Showing Posts For Deified.7520:

Theme for Turrets n Gadgets

in Engineer

Posted by: Deified.7520

Deified.7520

Something I notice is that gadgets and turrets lack a lot of things like utility and damage. I was thinking about ways to add these and such and found that simply just increasing/adding effects makes them kind of bland/non unique.

What are some themes that you think could revolve around these skills that you think would be cool?

I mean it would be easy to say oh X skill also gives you Y boon or increases its damage by Z%.

Exampe:

Gadgets effects/damage change depending on your position to enemies/allies. Rocket boots go farther if you’re not within 1200 range of an ally. Slicks shoes last longer if you are closer to people, but shorter if you are further away. PBR does a knock back in a cone infront of you and it kicks them back further the less people it hits. Mines radius increase as you move further away and their damage increases depending on how many people are near it when someone triggers it. Things like that. It could create some interesting scenarios for players considering the CC things that we have.

Turrets could get stronger the longer they stay up, making repairing them with toolkit actually useful. They could also give you and other turrets special bonsues depending what other turrets are near them. Flame turret could give a flame aura every 20 seconds to you if you’re within a certain radius and they will also allow other turrets to inflict X seconds of burning when they attack. Thumper turret could give you swiftness every 10 seconds and make it so that when other turrets attack they do an AoE physical attack around them at a radius. You get what im shooting at here.

So in this example the themes would be Gadgets- change depending on player positioning, Turrets- change depending on other turrets/time up.

Reminder: Double Reward Chests

in PvP

Posted by: Deified.7520

Deified.7520

The reign of the candy corn is coming to an end!

This Tuesday we’ll be removing the Halloween rewards and replacing them with double reward chests.

I strongly suggest you take advantage of this while you can.

Wait. Reward chest as in the reward chest you get after playing a ranked match?

If so curious why. Thought a lot of players had just stocked up a ton of chest haha. Maybe to get new players in?

Engineer responses to the Dec 10 changes

in PvP

Posted by: Deified.7520

Deified.7520

The inced power nerf isn’t insanely bad, it is mostly the speedy kits nerf. While in sPvP it wont be as big of a hit, in WvW its going to be a HUGE nerf to our combat potential in zergs and roaming against other classes.

Dhuumfire and Incendiary Powder

in PvP

Posted by: Deified.7520

Deified.7520

Anet just needs to get off this path of AoEs and Passives. The combat would be a lot more fun if it was more about hitting your target rather than being near your target.

Anet- How do you balance?

in PvP

Posted by: Deified.7520

Deified.7520

This is no way a sarcastic post, I’m just curious whats the steps you go through when balancing stuff. Like what do you look at to determine it. I know its data, but what is the data?

I was having a debate with a few friends on how to balance the game. We were trying to figure out what the data is. Many of us agreed that you probably don’t pay too much attention to the balance in WvW on account of all the variables involved (easy to stack sigils, food buffs, bloodlust, guard leech, etc). PvE it is a bit harder since you have to include WvW with it along with dungeons and open world. So we figured most of your data must come from sPvP. Then we ask ourselves what in sPvP. Team fight potential, point control, etc.

Dynamic Events/OW-Y it failed

in Dynamic Events

Posted by: Deified.7520

Deified.7520

I think you’ve got slightly the wrong interpretation. New players have always been able to see and play end game content (world bosses). That is not the same as every bit of content in every zone being end game content. Some zones were clearly meant to be played more than others. Cursed shore is the obvious one with the Arah dungeon relying on a sufficient population running events in cursed shore to open the gates (CoE and CoF can be opened by a group).

In fact, if you spread players across the whole game map by designing every event in every zone as part of the ‘end game’, then major events will be short of players. Many people think the Karka Queen event is broken since it is so rarely done but the only problem is that there are not a critical mass of people to get it started.

That is why you develop a good scaling system for events. Scaling will be a huge part of the open world. It just pains me to see beautiful zones barren while thousands of players sit inside lions arc only coming out to port to dungeons or the occasional world boss. The main draw of this game for me was the promise of making the world feel alive through the living story and dynamic events. Both of these haven’t really delivered on this and I feel like its an untapped gold mine of potential. One of the biggest issues I have when leveling and biggest issues I’ve heard from my friends that I’ve tried to get into the game is how boring leveling is. Zones are barren, you can go hours without seeing another player. Developing and expanding on content in the open world in all zones could do wonders for the games growth, experience, and endgame.

I..don't really care.

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

The story needs a lot of work. I’ve gotten to the point where every 2 weeks im more excited on what could be in the gem shop then whats happening in the story. Every 2 weeks its the same story in terms of lore. Everything that happened in the past 2 weeks has little to do with what is going on in the current 2 weeks. There needs to be more connections than just scarlet was there. Plus the story is becoming insanely predictable. I’m calling it now that well go into these new area, almost kill scarlet, she’ll get away and say she’ll get us next time.

Themes of Meta Builds

in PvP

Posted by: Deified.7520

Deified.7520

Hey guys,

I’d like to play a little game. Lets look at some of the popular/meta builds that you see commonly in sPvP and figured out common themes. Maybe if we do this, it could help the developers figure out what is needed to bring those “bad” skills and traits up to par/proper usage.


My personal thoughts-

I see three themes that are very common.

1. AoE usage
2. Full Damage Negators
3. Large Mobility

1. AoE Usage- Builds will try to maximize their AoE damage and support without sacrificing too much in the way of survivability. While it is true that some classes will have a harder time achieving this, many run a lot of AoE. Engineer and their bombs/nades, necros and aoe condi application, rangers and their traps and aoe support through spirits, warriors and their aoe damage, mesmers and their limited but useful aoe support/ shatters, etc.

2. Full damage negators- These skills will fully negate damage. Invurnability, blocks, evades, and stealthing. Stealthing is a percieved full damage negator because to the unskilled player it would appear to him you aren’t doing damage. Even though you could be doing damage, you dont know that you are. So skills like Elixir S, stances, stealths, etc.

3. High Mobility skills- These skills offer you to go long distances in the shortest amount of time. Charges, teleports, leaps, etc.

To me, many builds will take these 3 factors and maximize them each to the highest degree in their builds. Traits and skills that compliment these factors and make them easier/more accessible will be chosen most of the time. I believe that if Anet wishes to make these less used skills more used, they need to some how contribute to one of these three points. As an engineer main, one of the main reasons I dont use turrets or gadgets in serious play is because they don’t offer enough of these three points to allow myself to survive in fights.


(edited by Deified.7520)

Build: Electric Terminator

in Engineer

Posted by: Deified.7520

Deified.7520

After doing some testing and what not, the mines would be better over PBR. Although PBR is a very funny skill to use, it requires to be at the same range a mine would be, does same damage as a mine, and knocks back as a mine. However the mine is unblockable, aoe, and can be thrown. This compliments the build much better and is much better for team fights. The toolbelt skill is better too. More damage can be done with the mine toolbelt and it removes one boon per mine. This is again a skill that does many mines around you allowing it to do more dps to a larger portion of people. The toolbelt also allows for a double SD which makes it better in DPS too. Thank you for that suggestion.

Help a returning engi-- so hard!

in Engineer

Posted by: Deified.7520

Deified.7520

You should be able to solo a camp fine if you reach your maximum skill level. Engineer is the type of class that can do everything, but requires usually 2-3 times the APM (actions per minute) required to do said things. It is considered by a lot to be the hardest class in the game for a reason.

Build: Electric Terminator

in Engineer

Posted by: Deified.7520

Deified.7520

@pith I’ve though about using mines. I choose pbr mostly because of its toolbelt skill and the extra CC. I’ve been thinking of doing mines but i need to recheck the CD and dps on it.

@Armin main reason I choose armor mods is becuase i feel like its actually a very good passive skill. RIght now its not as good , but after the buff it can destroy peoples CC. Plus I play norn, so when i do gear shield everyone notices and they dont waste skills. However, many times have i seen people waste good skills on an aegis. I don’t like rocket boots because there are very few classes that it is effective against. With all the leaps, teleports, and charges that other classes get it becomes almost useless. Necros and mesmers are they town it is actually good against for escaping. My DPS is pretty good. My burst combo is immobilize, rifle #3, rifle #5, utility goggles toolbelt, pbr toolbelt, toolkit toolbelt, toolbelt crowbar, rifle #4. It usually takes me 5 or 6 seconds. If I land everything it does usually about 16k+. The skills aren’t on really long CDs either. Its especially good when roaming with others. Chain immobo or stun someone and they can’t negate it. Since I decided to rely on fury, it allows me to up my crit damage and do quite a lot more while taking a bit more vit for survivability in vit. Being an norn engineer with a funky mustache that roams with mostly thieves, it helps a ton. People see me as a red target every time lol.

@coglin ill change the name to something more unique

Alright, this is ridiculous

in Engineer

Posted by: Deified.7520

Deified.7520

We should be able to make temporary jump pads

Build: Electric Terminator

in Engineer

Posted by: Deified.7520

Deified.7520

Build Name: Electric Terminator

Description: Utilize passive bonuses combined with fury and gadgets to maximize physical damage output while maintaining decent survivabilty

Build Link: http://intothemists.com/calc/?build=-X;4cPFn0663UFx0;9;6JJT;407-53-12A;6PedaPedaGokr0;5Vd-i0o1sYzZ3a53-0N-5V5PcW5P;9;9;9;9;9s;3VR-6T

Testing: Bad/Moderate/Good/Amazing
WvW Roaming- Good
WvW Zerging- Moderate
PvE- Not Tested
sPvP-Not Tested

Notes: December balance patch will improve the build quite a lot. The Power shoes buff (the speed increase will always be active), Armor Mods (activates 100% when hit and has a cooldown of 15 seconds. Huge buff to survivability with this build), and transmuted conversion (100% of the time will transfer a condition to a boon that is applied to you, however it has a cd of 15 seconds. Another huge buff to surviveability. Necro try to open with a fear? nope!). While this build won’t be as good as the 3 kit meta build and doesn’t really stand up to the physical dps output of other classes, we are atleast in a position to be decent with it and it offers a different style of gameplay.

Pro Tips-
1. Immobilized/crippled? Not facing your target with rifle to use the #4? Unselect your target, use #4, reselect. Gets rid of the immobilize and can get you out of some stick situations.
2. Toolkit auto attack final hits like a truck. You can crit for 4k+ with it. Good if you’re not getting focused hard
3. Memorize what is up. Going into a fight where you haven’t fought for longer than 15 seconds, the first condition they hit you with will go into a boon. Utilize this wizely. Dodge what you think is important.
4. Use dodges wisely. No more infinite vigor, this means those dodges are insanely important.
5. Don’t be afraid to use your #5 on your rifle as an escape. Combine it with the healing turrets water field to get a small buff to your distance between the enemy and a pretty good quick heal.
6. People aren’t used to your ability to be immune to blinds. Catch them off guard with it, especially thieves.

(edited by Deified.7520)

Collaborative Development Topic- Living World

in CDI

Posted by: Deified.7520

Deified.7520

I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.

We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:

What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?

Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.

snip…

PART II OF THE ULTIMATE GUIDE TO FIXING THE OPEN WORLD!!

C. Guild Rewards- Guilds are really useless right now. They’re main purpose is for WvW and outside of that large groups aren’t needed as often. Involve guilds in the open world more. Each map could have lets say 3 structures. A guild would automatically claim a structure when it reaches a certain level of influence. Lower level it is, lower amount of influence (low levels= chance of more players without guild= small guilds can grow easier). So a structure in lets say the straights of devestaion woudl require a lot of influence and be for the really large guilds. Which is suiting since most of the hardest events are in Orr. Each struture will be in a “Guild Zone”. In these guild zones the towns will display banners with the guild emblem, maybe a few npcs wearing guild armor. Don’t overdo it however. Each zone has a stabilization meter. For each event that fails or goes undone over a period of time, it goes down. Lower it is, less special rewards you get from the guild structure. This promotes doing events. In the guild structures there are special Armor vendors, NPCs, and statues that award buffs. They only exist at certain levels of stabilization. These guild structures could have some level of customization (the feeling of guild halls which many people wanted). They display the guild emblem, etc. Random players could take advantage of some of these buffs. There is a section reserved for only guild members with special buffs that also correlate to the stabilization. If you guys put in something like this it could make guilds feel more important, and populate the world again. Put in a influence drain to take care of afk/dead guilds. Lower stabilization means higher influence drain. Makes them get involved and invested to the open world. Do not put TPs, and other main city appliances in these structures. Keep those in the main cities!
D. Home instance items. This is the least likely because you can’t really show off your home instance easily. However awarding items that could customize your home instance could help. However, these would probably be a secondary reward and wouldn’t come close to populating the world again.

Next problems
2. We can’t find new ones! Easiest solution would to at least list teh zone or area the new events are put so people can find them .

3. Reward scaling. If I spend 30 mins doing a event compared to a event that last 10mins, the 30mins should get a lot better rewards.

4. If you feel like a event could involve a zerg, spread people out. The biggest thing for the open world is to INVOLVE THE ENVIRONMENT. This is what makes it different from the rest of the game. NPCs, taking cover behind rocks/blockades, buffs, environmental effects, environment weapons, environmental utilities (causing rockslide to take out enemies or stun a boss). Things like that. It makes the fights interesting and makes it so you can’t kill or do a event by just standing there attacking it.

5. Another suggestion. Avoid timed spawns if you can. They’re boring and promotes timers which really takes away from the game. Zho’qafar catacombs is one of the best events in terms of how it is spawned. 3 pre events, then a 20-30min way, then a escort, then the boss fight, then it restarts in like 15mins. The way you set it up, 90% of the time it was either up or in a pre event. I hardly ever had to wait for something to pop, unlike the boss fights where you end up waiting 2 hours+.

(edited by Deified.7520)

Collaborative Development Topic- Living World

in CDI

Posted by: Deified.7520

Deified.7520

I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.

We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:

What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?

Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.

Gonna blow you’re mind. I do two things in this game and have done mostly since release. WvW and open world PvE. I was the timer before there were timers online. I kept track of boss spawns, notified multiple large guilds, brough together groups of 20+ people. A random player actually bought me my commander tag on my main so the groups could follow me better. This will be in two parts

PART I OF THE ULTIMATE GUIDE TO FIXING THE OPEN WORLD!

Lets go head and take a look at while the DE did poorly and isn’t considered “good endgame” by most players.

1. We can’t find new ones! Thats right. When you say you added 60 events. We have no idea where they are. We could explore a zone and theres a chance of never finding a new one because they are set on timers.

2. Reward system. It is just bad. Not all players need exp at 80. Most grab skill points if they need skill points. On top of that everything gives exp, so most would rather be doing dungeons or WvW or fractals. These three things all offer exp, karma, and silver (somtimes more on the sliver part) on top of having sure ways of getting gear (tokens).

3. Rewards aren’t in tune with the events. Sometimes events that take twice as long offer very little more in reward.

4. Combat can become bland and boring with too many people doing the same event, lose its depth. (refer to champ runs. Players aren’t really challenged in most of these fights).

These 4 points I believe are huge factors in the downfall of events.

Now lets look at some of my favorite suggestions that I have formed over months of thought

1. Rewards.
– There aren’t too many ways you can reward players with current rewards. You could do champ bags, but that could make champions useless again. You could do ascended stuff, but there is a ton of that in the game already and could make open world content aside from events useless. So here are a few that you should think about
A. Buffs. That is right, buffs. You could do special food buffs OR a special buff that doesn’t take up the current buff slots. These buffs last long and can be taken into dungeons and WvW. Your group about to go into CM? Well that one buff from an event in kessex hills could really help in the fights in there.
B. Gear. I’ve suggested this before and I stills stand strong on it. Award special looking gear. STAY AWAY FROM RNG. Theres plenty of RNG gear in the game already. You know how each dungeon has tokens that can be turned in for loot with unique looks. All armor pieces and weapons. One per map. These tokens can be map wide or only zone wide. However, you must make it so you can own these tokens only through event. You can only get these tokens from an event once per reset! This will promote exploring and finding new events.

Is paradigm still active?

in PvP

Posted by: Deified.7520

Deified.7520

Was wondering what happened to them. They were one of my favorite teams but I haven’t seen em around lately.

Did they quit? A simple yes or no will suffice. No reason to turn this into a flame war.

DEs and the OW-How 2 Fix

in Suggestions

Posted by: Deified.7520

Deified.7520

I also dislike seeing the open world empty, so I think these ideas are wonderful. While I understand why people spend most of their PvE time in either low level or high level areas, I think some reasons to get more people in the mid level areas would help the game overall. Perhaps making it more efficient to turn mid tier mats into higher tier, although still at a rate that you should be able to gather the higher tier ones faster by direct drops, but in such a way that it is not more expensive to transmute them to a higher level.

I’d go for everything. There are so many levels that add sooo mucchhh character to the game. They have amazing themes, npc interactions , and detail. I was discussing these suggestion above to some people in map chat the other day and they also liked them and would love to see more people in the open world.

Dynamic Events/OW-Y it failed

in Dynamic Events

Posted by: Deified.7520

Deified.7520

I think you are entirely misreading the end game content of GW2. Orr is the end game open world event area. The other zones provide activities and challenge for level 80 players but they do not provide end game rewards and they were never meant to (exception – world events, invasions, living story).

Actually, you’re wrong. The entire world if I remember was the end game. That was the thing at release was doing stuff in the entire world and not just in Orr. When the game was in the early stages of beta, if i remember correctly, there were no waypoints, you had all the skills when you started out, there were no hearts. Pretty sure at one time there was a 100% down scaling too. The problem was, as stated by the first post in response to OP, the rewards didn’t cut it. They weren’t satisfying enough and didn’t properly support the endgame for players. Heck events use to be actually hard too. I think they have to decide right now either between keeping the way it is or increasing difficulty and rewards. The open world is the main draw for this game. It is what sets it apart from others.

Gw2 and the state of Esport

in PvP

Posted by: Deified.7520

Deified.7520

@garethh.3518 – I don’t agree with you as far as something being a flop, but I will say that the progress we’ve made so far is only part of the puzzle that we need to complete before we can consider PvP to be successful.

Cant tell if srs……

you guys had 4 million (with an M) box sales at launch prolly couple more million since

and the pvp pop is…..NON EXISTENT

if that does not scream flop i would like to know what YOU think is a flop

The fact there is a PvP pop means it isn’t a total flop. It isn’t good, but it isn’t bad either. I think it has a long way to go before it can be called good. We’re getting there. I’m sure if we had the data on unique players that played games in pvp and the time spent by players in pvp, it would prove it wasn’t a total flop. As he said, they’re making progress.

Dynamic Events/OW-Y it failed

in Dynamic Events

Posted by: Deified.7520

Deified.7520

Hello,

Now as many people know, vast parts of the world are mostly unvisited. Only certain times (living story) do we see maps revisited. Frostgorge use to be barren, but now is filled with champ farmers. Orr has lots of people that do temples. However the zones above the starting zones and all the way too Orr can be almost empty at times. It is such a shame because this game shines in the open world and how it looks. Most fun I’ve ever had in the game was playing the open world with players while leveling.

As some may have read, they added over 60 events in the first halloween update and no one played them/took notice. I’m here to shed some light on that.

1. Events don’t always spawn. I can run past a new event that hasn’t spawned 10 times and never know it existed.
2. Some events take 15 mins + while others take 5 mins, yet they wield similar rewards.
3. Event rewards don’t offer immediate satisfaction to the high level player
4. Many events don’t really have an affect on the world and begin to feel like “daily quest”.

I feel like these are the main reasons for this. Some bosses now have rares attached to them and that really helped bring in some players. There are still loads of events out there rarely done. Some are incredibly fun, especially with other players.

P.S: I made a suggestion on a few fixes I came up with https://forum-en.gw2archive.eu/forum/game/suggestions/DEs-and-the-OW-How-2-Fix/first#post3160259

That is my opinion on the matter. I really hope you guys start getting players back into the open world. What is everyone else opinion on why these zones are sometimes so barren?

DEs and the OW-How 2 Fix

in Suggestions

Posted by: Deified.7520

Deified.7520

Hello,

Now I thought I’d put out a little suggestion on the forums to offer some ideas on how to get players back into the world.

First we need to give maps more unique in terms of rewards. There are two ways I thought up of that this can happen.

1. Make tokens that drop in each map and these can be turned in to a vendor for specific weapon and armor skins. Much like dungeons. Each event and champion can award tokens once per reset. The amount awarded depends on their difficulty.

2. Make specific weapons and armor skins that have a chance to drop per area. Group events up into Easy-Hard-Hardcore type of groups. Easy has a X percent, Hard has a higher percent, and hardcore event higher.

Finally another big thing is that players have no commitment to maps. They don’t feel like the maps and what happens in them is important. There are a few ways we can do this.

1. Guild Castles/Villages/Strucutres. In each map there would be 2-3 structures that guilds would automatically claim depending on their influence. Now you would of course introduce a influence drain to help reduce AFK guilds, but I loved the AB system with guilds and towns in Gw1. Now one way you could do things is offer unique buffs/rewards/important things to endgame players in these structures and access to these things depends on the stability of the region that their structure is in. Higher stability? More rewards. For each event that fails or goes unfinished for X amount of time, the stability of the region starts to deplete. These areas would also offer unique rewards for leveling players and none guild players in the area to take advantage of. This is by far my favorite idea and I think would be amazing to include in the game some how. I think the higher level the zone is, the mroe influence required to gain a structure in, but the better the rewards. So these 500 person guilds with tons of influence would be situated in Orr where the large amount of gear players are needed the most.

2. Introduce more meta event bosses and tie many events in the entire zone to this fight with the boss while increasing the rewards for it. For example tequatl. Very hard boss fight, can drop some pretty boss gear. Make it so events all over the region are tied to it some how. The hylek town, the pact, etc. You do these events and it will make your fight with tequatl easier in some way. Not just flat out reducing her HP, but perhaps giving NPCs, good environmental weapons, siege, etc.

What will these suggestions produce?
New events will be done more since guilds need to do them to help keep the stability of the region up. Leveling players wont be as bored since they’ll be interacting with other players more often. Guilds feel more important. Rewards are better and endgame would feel more vibrant. The world will feel more alive. Events will feel more important. The wiki would expand more since players will need information on these events and fights. A huge chunk of the game that obviously received a lot of attention detail wise will finally receive a much needed a deserved population increase.

Anet-Is this true?

in PvP

Posted by: Deified.7520

Deified.7520

as a wvw player i gotta say it sucks that we are stuck with the rabid finisher as we cannot obtain any finishers through wvw. and a lot of us have over 50k kills, so getting a finisher for a 7 week long tournament where u have to fight pretty much 24/7 if u wanna win then i think its fair we are getting it!

This !
PvP-ers wanted gold, laurel and convention of glory>gold . Now all these are done , we shouldnt force any1 to come in PvP , not PvP-ers should go in PvE to farm gold :P

None of these are done. Sure we get laurels, but that nets you what 80s a day if you’re lucky. PvPers don’t get gold, glory is still useless and many players have an over abundance of it. PvErs and WvWers get ascended gear, unique skins obtained through bag drops and exotics (there are quite a lot of named exotics that you still can’t get in PvP). Finishers are the only thing that makes PvP worth doing for players who want rewards in PvE.

Kills mean nothing in WvW, I’m sorry. When I use to zerg farm, I ran with an “organized guild”. We’d stack, stack boons, then run into an enemy zerg while following a commander. I had no idea what i was doing, what was going on, or anything. I was just running through a zerg spamming bombs. Next thing I know i have 10 bags, and over 30 kills. Now this doesn’t represent everyone in WvW, but its a large majority of the population. It is true you can glory farm, but i’ve joined countless servers and only ever seen 1-2 glory farms.

Don’t get me wrong, I understand that each game mode has its flaws. However, if we’re looking at which game mode better represents how skilled a player is at the game; I’d choose spvp over WvW any day.

December 10th Balance update

in Engineer

Posted by: Deified.7520

Deified.7520

Update:

So they are now increasing the range of blunderbuss from 400 to 500 and 700 when traited.

Personal Thoughts: It doesn’t really do anything for the weapon. The damage at max range is still pretty small and the condition damage is even worse. It is quite frankly a bad skill unless used in the close range. The rifle will still be a subpar weapon. Reason being is it doesn’t seem like it knows what it wants to do, lacks defensive mobility, and is a very offensive weapon. It would be an AMAZING weapon if we had weapon switching, but…well…you know. The only thing that is decent on it is the immobilize shot, but sadly this is not only glitchy but also easily replaced by the pistol #5 or kits. We’ve got a self knockback that knocks back target. The jumpshot is alright, but its cast/travel time makes it undersiable.

This weapon would be great if it had a good set of skills suited for physical damage combat. Sadly if engineers trait for physical damage combat, we are very very squishy and go down very very fast. So most of the time it isn’t worth it, especially when most kits are condi damage and so much better.

Is the new reward system being worked on?

in PvP

Posted by: Deified.7520

Deified.7520

1) What the new reward system will consist of
2) When the new reward system will be released

1) I don’t know. I’m busy writing servers, I haven’t read up on all the latest details. I’m also not sure if we are ready to discuss the details yet.
2) See #1. I don’t know if we’re rolling it out in phases or as one big drop.

Is there any plans on implementing “check” system to prevent 4v5 matches?

In the long(er) run, very likely. In the short run we’re looking at ways to improve the situation, and speculatively been searching for bugs that may be related.

Thanks for the information. I appreciate you taking the time to give us some information on whats going on even though its not your area.

Anet-Is this true?

in PvP

Posted by: Deified.7520

Deified.7520

I hope you’re right Chopps. On the note why I wasn’t happy about it. Finishers are the only reward that makes pvp unique. No matter how long it took you to complete, it still is a unique reward that carries over to PvE. People have complained that sPvP doesn’t have enough rewards to the PvE universe. Simply offering the already small number of unique rewards to WvW players is a horrible idea speaking for the longeivitiy of spvp and popularity of it. Now I understand that some of you think it is easy to get and doesn’t require a ton of time, but it teaches you a different set of skills and represents a different set of skills. Speaking from a personal standpoint i can run around in a zerg spamming 1 and AoEs, PvE guards and killing doors and then get a PvP finisher. Then you have sPvP where it requires you to fight players none stop in a much more competitive atmosphere (on the personal level).

If it is a golden doyak, ill be ok with this. I just want there to be a difference between the finishers because they represent two completely different accomplishments, game modes, and sets of skills.

Anet-Is this true?

in PvP

Posted by: Deified.7520

Deified.7520

Is it true that the WvW season chest will give players the perm doyak finisher? Please tell me its not.

This seems like the worst idea in the world. Finisher are the only reward that transfers over to PvE and pretty much the only unique thing, and you’re just giving away? I understand specail WvW finishers. Heck, I would understand the level 10 finisher, but 20? You’re going to instant give away thousands of players the reward for reach level 20 in spvp because they were able to run with a zerg, spam one, or PvE down guards?

I’m sorry but this is a horrific thing and I don’t speak for the pvp community so I’d love to see their opinions on this, but i’m not too happy about it. Finishers are the only thing that showed me how good someone was in WvW. I think titles are useless. When I saw someone with a finisher that wasn’t a rabbit, i had respect for them. Now I’m going to have to look at the doyak and rabbit finisher the same.

I hope you’re going to reveal the new “reward” system with special PvP only rewards.

December 10th Balance update

in Engineer

Posted by: Deified.7520

Deified.7520

Quite honestly if we had the option of having 2 weapons for weapon switching, skills like gadgets, elixirs, and turrets would be good. Problem is is that we dont. These skills sometimes have identical effects to other skills on other classes. So that means the one thing that should be different is our main weapon should be better since we dont get to switch weapons. Its not sadly.

Jon, you guys should think about putting in some kind of trait like “Weapon Specalist” or something in the grandmaster traits. This would maybe provide a small buff to the weapons but also allow us to switch weapons.

From what I’ve seen I really don’t think the meta will change at all. You’ve basically just made us sacrifice more for the meta build that wasn’t insanely overpowered while giving us no suitable buffs in return for it. Don’t get me wrong, it is a alright balance change for areas like tPvP and sPvP, problem is is that most people play WvW and PvE. These two areas will be hit hugely by this nerf. You guys need to realize when you balance for engineer, you need to account that we have no seconday weapon! It sometimes seems like you forget this. I’ve been playing my necromancer as of late and I’m just amazed on how much easier it is on that class to do the same thing that engineers do. They got CC that is easy to use, their ability to negate damage from notable sources is on level with the engineer (after this next balance patch it will be a lot better), they can apply conditions much more easily.

December 10th Balance update

in Engineer

Posted by: Deified.7520

Deified.7520

Stop trying to fight the vigor NERF. It’s happening. 100% swiftness is a lot already 100% vigor is in need of a NERF.

Yes it is. But it’s in need of a nerf across the board and not just targeted at engineers who are one of the least in need of such a nerf and its a nerf that hits home pretty hard given the fact that our survivability has taken a hit every single patch outside of the last one.

There are a large number of good examples to give for classes that have viable builds with far more dodges than engis can get.

AGAIN, invigorating speed is TOO STRONG. But you’re ignoring the blatant offenders (rangers, acrobatics thieves, energy sigils)

Exactly. We’re already the least played class (not by a lot sure, only like 4%), and giving us such a nerf without even touching the other classes that have similar mechanics.

Is the new reward system being worked on?

in PvP

Posted by: Deified.7520

Deified.7520

The balance changes are being done by the Skills and Combat team. The rewards are being done by the PvP team.

I believe we are getting close to revealing more details about the reward changes, but I’m not certain about when that will be.

The solo arena roster shuffling should be in the next update (11/12) unless we find a critical bug and have to back out the change. This change should eliminate the sync queuing, and do a great deal toward preventing lopsided matchups.

More significant changes to matchmaking will come sometime next year, and I’ve already been told I can write-up a blog post and start a conversation with you guys, so keep an eye out for that.

Oh I can’t wait for this new reward system. All of my friends and people I’ve built relationships with don’t play sPvP because its either boring in terms of game mode, they don’t feel like they’re accomplishing anything, and it doesn’t affect PvE at all for them. So I’m stuck with roaming with them in WvW and dealing with the abysmal combat in there.

December 10th Balance update

in Engineer

Posted by: Deified.7520

Deified.7520

Jon,

My only problem with engineer is the amount of work that needs to be done to do things other classes can do. For example, our main damage source is condition damage. Our two main applications of this is grenade and bomb kit. Both of which are very hard to use compared to our competitors (as of right now it is mostly rangers and necromancers). Grenades are skill shots while bombs have timers and require you to be right next to the person. On top of this is that they produce red circles. Our current meta build is 3 kits and requires a pretty large APM to play effectively.

Now I understand why you’re nerfing speedy kits, however you need to give us something in return. Dodging was our main damage negator. Without it engineer will be a lot harder to play. Don’t get me wrong, we have a few defensive skills. Toolkit, shield (woot this weapon will be required even more now), and elixir S. My problem with elixir S is that our lack of weapon switching means we are pretty much required to have a kit. Not too many kits work well with elixir S, hence why the 3 kit is a meta. Our weapon skills need some majors buff to warrant us moving away from such a dependence on kits, or traits (probably better) that better buff them. P/P is ok, but lacks the ability to negate damage when being focused, especially in WvW. Rifle is just bad because all of its major damaging skills require you to be at close range, and most of the time when you trait to use rifle you lack good defensive skills.

I think if you take care of one messed up mechanic (the infinte vigor which is very bad thing to have), take care of them all. What about a guardians abudance of anti projectile skills, invurnabilities (which have no way of countering), passive healing/aegis that we can’t counter, and just great survivability. What about a thieves insane amount of mobility (stealthing which has no counter, evades which have no counter, leaps, teleports, and lots of blinds).

Quite honestly the way engineer is setup with no weapon switch, it causes most of our skills to be bad. Why are gadgets bad? They not only need to have the ability to make up for a utility slot, but also the lack of a secondary weapon. Turrets? Same story. This is why kits are so popular. You either need to significantly buff toolbelt skills are these skills or buff default weapon stats. Till you do that the meta will also involve primarily kits.

December 10th Balance update

in Engineer

Posted by: Deified.7520

Deified.7520

One more thing I forgot to mention. The nice thing about Incendiary Powder was that it was a nice build neutral go to for adept tier. Right now the new build neutral traits there are Exploit Weakness and Empowering Adrenaline. I think a good discussion might be why these are not up to par as build neutral adept tier explosives traits.

Jon

Exploit weakness mostly because of the conditions that need to be met, the cooldown, and then what it actually does. So many class have gap makers/closers that aren’t affected by cripple. Leaps, teleports, etc. Then you have condi cleansing which some classes can do great while others can’t. I mean your sacrificing a trait slot for something that applies a small 5s cripple and only when the player reaches 25% hp. Perhaps exploring using with vunlerability, torment, confusion, or something else that would fit the whole exploit weakness vibe.

With empowering adreline I don’t like it because I don’t feel that 5% damage increase is worth a trait slot. The rest of the traits compliment builds so much better. I think it would be interesting to combine this with adrenal implant.

Thank you for Trickster armor

in Tower of Nightmares

Posted by: Deified.7520

Deified.7520

Wow, that looks so much better than on males. Males the only thing I could get like was the chest. Leggings were too similar to phoenix armor. Gloves and feet are great mesmer gloves, hard to pull off on other professions. Mask same story. My necro just matched and matched with the chest.

23/24 obelisks

in Tower of Nightmares

Posted by: Deified.7520

Deified.7520

FOR THOSE DOING DULFY GUIDE

One of the post was confusing, I made the same mistake.

In mount malestorm there are FOUR. The way dulfy originally (she has since changed the wording) it made it sound like there were 3. So use the map and make sure you get all four.

Secondly in timberline falls, there are TWO. One at the TOP and one at the BOTTOM of the krait structure.

Collaborative Development Topic- Living World

in CDI

Posted by: Deified.7520

Deified.7520

Here are some things i’d like to see more out of the living story.

1. More effect on the world. Currently things happen then disappear off the face of the earth. My favorite thing is telling players how I was there for the southsun assault. How I was there when that dreaded monster by the lava was killed. This rarely happens sadly because very few people ask why is that body there. Flame and Frost, bazaar, cuthroat politics, etc. These stories someone could never know have existed if not for the player armor rewards.

2. More connected to the world. Right now the personal story and the living world story seem like they’re in two totally different worlds. I LOVE in this LS you are using the pact more.

3. Less achievement/Website for lore focus. The lore is a bit disjointed. I’d like to be rewarded more for doing stuff in the story rather than I push F 40 times. The achievement where you have to do a offshoot of the toxic thingy in each map is amazing. No grinding and it is rewarding you for some what reason objectives. Currently it seems like the LS is 90% achievements, 10% story. I’d like to see it more along the lines of 50%+ story, 40% or less achievements.

If the living world also includes dynamic events then the following pertain to that

1. Dyanmic events interacting with one another and the world more often. Most of the time events invovle gathering or killing something. Then in 2 mins it redoes it self. I’d like to see longer chains, more metas, and more areas unlocked by doing events. When I go into a map I don’t feel like im accomplishing or doing anything. If not for the small exp/gold/karma gains. I don’t feel like im doing any good in the world because I see no change in it. I don’t feel like I’m accomplishing anything when I do a event.

2. Dynamic Events being harder+ more focused in the endgame. I love the DE and open world. I think it is a thousand times better. I’m really hoping for more open world encounters that are harder and challenge the players ability to think, problem solve, and fight while rewarding them accordingly.

3. Map specific rewards. You know how each dungeon has a vendor with dungeon specific armors, weapons, and other things? Do this, but for each map. This could help get players back into the world. Sadly the open world is insanely easy, so you’re gonna have to either re adjust or put in new content that is heavily tied into the map vendor for new armors that is actually tough.

Collaborative Development: World Population

in CDI

Posted by: Deified.7520

Deified.7520

In addition, we don’t release specific numbers in terms of populations, queues, etc. and I can’t comment directly on those statistics. I’d be more curious to know what people think is the reason behind the fact that score is so directly related to the number of people on a server 24/7 and how WvW could be designed differently to address that moving forward. My personal observation is that the momentum you gain from even a small period of having more people online is so large that it can’t be overcome. Which makes me think we need to be doing more to slow that momentum.

I thought about this for a while now, well before this post. Here are a few ideas i’ve come up with. The last one is my favorite . My biggest problem is how 2D the gamemode is. How simple it is to build siege equipment and take entire structures. This allows large group of players to tackle the objectives fairly easy since they dont require a whole lot of strategy to take (the amount of structures i took because some trebuchet in SM took down its wall 30 mins ago, or it was undefended, or we just built 3-4 flame rams and zerg rushed it is beyond the number of fingers on my hands) The simplicity of it allows for a very fast gameplay and allows
First lets go head and look at current things in the game that are supposed to stop/reduce momentum of zergs.

Siege/Walls- Right now in a lot of the current maps there are walls and structures that can be destroyed from another structure. An example of this is in EB Overlook can destroy a wall of SM, most of the surrounding towers can destroy a wall of SM , and vice versa. This makes it so one person can destroy a wall and can undermine the whole point of walls. Preventing this from happening can cause the original walls to greatly help and stopping the push of zergs.

Now some ones i thought up of-

Destructible Bridges- This being something in the current map in progress could help reduce momentum of zergs, however it wont be very effective. Main reason is that you’d need to make the amount of supplies very high. How much do you think a bridge would slow a zerg down if it only required 100 supplies? Not too much. One way around this is to make it so that the destruction and repair of the bridge is based around NPCs and a event with them. Escorting a demo or engineering team to the bridge for destruction/repair > defending them while they do the work. This could also allow more leveling opportunities for the lower levels.

Destructible Environment/Dynamic Environment- doing certain things in game to allow a rockslide to take out a path or causing a flood, then requiring NPCs to come in to clear the path could really help. Making it so you can’t take out a path through the environment unless your server has less than a certain amount of towers and making it so the other server can’t remove the path blocker unless the enemy server has X amount of towers/structures could help with allowing servers to come back while limiting the zerg push of a server against them.

Making Supply Camps more “out of the way”. A zergs ability to resupply is very easy. Camps are the hardest things to defend against a zerg and zergs will cap a tower, cap the nearby camp, resupply, then continue. Making it perhaps so that a zerg can only pull supplies from a certain cap, but allowing them to destroy supply at other camps could help. You could rework parts of the map to make camps more out of the way instead of allowing zergs to have a straight path of conquership.

Types of supplies- making it so that siege equipment require certain supplies. This supplies can be gained in 2 ways. From camps or from Nodes. There is no way for a team to have all supplies in close proximity to one another in terms of camps. So say in EB the top team supply camps provide metal and wood. To build a ram they also need rope/cloth. To get these supplies there either need to go to a certain part of the map and perform certain actions to gain it, or they need to capture an enemy camp across the map and protect it while the NPCS gather it. When a team captures a camp that isn’t in the proximity of their spawn, that camp will then send out supply caravans that go all the way back to the camps near the spawn where they will drop off the supplies. It takes a long time for it to go and it is impossible to reach the end (thanks to NPC spawns) unless it is protected by a player. You could take it a step further and make it so players can only take a certain supplies at once.

Speculation: Margonites & Scarlet?

in Lore

Posted by: Deified.7520

Deified.7520

I’m very convinced they’re mursaats or mursaats are strongly connected to them. Right now (assuming Anet wont introduce any more new stuff) Mursaat is the most logical connection between all the living stories. Majory is becoming important again, and now she has special weapons that are incredibly sharp. When you analyze the obelisk shards, the priory says that they are very very similar to bloodstone shards. Who created blood stone shards? Seers. Who else were very powerful magical beings that were one of the main races at the time too? Mursaats. I mean Mursaats do have a thing with making themselves seem like gods. It would be no surprise to me if they pulled it on the krait.

[BUG] Krait Bane

in Tower of Nightmares

Posted by: Deified.7520

Deified.7520

Again, I do not know where do you get that information from, as it is not mentioned on that page.
And, again, no need to try to insult me.

She is correct. They are not pre events.

As for the developer, can you see if the kessex hills bloodwitch is working fine? I’ve been sitting this cave for a while now and no worlds have it up (according to wiki).

No one cares about actual lore.....

in Tower of Nightmares

Posted by: Deified.7520

Deified.7520

I have a pretty good idea on whats going on here.

The developers, some of them atleast, have played Gw1. They know the lore is there and I’m sure they’d LOVE to put it in the game. I think one major thing has stopped them, and we are partly to blame.

When the first LS was released it wasn’t amazing, but wasn’t bad. It didn’t feel as grindy (except maybe the first part of it with the refugees) and was fun. They hinted that it is a villian we’d all recognize. Someone we would know. Then forums happened. I remembered seeing tons of post of people complaining about the LS being temporary and how they would just want expansions. People constantly bothered them about expansions. My money is on a certain parent company of Anet noticed this and saw that there may be a future chance to make money. So they’re kind of forcing Anet to make the LS not as serious lore wise because if they do that, the possibility for lore important expansions being released goes down.

I mean it is clearly evident that Anet had some big plans. We have all those hints at zones being opened up. Dominion of Winds, areas north west of the grove, crystal desert. From the way people talked pre release, that was the plan. The LS were to open those up. Then something happened and we’re getting the every 2 weeks here are some achievements to grind and a bad story to hold you over.

Right now I think when a certain 2 over hyped MMOs are released and the population will adjust to that in Gw2, then Anet will finally decide what to do. If population stays strong, gem shop stays strong, and everything seems alright the LS will become important. If things go badly, expect an expansion.

I know the Anet developers know what the problem is. I know they’ve played Guild wars 1 and are well aware of the lore. The question is why is it turning out the way that it is. The text above is the only thing i can think of.

The Name of Ms Villain Sue's Next Alliance?

in Tower of Nightmares

Posted by: Deified.7520

Deified.7520

I got a good one.

The alliance that will be easy to defeat then disappear off the face of tyria like nothing ever happened, then another one will pop up.

Cowards are back at it again...

in WvW

Posted by: Deified.7520

Deified.7520

Past few weeks i’ve started noticing a large increase in people denying kills somehow. They’re not logging out, obviously, but they’re still denying the kills.

I was wondering if Anet is aware of this exploit and if they know how. I think I know what they are doing, but I don’t want to…increase it’s popularity.

Time to Give all Classes Revealed

in Suggestions

Posted by: Deified.7520

Deified.7520

Thieves and other builds that heavily use stealth have been enjoying the easy life with these builds, especially in WvW. It allows them to be forgiven and reset fights when they make stupid mistakes. Its the only class in the game that is able to do this to such a level. Ele use to have the same escability and you nerfed them. A class shouldn’t have so much escapability that the player is willing to go into a group of 5 players and try to kill one then get away. Any other class that tries to do that would get owned so fast. Don’t tell me they are squishy. Thieves have plenty of evades, shortbow teleport, blinds, and 2 dodges.

Now I know, its not the same in tpvp. In WvW however, it is no coincidence that a majority of roamers are thieves. I think added revealed to skills that aren’t used in current meta, like you did with ranger, with each class could really help fix the imbalance when it comes to stealth. Here are some ideas.

1. Engineer- Utility Goggles toolbelt skill- add revealed too. maybe decrease the vulnerability stack. Mines can also be viable choices for revealed, but I think they would be better to apply torment.

2. Necromancer- Corrosive Poison Cloud, spectral grasp, and plague signet i think are all viable options. These skills are rarely used for builds dont need them. Poison cloud currently seems like one of the most useless skills. It could apply revealed for one second every one second so moving out of it gets rid of it.

3. Mesmer- signet of domination or midnight would be great choices for applying revealed on activation on target.

4. Elementalist- Arcane Blast could be viable. I’d say either an arcane spell or signet.

5. Thief- a harder class to decide for since most of their skills can fit into what they do very well. I’d say either a trap or signet

6. Warrior- I think kick would be a pretty good skill to add reveled when it hits an enemy.

7. Guardian- Signet of Wrath would probably be a good choice.

PvE version of Barbarian Stat?

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Apparently this is spvp’s version of knights, since it doesn’t have a tough, power, prec stat.

GW2 Livestream: History of Tyrian Halloween

in Blood and Madness

Posted by: Deified.7520

Deified.7520

first thank you for taking questions before. Last stream I watched the chat was just spammed with GvG and you couldn’t see the questions.

1. Can we expect to see any new weapons, trait lines, or skills (aside from the anti toxin spray) this year? If not, do you have an expectation when you will start putting them in?

2. Are we going to start seeing some more enemies that are larger cemented in the lore already? As in more foes that players will recognize from the lore.

3. Was tequatl your answer for the PvE raids? If not anything you can tell us about this endeavor? If yes when can we expect another world boss to be buffed?

4. Anything coming in this year that you are particularity excited about?

5. Do you have any plans to get the players back into the zones that are rarely revisited in the open world?

6. Something I love about the open world are the meta and dynamic events. Sadly, I feel like their impact on the world isn’t that large. Do you have any plans to change current dynamic events and meta events to make them project that the world is living more?

7. Are there any projects that you are currently working on for the game that you think could be really big in terms of its impact on the player base? If so can you give us some sort of teaser?

8. Are there any problems with the game that you acknowledge and are working on fixes for (could by anything. Maybe fixes to balance, gameplay, lack of progression, etc) that you can say you are working on?

PvE version of Barbarian Stat?

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Just wondering if this exist as a PvE armor. Searched TP couldn’t find it, searched Wiki couldn’t find it, yet it exist in sPvP. I’ve been messing around with builds and I’d love to try some out in WvW. Sadly I can’t find the stat.

It is Vitality (major) and Power/Precision as minors.

Would greatly appreciate the help!

[Brainstorm] Improving Deathshroud

in Necromancer

Posted by: Deified.7520

Deified.7520

Hey guys,

Deathshroud is a pretty big thing about our class. Many people have some complains about them. Many people like what it is now.

I’d like to see what you guys think. List one or two major issues with DS and how you would fix it. Could be anything. Mobility, offensive, defensive, etc.

Ill start it out for an example

Issue- Its a bid hard to find a variety of unique ways to gain life force.
Possible suggestion- change the 25% increase to speed signent to a CD of 10s or something kind of low and when you activate it, you sacrifice X amount of HP and gain Y amount of life force.

Deathshroud is one of the coolest things in the game for me and a big reason I keep coming back to the class, i’d love to see what people think of it and its problems and some ways to fix them .

How To Fix Necro MH Dagger

in Suggestions

Posted by: Deified.7520

Deified.7520

They want to avoid splitting because if they do it a lot for one quest, the other classes are going to demand similar treatment. That is a ton of man hours every balance patch so they want to avoid it (basically splitting one skill into two balance programming wise).

On the topic of our ability to take on multiple classes Anet will forever want to push deathshroud as our survive ability potential. We will never get blocks, evades, teleports, etc. If they wanted to buff this I’d say make it so vamprisim also gives a pretty reasonable amount to life force too. So like when you do the whole life siphon with the dagger 2 it also heals your life force par. I do think our healing power scaling needs to be increased, but they really want to push for us to rely on DS for our ability to survive in fights. It’s a really awesome mecahnic, it just needs to be adjusted so that it is on par with other classes ability to survive in large 4v4+ fights.

How To Fix Necro MH Dagger

in Suggestions

Posted by: Deified.7520

Deified.7520

They don’t want to make necros overpowered with DS. If they make passive vampirims too strong to where it can outheal damage dished out by one player it could be viewed as overpowered by many. I think it does need to be buffed, but it shouldn’t outheal a players damage.

On the dagger suggestion where it is AoE, I highly support this. We have a lack of stability. The dagger heal has a very large and noticeable call animation. Any fool in PvP who can’t CC a necro when he channels shouldn’t complain.

PvE is a whole differen’t thing for me, so I can’t comment on that part of the game.

Also MM are pretty strong right now, on par with the meta build (fear/condi). The siphoning from pets is pretty good and they dont want to make them too OP.

Reddits Collaboration Home Instance

in Suggestions

Posted by: Deified.7520

Deified.7520

Hey,

Saw this post on reddit and I think the devs should take a look over it on some of the suggestions. Great suggestions in there.

http://www.reddit.com/r/Guildwars2/comments/1p10ml/brainstorm_ideas_that_could_make_home_instance/

If anyone wants to comment on it go right ahead, or just post your opinions in this thread. See if we can get a similar thing going .

necro and mobility

in Necromancer

Posted by: Deified.7520

Deified.7520

Don’t get me wrong, I understand when we had a teleport we were pretty good, but we have a complete and utter lack of viable mobility/defensive skills. The deathshroud is supposed to take up this reign, but it doesn’t even come close to what other classes can do.

I mostly see this disadvantage come out in WvW. I constantly see classes escape 5+ people by using stealths, blocks, leaps, teleports, etc. These are class are, imo, much higher threat than necros. Thieves can jump in and do 7k+ in a single hit. Warriors have some nasty shout heals and cleave damage, mesmers have some amazing physical dps, etc.

I’ve been thinking about how to give us mobility without making us overpowered. Necros should be about sacrifcing something to gain something better. Risk vs reward. What about reworking the movement signent to make it so that it has an on and off switch with a 10 second CD between turning them on and off. When its on you go 50% faster but recieve a HP degeneration of X amount. When its off every X amount of time you syphon Y amount of HP from near by enemies.

Or something to do with vampiric and in the style of vampires with dagger. Some kind of jump, leap, or myst thing since so few builds use dagger effectively (aside from the immobilize for well builds).

I just get annoyed in WvW when I vs a team that is even a little bit good they just pull me into their group, get past my HP and DS within 5 seconds, then kill me.

Bite the Bullet- Paradoxes and Combat

in Living World

Posted by: Deified.7520

Deified.7520

I think there is too huge aspects that are really holding back the living story.

1. You guys are afraid to make paradoxes. I’m sorry, but if the LS is going to be something cool you’re going to have to change the world. You’re afraid to do anything permanent in the world because you don’t want to create paradoxes with the personal story, but seriously this is holding you guys back a ton. So far the LS had done nothing. It was supposed to make the world feel alive. Now it just feels like an achievement grind every 2 weeks and is steadily becoming less and less satisfying to participate in. Look at molten alliance. 3 LS chapters. Awesome enemies. What do we have to show for it? A new player can start the game right now, level up to 80, and have no idea that the molten alliance ever happened. Nothing in the world shows that an entire zone was INVADED by an ARMY of FIRE LEGION AND DREDGE! This should have been a huge event in the games history, yet half a year later all evidence of it is almost gone. All we have to show for it are some gloves that hardly anyone wears. If you dont bite the bullet, create some paradoxes and actually change the world; the whole living story is pointless. You sold me on the LS by saying it will make the world feel alive, have it change around you. Instead we got one new zone (the release and opening of southsun was the most fun I’ve ever had playing a MMO. The LA attack, raid on the island, establishing the structures, etc), then a new jumping puzzle, one world event that happens randomly and you may not see for days, and a new dungeon path. These are all awesome, but they don’t make the world feel alive. Defeating or losing to the invaders doesn’t do anything. I am not big into dungeons so I will hardly see that in the world. The new JP, well its a JP. No real affect on the world. I want to see characters die, towns expand, towns get destroyed, towns created, new zones founded, new zones being settled, huge NPC battles happening, zones delving into chaos from invaders for long periods of times, corruption spreading, corruption being destroyed and pushed back, things like that. Things that actually change the world around us.

2. Combat- Your combat lacks depth. I’m sorry but it does. This means you’re going to have to go all out when you create content. Tequatl is a cool fight, its actually hard. You know what isn’t cool? Your combat. Its boring, I’m sorry. There is no depth to it. No strategy. Wonder why WvW is so popular? That is because there is a lot of depth in troop movement. The amount of depth is huge compared to small scale combat (hence why spvp is so dead). The fighting is just boring. Some may say there isn’t much of a difference between Gw1 and Gw2 in terms of endgame. There is. Gw1 combat had more depth, better reward system/Progression, and it was hard. It was very very satisfying when you’d kill something, go to the next town, defeated a boss, did a mission, etc. Same with the PvP. There was tons of depth and strat in combat which made PvP insanely satisfying because you felt successful and good when you’d kill someone.

P.S I felt I needed to create this because the past 2 LS have been pretty bad from the LS standpoint. They really didn’t affect the world at all. Tequatl got buffed, cool. Not too many people do him anymore however. The rest of the game is too easy to bother. So it left little affect on the world than the previous boss and it had little to no apparent connection to the LS (I Know you will reveal it, but you’ve been saying that for the past 3/4ths of the year, when will we see the connection between all these living story chapters). Then this years i thought was cool, but look! I have to get a freaking MINI PET to progress the story. REALLY? A MINI PET? I do not care for these achievements. I have never cared. I care about the story, and now you’re forcing me to grind out 13 stupid achievements to get a freaking mini pet that is some how loosely connected to the story.