Showing Posts For Dee Jay.2460:

Unstoppable bleed thief solo Keep cap

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

That was actually pretty cool even if you did have to resort to P/D quite a bit.

Amd Mantle

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

Considering how “dated” the engine was even at release (no DX 11, no 64-bit optimization, poor multi-core support) I doubt GW2 is really much of a Mantle candidate.

I feel like GW2 was programmed for PCs in 2009, except it didn’t come out until 2012.

Kicked for not stacking correctly

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

The OP shows one problem with everyone following common knowledge tactics like stacking all the time. Nobody ever sees what happens when it goes wrong so the community forgets why they’re doing it!

Most pugs don’t know the intricacies of the mechanics anyway. In this case, they often think stacking in the corner itself it what makes the Queen not use the aoe. They’re just doing something that was shown to them a while back that worked well, something that dungeon guilds had been doing months prior. They didn’t forget why they were stacking, they basically never really knew why, except that it’s faster, but that’s all they really need to know.

That sums it up quite nicely actually.

I know that stacking is effective because I see it all the time, every day. But aside from a few exceptions I don’t know what makes it so effective in PvE. Easy revives, boons and mitigation play a role of course but obviously stacking also helps suppress certain boss mechanics as well.

Favorite Commander / Loudest / videos ?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Lol, that was hilarious. I wonder if that guy was actually still going. I mean it looked like his group was almost completely wiped about 20 seconds after making contact and yet he was still going 3 minutes later.

I remember watching a Red Guard video and having to turn off the sound because their commander was unbearably intense.

+/-40% condi food to 20%, because..

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I was running around WvW this evening an scanning the food people were using.

90% of the time it was either + Condition duration or – Condition duration food.

Our commanders were even donating – Condition duration feasts for the zerg to use. I even saw a Necro boasting – 40% Condition duration food.

The fact that this food is so widely used just shows what an abysmal state conditions are in. I observed a Thief dealing 8000 condition damage with a singe Sneak Attack today. That’s more damage than most Backstabs and that’s coming from a ranged attack that is easily applied with little/no threat to oneself.

Something needs to happen and happen fast. Lemongrass Poultry Soup is already at 28S for a 30 minute food.

[Survey] All you zerkers...

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I might actually end up switching from Valkyrie to Berserker gear after the nerf. But I’m not sure.

Maybe I should just join the condition spam circus like the rest of the cheese-builds because for small-scale WvW, that seems to be the way forward.

Ferocity doesn't nerf berserker builds

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I currently play the Hidden Killer, Backstab build with Valkyrie gear, aka. the build that will be hardest hit by the upcoming nerf to Crit-Damage.

And you know, fundamentally I’m ok with this. I do think damage in this came can be pushed to extremes and it’s not much fun.

But you can’t make changes like this without addressing other issues too, like excessive bunkering and massive condition spam.

90% of players are already running -Condition duration food in WvW and for good reason. They are far too abundant and easy to apply while still being ridiculously powerful unless countered by massive condition cleanse.

THIS is something that needs to be fixed. Just nerfing Crit-damage without further adjustments is going to make things worse, not better.

WvWvW on D/D vid

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Posted by: Dee Jay.2460

Dee Jay.2460

True, but I don’t think that’s necessarily the players fault. GW2 simply has a limited set of tools and there’s a limit to what we can do with them.

Yes, seeing Sword/Pistol rock in WvW would be interesting. Seeing Pistol/Pistol own face too. But there’s a limit to what can be done while still looking impressive.

While the footage isn’t great I do give the OP credit for a solid play-style and not relying on food, stacks, Guard Leech or other buffs to come out on top.

Best sigil and rune for a zerker p/p thief?

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Posted by: Dee Jay.2460

Dee Jay.2460

I’d hold on to the Orbs for now and wait for the Rune/Sigil update that’s just around the corner.

It should make some significant changes to runes and sigils so what is good now probably won’t be great then.

And btw. the damage increase from Ruby orbs is quite substantial and I doubt you’ll find anything better in terms of DPS aside from Scholar (which are expensive) or Runes of Strength (which require Might).

Runes of the Ogre might be an option if you don’t mind the pet.

Sigil of the Night is generally best for PvE, combined with Sigil of Force or Sigil or Accuracy, depending on your Crit-Damage and Crit-chance.

(Accuracy if Crit-Daamge is > 100% and you don’t have 100% Crit-chance).

(edited by Dee Jay.2460)

Should I disable auto-attack in PvP?

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Posted by: Dee Jay.2460

Dee Jay.2460

There were/are a number of issues with targeting and auto-attack. But most have been fixed and I don’t Backstab a pet or a minion nearly as much as I used to.

I don’t get the automatic Backstab much either that would occasionally trigger without player input.

So yes, I use auto-attack since the game requires you to spam is so much otherwise. My poor “1” button wouldn’t survive a week of GW2 if I played without auto-attack enabled.

Allow Stomping while other guy is Stealthed

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Most people continue attacking while downed so often Shadow Refuge won’t actually help.

While I understand it’s frustrating this is one of the few group utilities Thieves bring to a team and I would hate to see it taken away.

I agree though that this is a slight inconsistency with stomping. Blind doesn’t stop a stomp, so why should stealth? I think the game just checks if you have a target at the moment of your finisher.

Any repurcussions for necro exploit?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Since this bug has been around for weeks I think we should actually thank Abaddon’s Mouth for abusing it so extensively as it forced ANet to take measures.

Who knows, they might have ignored it for longer if AM hadn’t gone so balls-to the wall with it.

Skyhammer...why?

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Posted by: Dee Jay.2460

Dee Jay.2460

I dont get why Anet haven’t still removed this crap from solo q… 99% of players hate it, a lot of time we have to play 4v5 because ppl dont wanna play it…and it’s still there

really there is no reason, just admit that it was a failure and remove it…failures happens, but keep failing is kitten

I used to rage about Skyhammer every day.

But then I just joined teamQ like everyone else. Better rewards and no Skyhammer.

The only down-side is that you occasionally play premades during prime-time.

Problem versus Engi perplexity

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Posted by: Dee Jay.2460

Dee Jay.2460

People like to act as if Engineers take so much skill but really it’s just a really forgiving class when specced full Dire + massive AoE Condition spam + 40% Condition duration food + Perplexity Runes.

That combination is probably the king of condition cheese.

I once watched an Engineer from stealth running in circles for a full 20 seconds, spaming his AoE bombs before deciding to stop. He didn’t even bother to check if he’d hit anything or if I was even around.

As for an actual counter. The only way I’ve managed to come out on top of a not-terrible Engineer is by stacking -40% Condition food on myself and waiting out their cooldowns.

Try to avoid their AoE as much as possible while still pressuring them just enough for them to use their cooldowns. Be patient and don’t expect to instant-gib them like some other classes. After they’ve blown their immunity-shrink thing (Elexir S?) they can be bursted down successfully.

But it takes a little luck and timing.

This is assuming you’re playing either D/D or D/P burst in WvW.

But as said, they are the kings of condition cheese so don’t expect a good win-record even with -40% Condition food.

S/D Thief Too Strong? (Discussion)

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Posted by: Dee Jay.2460

Dee Jay.2460

Can you please not necro a 4 month old thread, especially if there have been two balance patches since.

Outnumbered Buff - No Siege Decay

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Posted by: Dee Jay.2460

Dee Jay.2460

I’d love to see some changes to Siege decay. I understand the necessity of it but the current solution really isn’t all that great. If it helps make “outmanned” more useful, I’m all for it.

Any repurcussions for necro exploit?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Typically ANet has taken a harsh stance against exploiters and this bug is a very obvious exploit.

Then again it has been around for a while now and has been used on a smaller scale for weeks now. Abaddon’s Mouth seems to be the server that used it excessively since yesterday. Maybe they’re hoping to make a point? Maybe they’re ensuring it gets fixed? And what about all the individuals and guilds that have been using it for weeks prior?

And then who do you punish? The Necros who were asked/encouraged to use this exploit by the zerg? The entire zerg? The commanders? Even if all of their actions didn’t really take place in game (rather than on TS/ Ventrilo/Mumble)?

It’s a difficult call to make and it’s going to feel unfair to toward whoever it hits.

(edited by Dee Jay.2460)

Why WVW is broken... really

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Posted by: Dee Jay.2460

Dee Jay.2460

AOE used against any structures or players on keep walls has it’s damage cut by x%.

Simple fix.

OTOH, historically, outer keeps were never meant to hold back invading armies. Just slow them down. You’re speed bumps.

I’d much rather see a wall give people a 200 range bonus and attackers who shoot upwards a 200 range malus.

That way you’d be much less able to AoE on the walls and defenders would also have a much more realistic defensive advantage.

(edited by Dee Jay.2460)

Why WVW is broken... really

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Posted by: Dee Jay.2460

Dee Jay.2460

I too find this to be a fundamental flaw in design. Not that it’s impossible to defend, but defense hinges almost entirely on the successful use of Arrow Carts.

Walls are supposed to be a defensive structure giving an advantage to the defenders. But they’re death traps due to AoE spam.

Oil and Cannons are supposed to be massive deterrents against enemy siege and blobs. But they too are death traps that are AoE’d down in seconds as soon as a blob comes knocking.

Instead we have to resort to completely non-intuitive stuff like building trebs behind gates and Arrow Carts in fancy corners because the normal defensive weapons are so absolutely impotent.

But to me the most frustrating thing about defense is the futility in light of a larger zerg. Even if you do down people during the defensive battle the all-mightly blob can just revive them in a matter of seconds. It’s really crushing to see any of your efforts countered by 3 people bending over a dead guy for 4 seconds.

Ascended armor

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Posted by: Dee Jay.2460

Dee Jay.2460

I’m currently in a similar position and unsure about where to go with Ascended gear.

For PvE I intend to always boast at least 15.000 HP and even with 15 points in Acrobatics that requires quite a few pieces of Vitality gear. So I too am still holding off until the changes to Ferocity go live.

But my current thinking is that it’s probably best to combine Berserker Gear with Soldier gear to reach your sweet-spot in terms of suvivability and damage.

Something like 3 Soldier pieces in your main set should suffice to keep your survivability at a good level without sacrificing too much damage.

As for Runes, I’d give Superior Runes of Strength a serious look if you can maintain at least one stack of Might at all times. They were quite affordable and are in for a nice buff with the upcoming change.

But here too we might have to “wait and see” to really make the right choice.

Kicked for not stacking correctly

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

Moving, even a liiiitle bit, can start AoE poison damage which will immediately cause everyone to die. It’s really quite important to stack tight in that corner and not move.

Ok so this kind of confirms my suspicion.

Still, it feels like an odd mechanic for an AoE damage ability to trigger when people are NOT stacked up tightly.

Are there any more bosses with this sort of mechanic (not stacking in general, but being very frickle about positioning) I should know about?

I realized that Collosus Rumblus can be a bit like that too and will kill you outright if you’re not standing on the exact right point.

Decap Engi

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah I agree it’s a pretty dumb build and shouldn’t really allowed to exist.

With a little luck we might see it nerfed by Summer 2015.

signet of vamirism bugged?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah we just tested it. Just melts the gate. Ten people in half a minute just dps’d it. We actually learned it from Abaddon’s Mouth, who forgot to report it.

I reported it yesterday but the thread was moved to an exploit archive to limit exposure.

ANet knows about the bug and they’re probably working on a fix as we speak.

Stacking in the corner. What fun is it?

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

I do find this modern dungeon culture to be extremely alienating.

Where I used to navigate dungeons fairly intuitively, now I feel like a complete noob because I don’t know all the exploits and tricks people use to run the dungeons as smoothly as possible.

I don’t really fault people for resorting to these tricks. After all if you’re doing dungeons regularly you want them done as efficiently as possible.

But this can’t be working as intended and it’s really not as fun as it could be, you know when dungeons were about more than stacking and spaming.

Kicked for not stacking correctly

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

Ok so yesterday I was kicked from a dungeon for not stacking correctly.

Note, I was still stacking, just somehow “wrong”. As if standing on a pile could somehow be done incorrectly.

Nobody bothered to explain or anything but it irked me because I’ve had my Dungeon Master for over a year now and don’t like being called out a noob.

So the boss was the Spider Queen in AC where you pull her around the corner while all stack up behind the pillar. I assume you did that to position her and for easier revives etc. But there must be something more to it because apparently even moving a yeard or two from your original position is somehow bad.

So what is it about this boss that makes moving so bad? I did realize the damage to the group increased after using the Fiery Greatsword but never associated it with me moving slightly out of the pack.

Can someone explain?

Thief Stole my Broom

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

But was he a Thief before he stole your broom?

Curious, Why Ferocity and Not Armor Pen?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

So basically a stat that reduces the targets Toughness?

It would be an indirect nerf to Warriors and Guardians, which, depending on your PoV, may or may not be justified.

Personally I’d like to see more “bunker busting” capabilities as Bunkers are currently hurting sPvP.

My concern would be though that it’s hard to find a sweet-spot for such a stat. It’s either going to the “the best DPS stat” or a junk stat. It will be hard to make it exclusively attractive for bunker busting.

But maybe this concept should be explored.

(edited by Dee Jay.2460)

Last Refuge

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

I think after a year of complaining Last Refuge was finally acknowledged as a problematic trait.

They never said what exactly will come but they hinted at a few “Quality of Life” improvements for Thieves, of which a fix to Last Refuge would be most welcome.

Thief Cond/Tough/Prec build?

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Posted by: Dee Jay.2460

Dee Jay.2460

Well technically anything is viable in dungeons since they aren’t really a challenge. At least very few of them are. So I don’t think you’d be straight-up kicked from groups for playing such a build but I wouldn’t expect much appreciation either since you’ll be dealing a fraction of the damage you’d be dealing with Sword/Pistol.

Necros won’t like you either for consuming so many Bleed stacks.

Other than that I’d have to see the exact build and gear choices to critique it fairly.

As for the heal, since burst heal is more often required than sustained healing I think you’d fare better with Hide in Shadows. But that depends on how effective Malice really is in practice and ultimately up to you to decide.

I also don’t see the synergy between Precision and Condition damage. Why would you want to stack them both? Also, with no Vitality whatsoever you’ll still find yourself constantly dead.

Overall, can it work? Yes, as can anything really.

Will it be viable? Depends on the exact build.

Will I be “useful”? Not nearly as useful as you could be with Sword/Pistol Power damage.

Feature Build Balance Preview

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I don’t see these changes really accomplishing anything in terms of balance and build diversity. They are either addressing things that are a non-issue (poison duration stacking, really?) or completely impotent at fixing any established problems.

Again, I’m left wondering if ANet is actually playing the same game I am?

I’ll comment on Healing Signet because that’s one of the few skills I am qualified to comment on and because you specifically asked for Feedback.

To be honest, in light of the changes to crit-damage, I doubt most Warriors would even notice this change. Burst is currently what kills Warriors and if burst is cut by 10%, why would we worry about an 8% nerf to Healing Singet?

The problem is there is never a good reason to use the active aspect of HS. Unlike most Signets you use for the active effects and take the passives and “nice to have” you take HS specifically and exclusively for the passive effect. In fact using the active aspect of it is detrimental more often than not.

But that’s just part of the problem. The other is that there are so many other passive healing-sources on the Warrior that it just adds up.

Leaving the mechanics of Healing Signet unchanged is a mistake. A simple nerf to output won’t fix the problem that this skill has no element of skill, no counter-play and being highly effective.

As for a potential “active” effect, how about if using Healing Signet made you invulnerable for a few seconds, similar to Endure Pain. That way you’d be sacrificing 20 seconds of passive healing for momentary mitigation. This might lead to some more interesting depth.

(edited by Dee Jay.2460)

PPT or Bags?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Normally I’d say you should play to win.

But since PPT is such a terrible scoring algorithm and anything you do is meaningless unless you have a night crew then you might as well just play for bags.

Until the scoring system is made a little fairer there’s no point in playing for points.

THIS should be the Guild Wars 2 main theme

in Community Creations

Posted by: Dee Jay.2460

Dee Jay.2460

Funny, I always thought the first track was the official GW2 theme. At least that’s the track they used for most of their promo-material.

I agree though that it’s one of the best game-soundtracks out there. Jeremy Soul sure knows his stuff.

But to be honest, this stuff was written 6 years ago and I doubt they’ll change anything about it now.

Daily feast is out of whack

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I agree with the OP.

Yes, it’s easy to cheese this achievement. But shouldn’t dailies come from natural play?

How is eating 12.5 hours worth of buff-food “natural play”?

[Thief]Trait edition

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

It’s quite obvious that most Thief traits haven’t received a design-review since release. Just look at the Warrior with all the revised traits.They are overall far more attractive, make more sense and are more impactful than anything Thieves have.

The reason so many Thieves play the same way is because only 20% of our traits actually have a tangible impact on how the class plays.

Can We Have Non-Stealth Condition Removal?

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Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, this is a big factor really limiting build diversity.

You can’t survive in WvW without condition removal and the only viable removal we have is in stealth. Fleet Foot really needs to remove any condition type of condition when we dodge (only one, obviously).

Discussion: Downed/dead state and zerging

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Downed-State/Rally/Reviving

In PvE:

Ok, obviously mobs don’t care if a party is suddenly rallied so there’s no real problem here. Since it can only really affect 5 people there’s a limit to the snowballing too.

My only frustration with it in PvE is that it encourages you, should you be at low health, to not “finish” your current opponent and instead wait to down and then use the mob to rally yourself.

This is completely counter-intuitive and nonsensical really, but that’s how the mechanic works. Fighting 2 mobs, better not kill the first one until after I’ve downed so I can abuse the rally…

In WvW

Small scale roaming: This is where downed-state feels the most frustrating as it is a huge snowballing mechanic. For every 100 times I’ve failed because I couldn’t finish off someone I may have had a “come back” once. All downed-state does is give the already larger group more and more fail-safe options their opponents have to overcome.

Any uphill battle is made a dozen times harder because of downed-state, especially when you account for various downed-state abilities. When fighting 3 vs. 1 you can’t afford to waste valuable cooldowns to secure stomps but this game forced you to.

Zerg battles – In Zerg fights the actual downed-state is mostly ignored. But here Rally becomes a huge issue and just feels completely random and contrived. You can be at 1% downed-health and then suddenly get rallied because….well someone you damage somewhere obviously died just in time. But it’s just pure luck, there’s nothing skillful about it.

And then there’s the snowballing aspect to it. You have a bigger force? Well no need to revive because your team-mates will all be rallied while you roll over your opposition. That’s why you never see anything like “a close victory” in GW2. One side always steamrolls the other, even if people do go down during the fights. They just all get rallied eventually. You simply don’t have a 50 vs. 50 fight with 15 survivors.

The only time it doesn’t work in favor of the larger group is when you have lots of glassy classes, typically casual players. You will hate them more for playing DPS builds because they rally your enemy.

In sPvP

This is where I find downed-state the least offensive. But that’s because fights are typically fairly even and there is a certain risk/reward attached to reviving someone mid-fight.

I wouldn’t say the game is in any way better because of it, but at least it isn’t outright hurting the game. I do however find it extremely cheesy how a Bunker Guardian can safe-revive allies with little to no risk to himself.

Resurrection

A slightly different matter is resurrecting dead players. I see no good reason why this should be allowed mid-combat. Stuff like this should be reserved for “out of combat” only. This applies to PvE as much as it applies to PvP or WvW.

Verdict

Downed-State in its current incarnation is the most extreme example of a snowballing mechanic I have ever witnessed in a game and hurts otherwise positive aspects of the game like WvW. It limits skillful play of solo-roamers, it’s snowballing in Zergs, it’s completely random in large-scale fights and doesn’t have any semblance of skill.

And worst of all it’s not actually fun either. Being in downed-state is not fun. Using the same downed-abilities every time is not fun. Going through the same notions for every stomp is not fun. Having to experience the same humiliating stomp animation is not fun. Being left to “bleed out” in sPvP is not fun. Nothing about downed-state is fun or compelling in any way, shape or form.

However it doesn’t have to be this way.

These steps would allow it to continue to exist as a mechanic without many of the aforementioned down-sides.

  • Only stomps Rally players.
  • Only 1 Rally per stomp.
  • Every downed-denier needs a counter (currently Eles have none)
  • No more resurrecting defeated players in combat.
  • Faster stomping (2 seconds) and/or slower reviving by allied players.

This would have very little effect on PvE as there aren’t many situations where you need to rally more than one players. It would limit the snowballing effect during zerg fights and give solo-roamers more of and edge when fighting multiple enemies.

(edited by Dee Jay.2460)

Downed state is insanely annoying....

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Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, the revive speed in this game is seriously broken, especially if you consider that most classes can interrupt the first spike-attempt.

In some cases it makes winning a 2v1 down-right impossible.

Downed-State is by far the worst thing about this game in my book. It sucks in PvP and is downright game-breaking in WvW.

Revives would need to take twice as long as they do currently to be anything close to balanced.

Good alt for Thief main

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Posted by: Dee Jay.2460

Dee Jay.2460

I can only recommend a Warrior.

I recently hit 80 with mine specifically for WvW Zerg combat and it’s a blast. It’s ridiculous how much more durable a Warrior is in mass combat and how well he can deal with conditions.

Skills are really simple to grasp well and it’s a very easy class to play decently.

[PvP] Nerfs needed on every class

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Don’t necessarily agree with all the nerfs you suggested but I do agree that all classes could do with a nerf if certain areas.

Nerfing the most OP builds gives people a reason to explore alternatives and since everyone is getting nerfed, no one can really complain (but everyone will anyway).

Thief WvW P/D Conditions (Laela Blackbird)

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Posted by: Dee Jay.2460

Dee Jay.2460

Low risk- attrition game-play focused on the ever same Cloak and Dagger chaining is as boring to watch as it is to play.

+/-40% condi food to 20%, because..

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

@Aberrant, the problem is that there’s no way to buff conditions right now. The amount of Expertise one can get is crazy, and as a result conditions have to individually and baseline be quite weak.

Nerf the food to 10%, at best. Cap the total at 30% or so. And then buff conditions baseline, remove the stack limits, etc.

They’ve said before that they wouldn’t remove the stack limits because of technical reasons though didn’t they?

The base duration on some things would need to be increased for 10% food + 30% traits to make any difference… sounds like it would be a lot of rebalancing.

Wouldn’t nerfing it down to +10% make things like melandru/antitoxin/etc. runes more powerful? -25% duration on just your runes alone would allow you to use more power based foods and be more effective overall… traits like dogged march would be redic in combination with that plus the food duration change… unless I’m missing something?

Balance is an interesting dynamic.

Yes, if things were straight-forward then stuff like Melandru Runes might be considered OP.

But the thing is, the less threatened people feel by conditions, the less likely it is for them to stack counters.

On my WvW Zerg Warrior 2 of my utilities, 1 of my traits, my entire Rune set and my Food is all dedicated to countering conditions.

If however I felt less threatened by them, say for example if the food was nerfed, then I too might see less need to stack heavy condition counters. Instead I might opt for Endure Pain or replace Cleansing Ire with something else. I would certainly stop using -Condition duration food because that kitten’s expensive.

So at the end of the day, conditions used against me would be MORE effective than they are now because I’m not longer forced to dedicate so much towards countering them.

To use the Cold War analogy.

Yes, if you reduced your nuclear stockpile it would put you at a momentary disadvantage.

But your opponent would also see less need to stockpile weapons and might dedicate some of his resources elsewhere.

In the end you may still come out on top.

Discussion: Downed/dead state and zerging

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Yes, downed-state is without doubt a terrible mechanic in PvP. Probably the single worst mechanic I’ve ever seen in an MMO.

But it’s no surprise this thread sunk to the bottom without a response. The editing and layout is terrible and presented as a wall of text. Nobody’s going to read that.

Is the any way I can save my Runes?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

So after getting my kitten dying a number of times on my upleveled WvW char I decided to simply power level him the final 15 levels to 80 with Glory Tomes.

I was eager to get back into the action asap and so purchased him a set of exotic WvW armor as well as a rather expensive set of Superior Runes of Melandru.

I was excited to get back into the action asap…that was…until someone pointed out that I was wearing level 70 armor. kitten? Since when is exotic WvW armor level 70?

Obviously I wasn’t paying that much attention while buying the set but I was always very sure that it was a level 80 endgame set with Power, Toughness, Vitality.

This was bad enough as I’d just sunk well over 3000 WvW badges into sub-optimal armor. But what hurts more is the 25 Gold worth of Melandru Runes I have stuck in them.

Ad as you might have guessed…I cannot salvage the armor.

So what do? Somebody suggested I could try and transmute the items and thus save the runes, but how exactly would that work out.

On a similar note, why is it that we still can’t salvage Karma/Badge armor but we can salvage armor from dungeons?

Please reconsider base-health values

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

God this thread has been hijacked and turned into a debate about everything except the actual problem.

My argument is that such a huge difference in HP makes balancing harder than it needs to be for both PvP and PvE designers.

In general GW2 has a design problem with extremes. Content has either one-shot mechanics or is faceroll easy. Burst classes kill in 2 seconds but bunkers can tank people for ages.

These extremes are partially because of this huge gap in base-HP. A Guardian has low HP so he NEEDs excessive mitigation and self-healing to sustain himself. An Elementalist needs constant Protection and healing from attunement switches in order to not be a glass-cannon. Thieves feel pigenholed into being glass-cannons because not matter how they build, they always die fast. So might as well go all-in.

My argument is that if this base-gap in HP was reduced to say 13k, 15k and 18k base HP then the devs could also go about limiting some of these aforementioned extremes and move everyone a bit more towards a middle ground.

Getting instant-gibbed by Thieves is just as unfun as chasing a Bunker in circles for 2 minutes.

Building a Warrior for Zerg combat

in Warrior

Posted by: Dee Jay.2460

Dee Jay.2460

I’m currently closing in on level 80 with my WvW Warrior, a class I leveled exclusively for WvW Zerg warfare.

However I’m still a little undecided on how to gear and trait him for this particular purpose, especially in light of the upcoming changes to Ferocity. I know that it is common practice to gear a Warrior with Soldier armor and Berserker Accessories thanks to their generous Crit-Damage. But that’s probably going away with the future update.

So what gear would you advise? Pure Soldiers or still add some Berserker into the mix?

Same question regarding Runes. I was tending towards Melandru Runes but feel that with all the condition cleanse we have access to it might not pay off that much.

I’m also concerned that may Warrior might end up too tanky with too little offensive pressure if I stick with my current 0/0/30/10/30 build.

Anyway, what are your thoughts on building a perfect zerg-bot?

Thief > Warrior in fotm/dungeons?

in Warrior

Posted by: Dee Jay.2460

Dee Jay.2460

A Thief’s Shortbow actually does some amazing damage with Clusterbomb while proccing various combo-fields. I wouldn’t disregard him simply because he prefers ranged damage.

A single Clusterbomb can hit for 7k on a glass-cannon Thief, AoE, while being a blast-finisher. And that can stack Might or Retaliation or any other combo-field effect.

However you can disregard him for being a bad player and constantly dying. That’s typically the edge Warriors have over Thieves as they are much more durable, especially as Zerkers. However if the Thief isn’t dying, then it’s not an issue.

mesmer vs thief after the crit damage patch

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

We will have to wait to see the full extent of the upcoming changes before we break out into a QQ fest. Apparently Thieves can expect a range of QoL improvements (fix for Last Refuge).

Until then we better zip it.

+/-40% condi food to 20%, because..

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Both the global +duration and -duration foods need a savage beating with a nerf stick; either enable outlier builds to reach unbalanced performance levels. Setting them down to +/- 10% would bring them back in line with all the other options.

Not only that, it would help make other food choices far more appealing and thus encourage diversity.

Currently all Condition builds use this Veggie Pizza because it is by far and wide the best and most powerful food around. But imagine it was only a 10% increase. Then suddenly a lot of other foods start look appealing as well.

Please reconsider base-health values

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I want to start a debate about the huge gap in base health between various classes and why I consider them to be hurtful for the game as a whole.

First, let’s check the base health values for various classes:

  • Low (Thief, Guardian, Elementalist) – 10.805 HP
  • Medium (Ranger, Engineer, Mesmer) – 15.082 HP
  • High (Warrior, Necromancer) – 18.372 HP

That’s a 4277 HP difference between low and medium health classes and a whooping 7567 HP difference between low and high health classes. It means that high health classes have 70% more HP than low health classes.

Now why is this a problem?

First and foremost, because of PvE. A boss, by logic, needs to deal a fixed amount of damage with his attacks. Assuming you want to make this encounter equally threatening to each class, how hard should such an attack hit?

If this mob hits for 10.000, this will scare the Warrior (especially after mitigation is taken into account), but hardly kill him. The glass cannon Thief on the other hand may vary well be instant-gibbed.

On the other hand if you buff the attack to 15.000 damage so that it’s threatening to the glass-cannon Warrior, then it means the attack will practically instant-kill all other classes.

Point being, there is no middle ground for the encounter designer. Base survivability between classes is so different that it’s nigh impossible to balance an encounter in a way that feels equally threatening and challenging to all involved.

This vast gab in base-survivability has also lead to a certain amount of pigeonholing. Thieves for example, the most notorious glass-cannons in this game, partially play that way because no other way feels viable. Even a full Soldier Thief won’t be as durable as a Berserker Warrior when it comes to taking hits.

But this extreme also works in other directions, as seen in Bunker builds. The low base-HP on both Bunkers and Elementalists mean that their heals heal for a very large % of their total health-pool, making it harder to burn them down.

Imagine a world where there’d be less extremes and both Bunkers and Elementalists had 20% more base-HP in return for a nerf to their overall healing output. It would make fights against them in PvP more consistent and their HP less “bouncy”. In general it would feel better for all involved. The Bunkers would be less susceptible to burst but might end up slightly less tanky over a longer fight. I for one would consider this a good change.

I also think it would help classes feel less pigeonholed into certain play-styles and thus encourage build diversity.

It would also help encounter designers find a more agreeable sweet-spot between instant-gibs and barely threatening.

Hence I propose that all low HP classes have their base-HP at level 80 bumped up by roughly 2000 HP in return for slight nerfs to their burst (Thieves), Protection up-time (Guardians) and self-healing (Elementalists).

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Dee Jay.2460

Dee Jay.2460

While it’s nice to see you guys exploring new venues I feel like you’re dancing around the most obvious solution.

Raid instances.

I mean that would solve basically all the problems associated with these events and not have any drawbacks. They can still be designed around 100 players, except that they essentially create their own overflow when doing so.

It’s not so vastly different than what we already have, but would need to be formalized.