Showing Posts For FrostSpectre.4198:

What Good is Teleporting?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Quite much what many have pointed out already.

Unfortunately, for PvE, most mobs are trash, so they don’t always create situations where teleporting has great effect, since the trash mobs are too simple and there to just die against the player without forcing player to atleast dodge once to avoid something very critical.

If you kill the mob too fast, combat cannot develop into the other possibilities.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Ascended gear is trash

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Yeah, it is.

GW2 was supposed to follow GW1 style gear progression. ANet made exception with Ascended gear, and updated Legendary gear to match the stat levels of ascended.

In my opinion, better just remove the excess stats and make Ascended and Legendary gear match Exotics once more.

In GW1, normal gear and “Elite gear” had no stats difference, they’re only cosmetic and prestige.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

-Multiple skills to choose from
-Bring back death penalty
-Bring back Monster Necros who raise stuff from our bodys
-Take away reviving from everyone but Guardian and Necro
- Bring back Cantha and Elona

this is the only thing i see making this comunity great as it onced was

Multiple skills to choose from problems:
GW2 reduced number of skills was a design choice…
Look at this skill in GW1 Flare
This one took so long to get somewhat usable, at the end of GW1 development cycle…
Not to mention the issue of many skills that do the same thing, some might be more powerful, then many skills would fall into complete disuse…

Bring back death penalty
We do have death penalty, once the DP indicator is red, next down goes immedietely to Defeated state. Might not be the same, but endless down-revive/rally within short time span is impossible.

Bring back Monster Necros who raise stuff from our bodys
Well, there’s one post that addresses this issue in this topic, in open world PvE there’d be constant fight of who exploits this corpse first among necromancers…

Then again, GW2 Necromancers used to raise the dead by expending their lifeforce gauge.

Take away reviving from everyone but Guardian and Necro
You saying we have to go back to the “LFG healer guard, No kittenty professions like thieves and engineers = kick!”…

Bring back Cantha and Elona
Hopefully in the future…


Main problem lies in the design of PvE, 99% of mobs are trash, they’re designed to die quick, which limits effectiveness of builds other than direct dmg DPS.

Once there’s better mob designs in game, more reason to play other builds in PvE, since we’d not be limited to 1% of mobs with 2/3 of builds.
Every build should be able to complete content like DPS builds…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

So, i played Amalur...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Chakrams, even if I’m repeating here:

Faeblades, like the ones used by one character in wow? Dunno, perhaps Largos utilize such weapons, but who knows…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

How to Devalue Berserker gear without Nerfing

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

‘Zerker only’ is a combination of problems
- no defensive balance is required in PvE – full dps provides defense by killing enemies
- the condition cap prevents conditions from being useful in PvE
- this only leaves 3 required stats : power, precision, and ferocity – dire and zerker

The first solution should therefore be a change to the condition cap. This would bring variation in builds with players selecting from four dps stats. This would also bring variety of gear and play style for different classes.

You would still see ‘dps only’ groups but that is a much harder issue to solve. If experienced dungeon runners need vitality/toughness when they are using optimum tactics, optimum builds, and good dodges, what hope is there for beginners?

Pretty much the problem of PvE.

What’s the most common mob stats in PvE?

  • Very low Armor (General cause to Direct Dmg vulnerability)
  • Spike dmg potentials (Deal high dmg per attack)
  • High HP (Used as to compensate rank ups for increased difficulty, but is very vulnerable to Direct Dmg)
  • Overly simple abilities (Can hit 1 mob, inflict 1 stack of this condition, etc)
  • Attacks once every 3-5 seconds (Dunno why vast majority of mobs still attack so slow)

Rarely mobs will display traits like Heavy Armor, Heavy DoT, Heavy Boon usage and etc.
This will narrow the TRUE usefulness of other stat sets to Champs and above rank mobs, since they are not always the type of mobs which melts in 1-3 seconds, under insane numbers of glass cannons…

Not to mention professions like Necromancer and Engineer, which don’t possess good Direct Dmg properties.
Necromancers are masters of Attrition combat. (You let your enemy bleed to death, while destroying their advantages)
Engineers are Jack of All trades with potent “Condition burst” abilities along with many Control effect inflicting skills. (Mix of everything, but never master of 1 path)


I could put it other way too.

Direct Dmg builds and Berserker stat are given the general superiority over vast majority of PvE content.

Other builds and stat sets are limited to the extremely small minority of mobs, which consists of mostly Champions and above ranked boss monsters with special mechanics, that prevents simple combat styles from taking the lead.


There’s another problem from this “Universal mob Design”: majority of combat mechanics are not used in the most of the PvE, due to over simplified mobs, you’re not required to dodge most of the time or use some other abilities, since majority of mobs cannot kill you, unless you go AFK

While not exactly about Berserker stats, but these Berserking Glass cannons don’t need to invest in defenses and other abilities for majority of PvE content. They’re only encouraged to invest in maximum DPS, since everyone else are doing so, if they don’t, they might not hit “the max dmg contribution threshold” of the reward requirements.

Support is not very important either, if you can kill the mob fast enough, why waste DPS on longevity, when the combat scenario never takes too long…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

FPS Issue with the 9/9 patch [merged]

in Account & Technical Support

Posted by: FrostSpectre.4198

FrostSpectre.4198

Before patch, my graphics settings were perfect, slight drop of FPS during group event (Skill effect supernovas mostly), but everything worked very smooth.

After the Feat Pack, significant FPS drops everywhere with these same settings, especially with othervise high detail objects and loading player character models it seems, since I tested turning “Character Model Quality” to lowest setting (So all players were replaced with crappy placeholder models) and got some improvements there.
“Character Model Limit” was on lowest setting by default, so this was not a problem either.

I updated drivers, but same problems still persist…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Culling issues: Players over NPCs???

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Besides making your posts immediately recognizable as your own.. the formatting really isn’t helpful. A little goes a long way but your overuse of it actually makes your posts harder to read.

I guess so. I’m not exactly good at writing.

Although I’ve had problems of people skipping parts of the post, mostly when I don’t use formatting.

I edited the original post, hopefully it’s more readable. And people atleast read it thoroughly, instead of skipping and posting reply which makes no sense in any way…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Culling issues: Players over NPCs???

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I can’t get the logic of prioritizing loading players before NPCs in open PvE, where enemies are not players, but the hostile NPCs.

My graphics settings, mainly the “Character model Limit” and “Character model quality” options are set to the lowest settings, and I have issues of invisible NPCs in group events. Changing these two settings higher will only load more players until the setting limits hit again (and my computer’s optimal limits too), I still have invisible NPCs no matter the settings.

In my opinion: In PvE (Not WvW or sPvP), priority should be:

  1. Player’s character
  2. Party members
  3. Hostile NPCs
  4. Friendly NPCs
  5. Stranger players I don’t know.

Instead of this current:

  1. Player’s character
  2. Stranger players I don’t know
  3. Party members
  4. Hostile and Friendly NPCs

NPCs never load up due to the two culling settings hitting their limits on player models and never load mobs models, unless I target 1 of them, to see just 1 mob of the horde in Group events.

Putting hostile NPC names visible doesn’t help at all, since they’re always mixed in the overloading effect graphics, that I can’t turn down at all, since the “Effect LOD” check option seems to do nothing to reduce the skill graphics effects.

I’d see a small reason to see players, if the scenario creates situations where healing, control, conditions and boon/condition manipulations had whole scenario wide effect (From beginning and to end, not just 1-5 minutes of a small piece somewhere in the scenario), but they don’t, due to bad content design…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Just wow. Anyone else remember...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Can’t say much about it, some things just don’t work as intended, so they have to give up on some and change some to completely different…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Mesmer clone issue with off hand

in Mesmer

Posted by: FrostSpectre.4198

FrostSpectre.4198

Has any one else noticed this?

Well, simply that mesmer clones will not wield off hand weapon, when dual wielding.
Clone is the one without an off hand weapon in the screenshot…

I remember that they did wield the offhand weapon.
I’m not sure if it’s problem on my side tho…

Attachments:

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

People paid or rewarded to post here?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I doubt it. I haven’t gotten anything, since I’ve given some praise about the new stuff, and have very little complaints so far…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Feedback from an American 12 year old

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Vayne will find an excuse for everything…

Yup, looks like.

How, exactly, is what I said incorrect.

People love using words like excuse, because it makes someone who’s correct look wrong. What I said is accurate. Not being able to gather for your first hour isn’t likely to much affect your game…and you can gather if you know how.

Not sure how anyone can misconstrue that as an excuse.

People always love to use excuses, like example “I can’t play this game anymore, since you nerfed my build” with skill nerfs and “You removed the mobs I was farming, now I can’t get any gold, I have to stop playing this game” with fixing exploit used for gold farming…

In the end players usually adapt to this tho.

I had no problems with resource nodes, atleast when I rolled norn yesterday, the nodes were outside the valley, I didn’t even notice them until I got outside of the valley…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Feedback from an American 12 year old

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, there were alot of complains about players not knowing about stuff, like dodging with some cases (Then these players tend to think that others are trying to make a laugh out of them with “non-existant” mechanics).

But yeah, ANet should have focus the tutorial into very first lvls and then allow players to play how they like.

But then again, this is about the “standard”, which the old content defined for players.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Necro pets disappearing

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, tested it, quite stupid bug…

All minions die when lvl scale down occurs…


On other hand, you can play as Condition necro or Death Shroud (DS) necro in PvE.

  • Conditions you use scepter/dagger and Staff with rabid or rampager stats, you can max out cond dmg or cond dur.
  • DS build requires dagger/horn and axe/focus with berserker gear, you max out Spite and Soul Reaping trait lines, last 2 points can go to Curses for Reaper’s Precision trait (gain 1% lifeforce on 33% with crit), you’ll get quite powerful lifeblaster, especially with the Close to Death (20% direct dmg vs <50%) and Death Perception (50% crit chance when in DS), you can also toss in Well of Suffering and Well of Corruption for additional AoE damage.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Miniatures Have Been Hidden...

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Posted by: FrostSpectre.4198

FrostSpectre.4198

In a way, it’d be nice if in PvE, we’d have a culling option to load NPCs first, then we can think about the allies, although PvE content is standstill easy too…

Of course, loading party members should be priority too, no matter the distance, any other player, is just a stranger in the zerg…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

New leveling system = buy more gems?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Or you can use other ways to lvl up, like look for the fastest repeating events and use them, or go to EotM…

Did maxing a craft give you 10 lvls? I don’t remember how much it gave, but I remember how the experience gain was nerfed long time ago, reducing the number of levels one would get from maxing a craft…

There might be other ways too…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

New level up system experiences

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, my opinion about the new experience system, decided to try it, since I had already made 8 characters which are lvl 80 now, I got that test character to lvl 14 right now.
Another thing that affects the opinion is that I’m one of the “veteran players” or old players, who started at the Early Access release, and did my research on GW2 wiki when ever I wasn’t doing something.


It’s very clear about stuff, quite good system in my opinion, telling players about stuff at each lvl up. Although it’s quite limiting too, by locking some features until you reach the specific lvl.
It’s a “forced tutorial” so to say, although you can choose to go and use other methods to lvl up.
But it has given me some enjoyment, by directing me to next renown heart, event and personal story missions. Renown hearts also give quite good experience too.

Well, so far to lvl 14…


What are your experiences?

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Can we make a list of...

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Perhaps he’s talking about Human Female idle animation where they fix their hair and strecth their arms.

Those animations had issues with shoulders, they’d sink into the torso while those animations are playing…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Idle animations nerfed.

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

The stretching idle animation had issues with shoulders, shoulders would sink into the torso, while some shoulder armor would look very awkward.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Commander tag abuse

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

We’re now waiting for two things it seems:

  • Ability to block commander tag, when blocking the player (Of course you usually have good reason to block a player, so it’d be nice if blocking also removes the tag from being displayed to that player)
  • Option to enable/disable display of commander tags in minimap (No need to join a squad, if all commanders are just vanity commanders, they might suddenly leave and all the tags will burst back into the map, then it’s again the process to join one, until that also leaves. This setting would be enabled by default)
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Few post-feature pack issues

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Since there’s no apparent topic, I’m making this one about the two issues I’ve found.

Issues so far:
Serious stuttering/framerate-drop, due to something wrong with the graphics of the game, now using the settings, I get stuttering/framerate-drop from viewing some stuff. Players’ skill effects also create more serious stuttering/framerate-drop (or what’s it called). Before September Feat Pack, these settings went well, with no serious stuttering/framerate issues, tho there were some when ever there were big loading going on (Usually from entering map and having huge number of players load up during world boss run).

“Target Nearest” targeting mobs outside FoV, asked abit from others, quite confirmed problem, “Target Nearest” now picks mobs outside Field of View, dunno if this is intended or not tho…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

GG Warrior

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Nerf was because the Warriors rarely used Adrenaline skills and just used other utilities and traits, while having the +15% dmg trait for stage3 adrenaline.

This is atleast what I’ve heard.

The change should force Warriors to use their adrenaline skills, while also giving reason to bring skills and traits to gain that adrenaline.

For Warrior Rifle, I think the change to the skill-1 is nice, combo with Furious trait, 1 adrenaline from hit, 1 adrenaline when hitting foe suffering from Vuln and 1 more from critical hits. If I have Signet of Rage, I get additional 2 for each 3 seconds.
I would use the Killshot more often, due to these changes.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Ascended Crafting Back Items?

in Crafting

Posted by: FrostSpectre.4198

FrostSpectre.4198

Really? That’s interesting… That tips it more into the “probably bugged” territory. Hopefully it’ll get cleared up soon.

I forgot to mention the Crafting lvl that the last versions of the back item (With Ascended lvl stats and infusion slots), it’s 400, not 500 as Ascended crafting…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Commander tags

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I’ve thought something, propably not a good idea tho, but it could work:

Blocking player also blocks commander tag.
Well, it would work against “Vanity Commanders who suck”. And that you block people for a reason.


But then again having button or option to turn off commander tags would solve alot too.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Ascended Crafting Back Items?

in Crafting

Posted by: FrostSpectre.4198

FrostSpectre.4198

Since they’re Exotic and have Infusion slots…

It’s possible that:
Agony will be given to some open world mobs, possibly Mursaat will come back.
or
They fix the rarity of the crafter’s back item (Although it wouldn’t make sense, since there were no Ascended materials used in crafting this backitem.)

Still, nice that we can now craft backitems with crafting disciplines, and they’re not mostly limited to Ascended rarity…

Hmm, Exotic back item gives 22-16-16, while the max lvl crafter’s back item gives 32-18-18…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

How long till rapid fire nerf?

in Ranger

Posted by: FrostSpectre.4198

FrostSpectre.4198

I thought they’d reduce the shots to 5 and make each shot deal 2 vuln.

Of course, I was also expecting a small nerf on Rapid Fire damage too…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

9th Profession Theme ideas?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Monk
The Monk was a healer. while he was able to smite demons and had some offense capabilities (with the right build he was deadly) his main use was healing and protecting the party.

Actually they could smite undead with more power, but it was never fully used…
Since PvE had some mixed Undead and undead that wasn’t vulnerable to smiting…
For PvP, smiting would have been Necromancer counter at best, but due to commonly small scale combat, Necromancers never could field minions effectively…


I wonder if people actually know what Dragoons and Lancers are, since I already posted the links to wikipedia in my last post…

Do they think they’re some awesome sounding names, but don’t know the context?
OR
Are they intentionally suggesting it so that they get their mounts to GW2?

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

9th Profession Theme ideas?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Lancer? Meaning heavy use of Spear/Polearm weapons on land and mounts (They’re Centaur “profession” for a reason)? Possible that Warriors, Rangers and Guardians would get that share of skills, by giving them access to Spear/Polearms for land combat.

The Skald? Shouts and Bard? Mix of Guardian and Mesmer in a way. While Guardian is mix of Paragon and Monk from GW1… Also sounds too Norn racial profession…

Dragoon? Horseback soldiers using firearms (Very likely another Centaur NPC, called “-tribename- Dragoon”)? Don’t think they could come, since only type of mounts for combat in GW2 are like in GW1, transformations, limited access, replaces skill bar and modifies stats.

Gunmaster? Uses guns, similar to april fools Commando. Unfortunately I don’t see that kind of thing coming… Since Engineers can be Snipers and Thieves can play Akimbo Pistols and dagger combos…


Monks as Martial Artist profession, possible, if ANet decides to add monks back… (Thieves could get use out of their 1handed Dual skills)

Dervish and Ritualist, also possible, if ANet decides to add them in some what different form… (We’d get Scythes from Dervish. Perhaps ritualists would wield Tridents on land, metaphoring water as form of passage of the dead)

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Cowardly Warriors

in Warrior

Posted by: FrostSpectre.4198

FrostSpectre.4198

Not frontline damage dealers anymore, due to player QQ. Anet nerfed the greatsword damage and adrenaline for the upcoming patch, so expect to see a lot more warriors hastily retreating.

rofl. Warriors now run away, because when they actually do damage they’re too op.

The adrenaline nerf is because Warriors never used their adrenaline attacks at all…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Now you do realize people don’t want elite and veteran mobs to be stronger if the rewards they drop aren’t better right?

You want to revamp the entire game – and make PVE more " difficult " and " exciting " but here’s the catch – unless you make it more rewarding overall players won’t want it.

Sure you – and a few others might like it better but ultimately there has to be a direct relation between effort and reward in order for a MMO to feel satisfying to play and GW2 is already lacking in this area.

*Look at Arah mobs and realize how much the community wants a “challenge” in fighting them. Unless you make it worth people’s time to kill them you can create a masterpiece in mob design and nobody will touch it. *

Look at champions – champ bags were a reason to do the champs back when they first came out – they gave skins that sold for a lot.
Champs are almost worthless to kill now – no way will it be worth your time to tackle a champ unless you’ve got at least 10+ people backing you up.

Also – regarding Support – we already have that in game.
I ran FOTM today – two runs – 40 and 50. There was a LOT of DPS in our groups but we did very poorly because the composition did not have enough support. Once we brought it we were fine.

You keep mentioning that " direct damage builds" dominate but the only thing we dominated in FOTM today was the floors.

So I spent about 2+ hours in fractals on top of the usual run times because we didn’t have enough support and you come here and tell me that support isn’t a thing in GW2? I find that hard to believe.

But just for the sake of argument – define support as you see it – because from where I’m looking it is definitely in the game.

Also if you think that " almost useless member of the group " position will ever disappear you’re just fooling yourself. There’s always going to be room for “that guy”.

Also I might be wrong but I came to the game with the idea that the GW2 trinity meant you’d be doing all 3 things at once. Not just focusing on one of them – but being all of them. At the same time.

And it works – In FOTM today I was dropping banners to boost my teammates and ressing them ( support) while also killing the mob ( Damage ) and also controlling its movements through cripple and pin down ( Control). I was doing all 3 of these things at the same time in the same fight.

I know the game isn’t where you’d personally want it to be but if you think it’ll be revamped just for you …I have some bad news.

Still, you focus the resources you have on specific stats and effects, this is where role is defined, focus on dealing damage makes you DPS role, focus on support effects (damage and others) makes you Support role, focus on control effects makes you Control role. Role is always defined by the most focused stats and effects, everything is extra, having varied results depending on how much resources you poured into it at expense of other stats and abilities…

And yes, because of the 90% Trash mobs, it’s become “Standard of the mob” for the player base. Unfortunately we will never get full use of all combat mechanics, Healing, Control, DoT and Boon/Condition Manipulation because of these.
Since as I’ve pointed out already, there are no targets to use them against…

This is what impedes idea of balanced Threat lvl and usability of specific abilities in PvE.
We have no use of them, unless we go only PvP…

Being “The almost useless member of the group” does include anyone without DPS related builds right now. Not enough DPS, you’re useless in majority of content, since nothing is making it hard as it’s supposed to be in the first place. Yes it will never dissappear, but it extents too much on Support and Control, since these cannot create results while DPS can wipe out everything before anything starts happening…

Fractals, they’re unfortunately content that doesn’t either use that much variety, majority use the “Universal mob Design”, no matter the difficulty level. Higher lvl of Fractals is pretty much same mobs but with higher numbers and higher ranks along with the Fractal specific special effects of that difficulty lvl, which creates the opening that majority of Support and Control roles should have had in everywhere else.
Another no about Fractals, is that they’re pretty much too “optional” content, because of the hard requirement of Ascended gear at 11+… (Although I’m also saddened that Agony has been made exclusive to that, Mursaat are either forgotten completely or they’re written off to die in the background, without giving us the access there…)

Even though GW1 is different game of design and it’s forced roles “Holy Trinity”, at very least playing any build would create results accordingly, since mobs used abilities and effects that players could affect…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

This game is very difficult to attract me

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

If it’s about mounts:

Look at Mecha Siege Devourers in Edge of the Mist, they use same design as Junundus and Siege Devourers in GW1, replace your skill bar, are transformations and modify your stats.
If there’s gonna be a mount, that’s the kind they very likely be…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Integrate innacessible area to the world

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Not to mention the broken bridge in Brisban Wildlands, there’s a portal at the other end, which is not used in anything right now…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Anet forgotten there's underwater gameplay?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Not to mention, we could get our Polearms from the Spear weapons, since many of those spears do look like Halberds already.
Other possibility for underwater combat could be Daggers.

Not to mention actual release of this sea monster too… Since we only got bones to chew at right now…

But yea, propably once we head over to the Unending Ocean, from where Krait, Quaggan and Largos come from…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

The Dps warrior will also do more support.

./thread

GW2 Trinity means that you choose one of the three, Damage, Control or Support, after this, you start to use the resources you have to create a build, you put in some of the other roles into the mix, eventually you have a build of some design, but follows one of the three possible roles, since resources were put into that set of “Primary Attributes”.

Actually, to be correct, we would call DPS-support, either as Support or DPS, but not “DPS-support”, depending on the chosen “Primary Attributes”.

Should player focus resources on high dmg output, but still brings few support oriented skills, that warrior is not Support or even “DPS-support”, it’s only DPS.

Like-vise, should player focus resources on support oriented traits and skills, this is still not “DPS-support”, but a Support, since player concentrated resources on having more potent support abilities and sacrificed some damage output doing so.

(Although “DPS-support” will be more clear name for damage boosting Support, as rest of the Support role in general is in complete disuse, along with Control builds.)

Hate to tell you this but actually GW2 doesn’t have a trinity. healing CC are both completely useless.

Oh and Engineer are also designed to be attrition combat and CC mostly which is why necros/engis are the weakest and least played in PVE so there is no balance, not sure where you thought they balanced these classes properly LOL

I never did say that they were balanced properly, don’t know where you started thought that…

Hate to tell you this, but actually GW2 does have a Trinity, problem lies on the bad design choice, “Universal mob Design”, which means vast majority of mobs are over-simplified for sake of “Play how I want” concept. ANet could have used better way, but they chose this, which also creates the “standard” of GW2 content, this is mostly uphold by a branch of the community, meaning players who cannot play GW2 correctly and have complaints on newer content, especially about Mordrem, being too hard and don’t allow “no dodge, stand still and 11111 FTW” tactic.

Engineers are Jack of All Trades, master of none, but possess “Condition burst” capabilities. So yeah, they cannot create high caliber Direct Damage and so on.


Well, I hoped that ANet would update the mobs at some point, not gonna be early that’s for sure, like with GW1, some skills got updated to work better near the end of it’s development cycle…


It would be nice if there were some clarifications from ANet tho, regarding this issue.

Well, gotta stop remaking this topic over and over again within short time span. Propably better to remake it after half a year or even later.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

  • DPS can provide support and Control, but they focus solely on DPS, while effects of Control and Support are less potent. This is DPS role.
  • Support can deal damage and Control, but they focus solely on Support, while effects of DPS and Control are less potent. This is Support role.
  • Control can deal damage and provide support, but they focus solely on Control, while effects of DPS and Support are less potent. This is Control role.

And here is where you keep “doin’ it wrong.”

You keep insisting on a set “role” for any given player, and that’s completely not the point of GW2’s combat system. You are expected, at any given time, to be DPS, Support, AND control, depending on the situation. I suspect that’s why you see the scaling of stats where they are (why Healing Power impacts self-healing far more than healing others). They don’t want, for example, “support” guardians or “control” guardians. Just guardians, doing all three.

I don’t know where you get the “insisting on set roles”, no, I’m insisting giving more variety, which are not dominated by “single type build”, Direct Dmg oriented builds, many of them, but all focus on Direct Dmg.
By removing dominating position from 1 type of build, other builds atleast create results, than what they do now, as I’ve pointed out many times and repeated how “Play how I want” is relevant part of it, you can play any build and win, even in group content, open world or dungeon.
But atleast some builds will not be like “The almost useless member of the group”.

However, you do play specific role, no matter what, but have some aspects of other roles put into it for additional functionalities, if you choose to do so, but still, you’d focus most resources on the role relevant “Primary Attributes”, to which the build aims for.

So there you have it, roles, simply by focusing your resources on desired attributes.

Healer-Boon-Conjure Support cleric staff elementalist can easily provide long duration boons and DPS with Conjures (Common build that I use with my Elementalist, mainly during Teq and Claw, where my healing affects the results), thus I used Healing as “Primary Attribute”, Support role so to speak.

But the damage output will not be up to par with DPS berserker staff elementalist with Glyph of Storm and same Conjures and self-survival, which is using Direct Damage as “Primary Attribute”, DPS role so to speak.

Same thing for DPS and DPS-support, DPS focuses most of it’s abilities on own survival and DPS in mind, while DPS-supports bring support related skills to help others, by damage or survival, unfortunately DPS-support has to sacrifice some DPS in favor of stronger Support effects, if they want to tho.

Example:
DPS berserker warrior GS/Mace-Shield with Berserker’s Power and Forceful Greatsword traits, that just took all banners and didn’t put points on Tactics to provide small boosts to stats but did it so that they cannot equip skills that could help on their own survival

compared to

DPS-support berserker warrior GS/XXX-Warhorn with Phalanx Strength and Forceful Greatsword trait and banners so that it can cure some conditions and provide Might, Swiftness and Vigor, along with banner boosts with larger AoE, longer duration and less downtime due to Trait in Tactics.

Unfortunately, DPS-support warrior will deal less dmg than DPS warrior…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

[Suggestion] S.Skins; B.Space; T.Charges

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, it does sound like a good idea tho.

To give transmutation charges instead, enough to apply the gem store skin, along with skin set unlock.

Tho, it’s possible that it can be confusing to some players.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

"Downed State" frightening for new players?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

When i first played betas… i got into downed state, and it scared the kitten out of me.
Before that I didn’t know i had a cat inside me.

When I first got downed, I was:

“FIGHT FOR YOUR LIFE!!!”
Get-a-kill-to-Rally
“SECOND WIND!!!”

Well, mostly because of Borderlands…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

God, this thread again? Why are you posting a new one every week?

Because last one was filled with one person trying to retort the whole thing off.

Because, now the suggestion aims to remove the “Trash mob” status from majority mobs, especially from Veterans and Elite mobs, spread the threat potential evenly to Veterans, Elites and Champions, instead of focusing all that abilities, heavily simplified, only on Champions and above.

By giving Veteran and Elites toned down abilities of Champs, we get more results with Healing, Control, Conditions and Boon/Condition manipulations, they really would be “optional”, rather than being eternal bottom feeders, since their good targets are limited to Champions and higher mobs on every group content in “Zhaitan Campaing”.

Why use Healing, Control, Conditions or Boon/Condition manipulations, when you can do better with full berserker team. That doesn’t give us optionality.

Except on Dry Top and Southsun Cove…

Well, I’d stop posting these topics, if I’d get clarifications from ANet employee.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Have you been to Orr, ever? Pretty much all of the mobs there give conditions, some have area-denial, lots with aoes (pbaoes and ranged/targetted). Of course none of this matters if ur a zerker warrior as the mobs don’t have enough toughness to last more than a couple of seconds.

I’ve been on Orr, over and over again, don’t even need to dodge majority of their attacks, except when HP is below 25%, if I play full berserker warrior with only selfish DPS utilities.

Even if some use boons, it doesn’t matter if they applied boons on themselves, as they don’t have abilities to make use of the boons and that they attack very slow.

Of course I don’t try to solo Champs tho.

Those mobs don’t do good job at dealing damage or even creating combat situation, even use of Retaliation against these mobs is waste of DPS potential, since the mobs attack every 2-5 seconds.

During Group events, only the very very few Elites and Champs are targets for use of Healing, Control, Conditions and Boon/Condition manipulation. “Trash mobs”, they die too quickly for anything else other than Direct Dmg DPS or DPS-support.
Example: I can’t deal more than 5-10% with condition dmg, since Berserkers slaughter them all, not allowing the conditions to deal damage.

Also that IF I play some other build, which isn’t DPS or DPS-support, I’m not creating results to match DPS or DPS-support, only being “the almost useless of the group” every time.

Lets take Necromancer:
Whole profession is designed for Attrition combat, they have limited options for Direct DMG.

Unfortunately, mobs in PvE, don’t use enough Boons or Conditions for Necromancer to be effective.
Neither does the mobs have abilities to keep themselves alive from Direct DMG, so necromancers main DMG source is useless.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Reviewing GW2 Trinity. Yes, GW2 has Trinity of it’s own, but “Universal mob Design” makes 2 of them pretty much useless in majority of content.


  • DPS can provide Support and Control, but they focus on DPS, while effects of Support and Control are less potent. This is DPS role.
  • Support can deal Damage and Control, but they focus on Support, while effects of Damage and Control are less potent. This is Support role.
  • Control can deal Damage and provide Support, but they focus on Control, while effects of Damage and Support are less potent. This is Control role.

If more mobs were to have (But remember that you can STILL kill these mobs with any build you desire to use, even if they have abilities from below):

  • Heavy Armor, which reduces effectiviness of Direct Damage, like Mordrem Husks and Partially Digested Husks. These mobs won’t die as fast as “Universal Design mob”, thus giving more opportunities for other builds, depending on the mob’s abilities, but Conditions would be very effective against them. Still, players can use full berserker if they want to, but have to prepare for long combat scenario.
  • Area Denial, which reduces effectiviness of “stand-still-and-11111” tactics, as these types of abilities also don’t utilize spike dmg, they offer opportunities for Healing, Control and Boons/Conditions. Of course, Area Denial needs some fine tuning, to find the lvl which every player can overcome with their own reactions and abilities.
  • DoT, which creates pressure on players, Healing, Control and Condition manipulation could reduce this pressure. Players can go on against them as normal and win, with DPS build, but if there’s a Support or Control build player present, results will be somewhat different.
  • Buffer, these would change how nearby mobs perform, adding more damage to attacks or defense against dmg. This doesn’t need to be that strong tho, can be “avoided” until the boon runs out, use Control abilities to prevent application or bring Boon manipulation skills into builds.
  • Ranks, if updated correctly, no-rank would remain easy to kill “trash mobs”, while Veterans and Elites could be given toned down abilities that some Boss mobs possess, thus spreading the threat level evenly into every mob in the scenario. Champion and above ranks would still be used as “boss mob” ranks, but they won’t be the singular target that builds, other than DPS and DPS-support, are useful against.

Note: Still remember that you can use any build and win, even if mobs were to possess abilities from above.


Finally, I’m NOT asking for “Forced Roles” like the “Holy Trinity” games always have.

Builds that fall into Support and Control cannot create results as majority mobs are “trash mobs” and their only targets are the singular boss monsters that don’t die too quick.

“Play how I want” concept is relevant in this suggestion, you can play any build or role you want and win, even if mobs possess variety, but atleast Support and Control role builds would create results with this, rather what they do now.

Also about content difficulty, this is not suggestion to make content “1-hit-you’re-dead” or even “Hardcore”. What change would affect tho, is that it would move difficulty from “THE SUPER EASY MODE” into “Easy” difficulty (Again it will require fine tuning to find the lvl which every player can do universally).

Simply to remove the “Universal mob Design” from majority of mobs, mainly from mobs with rank Veteran and Elite, spread the threat among them (Veteran, Elite, Champion), not focus it on singular boss monster. Of course, Legendary and Epic bosses would have their unique abilities, that are more powerful than Champions.

Solo content can be understood to use quite alot of Trash mobs, but there are few times where mobs are actually abit more challenging.
Well, this is mainly about Group content, Dungeon and Open world.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Improved suggestion for PvE

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I admit that 3 past topics were made when I was mentally disappointed on how playing DPS and DPS-support was the ultimate best in PvE content, open world and dungeons, even fractals.


Here’s link to my last Suggestion, from which I’ve improved the new one.
Suggestion-Old-PvE-Content
Any other topic past this one has no relevance, tho they contain very insightful thoughts, except ones by Ayrilana.1396, who tried to retort topic off the rails.


Suggestion is about updating PvE content, mainly “Zhaitan Campaing” (Same meaning as GW1 “Prophecies”, “Factions”, “Nightfall” and “EotN”, means specific content that came with each sold “box”), which suffers from what I call “Universal mob Design”, that consists about 90-99% of the mobs in GW2.

The release of Dry Top expanded mob variety to common mobs, while Southsun Cove introduced heavy boon using mobs. These are quite the exception from “Universal mob Design”…

Problem is not the skills being underpowered, game balance is different matter, the real problem is the mobs that don’t present targets for the “underpowered” skills.

I’ve played alot of Support and CC roles in PvE, basing on experience, and every time I was the “almost useless member of the group”.

Flaw of this “Universal mob Design”, is that mobs always have “High HP-Spike DMG-0 Armor”, are super slow (attack once every 2-5 seconds) and possess insignificant abilities.
Could call it “THE SUPER EASY MODE”.

Even ranks have a flaw: no rank, Veteran and Elites are “Trash mobs” (Vets and Elites are not special rank as one would believe), while Champ and above are bosses.

The weakness of “Universal mob Design” is that mobs are most vulnerable to Direct Damage source, which consists majority of Direct Damage builds, DPS and DPS-support.
Playing other than DPS and DPS-support, is like you want to be the almost useless member of the group.

Also that the “Universal mob Design” doesn’t use the Combat system fully, there are alot of cases where you don’t have to use mobility, dodge or even utility skills to kill some “trash mobs” and even Boss mobs


Points on how the “Universal mob Design” reduces builds usefulness, other than DPS and DPS-support:

  • Conditions, while conditions deal damage through armor, but has a catch that the mob must actually stay alive during the combat for the conditions to deal damage, which they don’t, as berserkers and other Direct damage builds will kill in 1-2 seconds.
    Thus Conditions barely did little damage.
    Another problem is that this forces conditions to be used on stronger foes that don’t die super quick, mainly Champs and higher boss mobs, this will reduce the number of targets against which conditions could be used, to the Limited set of Targets.
  • Control, even if one can stop their foes from performing actions, what mobs have abilities that are best to stop, that is the Champs and higher ranks, since Veterans and Elites are “trash mobs”. Do note, problem isn’t fully on Unshakable and Defiance, it’s partly on the lack of abilities that mobs could use.
    Like Conditions, Control has very limited set of targets. Open PvE, Unshakable will make Hard Control effects useless, due to scale up and to prevent players from Stun-locking the mob (Still it’s an essential design, atleast with current designs). In dungeons, same problem of Limited set of Targets, as Veterans and Elites are “trash mobs” with insignificant abilities and pose very little threat.
  • Healing, healing has it’s uses, like to speed up recovery and to lower pressure on players and allow their own healing and other abilities the time to recharge without forcing them to retreat and stop dealing damage. Unfortunately, due to “Universal mob Design”, there’s never a mob that actually creates situation where additional healing could be useful, again the number of targets is limited to Champs and above, since “trash mobs” don’t possess abilities like Area Denial or DoT.
    Again, like Conditions and Control, the problem of Limited set of Targets, due to the large number of “trash mobs” in the mob roster.
  • Boon/Condition manipulation, these are here to turn battle over in user’s side favor, remove boons from foes, conditions from allies, convert boons, transfer conditions, steal boons and etc.
    Unfortunately, mobs that actually utilize conditions and boons with great effect, are Champs and above, again it’s Limited set of Targets.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Auto-cast ground target option?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, it could work for the HUD issue too, sinc e HUD elements block target circles and place them under player character’s feet, which is impractical.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Areanet, stick to your guns.

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

First let me say that I see nothing wrong with the B2P model (overall I enjoy it)…well, other than the game design bias towards gems—>gold conversion. However, how is $1/hour “utterly ridiculous?” I bet you spend 2-3x a monthly subscription amount in 1 night out with friends…heck, a one month subscription is like 2-3 beers at a bar… I think you need to reevaluate your cost/benefit analysis and put things in perspective. Both models work fine – there are times I wish GW2 was a subscription game as I prefer that model.

One reason I don’t Smoke or Drink, I save up money for other uses.

Once I have enough money saved for other uses, I could upgrade my computer…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Necro Is Unfair to Warrior. FGJ!

in Profession Balance

Posted by: FrostSpectre.4198

FrostSpectre.4198

You’ll love Necromancer, they’re designed for Attrition warfare, so 99% of PvE, you can’t deal enough damage due to this design, compared to Warriors.

Well, that’s PvE atleast.

Not to mention some weird bugs that cause Necromancer to apply conditions on itself, that’s fun. Especially if I use “Skale Venom” Utility consumables, some skills just apply the Weakness and Vuln on me, instead of on enemy…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Max items still 250 with TP V2.0?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

250, it’s because of 4 character binary coding, I think.

It could be 256 per stack.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

Can we please kill Phlunt?

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Lol you guys are forgetting how easy it would be for a mesmer to just disguise, execute, and portal out.

They would never know the commander was there o.O.

Don’t need to kill him either….just teach him a lesson….

http://wiki.guildwars2.com/wiki/Labwan_the_Deceiver

I took her head.

With everyone’s security compromised, if so much as a petal is askew everyone in the area will be questioned.
Trahearne: “Commander, where were you during this incident?”
As Kasmeer is looking dead at you.

Commander: Good thing my helmet and goggles are on so Kasmeer can’t tell I’m lying.

“I was at the zoo in divinities reach.” (Or at least an image of me was) …. “Why are you even here? You should be researching the dragon at the Priory….Get back to work before you disappoint both Marjory and myself!”

Kasmeer: …. okay boss… sniffle

The only person who knew it was an illusion is dead.

Now they will never know my secret.

Don’t forget, your body language too, can be read…

Well, atleast Phlunt was the only one to come, since other Arcane Council members are even less to cooperate unless they get big profits…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

New race/profession would stop complaints

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

considering how much is still broken like condition stacking and pvp nerfs to pve that have never been remedied the complaints should continue until these things are addressed imo, no amount of shinies will make the obvious flaws less obvious.

Sorry, off-topic stuff. I apologize for doing this.

Actually the problem could be partly addressed with variety design on mobs, like the recent Mordrem and Giant Beetles.
That is if “Zhaitan Campaing” (Same meaning as “Prophesies”, “Factions”, “Nightfall” and “EotN”) is updated.

If

  • Mobs are given variety, there won’t be majority of mobs dealt with full direct dmg builds and killed before other builds can do anything…
  • Ranks are put into better use, Veterans and Elites are no longer trash mobs like they are now, instead these mobs use toned-down abilities of the higher ranks, so that there are more opportunities for other builds to use all of the abilities available, (healing, CC, conditions and boon manipulation) which right now suffer from having only 1 mob out of the army of mobs, being the good target to use against. Champion could be mini-boss rank, retaining Unshakable. Legendary and Epic would be the big-boss rank.
I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

Role play

in Players Helping Players

Posted by: FrostSpectre.4198

FrostSpectre.4198

Role play…

Act out some conversation.
You can do that with “/me `write here your role play action´”.
This doesn’t make your character perform any emote or actions, it’s mostly text based interaction with other role players.

OR

Play content with group and utilize builds that fall into category of the GW2 Trinity.
You can play with any build you want and win.
Unfortunately, PvE content of “Zhaitan Campaing” (Meaning the content that came with GW2 release) utilizes universal design of “High HP-Spike DMG-0 Armor” and “Anything below Champion are trash mobs”, which reduces the impact on results, you will be always under-performing DPS and DPS-support…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

"Downed State" frightening for new players?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Because players are not able to familiarize themselves with the downed state until they are in an emergency situation that can quickly lead to death.

This is not the time to be learning something…

It would be completely different if they could review the skills beforehand, and maybe get a tutorial on the downed state or something. I have played the game for 1 1/2 years and the only reason I know exactly what all of my downed skills do on every class is because I read about them on the wiki. There just isn’t any time to familiarize yourself with them when you’re dying to another player, mob or boss.

In fact, in dungeons, fractals, WvW and PvP, you can even become a liability for your team if you are not able to return from a downed state effectively.

Pretty much that, no definite Tutorial, nor does the “Zhaitan Campaing” give you good situations to learn about it…

While many say “Google is your friend”, for GW2, it’s “Wiki is your friend”, not to mention we have “/wiki *” command to use in GW2 chat to search for stuff in wiki, tho this minimizes GW2 and opens your browser program.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

About future of crafting

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

As Ascended gear is optional, not a necessary part of the GW2.

But question is, when are you gonna complete crafting that is Exotic and below it.

There have been few items released that are Exotic or lower, but most updates have always brought more ascended crap…

It’s as if you try to make Ascended gear must have to complete your gear, violating the rules of it’s optionality…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.