Averages tell you what to expect under specific conditions presuming no changes but this doesn’t account for any of changes that do actually occur. There is no average “my character is dead again” time in the mix because no one accounts for their character going down. There is no average “my boons are depleted because key source alpha died or was interrupted” because no one mixes that in there. There is no average “things are just going balls to the walls wrong why is this happening!?” or “I am new to this content and don’t know what I am doing and it turns out neither does that guy.” either.

Averages are not the magic and people make them out to be. You can model many things but the less specific your model the more abstract the values. Averages actually are really not the best way to go for short-term engagements and this game is filled with generally short-term engagements. Math is only as good as those who know how to use it; like any tool it can be made to state the obscene because people can simply misuse it to prove a point. It is no different than using any other form of statistics to create havoc in the world.

furthermore, what i am talking about with regard to siege rounds is how much dps the trait adds to whats already there. it adds 1 hit on orbital, and it adds 2 ticks to the poison field. it does not add anything else. and since were discussing condi builds here (because the dps increase from shrapnel is pretty laughable in a power build, especially in the unbuffed state you espouse), i went and smacked a pocket raptor with orbital strike on my full ascended viper/sinister engi and saw a 2k crit, which is laughable, so i multiplied that number by 1.5 to simulate full buffs without spending more than 10 secs thinking about it.

I’m just going to say “okay”.

it is not my problem if you cant understand how estimating works.

You’d be surprised … But I have no interest in trying to claim what you do and do not know.

it is not my problem if you cant understand that in pve, 6k damage is far better to deal than 3k in a 5-10 minute fight such as any high fractal or any raid, and i will kick you for being an obstinate pug when you object.

The reality however is you tend to be dealing with very small factor differences, where the question is whether 5.5k vs. 6k is really a big deal. It takes a lot to halve an appropriately built class even with just a small or moderate rotation. It’s rarely ever that bad if a player is just trying.

and actually, while these grandmasters arent playstyle defining in pve the way anet stated they intended for them to generally be, they are pretty good and definitely not horrible. perhaps you remember how people complained how dominating grenadier used to be when it was a trait that gave more than 15% total dps to any build that took it, since you remember how much power a full stack of might used to give.

Well what makes them pretty good? I can think of plenty of things that make them pretty bad and definitely not worthy of being Grandmaster at all.

Fall dmg Trait useless after Gliding update

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Posted by: DGraves.3720

DGraves.3720

I’m all for removing them and giving players meaningful trade-offs at the adept tier trait level (since that’s where most fall damage traits are located)

So what about thieves? Considering it’s a GRAND MASTER trait?

“Attacking an enemy (veteran or below) from behind has a 2% chance to instantly kill them.”

There.

Grenades unreflecteable

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Posted by: DGraves.3720

DGraves.3720

Grenades that are reflected don’t always explode do they? I thought they didn’t. Otherwise I’d die a lot more I’m relatively sure.

Fall dmg Trait useless after Gliding update

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Posted by: DGraves.3720

DGraves.3720

Yes, it is majorly obsolete. Now what?

Glass cannon strategy: exploit?

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DGraves.3720

…I dispute that ‘Glass Cannons’ even EXIST.

The on-demand invulnerability this game affords all characters has such incredible — nay, ridiculous — uptime vs. the incredibly slow attack tempo of most PvE threats that you can’t be a glass cannon no matter how hard you try. Further, the game’s real work horse defenses… not Vitality and Toughness, but Blind and Aegis don’t scale with stats at all, so there’s only very limited ways to gear towards defense through stats. You can buy screw-up insurance with a larger health bar and a bit more mitigation, but it’s always more efficient to not screw up in the first place.

DPS and moar DPS is about the only useful place to put your stat points.

Sadly this is true. Even if you ignore defense completely you’re not suffering for it because being struck isn’t a legitimate requirement. You don’t ever have to trade blows with an enemy if you are playing correctly. Upsetting.

I completely understand your point, but I disagree slightly. I’d argue that glass cannons DO exist, but are dependent more on the class than gear. Take a meta staff ele for example. That deals a tonne of damage, but will fall over in a slight breeze. That qualifies as a glass cannon. However, for warriors, guardians, revenants, and necros I agree with you, it would be difficult to ever truly see these as glass cannons, even specced purely for damage since, as you said, mechanics other than gear stats (not including base stats) do the bulk of the defensive work in the game.

I would say that Glass Cannon is all about player choice and players don’t choose the base stats of the classes which are all the same. Saying an ele has lower armor is actually saying that light armor is weaker defensively than heavy armor. It has nothing to do with the choice to play Elementalist and everything to do with things outside of player control.

GC isn’t a thing in this case. I mean unless you argue that bruisers and glass cannons are the same thing with just different armor ratings.

(edited by DGraves.3720)

Shatterer Discussion [merged]

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Posted by: DGraves.3720

DGraves.3720

I can (and do) still AFK / watch Netflix / not pay any attention this boss. Feels like a “Shadow Behemoth” upgrade.

This means you did right by me as far as I am concerned.

Please change rich Ore

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

Why can’t they just have a spawn time of 10 minutes?