Showing Posts For DanteZero.9736:

Revert holos HP but keep invulnerability

in Dragon Bash

Posted by: DanteZero.9736

DanteZero.9736

The HP increase is perfectly fine. The fact that multiple players have the opportunity to actually hit a holo makes it better.

Bad design decisions IMO: The hologram boxes

in Dragon Bash

Posted by: DanteZero.9736

DanteZero.9736

The official response is probably “wait and see, there’s going to be more to it than what we have so far.”

My problem with the holograms isn’t that I’m impatient, my problem is that this system favors a first come first served thought pattern.

It’s far too easy for someone to camp and kill—regardless of the good intentions of others who ping the nearest waypoint.

Honestly, I believe a possible solution involves making the holograms have much more health and spawning them within a 240 radius around the center will be more helpful to the players. Of course, there are many other solutions that are a much better course of action, but this is just off the top of my head.

(edited by DanteZero.9736)

Bad design decisions IMO: The hologram boxes

in Dragon Bash

Posted by: DanteZero.9736

DanteZero.9736

Ok, the issue that seems to be appearing with these hologram boxes are that anyone can spawn and kill them. The hologram spawns count for EVERYONE, in other words, these holograms are (in some way) acting similar to a limited resource system seen in other MMOs out there.

People can simply camp and wipe out the holograms with ease while everyone else who arrives will be out of luck. In turn, this can get players called out, or get yelled at.

Anet, this is a bad design decision. Heavy RNG is in some ways tolerable, but the fact that you guys decided to release these holograms in a similar manner as the limited crafting resources of other MMOs has me really disappointed.

Edit: Redundantly redundant word issue corrected.

(edited by DanteZero.9736)

6/7: SBI vs AR vs IoJ

in Match-ups

Posted by: DanteZero.9736

DanteZero.9736

Talk about an intense fight in the inner sanctum of stonemist! I was the crazy elementalist that went tornado and rushed towards the golems! Very nice work with the trebuchets providing constant pressure on our walls!

Bring back the runic blade

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

The runic blade was by far one of the nicest looking swords back in GW1. Why is it that in GW2, we have a ludicrously expensive version of it with a glowing effect? Why can’t we have the original runic blade in all it’s glory?

Ascended in WvW!! New Story Dungeon!!!

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Not sure how I feel about the WvW changes… if we need laurels for the Asc gear, that would not be cool. New matchups might stink as well, seeing as how the disparity between tiers is kind of high, blow outs might be more likely this way.

“Just speak to the new Laurel and Badge Merchants on each map.”, you should be able to earn it through badges as well. My server definitely needs a new match up. Ive played SoS and SBI for like a month now.

As part of SBI, I agree with that statement. I’m tired of the current match up and I wouldn’t mind new servers for once. I’m just waiting for an SoS player to come in and insult/troll either one of us any moment now (had that happen to me in several other forums I frequent).

Kasameer's armor: Amazing

in Last Stand at Southsun

Posted by: DanteZero.9736

DanteZero.9736

It’s only amazing because it’s the first actual armor skin outside of the on-release ones.

God this is pathetic to watch.

While it’s true that this could be the first non-release armor, it doesn’t make the excitement for new armor pathetic. If anything, I’m equally excited for armor I would consider nice looking.

When I first saw Brahm’s armor, mace, and shield, I merely shrugged it off because I didn’t find it that great looking. Same went for Rox’s bow and quiver in that it was new, it looked nice, but wasn’t that exciting.

As for Kasameer’s armor, it’s new, it looks nice, and I find it exciting, so what is so pathetic about this?

The underwater Farmgineer

in Engineer

Posted by: DanteZero.9736

DanteZero.9736

I have no idea how you made 12g in an hour. I spent 2 hours and made only 3g from armored scales. Did you have MF gear equipped along with the settler bonus?

Kasameer's armor: Amazing

in Last Stand at Southsun

Posted by: DanteZero.9736

DanteZero.9736

What? Anet, you don’t want to shut up and take my money? I would have bought 800 (or even 1200) gems in a heartbeat for this armor!

Kasameer's armor: Amazing

in Last Stand at Southsun

Posted by: DanteZero.9736

DanteZero.9736

Please tell me that is light armor that will be sold on the 28th, because it looks AMAZING!

https://www.guildwars2.com/en/news/welcome-to-paradise/

Build Variety: Not Spending in Arcana

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

I’ve noticed something that I would consider peculiar: In GW1, elementalists basically had to have some points in their primary attribute (energy storage) if they wanted to use their profession skills in a non-farm setting, and in GW2, elementalists have to have points in their primary trait because that reduces cooldowns of our attunements.

Some things don’t change much over time, right?

Issues with Arah story mode as final quest

in Personal Story

Posted by: DanteZero.9736

DanteZero.9736

For the past week, I’ve been trying to find a group to finish my personal storyline. For the past week, I could barely find anyone on GW2lfg. What’s worse is that when I ask map chat on some of the more busy servers (such as Tarnished Coast), there no responses at all.

It’s rather frustrating knowing that throughout the previous quests, I could solo them. However, the fact that we have to play through the story mode of a dungeon—one of which few will have reached, is very disheartening.

It seems to me that Anet’s current stance is that experimenting with temporary content is more important than revamping and addressing issues with core (permanent) content.

"Sentinel" Crafting Components, Drop Only?

in Crafting

Posted by: DanteZero.9736

DanteZero.9736

My guess is that the recipes will will be released with the May 14th update. After all, we’re getting Azurite crystals/orbs in the molten facility dungeon which means there will be a use.

Coupled with the fact that a new gear type is introduced, I would hazard a guess that azurite crystals and orbs will be available somehow via southsun cove.

New Set of Skin

in Community Creations

Posted by: DanteZero.9736

DanteZero.9736

Nope, eye see nothing special about these skins other than the moving eyeballs.

Why do shockwaves hit multiple times?

in Flame and Frost

Posted by: DanteZero.9736

DanteZero.9736

Was it intended to hit players multiple times if you are moving sideways (strafing) or dodging back?

I noticed this happens to shockwaves from all sources, ranging from Molten Brawlers, the giant crushers, and more importantly, the Molten Berserker.

Molten Jetpack / Molten Firestorm Drop-rate?

in Flame and Frost

Posted by: DanteZero.9736

DanteZero.9736

It’s ridiculous that the drop rate is this low. If anything the implementation of the SAB rewards was better than this dungeon’s reward implementation. It’s ironic that an April Fools joke was better than this.

What's the Jetpack drop rate?

in Flame and Frost

Posted by: DanteZero.9736

DanteZero.9736

I’ve run the Molten Facility 6 times and not once did I see anything. Considering it takes anywhere from 45-70 minutes depending on group skill, I considered buying it off the BLTC because the time invested into the dungeon just seems really bad to me.

However, when I saw the number available, I couldn’t help but wonder how many times the entire active playerbase has run through the dungeon, how many got a jetpack and how many out of those that got a jetpack decided to sell it.

So I was wondering, does anyone have any idea on the drop rate for the jetpack or is there some sort of spreadsheet that I could contribute my data so far?

What's going on here? (IZerker) *screens*

in Bugs: Game, Forum, Website

Posted by: DanteZero.9736

DanteZero.9736

Seriously, playing around with the numbers and we still don’t have anything? Forgive me if I’m wrong, but shouldn’t playing around with the base damage allow you (Anet) to reach similar numbers to what we had before this weird bug?

How to deal with molten protectors?

in Flame and Frost

Posted by: DanteZero.9736

DanteZero.9736

I think that’s the issue I’ve been having recently: the shield’s effect radius is larger than the animation. I tried using the air staff 3 skill on my ele and while it did knock a protector just outside of his circle, he was still invulnerable. I think one of two things can be done:

1. Make the animation radius larger

or

2. Make the area of effect smaller

After playing GW1 for years and GW2 since the first public betas, I’m pretty sure Anet would opt for #1.

How to deal with molten protectors?

in Flame and Frost

Posted by: DanteZero.9736

DanteZero.9736

I plan on running the molten facility until I get a jetpack. My question is how do you guys deal with the molten protectors in a quick manner? I tried knocking them out of their ring, but they still have their shield buff icons on them even outside of it.

Ambient killer completes champion killer?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

I just completed the ambient killer daily and somehow, upon completion of it, I also got credit for the champion killer daily task.

I know for a fact that I didn’t engage any champions up until that point.

I did, however, engage in the rather mischievous killing of rabbits, owls, and rats.

Has this happened to anyone else before?

SoTG on D/D Ele = hit in your face

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

Buff the hell out of staff and focus. That’s what we need but Anet will not do right now. There is no way people will wait 6 years for a major buff like in GW1.

General PvE/dungeon build improvements?

in Guardian

Posted by: DanteZero.9736

DanteZero.9736

This is what I currently run as a general build when I’m out exploring, but I’m thinking of starting dungeons on my guardian.

WITHOUT consumable boost:

http://gw2buildcraft.com/calculator/guardian/?3.3|2.1c.h2|1.1c.h2|1p.7x.1n.7x.1p.7x.1n.7x.1p.7x.1n.7x|1g.67.1n.61.1n.61.1i.61.1i.61.1g.61|p27.a2.a6.p39.0|0.0|v.11.16.19.1j|e

WITH consumable boost

http://gw2buildcraft.com/calculator/guardian/?3.3|2.1c.h2|1.1c.h2|1p.7x.1n.7x.1p.7x.1n.7x.1p.7x.1n.7x|1g.67.1n.61.1n.61.1i.61.1i.61.1i.67|p27.a2.a6.p39.0|40.7|v.11.16.19.1j|e

The goal of this build is to focus on being able to take a few hits and dish out a few hits while keeping enemies as close as possible and away from allies. Is there anything that can be done to improve the build overall?

Also, this is my guardian alt hence there aren’t any ascended accessories. Replacing the exotics with ascended would provide a noticeable boost, but I don’t have the sort of time to get that on an alternative character.

The current melee weapon setup should also be switchable to a staff or scepter in situations that call for ranged attacks.

Any thoughts for improvements (OTHER than ascended gear)?

(edited by DanteZero.9736)

I'm scared for the 30th patch

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

From how I understand about the ele nerfs, mist form no longer allows you to use any skills at all… That is a big hit to eles in all forms of play. In pve, mist form+ether renewal was a safe retreat when you had a lot of conditions stacked on to you and one or two enemies targeting you. I would imagine a similar scenario for pvp/wvw.

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

This is my recent level 80 guardian, Faye:

Attachments:

Uncontested Temple of Balthazar

in Dynamic Events

Posted by: DanteZero.9736

DanteZero.9736

Any servers in NA have the temple open?

Which upcoming Region do you want first?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

If we go into the crystal desert, we’d need Junundu wurms to cross the desert. Hell, they were the closest things to mounts back in GW1 and even then, it was in a very limited area.

AC Cave troll projectiles

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

Seriously, you can’t reflect them? Why not? The troll was the sole reason why several AC story groups quit (gotta have more people doing dungeons you know).

His shockwaves basically instantly take down players (everyone was level 50-70 in my groups) and his stun attack is ridiculous. What has me curious is how does a troll even bother to throw blobs of lightning at players and at a rapid rate at that?

For the record, I was a guardian with reflection wall.

Chinese GW2 beta

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

They’re replacing outfits to be less nude in order to censor the game for Chinese audience. Why would you want that?

Some of us don’t want our characters to look like hookers?

I’m not sayin’ bowdlerize, but more options showing less skin would sure be welcome.

Hades, more armor and costumes – period – would be nice. (so long as they’re not all chainmail bikinis)

I want my characters to look like hookers.

Hahaha!

On a serious note, more armor is always welcome in my book. Be it revealing or more… prudent armor is fine because that allows for more options and potential combinations for armor (assuming that clipping is prevented or fixed quickly).

Chinese GW2 beta

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

What the… Why does the light armor look so nice and ISN’T available in the game??

They are all available in the game. You should try reading through the thread. At the very least the red posts.

Weird, I don’t remember seeing light armor on the human females in game. I know they’re placeholders but the armor in the original images are available in game. The ones found in the Chinese beta, nope. I’m hoping that the armor will be available sometime in the future.

Chinese GW2 beta

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

What the… Why does the light armor look so nice and ISN’T available in the game??

Separate guild bounties into separate tiers

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

The bigger of my guilds has well over 200 members, and I regularly help out an allied guild that is nearing the 500 member cap. Both of them have trouble successfully doing a tier 3 bounty. Even with it being a regularly scheduled event each week, the guilds seem to only be able to pull in about 10% of their total roster. This is enough people to track down every single bounty before beginning (which takes longer than the actual bounty). But even with them all found ahead of time, taking down 6 in 15 minutes is pretty hard. I like the idea of less potential targets on lower tiers instead of just upping the number to take down, as tracking down the enemies is probably the hardest part to coordinate. I do like guild bounties and the other missions for the most part, but the tier 3 difficulties are currently a waste of time when 2 easily achievable tier 1 or 2 bounties will hit the cap just as quickly.

I agree about the lack of incentive for non-members to help people out. I believe a non-member can still open the grand chest at the end of a rush, so something similar should be done. 25s would be great, but I think just extending the world boss daily rare chest to all group events would be enough incentive for passers-by to help.

Hence freezing time limits until a bounty is actually engaged, this allows the guild time to prepare for the attacks on the targets. Also, the reason why I suggested splitting off targets into three tiers is BECAUSE guild have a hard enough time finding the bounty.

While the hunt for the target is important, it’s only fun if the targets were selected from a small pool so that less time is focused on hunting and more time is focused on beating them down.

Lets face it, pressure is important to bounties because it adds tension and to keep things moving. But the current state is just far too much for the average guild who doesn’t always have a tremendous amount of active and representing members.

If anything, by splitting the bounty targets into three tiers, Anet would allow guilds to pick and choose their battles wisely because they can accommodate for several factors:

  1. Active and representing members currently participating
  2. The patrol routes of said bounty targets can be narrowed down. In other words, guilds will know what to expect for a tier two bounty because there would be at least one target in the tier two list and one in the tier one list. The third would be an element of randomness and is selected from the pool of both lists.
  3. Guilds will have time to find and engage bounties with less frustration and hectic running around on voice chat programs and/or guild chat.

This sort of change to the bounty system would make it much more flexible and forgiving for small guilds but still keep things interesting and challenging for larger guilds. At the same time, the changes would allow for small guilds a better chance at unlocking and preparing for higher bounty tiers (through the training changes).

Separate guild bounties into separate tiers

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

Those are the problems that people have been encountering. That’s also what my suggestions are trying to alleviate. The issue is that the bounties are far too spread out and open ended for small guilds to complete.

Separate guild bounties into separate tiers

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

Explanations:

Ok, so first off, the reason why I suggested splitting bounty targets into their own respective tiers is to allow small guilds to be able to tackle guild bounties and actually have a chance to succeed. With only FIVE main targets in each tier, a small guild should be more than capable of locating the targets because there are only five bounties in tier one.

Tier one means less time scouting and more time engaging/enjoying the darn bounty hunt. This will also significantly ramp up the time it takes to complete a bounty mission because small guild will have less to worry about.

Tier two is where things get serious. You have at least one target in the tier two list, and one from the tier one list. This leaves room for guessing who will be the third target. The goal for this tier is to add challenge while still keeping the bounty mission doable.

Tier three is the biggest of them all. You have at least one target from all three tier lists and you have three others that you don’t know who will pop up. This provides the greatest range of challenge because the three random bounties could be from the same tier. The idea here is to add tension when you find out the three other targets.

Second off, time limits are bad for guilds who commonly employ the pre-scout tactic. Let’s face it, Anet’s internal test teams employed the opposite strategy of spreading out the explorable zone and hunting the target. There needs to be a middle ground where both tactics should be viable and not a punishment to the players.

This leads to my suggestion of starting the time limits when you engage your first bounty: Players have time to reach said bounty but once the bounty is engaged, the 15 minutes start ticking down and players will have to scramble their way across the world map to reach the next bounty. The time limit freeze should allow guilds who encounter other guilds with the same bounty to have time to search for said target again.

Another possible solution is to double the time limit to 30 minutes and reduce the time limit as you go for higher tiered bounty missions.

Third off, non members need to have some sort of incentive other than just a regular event reward. The fact of the matter is that players can skip or grief by not participating. To prevent this, I recommend adding a 25 silver reward to entice other players to help out if a bounty starts. There would also need to be a 50 silver daily cap because we wouldn’t want the reward to be TOO high to the point that players start selling their services as mercenaries… Do we?

Fourth off, repeat bounties yield influence gains. Guild bounty training targets yield influence rewards so that small guilds should be able to get to the guild bounties. But what about repeating said bounties for those who have the ability to run them? What’s the point of running a bounty the second time if you hit the merit/commendation cap? Shouldn’t guilds still get some sort of reward if they repeat a bounty again?

These suggestions are meant as a way to improve and help smaller guilds (and medium/large guilds) with bounties everywhere. The goal is to enable guilds a “get together” event or mission that enables them to work together as a team. These events SHOULDN’T be frustrating or require a crap ton of preparation for the lowest end of the missions but with its current state, they are really frustrating to some end.

TL;DR: Please click the back button your browser. I have no time for people who don’t read.

Separate guild bounties into separate tiers

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

For clarification:

Small guilds = 15 ACTIVE members or less at any given time.
Medium = 16-30 ACTIVE members
Large = 31+ ACTIVE members

I hate to say this to a good idea, but guild bounties are a mess. Several things that I have found while speaking to other guilds and their members are:

  1. Small guilds with attendance of less than 15 members active (simultaneously) tend to get screwed out because of the tremendous influence costs.
  2. Guilds go with the pre-scout tactic first and then switch to the map spread tactic if they can’t find a particular bounty.
  3. Other guilds can kill off a bounty which causes issues with needing to locate said bounty again.
  4. Guilds don’t tend to have all the explorable areas unlocked on all participating members thus causing issues with the time limit.
  5. Not being in the guild and participating either lends to potential griefing or people not bothering to participate because they only get regular event rewards.
  6. Some bounties take far more coordination to complete and with the time limit granted, some guilds tend to fail easily against these bounties.

So what am I suggesting?

1. To address the issue of small guilds and guild attendance, I suggest adding tiers to each bounty target. Since there are currently 18 targets, I suggest splitting the main bounties into groups of six and splitting the three groups (total of 18 bounty targets) for each tiered bounty hunt.

2. Each tiered bounty mission will feature at least one enemy from the same tier list and one enemy from the lower list (if applicable). Example:

  • Bounty hunt tier 1: Two random tier one bounty targets from the tier one list.
  • Bounty hunt tier 2: AT LEAST one random tier 2 bounty target and one random tier 1 bounty target. The third bounty target is randomly selected from the two lists.
  • Bounty hunt tier 3: AT LEAST one random target from each bounty tier. The remaining three (of the six targets) will be selected from the three lists combined.

3. Separate the guild bounty training targets into their own specific tiers—this gives developing guilds an idea on what to expect for(of the six targets) will be selected from the three lists combined.

4. Repeating a specific bounty tier will not allow for commendation or merit rewards (once you reached the cap) but instead will reward influence:

  • Tier 1 training: 1500
  • Tier 2 training: 1750
  • Tier 3 training: 2000
  • Tier 1: 2500 (1250 per target)
  • Tier 2: 4500 (1500 per target)
  • Tier 3: 10500 (1750 per target)

5. The time limit for guild bounties will not start UNTIL the first bounty has been spoken too and engaged.

6. Non guild members participating in the bounty will receive a non member’s reward of 25 silver (half of a member’s reward money and there is a reward cap of 50 silver total per day).

7. Certain tier enemies will only scale up to the GUILD MEMBERS that are fighting them. Half-baked komali, I’m looking at you and you’re insane fire shield.

To be continued in the next post:

Edit: Fixed some typos

(edited by DanteZero.9736)

I'm GWAMM and love GW2

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

I am a GWAMM, and so can you! (Points to anyone who gets the reference.) I always considered GWAMM as the title of “I’ve got nothing else better to do so I guess I’ll just work on these titles.”

After reaching GWAMM status, I was just so burnt out with GW1 that I stopped playing entirely. Mind you, this was AFTER maxing out my HoM and by then, I was about 2 titles away from GWAMM so I thought, why not?

Anywho, the direction of GW2 is ok. It could definitely be A LOT better, but it could be a lot worse too. If anything I wouldn’t mind if there were a dedicated balance team where you have about 5-10 people dedicated to balancing out skills in all manners of play. Some things that could definitely improve the overall experience would be:

1. More fully explorable areas that can be used to level up. Leveling up is boring as hell when you have fully explored every zone on other characters.

2. More smaller events that do improve the backstory or narrative of a zone. Fixing that motorcycle for that Charr NPC awarded a town clothing item. Why can’t we have more small events like that just for the hell of it? It’s not required, and it can be a one time only thing too.

3. Fix the dungeons already! CM is way too much for it’s level, CoF path 1 is way too little, AC still has bugs in it.

4. Stronger narrative options for the renown hearts. We know what to do to fill up a renown heart, players just don’t know WHY they are doing these things. Besides, I would dare to assume that players tend to ignore the scout NPCs which tell you the story behind the renown hearts. This is a VERY big problem in terms of narrative for the players.

5. The hunt: Legendaries and precursors are generally either based on money, or based on luck. The problem that boils down is that there is no reliable way to acquire a legendary because players will want to rush through to get it ASAP and then complain about there being nothing to do. If anything, having a guaranteed way to acquire an account bound precursor (hell make it time gated with the option of paying increasing karma costs to speed things up) should be high up on the priority lists — along with serious skill balance passes for several professions and sPvP improvements.

6. Karma. Karma karma karma. There needs to be MORE use for karma than its current state. Right now, it’s only good for cheap leveling equipment, cultural weapon skins, maxing out cooking cheaply, and spending it on Orrian Jewel boxes. Other than that, there needs to be a lot more uses—about 3-6 more uses (including #5).

Edit: Fixed a glaring spelling mistake that changed an entire sentence.

(edited by DanteZero.9736)

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

This my thief in:

  • Krytan chestpiece
  • T2 human leggings
  • T2 human boots
  • Arah guantlets

Attachments:

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

This is my current look right now:

Head: Leather Mask (crafted Level 40~50)
Shoulders: SE
Chest: CM
Gloves: SE
Pants: Vigil
Boots: Vigil

What is the chest piece color? It looks nice.

Is New AC dying?

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

Having just finished path 2 post update, I can say that the boss fight isn’t fun if the PUG is uncoordinated. That being said, how well do you think the typical pug can coordinate themselves to quickly and semi-efficiently take down the ghost eater?

Path 1, other the other hand, is just annoying because every pug I’ve been a part of (6 total) seems to fail at least 4-6 times at the graveling burrows section. If anything, I think the graveling hatchlings need to be toned down for this specific part.

How much, if any, tangential learning in GW2?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

After encountering some of the names and terms, I looked them up out of curiosity. Now I know what the Bifrost is about, what it does, and its significance to Norse mythology. Now if only there were more eastern inspired mythology added to it. Of course, that would probably in the expansion that deals with Cantha (assuming that Cantha will be featured).

Getting close to hanging up my staff

in Elementalist

Posted by: DanteZero.9736

DanteZero.9736

My guess is that since there are 2 devs working on skill balance (I don’t remember the Anet post that said this), the more immediate issues caused by other builds will get looked at first. While I wouldn’t mind a large growth in the skill balance division, I guess time will tell if more skill balance/systems designers step up to the plate.

Can we expect more exp. areas in the future?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

I’m not talking about explorable areas like Southsun Cove, I’m talking about genuine explorable areas that contain renown hearts, dynamic events, karma traders, and scouts.

I do realize that the amount of time, resources, and testing needed for a new area is tremendous, but I want to know if the current map is everything we should expect for some time.

It doesn’t necessarily have to be at max level—so long as there are new places to explore while leveling an alt is fine by me.

Leveling alts and exploring Tyria, at least to me, seems to have slowly become stagnant since I’ve seen these explorable maps plenty of times.

Only 2 dirt covered objects per map area?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

For the living story, I noticed that there seems to be only 2 dirt covered objects out of all the possible locations of the map in Diessa Plateau.

I know that the last of the items have been released for this “scavenger hunt” but after combing the map’s possible locations for an hour I couldn’t find the last item (logbook).

Are there only 2 possible dirt covered objects per map?

XBox 360 / PS3 controller scheme inside

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Nice work! Even though I use mouse and keyboard, I know a friend who plays using a controller because he’s not used to keyboard and mouse. I’m sure he’ll appreciate this mod.

My question: When you ground target, do you use LB+RB for a left mouse click? Is it possible to alter it so that you can click on the L3 (control stick) to count as a left mouse click?

Discovered my Ascended anger was unfounded

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

Lord Gustaff: Good work! To be honest, players shouldn’t fall for the standard “I want it now” mindset. It happens almost all the time, but if they weren’t so stubborn at times and looked at it from a different perspective, thing surely wouldn’t be so doom and gloom for them.

Also, when you said 7/8 dungeons, is it safe to assume you’re talking about Arah Path 4 being the only path/dungeon left?

Idea to make Engineers more popular!

in Engineer

Posted by: DanteZero.9736

DanteZero.9736

My problem with PvE Engineers are:

1. Turrets with cooldowns past 30 seconds (rocket, thumper, and flame) aren’t helpful when they’re destroyed. They seemingly don’t have enough time to make a big impact.

2. Turrets aren’t mobile and thus, can be easily destroyed given proper range, dodging, etc. Once an enemy targets one of your turrets, from what I observed, they won’t re-target (could be just my bad luck).

3. Engineer weapon skills are a bit on the boring side. I know kits are important, but the skills for the weapons need to be a bit exciting too.

Remap the draw on mini map key

in Suggestions

Posted by: DanteZero.9736

DanteZero.9736

Currently, the only way to draw on the mini map is to use the shift key. However, With the way I mapped my keyboard controls, shift is a modifier for something else and that throws me off whenever I try to draw on the mini map.

I’m suggesting that players should be allowed to remap the key so that we can use a different key to draw.

Why Don't More People use the pistol?

in Mesmer

Posted by: DanteZero.9736

DanteZero.9736

While I really like the pistol, I think there are a few things that arise from it’s skills that cause players to avoid it:

1. No speed buff

2. Bugged attack range (1200 player cast range and the phantasm has to move in to 900 range to attack)

3. Attack damage could use a slight boost at about 5-10%

4. No speed buff

5. Can’t dual wield pistols/offhand only

6. No speed buff

Also, illusionary warden tends to stay alive in most cases to complete it’s attack and it also deals more damage over the duelist.

Risen acolytes spawn support too quickly

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

They spawn minions almost every 3-5 seconds and always 2 thralls and 1 plague carrier. While this wouldn’t be an issue if it spawned minions 30 seconds or so AFTER the last minion died, the fact is, they spawn far too quickly.

Fighting one single veteran risen acolyte as a mesmer, I ended up facing 8 thralls because I was dealing insufficient damage (I had iwarden, and iberserker up with full level 80 exotic berserker’s gear btw).

This also makes certain skill points in Orr very difficult to acquire. I tried to get the skill point at the cathedral of glorious victory but it seems having about 6 or so veteran risen acolytes means quickly getting overwhelmed by 15+ thralls. I don’t have any thief friends and most of my guildies are off on their own business.

Any advice for AC spider boss?

in Fractals, Dungeons & Raids

Posted by: DanteZero.9736

DanteZero.9736

My problem with her poison fields involves their duration; it seems to last way too long and she fires what seems to be 6 total at any given time (3 from the first volley, and then 3 again while the first volley hasn’t worn off).

This could be just my poor perspective and timing of viewing these clouds though so take it with a grain of salt.

Aside from that, I generally play as an ele, thief, or mesmer for AC and encounter a lot of necros, guardians (omg so many of them), and warriors (ditto). Any advice for the specific professions?

I do know that mist form for eles and shadow step for thieves is helpful, same for blink on mesmer, but since we can’t reflect AoE projectiles, magnetic aura and feedback is of limited help when focusing on her.