Showing Posts For Dual.8953:

Fortified Turrets

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Can anyone see this affecting Engie’s standing in dungeons?

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Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

But some people should realise that some people may only have one char at 80 – maybe that char is a Necromancer. Should that stop them from being able to run dungeons because “they have no role”? No. They can have a role – the game is flexible enough that it allows them to contribute to a group. People also need to realise that changing builds isn’t always as straightforward as 1, 2, 3. Some people don’t have the gold, others don’t know how to play a particular build. Put someone who usually runs a tanky Guard in zerkers and maybe they won’t do so well so will contribute less over that run than they could in their tanky gear.

Literally the only role a necromancer can have in a dungeon is DPS, and they’re outclassed by guardians, thieves, elementalists, warriors, rangers and theoretically, mesmers since a necromancer has no unique group utility, and anything it can do, other classes can do the same plus more.

I fail to see how players who are actually good with the trinity and are discussing GW2’s problematic lacking is considered “derailing” by any standard other than your own elitism

But it’s not problematic in the slightest, it is literally just people who didn’t read the “we won’t have tanks and healers” blog post complaining over a year later that … the game doesn’t have tanks and healers. Like, if it’s that big a deal you should have kind of got the hint and stopped playing.

Um hendo. You may want to reread what you’re replying to about Necros. Keep in mind you’re addressing players who feel spurned by the current meta.

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Random Thought

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

If dungeons didn’t have rewards, would people care about efficiency in them? How would it effect the PvE community?

To be clear, this isn’t a complaint or request. I won’t argue your view, in fact I won’t post in this thread again. I’m just posting this as something to muse over.

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Do you miss this?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

@jski

My point is if you pug a dungeon run these days, you don’t go “I’m about to give this boon”, and most pugs by in large already no where the optimal LoS stacking position is. They all run through the dungeons, standing in the exact same spots, using the exact same playstyle and gear set ups. The only variations are the ones arbitrarily imposed by them being different classes.
If you don’t run Zerker Gear with runes of the Scholar, and a cleaving melee weapon, and don’t stack in the same place using some popular build that you likely didn’t create you’re generally considered bad your peers.
This is why this thread has popped up. Players came to GW2 under the assumption that they wouldn’t be forced to play a specific way in order to be respected. They want their contributions to a fight to matter, they just don’t want to be based around dps.

I myself am not looking for the return for healer and tank, but as a player who’s mained thief since launch, I know what it’s like when your playstyle feels unwanted, and I do feel that it’s a horrendous shame that this game with all it’s build options and possible tactics has gotten to the point where, only one set of armour and one set of runes are valuable, and that there exists one ultimate strategy that applies to 90+% of the game’s PvE content.

In short, Anet needs to re-evaluate how it challenges the player base.

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(edited by Dual.8953)

Do you miss this?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

But the thing is, classes are made to vary in specialties. If you want to consider yourself good at your class, then you need to learn all aspects. Give a healer spot will give better usage for many ingame viable options to be heal/support by both items and gameplay for people. Forcing a heale/support roll will be so much better, but don’t make a requirement to heal so that if the team wants a 5 man zerk, they can do so.

It would better benefit the crap pugging we have to go through in order to get a group that will do the dungeon. Where I enjoy an occasional Zerg rush, I like enemies having to need strategy to beat an make use of CC, instead of blitz and hope you kill.

Even if you don’t set a tank slot (which there is gear that makes this slot to actually be viable) a heal support is something that should be looked into being used.

But you already can have it.
A hammer/mace guardian can provide perma protection and a quite big healing output on top of reflections, aegis and several condition removals if required. It can also decently fulfill a tank role if needed.

The problem? A meta berserker guardian can provide everything but the healing while doing A LOT more damage, so it’s a better option as long the healing isn’t required (which can be applied to almost every small team content once you get familiar with it). The prot/heal guardian offers an easier time at the cost of clearing speed, but unfortunately that’s something quite important when dungeons are run for no other reason than farming.

Only way to get/keep these boons is to stack and STACKING SUCKS.

But you got to TELL your team to stack or that your putting up such boon if you gave all boons endless ranges and no skill cap then you could just spam boons any time you want taking away from real team work.

That would be a valid argument if stacking wasn’t already the norm. Kiting it’s pretty much unneeded (and arguably detrimental) in GW2 as demonstrated by high end PvE parties. If you pin a boss it the corner, you don’t have to chase it and can use much stronger melee weapons; if you dodge roll into a wall, you get all the invincibility frames, without sacrificing your position; if you add in blink, aegis, reflect and protection, you have little reason to move; and you’re all stacked, the range of all boons becomes a complete non-issue.

I will say that most Pugs in this game don’t know all these benefits, but they do know that elite plays stack and melee in zerker gear so they try to follow suit.

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(edited by Dual.8953)

Best profession for a terrible player?

in Players Helping Players

Posted by: Dual.8953

Dual.8953

Guardian and Warrior are a good start. Just keep at it and try to push yourself and try to examine yourself and your encounters and I’m sure you’ll improve. Best of luck.

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Zerk Meta not punished in PVE?

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

I see people using the words bad design, poorly designed AI and flawed mechanics so much that it makes me believe that most of them have no idea what constitutes a good or bad AI/Mechanic.

What is a good AI?

Suppose you put a group of skilled human players in control of a group of enemies. What strategy and tactics would they use? If an AI can somewhat replicate that, I would call that good AI.

Would human players run to stack in one spot like idiots when they can’t LOS the target? What if instead, a mob, when it saw you stacking behind LOS, forms a tactically sound position around the players and tries to lock down and nuke the ball of players?

Human players would attack more often, dodge, use their skills more intelligently (e.g., not wasting CC skills on targets with stability or blocking), scatter from AOE, choose targets more intelligently (e.g, everyone switches targets to CC and burst down a weakened player).

Personally I think the game should be more twitchy.

I also think making the mobs more trinity-like would be useful. Suppose some mobs had strong healers, their healing and damage mitigation being so strong that you must CC and/or burst them down before you can kill the rest of the enemies. These healers would constantly kite you as well.

If you try to target the healers, the rest of the enemies will switch focus to you and slam you with CC, debuffs, and nukes.

That would be a more interesting type of fight.

They could even have these healer type enemies run from players, and only target allies. They’d be “must kill” targets so the players would have to break from thier cover to engage them. (That or bursty assassin classes like thieves would become highly desired)

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Zerk Meta not punished in PVE?

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Anyone who thinks line of sight is an exploit is not worth listening to. Line of sight was intentionally put into this game by the devs as an intentional way to avoid ranged damage. They specifically designed projectiles not to go through walls unlike certain other games. It is a 100% ANet dev & designer endorsed strategy for dealing with ranged attacks.

You have no clue what the word exploit means. Kindly stop using it & spreading misinformation. Thanks.

To amend this, when used as noun discribes finding an unintended bug in a game’s coding to achieve unusual results. A good example of this was the infinite items glitch in pokemon. The act of LoSing as a tactic that exploits (the verb) the terrain to gain a positional advantage over the mobs. It’s no different from trench warfare. (Arguably equally glamourous as well) Even though the LoSing exploits (verb) the terrain, it is not in an unintentional fashion, thus the tactic is not an Exploit (Noun).

All that said, that is not to say there isn’t a problem, it’s just this problem isn’t player created. The true problem is the simplistic nature of the game’s combat AI. Traditionally the counter to LoSing, even in the real world, is flanking, kiting or digging in and waiting, or sieging and waiting. Mob AI in this game is so simplistic it can’t comprehend any of these, as such, LoSing is disproportionately effective.

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LFG Tool is breaking my Spirit

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

It’d be difficult really. The easiest way would be to regulate things, hammer anything that stands out.

That sounds essentially like nerfing anything that is popular. Again, I think this essentially means making all choices meaningless.

Another could be tailoring the dungeon with alternate routes for alternate setups. Like one route would have a bunch or harder hitting yet squishy enemies with unforgiving AoE, and another could be longer and have more enemies but the enemies would be easier and another would have enemies with nigh unavoidable attacks, mixed in with lighter rapid attacks, but they’d be vulnerable too see. The devs could tweak the difficulty of these routes to make sure one doesn’t take less time than the other.

The problem I see with this is that that there are always skilled players who can take hard hitting enemies – especialy ones that might be squishier – and put them down faster and better than those that rely on passive defense stats like vitality and toughness, which that path would be “built” for. Consider dredge fractal 50, or even 70+ back when that was available. Those dredge hit like trucks. And people went in DPS builds and still rocked those runs.

I wonder where the pieces would fall if they outright got rid of Berserker’s, Assassin’s and Rampager’s. Offering free stats swapping of course.

Nearsighted. People would go to Knight’s, as mentioned above. And then you have a slippery slope. At what point do you stop taking away stats from people? Until there’s only Apothecary gear left? No Zerk, no Assassin, no Rampager, no Soldier, no Cleric, no Rabid… just one type. Then everyone would be equal.

You never hear players in this forum saying “They need to just delete Cleric’s gear.” You know what we say? “Hey, if you want to play with your clerics and soldier’s gear, go ahead… just please make your own party and play with like minded people. We want to play with our own like minded people.” Live and let live. Consider what you’ve said there.

Explain to me, how are there meaningful choices in the Dungeon builds. If you want peers to take you seriously you have to run whatever the meta spec is. If you don’t you’re instantly considered bad at the game. At least that’s the vibe I get, whenever I see someone post a build here for rating. This says to me according to how the meta is there’s only one right answer in a multitude of wrong answers. When there’s only one right way to play and everything else is wrong, that just makes everything stale and static. Experimentation and advancement grind to a near halt.

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LFG Tool is breaking my Spirit

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Is there really a choice if there’s only one “best” choice? The choice when there’s only one optimal build is either to be useful or be useless. At least that’s how binary it gets are the higher levels. It stops being a matter of skill at that level, it becomes a matter of whether you chose your build or you’ve decided to copy someone else.

There’s always a choice.

But really, how would you design this game to have multiple “optimal” choices? I’m curious to hear it.

It’d be difficult really. The easiest way would be to regulate things, hammer anything that stands out. Another could be tailoring the dungeon with alternate routes for alternate setups. Like one route would have a bunch or harder hitting yet squishy enemies with unforgiving AoE, and another could be longer and have more enemies but the enemies would be easier and another would have enemies with nigh unavoidable attacks, mixed in with lighter rapid attacks, but they’d be vulnerable too see. The devs could tweak the difficulty of these routes to make sure one doesn’t take less time than the other.

I wonder where the pieces would fall if they outright got rid of Berserker’s, Assassin’s and Rampager’s. Offering free stats swapping of course.

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LFG Tool is breaking my Spirit

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

By definition, Optimal means “the best or most favorable outcome” and implies a singular. This is something that isn’t directly controllable by ANet. They can give us tools to work with, but in the end it’s the players that make the decision on what they view as Optimal for their specific situation.

So before you start demanding that more things become optimal, perhaps you should consider what your criteria is first, as well as the criteria of other players.

Now, as you attempt to start making more builds “optimal” consider what that really means. Choices that players make mean less. If it takes a group of players specced for DPS 6 minutes to clear a dungeon, and a group of players specced to tank 6 minutes to clear the same dungeon, and a group of players who barely know how to press 1 on their keyboard 6 minutes to clear the same dungeon, how do the choices that the players make become meaningful?

Is there really a choice if there’s only one “best” choice? The choice when there’s only one optimal build is either to be useful or be useless. At least that’s how binary it gets are the higher levels. It stops being a matter of skill at that level, it becomes a matter of whether you chose your build or you’ve decided to copy someone else.

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Should long bow be added to thief ?

in Thief

Posted by: Dual.8953

Dual.8953

I want this for my 1200 range weapon.

What’s the code on that?

Also I prefer Rifle for my Thief.

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LFG Tool is breaking my Spirit

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

This may be a troll thread, but doesn’t the fact that things like “optimal build” and “substandard build” point out a very deep flaw in game design? I mean, shouldn’t GW2 have a greater build diversity instead of everyone sort of settling on one build per class? Why can’t we have a condition built warrior that deals devastating stacks of bleeding?

That being said, I usually use a greatsword on my gaurdian. I use scepter/torch when I need ranged dps, but usually use a staff for speed boosts and buffs.

By definition, being “optimal” means that it is the best build out of all the other potentially viable builds. When taken in general, this game has more “viable” builds than most other RPGs that I’ve played. Just because one build is optimal, does not mean that every other build will not work. This is why we see things like shout heal warriors and minion masters running around.

This brings us to the next point about why you would wish to settle for anything other than optimal. Does it not churn your soul knowing that you could potentially be so much more useful or powerful with a simple change of your traits or gear? Why would anyone be content being inferior?

Then, on the flip side of the coin, to address your other statement about having a number of equal builds, wouldn’t that make you just “average”? If your build was just as good as 7 other builds, you’re just the same as everyone else. A game like this gives you only the illusion of choice when any trait or stat selection you make results in the same outcome as all the other possibilities.

The flip side to that is if there’s one Optimal build, what if you dislike its playstyle? Also, when a Optimal build emerges, the chances are you didn’t discover it. So you aren’t using your own build, you’re using a build created by some faceless player, simply because they claimed it was the best, and others believed them. At least when there’s multiple optimal playstyles, there’s a better chance the build you have most fun with will be respected and considered a good choice.
Another good example is stacking. It is stupidly effective, yet as being the Optimal approach to 90% of the encounters in this game, it makes everything feel rather dull. On top of that, it’s the opposite of what anyone could call “Spectaular”.

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[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Dual.8953

Dual.8953

When you’re using a warrior to try and say how weak thieves are, then can you imagine how far below an elementalist sits on that scale?

Honestly though, i’d prefer to fight a warrior anyday over a thief. Stealth is such a terrible mechanic in this game. It’s not even stealth, it’s unbreakable invisibility. Realistically it should break if you’re hit whilst in stealth, then casters would have a decent chance to prevent back(actually 180 arc stabs if were being honest)stabs, and make the thief require some actual skill to play well.

1) Eles are currently the worst class to use if you want to check if something’s OP. It’s like a Dan Hibiki player calling Sagat overpowered.
2) Revealed on damage would never work in GW2. This game is loaded with dumbfire AoE and Cleaving attack. The only reason games like WoW can balance for revealed on damage is because 90% of WoW’s skills require a target.

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What happened to party play?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

they load up the LFG and see it full of “ZerkWarr” party requests. Pretty much nothing but them. This is usually enough to make them shy away, for fear of being mocked and judged for their “inferior” build. That’s at least my experience as an MMO green horn. I’d probably still be like that if hadn’t met a nice guild recruiter.

Again, just had a look at the LFG tool. COF p1 I see 10 party requests come and go and 2 of them were zerker. The idea there are only zerker parties in LFG is ridiculous. The vast majority of it are casual to average players that don’t care about gear or speed.

Maybe true, but it’s not everyone’s perception. This idea that Zerkers have taken over dungeons and kicked everyone else out will remain until either the devs destroy the PvE meta to the point that it really doesn’t matter what you run, or they release a metric in game showing everyone who plays that Meta dungeon runs are the minority.

Personally, I’d be happy if they added a hard mode where the enemies were more then huge damage sinks.

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

The problem comes that in regular dungeons its too easy to keep pretty much the optimal dps stuff and make it work.

+1 on this. It’s the fact that full zerker is too easy that makes every other setup so obsolete in comparison. I don’t mind it being the most efficient way to do things; but it just also needs to be the most punishing way to do things to compensate.

I should clarify. Its too easy. But its still easier to tank in clerics. And its only made easy because experienced players can make it work with utilities rather than being force to change to another weapon.

I appreciate your response on this subject. I agree that if Arena Net has the ability to make Dungeons more challenging, I would be on board with their changes. Such as the reason of this post, I would like to see a multitude of professions involved in Dungeons instead of one professions “to rule them all.” Again, I appreciate your comments.

There is no profession that rules them all. The only non viable profession (for the most part, there are exceptions) is necro.

I think he means “Spec” or “Build” when he says “Profession”.

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What happened to party play?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

I broke my mouse +1’ing you repeatedly, hoping they’d all magically count.

All of this zerk elitists scaring away casuals is balogna. I have never not once seen someone kicked for not being in zerk or even asked if they were outside of friendly conversation. The only groups you could ever expect to see it from were the ones that advertise specifically for zerks, and they are perfectly avoidable while still doing the very same dungeons.

As for metrics, I’m sure anet is smart enough to realize that just because someone isn’t playing something doesn’t mean that they don’t want to play that type of content, there are plenty of meaningful reasons why someone would not be playing in a dungeon such as difficulty, quality of rewards, lack of variety, time required, or just being caught up in daily/LS chores. Those are far more likely culprits in “scaring away casuals” btw.

If you’ve been looking on the forums recently, the casual player has been getting increasingly aggressive towards the elite dungeoneers and the meta, this thread is a good example of this. So even if the dungeon elite aren’t actually kicking and berating the casuals, a sizable chunk of the casuals think that they are, and that at the end of the day has about the same end result.

To give some perspective, your average casual soloist will go about the game doing whatever they feel like at the time, which is usually overworld PvE. They may want to do group content like dungeons, but they aren’t used to social interaction online in a lot of cases. They’re very self reliant and develop a sense of pride in their own
Self-fashion build and play style. If they decide to finally work up the courage to PuG a dungeon, they load up the LFG and see it full of “ZerkWarr” party requests. Pretty much nothing but them. This is usually enough to make them shy away, for fear of being mocked and judged for their “inferior” build. That’s at least my experience as an MMO green horn. I’d probably still be like that if hadn’t met a nice guild recruiter.

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[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Dual.8953

Dual.8953

It is hilarious to see thieves effect on the game in WvW. They are absolutely apex predators. You can tell by the response of the bunch of mammals behind the keyboards: defensive herding just like a pack of buffalo.

Are you really saying zergs exist because of thieves? Is that really your arguement?
These are the reasons Zerging is a thing in WvW.
1) Capturing most objectives within minutes.
2) Big rewards for little effort.
3) The enemy zergs.
4) AoE damage can be mitigated by stacking.
5) Pugs are naturally drawn towards Commanders.

In addition, there are a wide variety of classes that roam regularly aside from Thieves. And better yet, almost all of them save for maybe Ranger can zerg well too. On top of that Eles and Mesmer both have a massive effect on their zergs, and they’re considered decent and great roamers respectively.
Lastly, this isn’t a WvW debate. This is strictly about SPvP and TPvP.

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[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Dual.8953

Dual.8953

but I can guarantee you that the VAST najority of the players in gw2 would gladly have balance classes over toxic, unbalanced, annoying classes such as thieves currently.

That statement is equal bias as you should only speak for yourself not the vast “najorities”

Please show me a thread where people want classes to remain unbalanced and toxic.

You know, maybe the bias is not in the fact people might want or not the presence of toxic unbalanced classes, but that the thief is toxic and/or unbalanced in the first place.

And if thieves get nerfed to the point that they’re no longer “considered” the best roamer? Where will they go after that?

Then thieves will have to compete with Elementalists and Mesmers for the role of roamer on the team.

Then we may see more diverse team compositions. OH THE HORROR!

Then it becomes a battle of group fight utility. Can thieves even compete with the class that is considered the closest GW2 has to a healer, and the class that was previously mandatory due to its extreme utility?

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[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: Dual.8953

Dual.8953

but I can guarantee you that the VAST najority of the players in gw2 would gladly have balance classes over toxic, unbalanced, annoying classes such as thieves currently.

That statement is equal bias as you should only speak for yourself not the vast “najorities”

Please show me a thread where people want classes to remain unbalanced and toxic.

You know, maybe the bias is not in the fact people might want or not the presence of toxic unbalanced classes, but that the thief is toxic and/or unbalanced in the first place.

And if thieves get nerfed to the point that they’re no longer “considered” the best roamer? Where will they go after that?

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Suggestion: Queue for EOTM

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

There’s nothing more frustrating than to enter Edge of the Mists only to discover only a few allies nearby (or worse, none at all), and everything on your side is being tossed to and fro like a hot potato amongst enemy servers as they cap everything you have – and you can’t do anything about it. You feel absolutely helpless.

I’m talking about the EOTM overflows.

I didn’t really notice it until I was a victim of the EOTM overflows myself, and I can tell you it isn’t fun.

The suggestion here is simple. Give players the opportunity to move to a more populated EOTM instance whenever it is possible (if someone leaves a more populated EOTM instance for example). After all, all the other WvW instances have it, why not EOTM?

EoTM was created to server primarily as a Queue for WvW. So you’re asking for a queue to enter a queue?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Two reasons.
1) We’re aiming to make a variety of specs desirable, as power is already highly valued, it doesn’t need anything extra.
2) If you read the control page on the wiki, it states that control was born of breaking the tank role down to it’s most fundamental elements. The ability to divert enemies from attacking the rest of the party.

Toughness is already too strong, obligatory in 2/3 of game modes. It doesn’t need to increase one more thing. And even if so, why not vitality? Or maybe let new ferocity increase endurance regeneration (of course after decreasing base level)? Precision increase moving speed?

Plus, controls do not divert enemies, they stop them.

I considered vitality, it may be a fair compromise considering how little love it gets among the player base. As for the other two, feels an bit weird. (I’ll admit, the boon potency and control potency ideas feel a bit off too because of how they’d complicate things) Crit and Prec are in the same boat as Power, highly sought after. Also altering endurance and movement speed feels like over complicating things.

Also, Control and Tanks both stop the enemy from hitting your allies. That’s it in a nutshell.

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Like change healing power to boon power, and make is so base boon effects signicantly weaker, and make control duration scale with something like toughness?
Of course depending on this is handled, it could outright nuke the current dungeon meta, but in a meta where only one spec stands far beyond the others in terms of potential, is it really a bad thing to enforce the concept of giving up something to specialize in something?

Why toughness? It’s completely irrational, it should be power instead. After all, if you are stronger, you should launch your enemies further or stun/daze them for longer amount of time. If you are increase your toughness and hit like a wet noodle your controls should suck.

Two reasons.
1) We’re aiming to make a variety of specs desirable, as power is already highly valued, it doesn’t need anything extra.
2) If you read the control page on the wiki, it states that control was born of breaking the tank role down to it’s most fundamental elements. The ability to divert enemies from attacking the rest of the party.

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

If they make support more relying on build and gear, you could achieve a better balance between DPS and Support build.

And why, pray tell, would anyone want that? Are you absolutely sure that state of affairs (LF1m Supported Geared Guardian) is better than what we have now? It’s different yes, but I would say you could not prove to me that it would be more fun or better. Therefore it would simply be changing for the sake of change, which is among the worst reasons to change things, especially when the current state of affairs is working as intended.

There a multitude of players who want to run utility centered specs, but are completely snubbed by the current dungeon meta because their spec doesn’t do high DPS, so I say yes, there is a calling for change.

Yeah but those people don’t understand the game. Catering to people who don’t understand that there is no such thing as a dedicated “utility spec” in guild wars 2 is like catering to people who want a cheeseburger from pizza hut.

The core concept of the pve in this game is…

1. Everyone does dps.
2. Everyone provides support (differing in capabilities by class)
3. No one is forced to choose between DPS or Support.
4. If you choose to neglect DPS (clerics Boon duration mesmer) you are suboptimal. If you choose to ignore Support (5 sig warrior no banners in group) you are suboptimal. Everyone is at their best when they maximize their DPS while bringing as much party support as they are capable of.

I draw a lot of flak for saying this, but anyone who doesn’t want this gameplay is simply asking for a trinity system. It might be a soft trinity or it might be 3 different roles from the traditional dps/support/heals trinity but nonetheless it appears that the “dedicated support spec” crowd just wants some form of a trinity system.

Sorry but no. We (people who like the game for what it is) do not want a trinity system. We do not want certain classes or particular trinity types being required for dungeon groups. We want the essential nature of this game undiluted by cry-hards who pine away for the trinity system that the developers of this game were quite clear in indicating that they were walking away from.

" Due to a diverse skill system allowing for a multitude of vastly different character builds, every profession in Guild Wars 2 is capable of fitting each of the combat roles (damage, support, control) or are sometimes even the result of a combination of them."
http://wiki.guildwars2.com/wiki/Combat

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

What stops you from running utility centered specs? Random pugs?

The meta. If you want to be considered a respectable dungeoneer, you have to cast your pure utility build aside and run a meta build; or parties will only accept you except out of charity or apathy. (more common then it sounds) I guess it really all comes down to pride.

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Thief Dungeoning tips?

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Posted by: Dual.8953

Dual.8953

Are S/P’s inherent stuns ever considered useful?

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Dungeons and Berserkers

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Posted by: Dual.8953

Dual.8953

If they make support more relying on build and gear, you could achieve a better balance between DPS and Support build.

And why, pray tell, would anyone want that? Are you absolutely sure that state of affairs (LF1m Supported Geared Guardian) is better than what we have now? It’s different yes, but I would say you could not prove to me that it would be more fun or better. Therefore it would simply be changing for the sake of change, which is among the worst reasons to change things, especially when the current state of affairs is working as intended.

There a multitude of players who want to run utility centered specs, but are completely snubbed by the current dungeon meta because their spec doesn’t do high DPS, so I say yes, there is a calling for change.

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Dungeons and Berserkers

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Posted by: Dual.8953

Dual.8953

The problem is not Full DPS build, the problem is that any other role are simply broken.

Support exist and fill a great role, but the vast majority of important support are basic support that need nothing from trait or gear. Meaning that the important support can come from a full DPS build. Even full DPS build have some support trait like on the guardian that use trait like Master of Consecration. But these trait are worth having, while most support trait and all support gear stats are near useless. You will need reflect in a Full DPS group, but you won’t need additional healing.

If the game make the Support useful, then more Support build will exist.

Support is already super useful. This is why people run guardians and mesmers and eles.

I’m sorry if I wasn’t clear. Right now basic DPS is kitten, you need to have a build and gear to have good DPS. But basic support is super powerful, with build and gear being able to only boost them a bit. There are not on equal ground, the best build is DPS Build and Gear with the basic support. If they make support more relying on build and gear, you could achieve a better balance between DPS and Support build.

Like change healing power to boon power, and make is so base boon effects signicantly weaker, and make control duration scale with something like toughness?
Of course depending on this is handled, it could outright nuke the current dungeon meta, but in a meta where only one spec stands far beyond the others in terms of potential, is it really a bad thing to enforce the concept of giving up something to specialize in something?

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Thief Dungeoning tips?

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Posted by: Dual.8953

Dual.8953

How do Thieves hand condi in these situations? Help from teammates?

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Thief Dungeoning tips?

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Posted by: Dual.8953

Dual.8953

A sword build is a dagger build is a short bow build is a pistol build.

So carry everything? Check. What else?

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Thief Dungeoning tips?

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Posted by: Dual.8953

Dual.8953

Okay, so what’s considered good on Thieves in Dungeons? Is Deadly Arts a must? Does Shadow Arts hold any value? How do sword builds fare? How much room do Thieves have to be control focused? Please any other things you think Thief players should know?

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Collaborative Development: Ranger Profession

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Posted by: Dual.8953

Dual.8953

Suggested Proposal Format:
Specific Game Mode
PvX
Proposal Overview
This has probably been mentioned but I feel that pet’s F2 skills should interrupt whatever action their AI has them doing.
Goal of Proposal
To make Pet F2 skills reliable.
Proposal Functionality
Make casting the Pet’s F2 skill instantly cancel whatever action the pet is performing, and start their F2 skill channel.
Associated Risks
None that I can see.

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Dungeons and Berserkers

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Posted by: Dual.8953

Dual.8953

The roles of dps/tank/healer are old and boring, and done to death by other games. (Though we could always use more— condition could be improved, etc.)

I understand that this game doesn’t need Tanks/Healers and that was definitely a topic that concerned me the most. First, I enjoyed playing the role as Healer. I don’t mind having others do the majority of the Damage. Since that was my first build as a Guardian, it quickly grew outdated and unwanted as Guild Wars 2 became more populated. Therefore, I was forced to change to a different build and train myself in that new combat style that the majority of players prefer or else threaten dismal from the party.

So, in the end, has Guild Wars 2 become such a linear game, in which, players must continue to update their build, play-style, and meet a standard to enjoy the game?

That’s about my problem with the whole Zerker thing. If you want to play in some way other then the current DPS meta, you’ll have difficulty finding a party. Shame too because this linearity exactly what a lot of players came to GW2 to escape. This mentality is largely driven by players’ desire for gold gain.
I can think of 3 solutions off the top of my head.
1) Increase the difficulty of dungeons to the point that full Zerker parties won’t work.
2) Add challenges that target specific skillsets
3) Make the dungeon rewards undesirable to farmers

1) that’s biased, hateful and unfair. Why should that be the case? Why shouldn’t Cleric’s be unable to complete dungeons?
Just because zerker is most effective at clearing a dungeon doesn’t mean it will not immediately be replaced by a new meta the moment it is no longer the best possible alternative.
Zerker isn’t a gear set friend, it’s a state of mind.

2)Could work, but most player won’t bother.
3)Then who’ll do your dungeons?

Do you remember how much people did dungeons before the 1+ gold reward system was implemented?
People did CoF P1 – TO FARM. And pretty much none of the other dungeons because they weren’t worth it.

1) Glass Cannoning is supposed to be high risk, high reward. The fact that most parties run full zerk, to the point that you’re seen as a burden for not following suit, suggests that the risk factor isn’t there. Increasing the difficulty will do wonders, it’ll increase the importance of support, in increasing the difficulty they could rework control’s effectiveness, and if they make it harder to melee burn mobs down, ranged will become valuable again. To make things more clear, Zerker parties would still be possible, it’d just require much more skill to run one without wiping. Ideally most parties will consist of 1-3 dps and 2 other specs to support them.
2) Rather not this one, it’d just some abitrary challenge that’d artifcally make taking someone with a different spec important.
3) Dungeons are the way they are now because they’re became farmable. Farming them is what has caused the player base’s tactics to develop so rapidly that an optimum strategy was found. Farming is what drives this need for efficiency, and has driven the need to create universally optimum tactic. With farming gone, only people who actually want to do the content for fun will remain, the farmers will move onto the next farmable thing. That said this is probably the laziest, and least helpful solution.

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Dungeons and Berserkers

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Posted by: Dual.8953

Dual.8953

The roles of dps/tank/healer are old and boring, and done to death by other games. (Though we could always use more— condition could be improved, etc.)

I understand that this game doesn’t need Tanks/Healers and that was definitely a topic that concerned me the most. First, I enjoyed playing the role as Healer. I don’t mind having others do the majority of the Damage. Since that was my first build as a Guardian, it quickly grew outdated and unwanted as Guild Wars 2 became more populated. Therefore, I was forced to change to a different build and train myself in that new combat style that the majority of players prefer or else threaten dismal from the party.

So, in the end, has Guild Wars 2 become such a linear game, in which, players must continue to update their build, play-style, and meet a standard to enjoy the game?

That’s about my problem with the whole Zerker thing. If you want to play in some way other then the current DPS meta, you’ll have difficulty finding a party. Shame too because this linearity exactly what a lot of players came to GW2 to escape. This mentality is largely driven by players’ desire for gold gain.
I can think of 3 solutions off the top of my head.
1) Increase the difficulty of dungeons to the point that full Zerker parties won’t work.
2) Add challenges that target specific skillsets
3) Make the dungeon rewards undesirable to farmers

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Toxic community or just my server?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

May be just the server. I don’t pay much attention to the chat, but I haven’t seen anything that stood out as venomous, when I do on Yak’s Bend, so I’m sure other servers have decent communities too.

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skipping/stacking and class bigotry.

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

When I was refering to leechers being on both sides, I was refering to the speedrunners as a whole. In truth, leecher only likely exist in the casual speedrunners. Meta speedrunners will hopefully kick them and the other group won’t give them what they want.

By definition, ‘leechers’ exist in every group. They’re the players who are anchoring the group, by not pulling as much weight as the rest of the team. The difference lies in which ‘group’ cares the most about leechers. Play how you want groups probably won’t care too much, casual gold farm groups care too much, and the best groups are pretty quick to bench their anchors (hence why they’re the best).

It seems our definition of leecher varies slightly. Your’s depends on the player’s capabilities so leecher is always the weakest player, and for me a leecher is a player who intentionally wants to be carried. A player who isn’t willing to put in effort. In the LA event, they’re the players who stand around at spawn waiting for the other players to earn them bags, in dungeon’s they’ll just follow along with everyone else and go through the motions, but never push themselves, they’re in it for what they see as a free ride to the prize at the end.

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skipping/stacking and class bigotry.

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Yes, I too remember the times when I would join a play how you want party in the lfg and then proceed to make their runs more efficient by playing meta.

The fact that you posted this here is contrary to the objective of your post.
Also, lose the point about saying “play how you want” players are looking to be carried. Leeching players exist on both sides

How do you arrive at the conclusion that a full meta, experienced player is leeching? We’re not talking about some rook who threw on Zerk armor and every signet he could find on his Warrior; not someone who face-tanks hits while hoping to out DPS.

How does a good meta player leech? They don’t. Any PuG they happen to be a part of, is always better for it.

It’s a matter of perspective I guess. I suppose a more accurate way divide up the dungeon playerbase is, Meta Speedrunners, Casual Speedrunners, and Play how you want players.

Meta Speedrunners are looking for fast, flawless runs. At times with them it’s more about achieving that perfect time, then the reward at the end. They almost always mark their groups.

Casual Speedrunners make up the majority of the playerbase. Their usual focus is gold gain, and they want it fast, so they try to emulate the meta, though they don’t want to put as much effort into it, they just want a quick easy run. They’re pretty much the default you can expect joining an unmarked run.

“Play how you want” Players usually want to run a dungeon because they want to run a dungeon. Sure the reward is nice but they’re looking for the experience. Some want a challenge, some want to experiment with a strange new build or tactic, and others like the story. One common factor they share is none of them want to conform to a standard. As their goals are pretty much the opposite of the speedrunners, they don’t well mesh with the other two groups, and they commonly see all speedrunners as the same. Their player base is very dispersed, so they commonly have difficulty finding runs, which is likely why they make posts about the “evils of the meta”. From their perspective they’re a minority that’s being choked out.

When I was refering to leechers being on both sides, I was refering to the speedrunners as a whole. In truth, leecher only likely exist in the casual speedrunners. Meta speedrunners will hopefully kick them and the other group won’t give them what they want.

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skipping/stacking and class bigotry.

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

Yes, I too remember the times when I would join a play how you want party in the lfg and then proceed to make their runs more efficient by playing meta. Man I was an awful individual, forcing my meta ways on them. I bet they were after nice slow runs where they could sit around with their ranged weapons and auto attack a boss while watching TV, getting downed and wiping every so often to break up the monotony.. but NO. Scumbag Swiftpaw came in and ruined it by making the mobs die faster.

Meanwhile in reality world:

  • Scumbag elitist makes a group, states that he only wants zerk/scholar.. is then hit with a plague of play how you wants joining and hoping to slip through without being noticed and get carried. When he kicks them he is verbally abused in whispers. On the forums he has a ‘superiority complex’ and is ‘selfish’ for wanting a fast run.
  • Play how you want makes a group with some general and non specific description -
    Evil scummy elitists avoid them and don’t join because elitists have an obvioussuperiority complex’. Play how you want carries on with his business undisturbed. Is heralded as a hero by the community for being ‘the other side of the coin’ and a special snowflake. Can’t understand why he gets kicked from scumbag elitist’s ‘zerk+ scholar only’ advertised runs on his full cleric’s mace/shield guardian.

Man I LOVE equality.

The fact that you posted this here is contrary to the objective of your post.
Also, lose the point about saying “play how you want” players are looking to be carried. Leeching players exist on both sides, and on both sides, the majority of the players take pride in their builds and want to contribute however they can. Also, both sides don’t always post discriptions of their party want. (And on top of that, the layman’s version of the meta seems to be the current default, all should assume when entering a pug)

Meta players are generally cast as the villains because, usually they’re the one’s who say “you aren’t good enough” and they’re usually the ones that go around kicking other players that don’t fit their paradigm. Generally, people don’t like being told what classes they should be playing, what builds they should be running, and what tactics they should be using. But that’s what a lot of them feel is happening.
As long as the unmarked PUG is assumed to be a meta speed run, you can expect these threads to keep popping up.

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Obligatory 'best name I've seen' thread...

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

Franks Moobs – Norn
Grawl in Disguise – Charr
The Great Cattsby – Charr
Charr Aznable – Charr

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Warrior, Guardian, Mesmer, Ele.

in Fractals, Dungeons & Raids

Posted by: Dual.8953

Dual.8953

What would stop them from dodging your cc?

Obviously, wishful thinking would.

I think a better idea would be turning Mob’s AI into a state machine. They could have an interrupt set to trigger when they take damage, this interrupt routine would then constantly poll to sample the DPS they’re receiving, if the rate passes a threshold the mob’s AI will switch states to a kiting mode. They could also have them poll their attackers for select big hits.

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Vizunah Square-like Dungeon

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Posted by: Dual.8953

Dual.8953

If Anet added a dungeon with a similar mechanic to Vizunah Square from Factions, would you run it? For those who don’t know, Vizunah Square was an instance in GW1 where 2 parties were randomly paired, they’d start off separate and meet in the middle finishing the instance as a merged party.
Before players did it because your progression was barred behind your mission progress so all missions were mandatory. Since GW2 doesn’t take this approach, what do you thing would be an appropriate reward?

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Your Best Screenshots?

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Posted by: Dual.8953

Dual.8953

Hope this isn’t too many

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Hardest/most annoying enemies

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Posted by: Dual.8953

Dual.8953

Twisted Horrors and Reef Drakes. For what they are, they’re way more trouble then they’re worth.

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Do Mesmers have to wear the masks?

in Guild Wars 2 Discussion

Posted by: Dual.8953

Dual.8953

Mesmer’s are commonly depict with Masks, however, most NPC mesmer you run into don’t have masks. A good example would be Kasmeer Meade or Countess Anise.
http://wiki.guildwars2.com/wiki/Kasmeer_Meade
http://wiki.guildwars2.com/wiki/Anise

Even back in GW1 there were maskless mesmers, Gwen Thackeray.
http://wiki.guildwars.com/wiki/Gwen

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Stacking & Ignoring Enemies in Dungeons?

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Posted by: Dual.8953

Dual.8953

Also – regarding the issue of “more challenge”.

Up until recently there was a skip you could do in Sorrow’s Embrace path 3 that allowed you to circumvent a good portion of mobs and generally cut down dungeon path time by quite a lot.

People did that path – and you would frequently see groups forming for Sorrow’s P1+P3.

A few patches ago that skip has been fixed – do you know what happened?
No more P3 runs in SE. I’ve done the dungeon multiple times since then and not only have I not been able to get P3 groups together( at first i didn’t even know why), one group disbanded when they saw the skip was gone.
Nor have I seen any other P3 groups forming that I could join.

Do you know what this means? People don’t want more challenging content.

So yes – I think Anet would like their content to be skipped through by experienced players instead of it not being played at all.

Here’s a thought. If they upped the difficulty of all the dungeons, would people still do them? I’m talking all the dungeon’s brought up to the point that the average player couldn’t hope to run Glass and expect to win, all in one patch. (Personally I think the fact that everything that isn’t melee goes or damage oriented is undervalued because the game’s too easy)(Not an exploit, just way easier then it should be. The rewards there but the risk isn’t)

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(edited by Dual.8953)

Stacking & Ignoring Enemies in Dungeons?

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Posted by: Dual.8953

Dual.8953

or or ooooor…i know this idea is crazy…label your own LFG.

WOW i think i redefined grouping!

You know what you want, you know what you have to do to get it, yet you do not do so. Genius

The thing is, most of the casual base has been bullied out of dungeoning, so chances are they won’t be looking. You can put the LFG up, but no one will join you if they’re all afraid to look. If they make a second channel, then all of a sudden the casual community will have a bastion where they can stick their necks out. The mere gesture would be enough to get an influx of casuals, and possibly give that group some momentum, so the casual players will be happy, and the speed runners won’t have to worry about them stumbling into their runs.

Again, that attitude you’re sporting is driving my point home.

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Stacking & Ignoring Enemies in Dungeons?

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Posted by: Dual.8953

Dual.8953

I made a post about stacking on reddit a few weeks back, I got called a moron and it’s a non issue etc.

it’s incredibly boring to stack and I’ve flat out stopped doing dungeons because of it…I’m so kittening bored of huddling in a corner.

Anet needs to add cleave to everything.

Yeah, this is a good example of why these threads have started to appear regularly now. (Bread’s response too) The stacking community has become so hyper defensive of their desire to have quick flawless runs that they drive the other player base away. If you join a group blindly, you can safely assume it’ll be a stacking group.
As such the stackers, who all by default have a common goal and tactic are pretty much unified as a playerbase, and casual crowd divided and dispersed, afraid to show their faces for fear of getting the abused by the stackers for not playing their way.
I’m beginning to think that it’s gotten to the point where ANet needs to make 2 channels in the LFG, one for Speedrunners and one for casuals. That way both groups could have their runs their way without fear of having to tolerate their conflicting opinions.

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Stacking & Ignoring Enemies in Dungeons?

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Posted by: Dual.8953

Dual.8953

PSA – If we are dictating how people should play, then I say we make it mandatory that everyone be running meta. Why? Because I don’t like how other people play even when I have a choice not to group with them. Sound familiar, anti-stacking friends?

The way the OP and a lot of players who post these threads see it is, Stacking, Skipping, Zerking, ect. has become the first and usually only solution players use get past the challenges that dungeons present.
It’s the this Mob, stack on it! It’s that Mob, stack on it! It’s the final boss, stack on it!

Aside from a few select encounters, everything is solved by Stacking or Skipping.
It’s the near universally accepted universal tactic, and if you don’t like it, your chances of finding a dungeon group or not getting kicked from a dungeon group drop drastically.
The worst part is, in dungeons you’re supposed to make decisions and take risks, that’s what make it interesting.
With Stacking and Skipping being so dominant, there is little to no decision making. You do what you do because someone else says it’s the best, you bring what you bring because someone else says it’s the best. You don’t make decisions, you follow the program set out before you by the pros, get your pay and move on.
At the point a dungeon’s not a leisurely activity anymore, it’s a job akin to working grill at McDonalds. (although I could go so far as to say, the Grill presents more challenges and pays better)

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Stacking & Ignoring Enemies in Dungeons?

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Posted by: Dual.8953

Dual.8953

Go post: LFG <Dungeon Path> No stacking/skipping.

In all seriousness, it’s all about trying to decrease the length of the run. Stacking makes it a lot easier to kill bosses. Makes PuGs do little mistake if they all listen and follow exactly on the strategy.

Why run it at 20mins when you can do it at 7?

Because they’re more interested in the journey then the goal. For instance I took my GF on the Butcher path in HotWs, and she was very disappointed by how short it was. (Luckly for her there’s Fractals) It’s pretty much some people play for the carrot on the stick and other play the game to play the game.
As for the LFG comment, it’s getting harder to find people that would go for that.

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What do you think after a year of LS?

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Posted by: Dual.8953

Dual.8953

Aside from Flame and Frost’s slow start I’ve been enjoying it. Especially in instances where the devs have twisted the game mechanics around into something that plays nothing like the rest of the game. Such as SAB, Bazaar of the Four Winds and the Dragon Ball Arena.

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