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Warrior getting screwed by Maths!

in Warrior

Posted by: Dand.8231

Dand.8231

This is a revamped repost from pre-patch. And in classic Warrior style, I’ll leap right into the fray here!

Damage = Weapon * Power * Skill Coefficient / Targets Armor

Exo Greatsword has a Weapon value of 1047. In sPvP a soldiers ammy will put you at 2200 power and 3067 armor. Warrior Greatsword AutoAttack has a coeff of 0.7, and we’ll skip crits, traits, might, etc to keep it simple, because they dont really change the outcome, they just speed up reaching it.

Thick Skin
Without Thick Skin = (1047 * 2200 * 0.7) / 3067 = 528 damage
120 Toughness Thick Skin = (1047 * 2200 * 0.7) / 3187 = 506 damage

Soldiers ammy also grants a big juicy 28,212 hp pool. The 90% threshold is from 25,391 and up, meaning a 2821 hp window where Thick Skin applies its damage reduction.

So in 6 hits (506 × 6 = 3036) we’ll have lost thick skin by dropping below 90% hp. And it will have saved the Warrior a grand total of… 132 health! (22×6)

That’s right, this trait adds 132 health worth of survival to someone with a 28,212 health pool. Or in other words, 0.0046% increase. But wait, it gets better.

Thick skin is presently bugged, and only grants 20 toughness
20 Toughness Thick Skin = (1047 * 2200 * 0.7) / 3087 = 522 damage

Yeah, that’s right. At present, thick skin prevents roughly 36 damage total, or increases your effective health by 0.00127% (28248/28212).

Determined Revival
Without Determined Revival = (1047 * 2200 * 0.7) / 3067 = 528 damage
400 Tgh Determined Revival = (1047 * 2200 * 0.7) / 3467 = 465 damage

Again, it only reduces damage by roughly 63 per hit. Lets assuming you spend a lot of time reviving fallen allies. About 10% of the match time spent reviving seems high to me, but lets use it anyway. Averaged out… ((528*9)+465)/10 = 522 damage.

That equates to 6 damage reduction per swing across your lifespan, with 55 strikes to bring health below 0 (55*522=28710), meaning it would save you roughly 330 health on average, out of a 28212 health pool. Or a 0.0116% increase (28542/28212).

Dolyak Signet
Without Dolyak = (1047 * 2200 * 0.7) / 3067 = 528 damage
With Dolyak = (1047 * 2200 * 0.7) / 3247 = 497 damage

Again, 31 damage reduction per hit. At 57 AA hits to down the War (497*57=28329), thats still only 1767 (31*57) or a 0.06% increase in survival.

TL;DR: Toughness Stacking traits and skills are just terrible. Please, PLEASE, revamp these to provide meaningful sources of Damage Reduction!

omg that condi clearance

in Warrior

Posted by: Dand.8231

Dand.8231

Hope you dont mind the tips:
You could have popped Healing Sig at 1:06 to shrug off the impact of most of those condis.

You didn’t weapon swap enough, and didnt combo off yourself enough. At 0:56 for example, you could have swapped back to sword, done skill 4 to combo a burning projectile, and then 2 to leap through your firefield, grab a fireshield, and then get that same level 1 flurry you did at 1:05 instead.

I saw lots of other times you should have swapped for one reason or another but didnt, esp. with brawlers recovery.

Also why pop zerker/doly at the same time and at the very start? I dont know what the endure pain pop was all about either.

Also, seems like no one realizes this but me:
*Brawlers Recovery removes a condi on swap
*You can swap while feared
*Fear is a condi
/mindblown

Plus that necro was sorta questionable. Regardless of what happened prior, the fight was his for the taking as soon as you went down. But instead of healing (his heal CD was 21s in, couldnt see which he was running), or backing up, and left/right strafing to avoid your rock throws, he just walks up to stomp at 1% life and gets nailed. And he does this to a Warrior. As a necro with only a downed fear between him and your veng stomp. After SEEING you use doly sig earlier and with plenty of life left to get veng off in time.

WvW department fell out with the company?

in WvW

Posted by: Dand.8231

Dand.8231

Wvw players have been ignored for years- why would any but the most gullible want to give them cash before they have done anything to improve it?

But look, they acknowledged there are issues! https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/

A fix is coming any day now….

Yup… aaaaaany day now…

Attachments:

Who plays WvW only?

in WvW

Posted by: Dand.8231

Dand.8231

My personal breakdown probably looks like this…

WvW: 80%
PvP: 10%
PvE: 5%
Keg Brawl: 5% (lol)

I primarily identify as a WvWer, and if WvW were to go away, or stop being fun, the remaining 20% would not be enough to keep me in GW2. If PvE and PvP became boring however, I’d still happily stick around and just be a pure WvWer.

For me, the PvE and PvP are just side shows.
I came for the WvW, and I stay for the WvW.

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

Redid the format and added new bugs

(edited by Dand.8231)

Anet, why u gave me so much supplies?? :P

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Posted by: Dand.8231

Dand.8231

Bwahahahaha, I love the guy going “screenshot or no proof” who ended up in your proof screenshot

Buffing Banners/Moving Merciless Hammer

in Warrior

Posted by: Dand.8231

Dand.8231

A while back, I wrote a neat post on banners as a future Warrior specialization!

https://forum-en.gw2archive.eu/forum/professions/warrior/Banners-and-Specialization/

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

Just a quick bump since NONE of these appear to have been fixed. Correct me if im wrong.

Warrior adrenaline issues

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Posted by: Dand.8231

Dand.8231

I more or less agree with the OPs general idea.

Adrenaline vanishes out of combat way too quickly. Instead of trying to compare warriors/apples and necros/oranges, lets just look at Adrenaline in a bubble.

IMHO, Adrenaline also decays too soon and too quickly once combat has ended.

Sometimes it even decays during a fight with a pesky thief or mes who’s kiting in stealth, and the game has just decided that the War is not in a battle. For all intents and purposes, the Warrior very much is still fighting.

Adrenaline should decay slower

Short delay before out-of-combat decay begins

The most important questions are as such:
Q1. Is it balanced?
Q2. Is it fitting for the class?
Q3. Is it fun?

A1. This is largely a QoL buff, and only a minor mechanical buff, that will not vastly alter the current balance or meta.

A2. I feel the current adrenaline loss rate is NOT fitting. Even a normal soldier would not calm down after a tough battle in just 7 seconds, but thats about how long it seems to take to go from 100% to 0% adrenaline. And certainly, someone who harnesses and channels his anger and rage, would not be so quick to settle down and discard his hard earned strength?

A3. This is the big one. NO. The current adrenaline loss rate is not fun. That much has been made clear from the various discussion that has taken place surrounding the mechanic. Based on the fact that there’s always a new thread popping up to decry the decay rate, and the responses I’ve read from both low and high ranked, new and vets warriors, the majority of those who have spoken up have asked for an improvement, possibly even a revert.

Ideas for other WvW "special events?"

in WvW

Posted by: Dand.8231

Dand.8231

I like the No Rally idea. I’ll throw my 2 cents in here, too.

Back Down
All downed players take half damage from damage/condis, but cannot be rallied by kills or skills. They must be hard rezzed.

However my favorite idea is a bit more complex. The idea is to basically eliminate the Zerg entirely, and turn WvW into a giant, havoc/roaming/guildgroup game for the week, with action happening

Full Spread

  • All boon sharing is disabled. Shouts, symbols, blast finishers, venomshare, etc, all methods of boon sharing only affect the caster.
  • No commanders can tag up.
  • No siege can be placed. Oil, Cannons, Mortars still function normally.
  • Every second, all gates gain 1 stack of vulnerability, up to 900 stacks (+900% damage) but each time they are struck, they lose 3 stacks.
  • Defense events grant double WXP, Karma, Gold
  • Orange Swords threshold reduced to 10 players
  • The outnumbered buff also increase damage done by 10% and reduces damage taken by 10%

Thoughts?

Leave WvW and not die while in combat

in Bugs: Game, Forum, Website

Posted by: Dand.8231

Dand.8231

lol 3 years and u havent meet an alt+f4 player before ?

At launch yeah, but not much anymore, cause people who alt-f4 still gives WXP and loot.

The alt-f4 people used it as a salty way to deny WXP and items. When ANet patched to stop that, and they stopped using alt-f4.

Now they have a new method. ANet, please patch this the same way!

Revenant Changes

in Revenant

Posted by: Dand.8231

Dand.8231

Overall it looks pretty good, lotsa (needed) numerical buffs, Shiro, Weapon Swap, etc. Should be interesting to see the next live Rev test, I feel they’ll be much more competitive now!

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

Bladetrail isn’t a ‘bug’ exactly, just somewhat poor design. It does get victimized by the projectile “obstructed” bug from time to time, however.

[Warrior Bug] Thick Skin

in Bugs: Game, Forum, Website

Posted by: Dand.8231

Dand.8231

Already reported in the main Warrior bug thread.
https://forum-en.gw2archive.eu/forum/support/bugs/Warrior-Bugs-3/

Kazual, you yourself saw the main thread and commented in it. Why start a new thread for an issue thats already in the main thread…?

Follow the Obnoxious Brick Road

in Revenant

Posted by: Dand.8231

Dand.8231

Critics: “This game may have too many particle effects.”

ANet: “What’s that? You want more particle effects?! Done! Here’s the Revenant!”

The thing is, the bricks aren’t even BAD. The animation is neat, the audio is fitting, it’s a decent effect. It’s just overdone for a skill that’s going to be SPAMMED in WvW Zergs. If the bricks were an elite effect you only had to see once per 90-180 seconds, they’d be really awesome.

But once you have a blob, all of these types of skills are going to be going off every 4 seconds. If the effects are overdone, the visual/audio gets really intrusive and annoying, really fast.

Guard symbols of swiftness are fairly benign, just a soft white circle, with a gentle hum, appears on the ground.

Warrior warhorn is just a quick horn sound effect, and while slightly annoying, it doesn’t have much of a visual.

Mesmer Veil is just a nice line you can jump through.

But these bricks fall from the sky in droves if you have 3-5 Revs in your WvW zerg. And they were constantly all up in my cameras face when I was tagged, since I was in the lead, and the Revs were in the blob hot on my tail as usual.

The skill has kitten cooldown, and costs 5s worth of energy regen. Which means if you have 5 Revs with you, you can LITERALLY be watching this animation as often as SIXTY (60!) TIMES PER MINUTE.

Revenant and Weapon Swap + Energy Regen

in Revenant

Posted by: Dand.8231

Dand.8231

And what if I wanted to use Jalis but do not want to use range?

Then equip a melee weapon onto Jalis.

What if I switched to Jalis and then I can’t use Range because of projectile reflection, which now I’m stuck at range for the time being?

Then you encounter the same issue as a ranger who JUUST swapped to LB and has to wait till swap CD is up to change out. Or the same issue as anyone who swaps carelessly, really.

It’s part of why I support removing energy gain on legend swap, because that effectively FORCES legend swaps, making the legend usage another button in your ‘rotation’ and not a ‘mode/stance’

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

@Dand.8231
The minor trait “Thick Skin” in the defense line is bugged/broke. It only gives 20 toughness instead of 120. This occus in PvE, sPvP, WvW and does not matter whether you are in/out of combat.

Thanks, but it’s already on the list.

Revenant and Weapon Swap + Energy Regen

in Revenant

Posted by: Dand.8231

Dand.8231

A much better solution would be to change what the types of effects the weapon you are currently using to match the legend akin to Elementalist rather than forcing a weapon swap upon Legend swap. This wouldn’t force you to use weapons you don’t necessarily like and makes more sense.

For example, when using Staff and Mallyx, instead of the orbs healing allies, it’d place a condition such as poison onto the enemy. If you’re using Jallis, then the orbs apply Protection. Ventair would be the traditional healing.

This isn’t exactly better. A lot of people are clamoring for Revs to have a way to swap between ranged and melee in-combat. Trying to make it so every weapon changes all its skills on Legend Swap is a LOT of work just to design and implement, not to mention balance. It’s somewhat unrealistic at this phase.

Under my suggestion, the role is defined by the legend but the range is defined by your weapon, so you can mix and match.

For example:
Jalis + Hammer: Ranged Tank
Mally + Mace: Melee Condi

It’s also probably a lot less work to try and allow a second weapon and bind them to legends, than it is to create 5 new skills x 5 legends x 3+ weapons

Follow the Obnoxious Brick Road

in Revenant

Posted by: Dand.8231

Dand.8231

Just a small Rev cosmetic gripe.

https://wiki.guildwars2.com/wiki/Inspiring_Reinforcement

Sure it looks cool and all, but in WvW, this skill is being SPAMMED every few seconds, with bricks raining from the sky non-stop. I turned down my graphics and post-processing, to no avail.

My suggestion? Tone down the visual in crowds over 5 or 10 people. Have the road just appear on the ground like a Guard Symbol or Necro Well.

It’s maddening.

Revenant and Weapon Swap + Energy Regen

in Revenant

Posted by: Dand.8231

Dand.8231

I’ll try and keep this extremely brief and to the point.

Problem 1: No weapon swap means legend 1 may be using a proper weapon, but legend 2 may be stuck with a sub-optimal weapon.

My Suggested Fix: Allow Rev to equip 2 weapons. Weapon 1 is linked to Legend 1, and Weapon 2 to Legend 2. Whenever Rev Legend Swaps, the Weapon is automatically swapped at well. If only 1 weapon is equipped, it is used by both Legends.

Problem 2: Energy regen is based on spamming Legend Swap every 10s to recharge up to 50 energy. This makes Revs predictable, and is limiting.

My Suggested Fix: Increase energy regen to 8 or 9/s. Make Legend swapping no longer bring you up to 50 energy if below, but it will bring down to 50 if above.

Yeah, its brief, but I was intentionally trying to avoid writing a book here. Thoughts?

Odd Mouse Issue

in Account & Technical Support

Posted by: Dand.8231

Dand.8231

This still happens regularly, though at least less often than pre-J23rd patch. It happened last night, in fact, right in the middle of a WvW zerg :/

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

Have not seen any of these bugs fixed just yet, all appear to be unresolved.

Both eyes are closed when using rifle

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Dand.8231

Why is gs/hammer favored?

in Warrior

Posted by: Dand.8231

Dand.8231

mobility. Using mace main-hand w/ sword off-hand + Longbow, you would have no mobility

play whatever you want and have fun!

This guy has it right on both counts. I’m a long time GS/Ham warrior so that’s always been my favorite build, but there’s no reason you can’t mix it up and play what you like.

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

Added another confirmed bug

Warrior Bugs (Updated and Consolidated)

in Bugs: Game, Forum, Website

Posted by: Dand.8231

Dand.8231

Updated with two new confirmed bugs!

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

OP’s point is that this event should be seen as an event, and welcomed with open arms, not shot down because it’s different.

snipped heavily
we don’t exactly know how bonus movespeed will work….Swiftness…Superspeed…Runes…

This guy gets it. Have some fun with it! Dont knock it till you try it!

To clarify the move speed a bit:

Swiftness: Currently Golems are immune to swiftness, and there’s no reason to believe that will change.

Superspeed: Currently Golems can be given superspeed by activating, the hopping in. However, superspeed appears to only set your movement speed to a high value, not increase it by a multiplier. This is based on the current functionality of superspeed on player characters: Swiftness + superspeed = superspeed by itself. My theory is it will not stack with the +100% bonus WvW golem movement.

Runes: Currently, Speed runes and Travelers runes DO provide Golems with the +25% move speed. Traits and skills do not. It’s hard to say if they will interact with the 100% bonus move speed. It could go either way.

Other: Vampiric Aura allows siege to heal when dealing damage which is probably unintended, so a handful of people running the aura COULD cause some issues…

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

Well by your logic you are also the vocal minority because you are posting on the forums

By my logic you somehow deduced I was the minority?

Or, ya know, you could keep nitpicking at my statements instead of realizing that the entire forum here is a vocal minority, including the two of us.

Are you sure the actual, literal, words that I said in a previous post didn’t contribute somehow? All of your points thus far are a little ‘off.’ I’m starting to think you’re not really big on reading comprehension, you’re just saying whatever random words you think will give weight to your point of view.

Moving on…

Which means it’s just as likely that the majority disagrees with you. Pointless argument is pointless.

Imma quote myself again, here

What it means is you have no idea what the majority thinks and are therefore unqualified to speak for them.

Just stop pretending everyone always agrees with you. Why is that so hard to understand?

So, in summary, neither of us represent the silent majority. We’re both part of a vocal minority. Why is that such a difficult concept to grasp?

The difference is, that while we’re both a vocal minority, you continue to imply and insist, using twisted logic, that you speak for the majority.
YOU DONT.

Warrior bugs post patch:

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Posted by: Dand.8231

Dand.8231

Warrior Bugs (Updated and Consolidated)

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Posted by: Dand.8231

Dand.8231

I’ll keep it short and simple! Here, I’m going to try to consolidate all Warrior bugs! Please feel free to add additional ones, and how to replicate. I’ll update as I confirm! Thanks for the support everyone!

Easily reproduced bugs

Some channel skills cancel when the target enters Stealth
How to reproduce: Cast Greatsword skill 2, Hundred Blades on a targeted Thief, and have the thief enter stealth. The 100b skill will cancel most of the time. This also affects other channeled skills, such as Greatsword 5 Rush.

Longbow Burst does not activate Berserkers Power
How to reproduce: Simply use the Longbow burst skill. It cannot activate Berserkers Power currently.

Weaker Berserkers Power will overwrite a Stronger Version
How to reproduce: Use any level 3 burst skill and gain the Berserkers power buff. Then swap weapons and use a level 1 burst skill. The level 1 Berserkers Power (10% damage) will delete and overwrite the level 3 (20% damage)

Note: This may be a design flaw, rather that an outright bug. If so, two solutions exist.
1. Allow all Berserkers Power buffs to co-exist, but only the strongest applies.
2. Change Berserkers Power to be a stackable buff, +5% per stack, up to a max of 4. Burst Rank 1 provides 2 stacks, 2 provides 3 stacks, and 3 provides 4 stacks. This way the Rank 1 burst stacks will overwrite 2 stacks of the Rank 3, providing the +20% for the proper duration, and then dropping back to +10% for the remainder, so no duration is lost.

Blademaster Trait cooldown reduction does not affect Riposte
How to reproduce: The displayed cooldown is the reduced cooldown, but the skill often goes on the full non-reduced cooldown upon use.

Thick Skin only adds 20 toughness
How to reproduce: Just equip and then unequip the defense tree.

Quickness reduces the distance covered by Greatsword 3 Whirlwind, and Greatsword 5 Rush
How to reproduce: Simply activate quickness (like the frenzy skill) and use GS3 or 5. The distance moved is greatly reduced.

Healing skill “To the limit” is not triggering Trooper Runes
How to reproduce: Simply equip the rune set, get a condi, and then use “To The Limit.” The condi should be removed, but it isn’t.

Going underwater while in combat, with the fast hands trait, triggers a weapon swap cooldown
How to Reproduce: Trait for fast hands, enter combat, and dive into the water.

Bulls Charge with Warriors Sprint does not properly remove immobilize
How to Reproduce: Equip Bulls Charge skill, and Warriors Sprint trait. Get the immobilize condition from an enemy, and then use Bulls Charge. The condition is removed, BUT Bulls Charge still keeps the Warrior stationary as if they were immobilized.
Here is a Video: https://www.youtube.com/watch?v=JdG6hvmAHFQ

Intermittent bugs
These are harder to reproduce, or only happen randomly or under as-yet undiscovered conditions. However I have personally confirmed that all bugs here are real and can occur.

Greatsword 3 Whirlwind sends the character in the wrong direction
How to reproduce: Occasionally, the character will Whirlwind in a direction that does not match the direction indicated by the Mouse Cursor and Whirl directional icon on the ground. This seems to only happen when trying to use the skill right after another skill or weapon swap, leading me to believe it is a skill-queue related bug.

Greatsword 3 and 5 briefly prevents movement upon completion
How to reproduce: Occasionally, after casting Greatsword 3 Whirlwind or Greatsword 5 Rush, upon skill completion, the character will be ‘stuck’ in place and unable to move, for roughly 1-2 seconds. This happens randomly, roughly once out of every 20 to 30 uses.

Versatile Rage does not always provide adrenaline upon swap while in combat
How to reproduce: Occasionally, Versatile Rage will not provide the 5 adrenaline on weapon swap. I have been able to sometimes reproduce this sometimes but not reliably. It occurs most often when I start on Hammer, enter combat by damaging a foe, and then swap to Greatsword. This only appears to happen during the first swap as well.

I will edit and update as bugs get discovered/fixed.

(edited by Dand.8231)

What do Warriors do Better?

in Warrior

Posted by: Dand.8231

Dand.8231

@Burr
I’m having a bit of a conundrum here myself. Warrior is currently both relatively strong, and very fun (this is huge!!) for me to play, in both hotjoin/unranked PvP and WvW.

I feel like I have all the tools and options available I need to succeed. When I die, it’s generally cause I was outplayed, made crucial errors, or just plain got 2v1’d. When I win, I feel like I have earned my victory through battle!

Warrior is in a great spot right now; I was a little concerned about the J23rd patch, but this is, hands-down, the most fun iteration of Warrior to date IMO.

And yet, you have a valid point about Warrior potentially not being viable at the top-top tier, due to not quite filling that niche. Then again, many classes have been there before, and still are.

Not to mention, we still do need minor tweaks/buffs for some of the more useless skills and weapon sets, and a few bugfixes. And I love Rampage, but it needs to be tuned down a bit, I’m too much of a monster with it up. A straight DPS nerf, but with a duration increase and/or access to util skills, could be a cool idea?

Can we bring the lesser stuff up, provide more options, and make War more viable at the top-top tier, without tipping the delicate balance and turning it into an unstoppable beast in other circumstances? I dunno man. I’m at a loss for ideas on how, actually.

It’s possible all that needs to happen is a natural meta shift over time. Right now may be the time for bugfixes, and buffing the crummy options to bring them in line with the stronger and more viable options to increase diversity.

snip

BlackTruth, even your most relevant and valid points, carry an obnoxious air of superiority and condescending attitude. You only hurt your own position by acting better than, and talking down to, basically everyone.
I’m not saying you’re right, or wrong. I’m saying you’re so toxic I feel like I need to wear gloves to type a reply to you.

healing signet active heal nerfed !!!

in Warrior

Posted by: Dand.8231

Dand.8231

but you got 6s resistance. and you’re not supposed to use it anyway ;D passive>active

6 resistance is still worthless given that any burst damage is higher than 2k.

when it was 3.2k it still had some use but nooo they just had to go and gut it further.

The activation healing was a notable nerf, but now you also gain 6s of resistance, which is a potent buff. The net change is a moderate buff overall.

Also, think back: How many times did you activate Signet of Healing, and still win a fight? Probably not too many.

The ONLY situation where the healing nerf outweighs the resistance buff is the rare times you need health NOW to decisively end a fight (such as when extremely low, trying to stomp a downy before he 11111’s you onto your back too)

The meager active healing is far FAR outweighed by the strategic use of resistance. It’s a second mini-zerker-stance. It’s got synergy with rampage. The 6s resistance + active heal can far outstrip the passive heal when you get condi bombed. And it now follows the same formula as EVERY other signet in the game; the active and passive not matching exactly.

Deimos: You seem to post a lot of things on the War forum that lead me to believe you don’t consider the full breadth of the changes and various uses of skills, and look at things far too narrowly. Think outside the box! Expand your mind, man!

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

First off, there aren’t 4 million people playing the game. I talked about ten people into buying the game and out of that group I’m the only one still playing.

Including myself, 4 people I know bought it. 3 still play. That’s a whopping 75% retention rate! That means 3 of those 4 mil accounts still play!

Oh, wait, a sample size of 3 (or 10) people is completely useless, anecdotal evidence. So why did you even bother mentioning it at all?

But for arguments sake lets say you’re right in your numbers. That still doesn’t mean our opinions don’t reflect what the majority of players feel.

But it doesn’t mean your opinion DOES reflect the majority either. What it means is you have no idea what the majority thinks and are therefore unqualified to speak for them.

If you present an idea and 90% of the people that post on the forums hate it, then odds are the players base will show a similar percentage. The idea that just because we regularly post feedback somehow means our opinions will be different than the people that don’t post, doesn’t make any sense.

This rational almost makes sense, until you consider one crucial factor.

You are the minority in your actions (visiting the forums and providing feedback) and your actions are (hopefully) dictated by your thoughts, so why is it so difficult to accept you may also be the minority in your thought process as well?

The very same qualities that draw you to the forums to provide constructive feedback indicate a difference in thinking between you and the silent majority.

Again, it’s perfectly FINE to provide constructive feedback. Just stop pretending everyone always agrees with you. Why is that so hard to understand?

Simplying Armor Stat Distribution!

in Guild Wars 2 Discussion

Posted by: Dand.8231

Dand.8231

So, at present, the stat system works as such: Most gear has a primary stat, and two secondary stats (some exceptions exist, like cele)

An exo zerker GS looks like this:
239 Power, +171 Precision ,171 Ferocity

And an exo assassins GS looks like this:
+171 Power, +239 Precision, +171 Ferocity

There are stat combinations for many different sets, but not EVERY possible combination of primary/secondary exists. While new sets have been slowly added, I believe there is a much easier way going forward.

Under my idea, an Exo GS could look like this:
171 Power, +171 Precision ,171 Ferocity, 1 empty Bijou slot (bijou is placeholder name, whatever)

Power Bijou: +68 power
Precise Bijou: +68 precision
etc.
You get the idea, the Bijou stat contribution would always be equal to 40% of the stat ‘weight’ granted by that specific item, so it could seamlessly be applied to weapons and armor, and regardless of rare/exo/ascd quality.

Now there would only need to be a set for all 3 combinations of stats (Power, Prec, Fer, CondiDmg, Tgh, Vit, Heal, Boon, CondiDur, CondiRed).

The outcome would allow for MORE combinations, more variety, and more customization, but it would require less stat sets to exist. There would still need to be 120 total combinations (3 stats from a pool of 10) which may seem like a lot, but it’s far less than the number of sets needed to cover every possibility in the current system, which is 360 (1 primary stat from a pool of 10, and then 2 stats from a pool of 9).

If wars don't get a new weapon?

in Warrior

Posted by: Dand.8231

Dand.8231

I’m now torn on what our new weapon could possibly be.

A lot of speculation circulated regarding a pistol, but datamining has hinted our spec could be named berserker and/or have a berserker sort of theme and feel. Pistol and Berserker don’t really seem to match up in theme.

I asked around a bit, and primarily, Berserkers conjured up images that can be summed up with a google image search of “conan the barbarian” (granted, my sample size was small)

So, while nothing is off the table (ANet has a reeeeally big table) I’d wager…. offhand torch? Eh.

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

You posted… "Inaccurate blanket statements like this, using “everyone” “always” and “never” often result from this social effect.

FOLLOWED BY

" Now, is there a vocal minority that dislike golems? Definitely."

Please refrain from Inaccurate blanket statements like this……..

Unlike the vague "we want this and we hate that!’ people tend to spam, thinking they speak for everyone, my vocal minority statement is a verifiable fact, not an opinion based on believing everyone agrees with me. Saying “all of us like blue skies” and saying “the sky is blue” are very different. One is false consensus, the other is a fact.

The entire GW2 forum population is only a fraction of the GW2 player base.
The WvW forum represents only a fraction of the GW2 forum base.
The ‘vocal minority’ who makes wild claims based on the false-consensus effect are only a fraction of the WvW forum base. They are ‘vocal’ because, relative to the population base, they possess a high post frequency regarding a specific number of topics, and they are a ‘minority’ because they represent an extremely small % of the overall population.

“Vocal Minority: The small group of individuals that frequently and strongly voice their opinions, constrasting with the silent majority that makes up most of the population base, but rarely give their opinions. "

But dont believe me, go and verify it for yourself! Count the number of unique names you see posting AGAINST golems in this WvW forum using a forum crawling script/bot (or manually if you’re insane). Then compare to the player base estimates. In 2013, ANet reports 3 MILLION box copies sold. Reports of 2014 guess around 4 million+ copies out there. Thus even if TEN THOUSAND people complained in unison about the Golem rush, they’re STILL a vocal minority, representing only 0.25% of the population defined by mathematics.

Or, ya know, you could keep nitpicking at my statements instead of realizing that the entire forum here is a vocal minority, including the two of us.

My original post was designed to provide forum goes with an alternate perspective, in the hopes that those who believe they speak for EVERYONE, might gleam some insight regarding their falsely held belief that everyone thinks exactly as they do. I keep mentioning false-consensus for a reason. I’m not trying to force my strongly held opinion on anyone, or claiming that my opinion is held by anyone other than myself, im simply putting it out there to be read.

I see a lot of statements in this thread going “ANet ignores all us Vets!” and “WVWers dont want golem rush!!”

Well, I’m a WvWer, and a Vet, and I want Golem rush.

People need to stop speaking as if they represent everyone.

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

Ok one point for you:
If you want to fight the Zombie-Golems you need golems yourself. If you have no golems you can’t fight them because they got 100% more dmg and 100% more speed.

So I can’t do a normal raid with my guild for a whole week. It will only a week of Eotm-karma-train on the normal WvW maps.

No strategies, no movement nothing. Just circle-karma-train.

Welcome to Eotm-Karma-Golem-Train-Week.

I feel your reasoning is flawed, though I understand the basis behind it. You’re taking the current Golem situation is simply multiplying it by 50.

Consider these counterpoints:
1. Golem Rushes are largely successful because they’re SURPRISE attacks. People don’t normally expect Golems, and when Golems do get scouted, they typically get rekt hard and fail to accomplish anything.
Golem week will be a week where expectations change drastically. The meta will quickly shift to account for and handle the Golem hordes.

2. Defenders rarely have Golems. They mostly reply on Cannons, ACs, and disablers.
Golem Rush week will see Golems on BOTH sides, attack AND defense.

Also? Two bonuses for Golem haters:
Golems may be less plentiful in the following WvW weeks, as both the supply and demand may be low from overuse.

Anti-Golem tactics will flourish, and may remain a small part of the meta in the future, after Golem Rush week.

Golem Event Price Shocks, Golems!

in WvW

Posted by: Dand.8231

Dand.8231

It won’t go too crazy, unless people are stupid, since vendor golems are only 1g

Alphas are 1g (can also buy with badges)

Omegas cost 5 alphas, 3 spirit shards, 10 mithril/wood (which are available in mass quantities)

The prices will spike slightly on Omegas, and a tiny bit on mithril/wood, but nothing too absurd I imagine.

Out of Touch

in WvW

Posted by: Dand.8231

Dand.8231

As I stated in my own thread, that week will be TOTALLY kittened, and it will be gloriously fun!

I cant wait to make a mess of ALL the things!

Wheres the harm in a little golem craziness for the week?!

PS: They have to do it for a straight week, from reset to reset. A single day would wreck up WvW way worse than a week.

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

Cause its completely out of touch of how veteran players play this game mode? Another proof they are completely clueless. But yeah it is some “Attention” of Anet like you stated although poorly thought out.

I know its just a week but voicing my opinion on this cause when i dont they shove up other kittene ideas like this through our throat.

I’m a Vet. Been playing since shortly after launch, and WvW has always been the main appeal for me. And I love this idea.

Again, im certain some Players/Vets hate this idea, but I also know that other Players/Vets love it. You can’t just say they’re out of touch because they don’t agree with YOU. That’s the False-Consensus effect, again. https://en.wikipedia.org/wiki/False-consensus_effect

It’s fine to hate it, and equally fine to speak up on why you hate it, but I would suggest you at least attempt to be CONSTRUCTIVE in your dissent.

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

Uh, no……….

Yep this will be a vacation for me.
One week without playing GW2.

Highly detailed, and well thought out, counterpoints! Now ANet knows exactly why you hate their event! Kudos sirs!
/s

Golem Rush will be AWESOME! Chill, naysayers

in WvW

Posted by: Dand.8231

Dand.8231

Already, we’re seeing negative feedback regarding the upcoming WvW Golem Rush event.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-7-2015

However, before anyone flips out, I ask you all calm down and consider a few things.

WvWers have been very vocal about asking for more ANet attention, and more variety
Well, this is a small bit of proof that ANet has decided to make a move regarding WvW. Is this the first indication of a larger trend? Maybe, maybe not! I suspect it will depend largely on the community reaction to the event.

“But everyone always hates Golems foreverz!! ANet never listens to us!!”
I would direct you to look up the False-Consensus effect: https://en.wikipedia.org/wiki/False-consensus_effect
Inaccurate blanket statements like this, using “everyone” “always” and “never” often result from this social effect.
Now, is there a vocal minority that dislike golems? Definitely.
I know many people that love them, many that are neutral about them, and many that hate them. The opinions run across the entire spectrum. You cannot assume everyone simply agrees with you.

“This is going to ruin WvW for the week!!”
If by ruin, you mean totally destroy the current balance, then Yes. Yes it will.
This event is poised to totally annihilate and restructure the ‘meta’ for that week.
I suspect everything will be paper 24/7, with gates and walls spending more time broken than fixed.
Zergs will be chaotic clusters of Alphas with a handful Omegas mixed in.
PPT will be a mess.
It will be GLORIOUS.
And it will be FUN!!!

It’s a ‘vacation’ from WvW
The WvW you know and love is not going anywhere. Regular ol’ WvW will be coming back the following week. Think of this like a vacation, spring break, a chance to go wild and have fun. After the smoke clears, we’ll be back to stacking on tag, empowering, blasting water fields, and flash building rams just the same as always.

This is a relatively easy event, and easy to undo
ANet just needs to tweak a few numbers, Golem speed, damage, and supply cost, and bam. Done. If this REALLY a disaster like some are claiming, the effects can be reversed early with relative ease.

So, instead of getting up in arms, start polishing those Alphas!
Get to crafting those Omegas!
See how many Golems you can bork with a single disabler toss!
And most importantly, have fun

Profession nerf list ranking

in PvP

Posted by: Dand.8231

Dand.8231

Rampage doesn’t need to be hardcore NERFED exactly, I think a few small shifts could bring it back in line.

The damage needs to be toned down slightly, definitely, but after doing that, I’d like to see it get a *duration increase, or allow 6-9 skills to be used during. The relatively short duration of any of the transforms are acceptable only cause the damage output is high. If the damage is brought down, it either becomes a useless joke elite again (like pre-patch) or it needs to get something to compensate.

Hell, I’d love to see Rampage become a ‘kit’ (with numbers adjusted and balanced to match this functionality of course) but that seems like a pipe dream.

Breakdown of GS5: Rush

in Warrior

Posted by: Dand.8231

Dand.8231

Heya
[Well, we could make it so Rush only works on targeted foes,] I hope you know that some players also do some solo dungeons and other PvE stuff…
This is PVP/PVE/WVW game !

Uh, did you read more than the half-sentence you replied to? Here’s the relevant section in it’s entirety:

Well, we could make it so Rush only works on targeted foes, or that, like RTL, it has a double CD if it doesn’t hit, but both of these solutions are likely to upset the player base. They are examples of hard limits, forceful changes that tend to upset people, and reduce fun.

If you spend a moment re-reading, you’ll see I am clearly against the idea of making it only work on targeted foes. I’m addressing the possibility, explaining why it’s a poor idea, and then later in my post, providing superior ideas.

If you’re going to arbitrarily snip my posts to completely alter the meaning, at least have some fun with it…

Well, we could… …reduce fun.

:D

Breakdown of GS5: Rush

in Warrior

Posted by: Dand.8231

Dand.8231

So, I see a lot of whine going on regarding Rush. As a Warrior main, I feel the pain of having dropped some mobility, but I also understand why the movement across all similar skills was nerfed via the swiftness change.

Were we too fast before?
IMHO, Yes. Rush was great at engaging, but TOO good at disengaging.

Are we too slow now?
Again IMHO, Yes. Rush is now poor at disengaging, which would be fine, except is equally bad at engaging.

Run, Run, as fast as you can?
See, Rush was being used as a pure movement skill prior to the J23rd patch. It was being used to disengage more than engage. This is for a number of reasons: Rush was highly telegraphed and easily dodged. It also frequently missed due to the buggy ‘homing’ nature.

However it still served as a decent chasing mechanism. It didn’t hit very often but it does have decent damage when it does hit, and most importantly, it did do an excellent job of closing big gaps.

It’s worth mentioning that Ride the Lightning had a similar problem in the past. We all know how that ended. While the solution worked mechanically, Ele’s were/are not happy with the outcome.

Reducing the Divorce Rate
So, IMHO, the real problem is in nerfing our disengage tool, Warriors also took the same nerf to their engage tool. So how do we ensure Rush is still functional as an engage without becoming OP as a disengage? Well, we could make it so Rush only works on targeted foes, or that, like RTL, it has a double CD if it doesn’t hit, but both of these solutions are likely to upset the player base. They are examples of hard limits, forceful changes that tend to upset people, and reduce fun.

Run for Fun
So there’s no fix then, right? Wrong! Let’s explore a few options of soft limits. Whereas a hard limit simply disallows something, a soft limit simply encourages, rewarding proper use without directly forbidding unintended use. (You could argue that RTLs change qualifies as soft, but the heavy-handed application; doubling the existing CD on an existing skill, generally negates this sentiment).

What a Rush
The first and most obvious change I’d suggest is a drastic change to how Rush works fundamentally.

Right now it’s a long channel, during which the Warrior has about +50% movement speed (estimated). Alongside someone running with Swiftness +33% movement speed, the difference is rather negligible. This is made even worse by the pre-cast pause, and the post-cast pause, each of which causes the Warrior to lose a split-second worth of movement. This just wont do. Warriors need to be FAST to chase down those fleeing cowards. Think of a Thief teleporting with Steal.

Now, Rush as a teleport is a cool fix, and mechanically would solve the problem of lacking engage speed, but it’s not really very Warrior-like, is it. What would be ideal, then? IMHO, a super fast, sliding strike to/through our target. The overall distance covered would remain the same (1200) but that distance would be covered in a much much shorter time. Picture a channel time of 0.5, as opposed to the current lumbering 2 second channel time.

Run for the Hills
So now Rush is quick and accurate enough to actually strike foes. The range is unchanged, but the fast execution means it’ll see more use to close a gap in combat. It will also be a moderate increase in burst mobility.

But that doesn’t address Warriors using it to flee. Remember, we want to give Warriors who engage with Rush a gold star, but we DONT want to totally remove it as a disengage, just prevent it from outperforming it’s engage functionality.

In other words, a Warrior using Rush to escape should never outrun a Warrior using Rush to chase him.

One option is a variant of the RTL treatment. Base cooldown up to 25 seconds from 20. However, every strike you land on a foe (with any melee weapon) reduces the Rush cooldown by 1 second. This means you will have a hefty 25s cooldown when using it to travel, but the CD can easily be 15-20s in a battle.

Additionally, Rush should apply cripple for 3s on hit, to slow down fleeing foes. This will have a minimal impact on enemies who want to engage the Warrior in melee, but hamper those trying to Kite or Escape.

/ideas
Well, I’m spent for now, suggest your own or critique my suggestions here. Try to keep the discussion constructive!

Sanctum Of Rall are MONSTERS!

in WvW

Posted by: Dand.8231

Dand.8231

If you were the Quaggan train between SMC and Durios the other day, then I was the one driving at the time.

I ordered the genocide.

And I apologize…. for nothing!

I hate quaggans! >:D

WTH? WvW Guardian zerg exploit

in WvW

Posted by: Dand.8231

Dand.8231

Everything wrong with Warrior, post-patch

in Warrior

Posted by: Dand.8231

Dand.8231

I would welcome a thick skin functionality change.
-snip-

All of us would.

Rifle trait
I feel just needs a LITTLE more love if any. Crack shot already reduces CD and gives a nice add on of pierce.

Rifle weapon skills
i think doesnt need anything the only telegraph an opponet has is “oh HUR DUUR its aiming a gun at my face” its extremely difficult to diffrentiate the skills like it should be your shooting a person how many diffrent ways are there to shoot a gun?

Compare the rifle to the Rangers Longbow (because its extremely similar but better in every way) and to the Warrior Longbow (because its the other ranged option competing directly with rifle) and you’ll find it vastly inferior to both.
Vs the Ranger longbow, this is not a debate, it’s literally pure math.
Vs the Warrior longbow, it’s about functionality and synergy with traits like CI.

GS5 "rush "
should have NEVER BEEN an “escape” move your weilding a giant sword it shouldnt make it easier to run from a foe it should make it easier to kill them. Rush is hitting for a lot.

Except it doesn’t kill or hit a lot as you suggested.
1) It’s too slow moving to catch anyone with swiftness thats more than 5 feet away
2) It’s too telegraphed to ever hit anyone
3) It’s so buggy and unreliable, it will often swing where people were, missing entirely. Many foes have literally avoided it by simply moving (not even dodging)

Earthshaker
A cast time reduction would be appriciated but think about it. your a heavy armor warrior weilding a giant hammer suddenly leaping ten feet and hulk smashing it shouldnt be fast. however it is a burst skill and we dont have access to that skill all the time. We have access to the skill when we ahve been playing our class sufficently for some time in the fight. A hit detection tweek should probably make this skill more wonderful to use like it is.

Now you’re talking theme and feel (big hammer, heavy armor), while im talking balance and usability. Many other class abilities with a dagger do way more damage than a big giant hammer with the full weight of a heavy armor clad warrior descending from the sky. That doesn’t fit with your theme either. Nerf dagger skills, right? /s

Really, Earthshaker does not need to be FASTER, it needs to be MORE CONSISTENT, like I originally said. The delay/cast time is semi-random, and the hit detection is spotty.

Precision Calculations were adjusted

in Bugs: Game, Forum, Website

Posted by: Dand.8231

Dand.8231

Has anyone heard anything about this?

Odd Mouse Issue

in Account & Technical Support

Posted by: Dand.8231

Dand.8231

This issue still occurs after the recent major patch, though not as often; happens maybe once a day now. So that’s a plus, I guess.

1. It has never happened outside of gw2
2. I swapped to a new mouse, and the issue persisted exactly the same
3. The issue changed in frequency after the series of june 23rd patches
This would seem to suggest its a bug within gw2.