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March update- Predictions/expectations

in WvW

Posted by: Distaste.4801

Distaste.4801

My predictions:

The only major thing they will add is the world experience advancement system and I’m not sure if Ascended will be tied to the new system or badges. They will completely remove culling and then people will start whining about their computers not being able to handle it. Everything else will be a HUGE letdown and PvE players will be absolutely furious that they need to PvP to get Ascended gear. Of course the ascended cost will be insane, as usual, and more people will quit the game.

Am I close :P

I know You all love AC and CoF, but...

in Fractals, Dungeons & Raids

Posted by: Distaste.4801

Distaste.4801

None of the dungeons offer a decent reward for the risk. Oh I got some silver and a bunch of trash loot, well I still gotta run it again and again to get 1 item I actually want. It just happens that AC and CoF are the least risk for the reward.

As much as I want some of the dungeon armor/weapons, I’m just not going to spend hours grinding those dungeons and wanting to kill myself.

Quickest way to attain PVT gear?

in Fractals, Dungeons & Raids

Posted by: Distaste.4801

Distaste.4801

Depends on your character. I usually do AC for 300 tokens for pants(Used to be 240 though). The rest of the PVT armor is available through karma vendors at the temples(210k karma). If you need weapons though AC or another dungeon. You can also get PVT accessories from karma vendors in Orr now, but you can also buy them(or at least some?) off the TP. Obviously if you you want the ascended PVT stuff you need to do fractals, dailies, and guild missions(quit your small guild because ArenaNet hates them).

You can also do dungeon dailies again on different characters if I’ve been informed correctly. So having 2 characters means you can get an easy 360 tokens for 6 paths. Of course you probably won’t be doing AC path 3 without guardians now.

fastest way to level??

in Players Helping Players

Posted by: Distaste.4801

Distaste.4801

Personal story, WvW, and crafting.
If you need help with crafts – http://gw2crafts.saladon.net/ (don’t close/refresh the page once you open it, because the list will change).

Neat site, but I assume that is going off of buyout prices. If you put up buy orders you can get most of that stuff a lot cheaper. I like to plan the my crafting a day or so before I do buy orders on everything all at once, it makes crafting a lot faster having everything and it’s a bunch cheaper.

If you don’t want to craft to level this is what I did for most of my characters:

1-15 starter zone of your choice
15-30 Kessex Hills centaur event chain(although I hear the maw is as good/better)
30-35 Personal Story(yep starting at level 1 quest until it’s red)
35-45 Harathi meta centaur event(use xp boosts here and kill every centaur you see for massive bonus XP)
45-55 Personal Story(if you fall short go to bloodtide and do a few events on your journey south to sparkfly)
55-65 Sparkfly fen(The center hylek area to start, then the krait event and risen event by teq although I hear the krait are hard now)
65+ Personal story as far as you want to go
65+ Straits of devastation the lone post chain+balth chain.

Maxing 1 craft can be substituted for 10 levels(except 1-15 it’s 15 levels).
The new dailies can help as you still get XP for completing each of the 9 options even after the daily is complete(5 done).
Do not underestimate kill XP, some people look at events per hour and not the kill xp you can get as well! Kill any and all mobs you think might have been around for awhile!

My path often takes you into zones/events you will be underleveled for, so play smart, stick with others(when possible), and call out events in map chat. You will probably die but it’s worth it.

The Harathi centaur event off the top of my head will get you something like 900 bonus xp with boost(iirc). I was running the 50% boost, food, and the 30 second kill streak boost(with a decent number of people you can keep this up from camps getting attacked until the champ dogs spawn) and getting 1500 xp per kill on most of the centaurs in the main fort. That’s an events worth of xp every 2 kills and you’ll easily get 50+ bonus xp kills on top of the regular kill mobs.

So what's the big problem?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Browsing the Forum and seeing a lot of complaints about how the latest patch is the worst thing to happen to Guild Wars 2, but since logging in I find myself having a lot of fun and being happier with the game over all. Most complaints seem to be aimed at the ruining of peoples farming routines and guild missions not being achievable by their respective guilds. With farming being ‘killed off’ and forcing people to play events and group-ish stuff more, and being able to join multiple guilds, I don’t see these two as very valid complaints, but that’s just me, so what is the really big problem with this patch that’s got everyone so mad?

The farming one is is due to shelt/pent being a “hub” for farming. People knew where to go to at least get in a few events, kill a bunch of mobs, and get some loot. Now with it being harder they get less loot, less people are there, and you kill a lot less mobs. So while it was an effective move in stopping people farming there, there needs to be a hub where people can group up.

As for the guild thing, that’s a can of worms. A lot of bigger guilds will not let you join unless you Rep them 100% of the time. I and my friend have already been kicked for not repping a WvW guild in PvE and that was well before this patch. A lot of smaller guilds also HATE large guilds because most aren’t really a fun atmosphere where everyone knows your name(cheers!). These small guilds have been together for years and shouldn’t be forced to give up there small guilds because Anet decided they should, they would sooner quit the game….and many have.

You play a Necromancer, now imagine if next patch the necromancer was nerfed completely into the ground. Even with full ascended at most you’re doing 10 damage. No groups will take a necro now so you cannot do any dungeons. Then people kept telling you all you need to do is just make a new class, it would kind of anger you right? You put all your work into your class and even though it was already below most of the other classes you enjoyed it, now you have to toss that work away and play a class you might not enjoy. Same exact thing here with guild missions. You’re asking people to toss aside their guilds, things they’ve worked on possibly since launch, because Anet made a bad design choice.

Stealth in World vs World needs a nerf.

in WvW

Posted by: Distaste.4801

Distaste.4801

I also play a thief as a main (1200 hours and 14k kills in WvW mostly solo) I actually agree with the OP about needing changes to stealth. I would prefer to see the thief go more along the lines of the assassin from GW1.

Instead of making the player totally invisible to the enemy, just make them transparent and add in a chance to evade incoming attacks. Note this should be a CHANCE not 100% but some percentage that could be tweaked in testing.

This would make it so that stealth still performs it’s basic defensive purpose but removes the issue of fighting against an opponent you can only see 40% of the time.

I’m all for making the thief more evade based, however that system would probably take them a year to implement at their current rate of class balancing. What they need to do is just change the revealed debuff. Make reveal last 15s or so but instead of making them unable to stealth it reduces stealth time by 1-2s and it stacks. That way after 3-4 stealths they are out for 15s or so. It would definitely cut down on thieves doing the constant stealth spam. Of course backstab damage would still need addressed then too as a 5→1 5→1 5→1 combo in about 5s would drop anyone :P.

Stealth in World vs World needs a nerf.

in WvW

Posted by: Distaste.4801

Distaste.4801

You ppl are kitten for this… u do releize that stealth exsist in almost all morpgs?? U all think its bad on here then dont every play daoc or wow, prob just rage quit lol… the thiefs job in pvp, wvw, whatever is the same as any other game… they are there to thin the herd, just like a lion, do u think he goes after the biggest strongest wildabeast in the herd no he goes after the weak sickly one… that is the thief, shame on u ppl!

Stealth is also completely unbalanced in every other MMO. Stealth is something that is unbalancable. It gives a HUGE advantage in not only deciding when to fight but also survivability. Go ahead and name one MMO where stealth was balanced, You’ll either find the stealth classes being OP or they are UP because they got their damage nerfed into the ground due to stealth. Putting in stealth was a terrible design decision, the thief should have been based around evasion/mobility.

Ascended Armor - WvW Exclusive!

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

WvW will have an ascended item, that’s the path they’ve been going. They are trying to spread ascended a crossed all the types of gameplay and WvW is probably next. The issue though is that the outcry will be huge, especially if it’s weapons. What arenanet needs to do is just make all ascended gear available through ALL means; karma, badges, tokens, fractals, etc. Then people could play the way they wanted, but ArenaNet would rather drive players off instead of let them get gear the way they prefer to play.

To all roaming thieves

in WvW

Posted by: Distaste.4801

Distaste.4801

Are the guys claiming that the rendering issue has been fixed trolling, or do they just not spend much time in WvW? I guess all those pistol volley’s and backstabs coming out of thin air for a full 3 seconds before rendering were just in my imagination huh? I guess they were really rendering on the screen, but my eyes just aren’t l33t enough.

I don’t think thieves are nearly as OP as some people claim, but don’t try and claim the rendering isn’t still a problem.

stealth is broken when damage is done.
You can see bullets coming and evade/block them and thief will not render.
This is not a render issue it is how it works.
Ppl complaining against thieves are just ppl that don’t know how the class works and they prefer to come here and QQ instead of L2P.
Here the anti-thief guide:

  1. log into the game
  2. roll a thief
  3. use it

Now you are able to counter thieves with the profession you prefer.

I play a thief and I know all the tricks. The rendering issue is a major problem and if it wasn’t there the lifespan of stealth burst thieves would plummet. Even without the rendering issues the amount of damage a good thief can do straight out of stealth is absurd. If the thief is doing C&D→Steal/Mug→ BS it can nearly insta-gib almost all the low health classes even if they are beefed up with toughness. I mean you’re talking about 14k-15k damage easily. Clearly it’s all skill though #5→F1→#1, it’s not like you can write a macro for that or anything :P. No class in the game should be doing the lowest base health in damage in 2-3 seconds.

In that video you can tell that most of the time the thief is out of stealth the enemies still don’t see him because he hasn’t rendered. That is the ONLY reason why the zergs don’t just squish him in a second, they simply can’t see him even though they should be able to.

Don’t get me wrong! Thieves are insanely squishy when out of stealth and need help in that department, but in order for that to happen we need to get stealth balanced and the insane burst under control. Personally, I thought the thief should be based more around evades than stealth, stealth should have been a 1-2s target drop and nothing more.

It's been 6 months - Ranger Community

in Ranger

Posted by: Distaste.4801

Distaste.4801

I want to say that I back this post 100%. The same goes for Necromancers and Engineers. Stop putting in PvE/SPvP content if you need to and do some actual class balancing. The class changes in this patch could have been hotfixed in they were so inconsequential.

PTR (Public Test Realm)

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Just admit it. Your QC (Quality control) team obviously isn’t up for the task.
Let the gamers help, you need it.

I cannot quote this enough. ArenaNet has shown time and time again they need help designing and balancing, now they just need to own up to it and put in a PTR.

The overreaction is frankly, hilarious.

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

It’s not an overreaction, it is a snowballed reaction.

You see with each patch ArenaNet has habitually made design choices that are…well…less than great. With each of those sub-par patches the players patience and goodwill has died a little. From the complete lack of major class balancing, ignoring WvW, Karka chest debacle, Ascended gear introduction, laurel system, and now guild missions; ArenaNet has been angering people.

It happens with every MMO and usually the 6 month mark is the breaking point. ArenaNet has consistently not made good changes and shown that they need “informed” of their poor choices. It just doesn’t help there is 6 months of pent up frustration behind those posts. As the months roll by there might be less posts due to people quitting(reached their breaking point) but they will be more and more hate filled.

Discussion about the update 26/02 [Merged threads]

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Posted by: Distaste.4801

Distaste.4801

This patch was bad for more than a few reasons.

1. Small guilds getting excluded from feasibly accessing guild missions. There should have been multiple levels where a base guild could get a mission and increasing levels as you level your different branches. This is seriously one of the worst things I’ve seen done to a community. A question I seem to be constantly asking myself about ArenaNets decisions is “Who thought this was a good idea?”.

2. Further gating of Ascended items(when can I buy an ascended ring/amulet/earring with karma? Or dungeon tokens? Or Badges? or Craft them?) For ArenaNet admitting releasing Ascended items without multiple ways to obtain them was a bad idea they seem to do it every patch. STOP CREATING NEW CURRENCIES TO GET ASCENDED ITEMS. Use the existing currencies and let us just buy them.

3. Class balance- this part of the patch is absolutely laughable. No seriously it’s that bad that it makes Mythics balancing look competent. This wasn’t even patch worthy, it was a hotfix. They NEED to get more devs on making more viable builds and that other builds aren’t so grossly above all others.

The only good thing this patch brought was nerfing Omnomberry pie, but all that does is show how terrible their trait system is because a consumable makes or breaks certain builds.

Daily achievements more of a grind now?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Can anyone give some examples of what is on the list right now?

Off the top of my head:

10 WvW invader kills

40 kills in ascalonian zones

40 kills in Norn(?) zones

1 fractal

5 sidekicked events(you’re downleveled)

10 salvages

3 skill points

20 gathering

Daily achievements more of a grind now?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Yeah, I thought they were going to make it so we could pick from all available daily options as to what we wanted to complete. Instead we get to pick from a bunch of options for that day. Now it seems completing your daily is harder doing what you want to do. If I want to WvW I’m not going to do either of the 40 kill ones, not going to complete a fractal, probably not 3 skill points, not the down-leveled events, etc. Just annoying really.

(edited by Distaste.4801)

Omnomberry pie: long overdue change

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

if it ends up being a 1/2sec cooldown, essentially making it so you can only get 1 heal per attack (few from channeled skilled like PW) essentially making it so you can not AoE spam yourself to full health in large packs of trash or in zergs in WvW then I am ok with the change, still viable for most situations (bosses). Remove its OP in AoE spam situations and the food is fine.

if it is any more than 2seconds I realy ask if any testing is done whatsoever..

also, for those it will make them give attention to those other builds for next month.. if they make this type of change, they need the other adjustment today also, not next month. many will stop playing for the month if its that bad and potentially never come back.

Its made 1-2 builds of each class no longer viable.

This just shows how poor their build customization is when a consumable buff is what makes or breaks a build. Omnomberry pie was better than any only crit heal trait or sigil in the game, it needed nerfed. In fact if it has a 2s cooldown and still heals for 325(iirc) it is STILL way better than the necromancers on crit heal trait and on hit heal traits combined. What needed to happen alongside that nerf was buffing all the on hit/crit heal traits in the game, make them scale better with healing power, etc so that healing on crit/hit builds were actually viable.

Comfirmed- Nothing being done re: conditions

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Distaste.4801

While it’s good to hear you’re doing something…you’re still TALKING about solutions? 6 months this system has been broken, seriously week 1 there were plenty of threads about how condition builds get screwed due to caps. You should be well passed talking about solutions and testing them. And please! For the love of all that’s holy get a PTS server going so we can test this and any other class changes faster as well as make sure your logic isn’t flawed like the current condition system.

Yo…dude. Calm down. Six months is nothing in software development and they have had all sorts of other fixes that probably took higher priority. Like exploits, progress blockers, dealing with bots, hacks, stability issues, trying to solve culling, balance tweaks…and the list goes on and on with issues that effect everyone, including, but not just, the subset that wants to run conditions.

The studio doesn’t have infinite resources. They don’t work 24hrs a day, 7 days a week. Releases have plans and a schedule and are usually a mix of what can be done what has to be done and what they want done.

If you don’t understand software development cycles or how the design process and implementation works then you should probably be a little less judgmental.

We aren’t talking about something small here. This is a base system that impacts a large amount of builds a crossed all classes and the problem was known IN BETA. Short of major exploits(like economy ruining exploits) this should be priority 1, ahead of even culling and new content.

I understand that programming, testing, and iteration take time; however the way he phrased it says they are still TALKING about a solution. They don’t have one in the works(being programmed), they aren’t testing one, they aren’t iterating on one, they don’t have a base solution even picked out. Now I’m no software engineer but I can certainly tell you that it doesn’t take 6 months to come up with a possible solution, in fact I’m sure there are a few in this thread. The biggest problem with ArenaNet right now is transparency. Before launch they weren’t shy about saying what they were doing and why, now it’s like pulling teeth. Since we don’t have a PTS all we can do is use the small scraps they give us to head off these bad design choices before they hit live and won’t be going away in the near future.

As for being judgmental, yeah I certainly am. This is a system that should have never made it live. Any system that drastically favors certain builds, classes, guilds, etc needs scrapped and redesigned. If you want your MMO to be successful you don’t discriminate against anyone. The new guild missions is just another example of a system that needs reworked since it discriminates against small guilds. Ascended gear was another system that needed reworked(scrapped completely IMO) to at least give all playstyles a chance at ascended, but we haven’t seen them fix that yet. Again I’m not a programmer but I know it’s fairly easy to add ascended items to a karma/badge/dungeon vendors.

Comfirmed- Nothing being done re: conditions

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Posted by: Distaste.4801

Distaste.4801

Actually this is not true and is something we are actively looking at. We have a number of solutions that we are talking about and when we are able to figure out which one will have the least impact on balance, performance, and testing we will put that solution in place as soon as possible.

Jon

While it’s good to hear you’re doing something…you’re still TALKING about solutions? 6 months this system has been broken, seriously week 1 there were plenty of threads about how condition builds get screwed due to caps. You should be well passed talking about solutions and testing them. And please! For the love of all that’s holy get a PTS server going so we can test this and any other class changes faster as well as make sure your logic isn’t flawed like the current condition system.

Comfirmed- Nothing being done re: conditions

in Guild Wars 2 Discussion

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Distaste.4801

The fact that anyone thinks infinite condition stacks is even remotely balanced is laughable.

So you agree that direct damage is currently not even remotely balanced? Each condition or even a few stacks is equal to ONE direct damage attack. The only difference is the condition takes time to do it’s damage where the direct damage is done instantly. Infinite condition stacks will in no way unbalance the game since it would be the same as direct damage is now. If there was infinite condition stacks and you put 50 condition builds vs 50 berserker builds, the beserker builds would still kill things faster due to direct damage scaling better and their damage being instant.

We can do things your way though, we need to limit the number of direct damage attacks a mob can take in a certain time frame. Since 2 condition builds can max out condition stacks, lets make it 2 direct damage attacks per second. Sounds ridiculous right? Well that’s what condition builds have been dealing with since launch.

Guild Missions [merged]

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Posted by: Distaste.4801

Distaste.4801

Most of your influence is gained via dungeons. So non dungeon diving guilds have a lot of trouble with the influence reqs. Even a small guild can generate a ton of influence if everyone is in dungeons together.

A full guild group gets 100 Influence for a dungeon. A guild group running a chain of three events . . . say, the Cathedral of Silence run, successfully will earn 20 Influence per event, and if you start from the first part of that line you can rack up 100 Influence easily. Or storming the gates of Arah will yield 80 Influence unless I’m missing my count.

Okay, so you do the Cathedral run…then what? The problem with dynamic events is the downtime. The full chain of grenth also takes longer than 20 minutes that an AC normal run might take or the 10 min speed runs of AC/CoF. It is the down time and time to complete that makes dynamic events worse for influence farming.

Comfirmed- Nothing being done re: conditions

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Distaste.4801

Conditions work wonders in PvP and for PvE well… we’ll stick with 4 direct damage team members and one conditioner.
If it can’t be fixed without blowing up the servers I don’t think there is much we can do.

Illustrating once more that the game is likely built around small PVP skirmishes, not massive open world PVE boss battles.

It also illustrates incredibly poor design when a major build cannot be used for all content in the game. That is what makes the difference between a good design and a bad one. If they knew they were limited on stacks then they should have made conditions more powerful but harder to stack. Perhaps not putting bleeds, poisons, and burns on every other attack would have been the far better option. Making certain attacks apply a condition almost sounds like a good trait for say a condition based trait line…

Guild Missions [merged]

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Posted by: Distaste.4801

Distaste.4801

I must be missing something in this discussion. how do 5 man guilds not have all the research done at this point? I joined a guild 2 months ago and have contributed 15,000 influence to my guild in that time. Even if you have a 5-man guild, if you formed near the start of the game you should have earned around 200,000 influence by now assuming you haven’t spent a single gold to buy any extra.

Also why can’t these small guilds join a bigger guild and do the events as a 5 man group within the big guild while they work up the research in their small guild? I mean that is the entire point of being able to join 4 guilds at once isn’t it? I’m in a smaller guild but i’m also in a 400 man guild and we have 300,000 influence just sitting in the bank. Just run with your friends in a larger guild and earn the rewards there until you can finish the research in your small guild.

Just to toss some numbers at the issue. You get 2 influence for completing an event solo and 20 for a guild group of 2+. IF you run a guild group at all times you need to do 25 events a day to hit 30k(15k*2) in 2 months, that’s basically 4 hours a day(~10 mins an event) of doing events. For a solo person its 125 events a day or 20 hours of grinding events, that sounds fun! Dungeons are probably the fastest though. The solo player would need to do 25 runs a day and at 20 mins a run it’s only 8 hours of grinding. For a guild group of 2+ its 5 runs per day or around 1hr 40 mins.

So you ask how guilds don’t have things maxed out? Well I’d probably assume they don’t spend 2 hours everyday farming dungeons or 3-4 hours farming events together. I certainly don’t think most players are farming 20 hours of events solo or 8 hours of dungeon running. You see the thing about being in a smaller guild is that there are less people to do things with and that translates to a lot less influence.

It gets worse though because people do things that don’t reward influence. My buddy likes to do small skirmishing in WvW and that usually doesn’t rack up events. Others might do gathering. I’m pretty sure fractals don’t reward influence either(anyone checked it?).

Finally, you ask how people havn’t maxed things out. Well even if you’re earning 15k every 2 months solo, that only gets you level 4 in any branch. It’s another 2 months and 20 days just to get level 5. That’s of course assuming you don’t unlock anything else, which you will. So if you have 4 people in a small guild all earning 15k per 2 months that’s still 4 months 20 days to get level 5 in each branch with nothing else. Considering the game is 6 months old it’s easy to see why small guilds aren’t maxed out. 15k every 2 months per person is HUGE over-estimate of what the average person will earn so even in 8 months+ most small guilds won’t be maxed out.

Guild Missions [merged]

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Posted by: Distaste.4801

Distaste.4801

I’m sorry, but how much more effort did you put in more than I? Other than deciding to join a large guild that is? My (very) small guild takes a lot longer to do things with our limited amount, so i would actually think we are putting more effort in than you.

I suppose though, that if you still feel that way, I could go drop $40 at the gem store to buy some more “effort” and then catch right up to you.

I don’t believe the question of effort in this thread has to do entirely with the player base.

/shrug

The guild I run with is a 100 man Malaysian guild, we only recruit from 1 forum and rarely within the community. The most important thing is doing weekly WvW, running dungeons and fotm everyday and cultivating a fun atmosphere.

You have a small guild, good for you. Things like this should be something to work towards, not handed on a silver platter.

The only people being handed anything on a silver platter are the big guilds, IE YOU. The small guilds have to work far harder to gain influence for upgrades. What should have been done is influence costs scaling based on the number of players in the guild. That way the big and small guilds would have to put in the same amount of effort.

The guild missions are already designed around bigger guilds, the insult to injury is putting the missions outside of most small guilds reach unless they want to drop a ton of gold for influence. What ArenaNet is effectively doing is killing small guilds and forcing them to join large guilds just for bonuses(waypoint cost reduction is incredibly seductive). This is EXTREMELY POOR DESIGN and ArenaNet should be ashamed. What is going on at ArenaNet? First we get ascended gear, then the dailies, and now this? Whoever is in charge that is pushing these poor designs through needs to step down. What happened to Pre-launch ArenaNet? Those guys had well thought out designs that had logic behind them.

Class balances on Feb 26 ?

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Distaste.4801

I would like to see Engineers get some help.
But my main thing is the invisibility on thief’s, I would like to see what I am fighting once in a while. Really I think warriors and mez’s are ok, but then I don’t play Spvp, just WvW, so I can’t speak for that side of it.

Engineers need a lot of help imo. I never understood why elementalists get 4 attunements for free and can slot even more weapons as utilities/elite, but engineers need to slot their skills in utilities to get an F1-F4. Basically engineers lack 11 skills(15 if you want to count the trait that allows attunements to do stuff) compared to eles. Engineers need to either get a weapon swap or make their F1-F4 weapon kits, turrets, or elixirs. Once the base class design is at least balanced then we can get into how bad turrets are, how weak the weapon kits are, etc.

Thieves are a bad design(my main is a thief). Stealth is always something that is imbalanced. I thought maybe that short duration stealth would work, but with backstab doing way too much damage it becomes exactly what I was a afraid of. Thieves have their share of issues though! Initiative will always be a huge balancing obsticale and I was against it being added. Outside of the backstab build there is only 1 other “viable” build(condition). I do think thief burst damage needs nerfed, no one should be doing 10k in a single hit and certainly not from stealth. However, then thieves need some help in survivability and group utility.

Warriors damage is off the charts in some cases and needs brought in line. They do need help in SPvP though since they lack some utility and in PvE they certainly lack a “fun” factor.

I haven’t finished my mesmer yet(lvl 32) so I can’t comment on them but all the classes need some work, just because the class has a viable build or two doesn’t mean the other 75% of the skills/utilities/traits aren’t terrible. The class I think that probably is the most balanced right now is the guardian. Plenty of group utility, plenty of damage, good survivability, and decent traits. Again that doesn’t mean they don’t have issues(ranged) but just that currently they are the most well rounded.

Just got Trolled hard Can't report properly.

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Distaste.4801

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Class balances on Feb 26 ?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

What’s the matter, scared?

Have you read what Anet has to say about class balance? Nothing will give you a better idea then both that and their track record with class balance.

They do good things. Ranger used to be OP, they corrected it, and now they’re a little UP. But they’re listening.

The reason these three classes (necro, ranger, and engi) are a little worse for wear is because prior to going live, these classes were ridiculously broken.

Now they’re a little too neutered. Anet can fix that.

It’s a balancing act, they got two lead guys on it and a small internal testing group, and they’re pumping new free content at the same time. They’re only human.

Give them some time. It won’t be long.

Okay, nothing irks me more then people covering for devs when there are clear changes they could literally patch tomorrow yet they still aren’t. Sorry, but 100b doing 10k+ in a single button press is not balanced, nor are backstabs for 10k, or any other skill that does more than 3-4k a hit. Those skills can be balanced tomorrow with a simple power multiplier change. All they need to do is look their their database, find the multiplier value and presto! A better balanced game. It doesn’t take a degree in mathematics to understand why having a single attack do more damage than 3 classes get for base health is bad.

Also as for them doing good things, this entire game is so imbalanced and I can’t believe people still try and defend the balance devs. In fact there is zero logic between who gets what health and what armor besides flavor. Why do heavy armor classes get a free 291 pts of toughness(that’s what armor equates to) yet the other classes aren’t compensated in any way? Same goes for health, why some classes get 800 extra vitality over other classes is inexplicable. It’s bad balance and it’s at the root of the class designs. If we are going to go that route then give all classes bonus stats that vary based on armor/health. So Warriors would only get 300 vitality and 300 armor, but elementalist would get 300 power and 300 condition damage, necromancers would get 300 condition damage and 300 vitality. Thieves would get 150 armor, 150 power, and 30% crit.

The poor balance issues just keep piling up and we aren’t even at traits! First off the trait system is pretty bad, tying stats to certain lines just makes creating a build frustrating. Not to mention that the trait lines often have traits that do not help the build you want those stats for. The system should have been use 700 stat points anyway you want, then pick the traits you want. What’s worse is there is ZERO balance in traits. Look at the warrior and necromancer on crit bleed traits. The warriors is 33% to apply a 3s bleed and the necromancers is 66% to apply a 1s bleed. Wait? Is that twice the chance but triple the duration? Oh it gets worse! Engineer on crit bleed is 30% for a 3s bleed…same trait level as the other two. Why do engineers get shafted 3%? It gets worse even still! how about we look at the +bleed duration traits between the warrior and necro? Same trait level(adept major) but warriors get +50% and necros get +20%. Seems balanced right? Necros spend the same trait points to get 40% of what warriors get. That’s with me just glancing over traits, there are tons more. Traits are an absolute mess and one of the major factors in which classes are decent right now based on them having 1-2 trait lines that are good.

I could go on but it will fall on deaf ears. The only reason the game seems semi-balanced right now is because the TTK is so low and the fact that gear(stats) usually(not always!) means more than traits do. An easy example of this is going back to the on crit bleeding traits, even combining the 66% chance from the necro and the 3s bleed from the warrior the Sigil of Earth beats them with a 60% chance to bleed for 5s. A sigil should never be better than a trait because traits are supposed to define your build.

At this point I’d like to point out that all of the above has been in since launch and probably a good portion of beta. I’ve figured most of this out in a single night, yet in 6 months+ they have yet to do anything. They aren’t just taking it slow, they simply aren’t doing anything. Again there are basic values on some things that could be tweeked tommorow but they continue to let those things go for no logical reason that I can find.

I apologize for the rant, I just get upset when people say “give them more time” when in 6 months they haven’t fixed major imbalances. Perhaps if they had some sort of test server we could speed the changes up…

skipping =/= no skill

in Fractals, Dungeons & Raids

Posted by: Distaste.4801

Distaste.4801

fixing mobs following distance to at least 2x distance of next pull would be nice. That way if you want to skill you will have at least 2 pulls + the upcoming third one on you. This will make skipping requiring at least both hands and make dungeons a little bit more dangerous. Right now its a joke that you can enter the very deep of the most dangerous place on Tyria and just run through mobs for 10 seconds and be safe…

There are no incentives in place to give players a reason to actually clear all the trash packs. Regardless if it takes you 5 minutes, 45 minutes, or 2 hours the end rewards is always 60 badges so people naturally seek out the fastest and easiest way to get it.

Some of the dungeons like Arah have way too much trash and most of them can easily wipe your group.

It’s nothing about skill.

Incentive? The incentive is what lies behind those mobs (yeah those 60 tokens and 26 silvers), they shouldn’t be avoided in the first place!

My incentive is to finish the run successfully and put all my skills into action. I like to see how pugging different classes brings different runs as everyone offers a different thing… now its always the same… everyone with the same dps builds… I made a drinking game, every time someone uses a support skill or a CC I drink… been sober ever since.

The problem is that 60 tokens shouldn’t be the incentive; It should be a piece of gear. For whatever reason ArenaNet has gone the route of grind for everything and when forced to grind you find as many ways as possible to lessen the grind. You know what was good about dungeons in other games? You got GOOD loot at the end, might not have been the loot you wanted but there was a payoff for someone in the group. Whats the best loot in any GW2 dungeon? Tokens and silver.

I’d actually do more dungeons IF there was a decent chance at getting a usable piece of gear per run. It might require some dungeons get rebalanced to be harder/take a bit longer but at least there will be a decent incentive to run them. Just look at fractal dailies past 10. There is a decent incentive of getting a ring and if you don’t you get a token towards buying one.

Due to the need for Warriors

in Fractals, Dungeons & Raids

Posted by: Distaste.4801

Distaste.4801

Due to me being kicked in CoF or any dungeon really because I main a Guardian has been pretty irritating, managed to make a warrior and get it to 80 in 1 day ( Spent about 80-100g ) and crafted it, now I get to run dungeons with no problems, I think it is absurd people will kick anyone thats not a warrior.

Oh well, Warrior = farm
Guardian = WvW

Gonna call shenanigans on your claim of 80-100g. I’ve leveled a character to 80 through crafting. I gave him 15g to start and followed a decent guide. Each profession ended up costing 2g-3g since you can get 1g-2g easily from selling the items you make either to a vendor or on the trading post. The last 3 rares alone go for 35s a pop. Artificer was by far the most expensive and chef was the least expensive.

I get your point though. It’s stupid how unbalanced warrior damage is and has been since beta.

Will Guild Missions need a levelled Guild

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Here’s a few ways of making 3-4 gold a day taking 1-1.5 hours a day. At that rate, NOT including drops, you will be able to afford the ENTIRE Art of War level in 5 days with a 5 person guild group.

1) AC exp paths 1-3

2) CoF (Path 1>1>2)

3) Tradepost flipping

4) Ori-ore farming in Frostgorge Sound or Orr

5) Material flipping from Mystic Forge (granted, has RNG)

I’m sure there are more ways…but it will take a guild of 5 people 5 days…at 1.5 hours a day.

And during that time they’re not having any fun whatsoever. If I wanted more work I’d pick up a second job, this is a game.

So your guild does not find any joy from doing dungeons together, roaming the world looking for ore together, or mat farming together?

Alrighty then.

You’re trying to make it sound like they don’t have any fun playing the game, which isn’t the truth. Sorry, but farming the same dungeon paths over and over again is boring. I’m sure they enjoy doing dungeons, just not grinding them till they go insane. As for mat farming/ore farming, again this is GRINDING. I and most others like to play the game and have fun. I’ve spent time grinding Orichalcum on 5 characters back to back and it makes me want to never play again.

Basically, you’re asking guilds to spend time grinding until they don’t want to play just to get to the content they might want to play. That doesn’t sound fun, rather it sounds like a less than intelligent game mechanic that has proven time and time again doesn’t work well.

Class balances on Feb 26 ?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

I’d take either over the necro scepter with it’s 900 range; both of those have a base 1200.

Except you won`t land any hits at anything further than 400-600 (unless it`s completely stationary) due to non-homing slow projectiles.

Try the necro staff auto-attack and have fun pulling your hair out, the guardian scepter is FAST compared to it in both travel speed and casting time. Heck you can literally outrun a necro staff auto-attack if you start at mid-range. At least the guardian scepter has a root so you can hit them!

Will Guild Missions need a levelled Guild

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

My small guild has been active since almost the start of the game. With 4 members and 3 still active we have Art of War 3 and that’s only because we wanted to be able to claim keeps and put buffs on them.

So I’m forced to do one of the following:
1. Join a big guild and hate it
2. Dump a ton of money on influence and spend my time farming that money(sounds fun?!)
3. Zerg recruit
4. Don’t participate

Once again I have to question what the heck is going on over at ArenaNet. Every single time they announce something they have taken the absolute wrong route. It’s like they fired all the people with common sense. Why would they make the baseline guild mission at rank 5 of anything? You should get a baseline mission just for making the guild and have it stupid easy. Then with each rank in each area you can get a new mission, of course they get harder with each rank but the rewards are better. Was that so hard? Give me 40k a year and I’ll tell you how to fix all your new updates before they reach the public and people think you guys are insane.

Precision and Condition Dmg = bad

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Anymore than 2 condi classes in a group will eventually gimp each other. Having stacks max out at 25, instead of individual stacks can and do hurt groups. Condition duration DR also hurts and plays into this. So while having 1 condi class in a group won’t really hurt a groups damage output, 2 or more can and will probably hurt a groups overall damage output until Arena Net comes up with a change to how conditions from multiple classes stack.

Having multiple people able to apply the same conditions weakens the ability to throw huge stacks. A ranger with a shortbow can stack Bleeding pretty high if he can “flank” the enemy, and if there’s someone else there inflicting Bleeding than one of them is winding up not stacking when they could be.

I still think it’s a little better than how GW1 had it, where you could get a max of 10 degeneration pips of regeneration pips, so stacking lots of DoT effects beyond that wasn’t as useful. At least here Bleeding, Poison, Burning can stack well and possibly do better?

Still, I’d only work for Condition Damage if every attack would drop a damaging condition.

Which is why the stack limit needs to go away. If one class stacks 15 and another gets 13-14, it should either be 2 separate bleeds (which I would prefer…) or it should be 28-29, not 25. Hell, I can constantly get more than the 10-12 stacks up that I mentioned with my Ranger with my build, but that depends on my pet, but with how pets are in dungeons, they usually die off too fast to help keep stacks up. Now I wish they would get rid of that “flanking” requirement for SB bleeds. Although I think some would see that as borderline OP…

I think getting rid of stack limits or allowing multiple stacks if from different sources might break the game and require a big working-over of health pools. Also, how fast would people complain of it being done on them from small armies of weak mobs which still can stack 3 Bleed on them fast?

It’d be a huge overhaul . . . which just as many people would then complain about just as much I’d expect thusly that such a shift would only be done if they thought it was overwhelmingly needed. (I don’t think it is. It kind of sucks, but then I think about “so what if I was on the receiving end?”)

It wouldn’t change a thing because then condition damage would be just like Direct damage. If everyone went direct damage the mobs/bosses/players would die just as quick if not quicker than there being no condition caps. In fact poisons and burns also need to stack in intensity.

Direct damage is currently better in probably 90% of situations. Perhaps if you’re fighting a high armor target with protection on and no condition removal, condition damage is better, but for everything else direct damage is better. The fact that people with condition damage almost have to stack precision to get another condition is just bad mechanics. There should be “on condition tick” sigils that have a chance on tick to proc another condition. Why ArenaNet is so focused on crit boggles my mind. Think outside the box! On hit sigils, On heal, On dodge, On stealth, on Block, On evade, etc. ArenaNet has had plenty of room to expand but they’ve kept most of the decent sigil effects in the on crit area.

Guild Mission Concerns

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

A guild with an average of 5 people online is what I call a party group, Im sorry to say this but thats not a guild, why dont you fuse with another smaller guild….

And another thing, guild missions arent even out yet so we dont even know what to expect…relax en most important thing enjoy the game

Because people like having a guild for their group of players? Guilds NEVER had to be big. A guild is just a group of people, there are no size stipulations. Heck most of the time guilds are quite small, unless of course a game mechanic requires they be big(raids).

We know what to expect because they just posted a blog telling us what to expect…

Class balances on Feb 26 ?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Don’t forget people.
It’s 2 guys working on class balance.
2 guys.
This means, … wait, i have to calculate… it would need approx 1,79 years for Anet to fix the Ranger Pet.

Hmm, that is a problem. What’s the ETA on fixing Necro minion AI?

Months and months! In some recent interview they likened people complaining about pet AI to warriors wanting to duel wield greatswords and that they would look into pet AI.

They REALLY need to get more than 2 people on class balancing. How some of the current issues have remained since launch and even since beta is unexplainable and unacceptable. They could do more to revitalize the game by re-balancing some classes and stats to make a lot more viable builds.

Why can't condition damage crit?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Conditions ignore armor, protection, and even pure invulnerability. Having 50%+ crit with conditions critting once every two ticks would be outrageously overpowered.

Not really for most conditions. Just to give an example here. On my thief I can crit a heartseeker(full health) for 4k easily. That’s 50% crit and 90%+ crit damage. Now if I had 50% crit and tons of condition damage my DB 3 stack bleed would do ~3k damage before crit and 4.5k after.

Considering that it will take 10s for 4.5k damage vs 4k instantly(4s), I think that’s more than a fair match-up. Now consider that in that 10s that damage can be COMPLETELY mitigated. That 4k instant damage is looking better and better! Then we have heals, which since dots take time to work also gives regen a chance to work and the player a chance to use their heal or wait for it to come off cooldown. Finally, we have stack/duration caps. While in PvP they aren’t as big of an issue, they still drastically limit condition damage.

The problem here is that the “tradeoffs” condition damage has doesn’t make up for it’s giant weakness. Going through armor and working out of LOS is nice…but the fact that it cannot crit means it doesn’t scale well(since duration is only available via traits, runes, and food). The fact that most of the damage can be completely mitigated also means it falls behind direct damage further. What makes it worse is that increasing it’s duration also makes it far more likely to be mitigated.

Condition damage just does not scale well compared to direct damage when you take in all the factors. If ArenaNet didn’t add so much condition removal, added condition duration(in place of precision) on armor and removed condition caps; it would be different. But until then condition damage will be behind direct damage on all but the highest armor targets that don’t have condition removal.

Colin tidbits on February release

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Seems someone managed to sneak in a question about the bleed cap, that got a long winded response that boiled down to it having to do with bandwidth.

https://twitter.com/DragonSeasonCom/status/304252471147122689

Makes me worry that they are sending data for every darn popup shown above a mobs head!

They could at the very least start off by reducing the stacks of bleeds some attacks apply(thief DB puts on 3) and increasing their damage or duration. That way instead of 3 stacks at 50 each it’s 1 bleed of 150. On crit bleeds should have their chance to proc reduced but damage or duration increased. Poisons and burns also need to be stackable(just the damage not the heal reduction). They created this mess by “balancing” some classes to the point where they can stack 15-25 bleeds solo. The exact same issue is on the boon side as well since some classes can easily stack 15+ might.

That is just the band-aid fix though until they can re-develop the poorly implemented condition/boon system. I’m sure there are technical aspects I’m missing but on the other hand they did make it so 1-2 classes alone can hit the cap…so you can’t discount things just being mishandled.

The Breached Wall is just too much

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

The breached wall is not that hard. I’m absolutely terrible at jumping puzzles and I did it on my newb mesmer. The ONLY hard part is one of the last jumps where you need to jump over a gap that will send you back to the beginning if you miss it. It felt like there was a little invisible wall there that blocked me, but 2nd attempt(5mins later) and I made it with no issues.

If this one is giving you issues, never attempt the WvW jumping puzzles. Those are easily 50x harder and make me want to quit playing when I attempt them.

Nerf Legendary Grawl Shaman?

in Fractals, Dungeons & Raids

Posted by: Distaste.4801

Distaste.4801

The boss definitely needs brought in line with all the other bosses. Currently there is just far too much to pay attention to at the same time and that forces mistakes and mistakes end in death.

Think about it! In any other fractal boss you might have 1-3 things to pay attention to at any one time. The legendary shaman though has at least 7. You need to keep moving, avoid fireballs, avoid AOE rain of fire, avoid lava pools, break the shaman shield, kill/avoid the lava grubs, and avoid the PBAOE the boss does as well. All of those are vital to success. There are no other fractal bosses that are comparable.

I’m all for difficult dungeons but in the case of fractals they should all be balanced at the same difficulty level. I don’t think anyone here would disagree that the legendary shaman is by a wide margin the hardest fractal boss.

Professions lacking any kind of depth?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

there is enough “deepness” for most player.

choosing your 2 weapon sets
choosing the sigils
choosing the armor stats
choosing the runes
choosing the trinket stats
choosing traits
choosing powers on hotbar

i mean.
i use to be greatsword+staff
but then for fun i started playing with mace/focus.
i discovered a whole new way of playing the guardian, more symbols, more stable, more tanky!

my only problem is that its kind of expensive to get another set of armor to get another set of runes to fit with your new build.
way too expensive..
runes shouldnt be “destroyed” when you replace them.

dunno, i find anet isnt promoting endgame deepness by not allowing people to play around with different builds.

but deepness is definitely there

The game has about as much depth as most MMO’s. Most MMO’s you pick your gear, accessories, and trinkets. Most MMO’s you pick your sigil/runes(enchantments, gems, etc). Traits are like a skill tree. Even attacks tied to certain weapons are in other MMO’s. The only thing GW2 really did was make it more action based. The problem is that by making it more action based and the limited depth via 9 skills it waters down the tactical side. I’d honestly go as far as saying that WoW BC has more depth than GW2 currently, except for the elementalist.

I do agree that ArenaNet needs to lower the cost of gear so people can experiment though! The current prices only promote going with tried and true cookie cutter builds. I just bought my guardian gear and it ended up costing me ~55g! 24g for knights draconic set. 10g for 2 sigils of strength, 12g for weapons(why are scepters so much more?). Luckily I had 2 ascended rings I could toss on him and used orbs for runes for the moment. If I wanted Runes of Divinity it would be another 64g+.

Another thing ArenaNet needs to do to promote more builds is making healing power better(vampire/sustained builds), add more defensive runes/sigils, and balance out how much crit/crit % people can get. Although maybe I’m the only one that enjoys fights lasting more than 5 seconds in PvP.

Should I be concerned?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

Necromancers are okay in PvE. We have great survivability, a few decent utilities, and we can actually heal a decent amount(DS siphon+trait=2.7k group heal). There isn’t any content in the game that I’ve come a crossed that a necromancer can’t do. I’ve done some fractal lvl 10 runs with 3 necros and we absolutely demolished mobs/bosses faster than any other runs.

That being said, at an equal skill level we aren’t nearly as useful as a guardian(heals, buffs, reflect, aegis)/mesmer(timewarp, feedback) and we don’t deal nearly as much damage as a warrior. That is why most favor those classes above all else. Just like certain classes have skills that lend themselves better to PvP, some have skills that are better in PvE.

The bottomline with most PvE content is that a competent player of ANY class is FAR better than an incompetent player playing a preferred class. Warriors might have more DPS but if they constantly die they do less. Guardians might have more utility but if they don’t use it at the right time it’s useless. Knowing what skills you have and adapting to your group as well as the fights is important. I swap out utility skills constantly in fractals based on my group and the fight.

Please fix the scaling in your game!

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Two things need to happen.

1. The events need scaled better. I find it hilarious that the kessex bridge event scales better than pretty much any cursed shore event. The kessex bridge event you will end up killing a dozen+ veterans while being bombarded by catapults and to top it off a champion(that continually respawns). Turn some of the mobs into veterans, spawn more mobs, and/or toss in some siege equipment like the trebs or risen hands.

2. The tagging system needs to go. One of the things ArenaNet said prior to the games launch is that they don’t want other players being a negative. Well currently other players are a huge negative because you have to compete against them for loot/xp/credit. It isn’t just a problem in cursed shore either because level 80’s farming low level events make it so low level people can’t get credit/loot due to how strong they are while downleveled. What’s worse is it forces you into a certain build/playstyle because conditions don’t have enough time to tick(The condition caps is a whole other can of worms), Support skills to help other people don’t count for anything and actually hurt your chances of getting loot. Why help a downed player? That would just be 1 more person you’re fighting against for tagging and the <10s it would take to help them could mean an entire wave of enemies is killed. There is a reason the majority of people out there farming have greatswords.

It’s going to be hard to figure out an exact formula but at the very least we can get something better than we currently have. If someone buffs/heals(for a certain amount) another player that did enough damage to get loot they should also have a chance at loot and at the very least xp. Chances at loot for damage should scale from a base % chance for a single hit to a higher chance for the higher the percent damage you do. That way everyone has a chance at loot but at the same time doing more damage is still worthwhile.Then we need to account for conditions. Perhaps the condition damage you would do had the mob lived longer is added to your damage total towards loot %? Maybe each non-damage condition counts as a certain flat % damage?

Necromancer Survivability?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

I’m sorry, but I will continue to tell people who whine about the Necro as being underpowered to learn how to kittening play. I will not have scrubs who spend more time posting on the forums than learning their class continue efforts to convince Anet to buff something that needs no such buff. If you try to ruin the Necro by getting it buffed, you kitten well better expect push-back from people who dont want that to happen.

We may play the same class, but these forums show we are definitely not in the same class. Arguing that a Necro needs buffs other than a few bug fixes is absolutely absurd.

You’re right. Necro needs no buffs.
It needs a rework.

le sigh…. some of the best guilds in this game use and rely on Necros to devastating effect whether in zerg or havoc (I solo on mine as well). I just dont understand the disconnect between in-game and in-forums.

There are numerous builds made public that give Necros in-forums all the tools they need to compete and thrive… yet the only response received is, I dont want to play that way, that is stupid, I need buffs. It is childish. Go play a thief if you only have the mental capacity to stealth and stab… it is boring… Necro has way more to offer.

Necro’s having a use does not mean they are balanced. Yes, there are some things that necro’s have that when used by a team can be great, however does that mean the class is okay? No. It’s like saying that mesmers are okay because of time warp and portals. It doesn’t mean their damage is balanced, trait lines are cohesive, or weapon skills work well together. If we are talking SPvP then balance issues are worse because we are balancing around holding/taking points. Then you’re trying to say that necromancers have to play a certain way to be good, that is the absolute telltale sign of a class not being well balanced. ALL builds/playstyles should be viable especially if it’s directly comparable to something another class can do.

I’ve played all the classes(7 80’s) and the 3 classes that need the most work are Necromancers, Rangers, and Engineers. Their traits are just so lackluster and some downright terrible, weapon skills don’t flow well, useless utilities, and often require so much extra work to just be decent. All the classes in this game still need a lot of balancing and those 3 classes are just the bottom tier at the moment. It doesn’t mean they don’t have uses or 1-2 decent specs, it just means that a good portion of the classes traits/skills aren’t useful or able to be used in a synergetic build.

TLDR: Just because a class has a decent build doesn’t mean all the other traits/skills don’t need balanced.

Expanding on the current skill system.

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

It all depends what class you’re playing. Some classes are just way funner than others or have a lot more choices(IE decent traits). Others though lack good traits, cohesive builds, or a fun mechanic. The damage on a warrior is amazing but the gameplay is so incredibly boring.

Necromancer Survivability?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

Let’s not confuse “survivability” with the ability to “escape”. Necromancers have good survivability but they aren’t very good at escaping fights when it heats up.

Necromancers could use some additional defensive abilities which could go well with what is already established with the class. For example, I seriously don’t understand why Spectral Armor is left as it is. It could be given stability or vigor or something that the necro is really lacking in a skill that is no longer used to any good extent. There are other skills and traits that require some love, but all in all, necro is not bad on the defensive side of the spectrum.

Escaping is part of survivability. I’ll give you an example! On my thief if we engage in a WvW brawl and I’m getting focused I can pop into stealth and dodge away. That gives me time to heal up and re-engage. Being able to break combat(escape) and re-engage drastically adds to your survivability.

Personally, I don’t think the necro is in a good place. The class just doesn’t feel cohesive at all. The Ranger and Engineer are in the same place we are. Trait lines that are incredibly bad. Weapon skills that aren’t great and damage on some of them that are sub-par. With other classes I can look at traits and have trouble picking because they are all so good. On the necro I look at traits and have trouble picking because they are all so terrible.

Why is healing power so useless?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

I’d kill for transfusion to heal me while I’m in DS, heck I’d kill for heals in general to heal while we are in DS. I just find it weird that we have a trait that is purely for other players. I mean almost all traits in the game that benefit other players also benefits the user. Oh and transfusion needs to scale with healing power because currently it doesn’t at all. Not that a 2.7k heal isn’t bad, but I’d like to get some use out of the healing power points I get from that trait line instead of feeling like they are completely wasted.

Necromancer Survivability?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

Necromancers can take a bunch of damage but that’s about as far as our survivability goes. We don’t get mobility, reflects, stealth, clones, healing, etc. So if you’re standing in a bunch of arrow cart AOE’s we are really survivable, but if you’re on the front lines and need to break away we aren’t.

Lack of Events at Sparkfly fen and Maelstrom!

in Dynamic Events

Posted by: Distaste.4801

Distaste.4801

Sparkfly has a ton of events. At the very top you have the defend the camp, escort, kill the lich(never found the lich is it bugged?) and megashark(of doom). In the center area you have 3 camps to protect that get attacked very often, the ash horizon which can chain if you fail to sink it(use the cannon up further on the hill, not at the shore). At the bottom you have tequatl, kraits, quaggan escort, wild hunt, and the risen corridor where the risen have near vet level health.

Maelstrom has events the problem is they are either not solo friendly or have a lot of distance between each soloable event. Of the events I did there the other day most had at least a vet, some multiple vets, and others champions.

In my view, gw2 is geartrademill

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Posted by: Distaste.4801

Distaste.4801

Robert Hrouda.1327:

Each new piece of AR gear is meant to allow you to progress to further fractal levels, which have increasingly better rewards compounding with higher scaling difficulty.

This is the statement.

I ever since was a defender that gw2 is not that kind of game, since fractals were released I told ppl that it’s not since you don’t need any ar to get to lvl 80 (I’m there so don’t argue about that if it’s possible or not ) But after the update the game changed to what the dev stated now. I really think this is a bad direction the game takes and I’m as a former gw1 fan dissapointed and afraid that it goes in this direction.

I don’t need to care I have the cap for the next year + nothing left to do for me there. But I care in generally that this is the bad direction the game takes. So I hope I find supporters that are gonna make the dev rethink their new system.

thanks for your oppingons

How many times has Anet told you people that you will not get another tier of gear aside the ascended gear? Do they have to continue til they are blue in the face to get it through that thick head of yours that The ascendant gear is the only tier you will get? Just because they are giving you the gear piece by piece doesn’t make it a gear grinding game. If they add another tier of armor then you can legitimately call it a gear grinding game. In the future do more research on what gear grinding really is.. Wow has that down perfectly… I’m not talking about piece by piece.. I’m talking about full sets to the next full set….. ect..

Just a little fun fact, WoW only added 1 tier of gear from vanilla(legendary with BWL) to Wotlk(added heirlooms) as they correspond to this game. They had grey, white, green, blue, epic, legendary. The players ended up calling the increasing stats on raid armor “tiers” and it stuck. Remember that those “tiers” of gear are not a different quality, which is EXACTLY what ArenaNet is saying. They might not introduce a new tier of gear(different color name) but they can certainly increase stats if they so wish. In fact they left that door wide open with infusions. They might not add better statted gear but they can add new infusions with better stats.

A gear treadmill can certainly exist without gated content(IE needing to do MC before BWL). The ONLY thing required for a gear treadmill to exist is new gear, items, etc with better stats. ArenaNet is handling it different than WoW did but the end effect is still the same; people are grinding to get that next piece of better gear. Thus it is a gear treadmill. Piece by piece or entire sets does not matter as long as the effect is the same. You can ask people to do more research all you want but if you yourself are wrong…

Finally, ArenaNet can say whatever they want but they still won’t be trusted. They’ve already tossed away their manifesto and gone back on their own statements. Remember when top statted items were supposed to be easy to get but cool looking skins were hard to get? Or how about having as little grind as possible? Then just to top off that they put in DR that makes grinding so much worse. Most recently they made statements in a reddit Q&A that putting out ascended gear with only 1 way to obtain it was a large mistake, but what’s this? They decided to put in Ascended amulets with only one way to obtain them. I think you can understand why people can’t take ArenaNet at their word anymore.

Grenth event is WAY! overpowered

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Posted by: Distaste.4801

Distaste.4801

Did it the other day on Blackgate with my level 78 guardian, absolutely no problems. We probably had around 15-20 people doing it. The AOE’s are pretty easy to dodge out of and the only thing that caught me by surprise were the portals that teleport you into the air. After I figured out what they were, they were easy to avoid. I didn’t see anything that screamed unbalanced.

i think it was a mistake not to have a healing profession

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Posted by: Distaste.4801

Distaste.4801

Necros have well of blood, which heals allies around the player when used. You can also unlock a trait that lets your wells become moveable targets, so you can shoot your well of blood over to players in melee range of a boss, for example.

There is Putrid Mark (staff skill) and Well of Power (also moveable, like Well of Blood) that take conditions of of allies. Also, Plague Signet that (when passive) pulls conditions off of allies and puts them on you. And there are a couple of skills that create regeneration for allies. And there’s a signet that can revive up to three downed players; it can be useful, but it can be difficult to catch them in time before they fully die.

Warriors have the pretty great Banner of Tactics which does an initial heal and aoe healing if you carry it and use the proper attack with it. And then there’s the elite War banner that revives dead players and npcs in its range. Plus, there’s Shake It Off, which removes conditions. And you can unlock a trait that makes your shouts also do aoe healing when you use them.

Necromancer well of blood is a waste of healing power. Even with 1k healing power the most you’re going to heal is 4k. Mark of Blood heals for 1275 over 5s and requires an enemy to be near friendlies to trigger the mark and you’ll need improved marks to make the area big enough. Not to mention the numerous other skills/traits that healing power barely has an impact on. Plague signet is still bugged and only duplicates the conditions, does not remove them. The undeath signet is incredibly situational and the area that it revives in is so small that to actually revive 3 people they need to all die on top of each other.

If ArenaNet just made healing power scale better I’d be all over it. I want a necro that can siphon health from enemies and heal allies. Currently though it’s basically gimping yourself. I even run with transfusion currently which is a straight 2700 heal to all nearby allies over 3s, it isn’t impacted by healing power AT ALL. There could be so many more viable builds if they just increased the effectiveness of healing power for most classes.