Showing Posts For Doam.8305:

Player skill level/class knowledge decline

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Nerf elite specs then. One of the reasons that people who primarily play PvE aren’t learning their class is because they don’t have to. Elite specs will carry them hard, because those traitline do everything.

Nerf elite spec lines, and people will no longer be able to rely so heavily on them, so people will start learning their classes better

Nice meme there. If you dont know rotations even elite specs wont save you. Was the case before hot is still the case now.

I can’t believe you just said that with the spam “1” meta. Spamming one existed before with the core classes and now with elites you can spam one smash your face on your keyboard and take down champion level mobs left and right. Even in pvp spamming 1 and mashing random buttons is much more effective with an elite than it is with a core spec.

Though don’t take me wrong spam “1” will and will always be good manners in this game. As it allows people time to get in and tag the mob and get rewards I’m only speaking in terms of trash mobs and not bosses.

(edited by Doam.8305)

Professions need cool new skills like NPCs

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

I don’t really get the problem. Enemies are only interesting if they’re stronger than we are. If they’;re the same or weaker, what’s the point. If they can do only what I can do, and they can’t adjust their builds but I can, then they’re dead and not worth my time.

First of all, I would talk about encounters and not enemies because individual trash mobs aren’t that interesting in any case. And there’s a limit in the “stronger than we are” thing : it wouldn’t be enjoyable to be crushed at first blow

Now, when I think more about it, here’s an example of a system I enjoyed : GW1’s system. Mobs could “only do what I can do” : they had a profession, and a skillset that was a subset of the skill pool available to players. They often were bigger levels than the player too. Yet, they were running in packs with, say, one monk, one ranger, one mesmer, two warriors… Without a pinch of coordination and tactics, fights weren’t that easy.

Of course, it may have been a bit repetitive, but it was better than that design “Just toss a random amount of trash mobs on steroids” + “Add lots of CC to disable player’s ability to hit” we get currently. The issue is : GW1 had a profession system that GW2 has not. I mean : healers really could heal and protect, mesmers could hit far harder than retaliation or confusion etc. And it needs more IA programming.

Anyway, and to go back to that thread’s main purpose : in GW1, when a new skill was thought, designed, and put in game, it was both for players and mobs. In GW2, unfortunately, new skills are created only for mobs (expansions put aside of course), and to create a challenge that ends up tasting artificial, and leading to absurd power creep.


PS : I edited the thread title and part of my original post accordingly to suggestions, and I’m thankful for those who adressed them. I also wish to thank all those who are taking part in that thread in a polite and constructive way, even when some divergent opinions.

In GW, some mobs had skills that players did not have.

https://wiki.guildwars.com/wiki/Monster_skill

Those are monster skills it even says so in the link this isn’t about monster or inhuman skill sets its about class mobs.

The closest thing you’ll find on that list to a class skill is probably from Varesh who had an extra two eyes and was overflowing with abadons power thus lore reasons involved. Everything else can even by chopped up the racial abilities for each creature. In GW1 you can only play as human and humans of the same class stayed in the parameters set.

Professions need cool new skills like NPCs

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

I don’t really get the problem. Enemies are only interesting if they’re stronger than we are. If they’;re the same or weaker, what’s the point. If they can do only what I can do, and they can’t adjust their builds but I can, then they’re dead and not worth my time.

You can’t adjust your build mid combat if I run up on you and engage in combat your build can’t be changed and your stuck the way you were prior. The whole build changing thing doesn’t even address the issue at all for instance no one is saying the npc’s can’t have different builds. Warrior NPC’s have different builds because they use different weapons. Running up on a hammer npc and one with a sword and shield is different because their builds are different but they still stay within the confines of their class.

We have non-humanoid and npc’s with legit lore reasons to surpass the limits but your basic mob/npc shouldn’t surpass that basic class limit.

If they kept Mesmers within their confines and used a preset scepter build with counters or a buff build for their allies they’d be much more difficult to deal with and provide some more depth with the combat. The complaints are mainly rooted in the immersion breaking nature of how things are done right now For instance would you rather have seen all those swords shooting out of the ground in Lake Doric or would you have preferred if those Mesmers were using glamours/wells/chaos storm instead? Also if those Mesmers with their health bars back to full were instead Necromancers using one of their many transformations and actual dbl health pool?

Legendary light armor looks like heavy armor

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

I agree especially with the butt cap

The entire thing reminds me of desert borderlands

Sure you can’t please everyone with your design and some would complain regardless when they see it. Some people just like to argue so its expected but they should have let us see it regardless because no matter how loudly the angry vocal minority is the silent majority should always dominate. They have the sales data for their own outfits/armor for instance so they should know what design choices and schemes sell and thus what the silent majority prefer.

Nothing screams louder about lack of input than how far the backpacks and weapons float off the light armor. They didn’t want it to clip so they extended the point back but why did they design the legging to stick so far back and be so rigid that they’d clip with everything in the first place. That’s something that should have been picked up on early.

As for female Sylvari and Sylvari in general sometimes certain armor pieces just look dis-proportioned compared to when used on other races. It’s one of the reasons so many people say Sylvari only look good in their racial armor.

Can we do something about mastery points?

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

That’s because they are dead the very nature of forcing the use of lfg is something that only has to be done on the HoT maps. In addition even doing so during certain times of the day there isn’t even anything available for LFG whether your using a timer or not.

The answer is not to do them

Anet is obviously aware of this with the action they took with season 3 in regards to mastery. So TC this is what you should do get the mastery points you can get in HoT then move into the season 3 maps because while those maps all have masteries they provide more mastery points than the masteries they provide. They are also all possible to get playing solo without the need of LFG. We still have another S3 map to go and that means even more floating Mastery points and each floating mastery point in the new maps will replace one you can’t easily obtain anymore in the core maps.

All these people defending the use of LFG fail to see that the very fact that these maps are so heavily reliant on it is a problem. Core maps, S2, and S3 maps all have meta events and those events get done with the people actively engaging on those maps 24/7. The new map has two legendary destroyers and two groups of five people can easily kill both because they scale properly. HoT doesn’t scale like the rest of the game so there isn’t that constant presence of people soloing content who will band together on those maps.

Basic point better off getting the HoT points on the five S3 maps because its unlikely Anet will ever go back and adjust the HoT maps. Heck with HoT they made things harder for new players in core what with the leather and recipe changes with reduced drops so based on that they’ll probably make things harder in HoT related content too.

The Gift of Battle

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

This new method just pushes afk gameplay

You go in do your dailies and a few things then stand around afk killing a yak or something every few minutes while you stand around afk have the time collecting on your reward tics. The old method was better because the currency had to be earned. The reward track works in pvp because you get points for direct action in WVW you get points for staying logged in it punishes doing to much because once you hit cap you don’t get anything extra.

So it should be reverted but that would be supporting WVW an Anet with its hand me down reward tracks and so forth aren’t big on supporting the mode or taking input from players

@devs please make more underwater content.

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

The majority has always loved underwater content they only wanted it balanced. New games are adding it and games like WoW continue to support it. AUnderwater is an important aspect.

However people wanted balance and access to skills for instanve some class race conboes barely have any skills at all for use. Faced with balancing classes andbthere push for underwater they abandoned it even ending underwater weapons before all others. It all stems from poor balance which feeds the hatred. Like the revenant underwater content launched incomplete and thus it suffers here while it thrives in other games.

Professions need cool new skills like NPCs

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

The named mercs make for some interesting encounters; I don’t think they need to change, especially since they are all easily avoided. Think they are too powerful? Don’t fight them.

I don’t read the OP as a call for npc nerfs, but more an indirect ask why new skills are being made for npcs and not given to players

TL;DR : Ro venombite is yet another OP character, bearing skills with no common measure with player’s. Either it’s a bug, or it’s an intended design to have a veteran so tedious to beat, but it’s time to stop the power creep, and the crazy new skills for NPC’s only.

OP is clearly asking for NPCs not to have “crazy new skills.”

TC just wants the mesmers to be in line

You go to the new map you see an engineer NPC and that NPC will drop a turret and attack like a normal engineer. Nothing flashy and nothing unexpected the other classes are the same except Mesmer.

Asking for the same skills these NPC’s have or asking for those skills to be removed all lead down the same hole. Just to have the two to line up isn’t that big of a request. The interpretations you all are taking from his statements are different but the end result is the same. Either nerf the NPC skills or buff the core mesmer skills either way the difference between the two shouldn’t exist. Personally I agree if an enemy npc has a class they should stay within the confines of that class.

Professions need cool new skills like NPCs

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Yup Mesmers left in the dust the lowest of dps benchmarks heavily trait reliant compared to other classes. The only way they can make Mesmer NPC’s both enemy and ally do anything is to not make them at all. That’s right I don’t count any of them as Mesmers their abilities are simply to different the other classes are at least somewhat aligned with their NPC counterparts.

"repeat forge" option

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

I’m pretty sure clovers used to be easier and faster with the forge

It’s a 1/3 drop rate currently so those 77 clovers become 231 flushes…

Healing Power...Was it Ever Fixed?

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Slight changes but they can rework healing power all they want but we’ll never see any real results on a large enough scale.

The reason being the state of healing prefixes we only had three originally with cleric, magi, and apothecary I think. Which is rather few when compared to all the other three stat combinations and then you even have some like zealots requiring mats like watchwork mechanisms.

Looking into the new combinations we have even fewer options and certain ones like Sages are locked to pvp trinkets only. As a Mesmer I’d be more willing to try a healing set up if I could get Sages in PvE. If they had more options then there would be more people opting for healing.
There simply isn’t a whole lot of available or easily acquired prefixes around to give healers options

What is the most OP class right now?

in WvW

Posted by: Doam.8305

Doam.8305

See-Saw balancing

For instance the Chronomancer is probably the best class support in the game but they’re the worst DPS to balance that out.

The Necro is the best at soloing content but is the worst class at support

Warriors are rather middle ground in all modes that their in

The other classes float in between these parameters so I wouldn’t say any class is really OP though it makes balance extremely wonky even broken when you consider the elite powercreep in certain modes. Simply pick a mode and people will tell you what classes excel in that mode.

As for the Guardians your seeing many of them who stayed with HoT abandoned their classes since the DragonHunter doesn’t fit the stalwart wall of holy might and mythos the original guardian portrayed. All the other elites sort of matched up with the theme the core classes represented but the dragonhunter was so far off that it turned many people away. However with the recent leaks comes information about the new elite and there are even additional images compared to other elites with actual combat images. The surge in guardians in the game is a surge not only in people returning to their mains for the new elite but actual hype regarding the new specialization.

We know more about the guardian elite because we’ve seen more of it than the others so it’s only natural it would be hyped up a bit and people making new toons. This would explain why your seeing so many noob guardians as well.

(edited by Doam.8305)

If the new elite spec gets sword...

in Elementalist

Posted by: Doam.8305

Doam.8305

We never got a mainhand weapon with any of the elites last time

So considering the whole fashion wars thing this request makes sense because if you get a mainhand sword what are you going to put in your offhand? The warhorn while it would look weird too is locked to the Tempest so its out leaving just the dagger and focus. Between the two I’d say dagger would look better paired with a sword however a sword would offhand would look so much better than a dagger.

This is a life time thing too because if you get a sword and lets say the next elite is a shield you’ll never be able to pair the two since there locked to elites.

So. Astralaria.

in Mesmer

Posted by: Doam.8305

Doam.8305

I have Bifrost and Quip while working on underwater legends

I think the Minstrel looks nice too however..

Elites kinda lock their weapons to themselves so if we got the axe you could only pair it with either a torch, focus, or pistol and all of those just sound weird. An axe + shield mesmer would look really nice but you loose your shield the second you turn your elite off. Its for that reason I never thought about making a legendary shield and won’t make any legendary that’s locked behind an elite.

I'll buy the next expansion, but

in Mesmer

Posted by: Doam.8305

Doam.8305

I’m more of a pessimist. I’m just assuming they’ll nerf the hell out of Chronomancy, to make the new ES more desirable. :P

This is so true.

I expect all old elites to get gutted pretty bad to make way for the new ones. I’m hoping the new elite brings power shatter back into the meta.

But I feel its,going to be a afk AI meta for us

^
This

However no to the shatter part if Necro can get a different shroud and guardians different virtues then we can get different F skills.

Time Catches Up - Nerf for PvP

in Mesmer

Posted by: Doam.8305

Doam.8305

One class hits a button and does an immediate action

The Mesmer hits a button that creates a resource(clone) then they have to hit another button to use that resource. Then that resource has to run on foot and through the terrain all the way to the target. They can even be destroyed before they reach their intended target.

When a ranger shoots an arrow its an instant action and it flies through the air ignoring the ground till it hits its target. I don’t see anyone saying they should outrun arrows, spells, or bullets yet for some reason they want to outrun mesmer attacks. If anything clones should be buffed baseline swiftness or even shatter where they stand to toss the broken shards at you as fast any projectile and just as indestructible.

Eles - Sword v. Pistols

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

None of the classes last time got a main handed weapon nothing but two and offhanded. So if anything it wouldn’t be a p/p ele but a main or offhanded pistol ele. They’d be like Necro axe or Mesmers pistol and I wouldn’t wish that for any other class.
At least mainhand Sword sounds better and its another melee option for ele.

I don’t want to crush your dreams or anything and I could be wrong because we’ve never had a class get a main handed weapon before. There is a visual leak that seems to prove that we might get a paired weapon but in other written leaks people have stated its a class mechanic so who knows.

(Spoilers) So long Living story credability

in Living World

Posted by: Doam.8305

Doam.8305

Agreed

Don’t worry to much about the people bashing your position TC its typically the same people who bash everything. More importantly these forums lack a number of basic features to promote a healthy community such as the ability to see the number of likes on a post or comment by the community. Oh also I gave you a +1 though no one will see it…

Truth be told this is a older complaint brought up many times and the issues you see with the story some may actually see as a step in the right direction.

Simply put the only issue with your topic is that you seem to think the living story has lost all credibility from this one story segment. This story segment is actually a correction because…

How did Scarlet learn of Mordremoth – Omadd's Machine
How did we learn of the Dragons – Omadds Machine
How did Taimi find Prim/Jormags weakness – Omadds Machine
How were we going to beat both dragons – Omadds Machine [/spoiler] How did [spoiler]Balth get his groove back – Omadds Machine

The complaints have been going for a good while now and in the story Tiami states she cannot build another Omadd's Machine and there is even a slight joke to the players from the devs that the machine may have survived the ordeal before its finally destroyed. It’s been destroyed and its stated it cannot come back. For the same reason Kasmeer being absent for most of the season would have ended it they got rid of Omadds machine. The plot destroyer is no more however speaking of complaints of the same nature Kasmeer, Asura, and the Mists all present the same issue.

As for living story and credibility that’s all fell to pieces with season 1 or rather the lack of season 1. People on these forums will all go about how hard it would be to bring it back but that’s not even a debate point. It’s whether its harmful for new players to have that black hole. Everyone including the devs themselves are either funneling everyone to watch that 3hour fan made video on youtube, trying to get more season 1 inspired fractals , or asking the video included in the game that only goes over Scarlett be tweaked to include the character introductions and some backstory for everyone on your team.

Basic point the issue about deus machina and the story post core as a whole are all things brought up and discussed at length well before this recent entry. What this current entry in the story does is make it harder for them to fall back into the hole by destroying and reaffirming the none repair of a bad plot device. Taimi was speaking for all Asura in a sort of fourth wall deal to the player however how they handle Rhytlock and the mists moving forward could mean all of that was for nothing.

Oh and for people who think any of this will matter for the next expansion I just don’t see it. Leaks or not we already have a reason to go to that area just like we already have a reason to jump into the ocean. The Dragons themselves are an issue because it doesn’t matter what happens in the story because its all to the doom and gloom drumbeat of stopping the dragons. Scarlet, Caudecus, and this new guy are great and all but the whole Dragon story arc hangs over all of it because if you don’t stop the dragons everyone is gonna die.

(edited by Doam.8305)

What is the Average Mastery Level?

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

To add to all of this some people simply don’t like HoT and I mean they’ve never set foot back into the HoT maps after beating the story.

I know people who have core Tyria Mastery and the ancient magics mastery but regarding HoT they only have the basic points needed to complete the campaign. I have 181 but 181 isn’t something I usually see outside of HoT maps.

In fact I agree with the 99 average as that would indeed be the number you’d be seeing with someone who beat HoT then never returned. Typically vets who already have enough core Tyria points unlocked through achievements gotten prior to launch and only need the exp.

In addition a person who quit because of HoT but returned for Season 3 wouldn’t necessarily go back into HoT and grind it out but rather grind out the new maps and the old ones they enjoyed before. So midway will probably remain the average even going into the next expac as I know there are some HoT masteries namely the adventure gold ones that I’m never going to actual bother to get around too.

I’d go as far to say that there are nearly as many people who only play HoT stuff and maybe Fractals, but aren’t interested in a Legendary Weapon and those people don’t necessary bother with Legendary Mastery.

In fact, I recurrent theme I’m hearing in my guild is that returning players have no trouble leveling their HoT masteries, but tend to find it hard to get enough core tyria mastery points to finish leveling core Tyria mastery.

Anyone who doesn’t do fractals, has no reason to level Fractal mastery.

The only thing everyone seems to want from core Tyria masteries is true autolooting.

I base it off of vets because when HoT launched Vets were retroactively rewarded their points earned through achievements in core. So most vets would have core Tyria maxed over time only needing exp. If a vet spent all their time in HoT then they’d no doubt be well above the 99 point mark well over the average. As for Fractals though I’m not 100% sure if like raids a person needs to have done a fractal to unlock the mastery. However once it’s unlocked the person would need standard exp they could get through crafting.

In addition HoT masteries get nerfed a bit every time a S3 map is released because they provide more mastery points than the masteries they add actually need. So I agree HoT masteries are easier to level compared to Core especially with the extra S3 points it’s just that most people over the course of three years unlocked many of their core Tyria points. I was one of the people that got all the points I needed retroactively for core once I updated to HoT.

Will we ever going to see Gear Progression?

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

So the game is plagued by casuals who want to downgrade this game to a fashion contest. This actually quiet sad.

Are you kidding me? The game was sold that way! It was never supposed to have extreme gear progression.

The game was sold on underwater content, WvW, living world without expansion, and all that stuff they shattered during their push for ESPORTS. The game was marketted and sold as many things at launch but sadly they’ve flipped on most of it.

Heck I’d say even the requests for gear progression are directly tied to Anets heavy focus on pushing raiding while abandoning core modes like dungeons and WvW.

Will we ever going to see Gear Progression?

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

Already exists

What is gear progression when you really think about it?
It’s an ever spinning hamster wheel of rewards and difficulty the new rewards are locked to the new content that can only be beaten if your toon has the courage to git gud. It keeps raids and other modes alive and well populated because those flashy new rewards at the end of the new content/raid can only be reached by grinding that bit of new content for stats.

In this game we have fractals and I personally believe fractals to be the most solid mode in this entire game. There are all sorts of rewards for getting to the upper tiers of fractals however your going to have to grind out those very fractals to get Agony Resistance to have a chance at the higher difficulty.

Anyone who disagrees with a progression system in this game only need look a the shining superior glory of fractals and its AR in comparison to other parts of the game. If Anet added another extra 100 levels of new fractals, new AR requirements, and even better loot well they’d jump for joy. I firmly beleive that raids are doomed to fail in the long haul unless they a wheel of ever increasing difficulty and rewards just imagine if the raids were tiered like fractals and had AR requirements also a split difficulty with adjusted awards.

Fractals > Dungeons and Fractal Raids > Current Raids.

Is new expansion including HoT as well???

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

I wonder, once the new expansion drops does HoT become “core” and thereby allow access to the f2p accounts?

This is what I’m wondering too because HoT maps require more active players to get things done than most core maps. Populations already dipped when people rushed into the LS3 maps and will no doubt experience a greater dip when people rush into the next expansions map. So to keep the maps somewhat active for people they’d either have to nerf the meta events or allow F2P in to offset the population loses. Doing that however would grant F2P players the glider and gliding is a major reason for people to pay up so I’m not sure.

In most MMO’s they nerf the old content lock F2P players into the core content only and push rewards into the new area. However HoT wasn’t a normal transition so I’m not sure what they’ll do this time.

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

can someone confirm that tw doesnt overright bigger stacks of quickness? Because i thinm it simply doesnt.

Maybe this will help it’s not official per say but they do have a video to back everything up.

https://www.reddit.com/r/Guildwars2/comments/58jv0l/raidschronomancer_a_test_on_the_new_quickness/

Though it took place in Oct and our last balance patch was in Feburary and I couldn’t find anything post that last patch. However I don’t think the change they made would effect the outcome.

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Wait are you being serious here. You legit think mesmer is hard in solo play ?
Not only do you believe that you want to rationalize that misconception to use it as proof that took root needs to be left alone.

….Yeah we’re done here if that’s the case.
Mesmer has one of the easiest play patterns for solo content. Even in WvW and PvP they can pretty much win through passivity. Tell me that’s hard please.

See what I mean a response who only wants to argue for the sake of arguing

So tell me what class has a harder time in PvE than mesmers

If Necro’s have the easiest time with their autoplay then which class is at the bottom of the Pve totem tower? Is it guardian? engineer? thief? ranger? If you can’t name a class thats lower than mesmer then you have no argument.

You can’t really be serious here.

I mean this nicely, but you just can’t be.

How does “insert opinion of class strength” matter in a balance discussion about a racial skill at all ?

Take Root is over-tuned for a (Racial) skill elite or not. It does not matter if mesmer(a class) is a literal dumpster fire that is an entirely separate situation that needs to be looked at independently of this ability.

I however will disagree that mesmer is a dumpster fire, additionally it is it not the hardest PvE class. That might be due to me having played each class but none of them are relatively hard and each one has a braindead ease of access build whether its clone/illusion spam, bearbow, turret/FT engie, MM, DD ele, Stance Dance Warrior etc……

You do know the issue with take root is class/build based right? I mean here and even in other topics debating this issue people are only really talking about the Mesmer, Necro, and Ranger with their condition builds. It started with benchmark testing and trickled down to other aspects of the game hence why it became more widespread. Support and power builds have no need for it because they have better elites that compliment them.

You didn’t name a class but the glaring issues with the Mesmers core design issues are all well documented on the Mesmers official forum. Being the only unique class in GW2 amidst the basic mmo tropes of warriors, mages, and assassins at the launch of the game has made it the hardest to balance.

I’m sure you’d want some numbers so here ya go as on average the Mesmer has the lowest dps output of the classes. With only its niche raid boss build making the cut that can increase its dmg with take root and seed turret a bit but not enough to make it anything else but niche to certain bosses.
https://www.reddit.com/r/Guildwars2/comments/5wbgt6/qt_updated_benchmarks_for_all_classes_february_22/

Necro isn’t on that list and this is because they require their fields so hitting their 30kish dps in group content is nigh impossible do to how fields prioritize.
https://www.youtube.com/watch?v=4xGFf92ZzS0

In addition the third class the condi ranger does really well however entangle their condi elite does bleeds but is primarily about immobilization so any dps oriented racial elite would be superior dmg hence why they use Take Root.

It’s all trickle down gaming which I’m against the practice and wish people would use their own build however they’ll just switch to another racial if things change. The best each class can do is shown and thus we get an average tier. In the small hit-box range engineer with 33.8K condi build and the large hit box is elementalist with 38.k. The best a Mesmer can do is 25.8k. That’s a large gap for any meta and not even including some of the basic builds who didn’t even make the cut like power mesmer and the consequences are felt across the game.

If the classes were well balanced and even in similar ballpark then spvp wouldn’t have devolved into a reward grind that could be easily derailed over a few reward nerfs. That unbalance is the reason certain classes had to rely on their racial elite and utility skills.

Ancient Magics masteryline.

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

Correct me if I’m wrong

But the mastery unlocked once you were gifted the device that allowed you to collect unbound magic through the story. The older masteries required unbound in order to unlock additional skills after all. However for those who are missing the story like yourself the device should be sold at unbound magic vendors.

If not then I’d say it’s a bug or something

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Well yeah I’m a Mesmer main and my Glamours(TW) that used to spread random conditions now grant resistance and super speed plus timewarp effects ten people now.

Chrono is a tank/support role in raids and my skills were changed to reflect that ignoring how it effects other modes. Thus I have to fall back on to racial skills for my condition builds because mass wastes time and the other elites are counterproductive to torment and confusion.

You are cherry picking really hard here to scapegoat raids. The change to remove glamors giving random conditions came before raids. The change to timewarp was stupid but it wasn’t a raid only decision, WvW also played a role in that.

For proof of Changes – https://wiki.guildwars2.com/wiki/Game_updates/2015-06-23#Inspiration

SV release – https://www.guildwars2.com/en/news/enter-spirit-vale-on-november-17/

Can’t blame everything on your favorite scapegoat. Please stop trying to. No one here is going to deny Anet and balancing is as good as the NFL and handling Social Issues.

tw effecting 10 ppl was a bad change?

I’ll admit I ignored this at first because its a raider response and you ignored the rest of the TW changes but by no means did I expect that comment to derail this entire thread.

Perspective for 5 man content it makes no changes in fractals, dungeons, and pvp. In WvW and PVE your also getting people into your etheral field which is a bad thing when you consider the demand for fire fields and that reapers or overly dependant on their own fields. In raids they see it as a good thing not for the mesmer at all but it was done to free up a raid slot to kill the 2x raid chrono set up that was going on.

The 10person change is a change that was made for the sole purpose of raids and a poster child for Anet making blanket balance changes across the entire game based on raids. The very nature of warrior was drastically changed in WvW all because of raid balance. The raid balance for TW is good and the skill itself is obviously tailored for raids but that doesn’t fair well for solo play at all.

What class has a harder time in solo play than a pure Mesmers!? Be it solo wvw or in pve? A person may respond they don’t matter but the people that do care find themselves with less than viable skills at their disposal and thus they have to rely on racial skills like Take Root. That’s why Take Root and other racial skills have been such a major topic lately they really came to prominence during the balance patch prepping us for the upcoming raids in HoT. But even with that Mesmers in raids and necro/rangers are using Take Root for certain fights over their pure class biased elites because a basic direct DPS elite simply work out better.

Wait are you being serious here. You legit think mesmer is hard in solo play ?
Not only do you believe that you want to rationalize that misconception to use it as proof that took root needs to be left alone.

….Yeah we’re done here if that’s the case.
Mesmer has one of the easiest play patterns for solo content. Even in WvW and PvP they can pretty much win through passivity. Tell me that’s hard please.

See what I mean a response who only wants to argue for the sake of arguing

So tell me what class has a harder time in PvE than mesmers

If Necro’s have the easiest time with their autoplay then which class is at the bottom of the Pve totem tower? Is it guardian? engineer? thief? ranger? If you can’t name a class thats lower than mesmer then you have no argument.

New mesmer - criticise my build

in Mesmer

Posted by: Doam.8305

Doam.8305

Well I don’t want to say too much because part of the game is coming up with your own build.

Though if your going to trait for mantras might as well use the mantra heal instead of the manipulation heal.

Though you do have alot of phantasm based traits too so you could always drop the mantra and choose one of the two phantasm utility skills. Then swap harmonious mantras for Deceptive Evasion since the other elite isn’t that great without the condi damage to back it up.

Your gear and traits are power base too but your runes are an all around set up too so if you don’t plan to use condition you might as well go for a more suiting rune set too.

But as stated it’s all about making your own class and enjoying it.

(edited by Doam.8305)

Bad news about the next Mesmer specialization

in Mesmer

Posted by: Doam.8305

Doam.8305

That’s if those leaks are real. I don’t know if anyone else noticed the dual wielding pistol mesmers in the last LS episode.

A lot of work was put into those images if they weren’t real. A lot of work. I can’t imagine what someone would stand to gain from making them look so GW2-ish. No market manipulation was in that leak at all, so they stand to gain nothing at all from putting in a lot of work if that leak was fabricated.

Plus, this isn’t the first leak that mentioned mesmer getting Axe either

In addition if they were fake leaks they would’ve been more detailed we really didn’t get much. Aerial of maps, a mechanic, masteries, and elite names and weapons however nothing regarding story, characters, or enemies. Even the title name of the expansion would have been a bigger leak and easily faked. Whoever leaked wasn’t out to damage the game or fool anyone and I wouldn’t be too surprised if it wasn’t Anet themselves who leaked since it would build hype and remove any responsibility from them if things change down the line. It also gives people something to talk about while not directly comparing GW2 to the other expansions coming out this year Stormblood and Morrowind.

On the topic of axes though I think Mesmer needs another melee option so I’m alright with it however in terms of an offhand I don’t think anything pairs well with an axe. Other than a shield but that’s locked behind Chrono or another axe which I highly doubt will be the case.

(edited by Doam.8305)

What is the Average Mastery Level?

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

To add to all of this some people simply don’t like HoT and I mean they’ve never set foot back into the HoT maps after beating the story.

I know people who have core Tyria Mastery and the ancient magics mastery but regarding HoT they only have the basic points needed to complete the campaign. I have 181 but 181 isn’t something I usually see outside of HoT maps.

In fact I agree with the 99 average as that would indeed be the number you’d be seeing with someone who beat HoT then never returned. Typically vets who already have enough core Tyria points unlocked through achievements gotten prior to launch and only need the exp.

In addition a person who quit because of HoT but returned for Season 3 wouldn’t necessarily go back into HoT and grind it out but rather grind out the new maps and the old ones they enjoyed before. So midway will probably remain the average even going into the next expac as I know there are some HoT masteries namely the adventure gold ones that I’m never going to actual bother to get around too.

(edited by Doam.8305)

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Well yeah I’m a Mesmer main and my Glamours(TW) that used to spread random conditions now grant resistance and super speed plus timewarp effects ten people now.

Chrono is a tank/support role in raids and my skills were changed to reflect that ignoring how it effects other modes. Thus I have to fall back on to racial skills for my condition builds because mass wastes time and the other elites are counterproductive to torment and confusion.

You are cherry picking really hard here to scapegoat raids. The change to remove glamors giving random conditions came before raids. The change to timewarp was stupid but it wasn’t a raid only decision, WvW also played a role in that.

For proof of Changes – https://wiki.guildwars2.com/wiki/Game_updates/2015-06-23#Inspiration

SV release – https://www.guildwars2.com/en/news/enter-spirit-vale-on-november-17/

Can’t blame everything on your favorite scapegoat. Please stop trying to. No one here is going to deny Anet and balancing is as good as the NFL and handling Social Issues.

tw effecting 10 ppl was a bad change?

I’ll admit I ignored this at first because its a raider response and you ignored the rest of the TW changes but by no means did I expect that comment to derail this entire thread.

Perspective for 5 man content it makes no changes in fractals, dungeons, and pvp. In WvW and PVE your also getting people into your etheral field which is a bad thing when you consider the demand for fire fields and that reapers or overly dependant on their own fields. In raids they see it as a good thing not for the mesmer at all but it was done to free up a raid slot to kill the 2x raid chrono set up that was going on.

The 10person change is a change that was made for the sole purpose of raids and a poster child for Anet making blanket balance changes across the entire game based on raids. The very nature of warrior was drastically changed in WvW all because of raid balance. The raid balance for TW is good and the skill itself is obviously tailored for raids but that doesn’t fair well for solo play at all.

What class has a harder time in solo play than a pure Mesmers!? Be it solo wvw or in pve? A person may respond they don’t matter but the people that do care find themselves with less than viable skills at their disposal and thus they have to rely on racial skills like Take Root. That’s why Take Root and other racial skills have been such a major topic lately they really came to prominence during the balance patch prepping us for the upcoming raids in HoT. But even with that Mesmers in raids and necro/rangers are using Take Root for certain fights over their pure class biased elites because a basic direct DPS elite simply work out better.

(edited by Doam.8305)

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Well yeah I’m a Mesmer main and my Glamours(TW) that used to spread random conditions now grant resistance and super speed plus timewarp effects ten people now.

Chrono is a tank/support role in raids and my skills were changed to reflect that ignoring how it effects other modes. Thus I have to fall back on to racial skills for my condition builds because mass wastes time and the other elites are counterproductive to torment and confusion.

You are cherry picking really hard here to scapegoat raids. The change to remove glamors giving random conditions came before raids. The change to timewarp was stupid but it wasn’t a raid only decision, WvW also played a role in that.

For proof of Changes – https://wiki.guildwars2.com/wiki/Game_updates/2015-06-23#Inspiration

SV release – https://www.guildwars2.com/en/news/enter-spirit-vale-on-november-17/

Can’t blame everything on your favorite scapegoat. Please stop trying to. No one here is going to deny Anet and balancing is as good as the NFL and handling Social Issues.

Cherry picking?
If a single instance counters a claim the the claim is countered

Furthermore no one even makes the argument your providing now because in the time between S2 and HoT everyone knows those are pre event patchs. Those class changes happened the summer before the fall which HoT released. The balancing to all classes were made for the introduction of elites specs hence the pruning. This fall we have another expansion and there will no doubt be a balance patch that effects core and elite specs making room for the next set of elite specializations in that patch too will be considered part of the changes regarding the expac.

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Take root isn’t a problem in any mode it’s the god awful class elites. Look at Mesmer we used to spread conditions through glamours but it was removed and now we have no condition based elite and necros with their lich nerfed and the other classes. Mobs need to die quickly and so many of our elites are group based fone tuned for raids in the prelaunch balance patch. When your class elites don’t do anything to speed up your killing people will grab something that will. The topic has been discussed to death and merging take root isn’t going to make people use their class skills again. Same goes for utilities because some classes are taking racial utilities over their class skills too.

Balance in the game needs to be more than merely raid meta there are too many useless and broken skills and skills turned useless through balancing. The reason for the surge of racial skill usage is because racial shave been exempt from class balance over the years. We didn’t have so many people using racial s to this degree in the earlier years . Not in dungeons fractals or WVW heck I used TW to cap camps back then because of the old condi spread when roaming.

Edgy response my friend.
Counter-point, ever wonder why their were so many sylvari necro’s and thieves in WvW ?

While yes elites across the board are underwhelming, that doesn’t exclude one from being too strong for it to be a racial skill.

I don’t think its edgy at all in fact during the AMA we had yesterday on Reddit this very topic was brought up with a dev. You can check there because their was a community response and it was overwhelmingly that the main issue is our core class skills being lacking. But to your side the dev did say they’d look at take root but it’s the exact same response they’ve given in the past if I remember correctly.

As for Mes and Necro in WVW I only see people using take root to cap the Mesmer is in abundance due to portal and the necro because epidemic is still viable. There classes that are used in WVW and they only seem like their in abundance because the perma stealth thieves have all but disappeared.

I’m not saying take root doesn’t need to be looked at but rather currently people would just switch to the next best racial elite. Instead of Sylvari necros with take root we may have human necros with hounds of Balthazar or Char with warbiund. I hear asura already use technobabble for break bars but I cant remember which classes had so little CC they choose to use it.

At any rate I typically recommend reading the post content AMA even though some of their responses are the same each time like WVW questions. A person can see the latest thoughts on this topic and get a beat on the pulse of how things are going elsewhere. More importantly the like and dislike feature is actually visible unlike these forums so how the population leans on any topic is visible.

The edgy response came from you blaming raids for the balance concerns. It’s cute, but wrong.

Also, i read the AMA they said they have no plan to disable it from modes. They probably should disable them in any mode not open world. But hey, that would be the smart thing that opens up each gamemodes meta diversity as opposed to restricting it to Sylvari or bust.

Well yeah I’m a Mesmer main and my Glamours(TW) that used to spread random conditions now grant resistance and super speed plus timewarp effects ten people now.

Chrono is a tank/support role in raids and my skills were changed to reflect that ignoring how it effects other modes. Thus I have to fall back on to racial skills for my condition builds because mass wastes time and the other elites are counterproductive to torment and confusion.

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Take root isn’t a problem in any mode it’s the god awful class elites. Look at Mesmer we used to spread conditions through glamours but it was removed and now we have no condition based elite and necros with their lich nerfed and the other classes. Mobs need to die quickly and so many of our elites are group based fone tuned for raids in the prelaunch balance patch. When your class elites don’t do anything to speed up your killing people will grab something that will. The topic has been discussed to death and merging take root isn’t going to make people use their class skills again. Same goes for utilities because some classes are taking racial utilities over their class skills too.

Balance in the game needs to be more than merely raid meta there are too many useless and broken skills and skills turned useless through balancing. The reason for the surge of racial skill usage is because racial shave been exempt from class balance over the years. We didn’t have so many people using racial s to this degree in the earlier years . Not in dungeons fractals or WVW heck I used TW to cap camps back then because of the old condi spread when roaming.

Edgy response my friend.
Counter-point, ever wonder why their were so many sylvari necro’s and thieves in WvW ?

While yes elites across the board are underwhelming, that doesn’t exclude one from being too strong for it to be a racial skill.

I don’t think its edgy at all in fact during the AMA we had yesterday on Reddit this very topic was brought up with a dev. You can check there because their was a community response and it was overwhelmingly that the main issue is our core class skills being lacking. But to your side the dev did say they’d look at take root but it’s the exact same response they’ve given in the past if I remember correctly.

As for Mes and Necro in WVW I only see people using take root to cap the Mesmer is in abundance due to portal and the necro because epidemic is still viable. There classes that are used in WVW and they only seem like their in abundance because the perma stealth thieves have all but disappeared.

I’m not saying take root doesn’t need to be looked at but rather currently people would just switch to the next best racial elite. Instead of Sylvari necros with take root we may have human necros with hounds of Balthazar or Char with warbiund. I hear asura already use technobabble for break bars but I cant remember which classes had so little CC they choose to use it.

At any rate I typically recommend reading the post content AMA even though some of their responses are the same each time like WVW questions. A person can see the latest thoughts on this topic and get a beat on the pulse of how things are going elsewhere. More importantly the like and dislike feature is actually visible unlike these forums so how the population leans on any topic is visible.

Economics of Mystic Coin & Hardened Leather

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Anet reduced drop rates, increased refinement costs, added squares to existing recipients that had no leather in the past, set bare minimum prices on tp, and then added leather in large quanities in their new recipients. Oh also forced pvp players and the like to craft with leather to get their ascended. Everything about leather is broken and it’s a sick joke on Anets part that is for sure.

Mystic Coins are different however if people started buying up corn in vast quantities wouldn’t everyone start putting corn fields in their back yards. When demand gets high production increases and people try to get a slice and the prices settle. In this instance people can’t up there production of coins to meet demand.

Leather needs backtracking they should have never tampered with the market while MC will explode there’s no way around it. The devs made an official statement yesterday that the expansion would follow the season cadence so it comes in the fall. Thus prices will only skyrocket with no way for people to meet the demand the hoarders will never sell without a way to restock and those who’d want to sell probably have already. Prices will get high rather fast people are going to craft before the expac hits and everyone under the sun will hoard. It’s tradition to hoard as much as you can before an expac after all regardless of the game.

"Take Root" concern and inquiry...

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Take root isn’t a problem in any mode it’s the god awful class elites. Look at Mesmer we used to spread conditions through glamours but it was removed and now we have no condition based elite and necros with their lich nerfed and the other classes. Mobs need to die quickly and so many of our elites are group based fone tuned for raids in the prelaunch balance patch. When your class elites don’t do anything to speed up your killing people will grab something that will. The topic has been discussed to death and merging take root isn’t going to make people use their class skills again. Same goes for utilities because some classes are taking racial utilities over their class skills too.

Balance in the game needs to be more than merely raid meta there are too many useless and broken skills and skills turned useless through balancing. The reason for the surge of racial skill usage is because racial shave been exempt from class balance over the years. We didn’t have so many people using racial s to this degree in the earlier years . Not in dungeons fractals or WVW heck I used TW to cap camps back then because of the old condi spread when roaming.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Real or not mounts still remain a risk for many aspects of the game. If they truly implement them, I really hope they do it with extreme caution and without breaking other things.

Only flying mounts are risky and GW2 has already caused that amount of damage to themselves with tiered maps and gliding. The issue of players flying over maps and not engaging with each other creating the false presumption of a dead map was introduced with HoT when people where gliding over each other or down below the lower reaches of the map.

There are no risky parts in regards to ground mounts aside cash shop only speed boosts and thematically clashing designs and with the SAB cloud glider they’ve already got that covered. No downside and mounts are the ultimate form of presitge in any game when tied to achieves because people can see them from a distance and know exactly what achievement and what that particular player had to do in order to get that mount. There a high tier reward and I hope we get some high tiered challenges finally to award those mount skins because mount collecting is something I’ve always liked to do.

I can’t think of a single game that showed any negative aspects from the inclusion of ground mounts in fact if we’ve gotten ground mounts instead of gliding things would probably be better because locked to the ground there going to see and interact with each other compared to someone at the top of VB gliding around updrafts who might as well not exist to the people walking directly below them.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

You’ve obviously never played WoW

My over 200 days played beg to differ. I did not play WoW during Pandaria and only 4-6 weeks during Cata, Warlords and Legion each and grew very bored very quick.

What does any of that have to do with Gw2 wasting time and energy remaking the same system. I mean seriously what is innovative about Bouncing shrooms, jump pads, air pads, and vents? They all do the exact same thing. Defending redundancies isn’t normal in any circumstance at all and it makes me question your intent. I’m not interested in the argument I’ve back and forth so many people engage in but if your plan is to defend the wasting of resources and redundancies then it’s not going to gain any traction.

To each his own, I enjoy the different travel options and I’m sure the next expansion will add more of them. Maybe I just enjoy playing something different than 90% of what literally every other game on the market offers. It’s called being unique.

Most people would typically like to see something new other than another rerelease of the jump pad. Freeing up reinventing the wheel for the hundredth time might lead to something new being introduced.

Yes, because the implementation of mounts is new. What were you saying about redundencies earlier?

The argument is that gw2 has squandered everything that has made it unique aside the combat system as underwater and WVW are woefully neglected.

So no reason to squander away any more uniqueness.

If there going to shift to a more traditional game as they have with the introduction of raids then a competing game would only need to hit the basics.

To create a full on carbon copy of other MMOs in GW2 too? Gotcha.

There are upcoming MMOs such as the one from Amazon “New World” which has some of the original devs behind it could very easily have a similar combat system.

I have honestly NEVER heard of that game until now, and I’m usually quite informed about intersting upcoming games. The fact that you are speaking in possibilities does not confer a lot of confidence that your formentioned game might even apply to your argument. GW2 is not only it’s combat system (which is slowly becoming dated), it’s the summ of all it’s part from monetisation, combat, lore and much more. If GW2 combat system is the only thing keeping you in this game, I’d argue your not part of a crowd worth fighting for.

So why not we need mounts because they sit in a happy medium between universally desired things like templates and odd things like reinventing the movement wheel.

You enjoy jumping back and forth between arguing against redundencies when you oppose them, then argue for redundencies when it suits you. This isn’t the first topic you are all over the place with your argumentation. It gets very frustrating having to disscuss something when the opposite side doesn’t stick to 1 line of argumentation.

Mounts are a cap on redundancies else they’ll keep reinventing the wheel nonstop. You’ve only played post Vivendi games WoW so that’s understandable but the hate is torwards flying mounts due to players flying over each other destroying community and giving the appearance of a dead game. Akin to what we see with HoT maps and gliding of people on different levels never seeing each other. After seeing elite specialization screens I beleive the leaks are real and mounts are indeed coming.

Also to make any point one needs examples both internal and external along with historic context and possible interactions with the topic on hand.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Mounts aren’t needed imo. You can run fast enough from A to B as is (at least compared to most games that do have mounts running by foot really isn’t that terribly slow) and it’s not like we don’t have waypoints we can access by hitting “m”. What do we need mounts for?

Shrooms, swiftness, traits, ley lines, signets, gliding, air pads, wurm tunnels, jump pads, jump shrooms, vents, masteries, updrafts ,skills, waypoints, portable portals, and no doubt many more over compensating systems that people tend to stack to counter the stead fast system of the simple mount.

Mounts have always been a cosmetic thing however its been over four years and at this stage mounts are a protection thing for the health of the game. If a competing game released with a very similar battle system to this game akin to WoW clones and the wow battle system a gw2 clone so to speak this game would shrivel up fast. A competing game wouldn’t need all those movement systems they’d go the mount system and be done without any hassle. If it isn’t broke then don’t fix it and Anet for some reason wanted to try to fix the unbroken mechanic and thus were left with a bunch of time and effort put in for redundant systems.

We have a ton of movement systems in the game and we will no doubt have a ton of additional movement systems added but it all seems like a complete waste when you consider all of this is just equal to one single system the mount system. Personally I think it’s to late because redundant systems coupled with season1 means a game in direct competition could catch up extremely fast in terms of content and character development.

Yes beacuse WoW has not tried to reduce the amount of access to mounts and especially flying mounts over the last 2 expansions…. oh no wait, they did. Unfortunately once pandoras box is opened… instead now they have to add arbitrary restrictions in order to limit mount and flying access in WoW in a last ditch effort to keep their open world and questing system semi interesting.

What you call reduntant movement systems I call innovative and more engaging than simply flying or bypassing open world content as fast as possible.

Guild Wars 2 doesn’t need to copy or improve or make it’sself more like something it never wanted to be. Let GW2 remain unique and special.

The rest of your argumentation is basically purely assumptions of how some similar game to GW2 might, would, should or maybe beat GW2 because it has mounts.

You’ve obviously never played WoW

What does any of that have to do with Gw2 wasting time and energy remaking the same system. I mean seriously what is innovative about Bouncing shrooms, jump pads, air pads, and vents? They all do the exact same thing. Defending redundancies isn’t normal in any circumstance at all and it makes me question your intent. I’m not interested in the argument I’ve back and forth so many people engage in but if your plan is to defend the wasting of resources and redundancies then it’s not going to gain any traction.

Most people would typically like to see something new other than another rerelease of the jump pad. Freeing up reinventing the wheel for the hundredth time might lead to something new being introduced. The argument is that gw2 has squandered everything that has made it unique aside the combat system as underwater and WVW are woefully neglected. If there going to shift to a more traditional game as they have with the introduction of raids then a competing game would only need to hit the basics. There are upcoming MMOs such as the one from Amazon “New World” which has some of the original devs behind it could very easily have a similar combat system. Yet we get all these redundancies and near useless mechanics like the Kodan torch instead of something the community actual wants like templates. So why not we need mounts because they sit in a happy medium between universally desired things like templates and odd things like reinventing the movement wheel.

New Player, Sad Player. Expansion ruined it.

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

Pvp players quit because of the split between core and elites and WvW players quit because DBL was just god awful both of them also left due to horrid matchmaking.

Out of principle some quit when they started to prune our skill animations. Those who had their builds guted and tossed out also quit during the class mechanic pruning.

Dungeons runners quit because their rewards were nerfed while those who liked to craft quit because their recipes were nerfed. In addition to Anet breaking the golden rule about tampering with the economy which we can plainly see the results of with the current state of leather.

Some people quit because preorders were early and the promises too and they spoke proudly of features at every show and then after everyone went and told their friends and family and did all that free word of mouth advertising the yelling of the hype train turned into quiet posts on their site trying to real things in.

In the end hands down HoT was the worst expansion I’ve ever purchased and I agree that HoT ruined Gw2. When I ask people why they stay I get two main reply’s the combat system and the lack of F2p items cluttering the cash shop. Which is really bad actually as I can say Gw2 isn’t dead but its in the position to collapse rapidly. All it would take is a game akin to the old WoW clones that has a similar battle system to GW2. GW2 went of its manifesto and not like fractals which were contained but rather HoT effected every aspect of the game.

New Player, Sad Player. Expansion ruined it.

in Guild Wars 2: Heart of Thorns

Posted by: Doam.8305

Doam.8305

In gw2, after exploring a map…. the map stays revealed and it is easy to see where you need to go….. However in HoT the minimap doesn’t support the multitiered maps… the minimap gives confusing directions on multitiered maps. Since the minimaps don’t work you have to memorize the maps

This is only true for a while. Then you learn the specifics of the map and the events and it’s no longer confusing.

You’ve just said the exact same thing he posted…

Suggestion: no new Elite class weapons.

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

@ OriOri,

Well that is the problem with players wanting everything in order to max/min. Why shouldn’t there be limits to what is available in the choices you make. Some choices probably should exclude others. I don’t see that as being a negative, though I get that others might.

Because its a game and games have competition and every game from WoW to lowest of the low there is one steadfast truth in order to bleed out a playerbase. That being pruning and places limits on the classes in general the old elites didn’t have those restrictions so unless Anet wants to lower its player-base further then it makes no sense to restrict even in the slightest the capabilities of the new ones.

People have complaints about all sorts of things in other games but messing with a players class is still number 1 and it doesn’t matter if they restrict by alot or a little. Heck with all the issues of GW2 the most anger I’ve ever seen in this game was during the pre HoT class pruning.

Mounts [merged]

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Mounts aren’t needed imo. You can run fast enough from A to B as is (at least compared to most games that do have mounts running by foot really isn’t that terribly slow) and it’s not like we don’t have waypoints we can access by hitting “m”. What do we need mounts for?

Shrooms, swiftness, traits, ley lines, signets, gliding, air pads, wurm tunnels, jump pads, jump shrooms, vents, masteries, updrafts ,skills, waypoints, portable portals, and no doubt many more over compensating systems that people tend to stack to counter the stead fast system of the simple mount.

Mounts have always been a cosmetic thing however its been over four years and at this stage mounts are a protection thing for the health of the game. If a competing game released with a very similar battle system to this game akin to WoW clones and the wow battle system a gw2 clone so to speak this game would shrivel up fast. A competing game wouldn’t need all those movement systems they’d go the mount system and be done without any hassle. If it isn’t broke then don’t fix it and Anet for some reason wanted to try to fix the unbroken mechanic and thus were left with a bunch of time and effort put in for redundant systems.

We have a ton of movement systems in the game and we will no doubt have a ton of additional movement systems added but it all seems like a complete waste when you consider all of this is just equal to one single system the mount system. Personally I think it’s to late because redundant systems coupled with season1 means a game in direct competition could catch up extremely fast in terms of content and character development.

Economics of Mystic Coin & Hardened Leather

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

Someone on Reddit was doing a little bragging about something (nothing wrong with that) and implied in a post later in the thread that he/she seemed to be collecting a certain something.
https://www.reddit.com/r/Guildwars2/comments/68aed1/it_dropped/dgx2aky/

And the player’s screenshot in their Reddit post (his/her screenshot has sensitive stuff about his/her guild blacked out already): https://i.imgur.com/FYwDYZU.jpg

This is proof of what has been said about players hoarding these, and why ArenaNet won’t do anything about it.

So there you go. Nothing to see here folks. Moving on.

Guilds need a lot of resources in order to upgrade themselves and they’ll need over 1k MC in order to do it as well. A guild isn’t an individual character and its acquisition of Mystic Coins are on a donation basis either from players donating willingly to their guild or the guild tapping into guild funds to buy on the TP. When Guild Halls were introduced it only made sense for for guilds to store as many MC as possible because of current and future upgrade costs. Furthermore for a large and active guild that had peopel actually donate then that’s not alot of MC at all. If every guild member donated one MC every time their daily login granted them a MC then it wouldn’t take long at all. Even if your guild is only 100 members thats 4 different MC donations in a month equaling 400MC a month and in 12 months that’s around 4,800MC.

At the same time considering the nature of the mat it only makes sense for a guild to hoard the coins. Currently a guild needs maybe 1k MC for their upgrades alone currently but with new upgrades in the future who knows and thus a guild should keep them around. No one cares about the stockpiles of a guild because they can pull a little bit from a vast amount of players and gain most resources quickly. I hope Anet is wise enough not to consider the coins held by guilds as part of the MC in the wild for a guild would never put those coins back on the market opting instead for upgrades or crafting rewards to lottery off to the guild.

The reddit user who posted that obviously wouldn’t have gotten any real traction whether it was photo shopped or not mainly because it wasn’t an individuals bank but instead of guild bank. Unlike leather Anet didn’t tamper with MC and break the market with their actions instead when a product gets in high demand such as a car or a book the supplier will up their production to try and maximize their own profits however unlike all the other mats in this game there isn’t a hoard of players trying to farm MC in order to make a profit primarily because MC can’t be farmed. Thus it won’t naturally fix itself because this is a game and there are restrictions.

What is so good about trenchcoats?

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

These legendary armors are bad not because it’s impossible to fit everyones individual ideal and personal flair.

But because the don’t fit the ideal of the in game classes and races. For instance this topic is about the overabundance of coats on medium armor. Well what nongun wielding thief/assassin/Ninja wears a trench coat!? Thieves get the short end of the stick as one can simple look back at GW1 and see all the remarkable armor the assassin had at its disposal and the very few options they have in Gw2.

I’d say Necro’s and all Sylvari based characters since by lore they grow their own armor have room too complain about the armor. I mean Char get their tail plated but will Sylvari get their Biolum or Asura their ears shown?

(edited by Doam.8305)

Necro vs Guardian vs Warrior

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

All depends on your play-style and PVE takes many forms

Necro’s have permanent minions that your really can’t control in addition they can have a secondary health pool. When it comes to open world PVE I don’t think anything really beats a Necro however minions are as I said uncontrollable which isn’t good for dungeons, fractals, or raids. The secondary healthpool is something the class has to be balanced on so their burst isn’t that strong compared to other classes either as it would make them to strong to have a great burst then tank out the the second health-pool into a secondary burst hence their low burst dmg. This means in group content your not that effective with trash mobs so sometimes people don’t like taking you along. The elite is Reaper and I’ve read the class needs a proper combo field in order to maximize its dps which again is harder to do in group content. Overall there probably the best solo class there but gets knocks against when introduced to instanced play.

Guardian may look like a tanky healing bruiser of a class but from my perspective they play more like a melee oriented Gw1 prot monk. Lots of protection and defensive skills there raw healing isn’t the best but they can provide buffs. Guardians as a base I’ve found have shrunken a bit due to HoT due to the elite specialization the Guardian when first introduced projected an appearance that people wanted to play the elite on the other hand was a longbow wielding trap user and thus people who wanted to get right right up into the action to support their teammates weren’t to happy. Many of the guards I know swapped mains as a result of the Dragonhunter. Out of the three classes you mentioned the Guardian is something I’d feel better if someone else added additional input because these days I’m not even sure I can say that guardian is the most supportive of the three classes. It doesn’t have a taunt either which is a feel is worth mentioning.

Warriors are all round characters I remember seeing charts stating their the most played class in the game which makes perfect sense. Back in the day dungeons were basically Zerk Warr only. They’ve always placed well in other modes as well and I’ve never heard them complain too much about their own class but comments about other classes. I said I can’t really say that guardians are the most supportive class given all their support abilities because warriors were buffed so that their flags effect ten players instead of 5 that means your supporting more people at a time than the Guardian can in either raids or open world content. I also find Warriors to be the most versatile with the most weapon options of any class in the game and unlike guardian they can do more conditions than merely burn.

However as I said it’s a personal choice depending on how you want to play and I’ll make the same comment I tell everyone with similar questions regarding class. Simply make and try out each of those classes in the pvp lobby. The pvp lobby unlocks all skills and has training dummies so you can get a feel of how each class plays and its abilities before investing into it.

Economics of Mystic Coin & Hardened Leather

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

This argument suffers greatly by lumping mystic coins and leather into the same explanation. The two situations are drastically different.

The high price of mystic coins is partly a design choice: the supply is deliberately controlled to give players a secondary source of easy coin, if they don’t care about shinies. It does not limit players economically or practically; it only annoys people used to the previous low price or who think that they should be able to farm as many as they like. In short, it’s a matter of design or style preferences.

The leather situation is at least partly an issue of economics, but it too has aspects of preference. Should each type of primary mat be similar in market cost? Should all weights of armor be comparable in crafting costs? A lot of folks would argue: absolutely, they should — but that’s a matter of design & style, not economics.

tl;dr I can’t support a proposed solution based on a problem statement that misstates the problem.

I merely have a minor in economics however the argument has been made countless times that the price of Mystic Coins effects the crafting of all the high tier items from legend to Mystic Forge recipes. Those recipies require a vase amount of other mats in addition to coins and if less people are selling and buying coins then less people are crafting and thus less people are purchasing from the larger pool of other mats. Farmers for different mats won’t get proper paid for their work and thus they abandon those farms for something else like how people demanded the leather farm. Other mats are so heavily devalued the only reason to farm them these days is for personal use. Even Mystic Coins which are partially kept high because guilds and f2p players are pretty much forced to buy coins unless your in one of those fairy tail guilds whose members will willingly give up like 1k MC for all the upgrades.

As for leather this is a video game it doesn’t act like the real world and to be honest I wouldn’t lump leather with coins either or even blame the economy its all 100% on Anets meddling with the economy.

http://i.imgur.com/cdQ5ndN.jpg

As for a solution all they’d have to do is ignore the coins and instead work on clovers. Whatever they do the most expensive legendary weapon they’ve ever released is about to hit the market and at these prices I expect many posts regarding both the weapon and armor.

Can we ever get decent build options ?

in Guild Wars 2 Discussion

Posted by: Doam.8305

Doam.8305

I’m a mesmer and a lot of the problems people have regarding this game are directly tied to their classes. Such as Guardians being perceived as the tanky healer paladin class to pick at launch and then they got a ranged elite specialization with traps and such guardians are typically the first to start the warhorn against the elite specs.

In this case your main is a mesmer just like me and I agree wholeheartedly the game needs this because our utilities and especially our elites are horrible or primary output is our weapons.

The reason is because of three abilities/mechanics and of course raids those being Moa, Alacrity, and Continuum Shift.

In PvP if we had harder hitting skills it would only be a two button rotation to kill anyone you’d Moa them and then you’d use a strong skill to cursh them in a single blow. Instead it’s Moa and blow all your CD’s and resources(shatter).

In raids we provide alacrity to the group which secures out position and if we had decent weapon and utility skills then we’d go farther than we already are in that setup. We were already at two chrono’s needed for awhile but imagine if chrono had decent dps to back up all those one trick abilities then they’d easily start replacing the other classes it would be Chrono tank, dps, support, and something else for raw heals exc;uding most other classes.

In WvW people want us to portal golems or zergs into buildings and wvw is more a do what you want kind of deal but its never good for a single class to be in that high a demand so we must be kept in check there too.

In Pve content we have continuum Shift we can reset damage and effectively use every single skill under our belt twice. This includes elites and no other class in the game can spam there elites in the game as much as a Chrono. This means are elites or horrible on purpose if any other class in the game could use their elites twice in a row they two would have their elites effectiveness sliced in near half. So yes our elites feel and pretty much useless a back to back mass invis isn’t that good. Even the well isn’t that good because the first well already clumped everyone together for a burn.

You take all of those things and strip them from the base Mesmer and your left with core mesmer being one of the worst classes in the game in my book. Core Mesmer is balanced in group content against alacrity and its elites/utilities/weaponskills are all balanced to be used twice in a row with CS. The issue is core Mesmer can’t use any of these things aside Moa and even then the Chrono pvp player can Moa two people back to back.

All classes are well enough balanced aside Necro which balances itself against two healthpools. Mesmer on the other hand has spikes in its abilities and as high as alacrity, CS, and Moa spike the mesmer it also causes some really low dips. Hence why Mesmers are typically the ones to complain about skills and why I agree with TC. I’d rather have CS nerfed to not effect our elites and more classes given alacrity, portal, and a moa type spell so our rough edges and skills can get the improvements they need. Even in the last update patch we were only half done Anet provided some minor raw dps increases to our phantasms but they never updated all our phantasms and this is primarily a raw dps increase for the core Mesmer.

Legendary Armor and WvW [Merged]

in WvW

Posted by: Doam.8305

Doam.8305

Bahahah trying to avoid the statement hat Multiple sets of gear is faster and easier to swap to and from when you are proven wrong, and most players I know in WvW and other game modes have multiple Ascended sets and those multiple sets of Ascended are cheaper than one set of Legendary armor.

There is no benefit besides convenience with bag space over having Legendary vs Ascended, none what so ever. You don’t get more stats and it’s slower to swap between Legendary stat swap then it is to swap between Ascended gear.

Good for them but most of the people don’t live in WvW as I know many people with separate gear myself included but that doesn’t change the fact the people I know that do that are in my guild. The majority of people in WvW aren’t tied to a guild their just following a cmd and there not going to have organized bags full of gear to fiddle through each and every time they want to change. I myself have a locked bag that the items can’t be sold or new items added that hold my side armor. Your legendary is all on a single window and each one is listed side by side it’ll take all but two seconds to click and selcet a prefix and replace a rune per piece. There is no clicking and dragging gear to slots either it’ll all be in a neat scroll down just like for weapons no doubt.

Legendary armor will be the go to method for the foreseeable future not just because of the individual but for the greater server as stated all actions are tied and its the fuid motion of your entire server that determines the outcome so one must look at things from the macro level unlike one would for Pve or Spvp.

Legendary Armor and WvW [Merged]

in WvW

Posted by: Doam.8305

Doam.8305

Thinking it’s easier/faster to have to double click and stat swap all 6-11 Legendary pieces and re apply Runes vs just doubling clicking or Right click equip a different set of gear that has along runes and Infusions already applied bahaha ahaha, swapping out regular Ascended is easier and faster by far. Sorry players with Multiple pre Setup sets and Good inventory management will be able to adapt faster to any given situation. It’s just simple common sense at that point, due to there being less steps than swapping Legendary armor over.

Steps to swap Legendary armor:
Double click individual piece, look for desired stat in stat list, select stat: repeat 5-10 times.

Find appropriate Rune in Inventory/Hero Panel double click apply to armor:repeat 5 more times.

Look in inventory for Appropriate infusion double click in inventory/hero panel apply to armor: repeat 5 times.

Replace all non Legendary stat accessories double click each while finding in inventory.

Steps for Ascended swap over:

Right click slot wanting to replace right click in Hero panel equip: repeat 5 times

Weapons: replace weapons as necessary righ click slot and equip new item

Accessories: right click and select desired accessories.

1. This game really needs templates

2. Your an ant in WvW its not about you its about the effectiveness of the greater hive and many people don’t carry the tools necessary to constantly swap gear and some have never even left WvW since their creation. Eventually there will be an additional set of legendary armor no doubt sooner than the time it took to get the first because they talked about having to rework systems for the hundredth time in order to get it to work. One would think that would mean we’d get the next set faster but its anet and they’ll rework systems just to abandon and rework even more systems in a never ending loop. At any rate a zerg/group that can shift its priorities on the orders of their cmd is different than an individual and the more complex something is the harder time the masses will have with it. Thus I maintain that if you were a cmd with a zerg legendary armor would be the fastest change for your zerg because all the people need to know are the prefix/rune names and repeat the same process. I don’t have that much faith in humanity to get people to sift through the inventory compared to just clicking their armor directly.

Not many people have muliple sets and of course this sort of thing won’t happen for awhile. Though I maintain L. Armor locked to raids is a bad thing because some will grind till the point of burnout, play a mode they despise in order it, or lose their carrot on a stick they use for motivation. Basically people will leave the raid scene once they get the armor and they’ll start to travel back into other modes. You can be in a ten man roaming party and not everyone may have the gear to swap but a ten man raiding team bored and ready to try something different with their new armor will probably try their luck in WvW. Considering raids have guilds behind them its not too far a stretch at all that those guild members share a server for WvW and assist each other and members in getting the armor. Unlike weapons the armor can be a guild activity and thus they can easily in time eclipse other swapping methods in WvW since some WvW guild do engage in other activities.

Legendary Armor and WvW [Merged]

in WvW

Posted by: Doam.8305

Doam.8305

I certainly hope that legendary armour cannot be used in wvw if it is pve only there is no viable way of attaining it via wvw …surely that is only fair.

Oh so they should disable Ascended armor and all HoT stats in WvW and all Legendary armors?? Smh people, Legendary Armor isn’t a Stat increase or any advantage besides convenience they won’t be better than you in any way for having Legendary Armor vs Ascended and it’s no different than Ascended vs Exotic.

Gotta melt the lord go Zerk
Gotta command that seige while under fire go Nomad
Gotta cap that camp are chase those invaders then go something balanced

Change your runes too to match the situation in and out much faster than those swapping full ascended gears sets or swapping entire toons. The convenience is time and time stacks making it a rather obvious advantage.

Two zergs trying to cap two identicle borderlands and yet one zerg is all ascended and one is all legends the legends will cap everything faster because they can adapt faster and change everything quickly. If those two zergs fought and saw each other the zerg with legends can change their builds before the two zergs clash and get locked in combat. People are demanding sigils currently so that may be whats next but Anet doesn’t take well to suggestions just look at templates.

Your situation changes so drastically for moment to moment in WvW that legendary armor might even be seen as a power creep in some situations. Personally when I want to roam in wvw I have a build that can cap the camp rather quickly but I’m killed by other roamers however if I’m running a build to defend my borderland and thus kill roamers if I had to cap a camp it takes so long that their defenders will reach me. Leg armor would negate all of that and my server would be rewarded as its not so much the player vs player but at a macro level of the server itself because all these things combine the server that can achieve its goals faster and more efficiently will be the one in the lead.