Showing Posts For Dalanor.5387:

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

LFG: How to make people respect the lfg-text

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

I’ll bite. As written, 9 / 3 * 3 = 9

Ok the answer is 9 because you know P E (MD) (AS) correct?

Yup. Similar the the Greatest Guard math fail above.

Ok so here is the trick question: what is 9/3(3)? and why

Still 9. The parenthesis bit only refers to the expression inside of them, not the expression that contains it. (The above is the same as (9)/(3)*(3))

it’s not 9 its one, pemdas has a hidden rule(maybe more?) which is juxtaposition. the answer is 1. Most people don’t know this.

This smells like BS. Got a reference?

google “math juxtaposition” and prepare to have your mind blown

It’s still 9. I have no idea what you want to accomplish with this.

LFG: How to make people respect the lfg-text

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Or, you could do what Liahm and I did a couple months back: Put a math problem in the lfg. If they can’t solve it, kick ’em.

Yeah, those usually end like this. The math was 2+3x2.

Attachments:

Why are "elitists" viewed as the evil ones?

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

My rule since then has become “if they ask a question, I’ll answer, but if they can’t ask, then they’re probably more trouble than it’s worth to try and teach.”

Best rule eva.

wonder what anet will do about this

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

But if they’re going to slowly make every boss with projectiles unreflectable, what’s the purpose of reflects in the first place, since trash mobs die in two slaps?

To please the casual crowd. As always.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Guys guys … In the past days i have serious problem. Both the forums and wiki don’t really want to load in for me. What can cause it? My ISP is fine. Ideas? :/

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Find new friends

Were irreplacable.

Btw gabe, i will prob start playing again soon. Might have to wait till the necro preview though.

<3 Yayyy. I was so sad without you.

And yeah, they’re totally irreplaceable. I feel bad for whoever doesn’t know how it feels like to have friends like this.

Do you miss me? :’ ( Cuz i miss ya, scrub.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Pain, death and suffering with a little slice grumble. Hmm, sounds tasty.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

In other games you have overchallenge here you have no challenge at all. And plus in other games most of the monsters you can’t kill in 1v1 are bosses (which you can’t do here also) and dungeon monsters (made to be killed in a group) just an FYI…

Oh yeah, no challange, whatever. And absolutelly no 1v1 against bosses.

Thanks for making my point even better by giving an example of how easy this game turns out to be.

Can you link your fractal lvl50 solo? I know you won’t and just find a poor excuse and continue to troll, but who knows right?

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

In other games you have overchallenge here you have no challenge at all. And plus in other games most of the monsters you can’t kill in 1v1 are bosses (which you can’t do here also) and dungeon monsters (made to be killed in a group) just an FYI…

Oh yeah, no challange, whatever. And absolutelly no 1v1 against bosses.

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

my IRL friends bought this game about 6 months ago.. within 2 weeks they got bored and quit.

within that time they leveled to 80, experienced Dungeons and WvW.

and guess what… the first thing they asked me was " sooo.. is that it?"

thats just an example ( id like to point out there was 4 of my friends… and they all felt the same)

They ignored what the game can offer, okay. So what? This only classifies them, not the game imo. Or they disliked it, depends on what they even tried out, but rushing trough “everything” in 2 weeks seems to me they just you know, ignored everything.
Bad habits are bad, ’mkay? Leave it in [insert random MMO you dislike].

Why are "elitists" viewed as the evil ones?

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Why is it reasonable to have similar expectations for two completely different approaches to content?

Because …
1. Our time is limited.
2. We beat the content countless times unlike PHIW players.
3. Different mindsets. PHIW players didn’t take a step in other games dungeons, but let’s threat this as an asumption.
4. ???
5. The game is based around and advertised with active combat, not as passivedefenserangepewpewexploit.

ps: What do you gain by bashing casuals? Reputation?
Oh the irony …

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

elementalist that doesnt might stack

in Players Helping Players

Posted by: Dalanor.5387

Dalanor.5387

sry another question

ok so i might stacked… prbbly 9. maybe maybe 12 (im only level 34)

what do i do then? whats the rotation?

There are no Skill rotations…

Combat is dynamic you need to use what you need depending on the situation of the combat you’re in.

There are rotations with ele, don’t mislead him even further.

Why are "elitists" viewed as the evil ones?

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

I feel so baffled why this is so unacceptable here, meanwhile in other games it’s absolutely normal to gear and behave efficiently.
The question is, where these kind of players come from?

elementalist that doesnt might stack

in Players Helping Players

Posted by: Dalanor.5387

Dalanor.5387

sry another question

ok so i might stacked… prbbly 9. maybe maybe 12 (im only level 34)

what do i do then? whats the rotation?

Long but worth the watching. It will answer all of your recent and possible future questions. http://youtu.be/m_Lc5jE-ocQ

and whats OOC blasting?

Out of combat blasting before fights.

Anyone sells fracts 49/50?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

to be honest, even though its against the rules, i am not sure how anet feels about any sort of non TP based trades. And selling of any services

Source for this statement?

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Kicked from Fractals for playing what I enjoy

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Dear OP, stop representing the group of ranger we like to kick from dungeons. I usually do not want to kick player out of spite but the personal use of stealth which returns aggro back to the group is something where I would also draw the line.

You must really hate having a clock and dagger thief with that mentality.

not really, thieves does a ton of single target damage and bring group support. In this scenario, thieves should be using dagger storm, blinds, smoke screen, shadow refuge or any other utilities. Basically, the thief still brings more group support and damage than the OP

Shino tried to point out how C&D thieves drop aggro too mid-combat.

Kicked from Fractals for playing what I enjoy

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

“Engi has kitten tier deeps”, “Nemesis has shown…” – What did I even expect when coming into this thread?

Entertainment?

elementalist that doesnt might stack

in Players Helping Players

Posted by: Dalanor.5387

Dalanor.5387

hi
can someone refer me to elementalist build that isnt might stacking?
pve.
no pvp

thanks!

Refuse to doing your only job isn’t a good idea imo. Try to reroll to a warrior, but they can might stack too so … i dunno.

Also, read it, love it.
http://wiki.guildwars2.com/wiki/Combo

ps: Don’t use earth5 (Churning earth) for might stacking with dagger if you die due to it. Obviously.

(edited by Dalanor.5387)

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

I went fishing for pearls au fond du temple saint (bromance!) and LOOK AT WHAT I’VE FOUND

https://forum-en.gw2archive.eu/forum/game/gw2/Healing-class

Sometimes I love this forum.

Ehm, yeah. Hard to find your healing skill and use common sense.
Remember when we talked about where these players come from? I have seriously no idea, but it gets worse day by day. :/

119% - But what does this do?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Many mathematicians but I guess zero actual Anet programmers.
How come that you can have over 100% magic find and still….find nothing.
It should be the same math, right?
Maybe they both work in the same way?
Roll a dice to see if you will crit. and then apply a coefficient of 0.1% if you have 100 % critical chance.
From my understanding, this is how MF works.
Of course, I might be wrong and that is why…
until someone from Anet answers this, everything is pure speculation.

“Everytime you kill a monster you roll on a number of tables, inside these tables are different rarity categories. Magic find increases the chances you will get higher categories. For example if there is a 1 in 10 category, and you have 200% magic find you will have 3/10 chances to get that category. This improves not just the rarity of the items you get but can also improve your chances at getting trophies and rare crafting materials like lodestones.”

Source.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Hehh, this guy is in every thread and such an incompetent kitten.

ONLY guard/warrior/ele (dungeons&fractals)

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Its not even mandatory in fractals.

Guang snow said it and although he knows nothing he is always right, don’t you know that??

I would like to join a no guardian 5 pugs fractal 40+ with you and see how much it takes.

Why can’t we put in practice our statements for once and see who is right?
As i said many times i will do my part, its not me you’ll have to worry about.

Pugs have a higher potential to miss something, screw up or use something inefficient or outright bad. But look at these.

Bads will be bad, goods will be good. No matter the environment and class choice. It boils down to learn to play issues and general knowledge about the game and it’s mechanics.

/scrub commander goes offline

Why RNG-only skins are bad

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Video is relevant. Sorry if it got linked already.
https://www.youtube.com/watch?v=tWtvrPTbQ_c

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Stacking in GW2

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

@OP

Let me summarize.
You never played any PC game in history and shocked about characters going trough eachother. Use hyperboles to try to prove yourself. Wonder how content became easy 2 years after release. Hyperboles again. Oh, are you a speed runner?
Why should ANet punish stacking? I mean, fighting in melee range is intended, remove it from the game would make no sense than range exploit everything.

By stacking I mean 3 players at least (to avoid problems with reviving, if my friend is down I can resurrect him safely, but when someone else tries to do it at the same time we would be punished).

Ehm, what? Stacking = 3 players? So we aren’t a party anymore, we are 166% of stacking in instanced content? Care to elaborate?

Some people are annoyed by this visual issue, but i can’t understand. Why? If each player stays right next to eachother, it would calm your souls? Or what is the exact problem now? Buffs are shortrange, you have an advantage when you need to ress someone and you can imitate the role of tanks by pulling mobs together to use cleave/aoe attacks on them, because they are more effective than single target attacks.

Collision detection, it solves so many problems inherent in so many of the game modes in gw2.

Problem is the potential griefing possible by “blockading” stuff.

Melee attack assist. Use it.
http://wiki.guildwars2.com/wiki/Options

ps: Make your own groups with like minded people.
http://wiki.guildwars2.com/wiki/Looking_For_Group

What's wrong with people?

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

The ability to sell dungeon paths causes nothing but trouble. Either the buyer gets scammed or the seller gets ‘grieved’. Best solution would be to remove it from the game entirely, for the sake of a more pleasant community.

Or just i don’t know, pay attention to not get scammed and don’t be a kitten to grief others? I know, being a good person nowadays is unacceptable.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

Tonight is the night guys.

I shall stream dungeons/pvp/whatever with the OP rule of 1 death = 1 shot of vodka.

I won’t empty the bottle, but this is gonna be fun ! I’ll post a link when I start

I just read this and i’m already intoxicated. ( x_x)

Really sad I can't play how I want

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

It was clearly mentioned that the Tank-Healer-DPS Trinity had no place in this game, yet you’re talking about its absence as if it were some sort of oversight.

There’s nothing wrong about wanting to play how you want, but you’ll have to find like-minded individuals to do so.

Yes and no, they said they weren’t going to do the dedicated tank, healer and dps system, but not once did they say this meant you had to play as a zerker or you’d get nothing but abuse for it. I’m not saying bring back the holy trinity, I’m saying people should get to play support if they want to and not get kicked from parties

Thats not the developers fault how the playerbase changed the meta around themselves.
The game was intended to be played without the traditional trinity and replace it with some kind of new soft trinity, namely the damage, support and control.
Here support is not equal with healing. I hope it’s obvious for you now. But the way the game mechanics works, there is little to no point to not play in full offensive gear.
Gear only changes your personal passive damage mitigation and damage output (both the amount and type (power vs. condi)).
It’s your own fault that you try to adapt the situation with playing a class you don’t even enjoy and probably can’t understand how support works here in the first place.
Healing=/=support.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

The idea is that it could have a fixed number of defiant stacks, say 20, and you can only reduce those defiant stacks during the window where it is channeling its big skill. Then, once it happens, you call it out and bam, people coordinate and do it to interrupt it. Calling it out on the event interface would also be a good improvement… or perhaps go the route of the Triple Trouble wurm and have yellow ‘announcements’ for participating players telling them about the windup (or even more awesome, audio cues!)

It’s already fixed, assuming on the fact that every person is able to bring at least 1 CC skill. Going into a fight where you need CC and you don’t bring it … Thats a bit of a shame.
The mob itself is big enough to see the animation even if it’s covered in particle effects and if you don’t pay attention to it, the periodic damage is a good sign for something going on.
Calling out to interrupt isn’t a rare thing and still see failed attempts to do it. I know it’s only anecdotal evidence. You shouldn’t need that kind of “announcement” for a regular champion. For THW, yeah, sure. It’s a raid kind of thing anyway. Audio not neccessary a good idea either, due to it’s a common thing that players turn of ingame sounds.

The other big issue with that event is that Grenth’s event currently is a major clusterkitten and also has numerous other issues beyond just Defiant.

Thats another topic, but visual feedback is still a problem with Defiant and interruptable boss skills.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Yeah it’s still more of a instanced content issue, not open world one.
Let’s assume we need to CC a boss to prevent its big attack. Okay.
We have a window where we need to take action.
1. How we handle different type and longevity of CC skills?
2. Should we need to create our opportunity window on our own or the game just should give it us one as Anthony said in his example.

+1: If we make it on a bigger scale, would be on player enough for the succes or more would be better?

The Three Toed Moa fight is a nice change, being able to see when he’s about to run off via the UI is a pretty nice feature. I’d much rather see more of this than “fixing” defiant.

I’ve already said it here, but i think it has a lame design. Let me explain.
The thing that it has a notification when it prepares to run, so you need to stun it nice. However you can spam CC on him 24/7, making his mechanic kinda pointless, except if you are alone, but if the cooldown of his ability is low enough it won’t be an issue.

too much win

Again we turned back to the old topic which was mentioned at the possible changes of combo fields. “our playerbase is dumb we need to make the game dumberrer”
How about to teach them instead?! Blasphemy, i know. But a proper tutorial would be SO good i would adopt hundreds of kittens for it. Make a CDI about the topic pretty please!

And thanks for bringing the Abomination into another perspective for me. I still forget ANet prefers the give an equal field of all type of players, which isn’t a bad thing afterall, but let me take a little note on that fight.
Why implement it? Every class has access to control. Some of them have almost infinite amount (thieves), so it’s kinda cheese the whole fight. It’s not like the bomb run in dredge fractal or anywhere in that whole instance for that matter, where thieves are just too good to pass, so they became mandatory. Anyway, the benefit you gain by pressing a CC button or pressing interract and then another button to CC is … i dunno … does it really matter? I mean it needs a little coordination or at least just stop at 0 defiant stacks and the result is the same if you stop it with the gun. Do we need multiple options when classes can already deal with the situation with multiple skills?

snip

CoE p1, Bjarl the rampager. Decide it yourself that it’s a improvement or not. That guy being an exception, it’s interesting. Change every single encounter like him, nooooooo, please don’t do it.

A world boss with Anthony’s CC window is excellent. I would very much enjoy calling across TS to “CC NOW!” and burn it down to break the boss out of a mega-smash-planet-killer attack. There are other unique mechanics that could be investigated as well.

Read the discussion previously about the wrath at the Grenth event. The mob does a big attack, damaging everyone in sight and has a huuuuuge duration, making it obvious that it literrally screams at your monitor to stop it. But what happens? No one does a single thing. How would it better without Defiant? If only one player is enough for the job is … lame.

list

Multiple tools are given, people are not dealing with the situation with given tools are learn to play issue, lazyness and ignorance. Or choose more. You get it.

list

Dealing with 5 stacks or Defiant isn’t much harder than learning how to stack might and pugs tend to do it. Sometimes.
But the problem is the same at both cases, there is no or not enough incentive to do it. The game isn’t punish you for not doing it. Well sometimes it happens of course, when you didn’t prebuffed and the burst fails, but you get it.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Oh my god a red a post. -screams like a little girl-
While haviz and maha explained the real problems Anthony, there are a lot more going on with this problem. Let’s see your example.

First of all with removing Defiant stacks and make the boss completely immune to CC for the entire fight you remove …

  • the need of coordination
  • team work
  • the need of a learning curve
  • punishment
  • opportunity cost

And maybe a few others, but i now i can’t think of more. If we simplify the situation it’s not vastly different from the current one when Defiant stacks are already stripped, but exactly thats a point. You have to work for to make a CC action possible. And with your idea, it’s completely irrevelant that you used a 1/4 second daze on the boss to interrupt or used a 5 second long freeze to stop it. Also it would remove the option to preemptively CC the boss for a initial burst (the good old Deep freeze + FGS combo).
However, as others already said, there is little to no incentive to do so, because either it’s useless due to skills not going to full cooldown or the skill itself does neglighible effect. I would ad gimmicky fights too, where you negate stuff with enviromental effects (Abomination in Arah P2, both endbosses in dredge fractal, etc.), making CC almost completely irrevelant. But it’s more of a encounter design issue.

The other crucial thing which is just slightly off-topic and got said already is the visibility. Bosses either aren’t big enough to see their animations everytime or covered under a gazillion of particle effects (cough guardian burning cough). Or both.

The third problem is accesibility. Do we need big, interruptable attacks on world bosses or other open world events which gets zerged down with 50,100 or even 150 people? Well, sure, it would make them more interesting than timed loot pinatas, but how a good mechanic can be implemented, i have no idea.

Make CC worthwhile, than we can speak about Defiant again.

All I want is ONE new dungeon

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

partially due to the attitude of those that frequent them

Partially due to the huge step up in difficulty and game knowledge requirement. Open world teaches you almost nothing about the things that you should and sometimes need to use in instanced content. One word and you will get the picture.
Bearbow.

ps: Extra credits made a great episode about toxicity and what is the reason so called “elitists” are get mad or outright rude against the others. Worthwhile to check it out.
But a short tl;dr.
“Casuals” don’t care. Literally. It’s just a game for them. They sit down, smash buttons, have fun. Done.
On the other hand “elitists” are invested in the game. Both by time, emotionally, whatever. They love the game. And they get frustrated when someone else (“casuals”) just don’t give a skritt about the game nor them and they “playhowtheywant” and things just simply go wrong. I hope you got the point. Watch the whole vid, it’s a bit more complicated than that.

Its because Dungs suck and are 100% not worth it and have been this way for a long time.

Well, you know man, it’s just your opinion, would you so kind and elaborate this?

All anyone does them for is daily gold run. Not for those terrible skins requiring tokens. No one repeatadley farms a dung path more than once a day.

Because ANet nerfed it so it worth to run once a day for the guaranteed end reward … ?

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

An intelligently designed boss fight should promote proper CC usage, not attempt to make it almost useless. I think every dungeon boss would be far more fun if there were reasons to use CC on them.

The boss don’t use any projectiles so my teams reflect capabilities are meaningless. Such a bad design! See, everyone can alter facts to blame developers.

For example:
Instead of having a boss who just stands in one spot throwing out attacks that we need to avoid, it should actively move around to different spots where it can activate additional buffs for itself, summon in more allies, or deal massive damage to players.
By allowing us to use CC abilities, we could then try to prevent it from activating these detriments, making the battle require more tactics than simply stacking and attacking. Allow us to pull it into areas where it becomes weaker and allows us to deal more damage, or make its attacks weaker.

You aren’t familiar with Arah, aren’t you? Shoggroth does the same and it is annoying as skritt. I love when people make suggestions without know their game. =]

Now defiance isn’t completely bad, so I’m not saying it should be removed, but don’t have it stay up constantly. Allow it to go off when we weaken the boss enough or meet certain demands, turn it on when the boss gets angry and needs to deal a series of attacks that need to be avoided.

Arah again. Abomination.

It’s just really annoying when some of our most interesting skills are rendered useless so much in boss fights.

See my snarky example above. Have a nice day!

Game does not reward healers

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

I don’t know why OP is surprised that he don’t get loot from his opponents while healing his team mates while he is aware of team mates getting loot by killing his opponents.
Logic flaw aye?

The answer is not immunity

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

I say defiance is bad in design simply because it hard-counters too much. Let’s say you’re fighting the Claw of Jormag. Since you know CCs aren’t going to work on him most of the time, are you going to wait until that time comes, try to coordinate everyone around you to make it happen or will you just stick to damage because damage always works? That’s why world events are spam fest.

Fights are designed in a way that you don’t have to deal with defiant at all, because you can’t coordinate that many players everytime to interrupt. So indeed you can’t stun them, but you don’t even need it.

You have enviromental weapons to cheese the fight by 100% otherwise you would need to equip defensive abilities (stability mainly) and apply small heals around you when neccessary. Also the players are always split up into multiple groups to deal with ads and the mechanics (wall or golem escort).
I admit, the fight isn’t that hard at all, but there are dozens of dead players everytime i go there, becase the fight isn’t just about to slam your face repeatedly into the keyboard.

Golem would be a decent world boss, if vast majority of the playerbase wouldn’t range exploit it and negate all the mechanics they should deal with.

Now if burning always gave him and his walls a special type of weakness that doubled the damage they received, what do you think players will do? That’s how bosses should be handled.

Than you obviously don’t know how guardians work. One guardian alone is able to maintain 100% burning uptime without heavily investing for it. That’s how bosses shouldn’t be handled. By that logic they could simply reduce the health values by 50% and don’t need to hide it behind fluff.

FGS vs. Timewarp

in Fractals, Dungeons & Raids

Posted by: Dalanor.5387

Dalanor.5387

This idea came from when someone said it in the DnT Tourney’s stream.

The claim was, if i remember right so don’t take it as a fact, that it reduces the distance you take while under the effect of quickness, so you can reliable stack damage dots under a boss with a big hit box.

So... where are the Norn?

in Living World

Posted by: Dalanor.5387

Dalanor.5387

While it makes less sense to tell a lot about them indeed they had a tiny role in the past.
Both LS season is currently about sylvari and they had a major role against Zhaitan.
Asura are just a plot device to magicaly solve everything, which i find utterly lame.
Charr are for manpower and technology, same as humans.
And norns … yeah, nothing fancy, just walking meatshields and Humour Herolds.

But the day will come when they can shine!

How to kill Aerin

in Living World

Posted by: Dalanor.5387

Dalanor.5387

He throws the big bombs to the exact same locations and the area has legit safe spots and can be cheesed from range. If you melee it however …
Sun crystals appears right behind you and can be easily used to break his shield. Nothing fancy.

Everybody get your stability buffs ready...

in Living World

Posted by: Dalanor.5387

Dalanor.5387

Or learn to dodge in melee range intead of range exploit it. =]

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

As long as interrupted skills go on 4s cooldown (except few skills that go on full cooldown), what’s the incentive to interrupt? It’s much better to dodge/block than waste 6 skills. Only incentive right now is to use deep freeze and burst down the boss in 5 seconds.

Exactly. Thats a lot more bigger issue than the system itself.

Either there have to be attacks that need to be interrupted (like abomination but much more severe if you fail to do so) or mobs attacks have to go on longer cooldown.

So much yes! Developers however shouldn’t overuse this overhauled system, but way more boss would be better than we have now. :/

Plus, reducing defiance stacks by one would also be appreciated.

So the minimum would be 2 and 4 in a full party? Wouldn’t be that a bit unnecessary? Thieves can handle Defiant too well now, reducing the stack by only 1 makes things so much easier. But it’s just an opinion.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

no, it means their encounter design punishes the diversity they wanted to create, mesmer has

Mesmer still has a lot of stuff to help out the group. Sadly, due to various reasons they are less desired compared to guardians, but the options are still there.

swaths of traits and skills, fairly useless for any important fight.

As far as dalanor saying that a lot of these skills arent useful, having one static answer for every situation, is not imo a good idea as far as building diversity and entertainment go. Even if it is the case that all these skills are useless, and best not existing(which i am not saying is true) that isnt the way they should be, thats a flaw in the skills.

So you linked PvP traits and ones that destroy your phantasms, your only real damage source and wonder why they aren’t viable in PvE. Ahem. Let it sink down.
PvE is static, with a few exceptions the situation you have to deal with is always the same, so you need reliable tools to kill the enemy. That is the same reason (and the balance of course) that you can use active defenses very effectively instead of forced to use passive defenses to mitigate damage everytime. System works as intended.
And honestly you shouldn’t expect that everything work everywhere. This game has a lot of different type of content which requires different approaches. For example WvW roaming is completely different than wandering around a PvE map and leveling.

also as to movement, enemies should move around. I know you guys hate moving enemies because they slow down your dps, but when well executed, enemies that move make the fight much more entertaining. See most games outside of mmos, where an enemy is expected to move.
if handled well, movement can make a fight very interesting.

You can stop with my insulting, thanks.
I guess than you have never encountered Shoggroth in Arah p1. That fight is exactly what you wish for and it isn’t challanging, isn’t fun (for me at least) nor interesting. It’s annoying. Before it get changed you could easily cheese the fight with a consumable called Underwater net, now you have to take 1-2 skills to cheese the fight. Hurray!

Anyways, the biggest and simplest change they could do is to make PvE monster skills go on full cooldown when interrupted.

That would be a good start, but bosses needs more attacks that needs to be interrupted in the first place. Big nasty ones that worth the effort, whatever system we have for CC.

What if… and this is just a simple suggestion, we didn’t have constant defiant uptime? What if, what we had instead, was a small time window in which key-skills on bosses could be interrupted with CC. If your timing was off, that’s when he would start to gain temporary stacks of Defiant. These stacks could naturally wear off, but the more stacks he got, the longer it would take.

It wouldn’t be vastly different from the current system, it’s just less forgiving if you screw up and can’t do anything about it. Which is even more pug unfriendly.

Or: Bosses only gained temporary defiant as soon as they got hit by any CC skill, which would wear off naturally. This would stop players from just spamming it, because spamming CC would only cause higher stacks.

This is what we have now. You spam. You get punished. You keep CC for the right moment, hurray interrupt. Try to read what you write please. Look at the situation Otaur wrote.

Currently the defiant system doesn’t specifically punish spamming CC skills.

Kohler.

In fact, it encourages spamming CC skills to peel off the stacks of Defiant, while demanding players to do so before they want to land their interrupt. But what this system would do is give bosses defiant stacks based on the number of CC skills hitting them within a few seconds time. It would discourage CC spamming.

You see spamming, i see coordinated effort. Pug less.
The current system discourage CC spamming too. Working as intended.
You can’t figure out a better system than we have now. Bad groups should be punished if they just spam their stuff mindlessly, HOWEVER and it’s a really big however, that most of the time it isn’t worth the effort, because sometimes you can just sidestep or other stupid reasons. That needs to change.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

mesmer has a skill which reflects boons, giving everything they have to the whole party.
so when people are holding back from using certain skills, they are holding back from giving the mesmer more boons to reflect to the whole party. delaying the use of these skills for 10 seconds, is 10 seconds more they could have been using these skills.

Ahh, Signet of Inspiration. With a proper group you wouldn’t need that. With a bad group you have nothing to share. Again, bad example.

D/D doesnt have a good evade while doing dmg, the timing of deathblossom is slow, and it has an aftercast, this means the theif has to stop doing dmg, and dodge, or use a dodge cool down skill, s/p allows them to create an evade while doing dmg, at will. as opposed to doing dmg, then dodging, then coming back (slightly reduced by wall dodging, but that may or may not be a soft exploit)

The second part of the auto-attack chain called Wild strike gives 10 endurance with each hit, thus enables you to dodge more and thieves can dodge as every other class to avoid attacks. Due to the above mentioned issues and the bad damage, Death blossom not worth to use. Dodging against a wall isn’t an exploit.

So everyone is reducing their utility, and adaptability, and refraining from using their chosen combos, so they can get interupt this one skill, that probably wasnt that big deal to begin with, and interrupting it only puts it on cooldown for 5 seconds.

Thats why a lot of us use meta builds, to not make compromise decisions. Everything you need is in one pack, only PHIW players refuse to use it and try to do stuff differently. As i said, your examples are bad and inaccurate. If you play that way, i’m not wondering you have issues with Defiant. Can i offer you a dungeon run with friends in EU?

Its almost never useful. Im not saying they shouldnt have teamwork, or have some defenses to CC, but this is not a good execution, especially when the game was supposed to be about control, support and dps, the best control skill on a boss, is probably the immobilize condition.

Almost. Thats the point. There are a lot of bosses who are already stationary or simply don’t move around trough the fight, but immobilize is a really handy condition as other soft CC’s (chill, cripple, etc.).

Im not saying they should let people stun lock bosses, but right now, defiance is fairly unbalanced, and there is very little benefit to any charachter trying to focus on CCing bosses. They do have some uses with multiple enemy non defiance encounters though. But more often than not, its not worth what you could be giving up.

Again, it depends on the fight. For example everyones beloved spider queen is worthwhile to CC when it starts to poison the party OR you can preemptively freeze it and quickly burst it down. Of course that don’t always works in pug situations, but i rarely have issues post patch and if i do it’s due to PHIW reasons or bad pulling.

I also think if they didnt have defiance the way it is now, they would build more active enemies, with faster skills, and more intellegient movement. More depth, of course, not to mention bosses are largely immune to most on interupt effects, they would need to design the encounters/ai better no matter what they do or do not do.

Faster attacks just promotes the use of passive defenses via toughness and vitality and further encourage discrimination between “elitists” and “casuals”.
Care to give examples which bosses are immune to them? I can only think of Lupi right now.
Indeed, encounters need to be better in the future, but i’m not sure better AI would solve that. Btw what would you call “better AI”? Moving out from aoe and dodging mindlessly isn’t better than now, just annoying in my opinion.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Oh boy, i shouldn’t do it, but i’ll bite it.

heres the best way to make use of defiant.
you strip all of it away, then you have one person with a useful CC ready to use it at the best time.

Yeah, thats what we have now, i got it.

so this means once the skills are stripped
you cant use pistol whip to do good dmg while also evading attacks
you cant use counterattack to defend against a powerful attack
you cant use stomp to do damage while also giving extra might stacks on a fire field.
big old bomb is a huge dmg skill, if you combine it with might stacks and a guaranteed critical on next hit swap, you are giving up large dmg

The problem with these, that aren’t realistic examples.
As a thief, your single target weapon set is D/D, which refills endurance for you, but if you use S/P possibly because your party relies on you to remove defiant and you swap back later to D/D.
The block portion of Counter attack can be used without triggering the knockback if you step back a little.
As i said, you wouldn’t even use Stomp as a warrior. It’s not good for blasting, nor for a stunbreaker nor as a CC.
Big ol’ bomb is still a good blast finisher to use before the fight and mid way if you need to stack might again.

All of these are more likely learn to play issues how to handle your class and skills.

the point is, working together well, is actually better served by NOT trying to remove defiant

Why? If there is an attack which need to be interrupted, than it’s wiser to cooperate and remove Defiant.

me stopping the theif from being able to stay in melee and do dmg, thats not teamwork, stopping a ranger from using a dmg negating attack without running is not teamwork. Not using blast finishers because im waiting on 2 second CC is not teamwork

Read above why your examples weren’t good.

you see? the theif is giving up 3 seconds of safe dps, to get 2 seconds of safe dps

Use real encounter examples please. Pistol whip is good for strip defiant and has good enough damage output compared to the auto that it’s worthwhile to use. The evade is just an added bonus while you do your job, so you don’t need to dodge and lower your damage output. Also it’s OP againt trash mobs, especially against dredge where you can’t use blind.

warrior is giving up 20 seconds of multiple people with 3 stacks of might for 2 seconds of effect

Read above why Stomp is a bad example.

ele mesmer reflect boon combo? giving up 10 seconds of swiftness reflected to all players for 2 seconds of CC

Reflects aren’t boons and have nothing to do with Defiant. And what about this swiftness thing? Please explain this sentence, because it has no real meaning.

and sucessfully using CC put a skill on what, 5 seconds cool down? congrats guys we stopped him from doing his big attack! for 5 seconds.
yeah, its simply not worth it at all.

That depends on the fight, but i admit it there are / were situations were it is pointless.
Pre-patch golem boss in CoE is a good example. When it did the spinning knockback attack, you can easily step behind it, avoiding the whole attack without any CC. However post patch it’s not a bad idea to CC it to prevent it running around.
The worst case scenario here is that the boss aren’t reflected properly, it uses his static field, starts to spin and knockbacks you into the field which can be pretty lethal to certain classes.

This is where we can agree, that GW2 doesn’t utilize well the need of CC, so yeah, thats kinda sad, but i’m not sure how this cooldown thingy works at every situation where interrupts (stuns, knockdowns, freeze, etc. not short duration daze) are worthwhile.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Phys, i feel offended by your trolling.
pistol whip (evasion/damage) – which is great for strip off defiant while not lose too much dps
stomp (blast finisher) – a skill you won’t ever use due to better options for CC
overcharged shot (removes immobilize cripple chilled) – it’s more tuned to PvP, not sure you would use it in your DPS rotation or use rifle at all
big old bomb, (large damage single attack blast finisher) – used at might stacking before the fight and great for defiant stripping too
counterattack (defense and damage) – channeled block or great for block a single attack while strip of defiant

there is no solution for this, weapon skills need to serve multiple purposes because you only have 5 skills, and each weapon must work for multiple specialties. Also, these skills make sense to have CC tied to them, often the CC attached is appropriate. which is another problem CC skills are balanced for their effect, but defiant treats them all the same.

I see multiple use for certain skills which i find great, but you complain. Why? You make a problem from a non-existing problem.

Giant 5 second 45 cooldown CC is treated the same as a .25 second stun.
defiant is illogical

Hard to grasp what we are talking about, right? Thats why you need coordination and you don’t want to waste a 1/4 second long interrupt, instead use a 5 second freeze on the boss.

actually there is more things than to just make people immune. And working together should be to achieve greater effect, not to achieve a weak effect.

See above.

working together for a 2 second stun, is not something you will generally convince most people matters.
hey everyone, dont use any skill with a stun/knockback/push/daze/knockup until i say so, we can delay him from doing 1 attack for 3 seconds.

yeah, its stupid.

Indeed, but it’s an encounter issue, it has nothing to do with Defiance.

Instead of making pointless complaint about skills that has no issue just to troll people, please provide better feedback or leave the discussion.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: Dalanor.5387

Dalanor.5387

Instead of having to get through 5 stacks of defiance then one CC, I would rather all CC goes through, but only has 1/5 the effect (and their skills are not interrupted and go on cd, but only delayed).
It’s silly that something 10 times your size could resist being stunned, blinded, dazed, pulled, then will be easily shoved away like it was hit by a train.

Mind you the discussion is about Guild wars 2 where CC skills has short duration, unlike WoW with 20 second fears and such.
Apply real life logic doesn’t go well in a fantasy game anyway.