Showing Posts For Distaste.4801:

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: Distaste.4801

Distaste.4801

ANET caved to the bad players that begged them to nerf warriors. Le t me be more specific everything about this patch is about making the game more simplistic and easy for new players, and nerfing warriors.

I find the sustain of Mesmers to be significantly hogher than warriors. Guardian sustain is higher, ele sustain is higher higher. No one is complain about the classes, you know why because they are not warriors.

The problem is that warriors get high sustain for relatively nothing. Other classes have to build their characters around sustain in order to achieve it and that means giving up other things(damage, mobility, etc). On my warrior I can have high damage, high mobility, high sustain(healing), high group utility, and high survivability(health/armor) all in the same build.

New trait, thoughts?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

SNIP
Contrast this with thieves’ new Invigorating Precission whereby 5% of their critical attack damage will be returned as healing. One of the hardest hitting, fastest hitting professions with one of the best de facto attrition mechanics (stealth) now gets 5% of their DPS returned to them as health. You thought there was QQ-ing before about thieves, you ain’t seen nothin’ yet. GG ArenaNet!

That trait would have been more appropriate for the Blood Magic line’s Vampiric Precision, for example. Instead, we get healing equivalent to a regen buff while in Death Shroud (a resource-dependent profession mechanic versus the thieves’ new always-on heal-on-crit) IF we spend 30 points in Death Magic.

To rub a little more salt into the wound, thieves’ Invigorating Precision is in their Critical Strikes line; the line that improves their critical hit chance so they can…you know…gain health on crit. Contrast this with Unholy Sanctuary; a trait that benefits from healing power in the toughness and boon duration line!

The devs are totally clueless when it comes to the necromancer’s attrition and sustain. You could throw darts at a board to which is pinned all of the necro’s traits and come up with better balance and synergy than these guys.

Whoo-Hooo! Let the rejoicing begin.

You should get your facts straight about the new thief trait. It is just as much garbage as the necromancer one. 5% of crits sounds like a lot until you actually look at the math. On a 10k crit you get 500hp and you certainly won’t be doing that every second or even every 10 seconds. You get 50 hp for every 1k of damage from a crit, that isn’t enough to sustain a thief. To put it another way if it takes 30k damage on average to kill an enemy and 75% of that damage is from crits, the thief only heals for a whopping 1125. Now look at what a thief has to give up in order to even get the trait. Executioner- Receive 20% extra damage on targets below 50% health. That choice is a no-brainer, a tiny heal or a massive damage boost…

Assuming this necro trait does regen level healing you’ll need to stay in DS for 7-8 seconds during a fight to equal a thiefs healing. The grass isn’t any greener, both lawns are baron dusty plots. As for the placement, yeah it’s stupid putting it in the death magic line but if they are reworking traitlines it might make sense.

New GM traits!

in Thief

Posted by: Distaste.4801

Distaste.4801

Yeah. When I first read the trait, I was pretty excited about potentially getting some good healing out of it. It’s a shame that on closer inspection, it just doesn’t really stack up. +20% extra damage to any target before 50% health is just way too good for a sporadic small heal. Might be useful for big AOE stuff. Maybe for WvW zerg fights?

Seems like it might be a bit more balanced if it was put up to 10% of crit damage.

I don’t even see it being good in zerg fights because 900 range is a killer. Even if you stealthed into the enemy zerg the damage you take is going to far outweigh the small heals. In my mind any situation where it could be useful you’re either not taking damage so heals aren’t needed or your taking too much damage and the heals are useless.

30 trait points for a functioning projectile

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

anet will redesign the ranger, so stay calm and enjoy the new traits.

everybody thinks that GM traits have to be OP (because they are GM) and that’s the reason why everybody cries about the new GM traits.

I remember over a year ago when people were saying the same things. “Don’t worry! They said next patch is the ranger patch”. Oh how naive we were!

The GM traits don’t have to be OP but they certainly need to be better than adept traits. If you can’t justify putting 30pts into a skill line just for the GM trait then it doesn’t belong as a GM trait.

New trait, thoughts?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

I just don’t understand why all traits have to be over-the-top jaw-dropping half-court-dunking boomshakalaka to not get dumped on.

And even then, I bet someone would come and complain that it doesn’t work in their build.

It’s a grand master trait. It’s supposed to be awesome and build defining. At some point you have to stop cutting them slack and just say it like it is. This would have been an excellent opportunity to fix siphoning and make shroud a more urgent threat by allowing the necromancer to regain ground while in it and all they do is slap on regeneration and call it a day.

Fix siphoning from the Death Magic trait line at the GM level? Maybe the Blood Magic GM will allow for siphon skills to replenish HP while in DS. Maybe we have no idea what the other GM traits are or what else is changing for traits, so “saying it like it is” is more “complaining with very little information”.

Plus, this trait is build-defining. You define your stat, weapon, utility, and other trait choices around it to help maximize its benefit, just like with Deathly Perception (for example).

Sometimes you have to step back and realize when you’re complaining for the sake of complaining without giving it a second thought. Rangers are trying to deal with some increased projectile speed on 1 weapon in their GM line, Necros finally get some sort of HP regeneration while in DS with a trait, and the Necros are fussing because it isn’t enough?

Is it really not enough? Have you tried it? You haven’t, and it’s a step in a direction people have been chomping for. A little “hey, that’s pretty cool” doesn’t automatically mean you’re a fanboy bending the knee to ANet’s lordship.

The problem with your theory is ArenaNet has a history. Remember the last time ArenaNet “buffed” siphoning? They do not have a history of good changes and 99% of the time if it looks bad on paper it’s going to be bad in game. I can’t even think of a single instance where something looked bad in the preview and come release it was awesome. It almost always gets worse upon release.

New trait, thoughts?

in Necromancer

Posted by: Distaste.4801

Distaste.4801

Had it allowed us to heal from all sources it would have been great and also offered some worthwhile synergy with blood. As it stands I’ve got to say it seems like a garbage trait. Will they ever stop overbalancing the necromancer?

Yeah if it allowed all healing it would have been a very nice trait. But a simple regen is awful. It’s not just the necromancer trait that’s awful this time around though. The thief one is just horrible(health on crit sounds good until you realize a 10k backstab would heal for 500 and you give up 20% damage for the trait), ranger one is something the class should have outside of traits, the guardian one cannot compete in the line it is in and just seeks to band-aid the base stat imbalance. So there are definitely others that feel the pain of having another useless trait.

Dev Blog: Changes to Traits

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

The new trait system is to be a more complicated one for more options. It is a huge change for the better. All the complaints about pre-level-30 traits sound too cheesy for me becasue players usually don’t understand anything about the game until level 80.

Uhhh….I understood the game at level 10. It isn’t that complicated and on the scale of complicated MMO progression systems it’s probably a 2. The worst part of leveling in GW2 is that you have almost no feeling of progression. I don’t quite know how they managed it between the trait system and utility unlocks but there was no real feeling of progression. Now things will be even worse as it’s only utilities up to 30.

Classes need a full rework if they want to start doing this stuff. There are TONS of traits, utility skills, and elite skills that are just pure grade-A garbage that could be redone to further flesh out and diversify classes. Instead they are going to pile more traits on a crumbling foundation. They need to rip the foundation down and rebuild it instead of plastering over it and building on it.

New GM traits!

in Thief

Posted by: Distaste.4801

Distaste.4801

From a PvP perspective, 5% is an absolute joke.

Let’s pretend that between base HP and various healing, it takes 30,000 points of damage to drop your target. That means you could potentially heal a maximum of 1500 health, if every single one of your attacks were crits. At 70% crit (Full GC with SoA, Lyssa, and Accuracy), you’ll see an average healing of closer to ~1100. 1100 health for a glass cannon for a grand master trait. That would be underpowered even if the trait wasn’t competing with Hidden Killer (which can define a build) and Executioner (Thief’s best damage trait for GC’s). Considering it is competing with those traits, I can’t imagine this trait being worth slotting.

PW vs AI builds (since you’re not getting 3 targets with brains to sit in a full PW) and SB detonate spamming make the numbers work a bit more favorable, but it still compares extremely poorly to executioner. A GM trait that reads “Works well with Detonate spam” isn’t very attractive.

Yeah this is an incredibly poor attempt at giving thieves some sustain out of stealth. 5% is just so low considering you give up executioner, which even if you had it would still provide poor healing at only 5%. I mean assuming you crit a 10k backstab you’re only healing for 500hp, which is ~1.36 seconds of healing signet. Even if you built a build around this with all the healing traits, sigils, runes, etc it’s not going to compare to the survivability of stealth. I’m sure some ultra-annoying troll builds will come out this that focus on stealth and healing but for normal play I just don’t see this trait doing anything.

[PvX] Guardian, all new GM traits are trash

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

Low health is one of the weakest spots of Guards in wvw and it certainly is usefull in spvp.

And compare that with Ranger and Engi which are only usefull while taking special weapons/utilities which are widly considered weak (and still will be), much more situational and bound to cooldowns.

So on the one side we so far have seen traits which are universally usefull on good/rather good classes and a waste on the weak ones.

In my opinion it seems like our famous devs almost look for further unbalance.

Let’s compare it to a warrior who has 8k more base health. This is a band-aid trait that tries to fix something that needs redone outside of traits. Sure the other new traits are either going to be “who thought this was a good idea?” or hugely OP, but they shouldn’t be trying to fix base stat problems with traits. They need to actually fix base stat values so there isn’t a huge Chasm. It takes away from actually customizing your class when you feel obligated to take a passive boring trait just to try and make up some of the difference that other classes had given to them for absolutely nothing, especially when that trait doesn’t even make up half of the difference.

Dev Blog: Changes to Traits

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

I have to say the whole thing is just bad design anyway you want to spin it.

My biggest gripe is that they are finally making big changes to the trait system and this is all they do? Seperate the stats from traits and make it another advancement system that starts at level 10. The stats being attached to traits was bad from the start and contributes greatly what’s a “viable” build.

The discovering system for traits just sounds awful. I get that in concept it pushes people into different areas of the game, but in reality it forces players to do things they don’t want to do. There is a reason people aren’t doing certain things, how about you address those issues before dropping traits behind that wall? Even if it gets people to branch out, it gets them to branch out long enough to get the trait and then never do it again making it harder for others to do it. Just off the top of my head there really isn’t much reason to do dungeons besides skins because you can’t get the best gear there. There is no big payoff when clearing a dungeon it’s just tokens that you need a whole lot more of before you can even get an item.

Next is the new stepping of points. This just purely hurts early play of the game. Get trait points at least made you feel like you’re progressing. Now you need to slog your way to 30 to even start it. You don’t even get your best traits until 80 but oh whats that? Sorry you need to do a dungeon, fractal, world boss, etc to get them. You know the content those traits were made to be used for…

Want to make things better? Separate the stats from traitlines and make that progression start at level 10. Don’t tie traits to certain traitlines and make them cost certain points. This would allow people to take 3-4 top traits or 10-15 lower traits, it would give a huge amount of build diversity. Sure balance would be spun on it’s head but I think we can all agree that the balance currently isn’t so great that it couldn’t be scrapped and we start again fresh.

Season 1/2 are exactly the same Bad move ANet

in WvW

Posted by: Distaste.4801

Distaste.4801

they should have add 10 points to total score for each enemy you kill (in addition to the bloodlust killing score).

that way stacking on a server does not guarantee a win.

You realize that would make things worse right? When a server outnumbers you and can run a full zerg vs your 15-20 you’re just feeding them points. You either stop playing that map and they tick for more points or keep feeding them points. Either way they still win. WvW at this point cannot be saved. They needed a new scoring/matching system months after launch when it was very apparent what they had was a giant failure.

God Mode Thieves

in WvW

Posted by: Distaste.4801

Distaste.4801

As the title says, is there some super build that just allows a theif to come back from near death to full hp and still pump out damage at an unholy level?

Just happened to me. 23 bleed, 5 torment stacks, burning and poison from a sigil. I can’t see his hp bar and he just cartwheels away and full bar heals himself with a lunge back skill.

WTF is that kitten? What is the skills name? Oh btw, it totally cleanses all of my condis.

Well how else do you expect a thief to actually have a chance against you? Want him to stand out in the open and let you destroy him? Stop your whining and realize that thieves must have stealth (ninja escape alternatives) and above normal damage in order for them to actually be a freaking thief and have equal opportunity in the battlefield.

This is exactly how I feel about my ele but he doesn’t get stealth.

There is no doubt that ele’s have their own problems but they have other things that compensate for their lack of health/armor, some just need buffed back up since they were nerfed for SPVP. The only thing the thief excels at in this game is being a roamer and that stems from poor class design. Stealth is the only thing that keeps the class afloat and once that’s nerfed into the ground the class needs a complete rework.

I really wanted the thief in this game to be like the trickster in Spellborn. It should have been more about short range teleporting to keep your opponent from landing skills. At most a stealth from a low cooldown utility. You can see they kind of went that direction but instead of fleshing it out they said screw it at tossed stealth on everything.

Why hasn't S. Arts been nerfed yet?

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

A thief can consistently sit there, cnd soon as reveal is off is where I am at – making them obnoxious.

Also, they can snag “stealth gain regen” trait to tag along with it for extra stupidity!

Also, I gave the numbers in the early post for the regen given.

Your numbers are wrong though.
assuming 300 healing power
Shadow Rejuv= 323/hps while stealthed
Shadow Protector= 167.5/hps or 1675 total
Shadow refuge= 409/hps or 2045 total

Getting all 3 at once is 900/hps for 5s, 490/hps for another 5s, and 323/hps for the remaning 5s. It will heal for 8565 health total. Considering shadow refuge is a 60s cooldown that’s 143/hps.

Ignoring initiative traits, CND is a 6s cooldown(takes 6 initiative and initiative regens at 1/s iirc). Every 6s a thief can CND and have a 4s stealth. That’s 382/hps if the thief keeps constantly using CND every 6s.

Now lets compare this all to a warrior. Warriors can easily get 700/hps between HS, adrenal health, and regen. There is only 5s every minute where a thief ticks higher than a warrior, otherwise the warrior is always ticking for more. Shadow refuge is a huge beacon of “here I am! Come kill me!” where the warrior has to do absolutely nothing to get their health regen.

A regen thief is annoying no doubt, but OP they are not. They might not die but they aren’t a huge danger to anyone not berserking.

Have they anounced a date for feature update?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Last I remembered it was the feature patch after Season 1 LS(4 patches). For ArenaNets sake I hope the patch is this Tuesday. The 3 month lag time in class balance is absolutely killing the game. It’s only made worse by the fact that 90% of the changes are things that could literally be done in a week by just changing values in a database. I can’t really comprehend why their class balance team is glacially slow and thickheaded about many of the changes that need to be made. Perhaps they are working on class changes in an expansion but that doesn’t change that if their class balance was a final exam they would have gotten an “F”.

New games in 2014. can GW2 keep up?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

ESO – well most of you guys forget one thing. PvE population in GW2 will mostly move to ESO just because of greener pastures.
Like most players have lvl 80 and there is not much stuff going on in GW2. Yes LS is nice, but for example last 2 updates it was just zergs in LA and most players enjoyed it only for few days.

Second thing is “herd thinking” like if there will be million players in ESO and they will just pay news articles about it, well a lot of players will see empty world in GW2 and move to ESO where the action is. Even if the combat is a bit clunky in ESO

third – marketing, Anet right now seems like to have no marketing. I havent seen any articles about Scarlet last battle. Most of gaming sites are not releasing any info about GW2 because well there is not much new in GW2. We need some great feature and great marketing so people that already stopped playing will see “great new feature” and wil lgo back and try this game again

fourth – overall stylisation, this is big issue in GW2. If you look any GW2 WVW video and some ESO AvA video, there is a big difference. While in GW2 you almost do not see players thanks to all those effects, in ESO you have no problem to see players. Even with clunky combat, its just better looking because your eyes are not blinded by purple bubbles, big white sparks all over the screen. This may attract a lot of players too.

fifth – a lot of articles mention that first 2 locations in ESO are just bad, only i think DC has good starting location, but then after 3th location ESO is much better. I cant say because i only got to second map, but i can imagine this like chain events in Qeensdale and Harathi (protecting water pipes vs Centraur big chain)

So I would just not say that ESO is dead even before they realesed it. I would not say ESO is no threat to GW2.
I would say: lets wait and see it may turn both ways

While some may try out ESO they won’t stay. The best thing about GW2 is there is no sub so while they go to ESO when they get bored they will return to GW2. I also can’t imagine ESO’s PvE being that great considering how clunky things are. How long do you think PvE players will stick around when the tank dies because the healers heal while clearly targeting the tank hits the ranged DPS in the back.

As for stylization, I’d rather have all the effects than the blandness that is ESO. Almost all the melee animations are flat out boring. I get they don’t want to go eastern MMO style with it, which GW2 leans towards, but you need to add some stylization to it or combat is a snoozefest. Not to mention that it’s incredibly hard to have counter play in PvP if you’re trying to distinguish between generic slash #1 or generic slash #2.

I don’t see ESO opening up really. Remember that the world is divided into 3 factions and you can’t touch the other factions lands(until max level). The 2nd ebonhawk zone that takes you up to ~18 was just like any other themepark MMO zone. Follow the breadcrumbs of quests, if you wonder off high level stuff will kill you. Oh and the group play in ESO is not even in the same realm as GW2. One thing GW2 did right was dynamic events for group play, no worrying about what quests you got, what part your on, pre-reqs, phasing, etc. Just jump in and play with your friends, ESO makes that a hassle unless you play together 100% of the time. My group constantly had someone missing out because they didn’t have the quest, weren’t eligible for sharing, or where in the wrong phase/instance area.

While I don’t doubt ESO will pull some people over just because it is new, it is just another 3 month and done themepark. The subscription will ultimately hurt it and give players a reason to quit and not come back even when there is more content. If anything I think it will make people appreciate what they have in GW2 more.

Are the dev's really all warriors?

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

It is painfully obvious no dev, period, mains a Ranger… That’s why we will remained handicapped with the band-aided pet.

They also dont play necro and i am not sure if they play ele (i feel they dont).

You can say the same for thief. The Dec. 10th update discussion for thieves is evidence of that.

http://www.guildwars2guru.com/arenanet-tracker/topic/278436-dec-10th-thief-changes/

They really believed that thieves were going heavy on the initiative gain and regen traits “because initiative regeneration was too slow and was causing players to either take traits to supplement it, or have their effectivness suffer”.

Now, that is partly true. The real reason why thieves never take anything else is because around 80% of thief traits are either situational or plain crappy. And I listed them, giving each of those traits a reason why they sucked. I even gave my general consensus about the thief traitlines and their problems. That comment even got some support. But nobody listened….

I could’ve also listed why certain weapon sets were prefered over others, but I had to confront the troll who wasted an entire page of comments saying the same thing he was saying for the few months prior. If you read through a few pages on that topic you’ll know who I am talking about.

The whole discussion was shot.

Good god, if the dev’s seriously think initiative regen is too slow then we are in even bigger trouble than I thought.

The correct answer is that it was both. If you took the traits for initiative then the regen could be fast and allow for constant bursts/stealth. On the other hand if you went without the traits it was slow and sustained DPS was bad. Myself and many others warned them back in beta that initiative regen traits were a terrible idea because they directly impact DPS and sustain in a huge way making balancing them impossible. You either balance based on people having the traits making all other builds kitten or you balanced based on them not having them making builds with them OP.

My major complaint when the game released is that the classes and the stat system were half baked. They needed a lot more work, fleshing out, and of course balance. The balance patches since launch have been incredibly underwhelming and a lot of times just downright nonsensical. I’d wager this next balance patch will be more of the same, I highly doubt they actually read the preview feedback and made changes. Heck they posted in the necro forums in the last balance patch about plans to put dumbfire on lifeblast and people told them it was a bad idea then, they still did it.

Mobility warriors are way too mobile

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

These topics always say the same thing. Nerf warrior mobility, the only classes that are allowed an escape option are thieves, mesmers and elementalists.

Now, of those three, thieves obviously have the best escape ability of them all (WAY better then warrior to begin with, but nvm that), so nerf them next, both the mobility and the stealth.

After that, pick one who has the best. I’d say mesmer, because stealth with decent positioning can escape pretty much everything (not to mention teleports). So nerf that.

Now the elementalist has superior mobility and thus escape capabilities. Nerf it.

Sweet, now we can all join the zerg train.

The problem with your argument is you disregard all the other factors. A thief out of stealth is a dead thief The only other option they have is evasion and you only get so many dodges before the damage hits and kills you. Mesmers are pretty much in the same boat. A mesmer that isn’t constantly stealthing is a pretty easy kill. With the upcoming vigor trait nerf they will certainly be worse off. I haven’t really seen many ele’s anymore that really escape that well. Every once in awhile a Fiery greatsword one will get away but not nearly as consistently as warriors.

Now look at the warrior. They have great survivability right out of the gate, something none of the classes you mentioned have. They have high damage on top of that survivability. Then you put mobility on top of that. Yeah, it’s a bit overboard. When you’re rocking 3400 attack, 40% crit(60% with fury), 90% crit damage, 3200 defense, healing 400+hps, 95% reduction in cripple/chill/immobilize and you’re able to set landspeed records things need toned down.

Anet's WvW Blog Post Feedback

in WvW

Posted by: Distaste.4801

Distaste.4801

What should have happened is have server transfers open two months before the season even starts. A month before season starts the season prices are implemented. This way those that wish to move can move and servers don’t have time to tank their ratings. This also allows for ratings to normalize before the start of seasons so we don’t have one super stacked server that should be in the next league but isn’t.

This is all a band-aid of course for what actually needs to happen. No more seasons until they can find a way to make the playing field competitive. Whether it’s server merges, new scoring system, new maps, etc it needs to happen before these type of events because it’s not fun knowing who will win and that you don’t have a chance. At this point it just makes seasons look like a cash grab for gem transfers and ignores the huge negative repercussions on the WvW post season.

2H double sigil before season 2?

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

Season 2 won’t start for a LONG time though, season 1 did ALOT of damage to server populations.

I know this will make your head explode thinking about why on earth they would do this but… season 2 was announced and starts March 28th and runs until May 30th.

https://www.guildwars2.com/en/news/get-ready-for-wvw-spring-tournament-2014/

In case you don't use Facebook...

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

Thanks for the heads-up. Btw who turned off the miasma so the Lion Guard could enter the city 24/7?

The wind blew it out to sea…

Says it in game somewhere.

Gotta love when a villian has access to weapons that can kill everything in an entire zone and instead choose to use a poison gas that is subject to wind…

Collaborative Development: Edge of the Mists

in CDI

Posted by: Distaste.4801

Distaste.4801

Firstly, I’d like to apologize for being out of this thread for so long, I’ve been reading your posts and think there are a lot of good points in here and just a lot of thoughtfulness in general. I do feel like the thread has kind of wound down, so I’d like to ask one more question and see if that brings up any more ideas.

Edge of the Mists has a whole host of differences from the WvW maps that we built before launch. One of those differences is the number of waypoints. Not only does each side only have 1 waypoint, but they can’t even capture and use the waypoints at enemy keeps. Do you think that the amount of travel that you have to put in makes the maps feel better? Does it feel like there is a consequence for dying and that you can whittle down an opposing force?

I’m curious what your thoughts are and if you think it would make the fighting better or worse in the borderlands and EB.

The lack of waypoints is pro-zerg currently. Since zergs can just spam swiftness and move faster than any solo player or even a small group they can get a crossed the map swiftly where it’s a long run for others. A large army should not be able to travel faster than a small group. Two fixes I can think of are a crowded debuff that reduces move speed and can also reduce damage output. This would help slow down zergs, spread them out, and make choke points a bad thing. Or you could just make buffs have an unlimited number of targets, but have the duration divided by the number of people hit. So if you hit 20 people with a 20s buff it’s only a 1s buff.

I don’t see taking away the waypoints making a huge difference in EB or Borderlands. When you need them they are usually contested and when you don’t it’s just a time saver. The maps are just too small and the zergs too fast to make a huge difference there. If the maps were twice as big, zergs half as fast, no downed state and no rez while in combat then it might allow for attrition battles. Otherwise it’s always going to be a complete wipe scenario, either you kill all of them or they kill all of you.

Knights are too much of a gate to Scarlet now

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

The event all around just has design flaws. The placement of the knights was poor, with red being nearest a waypoint of course that would get zerged hard. Blue which is still relatively easy to get to via waypoint but would have been better placed up where the forge used to be. The green is off in no mans land and as such gets the least amount of people because it is a trek to get there from any waypoint. It should have been placed on the east side somewhere. This would have made splitting the zerg much more natural when the knights are easy to get to, people go the path of least resistance and you need to design around that.

The 50 player limit is just flat out bad in it’s current form. As the bosses die you should be able to help kill the remaining boss. I killed blue and green had died so we all went to red but we can do zero damage. The best we could do is give out some buffs and twiddle our thumbs. Obviously ArenaNet did not learn from Marionette that not being able to assist others that blockade your progress is a bad thing.

The condition reflection can only be described as incompetence. PvE condition specs were already in a horrible place, a place they certainly shouldn’t be a year and a half after release. When you design a game you want to not completely destroy mechanics that you’ve put in. If you offer 2 major damage dealing types you don’t want to design content that one of them cannot do. If you put in combo fields that a player cannot control whether they want the combo or not then you can’t make them a negative. Right now people laying down fire/poison/etheral fields are causing people to reflect combo conditions on themselves. Innocent players shouldn’t be negatively impacted by others. Even if you reflected the conditions back to the combo field layer, some classes don’t really have a choice in laying them, which goes back to not destroying mechanics you put in. The better choice would have been to make 1 knight reflect conditions and then give the other knights different abilities. Things like corrupting boons, reflecting projectiles, draining endurance, or self applied boons that need removed. Things that have counter play. Heck you can go one step further and make conditions among the 3 shared, so even though one reflects if the others are maxed out they spill over to the reflecting one.

The toughness hike was in no way needed. The knights were already tough enough but not so tough they required everyone in berserkers to down in a speedy fashion. Sure 100+ man guilds could destroy them quickly but this isn’t supposed to be hardcore content.

Scaling on these is completely absent from what I can tell. The original idea behind this game is things scaled and I feel ArenaNet gave up on that because it was more work. All the major story events should scale from 5 players to 150. You can’t just make content that can only be done by the more populated servers, if you want to do that then just merge the servers into one.

One thing I can say for sure right now is that the event was better off on day 1 with all the bugs than it currently is.

What is a Mistforged Hero's Weapon?

in WvW

Posted by: Distaste.4801

Distaste.4801

why would an exotic weapon cost 50% more than an ascended accessory?

Could we get a dev confirmation?

For the unique skin.

Cosmetic skins are how you are rewarded in GW2 and viewed as tier 1 loot.

Of course it will depend on how the majority of GW2 players view the skins appearance. Also remember each weapon type will have a unique WvW mistform forged skin I believe.

Cosmetic skins as T1 loot went out the window when Ascended was stupidly added. Now it goes Precursor > Ascended > Cool skin > Exotic = Rare mat > Bad skin >everything else.

Split for holos - why?

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

Some people try to make sure all three holos in the boss fight die at the same time. I’m really wondering why we should do that. From all I experienced it has no advantage. You can safe perhaps one minute that is already wasted through telling the people what to do. And if it goes wrong it can go horrible wrong because than you have to fight 18 elite adds that actual need coordination to kill.

Killing one holo and killing its adds right after isn’t hard and doesn’t take long. So why would you split?

Anet changed it to split the zerg up and ended up ruining it. The way it works now is only 50 people at each knight can get the buff and actually damage it. That means if you bring 150 people only 50 will be doing damage.

Thnks for the fix anet...

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

Its always like this first days then all run smooth,just gonna say thx Anet for those awesome free updates

Every game has free updates…with much more content, these updates include little content with no replay value but farming.

Most games have DLC that cost few dollars,just name one game that give 2-3 free updates per month.

Problem is you need to quantify the amount of content. 2-3 free updates per month that only add 1 new quest is not nearly as much content as a new raid every 2-3 months. Almost any F2P mmo keeps pace with Gw2 in terms of content/month, they just add the content in 2-3 month patches instead of every 2 weeks. This gives them more time to actually test the content. The thing that makes gw2 arguably worse though is that 75% of the content added is temporary. I mean out of the last 3 months of patches we only have Wurm(that no one does) and EotM. If we bring class balance into the spotlight then ANet is absolutely glacial.

DPS Tests need to Stop.

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

Then why bother with anything more than “if people learn to dodge the extraction attack* and it’s other mechanics”? You rattled off a long list of power-based things people should do instead of talking about how they should play better.

Because a good player is not defined by how big his gear numbers are but by how much he tries to maximize his contribution to the fight and this means, buffs, knowing the encounter and adapting his skills or even traits to the fight.

In a DPS fight all the skill in the world doesn’t mean squat if you don’t have the DPS to down the boss. I am all for adapting to each fight, however when each fight continually pigeonholes people into certain specs it’s just bad design. That’s what we have in GW2, DPS race bosses where lacking DPS and bringing something else to the table makes the fights much much harder. Marionette was about a DPS race. Teakettle is a DPS race. Wurm is a huge DPS race. The knights are a DPS race.

Now when we mention adapting make sure you understand that adapting is changing a few traits that you already have unlocked and swapping some utility/elite skills. Adapting is not getting a complete set of new gear and completely respecing. I assume I don’t have to explain that for condition builds there is no adapting, especially with the new knights. Reflects conditions is ArenaNet basically giving a giant middle finger to condition specs, the current PvE condition system is already a neon sign saying “you’re not welcome here” so it couldn’t possibly be anything else. Given that it is not very hard to survive against the knights and the timer, this is saying that survivability specs are not welcome either. Since the knights can’t be CC/stunned, that means control specs shouldn’t show up. What does that leave? DPS specs.

This game is poorly balanced and ArenaNet should be ashamed of it because it is well known. DPS rules all in PvE, I can’t think of a single fight in the game where DPS isn’t the answer. They are so scared of making healing, toughness, CC, etc important that it makes the game bland. Until the boss encounters stop being bring berserk warriors and guardians the game won’t grow in depth.

Tequatl - Timings Changed [Please Help]

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

So…. a one hour time difference is game breaking for you? On a related note, why should Anet make major shifts in scheduling because one or two people are inconvenienced? What about the 150 people who now can do both Wurm and Teq back to back? This change is a blessing.

Then Wurm could have been shifted instead of Teq. I honestly don’t even know of any server that is actively doing wurm. ArenaNet probably thought that since Teq/wurm were on the same timer that was the reason wurm wasn’t getting done. The real reason is because ArenaNet decided, poorly I might add, to develop content for the hardcore players and due to the poor rewards and massive amount of effort it simply isn’t worth doing.

do people on t4 servers or below...

in WvW

Posted by: Distaste.4801

Distaste.4801

Yes. The reason being that once servers are no longer an issue ArenaNet can expand WvW to actually give players a reason to fight. As it stands now ArenaNet cannot add a good reason to fight because most lower tier servers would cry foul due to being in a horribly balanced matchup as well as the bad scoring system that favors coverage/PPT. If we balance the population into a 3 colors and mix the populations each week then everyone has a chance at winning and people won’t complain about unbalanced matchups and the rewards to winning.

I prefer the non-zerg of lower tiers but I would much rather have a real reason to fight.

Ghost Server

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

It’s been awhile since Ive played this game, but here I am, trying to find a good MMO and giving this a second shot. Well, at least for now anyways. The problem is that there’s no one around anymore. I remember when I first started this game a year ago, at least in the starting areas, there were people who I would run into. Now, theres no one. In fact, I spend 1-2 hours of gameplay before I see a single person. And when I do I run like hell because it scares me and I dont know what to do.

There either is/are 3 possibilities:
1. No one plays this game anymore at lower levels. Completely possible, it could be that everyone except me is in the end game and theyre all fartin around some dungeons or something.

2. The server is completely empty. Im on Eredon Terrace. Theres fuggin no one here. There used to be people that I could see walk around occasionally a year ago, but now, it’s just completely empty everywhere.

3. No one plays this game anymore period. Self explanatory, everyone left this game for one reason or another.

What do I do? I cant get into this game, because I cant find anymore playing it! It’s so lonely trying to do events and even looking at those world bosses and thinking, a year ago, I would see multiple people killing them, and now, there’s just me, reminiscing with no one around. It’s just so… boring.

Everyone guests to Blackgate, Jade Quarry, or Tarnished Coast. There might be a few others but those are the main servers. Since ArenaNet keeps putting content into the game that requires full zones most people just assume their server can’t field enough people(rightly so) and they guest. A lot of people have also moved on from certain content since ArenaNet either nerfs it or something better comes out.

Nerf Condition damage please!

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

@OP: you have to specific which game mode.

PvP: Yes, we need lower condi damage
WvW: Yes, lower it
PvE: It needs to be increased.

It’s not nearly as simple as you lay it out.The problems with conditions are at the most basic level of mechanics, so any real fixes will be in a complete overhaul that touches PvP, WvW, and PvE. The condition caps need to go as they not only make condition builds unviable in PvE but also ruin some combo fields. I’d love to feel useful and put down a poison combo field for people to further poison a boss, but nope already at cap. It works against condition users to even put them down because it eats up condition space that they must have in order to do damage. In PvP and WvW there is just too much access to damaging conditions both in numbers and stacks. When a single class can put on burning, bleeding, torment, confusion, and poison of course it’s going to be more of a burst than attrition, not to mention that some classes can cap bleeding extremely easily. Without all those conditions though they are too easily cleared since cleanses kill full stacks leaving conditions lagging behind. This means that not only will stacks and access need to be changed but also cleanses. Since access will be limited that means conditions need to be balanced as far as damage and utility. Then of course we have base health figuring into it since higher health helps combat conditions.

Once you start going down the condition rabbit hole you’ll quickly find that it is extremely deep. It will take a long time to fix and given that ArenaNet is an incredibly slow developer it might never get done right. I suspect all we will see is bandaid fixes that either make conditions OP or useless because it never addresses the real issues.

Anti-Condition Feedback

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

srsly guys really? As a warrior, I inflict Bleeding/Vuln on myself from this because I have 100 percent crit chance and I have traits that bleed/vuln on crit. Also fire from my bow or auto attack bleeds with our rifle, do you hear us complaining?

The major difference here is that you still do tons of damage and your conditions will also do relatively little to you. A condition specced players conditions won’t do much damage to the boss and if they are reflected will almost certainly kill themselves. Not to mention that you can just swap out your traits quickly before the fight where a condition spec would need to respec entirely and put on power gear. Respec/regear your warrior into conditions and then come back and say it isn’t a problem.

Honestly this is just another case of poor design on ArenaNets part. Not only does it negate one of the two damage types, but it also penalizes combo fields and thus promotes trolling. Want to be a huge troll? Roll a thief and use the shortbow poison cloud on the boss and watch all projectile users poison themselves through no fault of their own.

Collaborative Development: Edge of the Mists

in CDI

Posted by: Distaste.4801

Distaste.4801

Probably the most contentious issue has been the talk of getting rid of world’s and replacing the system with just the three colors. I think there is some merit to the idea, although I believe the worlds have a lot of value. I’d be curious to know if the folks who argue against and world pride feel that way because of being on underperforming worlds or not. I also wonder if there isn’t some work that could be done to restore that world pride without completely overhauling the WvW system. Someone mentioned alliances, which I think would work fairly well. If the less populous worlds were grouped together, does that seem like something that could reinvigorate them?

I was on Blackgate before they even made T2 and only recently transferred off so I could play with a friend due to the server being full. I am absolutely for the color system and dumping servers. Server pride has some merit but I don’t think it even comes close to outweighing overall WvW health. WvW is dying, there is no competition left in almost all matchups. What’s worse is there is nothing really to fight over. With no competition and nothing to really gain there isn’t much reason to WvW. The only thing left is server pride, which you’ve mistakenly taken as a positive instead of the negative symptom to a larger problem. If you really wish to cling to server pride then see what it’s don for SoR, SBI, HoD, ET, SoS, etc. That fact that so many servers got destroyed shows how important server pride is. What you will find in all of those cases where server pride meant nothing is people wanting the chance to win.

WvW needs to be rebuilt into a competitive fight where there is something to actually fight over. Getting rid of servers is the first step to creating a battlefield where there are always friendlies to back you up and enemies to fight. With no servers everyone will have a competitive chance at winning. Once everyone has a chance to win you need to give them a reason to win, create some awesome looking WvW skins(like there should have been at launch) that you get to choose one of when your color wins a match.

Even if you went the alliance route and grouped all the lower tier servers together they would have zero chance against a T1 server. They might field a great NA primetime but outside of that they will get absolutely crushed. You’re going to end up putting so many servers into an alliance that you might as well just go the server-less route.

If you want to keep pride a factor you can then give guilds tools to foster pride. Give reasons to actually claim and defend keeps. Give them special GvG maps where guilds and any willing recruits duke it out in a 1hr matchup that aids their color. I can think of tons more you can do but lets leave that for another CDI.

The same server issues can be seen mirrored in PvE. Go to a lower tier server and you’re not going to see Teq/wurm getting killed. People want a chance to do the content and go where they can accomplish that. Going server-less would help not only WvW but it would help PvE. You guys would of course lose out on gem transfers but it’s all for the health of the game right?

So is everyone but BG gunna spend s2 in eotm?

in WvW

Posted by: Distaste.4801

Distaste.4801

matchmaking will be dynamic instead of predetermined

its better

It’s not really better at all in this case. They system they are using is better suited to competitions where all parties have an equal shot at winning. That, however, is not the case with GW2 WvW. A tier 5 server has absolutely no chance of winning vs a T1, but with this system they will be matched against each other. As lower tier servers win they will be forced to fight the T1 winner and get crushed. As T1 servers lose they will fight lower tier winners/losers and absolutely crush them. The 3 tier 1 servers might fight each other a few more times but the result is still the same unless things get heavily weighted, the only servers with a chance of winning are T1 servers.

There is no real point in the tournament as there is no real competition except T1. It’s like having a tournament with 3 NFL teams, some college teams, a few high school teams, and some peewee teams. You might as well just have the competition between the 3 NFL teams because watching them crush a peewee team is zero entertainment.

Warrior V Warrior V Warrior

in WvW

Posted by: Distaste.4801

Distaste.4801

Warriors were always fine in WvW.

The buffs just made them grossly overpowered compared to everyone else.

Warriors cannot be OP in WvW but not s/tPvP. It literally cannot happen. Adding an extra hundred bodies to the mix doesn’t change a thing other than the number of people you’re fighting at a time, in which case, ranged AoE classes get the most bang for it.

There is no skill or trait that comes to mind for a Warrior that actually gets better the more people he is fighting.

Ummm WvW and SPvP are incredibly different and it’s not just the number of enemies you’re fighting. First you have the fact that SPvP is about taking and defending small circle points, the builds for it are all based around that. You can most certainly have classes that are better at standing in a circle for a long time that aren’t that great at actually killing a single enemy let alone multiple. There are builds that aren’t great at staying in the small circle and they aren’t the best SPvP builds.

If you still don’t understand that WvW is very different than SPvP then bring a Ranger spirit build into WvW.

We have skills that certainly become better when fighting more enemies. Endure pain is absolutely awesome for zerg fights. It allows a warrior to wade in neck deep and get back out alive. Using Endure pain will either get you passed the front lines and into their squishy center or once in the backlines it will help get you out should your zerg faulter. Pretty much any AOE skill we have gets better as the chance that you’ll be hitting the max number of targets increases. You can’t tell me that rifle piercing shots aren’t way better in WvW than they ever would be in SPvP. I mean a piercing kill shot on a zerg can destroy quite a few people. Banners get better since you’ll almost always be providing max friendlies with a buff. Greatsword becomes a huge survival tool in WvW.

Warriors were only ever bad in SPvP where they didn’t really fit the meta that well. In PvE they were still gods and in WvW they were fine. When the game released they weren’t the best bunkers in SPvP since they had no protection and that was pretty much the name of the game. That is why ele’s, guardians, and engineers(iirc?) were popular, they could bunker for a very long time. Then things got nerfed, mechanics tweaked, warriors got buffed, new conditions added, and the situation is very different now.

Collaborative Development: Edge of the Mists

in CDI

Posted by: Distaste.4801

Distaste.4801

I think there has been good discussion around the concepts of world pride and how the changes in EotM affect that. Let’s pivot to a different concept from EotM and how it could apply to WvW.

I’m curious what you all think about choke points as strategic ideas. I don’t think we’d ever want a map that was just a bunch of canyons, this isn’t Sparta or Thermopylae, but having areas that make it harder for large groups to get through if they are well-defended creates gameplay. Think of a tower that guards the only pass through a canyon, rather than bridges everywhere. Is that something that, in moderation, could provide for more varied and strategic gameplay?

For the purposes of the question, think in terms of building a new map from scratch, rather than retrofitting the current maps.

I don’t see choke points ever really working out unless you make some major changes to how things work. Zergs already bottleneck themselves, the problem is that the only thing that can deal with the zergs are siege weapons or a similar sized force. Changes need to be made so that blob zerging has a downside, then chokepoints will actually be a negative thing for zergs.

My band-aid suggestion? Crowded debuff- it can reduce damage dealt, cause misses(blind), shorten buff durations, and/or slow you down.

The biggest problem IMO, there is no reason to be strategic in this game at all. There are no positives to holding a certain keep or territory and no reason to really defend it. The only positive to actually taking a keep for most players is the champion loot bag. You can’t just point to some number that’s ticking up and say you’re fighting for that because it’s meaningless. You need to give players a reason to fight, if you can give them a good enough reason then strategy will become a big factor.

Just to give some examples: RFOnline had chip wars(3 way faction battles) and the reward for winning was the ability to mine ore for gear upgrades. Even if you lost you had like 15 minutes to kill the winners mining protector(dropped awesome loot) that would then leave the mining area as contested and unsafe to miners. If the protector was left alive he would then defend the miners allow them to afk mine and get a lot more upgrades. Warhammer online was trying to get to the enemies capital city where the best loot resided. DAOC had darkness falls where holding the objectives in RvR unlocked the darkness falls dungeon where most of the best loot came from.

The only people bottlenecks really hurt right now are the roamers since they are forced into the same paths as the zergs. I don’t know if you’ve gone 1 vs 75, but suffice to say that it isn’t fun 99% of the time.

Huge drop down in WvW population ?

in WvW

Posted by: Distaste.4801

Distaste.4801

The way I see it, everyone paying $15 a month makes the game more “democratic.” If you’re, say, primarily a WvW player, or dungeon/fractal runner, would you pay $15 a month for the dilapidated, stale, bug-ridden, hack-ridden, griefer-ridden versions that Anet provides? No way. For $15 a month, you better give me something or I quit. For $15 a month, the company has to at least provide basic maintenance for each major aspect of the game.

However, with the gemstore as primary source of income, Anet just needs to focus on the whales and what they want (apparently, LS zergers). Everyone else only need to be satisfied at a bare minimum level — just enough that the whales will have some play companions. And bare minimum is exactly what many aspects of the game are getting under Anet’s model.

The problem is that each month they WON’T provide to all area’s of the game, no MMO ever has. Each patch is usually targeted at 1 or 2 areas and that comes once every 1-2 months with it get longer the lower the subscribers get. Even Blizzard the king of subscription MMO’s never did PvP, open world, dungeons, and raids in the same patch every 1-2 months. It took like 9 months to get WSG/AV in WoW. You’re going to get the same bare minimum each patch, but the majority of content will be developed towards whatever area of the game holds the most subscribers because they want to please the most people at a minimal development cost.

The $15 vote you think you have is exactly why that $15 quickly becomes a reason to quit. You’re area of the game didn’t get developed this month and it will be 1-2 months before it does so why pay $15-$30 to wait? Then it becomes why pay $15 to see if anything changed?

The biggest problem you’ll find will be PvP in ESO will tank very quickly. People get bored(I got bored just testing it) and quit and they won’t come back over the $15 hurdle to play again. The WvW in GW2 at least has resurgences of players because there is no sub, they can come back anytime with the only hurdle being patching.

Also don’t forget that ESO will have a cash shop as well, so you better believe zenimax will be catering to “whales” as well. Given that they’ve already shown they are willing to sell out lore/game mechanics via the pre-purchasing I truly dread what they will do with a cash shop. Emperor only $500!

Civilian saviors vs farmers

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

The ultimate bag has the potential for amazing loot, but the chances are slim. The regular bags and champ bags have consistently decent loot but nothing amazing. The ultimate bag is incredibly boring to obtain(yay 45mins of securing escape routes for NPC’s) where normal bags and champ bags aren’t as bad.

The question becomes whether you want consistent loot or the chance at amazing loot and being bored while doing it? Personally I have more fun taking on the large groups of enemies and getting the consistent loot. Every ultimate bag I’ve gotten has been worthless. A mushroom recipe worth 25s is not worth 45mins of killing the same handful of mobs over and over again.

Does the ultimate bag even drop anything amazing? I’ve hear it’s supposed to but no one I know has gotten anything great.

27k in 1 attack?

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

I could be wrong but the Champion Aetherblade thug didn’t seem to do nearly the same amount of damage as the elite. When I face the elite version I just swap to hammer and stun lock as much as possible and then tactically retreat if I take a big hit. The worst is when they just spawn and all do their knockdowns, if you don’t see them right away it’s game over.

Huge drop down in WvW population ?

in WvW

Posted by: Distaste.4801

Distaste.4801

The $15 monthly for ESO means devs are constantly under pressure to provide/enhance content and bug fixes.

Not really true. Company based content development can NEVER keep up with customer consumption, people get bored and leave. That $15 that promised new content becomes a weight on the quitting side of the subscription scale. Once people leave it’s a game of balancing profit, new content, and not pushing your current player base towards quitting. That means no huge changes outside the current scope of play. Even if the big changes would make the awesome for those who quit you now have the $15 hurdle once again keeping people from playing it because who wants to spend $15 just to see if the game is now better?

Subscriptions are the exact opposite of what you believe they are. They don’t pressure devs into making big changes to keep the game fresh, they pressure the devs into stagnating the game so they don’t lose their customer base, because once lost it’s hard to get them back due to the subscription fee.

Don’t get me wrong, I certainly think ArenaNet is developing this game at an absolutely glacial pace, even going backwards on several fronts. However subscriptions are not a beacon of hope, they are merely a flame meant to lure people into a monetary trap.

Miasma is Saving people

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

From the big Dragon that will come out when the drill finished digging. Sooo basicaly the Miasma is a " good " Thing since it gives the hero time and a reason to get People out of lions arch before the REAL evil awakes

You do realize that if the drill wasn’t drilling and Lion’s Arch invaded, there wouldn’t be any danger to begin with, right? If someone shot you you wouldn’t be saying “It was a good thing he shot me because I was in the hospital when that bullet fragment got near my artery”.

Make Bleeds/Burn/etc Immune to condi removal

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

just severely nerf condi duration, and buff the atacks that apply them. i.e. scepter auto atk for necro (more phys damage, bleeds/whatever last 80% less time), and so on..

So turn condition builds into direct damage builds? Might as well just take out conditions if you’re going to do that.

What needs to happen is the number of damaging conditions available per class is dropped to 2 possibly 3 if it’s a condition heavy class(necro/engi). Runes/sigils that can proc conditions either removed or the condition they apply is based on class. That will kill the “burst” of conditions. Next we need equalize all conditions; make them all stack, have a secondary effect, and equalize the damage/scaling. Then we rebalance the number of stacks per attacks to limit how fast stacks can be applied, you shouldn’t be able to stack 25 in a few seconds. Stacking should be something that happens over time that swings the battle in the condition users favor if they can last long enough. Finally we rebalance condition removals to only remove a few stacks of conditions possibly with healing power increasing the number of stacks it can remove.

That way you’ll have no burst condition builds that apply everything to you, conditions become attrition based like they should be, conditions become a bit more balanced amongst themselves, and condition builds aren’t rendered completely useless by condition removal. Sure there is more that would need done but I’m not going to type it all out for the 10th time to have it fall on deaf ears.

Escape from Lion's Arch Critque

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

This release has been decent in my eyes since it at least changes things up. The LS mobs/events aren’t just tacked on to an existing zone of little consequence, they actually change a zone completely. Escape from Lion’s Arch is a step in the right direction, if Orr had been done in a similar fashion it would have been much much better. The transformation of the city is incredible and creates the atmosphere of war.

The problems though are with the events themselves. Most of them are just waves of trash mobs, which got boring months ago. Now I fully realize that you need trash mob events but there needs to be variety to offset the grind feeling. There needed to be a bit more structure to events and their chains. Currently I can see an escort event pop(lighthouse, moa, ogres) and by the time I even get there it’s over.

In my mind the way things should have gone is upon entering the first event for each entrance would be establishing a base of operations or a safe area so to speak. The 3 defense points that already exist work in this capacity already but you don’t capture them and they don’t feel like base operation area’s. The operation area’s would be constantly under attack dishing out a reward every 2-3 mins you defend them. Meanwhile other events would kick off, 1 for each of the 3 area’s. That way it’s never escort the XXXX, Escort XXXX, and stop the deployment all at the same time in the same area. Every 10 minutes or so there should be a boss event at the defense locations that becomes the only event running in that area.

The deployment of miasma should be a 2-3 part chain, the first part being scarlets forces have been spotted carrying a miasma tank stop them before they reach their target, scarlets forces have reached the target stop them from deploying it, and they have deployed the miasma destroy it! Obviously the first part would have the enemies spawn at random locations and path towards a target, this would split up the zergs into searching for the enemies.

To further develop the feeling of being pushed out of the city the events should get harder, right after the boss event is a perfect time. Now instead of stopping 1 enemy group deploying miasma you have 2. More mobs could spawn at escorts or the NPC’s could have the crippled debuff, which would give players the option of removing it or applying swiftness. Clearly harder bosses or multiple bosses. Once a defense point is lost and miasma fully deployed it should be gone for good.

Other changes would be no heirlooms. This just dilutes the population and they make zero sense. Most of the rubble piles are in off the beaten path places where citizens would never have been with heirlooms. It just feels tacked on for achievement hunters and brings nothing to the experience and actually takes away from it considering the scenario. When you have half the population running around sewers and caves looking for heirlooms it really kinds of takes away from the whole city in peril, rescue everyone thing.

The citizen rescue thing needs to be made into an event as well instead of a constant vague meta, It just isn’t very informative or intuitive in it’s current form that it is how you get the good reward. Make each event rescue 100 citizens, so if all 3 areas complete it that’s 300 citizens and make it run 4 times in the hour and there is your 1200 citizens.

Rewards should be better. Currently we get a lot of tokens (Shards, found belongings) but the rewards for them are bad. The marionette cyphers at least gave decent loot for a lot less work if I may say so. The best you can really do outside of the 1200 rescues is the endless quaggan potions and they really aren’t great loot for a lot of people. Let people turn in 25 found belongings for a “good service” bag that drops the same loot as the cypher chests. Make citizens give bags as a thanks for rescuing them.

If I had to sum it all up I’d say that the atmosphere is amazing but gets wasted due to hastily thrown together events and poor reward scheme.

1200 Citizens Change - THANK YOU!

in Battle for Lion’s Arch - Aftermath

Posted by: Distaste.4801

Distaste.4801

1700 rescues is nothing. Jq was getting 2k plus until the server bugged and broke for several days

Now, that I didn’t know. 2000+ rescues is awesome!

This might have been on release night up to the hotfix. BG had something like 6k+ rescues because the rescues weren’t resetting. Just judging by the time frame given(couple days being 2-3) that would put us back at around tuesday/wednesday.

why condition damage is broken..

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

Problem with Condi:

1) Stacking
2) “Condi Burst”, they are damage over time, not damage up front…except in this game
3) Not enough smaller condi clear abilities, specifically on weapons
4) 1 stat to increase the damage, the rest can go into defense traits
5) Some classes have an insane amount of it on weapons, while others dont

Its a completely broken system

1) yes stacking is a problem, especially the cap on every condition (but i doubt you are talking about that)
2) They do damage over time, they don’t deal 5k+ damage at once
3) How much cleans do you want? Nearly every class has ways to handle conditions, even more cleans will make condition duration even more useless, which leads to …
4) Conditions are effected by Condidamage, duration (which however is not an armor stat) and a bit by precision (apply on-crit effects). Because of the damage over time aspect you also need more defense then a direct damage class, because you have to survive longer, because the damage is building up. If there would be a zerker equivalent (condi damage, duration and precision) people would use it as well, but there isn’t such a stat combination available.
5) Every class has a condition build (except of guardians) there are weapons designed around conditions as well as some designed around direct damage.

And no it is not a broken system. The only thing that went wrong is the condition cap, that needs to go.

1. No, some builds can stack 12-25 bleeds in a few seconds. My thief can certainly do it in about 3-5s.
2. Uh look up the damage possible with conditions. If you get burning, bleeding, poison, torment, and confusion on you 5k/s is quite easy to hit.
3. I agree condition removal is easily available but if they fix #1 and #2 then removals will actually need toned down.
4. He is certainly wrong here.
5. Some are way better than others and that’s what needs balanced. I mean you cannot fairly compare a condition necro/engineer to other classes due to how many conditions they have access to as well as the number of conditions on their weapon skills.

The system is certainly broken. Why one form of damage is linear where another is multiplicative is just bad design. Negative condition duration isn’t even mentioned here and that renders non-duration condition builds all sorts of kitten. Why can one form of damage only be reduced by ~45% full time where another can be reduced by 65%? The system is broken in multiple places and it makes for a very odd balancing act, that is why it needs rebuilt.

Please fix Retaliation in EoTM

in The Edge of the Mists

Posted by: Distaste.4801

Distaste.4801

Retal is what’s letting the 15-20 man Guilds kill the 50+ karma train blobs so easily. Maybe if they learned how to not just spam 1, they’d be ok.

You’re right! They should just stand there and do nothing while the perma-retaliation 15-20 man guilds destroy them anyway…

Rank 30 WvW Required for Gift of Battle Grind

in Guild Wars 2 Discussion

Posted by: Distaste.4801

Distaste.4801

I’ll probably get my 3 gifts the first thing the update hits. Even EotM in Kaineng is in such a sorry state that I don’t bother at all. And I save my laurels for ascended gear grinds and Fractals. I can’t quit that stuff.

You do realize that EotM is ALL servers combined, which would mean that all servers are a “sorry state”. Now I personally know that isn’t true, AT ALL. So let’s much this very clear, you don’t bother because YOU don’t like it. Stop trying to make blatant lies your excuses.

If you want a weapon that is supposed to encompass the entire game, don’t complain about having to play the entire game.

Weakness and Condi-bursts...

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

Damage conditions are too accessible. They need to be removed from sigils and runesets, those should only enhance what you have not completely alter it.

Classes should have access to 2 maybe 3 damaging conditions. This limits the “burst” of having all 5-6 damaging conditions on you.

Conditions need normalized in damage and stacking. Have all damage conditions stack have lower damage but also give them a special effect. Poison lowers healing, bleeding decreases endurance regen, burning removes a boon or a certain boon(protection?) every so often, Torment does damage for moving, confusion damage for using a skill.

Reduce/balance the number of stacks that can easily be applied. Some classes can dump 25 stacks of bleed on an enemy in a few seconds. Stacking should take time.

Reduce the effectiveness of cleanses. They shouldn’t wipe out 100% of 25 stacks. Maybe give them a base of 3 stacks removed and let it scale with healing power(making healing power a little bit better).

The New CDI Topics

in Profession Balance

Posted by: Distaste.4801

Distaste.4801

Hey everyone,

Thanks for the feedback so far! I have some requests:

  • Please keep the feedback focused on Ranger.
  • In your feedback, please tell us what area of the game you play the most (PvE/WvW/sPvP).
    • If possible, include stats on how much you play in each of those areas too.
  • Please include the profession you play the most, even if it isn’t Ranger.
  • Most importantly, Pleased keep your feedback as concise as possible. Using special formatting is really nice if your post is a long one.

Thanks,

Allie

PvE(50%) WvW(50%)

I currently play a Warrior for both but I have all 8 classes to 80 and have played Thief, mesmer, guardian, and necro extensively.

The main problem with rangers is pets. The AI is terrible and they die taking out a large portion of the rangers damage.
I see 2 ways of fixing the issue.

1. Make the pet more of a vanity pet(doesn’t get hit) but it gives the ranger extra F1-F4 abilities that the pet will perform. Then rebalance ranger damage accordingly.

2. Allow pets to be fully put away and give the ranger a bonus to damage.

Server handicaps for Tourney

in WvW

Posted by: Distaste.4801

Distaste.4801

It all sounds good on paper, but in reality is exactly what i said it was…… a punishment for the servers who have built a community and worked to get where they are.

Also, the billiards thing is BS. If I spend half of my life practicing my behind off to become an amazing billiards player, go to a tournament and be told I am being given a handicap so that a “new” or “cruddy” player can even compete with me…. i would be irate at best (They should get back to the practice board and work just as much as i had to)….. Any sport that uses a handicap system is only punishing its players and promoting mediocrity.

You’re really going to talk about punishing players and mediocrity when you’re on a T1 server? Players area already being punished by the people who jumped ship to go to T1 servers. T1 servers are also filled to the brim with mediocre players who are using numbers to cover it up. WvW zerg play is probably the least skilled form of combat in this game.

So if you don’t want mediocrity being promoted and players being punished then get out of T1. Until then other measures need to be implemented in order to help the players getting punished back in the fight.

The New CDI Topics

in WvW

Posted by: Distaste.4801

Distaste.4801

Why are you even continuing with “CDI” threats that pertain to WvW? I’m honestly curious because the other two accomplished NOTHING. We will say we like and dislike blah blah blah and the team will answer with more Blah blah blah and then the thread will be promptly ignored as usual.

Still waiting on transfer costs based on server ranks not over all populations.
Still waiting on anyone of the suggestion made for commander tag to be used.

Sorry Chris but maybe you guys should follow through with at least something from the previous discussions before starting another.

I’m sure you will fool more people into thinking our opinion concerns your team with this thread though.

THIS

this feign interest from a-net makes me sick

Well, if you look at their tournament announcement they do address most concerns from season one, though they are still incentivising blobs, coverage and transfers.

WvW: What aspects of Edge of The Mists do you think could carry over to the rest of WvW and how? – Owner- Devon Carver

Destructible bridges.
Double oil.

I’m sorry you think they are addressing most of the issues from season 1? MOST? If they are still incentivising blobs, coverage, and transfers that’s pretty much the major issues with season 1. The scoring system is another issue that was actually discussed way back when HoD was dominant, which still isn’t addressed.

So tell me exactly what issues were addressed? The only ones I’m seeing are that rewards are going to be better, but that isn’t something that should have been done given the disparity between tiers/servers. The match ups will still be horrible with T1 servers facing T2/T3 every other matchup. The major issues needed fixed so that we could have a “fair” tournament where at least a handful servers had the chance of winning. Until then it’s all a great big farce to get more money from transfers as people stack for rewards.