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(Moved my thread to proper forum)

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

You want a good condi thief build?

Invest in PVT gear. 30/0/15/10/15. I believe you need runes of the undead (or whatever tune gives you +condi dmg and +toughness). Use the SB. Have caltrops on dodge. Equip caltrops, spike trap and slake venom (one with torment) and dagger storm. Lay a poison field. Cluster bomb and detonate above targets head to give 3 stacks of bleed and weakness. Apply torment and dodge roll/caltrops to cripple them in poison field. Lay down trap when you need a kd and rinse and repeat. Works amazing as a condi build – they all melt in PvE. Trash and vets alike

Disappointed about helping other players

in Players Helping Players

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

I don’t know about you all, but running a service was the draw I needed for GW1 to continue playing the game long term. Being able to help others in a significant way (through content) was what I loved playing Guild Wars 1 for. I can see how you may see it as a bad thing, but at the heart of it I just wanted to help people out.

Frankly, when I’m done getting Arachnophobia, I do not know what my draw to the game will be besides rack up achievement points. I have done the dungeons, spvp, wvw, I’ve progressed through my storyline, maxed a few crafting disciplines. I do not have a desire to get a legendary because the skins are not appealing to me. A way for me to help other players would be ideal (not just giving advice) while make some money with it.

I think you should re-read your own posts and things about the implications of your original post and these last two posts. Having “other people play the game for you” is basically taking away reasons for playing.

Not necessarily, if there was some content that was un appealing for you, let’s say mapping the zones or doing some living story content and you had money rather than time to offer, then submitting to a service would be a good trade off. You aren’t giving the user a reason not to play the game, but rather a way for them to enjoy the rewards substituting the time they put in the game for money they have in the game. It is simply another currency in the game that should be an option to players.

Disappointed about helping other players

in Players Helping Players

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

I don’t know about you all, but running a service was the draw I needed for GW1 to continue playing the game long term. Being able to help others in a significant way (through content) was what I loved playing Guild Wars 1 for. I can see how you may see it as a bad thing, but at the heart of it I just wanted to help people out.

Frankly, when I’m done getting Arachnophobia, I do not know what my draw to the game will be besides rack up achievement points. I have done the dungeons, spvp, wvw, I’ve progressed through my storyline, maxed a few crafting disciplines. I do not have a desire to get a legendary because the skins are not appealing to me. A way for me to help other players would be ideal (not just giving advice) while make some money with it.

(edited by Fossilized Amber.1352)

Disappointed about helping other players

in Players Helping Players

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Thanks for your input guys. Had I known it was a possible stance of anet in GW1 to prevent runners then I may have not said certain things in the post, but isn’t there still hope? While I can see that making runners an option lets you bypass certain content in GW1, skipping bosses, I don’t think it would be done for that reason.

For example, if you were to want a legendary weapon, you can spend your time or money in order to get it. You can purchase it via gems and trade and buy or you can farm the materials and craft it. Anet has said they want to cater to both sets of people whether they have more time or more money. Just take cartographer for example. If you have got map completion on three characters, there is little doubt you missed seeing things on the first three times, I don’t see any evil in having a character grab these map completions if you charge him for his time doing the service.

I guess what I am getting at, is how can an individual feel as similar as it felt in GW1 running a “service” besides the jumping puzzle because I don’t want to have to do JP :P.

Disappointed about helping other players

in Players Helping Players

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

What I might suggest as a possible work around to include these in Guild Wars 2 is an item the service provider gives to a client. The service provider includes a fee for any map objective activated while under the use of this item (waypoint, poi, skill point, jumping puzzle, dungeon, etc) and then does this map objective. The client will be asked to submit cash before receiving the work done and then the service is complete.

If this is a good idea to ANet, if they see the post, let them know I do not wish this to be purchasable in the gem store. Do not make this buy able with cash, just limit the item to one per account on creation so anyone can use this.

Ideas on the item mentioned above?

Disappointed about helping other players

in Players Helping Players

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Correct me if this is the wrong category but I would like to bring up a topic that I don’t believe has been mentioned before (if it has I missed the post).

What I would like to share a few words on what I define as “player provided services”. Anyone who was familiar with the original Guild Wars is familiar with these services. These services ranged from running to new outposts, dungeon speed clears, gold weapon farming, etc.. There were many player provided services in Guild Wars 1. Anyone could pick up and run one of these services as long as they had the required gear and skill, easy enough.

In Guild Wars 2, this isn’t the case. With the evolution of the TP, weapon and item selling services are very rare. It’s much easier to use the TP (and I agree, but to be clear I’m not bashing the TP, just making note of what it has become) and player to player transactions rarely occur if at all. So? Big deal you are saying. Okay. Lets move on to another one.

Running outposts. With the advent of Asura portals and content scaled to levels, it makes sense NOT to run, as the enemies in newer zones would easily decimate a player. You could easily warp to a higher level, but as the level cakitten o high, it would be better to level the right way and then progress to zones at a pace that is manageable/comfortable.

I have heard of dungeon run services. A team of five players plays to the final boss, one party member leaves, and then charges a player to hop in and complete the dungeon. I have seen this for Arah at an exhorborant price on the forums before. I am not shooting down this idea and I think it could work somewhat well as a service but it doesn’t seem to fit the bill when it comes to the potential price of a run. I don’t yet know but my opinions for this one can go both ways.

Where am I getting in this post? Simple. I love the game and what it has to offer but I miss the mom’n-pop shops where players had a service they would do others for a fee. I knew many who ran something in Guild Wars 1 and were known for that. I know dungeon runners and outpost runners and me myself I ran a Gift of the Traveler service. These services made me feel appreciated by many and gave me a real individual purpose in the game. I mostly ran solo in Guild Wars 1, when I wasn’t doing dungeon runs with my guild, and this gave me much fun and some extra money on the side. With the TP taking over the game commerce and events, dungeons, fractals, pvp, wvw taking strides with group play, I find it hard for me to connect individually to other players in Guild Wars 2. What I would like to bring up is your feelings about this issue in the game (and I will go out on a limb and say that this is an issue many have seen).

I do find myself tied solely to my guild mates and friends who play the game. I find the individual lacking importance when it comes to content. Fully aware that the game is best played with others, I just want the Guild Wars 1 draw that I had – to be able to enjoy content and connect individually with as much importance as anything else. I want the individual able to make a difference and do things for the whole (such as provide a “service” of some sort). Sometimes I just want to run solo and still have the feeling I can contribute as much as in a group.

I’ve spewed my thoughts out on the thrashing floor, now lets go at it.

UnderWater

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

I agree. I don’t enjoy underwater combat as a thief. I usually just use 1, and 3 with a spear, throwing up a steal on recharge. It’s very dry compared to ground combat

This is Genuinely Upsetting

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Because damage is preferred by many in dungeons.
Bad or newer thieves roll glass cannons in PvE and die frequently.
PvE != Dungeons and newer thieves die a lot because of it.
Thieves should be a supporting role (ie. not main source of direct damage in dungeons).
Conditions and the shortbow are the thieves friend in dungeons.

Awesome in PvE, terrible in dungeons.

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Yes, thieves are squishy in dungeons. You have to have much more toughness and vitality and have emphasis on dodging rather than doing direct damage because you will find yourself to be a liability for your team

Stealth Haters

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

I agree with the OP. Having been playing as a thief since launch, I find stealth has saved my butt many times. As with any class, the way you play is dependent on how you gear up. If I want to use my stealth, I can boost my survivability. If I want damage I can boost my power. If I want maneuverability I boost my acrobatics. I can’t have them all, and I think many non-thieves see thieves this way. I cannot tell you how many times I have avoided a stealth stomp in PvP because I know the timing of it. Downed.. one, two, thr- shadow step and avoid the stomp. I’ve also avoided many battles because of stealth too. Most of the time I don’t care for fighting more than 1vX (in WvW) so I like using stealth to just do my own thing. Stealth is good yes. Thieves rely more on avoidance of damage rather than healing (that many other classes have good skills for this) so stealth is our vehicle to accomplish that.

Don’t complain that it is so overpowered, it’s not. It’s there to balance and compete with other classes (Mesmer and clones, warrior and damage, guardian and durability, elements lists and their aoe’s, etc..)

Why not give the thieves a little niche to make them feel special? Remove their stealth and you have a ranger with no pet = boring. Stealth is something they bring to the table

Awesome in PvE, terrible in dungeons.

in Thief

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

I go full PvT (power vitality toughness) with orrian runes. 30/0/20/0/20 all conditions with my shortbow. Pop poison fields, blast finisher, skale venom, caltrops on dodge, and dagger storm. Throw those down in a rotation that is comfortable until your heal recharges and heal up rinse and repeat

Thiefs should lose stealth for res/finisher

in WvW

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Thieves should not lose stealth when going in a finisher. The finisher itself is an action and during it the thief does not make physical contact / damage until the kill is done. If anything – lose stealth on kill but I find this idea biased against players who don’t like playing against thieves. As mentioned earlier, there are plenty of things you can do counter this, and as stealth is a thieves special ability, why are we trying to punish them for using it?

Hardcore WvW Guild Group Looking for more.

in Guilds

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

Had a fun time as usual messing up on BG/SoR groups last night. This is the best WvW group I’ve been in in JQ

Arrow Cart zoom bug

in Bugs: Game, Forum, Website

Posted by: Fossilized Amber.1352

Fossilized Amber.1352

As someone who does know computer programming, I can see a hard fix on ANet’s team to work on this. Basically, because the way the system is set up now, if you can target a piece of ground within range of an AC, you can fire to it. People place AC’s in spots where (while zooming) they can see ground that is not visible if viewing as 1st person. So they are able to shoot far distances away without having line of sight. As of now, the arrows rain from the sky, as its natural for arrow carts to behave in this manner. It’s easy enough to program this into the game; if mouse cursor is within radius of the max radius then it’s okay to shoot the arrows. Easy peesy right? This makes zoom exploiting possible, if you can see ground within range then you can shoot to it. I personally think, because Guild Wars 2 has no first person viewpoint, that using AC in this way is a unique way to use AC. I believe the dev team did not think of using AC in this way but its happening.

The fix, naturally, would be to calculate a little trajectory formula for each arrow in the AC and if it hits anything it would just dissapear. Whether this work is done on the client or server I am sure it will give some hiccups for that many tests for each volley of arrows – definitely slowing the game down either client or server side. Adding this would turn off zoom exploiting as the arrows that leave the cart, that are too close to a wall will have no effect and stop moving instead of firing outside the fort.

I wouldn’t vote on this, or the removal of the AC, as it helps defending a keep, even though its used in a different way now. Instead I would argue to add a skill to an AC, or siege weapon that fires in the same way but only works when attacking a keep. The skill would destroy x AC and destroy itself.

TL;DR
The fix for the AC is a skill that can destroy AC inside the keep, not the removal of AC completely. Programming other fixes is hard to implement.