(edited by EasymodeX.4062)
Dunno … is it?
You also gain the biggest pew pew phantasm.
I would say that “true mastery” of Hundred Blades — e.g. landing it on targets without using CC, takes some relative skill.
Otherwise, yeah. Pretty much WW and autoplay.
Then again it’s not like Axe or Sword are much different. I think the only interesting thing with Sword is max ranging the Flurry so you are out of melee range, or with the target facing away from you.
Pretend you can highlight copy pasta.
do u c wat i did ther
Mimic is the #1 utility for running into 40 enemies and trolling them.
Then you SigInsp to spread the retaliation from the “ret on block” trait to 39 of your closest friends and lay waste to the opposition.
Personally, as an ex DAoC player, all I did in RvR was 8 mans and solo/small group stealth wars. There really isn’t much room for this in WvW, at least not that I have seen. If I am wrong please correct me.
You can do:
1. Supply camp flips
2. Dolyak assassination
3. Quagg nodes
4. Block reinforcements / respawns
5. Assault tower for harass/distract (low chance of actually taking one)
6. Any PvP that occurs while doing 1-5 above
The map is “smaller” than DAOC’s, but not by so much that there isn’t stuff to do for a 5m. A strong 5man can put forth a lot of map control (well, supply control) if they are not countered. And if they are … well, you wanted PvP right? Kekek.
Pervasive problems with WvW retention:
1. It’s hard to reconfigure your character. WvW isn’t grinding Orr. You don’t have 200 gold to burn on duplicate exotic sets to support new builds. It’s unlikely at best for most WvW players to have a full set of Berserker and Soldiers and Cleric and Carrion and Rabid …
Nevermind that some of those stats are a kitten to acquire.
And builds are tied to gear.
2. To reroll you have to PvE.
3. ANet took a lot of soul and identity out of the system by hiding player names.
4. Queues are a kittenblock.
5. Servers where queues are a myth are also the servers where the WvW scene is comparatively inactive.
6. Maps are slightly smallish, resulting in less flexibility.
All these factors contribute to eroded player retention, and most of them are design choices from the result of WvW being a secondary/tertiary game mode (e.g. low priority for ANet).
I can’t figure out why anybody plays WvWvW. There are no rewards, huge costs, and the outcome of all battles is determined strictly by which side happens to have the most players.
Can someone please explain what motivates people to play WvWvW?
Thank you.
Fighting. Battlefield. Not a craptastic sandbox playground of sPvP.
It’s like this:
1. sPvP is a larger-scale duels. Duels are lame. Non-dynamic. Stale. Especially in GW2 with the small map objectives with no variations. SWTOR had better warzones than GW2 has for sPvP. WoW had better BGs than GW2’s sPvP. WAR had better SCs.
As far as the small-scale PvP instances go, GW2’s are lackluster and sub-par.
2. PvE is scripted. Lame. If I want quality PvE I’ll go play Langrisser or an ARPG. PvE can suck my left nut.
3. Teamwork. 5-man teamwork is /zzz. It has potential, but there are limits. WvW has teamwork between 2 through 100+ players. In other games, similar formats had up to 500+ players. GW2 is, again, limited. Ohwell, at least GW2 is alive.
4. Dynamic combat situations. In sPvP, the battlefield is narrow, which has some merits. However, in sPvP you will never 5 v 20. You will never 10 v 100. In WvW, you can,
5. Dynamic objectives. sPvP is narrow. There are a handful of control points with 1-2 optional bonus point events. WvW is much more broad. There are dozens of control points of various value. There are additional control points that have other purposes (cough, supply). There are additional minor control points that offer tactical value (sentries).
WvW has much more complex strategy and tactics, even as we criticize how the maps are “connect-the-dot trebuchets”.
6. Dynamic gameplay. WvW offers many venues of PvP in one integrated format. You can run solo. You can scout. You can roam and raze supply camps, you can assassinate dolyaks, you can zerg. You can hide in keeps. You can coordinate chat and voice comms. You can be a commander. You can be a siege specialist. Much more than narrow “bunker or roam/kill” of sPvP.
7. Community. Server pride. One of the interesting things that changed with the entire MMORPG genre due to WoW is the xenophobia of players and the erosion of communities. In the EQ days, at least the encounters were typically uncapped so you had a LOT of players (even though xenophobia was a problem then as well). In WoW, this really took off and everyone outside your guild was your enemy. In a WvW format, every stranger who hails from the same server is, in fact, your teammate and ally. This context is a great catalyst for community building. Several DAOC server communities STILL exist over a decade after the game more or less died.
WvW is basically superior and more comprehensive gameplay.
You’re basically asking why MMORPGs ever evolved past solo quests, on the PvP side.
It’s in the blood. I don’t understand how people at arcades ever tolerated playing Pacman when they could play Street Fighter and beat the kitten out of player, rather than running around with the AI.
At an arcade you get no rewards. You chunk down 25-50c for a few minutes wasting your life. But it’s fun.
WvW is fun. sPvP and PvE are bother narrower, less dynamic, less variable, less interesting game modes.
Why would someone play anything other than WvW when it’s clearly, empirically superior?
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Only a WvW player would consider Glicko 2 rating points to be more valuable than ectos, lodestones, gold, gems, dungeon tokens, karma, achievement points, or fractal tokens.
Fractals have tokens?
… I never knew.
Just add a 30 second global cooldown to bundle consumeables.
Make it 30 day and I’ll agree.
Damage is high in WvW because WvW uses the PvE ruleset and PvE gear. The #1 difference is crit damage %.
In sPvP, Berserker amulet has what, 20% crit damage, total? If you stack all the crit damage you can in sPvP, you will reach approximately +60% crit damage. In PvE gear, you can reach around 110% crit damage. This is a rather significant difference.
If WvW used PvP gear, it would have significantly less in the way of absurd damage spikes.
The downside is that PvP gear is not granular, so you have kittenty customization options for stats.
Good point; I may have simply read past those guides since I’m not leveling. Lulz.
Most of the guides aren’t very oriented towards low level players. Random tips:
1. Use Scepter before level 7.
2. After level 7, don’t use Scepter.
3. After level 7, practice weapon swapping extensively to get good as using your cooldowns.
4. First 5 trait points into Illusion.
5. Salvage white gear. Sell green gear (that you don’t need) to the vendor or through the auction house. Blue … meh. In today’s economy, probably sell it to the vendor.
6. Only use crude salvage kits (when you only want base materials), or Master salvage kits (when you want runes, sigils, or gems out of the item).
7. Salvaged materials / materials in general can be stored in a completely separate “collectables bank”. In your inventory bag, there is a “gear” icon in the upper right. Select that and “move everything to collectables” or w/e. The collectables bank is accessible at any bank location or crafting station.
8. You get XP from doing basically anything in the game — killing stuff, gathering materials, crafting, dynamic events, personal story, exploring, tagging vistas / map completion. So go do whatever you find fun / interesting.
9. Generally speaking, don’t waste karma on item purchases while you are leveling up. You may wish to spend karma on salvage kits or gathering tools (low karma cost, and it saves gold). Karma gear purchases tend to be expensive and you will inevitably regret the lost karma some time in the future.
The game is HUGE, let me ask you, name every single consumeable in this thread right now, and what it does.
Cant do it?
I don’t know the names, but I can tell you what they all do: Something that doesn’t need to be in WvW.
Hmm.
I think the “move up/down” per ranking (not per tier) isn’t a bad idea. It would reduce some of the raw volatility of the “winner up / loser down” system.
Either way, the general benefit of a more volatile system is that you’d have more variety.
U can use 500/2000 × 100 = 25% Damage increase. But that mean u compared it from 2k damage. Not 1,5k. If with 2k Power u hit for Y damage. Then with 2,5k Power u will hit for 125% Y Damage.
The point is to compare the item upgrade/tradeoff you are considering with your original (baseline) configuration. A simple example is “stacking sigil?”. You’re talking +250 power or prec. You’re assuming you have your full suit of whatever normal gear you’re running — everything except the sigil you’re looking at.
So in this case you’d assume 2k or 2.3k or whatever your normal power is. Hell maybe your power is 1500 for some reason and maybe the +250 stacking sigil will be even better.
I would also like to point out that I feel like many players that quit this early on in a game’s life are simply realizing it is not the game for them. Let’s just face it that many players came to GW2 without doing their research and expected the typical MMO.
That, or they are discovering that GW2 is, in fact, a typical MMO when ANet advertised something different.
Yeah, but you need a ton of power before the marginal diminishing returns results in raw crit damage or precision alone being comparable to power. Although it’s probably a match if you have +100% crit damage and >2k power. In that situation, precision is probably as strong as raw power, maybe stronger.
Luckily, most gear does not set power against precision or crit damage for tradeoffs. It’s usually precision versus toughness or something.
There is no sweet spot or hard diminishing returns or softcap.
Damage formula: http://wiki.guildwars2.com/wiki/Damage
ase direct damage is given by the following equation:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Weapon damage: a uniformly distributed random number taken from within the range listed as “Weapon Strength” on the equipped weapon. The weapon damage used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon damage and use a range based on the player’s level.
Power: The current power as listed on the Hero tab.
Armor: The current armor as listed on the Hero tab. Armor is the sum of defense and Toughness.
Skill coefficient: Every skill as a unique coefficient used to calculate damage inflicted.
It’s a straightforward formula. If you double your power, you double your damage. If you increase your power from 1500 to 2000, that is a 500/1500 = 33% increase.
Source to that? They seemed to be doing a lot to emphasize on three sided RvR battles for something are are saying is going to be PvE centric.
All the footage I’ve seen (not that I’ve done an exhaustive investigation) has related to the lore/world/exploration/environment/PvE combat with only general mentions of an “RvR zone”. Elder Scrolls naturally has a lot of “world” and “lore”, so that’s not surprising.
As a result I suspect it will be tied with PvE gear or other trappings, or be limited. ESO also has the additional risk of it being tied to Elder Scrolls in general, which are almost all 100% PvE games (not to mention single player). It’s like SWTOR going from KOTOR to an MMO.
I mean, it simply has a huge risk of the obvious logic: “flaming swords are awesome, and they are important in ES, so we have to let the players use it in RvR”. By extension, everything else models after a PvE game.
Sure, ESO has the theoretical potential to be a good RvR game, but it has a lot of baggage to overcome that’s apparent from a casual review. Will RvR components be first or second (or last) priority? Will they add fractals with ascended gear that will, some months or years later, be accessible via RvR in a limited fashion? Shrug. ESO seems oriented towards a “PvE game with bonus random RvR content” model. That doesn’t mean it will fail at catastrophically as SWTOR’s Ilum, but …
You must have mistaken me for someone else. I don’t want the game my way. I’m simply not objecting to the game Anet gave me. That’s hardly the same thing.
You’re doing more than “not objecting” to the current model. You are arguing and making excuses why it should be maintained.
:-[
There are no, literally zero, barriers to entry. You can play WvW at level one with nothing but your autoattack unlocked.
You don’t seem to have an accurate understanding of the concept of barrier to entry.
If you want to be a useless sack of kitten in WvW, by all means hop in at level 2.
However, you won’t be very effective.
In YOUR opinion WvW should follow SPvP rules, but I see WvW as a cross between PVe and PvP. After all, you need it for your world completion. It still has vistas and gathering. It has jumping puzzles.
All of which have been cited as the dumbest aspects of WvW. What kind of PvE map completionist really wants to wait weeks, or even months to get a random POI? Absurd. Forces tranfers (which now cost gems — ohwait, of course that makes sense for ANet), and breaks up the community. Great game design.
You’re entitled to your opinion.
I find it ironic that you demand that I play the entire game your way, when all I want is for the both of us to play our separate game modes our separate ways.
I have cited numerous solutions that would work well for both game modes.
Yet you still want it your way and only your way.
Greedy much? Then again, I suppose ANet’s on the same gear treadmill $$$ page as you, ohwell. Too bad ANet couldn’t stick to their guns on maintaining accessible gameplay. I guess they have to make revenue from the BLTC somehow. I’d rather pay a $15/mo sub than deal with that kitten.
The conclusion is that:
- When comparing power versus precision or crit damage, power is going to win in most cases
- Precision usually does not compete with power (when choosing between Knight’s and Soldier’s gear, precision is competing with Toughness)
- Precision does not have strong value unless you have SOMETHING else that is synergizing with crits; Thieves don’t have many crit synergies except for raw crit damage%
- Traits should generally be chosen based on the actual traits, not the trait line stat boost; the stats make a little difference, but the traits tend to matter more (mostly because gear tends to have a lot more stats than what you get through trait lines)
In terms of assessing tank gear, the point is that if you have max power, you have “a good fraction” of your damage. You are not “gimp” by any stretch if you have low crit%.
If you have high power, and you want more damage output … then your next step will be precision/crit%. That will always be true. Just make sure you have power sorted out first.
Thousands of people have played the game with masterworks and rares. Not everyone in WvW is even level 80.
Yes, I know. Those are the people who I crit for 20k with a basic 1.5-second combo.
They barely get a chance to blink before they are erased from the map. That’s not even fair.
They shouldn’t even be in WvW, although they do make me laugh. Unless they’re on my server. Then they make me cry.
I’m sure those players are having lots of fun when they die instantaneously to a Thief Mug (just Mug). Or at most a CND+Mug (not even a backstab).
If you interrupt someone doing their chores, of course they will be upset. They’re doing something silly that they don’t want to do, and you’re making it harder on them.
That said, you should just ignore them and continue doing whatever. You have to do your chores, too.
Bottom line…will GW2 have a 7 year life, like GW1? Only time will tell.
That’s my 2c anyway. Thoughts?
GW2 is no different from any other MMO.
The bottom line is that the gameplay must be fun for players to stick around. Gimmicks that “structure” the gameplay tend to erode it. Dailies, artificial ladders, “rules”, rails — these all tend to strangle the gameplay. They’re all band-aids to distract the player from the fact that the player can’t find fun gameplay.
If the actual combat is fun, if the PvE dungeons are fun (for PvE’ers), if the dynamic events are fun (again, for PvE’ers), if the WvW mechanics are fun, if sPvP is fun, then that’s all you need.
Everything else is fluff and/or the company trying to over-engineer the mechanics. Trying to inject random stuff into the game for various cross purposes.
GW2 will fail because ANet is falling into the same trap as other developers — they are adding trivial gimmicks and distractions, rather than focusing on making the core game fun / more fun.
What you’re essentially saying is you weren’t playing the game before you got exotic armor. That’s just silly.
I wasn’t. I was grinding out significant spans on time on Snow Trolls, kitten dragon non-events, and Orr DEs until I could craft / purchase my exotics.
And that was for one kittening stat configuration.
Tons of wasted time.
You’re playing the game from the moment you create a character and start doing the tutorial. You don’t wait to play the game until you gear up (unlike some other games where that’s the case). You’re playing the whole time.
No, I’m not. I’m completing kitten roadblocks and chores the devs have stuck in my face until I can play on a level playing field. The only real fun between level 1-80 were the story quests up through ~50. Every other second was a waste of time.
ANet advertised GW2 with the philosophy of “less kitten wasted time grinding than the other MMORPG”. They’re now stepping backwards away from that and throwing more kitten in my face.
Does Epidemic have a 5-target cap?
1. Skill coefficients are useful for comparing different skills.
2. Doubling your power on a low-coefficient skill will double its damage. Doubling your power on a high-coefficient skill will double its damage. No difference.
3.
average_damage =
weap *
(base_power + power_increment) *
[1 + (base_crit% + precision_increment/21) * (0.5 + base_critdamage% + critdamage%_increment)] /
armor
Plug that into a spreadsheet and fiddle with the numbers. Or just plug in your base values and run it a couple times.
Generally speaking, for raw damage, power > all, UNLESS you have a kittenton of crit damage, and you ALREADY have a ton of power. Then, 10 precision may actually be better than 10 power.
However, timed confusion + multiple epidemics can occur really fast and an attempt to cleanse them does a huge amount of damage. Before even doing this, an ele has to switch over to water so that’s one more tick.
It’s amazing how everything that comes up on the forums immediately gets marked as l2p by the classes that would be affected by a change.
So … you’re saying epidemic should be nerfed?
I mean, I figure 25 stacks of bleeding + burn + poison would do a kittenton of damage pretty fast too. What is that, 4600 damage per second? And they don’t need to press a button to activate the damage.
Edit: In terms of epidemic, it seems like they could simply copy a maximum of 5 stacks of conditions every second for 5 seconds or something instead of everything instantly. Sidenote: does Epidemic copy the conditions onto the same target it was used on?
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You should sync FGJ for sure. It’s the GW2 version of:
“Bro!”
“BRO!”
“~bro!”
I’ve gone down almost as fast in level 80 exotics. Sad. Ironically I had +150 vit and +150 toughness at the time, which isn’t much, but it’s not complete glass (only mostly).
Where can I find the math for how power scales with damage to find out how much of a % damage increase adding X amount of power is to X amount of power.
From a total damage perspective, take your “X amount of additional power” and divide by your current total power.
E.g. if you have 2000 power, then +100 power will add 100/2000 = 5% total damage. It’s pretty straightforward.
I would also like to know the base damage increase for a critical hits, and what the tiers for crit chance areat level 80, and basically all about how critical hits function in this game.
Base crit damage is +50%, or *150%.
Crit chance is 1% per 21 precision.
Imagine a generic random attack with 1k weapon damage, 2000 power, with a 30% chance to crit, and +50% bonus crit damage (so +100% crit damage, e.g. double damage) against a target with 2000 armor.
Average damage: 1000 * 2000 * (1 + .3*(1)) / 2000 = 1300 damage.
Add 100 power: 1000 * 2100 * (1 + .3*(1)) / 2000 = 1365.
Add 100 prec instead: 1000 * 2000 * (1 + .3476*(1)) / 2000 = 1348.
Add 10% crit damage instead: 1000 * 2000 * (1 + .3*(1.1)) / 2000 = 1330.
Power wins, and this is with a high amount of base power. The lower your power is, the more valuable power is. You can re-run the above examples with whatever your current stats are or w/e. You need a kittenton of crit damage%, and already-high-base-power before precision becomes better than power.
Note that in general, power rarely conflicts with precision. Only cases are sigil stacks, rampager versus <insert power>, fine tuning of knights accessories, etc, and trait line investments.
The only outliner here is Crit-Damage since it’s a flat %-increase rather than a numerical value.
More specifically, ANet for some reason did not balance crit damage across item slots. There are some item slots where a -1% crit damage would make the “ratio” of crit% to “normal stat” equal to other items.
Most item slots are that way. You could have ALL slots with a fairly equal “1:14” ratio or whatever, if the crit damage % were nerfed everywhere.
Honestly, it’s very very strange. They either intentionally or negligently over-complicated the stat tradeoffs with the result of players wasting gear and causing them to do more farming/crafting/purchasing gems to make up for the learning curve. In addition to an overall damage increase in PvE rulesets (including WvW).
Let’s say you have 95% crit damage bonus with 50% base crit damage, and your attack normall hits for 6k, crits up to 14700, which should be close enough.
Now add in 2% more. 97%. Crits up to 14820. If we want to get anywhere close to 16k…
How about you add in the 2% crit damage and >10% power for every ascended item slot, then come back? Hint: the answer is ~12-16% total damage increase, and I did that in my head in about 2 minutes.
Try way harder, troll.
This is just four pieces and they’re the ONLY pieces available at this time. So in three months you can get ALL the gear you need pretty easily, without that much effort.
I get it. I have to waste 3 months of my life in this game before I can actually play the game.
That makes perfect sense.
Why the hell can’t developers just release a game that a player can kittening play?
Thanks for clearly describing how much time I need to invest and “not” play this game before I can actually play this game. It certainly makes the decision of whether I should stick with GW2 at all much simpler.
Edit:
And forget about getting a set of gear with different stats. That’s already a hugeass hurdle and pain just on the exotic level. With ascended bullkitten into the equation, I’d have to make GW2 my kittening career.
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That’s pretty unfair to players that don’t play during “NA primetime”.
Overall the suggestion that is best for the actual scoring within a single matchup has been made many times previously — reduce total point accrual by the missing population in WvW at the time of the score tick.
If one server has 0 coverage and the others have full, then reduce point accrual for all servers by 33% (or some fraction of the missing population — maybe 33% / 2). If two servers have 0 coverage and the third has full, reduce point accrual for everyone by 66%/2).
This won’t band-aid magic-bullet fix activity disparities. Servers with higher coverage will still be ticking higher because they can actually go around capping the map. The /2 scaling ensures that the effect on the score is muted a bit. Last, as a practical matter, no server has “zero” coverage at any time of day.
Note that this would also benefit “primetime” balance for a SEA/EU-heavy NA server. Their point slowdown during NA primetime will be slightly mitigated if they are losing by actual active population.
Now if you look at power/precision and all the other stats, I don’t think you’re going to get a huge change in damage on your characters on exotics vs the current ascended parts. It might be a couple hundred of damage more, but that’s it.
Why are you wasting your time re-casting your pipe dream when I already mentioned 14k -> 16k crits?
What happens when one group of 20 players does 10-15% (to be conservative) more damage than the other group?
It’s like WvW Orbs of Power all over again, except persistent!
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Except I recall it being said that the conversion is not linear to effect. The example was: you can pump all your points into Precision but after a point it takes much more points to achieve an increase in chances to critical on a hit.
http://wiki.guildwars2.com/wiki/Precision
At Level 80, the base precision is 916, with a crit chance of 4%. At Level 80, Critical Chance and Precision is approximated by the following formula:
Critical Chance = Round((precision – 831.36) / 21.16)
http://wiki.guildwars2.com/wiki/Damage
Base direct damage is given by the following equation:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
http://wiki.guildwars2.com/wiki/Health
Certain effects can temporarily increase your maximum health. Each additional point of the Vitality attribute raises health by 10.
For base stats, it’s been stated there’s diminishing returns.
Don’t take this the wrong way, but you are an example of why it’s important to distinguish “diminishing returns” from diminishing marginal returns when discussing mechanics details. Random audiences can get the wrong impression if they’re thrown around haphazardly.
20 + 2 = 10% increase.
200 + 2 = 1% increase.
2000 + 2 =.1% increase.
Diminishing returns.
That is diminishing marginal returns. E.g. the diminishing comparative value of increasing a big stat by a small amount. This is an economics concept.
The phrase “diminishing returns” refers to hard formulas that directly grant less numeric result from increasing stats. E.g. some logarithmic type function for precision -> crit%. In this game, the conversion is linear. No direct diminishing return. QED.
You didn’t account for squat if you think 2 points of crit damage is a 33% increase to total crit damage.
When did I say 2 points of crit damage is a 33% increase to total crit damage, kitten?
L2r before quoting my post. kitten I should make that my sig.
(edited by EasymodeX.4062)
There are no direct diminishing returns. All stats have general decay and marginal diminishing returns.
This is not relevant to the discussion.
150% is base crit damage. So while it may be 33% number increase from one ring to the next one up, when you include base stats (which everyone likes to forget) the increase is much lower.
33% higher stat != 33% more effectiveness.
This is also not relevant to the discussion as I have already accounted for that, unless you want to add all the obvious things like the sky is blue and so on.
In the Berserk anime, Guts leaves Griffith halfway through to follow his own story.
Too bad you can’t ditch Trahearne.
Then again leafboy may go psycho kitten insane demon kitten if you do. So I guess you have to put up with his story for the good of Tyria.
Clearly you’re off somewhere, and if you’re going to pick out the 33% from the critical damage… I’m going to laugh and say “Well, now if I had 1% critical damage, and it increased to 3%, is that a 300% increase? Of course! But it’s not going to matter for things on such a low scale in the first place!”
And then when the rest of the ascended gear is released and someone crits you for 16k instead of 14k …
It’s too late.
Sidenote:
Whoops, I added the power on the ruby orichalcum incorrectly. Still, doesn’t make much of a difference. If you want to get really picky (which you apparently do):
http://www.gw2db.com/items/71376-crystalline-band-infused
http://www.gw2db.com/items/71391-bagh-nakh-infused
http://www.gw2db.com/items/71379-red-ring-of-death-infused
That’s still +13% on the power, 9.5% on the secondary, and 33% on the crit damage.
Took a good look at ESO…. using mouse clicks to attack and block? If the PvP combat system is the same as the PvE combat…. I’ll pass on this one.
There’s nothing inherently wrong with using LMB/RMB to do basic attacks and to block. That’s the equivalent of binding GW2 dodge to RMB and 1 to LMB.
TERA has a combat system that’s on par with GW2 (but is different in various ways) that basically uses that model of keybinds.
Edit:
Warhammer had more or less “almost as good” RvR as GW2’s WvW. The lack of 3-way was a negative, and the whole “endgame city siege” was a pile of garbage for the first half of WAR’s life, but nevertheless the maps, roaming, Warband interface, alliance systems, etc were all superior. Scenarios were also integrated much better than GW2’s sPvP. Last, names. Warhammer had names. GW2 doesn’t have names. That’s basically as bad as Warhammer only having 2 factions in RvR.
(edited by EasymodeX.4062)
1. Here are the items. If you calculated the difference, it’s hardly between 7%-12%, and the biggest difference is the critical damage, coming in at a 12% difference. Power is around 9.5%, and precision is 7.5%.
http://www.gw2db.com/items/71384-adelberns-royal-signet-ring-infused
104 primary stat
69 secondary stat
8% crit damage
http://www.gw2db.com/items/58008-ruby-orichalcum-ring
http://www.gw2db.com/items/20923-exquisite-ruby-jewel-s
88, 63, 6
18%, 9.5%, 33%
Sit down.
2. Removing ascended just because the vocal complaints would be bad. They’ll just anger the silent group that are actually okay with ascended.
kitten them in the kitten.
They gave a good compromise, which is making ascended easier to obtain, and through many different ways once complete (I’m pretty sure they said something along that lines when they first introduced ascended, but people still complained anyways.)
The best option is to make ascended have the exact same stats as exotics with aesthetic flashing lights and bonus agony resistance.
The “compromise” they gave is complete bullkitten. Instead of grinding kittenty PvE dungeons ad nauseam, they give you the option to grind kittenty solo PvE ad nauseam. One bad option for another. Would you like to be reamed with a spoon or fork?
Ascended items should be completely removed until ANet can actually implement a good solution — e.g. one that doesn’t impact WvW.
Nope.
Grind is continuously repeating something. Doing someone once a day isn’t a grind by definition.
Your life is a grind because you wake up once every day? Use common sense.
No.
Grinding is doing something that has no inherent value repeatedly as a prerequisite to doing something else worthwhile.
E.g. doing kittenty PvE dailies in order to WvW.
E.g. “grinding” gold in order to buy exotics to WvW.
No player in general should be forced to endure non-gameplay in order to play the game.
(edited by EasymodeX.4062)
So Anet listened (or maybe they already planned it out), to introduce several new ways to get ascended items. They already said that they’re introducing more ways to get ascended in later patches, so what’s the issue? The jump from exotics to ascended is smaller than the other jumps like from Rares to Exotics; around 20% change in stats while exotics to ascended is around 10%.
1. Ascended is a 15-33% jump depending on stat and exact item comparison.
2. ANet could listen better and simply remove ascended items from the game, OR make them statistically identical to exotics except for the Agony PvE gating stat.
Just from doing my dailies and monthly I am aboot to get my ascended amulet w/o going out of my way. So what is your point?
Grats on getting 1 item slot of ascended after grinding kittenty PvE timesink for hours. Here’s another game you might want to try out: http://www.progressquest.com/
In beta and pre-release, ANet promised not to have a kittenty gear creep tier grind a la WoW or other Pvbad games. Everyone knew it was bullkitten, but it’s funny/depressing to see ANet turn around on their promises so soon after release.
Bad enough to have the PvE ruleset in WvW, but now gear creep? So asinine.
The side effect of score manipulation is that it may interfere with the glicko rating calculations. E.g. a low pop server is going to sink into a worse form of black hole rating than the current T8.
That said, there’s no reason that pop activity shouldn’t be reflected in the rating more directly. ANet just needs to put a soft “floor” to how much rating changes by. Zzz.
1. Q / E for turning is valid. There are some movement options that you lose if you unbind keyboard turns. Naturally, you should mouseturn the majority of the time, but if you need to click to select an alternate target, or if you need to pan the camera while turning, then Q/E are necessary.
2. GW2 doesn’t have multiple ability bars in any fashion, so rebinding some combination of 7-8-9-0 tends to be necessary. Q/E are good bind spots for some of those.
So, overall there’s no reason to necessarily criticize Q/E use for turning or non-use for turning. As long as they’re not using Q/E for general purpose turning.
That is, as long as they’ve dealt with 7-8-9-0.
Well, one reason not to stack exclusively power is that power and precision stack multiplicatively.
100 power does less damage than 50 power and 50 precision.
Theoretically true in concept, but not true in application.
Precision scales rather poorly unless you have on-crit effects or heavy crit damage%. With no/low crit synergy in the build, it takes a kittenton of power before the value of power decays such that Precision becomes relevant.
Edit: nm, tangent already addressed.
Anyways, personally I would start with a full Berserker build, then swap items one by one to Knights and/or to Valk until you find a comfortable balance. Knight swaps should prioritize the high ratio slots: http://wiki.guildwars2.com/wiki/Item_nomenclature#Comparison_of_numeric_vs._percentage_attributes
Valk swaps should prioritize the low ratio slots.
One could also start in the reverse with a full PVT build, and swap in Knight/Valk. Either way. Kind of depends on playstyle really. If you personally intend to soak up more enemy attention, you want more VT. If you intend to kill and run, you want more crit damage. Shrug.
(edited by EasymodeX.4062)