Showing Posts For Erebus.7568:

Staff ele, cast time

in Elementalist

Posted by: Erebus.7568

Erebus.7568

i’ve logged in 2500+ hours of staff elem and my issue with it is
we have high damage output if you sink into it and unlike other professions they’ve g i m p e d our escape mechanics, we also have pitiful armor and when you sink into that there are still professions that are just facerolling us down

the hilarious part about it is the architecture of the profession wasn’t underwhelming once upon a time, they’ve simply gutted it without any sizable compensation
they’ve already tweaked staff casting in the june 25th patch
they are Completely reluctant to fix the critical issues hindering elementalist

so my suggestion is a bandage to fix an injury, as apposed to the astounding Nothing ArenaNet continually chooses to provide

playing staff ele since release(though had a break), i havent felt any hard nerfs to the staff. actually i think it have become alot better, but still becouse its so extremely easy to dodge, locks you in place while casting and having so long cast times its performance, especially pvp wise is not very good.

i think that buffing the ele generally would very fast overpower the close range combat of the ele since the buff needed to make up for the handicaps the staff have (mentioned above) is soo much more then the minor buff/tweaks neeeded to fix the other weapon combo’s/ the ele in general

(edited by Erebus.7568)

Staff ele, cast time

in Elementalist

Posted by: Erebus.7568

Erebus.7568

you should be able to add an offhand talisman to your staff
offensive or defensive

well i like that it’s t.wo handed and the skillsets is ok,

my issue with it is that everything you do takes WAY too long to cast :/ putting a combo down takes upwards to 5 seconds before the actual dmg starts landing and the dmg is incredibly weak for how much cast time there is too it, increasing the dmg to balance it out that way would in some instances make the dmg way op,

so removing the casttime seems like the most reasonable thing to do and the most balanced, this would actually make it “usefull” in pvp as well, since the casttime is what makes it incredibly weak in most situations.

Staff ele, cast time

in Elementalist

Posted by: Erebus.7568

Erebus.7568

is it only me that think the staff cast time should be removed/reduced?.
i really dont think its abilities are strong enough to have the cast time, self roots, that it got right now. i think it would still be fine and not op if the cast time was completely removed on it.

Dungeon Host Injustice

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

even in warframe they fixed this issue with hosting… -.-
shouldnt take long to do

10G/HR CoF Path 1 Farming [Guide]

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

glad that it will probably get a complete revamp. CoF is the easiest dungeon out there and attracts the most noobs in berserker.

does it matter now? its been exploited so hard that people have destroyed the gold market with it already.. its a joke that they didnt stop this ages ago

btw nice guide gj on it

1 hit kills

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

Can we just agree that the 1 hit kills that we experience in so many dungeons or world events are lazy and just not creative game play. It’s just my opinion and its the aspect of dungeons and open world events that i hate the most. I feel like this game could have much more exciting boss fights. Including fights that have been updated in recent patches.

yes it is a kitten design which have become an issue due to the lack of a trinity system which in return means that squicy dps is getting focused by hard hits and thereby get 1 shot.

if in any other mmo the main bosses focused the dps they would instantly dissapier as well, but in any game where the devs got a brain, they realised that if you want a system where you can make different build and you want all to be valid you gotta find a way to allow the build to work as it was intended; meaning a tank HAVE to be able to hold agro, and a dps HAVE TO be able to dps without pulling agro (in group situations), in the same way as dps have to be able to avoid taking dmg and tanks have to be able to simply sustain the dmg (in solo situations) and healers OFC have to be able to outheal and continually sustain heal dps…

sadly gw2 team doesnt have 4 braincells together which can figure this very basic game concept out which it seems every one know by heart… sadly

edit: the worst thing is that the devs knows that they made something completely kitten which is why we got a downing system so that WHEN you get those “this is such a kitten design” situations you just get downed and you can get ressed making it less of an RQ situation, imagin removing the downing system, how long do you think it would take before the game would die -.- not long thats for sure, becouse the bad design would shine so much through it would be unplayerble.

(edited by Erebus.7568)

2/26 Elementalist Changes: discussion

in Elementalist

Posted by: Erebus.7568

Erebus.7568

still waiting for the ability to move while doing meteor -.- 4,5sec casting time is MORE then enough of a handicap for the effect it does. 4,5sec is kittening insane as cast time for something which can be easily evaded :/

besides that i like the change to meteor, don’t really care much about the rest since it touch stuff which i don’t really do.
(would like to see some more buff/changes to the staff skills)

Well, you can always Lightning Flash in the middle of the channel… It’s kinda like being able to move.

-.- yer since 4,5sec cast time PLUS! 1 less utility slot is totally worth the minimal dmg the meteor does vs. anything with a brain be it ai or player
for it to be worth all the handicaps the meteors needs to be homing within its aoe area (meaning within the circle it reach to start with the meteor would be homing on enemy targets within it) then MAYBE it would be worth all the hassel it takes to even get of.

it looks freaking awesome though :P

2/26 Elementalist Changes: discussion

in Elementalist

Posted by: Erebus.7568

Erebus.7568

still waiting for the ability to move while doing meteor -.- 4,5sec casting time is MORE then enough of a handicap for the effect it does. 4,5sec is kittening insane as cast time for something which can be easily evaded :/

besides that i like the change to meteor, don’t really care much about the rest since it touch stuff which i don’t really do.
(would like to see some more buff/changes to the staff skills)

Unreasonable changes on ele

in Elementalist

Posted by: Erebus.7568

Erebus.7568

staff changes at least is completely rediculess and the staff is stupidly bad now for anything then mega zerg gameplay (which lets be honest is anything but a “rl skill based gameplay”)..

but well…. you can’t really do much anet is just terrible beyound comparison at balancing anything…
they completely limited your skill combinations to the bare minimum by forcing “weapons” to skill lock you into x skills and still they can’t get the balance right, i mean the next step to make it easier is to have only 1 class/1skill, so its simply the same for every one
find it very sad the way they have to limit and overnerf everything becouse they lack the capability of balancing anything unique and “out of the box” content.

Stop nerfing classes

in Suggestions

Posted by: Erebus.7568

Erebus.7568

You are viewing balancing only from PvP point of view. If they buff all of them together, they would have to buff PvE difficultly too. 90% of balance they did so far, they nerfed something and buffed another thing in one proffesion.

Most people use similar build, because it is “the best”. By nerfing & buffing together they can make more viable builds to play with.

since its just numbers buffing pve in % of the buff to classes would be kitten easy

Content skipping

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

I would appreciate it if you guys made the game, dungeons specifically to where content could not be skipped in any way. I understand different paths and the path you choose should be the path you do but the ability to get out of a mobs aggro range is really annoying seeing as many people abuse this.

sadly this won’t happend, the exploiters can barely do the dungeons as it is and everytime they fix an exploit they nerf the path back to hell so that the people who needed to exploited it can now do it even without the exploit -.-

the game have gone so far down this road that removing all the running and exploiting will kill most of the community which is left and the wait for them to do this have already slaughtered the community which would have loved the game to be a “none exploiting/hard game”…
so its really a lose/lose situation for anet which they by their incompetent have brought on themselves, and now all that can be done is try to drag it out as long as possible.

Dungeon Scaling Used for Evil

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

I remember when gw2 was going through development and the whole dungeon scaling was discussed. I thought it was a GREAT concept, helping to prevent dungeons from going obsolete and allowing for faster party formations for low and high level characters.

Its really backfired, leading to all dungeons becoming level 80-only playgrounds.

I think this is a perfect example of a good mechanic implimented by a creative development team that ended up being twisted and broken by the player base.

the concept is good, its the scaling thats bad.. its becouse its a % degree’s with a high cap on stats making maxed 80 chars have much better stats then any char at the actual lvl.
i think it would be scaled in the opposite direction so that maxed 80 had at best the same stats as maxed chars at the actual lvl needed.

Elite skill for the elementalist

in Suggestions

Posted by: Erebus.7568

Erebus.7568

i really feel like the ele needs an elite skill with some damage. i would like to see a skill like “crippling airstrike” or/and “artillery strike” (skills from the grenade pack you get from the npc at SOD) be an elite skill of the ele, it would also fit in perfectly with their skills, would like it to have a more "elemental based look though ^^.

pretty sure this would still keep them balanced and give them a better option for elite skill for some builds.
thoughts?

(edited by Erebus.7568)

Dungeon (dps) build?

in Elementalist

Posted by: Erebus.7568

Erebus.7568

its not that you cant do these VERY high dps build with other classes and run speedruns just as fast as the war groups. its that you need people that can play and got a brain which most of these people doesnt have…

therefore to insure that they can complete it they are looking for the only class which can go full out dps and still survive easily while the player is completely braindead and lack any sense of rl skills, therefore WAR (guardians dmg is much lower then wars even when played very well.)

this is a balancing issue of classes not an actual issue of players not knowing that you can do dmg and survive on other classes then war

tank builds vs dps builds

in Suggestions

Posted by: Erebus.7568

Erebus.7568

This could be mitigated if all gear provided at least some hp.

it’s a simple issue of the burst being WAY too easy to mitigate in pvp and the pve dps being too low compared to mobs hp pools.

tank builds vs dps builds

in Suggestions

Posted by: Erebus.7568

Erebus.7568

if you find being tanky too easy then slowly decrease your tankiness; and increase you’re DPS till you’re at a stage you feel comfortable with

i much prefer verying degrees of balance to going either full tank or full glass

that said… very high damage builds>very tanky builds in most dungeons

the issue is that the tanky builds are WILDLY better then the dps builds, not becouse people are better at playing the tanky once, simply just becouse the mechanics of the game favours them so extremely!.

in ANY game if you get the ability to turn “invincible” for the full duration of the burst and ignore cc for 2-3 times of the burst dmg while still being able to sustain more then enough dps to kill the target then its pretty obvious which build this will favour.

in gw2 you got the ability due to stun breaker/stability/dodge combination to be 100% immune to ANY and ALL high burst comming out of some one, since the “rule” of all games is that the “burst builds; aka dps builds” will lose if you can negate their high burst combo they already lost by default when you give them tools to 100% garenteed negate that burst.
and when turned around the sustained dps rule is that no matter what people does they can’t negate the actual stream of dps thereby if you can just survive the burst you will win…

its commen knowledge if you played alot of games where different roles and classes are there.

this setup normally works fine becouse its HARD to evade that burst when made perfectly, which sets the “defender” in a high disadvantage from the start, equelling out the total lack of any survive from the “dps” making it a semi fair fight becouse just rushing the dps will get you killed so you need to be smart about it due to that high burst danger. but in gw2 where that high burst is of absolutely no danger due to the 100% garenteed survive of it and all the heal/sustain completely negating any danger of it, it simply does not work…

neither is it good in pve, becouse mobs are designed around every class being able to take a huge amount of punishment, and the game is simply just “survive while slowly picking of hp” meaning that the dps will be at a high disadvantage becouse they die so fast while the tanky will take longer to kill but they simply cannot die, thereby will win no matter what, while the dps actually can be unlucky and die very fast…

my issue with this is simple:
they said they wanted all roles to be equelly valid by all classes and this is just a streight out lie compared to how the actual mechanics is build up ingame.
which was what i was complaining about and really think should be fixed.

(edited by Erebus.7568)

ESI: Ele Staff Improvement

in Elementalist

Posted by: Erebus.7568

Erebus.7568

emikochan.8504
not sure if you read the whole thing but, its not a matter of timing, as i mentioned i am a dedicated staff ele and i am using staff for everything from spvp,wvwvw, dungeons, fractiles(up to 40, havent done them over that yet, have had no incentive to do it.), and event pve.
i would mean i got almost perfect timing on every one of my spells (except maybe gust which i find almost useless in 99,9% of the situations i face.)
now i went into details of why the issue’s with the staff was there in my op, if you havent read them please go do so, if you have and still don’t agree i don’t think i can really convince you but i would love to hear how you apply geyser effectively in a frac 40 vs the shamen or other bosses which basicly destroy’s you if you keep still within a small area for too long (main issue as i stated is hitting its effect on allies and since its heal is soo low you need the full duration for it to do anything at all.)

the auto attack change you suggest would be quite terrible it would make it way to even get an auto attack of vs. the hard stuff where you kite,dodge,run alot. and it would add too much burst vs. players in a pvp inviroment if they don’t notice you(i wouldn’t mind one attunement auto attack being like this, maybe the lightning since it seems really weak as it is right now and could use help :P

and staff is not powerfull in pvp its actually the weakest of all weapons in the game for pvp. 1v1 it gets owned hardcore :/
hiding behind a zerg and casting aoe’s hardly kitten as a good pvp weapon, since its very weak in a fair pvp situation combared to the other weapons in the game ^^

Shadow.9418
since ele can’t switch weapons its pretty clear your suppose to handled everything you encounter with that one weapon type you choose to go with, not switch depending on the situation (you got attunement for that as people would say xD )
(s/d is the burst build of ele ^^)

about conflicting i don’t agree:
i didnt want lightning surge to be instant, but faster casted then it is
and blinding flash is for another weapon build which adds nice synergy with the rest of the skills in that build so it wouldn’t really be valid to switch to staff if you are originally using s/d build (we actually got a utility skills which aoe blind, so if it was so extremely powerfull you would even consider trading all the other skills for that, you would just take the blind signet instead ^^)
and dmg wise lightning surge do very mediocra dmg compared to time it takes to get off ^^

well i was talking about all the skills with the blasting staff trait, without it they are just streight out pethetic with their range :P
even with the upgrade its extremely hard to land the geyseer effectively in most pve situations, and the effect of it even when landed perfectly is subpar to most other healings.

well icespike/erupt in pvp is quite laugheble, you can literally walk from the middle and out of it before it comes down. so cutting the delay in half would in no way make it Hard to dodge, it would still be easy to dodge, but if you where cc’ed now it could actually hit people
/dragon tooth setups got instant cc to back it up, staff cc is extremely slow and easily avoideble, so dont think they can really be compared in that regard

(edited by Erebus.7568)

ESI: Ele Staff Improvement

in Elementalist

Posted by: Erebus.7568

Erebus.7568

first off: thanks for the wonderfull feedback and thoughts, very nice to read
i will try to address them one at a time ^^

Alilinke.7690:
we basicly agree +- on auto attacks

i don’t fully agree with making lava font more damaging, while it’s dmg is quite “pethetic” in comparison to something like dragon tooth which takes less time to apply the full dmg and does almost 3 times the base dmg, we gotta remember its an instant cast, it’s like an aoe “dot” but without the sticky effect; so yer it either need as you suggest “more dmg” and stay the way it is right now, or it needs as i suggest to “work like an aoe dot hanging on the target” personally i think the dot would work better for balance (even though i would rather see a dmg increase due to the potential dps going up in the currect situations).

with ice spike one of the issue’s is that you can’t continually use it due to attunement switching having 10s cd, making the vulnerability more of a nitchi thing which won’t work, you could ofcouse increase the duration of the vulnerability to 20 sec, allowing you to stack 2 stacks with perfect rotations (which is 1 stack vs. bronze/silver and half vs gold+), which could be pretty nice. it would however need the delay decreased no matter what to actually work.
just making everything more powerfull wouldnt fix the issue’s that is there now, it would just make the effects very op under the perfect condisions which i kinda tried to avoid with my suggestions ^^.

i didn’t wanna buff gust, even though it should be an aoe pushback to ever really be usefull on a staff, i cant remember when i last used it for anything at all, simply the way you play the staff your dealing with groups not single target mobs.

eruption is the same as icespikes, dont think just making it more powerfull is the way to go, rather have the ability to calculated hit with it instead of depending on others and mobs making a mistake for it to ever hit.

you kindly skipped the whole healing section? which i perticularly in pve find to be quite a big issue as they are

Staff Ele tips?

in Elementalist

Posted by: Erebus.7568

Erebus.7568

the problem is that you can’t.. not with a staff. there is no build which will allow the staff a high consistent dps while having a decent survivability. you either sacrifice one or the other or become mediocra at both..

the only way to do staff ele, is support build = no dps. or l2dodge like crazy (you basicly need to be able to dodge all incomming hits )

Is it seriously impossible not to swap?

in Elementalist

Posted by: Erebus.7568

Erebus.7568

well just know that if you dont swap attunement you will only group with your friends.. every one else will kick you very fast..

not swapping attunement is equel to other classes refusing to use their 3,4,5 skills for their weapons, so yer….

ESI: Ele Staff Improvement

in Elementalist

Posted by: Erebus.7568

Erebus.7568

Dmg issue’s:
meteor shower: it shouldn’t lock you in place while casting, allow for movement while casting. And shorten the delay before the full amount of meteors starts raining down.

Lava font: as with geyser it needs to be targetable to an enemy (its dmg is not very high in comparison to other skills from other classes which have targeting and its duration is short enough to be mitigated completely by several skills/dodges/etc.)

Ice spike/eruption: these takes way too long time to go off, even with double cc you can still avoid them easily with a single dodge. The delay needs to be shortened by 25-33% (so they will take 75-66% time compared to the 100% now before applying dmg) (was considering having these stick to the target in the same manner as lava font should, but I am not sure if this wouldn’t become overpowered, granted you got two chances to avoid them, “when cast” and when the ability “explode/fall down” but I am not sure if this would allow for too many “garenteed aim” in comparison to other weapons)

Lightning surge: charge time is too high it gives too much time to react and it takes too long to go off compared to the dmg it does, so reduce the cast time slightly (20-25%).

That should take care of the dmg section.

CC:
Static field/frozen ground/unstready ground: the time it takes from you press to cast and until the field is actually casted is way too high it’s a full 1 sec then another 0,5 before the effect even start and that’s besides the casting time of 0,5-1sec.
All these needs to be cast instantly when you press the cast key, meaning as soon as the casting time is up the field and the effect should be applied, this would still give people time to react but not if they are asleep and it would allow you to react and use cc to the situation instead of guessing and using it “just in case”.
Static field needs tweaking so once people touch the circle they get stunned, not 1-2m out of it or into it.

gust/shockwave: cast time is too long, projectile speed is fine it gives people time to react to them when they see it coming, but the cast time need reducing so that one you click it, it fires.

Projectile speed of auto attacks:
Fireball/water blast/chain lightning/stoning: all of these projectiles are incredibly slow and need a speed increase to around the double of what they are right now. Their dmg is in no way high enough for people to need time to “avoid/dodge” them, neither will you see people wasting dodge on these, so increasing their projectile speed to double of what it is now and change their projectile angular so that they hit in a more straight line would only be good overall and not hurting the pvp aspect of the game.

I think that addresses my issues about the staff at this point
All valid critic or input are welcome, please keep the idiocy to a minimum though, and if you have critics try to explain why and in which situations this would be a bad change.

Best regards
Tjaranis

(edited by Erebus.7568)

ESI: Ele Staff Improvement

in Elementalist

Posted by: Erebus.7568

Erebus.7568

wasn’t sure if i should post this in suggestions or in the elementalist section of the forum: but i figured that it would get the most valid feedback in the elementalist section so placing it here, if that’s wrong a moderator is welcome to move it to suggestens

So i am an almost exclusively staff elementalist, been using staff for quite some time and its no doubt the weapon which i find most enjoyable of the elementalist(trying new builds when people post them etc. to keep me up to date with different styles and how effective each), BUT it does have some pretty big issue’s in comparison to other weapons and it got a few directly breaking issue’s making it useless in most pvp scenario’s and making it very hard to use in alot of pve scenario’s.
I will try to list some fixes which I would love to see to make this weapon move valid for both area’s.

One of the major issue’s with the staff is that its almost 100% based on placement fields(not to be confused with combo fields) which means that not only is aiming hard with it, but in most situations its kitten right impossible to apply the actual dmg and healing to the enemy/friends because of several things “first the targeting of these are quite badly made, and small objects makes it very hard to click the area you want to place the field at”, “secondly, the fields are crazily easy to avoid and get out of, considering the dmg of the fields isn’t higher then the direct dmg of most direct attacks which lands 100% of the time, this is a pretty big issue. And the healing is not very good because it forces people to stay within a very little area while its healing and the healing ratios no way makes up for this”.
Another issue is the time the projectiles takes to travel from a to b, the auto attacks are quite slow, dmg isn’t particularly impressive and they are VERY easily avoided, while in pve the travel time can become a issue.

Casting cc is very slow and takes a long time, so if you find yourself in a “kitten I need effect x to fix this” then it’s already too late because it will take up to a full 2 seconds before the attunement switch and the spell animation is cast and the actual spell effect is there, add to that the aiming and you got some bad/mediocra cc which continually need to be precast in a way where you “predict” that the enemy will be, so it becomes a matter of guessing instead of reacting to what Is happening which I don’t think is good.

Survive vs. dps.
Because of these issue’s the survivability of the staff compared to the actual effective dps is very bad and it takes not only perfect positioning, field placement and timing to make this work effectively but also a specific preset conditions which is 100% relying on things which you got 0 control over, meaning teammates doing some perfect cc on top of your fields(which because of the VERY high delay on all spells is oftend more luck then skills) of the enemy to be a stupid ai which is “permanently rooted/very slow” so that it stays within the fields and also allows for players to stand “still” within the small healing aoe area’s.

So this is the issue’s which I see and think needs a little help:
Now how would I like to see it solved.

Well lets start with the healing issue’s:
As it is now only healing rain got a large enough area to actually be reasonable to expect people to stay within it in a combat situation where they need the extra healing from other sources then themselves and need little change, only change I see needed is allow for movement while casting:

Geyser should be able to be targeted on an ally thereby allowing it to “stick” to an ally and be an aoe’ circle around that ally instead of a field locked to the ground, when it was targeted directly at the ally instead of the ground)

Water blast need to be targetable to a friendly or yourself target: meaning that you would be able to cast it directly at yourself or a friend for the healing ability as the main ability and the dmg as a small weak aoe to enemies within the blast radius.

That would take care of the healing issue’s which I see.

(edited by Erebus.7568)

Game Breaking Features Design.

in Suggestions

Posted by: Erebus.7568

Erebus.7568

As stated above by Patu this is far and away the worst ‘feature’ of the game (for me) and the closest to being a game breaker.

can’t turn that of?
you mean that you want to be able to disable it from even acquiring the target when right clicking on it right?.

thats a fair option to want.

Why is it whenever I see a QQ thread, its started by a PVPer.

The world is not ending OP, everything you are complaining about is just fine, and doesnt need to change.

?! i am not a pvper .. i do very little to no pvp these days.

why is it there is soo many morons like you with so little intellect ?!.. its like the mmo community in general is just racing towards the “stupid award” -.-

(edited by Erebus.7568)

Change How Weapons Effect Skills

in Suggestions

Posted by: Erebus.7568

Erebus.7568

The set skills for a weapon makes people make choices based on how they want to play rather than pure aesthetics. I also laugh as many people pick their weapons for looks rather than how they want to play.

If you want to be tanky, don’t grab a sword or axe, grab a mace and shield. Stop trying to build for aesthetics with your weapons. Build for your playstyle.

you didnt even read the whole op -.- just gtfl and dont respond when you didnt even read the post…

Change How Weapons Effect Skills

in Suggestions

Posted by: Erebus.7568

Erebus.7568

That kind of skill-complexity is something ArenaNet will avoid like the plague.

It may have been fun for GW1 fans, but it made a mess of game balance in the designers’ eyes and caused a lot of elitism in game modes where anyone without X build is considered a noob.

ArenaNet wants GW2 to be spectator-friendly for their eSports aspirations and that means keeping clarity and simplicity in the game mechanics; both for their balance-team’s peace of mind and for the commentators/audiences who will need to understand what’s happening in PvP matches.

complexity is what makes a game fun and unique..
removing all abilities except one which every one has and nothing else with no gear would make balancing even easier… but again its a bad design choice.

trying to design a game thinking “THIS IS GONNA BE AN AWESOME ESPORT” is the biggest idiocy you can ever do, even sc2 hots with hots which was already the biggest esport at the sc1 time which they just copy have a hard time doing it like this. and newer names will fail miserably trying to do so, becouse 100% clear cookie cut balance is NOT FUN!!. most of the fun in a game is trying your own stuff out and suddenly find something that works wonder for you, which properly wasnt seen when created but is an awesome combination which is then countered by another unforseen combination by some one else.
removing that element completely from the system and all your left with is a “dice roll” mechanic where as the one who rolls highest wins -.- its little to no skill based and it reduce the fun of the game to a “boring predetermined stats table” which you already know everything about…

a game will become an esport if the content is sooo extremely good that players enjoy all the complexity and fun in it soo much that they just wanna keep on trying new things and keep on playing due to the pure fun in the content. this will NEVER happend when you limit people to the extreme in the false statement that “it makes it more balanced” since this is not the case, there is still extreme imbalance between builds and there always will be ALWAYS no matter what you do when we talk a good handfull of skills which players can mixmatch, even in something like lol where everything is predetermined there is a huge op/up amount, just showing that no matter how much you restrict people it is there.

and btw lol got VERY popular becouse it was fun and back then the balance was none existing, 1 char currect build could destroy 5 people with ease same gold use…. they fixed that now and it become boring, but due to the extreme amount of people playing it when they equelized everything it will survive for a long time but a lol2 focused on esport will NEVER happend. just like dota2 will never be a huge success..

Game Breaking Features Design.

in Suggestions

Posted by: Erebus.7568

Erebus.7568

would be nice with a change to the extreme restrictions on which skills you can choose as well, right now you can only choose the skills which is linked to weapons, it should be free to choose skills as you like and weapons should just be range, dmg rations etc.

Change How Weapons Effect Skills

in Suggestions

Posted by: Erebus.7568

Erebus.7568

Ah, I understand now. This is another suggestion for changing the entire mechanic of the game based on how one thing works in PvP. So, instead of trying to take the problem builds and figuring out how to bring them in line with the rest of them (like ArenaNet is almost certainly actually doing,) you want to effect how everyone in the game plays and do something that would have FAR more harmful and significant effects on the state of the game.

actually for me its a base issue with the core skillsystem which have NOTHING to do with gw1 or any other reasonable skill system ever seen.
its petheticly bad, it limit players crazily much and it doesnt allow any freedom at all.
i dont care if its pve or pvp i think limiting people in such a way is just bad design which should be changed.

i know it will never happend becouse of the work it would take and the intellect to get it to work which anet simply doesnt have so yer..
none the less i would like to suggest it becouse it would be much better to have full freedom in this aspect.

Change How Weapons Effect Skills

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Posted by: Erebus.7568

Erebus.7568

That would allow people to only take the good skills instead of being saddled with the 2-3 crappy to mediocre skills each weapon combination has.

soo you are actually saying that its good to FORCE people to have skills which they rather not have ? -.-
you dont see the issue with that?…

maybe actually improve all skills so that there is a reason to pick each and every one depending on the exact build type that you want..

Yeah, I can definately see how that wouldn’t be broken in anyway way…

Where is my vote down button?

how again would that in anyway be more broken than it is now!?
already now some builds are EXTREMELY!!!!! more powerfull then other builds -.-
the only way it would be broken is in the same way it already is.

HOWEVER it would allow people to come up with wierd counters to whatever was the weeks newest meta instead of as it is now where you are soo locked down in how you can build that the meta is consistantly op as kitten and there is nothing you can do to counter it becouse of the extremely limited options you got to play around with.

(edited by Erebus.7568)

Small changes, huge improvements.

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Posted by: Erebus.7568

Erebus.7568

If you think about it, a lot of have nots could’ve been solved if this had a customizable UI. Like WoW!

I SAID IT!

do realise customizable ui goes way back before wow
and i do agree one should be there. as well as extra hotbars with hotkeys for consumable’s and around 50 other basic things which anet was too kitten to add -.-

Change How Weapons Effect Skills

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Posted by: Erebus.7568

Erebus.7568

as stated.
i want to see a complete change to the weapon system and skill system.

i wanna be able to choose the exact skillset i want for my 5 skills on each slot.
meaning i can mix match skills as i wish as you could in gw1 and as you freaking should have been able to from the start.

i want weapons to be there to decide range, dmg rations, and maybe some kind of cd change.
weapons should be there only for this and shouldnt dictate which skills you got on your skillbar, just what their dmg rations are, range are, and cd difference on them is.

allow us to actually customize our skillset instead of this half kitten thing where 75+% of all our skills are dictated to us and not a choice where we can mix it to that really unique build that WE wanted to use

Completing Story should award Precursor

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Posted by: Erebus.7568

Erebus.7568

i like this idea. however i think it should be for the full worldmap AND storyline completion, so when you completed the world map you could choose 1 precursor
the drops of these should be removed as well, i am pretty sure the price wouldnt suffer if this was done and it would make ALOT more sense.

furthermore i don’t understand why these can even be traded?! i mean its a legendary item, its not suppose to be tradeble, not even the fractile weapon skins can be traded, but legendaries can… makes sense…. (irony ofc) -.-
they should really be account bound.

After getting my Juggernaut done.. this would be a giant slap in the face of all those who have worked hard to obtain theirs.

It’s hard to get for a reasaon, Anet will NEVER make it apart of the reward for story completion. Enjoy dreaming.

this is the WORST logic ever.
so becouse a design is severely flawed and badly made it should NEVER get changed becouse some people already had to deal with it and so should every one else have to as well?!
how old are you? 10?-13?..

seriously. the base design on how to obtain precursors are severely broken and have nothing to do with anything but LUCK!! which is just wrong, especially in a game like gw2 where they tried to design everything else so that its a “fair mans game” and luck should have VERY little to do with it.

and BTW: having to complete as example the entire world map, all puzzles, all storyline etc. 100% completion is a kitten of alot harder then anything else you can come up with and it is diffinately more of a “show that you REALLY deserve a legandary precurser” then just being “lucky” or RMT’ing your gold to just buy it -.-

If you think about it: If everyone has it, is it Legendary anymore? No, its just a cool weapon with an effect that tells people around “yeah, I did the storyline quests”

How about this: The one ring to rule them all, you’re saying it wasn’t a legendary item, just because it was looted from a random mob inside a mountain? (And not after fighting some big bad end boss after a long journey. Just a random mob as a sidestop on a longer journey. And nobody even fought the mob, the ring was found on the ground.) Did anyone get any legendary items by defeating Sauron? I do not think so..

[/quote]
actually legolas is specced with legendaries, from his boots too his bow -.- almost everything on him is legendary.
frodo gets a legendary chainmail, cloak, as well as a sword.
etc.

soo yer.. they kinda get their stuff as “rewards” for just taking the quest to do the deed.
not to mention the fame and glory and all the treasures etc which they most difinately rescieve afterwards ^^

the ring is actually one of the least powerfull items in the books, it is only really powerfull in the hands of sauron, on every one else it simply just curropts their souls.

(edited by Erebus.7568)

Magic find in dungeons:

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

I think wearing magic find inside a dungeon is bad manners.

go around in PvE with full explorer’s, and pirate runes, with opal jewels… no problem.

but inside a dungeon, you are sacrificing Crit, or power or any number of stats that WILL help your party for a better chance at the RNG… thus making you squishy, or underpowered, and making us rez u more, and u hitting the bosses for kitten dmg.

its not about how the program is managed.

its a matter of etiquette with your fellow players.

i think its a fine tactical use of mf IF it actually benefitted the entire group.
in d3 (yes i know almost everything in that game was completely kitten :P ) the magic find was shared between charecters so if you ran with someone with high magic find you would appriciate him being there even though he didnt add much other then magic find and the runs got harder becoue of it you where still happy to have him with you since you 1: could handle it even though he was pretty useless. and 2: you actually got alot out of him being with you becouse of the magic find increase he gave you.

my issue isnt that it gets harder, but that it gets harder with no benefit for any one but the person who is the reason it gets harder which is just wrong.

i would like to see it changed as said, since then people would be happy to see a FULL on magic find geared person in their runs.
it would be like “ kitten NICE!! i get more loot and i dont feel nerfed becouse of it, i just need to do a bit more becouse the person who is so nice to increase my drop rate ofc doesnt add as much dps/tank/support to the team”

Magic find in dungeons:

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

i really think magic find in dungeons should be group based and not single person based.

meaning its the magic find of the entire group divided by amount of members in the group that decide how much each member gets.
so that ALL in the group always have the same amount of magic find.

in this way people won’t feel others are leaching and it will be fair for every one in the group no matter if some one decides to be 100% magic find geared. and it would allow people to use this as a supportive thing for the team being wanted in groups instead of being hunted

What profession you feel can carry a party?

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

warrior/guardian…
both can solo as good as anything in the game.

tank builds vs dps builds

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Posted by: Erebus.7568

Erebus.7568

i will make this very short.

i find tankish builds to be way too good too easily.
the dmg output of these builds compared to the survivability is just too high on every class.

it’s a build which allows you to continually make mistakes again and again and again, miss the importent dodges, get cought by cc and perfect landed combo’s and still get out on top without the big agro or rl skill from your side.

i find it rediculessly easy to play in a tanky build compared to a dps build.
in a dps build i need to land EVERY dodge perfectly, i cannot allow myself to be cought a single time by perfectly executed combo’s and i need perfect control and skill use+ timing to apply my dmg fast enough to have any real effect.
compared to tankish spec where i can as said continually get hit again and again, sometimes even on “purpose” (simply you just get sluppy and “forget” to dodge for most smaller skills since there is no need too) and still easily get out on top or just disengage.

the skill lvl needed to play dps specced compared to tank specced and have the same impact on the battlefield is so far from balanced it’s laugheble.
equelly skilled dps specced and tank specced builds is not even a fight, the tank specced simply just win easy mode by default, which is just wrong..

i would love to see anet actually adress this so “all” builds are valid and equel when played equelly well, not that 1 type of build just rolfstomp every other type with ease..
(this seems to be an issue in all aspect of the game from pve, dungeons, fractiles, pvp, spvp, wvwvw….).

the way balance should work is “time to kill = time to get killed by the same target” when all skills are used correctly.

The balance is focused toward area holding not who can kill who (dumb I know) Bunker ele aside (whom I think is sort of fair in a kill or be killed situation) you get stupid things like tanky roamer BM ranger and phantasm mesmer who have really really good survivability and have an amazing stream of steady damage that’s virtually impossible to mitigate other than just run away.

They say a bunker should not outlast DPS but I think it’s fine if they had less damage.

There is the team fight argument too but it’s kind of silly when a good ele can survive 4 semi-ok bursty people, seems a little silly 4v1 even if they are baddies.

i think its fine good players can win 1v4, its ok.

i think its silly that good players can ONLY! win 1v4 in a specific tankish build.
this should be able to happend in ALL types of build (dps/tank/heal).

if someone build 100% tank, and some one else build 100% dps, the time it should take them to kill each other should be the same, it shouldnt be that the 100% dps would almost have an impossible time ever killing the tank while the tank just need 1 lucky hit to gimp the dps…

it’s a matter of equelizing the survive to the dps.
if you can only survive 1 hit from a player then you should be able to 1 hit kill him as well (basicly the core essense of this thread).

as it is now, tankish builds can down dps builds in less then 5 seconds while dps builds cannot even kill tankish builds (they simply just outlast the dps forever and at the end they can always just run off if it goes wrong, which is not even an option for the dps builded people once it starts to go wrong).

i wanna see anet make it balanced, so well build dps is as effective as well build tankish and as importent takes the same lvl of RL skills to get the same effect out of (as mentioned as a dps build i need perfect awareness and reactions+dodge+positioning etc. as a tankish build i rarely cares becouse it doesnt matter i got more then enough chance’s to react even if i totally overlook or simply forgets to dodge.)

Mythical Weapons

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Posted by: Erebus.7568

Erebus.7568

could be.

most say everytime i see a legendary i think more negative things of the person then positive, and it oftend turn out to be true…
i rarely see any one with legendaries which posses the slightest rl skills -.-

but so could be said about most gear, only very little gear requires any rl skill to obtain and all gear you could easily get carried by others to obtain it due to the nature of “every man for himself” instead of the “holy trinity” or something else which required every one in the team to do their part instead of just a few able to drag the rest through.

Elementnalist Solo vs Kholer + Adds

in Elementalist

Posted by: Erebus.7568

Erebus.7568

Ah, gotcha’. Guess I won’t be attempting that for myself anytime soon. XD

It’s largely for bragging rights and because it was shown here on the forums it’ll likely be used as fodder as to show why D/D is op and needs nerfing by other classes. I mean it’s cool and all but “yaaay” another extreme example that will be trotted around as common place.

don’t really know, there is quite some way from this to lupi soloing :P which most good warrior/guardians can do these days

when that is said the dps output of ALL tankish builds are way over to high compared to the dps builds (or the pure dps builds need Much more dps to make up for the extremely low survivability in comparison to the tankish builds. which is properly the right way to go)

tank builds vs dps builds

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Posted by: Erebus.7568

Erebus.7568

i will make this very short.

i find tankish builds to be way too good too easily.
the dmg output of these builds compared to the survivability is just too high on every class.

it’s a build which allows you to continually make mistakes again and again and again, miss the importent dodges, get cought by cc and perfect landed combo’s and still get out on top without the big agro or rl skill from your side.

i find it rediculessly easy to play in a tanky build compared to a dps build.
in a dps build i need to land EVERY dodge perfectly, i cannot allow myself to be cought a single time by perfectly executed combo’s and i need perfect control and skill use+ timing to apply my dmg fast enough to have any real effect.
compared to tankish spec where i can as said continually get hit again and again, sometimes even on “purpose” (simply you just get sluppy and “forget” to dodge for most smaller skills since there is no need too) and still easily get out on top or just disengage.

the skill lvl needed to play dps specced compared to tank specced and have the same impact on the battlefield is so far from balanced it’s laugheble.
equelly skilled dps specced and tank specced builds is not even a fight, the tank specced simply just win easy mode by default, which is just wrong..

i would love to see anet actually adress this so “all” builds are valid and equel when played equelly well, not that 1 type of build just rolfstomp every other type with ease..
(this seems to be an issue in all aspect of the game from pve, dungeons, fractiles, pvp, spvp, wvwvw….).

the way balance should work is “time to kill = time to get killed by the same target” when all skills are used correctly.

Kicking on the last fractal

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

i rarely enter a fractile if i am not the opener or know who opens it if its one that i really dont wanna get kicked out of.

on the other hand i never allow people to kick others unless there is a really good reason (player sucks and is causing major problems/kittening crazy at the rest of the party, purely leaching or simply fully afk for extended periods of time.)

you will learn which people to try to avoid to get the best fractile runs pretty fast
i never been kicked from any frac group but as said i generally take my percursions and i am aware of the properbility of getting kicked if you are becomming the problem of the group..

when all that is said. the game is broken due to the lack of trinity allowing players to be hardcarried so even at very high frac lvl you get people which got absolutely no idea of what they are doing -.- which is an issue

certain advantage when lvled down.

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Posted by: Erebus.7568

Erebus.7568

o.O seriously as soon as you are just downlvled to 10 lvls under your own it turns into easy mode -.-
in tank/healing gear you become completely immortal, in dps gear you literally 2 shot EVERYTHING! even big groups of enemies you kill within 2-5 seconds…

it’s laugheble easy when downlvled to the point where i see no reason to even downlvl us, you can solo every champion mob out there and it becomes boring and without challenge when downlvled which is just sad -.-

personally i think the stats should be capped at a MUCH lower amount then what they are, you got double the stats of what you could have had at the lvl your downlvled too right now.

This game needs PvP Arena

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Posted by: Erebus.7568

Erebus.7568

c9 style arena ty

Salvage backpacks

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Posted by: Erebus.7568

Erebus.7568

i wanna be able to salvage the backpacks ty.

Downed stage in WvW is for the noobs

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Posted by: Erebus.7568

Erebus.7568

don’t care for the reasoning since there is more then enough logical reason behind removing downed from pvp all together.

downed system got no place in pvp.

Choice: Disable Traits to get Stats.

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Posted by: Erebus.7568

Erebus.7568

i rather have anet actually fix the broken traits…

i would like stats points to be in a window by itself, traits and stats shouldnt be linked and forced together since it removes options for specific type builds.
would also like to see a “free choice of skills” on ALL skill slots where the weapon simply effected, range and dmg ratio’s from power/condi dmg instead of forcing specific skill setup giving you VERY little control over the build that you like to use or which skills you want to use :/

Ground Targeting Skills - Furthest Range Lock

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Posted by: Erebus.7568

Erebus.7568

first of yes ty there should be a system to lock it secondly could we PLEASE!!!! have the option to use a targeting system for aoe spells like in smite, that is crazily nice for fast paced combat targeting aoe’s ^^

Dungeons - skipping content / class variety

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Posted by: Erebus.7568

Erebus.7568

thats a VERY good suggestion there
would need tweak on rewards to work though ^^

think the bonus tokens for bringing first timers through a dungeon would be good.
think bonus for full dungeon clearing is an AWESOME!!! idea which i personally would love to do.

the class issue is a balance issue due to the nature of no “holy trinity” you will have ONE CLASS TO RULE THEM ALL!!!! and right now thats the warrior which is basicly the best at everything in dungeons due to its extremely high dps and its VERY high base survivability, high movability and good utility.
the only way to fix this is to change the class system in a way where the “trinity” shines through and anet doesnt want this, so if you want to be effective you make a warrior instead of anything else for dungeons (not saying others can’t work but will be much less efficient/harder to use, in comparison)

Make experience after 80 mean something.

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Posted by: Erebus.7568

Erebus.7568

personally i would just like statistics to keep moving forward i wanna know how many bunnies i killed by now etc.

sadly all the kill counter etc stops when they reach max, taking even the smallest feel of “archievement” out of the picture :/

karma is completely worthless once you reached max and got your gear, os is everything else.
there is actually no reason at all for me to play the game, i get nothing out of playing at this point i maxed everything i want and there is nothing more to get out of it :/
which is really sad. if there just was something meaningfull to get out of doing stuff it would be nice.
and dayli’ rewards are terrible making the game feel more like a job then a game -.-

Revive Daily, Aggroing Mobs into Players

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Posted by: Erebus.7568

Erebus.7568

its griefing/exploiting and should be punished by bans..

Please make the trashmobs not skippeable.

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Posted by: Erebus.7568

Erebus.7568

support the op 100%,
if the devs believe the mobs to be of no importence remove them completely. the skipping everything is just getting kitten

Magic find, useful or detrimental?

in Fractals, Dungeons & Raids

Posted by: Erebus.7568

Erebus.7568

every time i see some one running mf set i just wanna kick their head in -.- the stat in itself is freaking broken… but what would you espect from a company that things everything missing in the game can just be handled by sending people to thirdparty websites of which they got no influence at all….