As long as there are actual boss fights with actual mechanics, and it’s challenging and fun, I frankly don’t care lol.
BUUUUUUUUUUUUUUUUT… I’m not counting on it.
This. Arenanet’s new mini dungeon has shown some promise. Fights like the Vexa’s lab boss is really quite fun. Some other boss fights really should get updated. Most of the HotW bosses; I’m looking at you.
I’ve done the destroyer very quickly with a good team. The laser people jumped down to shoot it also, and the boss fell very quickly, maybe only 7 laser volleys.
honestly skill in a mmo like this in Pve dungeon is a misnomer. the only thing a vet has over a novice is experience..where to stand, what button to push, how far you can keep them apart, when to use the doodad to weaken the thingamabob, how to position the mob etc. None of this is true skill, its simply experience.
Not sure if you’ve played Rockman/Megaman before on any of the old Nintendo platforms. Those bosses required skill. Those bosses were true difficulty. Those bosses, even if you’ve cleared them will still pose a challenge to you if you’ve forgotten how to do the fight or you are unfocused. Agony will NOT accomplish that because you can mitigate it with gear.
5 power for every item is huge. 7 of these and you permanently have 1 might over someone who doesn’t have it.
You can’t equip 7 rings though….
And even if you had +5 on armour, there are runes that add even more to a stat, and Ascended items cannot be upgraded.
Currently, as shown in the ring, the base for a ascended gear is > base exotic + upgrade
If anything, it seems ascended gear might have less flexibility than exotics, but definitely not weaker in stats.
5 power for every item is huge. 7 of these and you permanently have 1 might over someone who doesn’t have it.
Its simply gear check. Those bosses promised at the end of the FotM dungeon MIGHT be innovative, but this Agony feature really shouldn’t be advertised as some great idea on their part to make dungeons difficult.
Here’s why:
If a certain piece of content is truly ‘difficult’ it should require the player to learn methods of overcoming said content. On a day when a veteran of this content is not focused and paying attention, that content should still pose difficulty to that player.
Agony is not this. Why? Because it is solved passively through gear check. Once I have certain gear, this content will cease to remain difficult.
I feel like I got slapped in the face by Arenanet. “Here! This is what you get for believing us! That’ll teach you!”
Great, my 6 complete dungeon sets feel just a bit useless now.
Do we only get karma jugs now? Whilst I do appreciate them, I’d love to get fine transmute stones more though.
Some Exp.
Mystic Coin.
Jar of Liquid Karma.
May give a random item within a certain list.I personally don’t think level determine anything, but anyway, getting to 80 is easy. I got BL Salvage Kit today on my mesmer(80).
Thats great to hear! I was worried after the change I won’t have a chance of getting fine transmute stones anymore.
Do we only get karma jugs now? Whilst I do appreciate them, I’d love to get fine transmute stones more though.
To be honest, I doubt they make much. I have a favorite farming spot in Frostgorge Sound too, funnily enough I’ve never seen bots there. It makes me a decent 30s+ in about 15 minutes but DR kicks in and I can’t farm there for the same results afterwards. So I highly doubt bots are making much either. Its really just the sheer amount of bots going at it. Lots of people doing things very ineffectively doesn’t worry me.
Ripping off reality in no way makes a game compelling. As far as I’m concerned, humans should never have been a part of Guild Wars or indeed any work of fiction set in another universe.
Human’s will always be ‘required’ in a successful fantasy setting simply because it helps the audience relate to something. The same applies for fantasy fiction of any other medium. The fact that there are more humans than any other race in this game is testament to this.
I find the large HP pools of the bosses the greatest difficulty; its hard to stay awake. I’ll take your word for it and try to do path 2 more often now though, thanks!
Im curious, why does everyone opt to do path 1? Isn’t path 3 much faster?
Wilow, Arenanet doesn’t test the stuff they implement after a patch, we have to test it for them. Just look at the necromancer forums after each patch.
The Kodan ships feature Asian architecture. Just sayin’. I really want cantha to come back though. That was when I REALLY started to like GW1.
I’m not trying to discount your playing ability but there’s so little actual S/D play in this video. Whats more, you could have done that whole video with D/D and it’d be exactly the same, perhaps use steal for the teleport with infiltrator’s. This is really a shortbow video, and a decent one at that.
Yeah, you can do that with a guardian too though, it actually looks kinda cool
C’mon guys, show support to the dev who actually braved into our lair, don’t scare him away.
Simple test, the jumping steps up to the cauldron in Lions Arch. The first steps have railing on the side, and when my character is on those steps, the camera jolts back and forth insanely quickly.
Anyone else get this?
Well yes…. we could change almost every trait in the game to be as effective as mug, and rebalance the whole game accordingly.
Or we could just make mug as effective as almost every other trait.
I am not sure you thought that one out very carefully.
Mug is simply too good. Traits in this game arn’t supposed to give you 5k extra burst damage for a class that already is the master of burst damage. Mug simply doesn’t fit with the power of the vast majority of traits in this game. Mug should hit for about half as hard as it does to balance it with the basic trait model of this game.
So you would rather turn gold into trash because it’s “too good” instead of turning trash into gold and increasing the trait variability… good game design there, what you are suggesting simply results in everything being nerfed into one homogenized mass of mediocrity.
Also define what is too powerful about steal traited with mug and use OTHER abilities as examples of “good” and “bad” instead of saying mug is just “too good” and leaving it at that, otherwise it just looks like you know nothing about development and are just annoyed at people because they can do something you can’t.
The exact thing is happening to every other class. But hey, what do you know, if everyone is crap, that’s actually balanced. No 10 point trait should do the damage mug does. Terror (10 point trait) on the necromancer, does 1000 damage tops, and that’s if you base your WHOLE build around it.
(oh, and if you are downed).
What do you mean by ‘no skills’. No utilities?
Btw, any chance you guys might look at the character creator regarding the same issues for naming characters?
So a number of japanese names can’t be used either, really common ones like “Kinoshi” “ta”, “Yamashi” “ta”…
Thanks for working out the mechanics of the death nova OP! Thats some nice innovation right there =). However, terror is an utterly trash trait, the damage is pathetic since the fear duration is pathetic =(. I think the main problem is the necromancer downed state isn’t really good at beating other classes who get downed by your death nova.
It doesn’t have to be a different color, you can have the rare ones to have an aura or something, or the bow to shoot rainbows, but the non rare ones to not shoot rainbows.
Find the right one:
Steal, CnD, Backstab, Heartseeker, Heartseeker, Heartseeker.
They should just add aftercast like in GW1 for quickness, that way, the idea of the skill, to have skills activate faster would still remain true.
Look at this 10 point trait for the Necromancer, so OP:
http://wiki.guildwars2.com/wiki/Terror
With 30 points in Spite, Master of Terror (20 points in Soul Reaping) and 6 Runes of the Necromancer, when downed, we can do a 4 second fear that might do around 1k damage! (total).
Wow, and this one single class is enough to compel everyone into stacking 3000 toughness on all their builds? 3000 is a rather ridiculous benchmark.
Minions can get you there if you don’t mind the stupid AI. Staff is great for what you want later in the game when you get the relevant traits. Look towards getting cooldown reductions early game imo.
http://gw2skills.net/editor/?fQAQFAWjQaV6pbub07JAJFPf9kivHP6xxGPMA
This is my build btw, I use it with rare traveler’s gear for the magic find and I can pretty much get through any event in the game, and dungeons also.
(edited by Derk.3189)
Jagged horrors apply a bleed if they attack.
Can’t say anything else about them because there is nothing else good to say.
Fix’d IMO. You’d be luck to see them land a hit.
I don’t know what’s next, but I’m starting to believe that I know what awaits thiefs at the end of the tunnel. In the end, we’ll have pillow for weapon and 1hp.
People complaining on the forums have managed to get their way getting thieves nerfed every single patch. There is blood in the water now, nerfs will never stop until we’re all autoattacking and autoattack roots us in place.
People know it gets results so they just keep playing squeaky wheel and a certain Anet dev in charge of “balance” obliges, as long as thieves keep the attention away from his babby warriors.
Why on earth do you think its ok that a class can do 10k+ damage in ONE hit?
“One hit” is relative. The problem is that BS damage is heavy to compensate for what is supposed to be a tactically challenging “set up”, but certain combos allow that set up to be completely mitigated (mainly stealth+C&D closer). This transitions a back-loaded combo (work to get into position and do mediocre damage which is then made up for by the rewarding end-strike) into a heavily front-loaded combo (jump in and hit hard as the first thing you do). Once you’ve got a front-loaded high-damage hit the balance is even further thrown off by the ability to continue to front-load activated effects, which is what ultimately throws BS out of whack.
There’s nothing fundamentally wrong with a high-damage hit, but what I expect was a completely unanticipated combo managed to tweak the natural balance points of back stab in particular.
But that’s exactly why there IS a problem with high-damage hits. Every other class in this game operates on a different level of effort = payoff. I actually have backstab killed someone with my eyes closed.
I see someone with back facing me. I click on him and move to range. I close my eyes.
F1->5->X(Assassin’s Signet)->1. Enemy downed.The funny thing is, if gold farmers wanted to, they could probably program bots to do exactly the same thing, with extremely high levels of success.
That isn’t a problem with backstab, that is a problem with an ability combo negating the build-in balance counterpoints to backstab (and, in some respects the pre-nerf Assassin’s Signet). On its own, BS is pretty well balanced
And a bot that could kill one mob every 30+ seconds would be pretty terrible, not that what they’re using now is much better.
Nah, if they added their bots to sPvP. When Fort Aspenwood in GW1 became lucrative to farm with bots, it was flooded with bots. If sPvP had anything that could translate into a profitable product, it will be flooded with bots too.
I find it ridiculous that mug deals as much damage as it does. Look at terror, somewhat the necromancer equivalent of mug. It does 1.5x poison damage per second of fear. You can go out of your way to get 4 seconds of fear if you completely base your build around it.
Thats around 1k damage, and thats if you are downed btw, because the Death Shroud fear will only get to 2 seconds! Whoopdy do! Class balance! See what I mean when I say thieves are effortless to do well with? Yes, backstab might not be the problem, but nothing can take it out of the equation of the actual problem now.
I’d just like to voice that it’s my opinion that no Necromancer using Cleric’s gear has decent DPS.
However, kKagari, I strongly disagree. Necromancer has some of the best healing for others, outside of Guardian’s elite and Blast spamming Water fields. Life Transfer, Mark of Blood and Well of Blood are nice to have and you’d lose a lot by not having them. The second issue is what you claim we should focus on removing conditions and applying boons – we’re very limited in boons and our condition removals arn’t anything special.
And to then agree with Sundial, pure healing is a waste. You need to blind them, you need to make good use of your combo fields and finishers (area weakness or area retaliation in particular), you have an area daze if you take the warhorn, fears, snares and much more. The best kind of support Necro, the one we play, will tank, heal and debuff all at once.
I agree necromancers are great for support, but if we are talking healing, and just healing, there is no way necromancers are among the best. Engineers can easily provide better heals with just the med kit alone. We’re likely on par with a water attuned elementalist. A heavily specced heal warrior can provide OK utility but awesome instantaneous 2-3k aoe heals also.
And yes, pure healing is a waste, which is why skills like deathly invigoration sucks, 700hp heal at with full clerics + blood traits. Life transfusion would be ok if it scaled with healing power but it doesnt, which ends up being a slow HoT that is easily interrupted.
I don’t know what’s next, but I’m starting to believe that I know what awaits thiefs at the end of the tunnel. In the end, we’ll have pillow for weapon and 1hp.
People complaining on the forums have managed to get their way getting thieves nerfed every single patch. There is blood in the water now, nerfs will never stop until we’re all autoattacking and autoattack roots us in place.
People know it gets results so they just keep playing squeaky wheel and a certain Anet dev in charge of “balance” obliges, as long as thieves keep the attention away from his babby warriors.
Why on earth do you think its ok that a class can do 10k+ damage in ONE hit?
“One hit” is relative. The problem is that BS damage is heavy to compensate for what is supposed to be a tactically challenging “set up”, but certain combos allow that set up to be completely mitigated (mainly stealth+C&D closer). This transitions a back-loaded combo (work to get into position and do mediocre damage which is then made up for by the rewarding end-strike) into a heavily front-loaded combo (jump in and hit hard as the first thing you do). Once you’ve got a front-loaded high-damage hit the balance is even further thrown off by the ability to continue to front-load activated effects, which is what ultimately throws BS out of whack.
There’s nothing fundamentally wrong with a high-damage hit, but what I expect was a completely unanticipated combo managed to tweak the natural balance points of back stab in particular.
But that’s exactly why there IS a problem with high-damage hits. Every other class in this game operates on a different level of effort = payoff. I actually have backstab killed someone with my eyes closed.
I see someone with back facing me. I click on him and move to range. I close my eyes.
F1→5→X(Assassin’s Signet)→1. Enemy downed.
The funny thing is, if gold farmers wanted to, they could probably program bots to do exactly the same thing, with extremely high levels of success.
I don’t know what’s next, but I’m starting to believe that I know what awaits thiefs at the end of the tunnel. In the end, we’ll have pillow for weapon and 1hp.
People complaining on the forums have managed to get their way getting thieves nerfed every single patch. There is blood in the water now, nerfs will never stop until we’re all autoattacking and autoattack roots us in place.
People know it gets results so they just keep playing squeaky wheel and a certain Anet dev in charge of “balance” obliges, as long as thieves keep the attention away from his babby warriors.
Why on earth do you think its ok that a class can do 10k+ damage in ONE hit?
C’mon its not that bad. More builds just became accessible. I wouldn’t mind more ‘nerfs’ if they will be like this.
Well, our sword/dagger is useless, sword/pistol is nerfed, pistol/pistol is far from useful(does not harms thief at best), bow is used as a gataway weapon, and sometimes as aoe condition support(which fails against anyone with purge/condition removal). And despite Assassin’s Signet nerf(which is a backstab build nerf) people still demand backstab nerf.
So yeah, maybe not this and maybe not even the next month, but in the end thief is going to be nerfed into the ground.
Lol, your version of useless is pretty much every class’s definition of ‘above average’. Just because we have to spend a few more seconds killing someone now does not make us useless.
Btw, I also play a necromancer, and sometimes a guardian. Lets compare your version of ‘useless’ to our versions of ‘useless’.
(edited by Derk.3189)
C’mon its not that bad. More builds just became accessible. I wouldn’t mind more ‘nerfs’ if they will be like this.