Showing Posts For FrostSpectre.4198:

Orrian Gold farming trains

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Perhaps ANet adds some form of PvE based Fame system, if you fail events too much, perhaps the NPCs would turn hostile of the player…

But just joking.

Hey, but that’s a pretty good idea! Some additional consequences for failing events! yay

Yeah…whole zerg vs a few NPCs….

Welp, no one would be using those vendors for awhile…

The NPCs get PvP grade skills, high stats (even high toughness and vitality) and Legendary ranks…

:P

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 Races, Classes, Weapons

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Pikes are polearms that have hook shaped heads and are used for pulling foes or wood running down river streams.

Aren’t Pikes just longer and stronger spears, like the Sarissa used by Macedon. Halberds were usually used to pull foes from horses I think.

Halberds are combo of axe and spear. It’s a two handed axe, but with spear’s reach and leverage power.

Pikes are used to pull riders off their horses, while also used in wood cutting work as to direct them down streams of water. I guess I was reading vandalized or incorrect wiki pages…

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)

ANET position on conditions problem?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Just remember that if mobs die too fast under Direct Dmg, then all work on conditions for PvE atleast, will be for nothing…


On other hand, I wonder if Vulnerability should increase condition dmg on ticks.

Atleast 1 player’s opinion was that it’d be good for PvE and PvP…

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.

Orrian Gold farming trains

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Perhaps ANet adds some form of PvE based Fame system, if you fail events too much, perhaps the NPCs would turn hostile of the player…

But just joking.

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 Races, Classes, Weapons

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

2 handed axes?

I doubt it, since there’s possibilities with polearms…
Many of the Spear skins are quite similar to Glaives, Halberds, Pikes, Javelins and Harpoons.

Halberds being literally 2 handed axes, but with a spear head.
Glaives are polearms with a blade as head.
Pikes are polearms that are designed for thrustinghook shaped heads and are used for pulling foes or wood running down river streams (I guess the wiki page was incorrect or vandalized at the moment).
Javelins are pretty much throwing spears, with thin spear head with only sharp tip and no hook or blades, since they’re supposed to penetrate armor when thrown.
Harpoons are pretty much your spears for underwater use…

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)

silly ranger weapon question

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Propably one of the many reason is:

Pistols and Rifles utilize spherical rounds, and common rifles are flintlockes.
Even though gameplay vise you can shoot pistols and rifles quite fast and deal quite damage.

But in comparison to arrows, spherical rounds would have issues with armor and lack of aerodynamics.

Also that the explosion sounds would terrify their pets and are too loud…

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 position on conditions problem?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Mob stats could also need a redesign…

As a part of the problem, due to lack of variance in stats, impotent abilities, slow attack speed and bad usage of rank ratios…

Why?

  • Mob with more health pretty much resists conditions, but not direct dmg.
  • Mob with very low armor is highly vulnerable to direct dmg, which will result in higher damage numbers than what conditions can do.
  • Mob with poor abilities will not grant it more capabilities of resisting damage (or dealing it).
  • And the other problems with the mob design, especially the problem that huge majority of open world PvE mobs pretty much reduces the combat experience into same as other MMORPGs, that utilize passive defense and less active defense…
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)

Condi dmg is 65%-76% less DPS vs bosses

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I think ANet pointed out that the condition limiters are there because it would cause serious lag issues to calculate every player’s stacks…
Also thinking another way: Can you make container leak(!) faster than it’s possible…

For PvE:
Direct Dmg is superior, due to mobs having almost no armor.

Conditions, like healing, control, boons and boon/condition manipulations, are not designed for mobs that barely does anything and dies in 1-3 seconds.
Instead these effects are designed for mobs that cannot be killed fast and are capable of dealing damage and effects, “long duration combat scenarios” or “Drawn out combat scenarios”…

Well, not to mention that 99% of mobs barely do anything (due to spending alot of time with their “attack cooldown” of 3-5 seconds and having abilities that barely do any damage or effects at all), giving superiority to DPS builds…
(Not to mention that when huge majority of mobs perform the same way, combat is pretty much bland and active defenses like dodging is not used at all either)

With 1% of all mobs (boss monsters with more potent abilities and resilience like Tequatl and Claw, Veteran Karka, Mordrem and Giant Beetles), is where all builds begin to exhibit equal chances…

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)

Youtube ads and their reality

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

To me, the trailer displaying the giant, was pretty much: “Oh s**t” moment…

Perhaps intended, as the giant is quite powerful, even if it uses too simplistic and cheap 1-shot attacks…

As it’s too hard compared to other bosses available (kitten kittenty “Super easy mode” designs for casuals, to point that you can just stand-spam-DPS majority of PvE, even with full lvl 80 fine gear), it’s not been killed for long time…

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 can you stop making Outfit

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Perhaps ANet should make “**** armor/leather/cloth fragments” that allows us to craft armor with other skins, than just same old.
Insignia is crafted into the fragment, then the “repaired **** **** insignia” or something is used like insignia…

Perhaps also available to weapons too.

Quite similar to Hero armor requiring armor parts, but in GW2 it’d be used on crafting armor/leather/cloth gear.

(Someone very likely suggested this already, but search function is one annoying thing that doesn’t work when needed)

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.

where is the wing?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

It’s a chicken poo outfit, just put the wings back…

Looking quite near r******d with graphical bugs on it already…
Not to mention ridiculously oversized gear anyway, which are not practical anyway, neither is Cloud’s Buster sword in FF…

Maybe make it also to hide back items, if necessary.

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)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Not to mention that the current mob design of “High HP-High DMG-Slow Attack-0 armor” works best when Solo…

In group content, everything goes out the window…

Adding one other problems into the list…
Problems that together make a bigger one:

  • Lack of variety in mobs stats, attack speed and abilities, for 99% of mobs
  • Poor AI (Incapable of using active defense, even if just little, for majority)
  • Megaserver zergs
  • Mob design for majority works best only in solo
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)

Some World Bosses

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Yeah, some world bosses suffer from “blind spots” where they can just “Stand-Spam-DPS” with no danger at all.

Problems that makes a big problem together:

  • mob design (Over simplified same mobs consisting about 99% of all mobs)
  • Poor AI with it
  • Megaservers zergs
    And include these into the rest…

Hopefully this isn’t casual gaming as intended…
Since in my opinion open world PvE content is way too easy, even for casuals…

I did one topic with suggestions on world bosses…

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] Keyboard interaction w/ prompts

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Yea, that’d be useful, especially when trying to use Taxi to better map copy. (kitten ANet didn’t give us the queue system we needed)

Well, there shouldn’t be problems if players use WASD, there shouldn’t be any accidental Enter punching…

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 setting and party members

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Since the Culling was unlocked for long time ago…

I still see that, while having both settings on lowest, Party members are also subjected with these horrible immersion breaking place holder models…

Why hasn’t this been fixed yet?

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.

[Suggestion] Stop, Drop, and Roll

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I would like to see it where a well timed dodge roll could reduce falling damage by a small amount, say 20%, to give that small window of extra survivability.

Like in some games that involve parkour or some degree of free flow movement?

Well, I usually do dodges on falls where I take damage, due to have played games like tomb raider and etc…

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.

Dual wield pistols auto attack

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I’ve not seen much of dual use with Auto Attack.

dual use by warrior: Any mainhand and Offhand Axe, Dual Strike and Whirling axe pretty much uses the mainhand weapon, although both skills count as Axe attacks for achievements…
Riposte, with Off hand sword, (Well, atleast Charr use the main hand to deliver the counter blow, while blocking with offhand sword)

But for Akimbo pistols, always shooting both at the same time is waste of ammo and you cannot use the sights properly, you’d only unload both guns if you are in a good position to do so.
That’d be part reality…

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)

Can we get a moa leg?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Go all Charr and have a Cow leg!

:P

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.

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Mobs DO use different skills. Best example would be bandits using thief’s elite skill. (“Dagger Storm”, or something like that).

The combat is this game isn’t half bad. It’s the most challenging I’ve seen in any MMO, as it actually requires you to move around if you want to stay alive.
I just wish anet would fix some of the small issues we have, and maybe try to make support build meaningful.

Support and Control builds function better, when mobs don’t die too quickly and manage to execute their abilities, deal damage and so on…

Effects provided by Support and Control are pretty much help to survive longer and prevent enemies from using their abilities.

As for bandits using Dagger Storm, I think it was Asuran Pirates who toss daggers as attacks, it’s pretty much toned down version, deals little damage, doesn’t reflect projectiles, not to mention the slow attack speed…

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)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

If you want challenge, you could always go to Southsun Cove and jump into a bunch of karkas. That is, unless, you feel like you’re so powerful you can defeat an army of those at a time. xD
For me, Southsun Cove is a place where I don’t feel safe, I don’t know about you guys.

It was similar for me in Orr when I was new to the game. If you go there unprepared – you will die. Learning monster’s abilities and patterns takes time, so…
Even on higher level, if you run into bandits in Queensdale(by their cave) – you will die. There’s your ‘careful dodging’ part.
I’m not sure what you expect from anet. Do they add new mobs or change their mechanics completely? Because I’m mostly happy with the way combat is, other than occassional lack of challenge.

What I agree on is that it would be nice to show some meaning to different builds. At the moment Berserker gear is the best in nearly every situation, as long as you can do some basic dodging. This could be improved.

Well, can say the problem is that Veteran Karka, belongs to the 1% of PvE mobs (Which includes abit more complex/challenging boss monsters, Mordrem and Giant Beetles)
Veteran Karka requires more careful approach, since they use alot of boons, debilitating attacks and possess resilience which makes full berserker DPS builds pretty much suicide, if I don’t take any practical utility skills for the battle.

My Necromancer gets more use here (Especially the boon/condition manipulation abilities, oh that corrupting boons is refreshing) and the combat is not repetive stand-spam-DPS atleast, but it’s still 1%, so my main Necromancer will be sitting in out for majority of time.


As for Queensdale Bandits, might hit hard for the lvl, like everywhere else (99% of mobs), they still all die quick and do pretty much nothing, since most of the time they spend in “slow attack speed” cooldowns, activating 1 ability in every 3-5 seconds

If I play Condition build there, I can just watch and enjoy the condition dmg ticks, dodge abit, heal abit more, but not enjoy much of the combat itself…

If I play with berserker DPS build there, I pretty much clear out the cave by just using auto-attack and few weapon skills. Might have to activate heal skill once, but I will pretty much never use dodge, keep on moving or think about my positioning…

But as Queensdale is pretty much starter area, I can understand the mobs being super easy…


And of course, it also gets boring when repeating same mobs in 1 place, so I move to another map for a change…

Yet there are not much of maps to go to, due to the 99% of same mobs…
:(

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)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

mobs have ridiculous amounts of HP if they are ridiculously scaled up.

As for your other major issue. Why does the game have to force you to play a certain way.

If you dont like straight up DPS, dont play a straight up DPS build. Go condition based and you’ll have to dodge a bit now and then to be effective and even engage in some crowd control to survive if you tackle a big enough group of mobs. Gw2 is a game thats intended to be casual friendly and from comments in the forum even as is some people find it hard to solo content in the open world. If the game were to make its mobs challenging for good players playing a straight up DPS class who would the inexperienced players playing with a sub optimal build fair?

I have a main Necromancer that sits out quite alot…

While I do love to watch PvE mobs health diminish quickly with condition builds, but I can’t use that for group events in open world PvE, since mobs are killed too fast, my conditions deal no damage.
Group in, if my party members use berserker DPS, I end up just inflicting conditions that never tick enough for majority of the game.

Not to mention that Vitality and Health are what pretty much combat against Conditions…
More health, the more time my conditions need to chew through it.
If mob has no armor, it takes full damage from Direct Dmg DPS, which is used by many when they do these group events, more health means few more hits from Direct Dmg source, while for conditions it’s usually more than 30 seconds, even minutes required at worse

Even if I use a hybrid build, example Rampager gear, part of my damage source is out, if I want to use it in every PvE area, which includes 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.

[New Weapon Suggestion] Scythe

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Necromancer

1: 1a.Reap – Sweep your scythe in a wide arc, releasing a wave of darkness that damages and torments enemies (targets: 5 range 600) 1b. Harvest – swing your scythe back, attacking all enemies in a wide arc and granting random boons to yourself and allies in the attack range (Boons possible: might (1 stack), protection, regen, retaliation, all 5s)

2: Reaper of Grenth – deal damage in a cone. damage increased on injured enemies and enemies afflicted with conditions (targets 5, range 600, damage amp 10% per condition + 10% per 25% max hp loss of enemy, CD 8s)

3: Rigor Mortis – unleash tendrils of darkness in a cone in front of you, damaging and chilling enemies and granting 2% life force for each enemy hit (targets: 5, chill 5s, cd 20s. AoE aoe style similar to range axe 2 – splitblade Combo finisher – projectile (20% chance per tendril))

I can imagine Reap creating outwards nova effect (Similar to GW1 Death Nova effect, but dark in color), while Harvest creates inward nova effect (Similar to the effect that Rotmouth Suckers use, but instead clear dark color).

Perhaps the Harvest would steal boon from 1-2 foes, while giving condition to 1-2 hit foes, or just convert 1 boon on 1-2 hit foes and convert 1-2 conditions on you to boons depending on how many foes you hit, but I dunno.

Reaper of Grenth is in use as Racial Elite for Humans, perhaps call it “Grave Spine”, “Grave’s Reach” or something.

While Rigor Mortis would inflict 3-4 seconds of chill.

Othervise great looking suggestions, before my suggestions of course.

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)

GW2 gets a lot of things right

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

What’s your opinion about mobs? Open world, Dungeon, everywhere in PvE…

Read all posts in this topic, but didn’t see any inputs about mobs by you.

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.

Wish there was a Healing Profession

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

My support is usually my Elementalist.

Aquatic Benevolence, Evasive Arcana, Arcane Wave on water-fields for heals.
Attunement change with Elemental Attunement trait, for useful boons like Protection, Swiftness and Regen.
Conjures with Conjurer trait, as offensive choices and additional DPS support.

But for Open world Group content, everything die too fast before they even do anything, so this build is good for Hard content, which is not what I want to do for most of the day.

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)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Of course, I forgot to mention this:

I’m not looking for hard content, I just would love to actually have engaging combat, even when solo…

But as 99% of mobs in GW2 are this way, with exception of 1% (challenging boss monsters, Veteran Karka, Mordrem and Giant Beetles), even if I don’t play berserker DPS, combat tends to stay bland, with not much difference overall

Atleast in my opinion, the difficulty of open world PvE feels alot more easier than it should be…
I mean “Casuals must have to have mobs that do about nothing during combat” kind of mobs feels abit overdoing…

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)

gw2 morality

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Don’t worry, it is just a bunch of Charr. They have no souls anyway. Just keep on whipping them.

I never played Guild Wars, but there have been times where I’ve wanted to fight for the Separatists and Ascalonian ghosts against the Charr.

But for real troubling moral issues, there are always the Asura, who want to commit genocide against the Skritt.

Problems that Separatists are partially backed up by crooked high ranking officials in Kryta, who want more profit at the cost of lives of their own people.

So there’s nothing good from human side either, or any race…

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.

Wish List for the next Feature Pack?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Me?

I wish there’d be update to mobs, with variety to stats, abilities, attack speed, better rank usage and etc.

Not a serious difficulty increase, just that there’s actual engaging combat experience, instead of mobs that barely do anything…
Should not be too hard for casuals, to have mobs that don’t let you off by just standing majority of it’s time (Due to slow attack speeds, usually about 3-5 seconds delay for each action), than using abilities or dealing damage

But that’ll never happen…

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)

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I take it OP has not fought against the new Mordrem mobs, like thrashers. They require exactly what you are describing in terms of fighting strategy.

(Experimented a reasonable Warrior Berserker DPS build with some defensive abilities, while solo, on Mordrem, I did fine, never stopped moving, never wasted a dodge and tried to position myself, even against Husks and Trashers, which eventually died quite fast.)

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.

When are mobs gonna be fixed?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

For the 2 years, mobs from lvls 1-80, have been the kind of what you’d expect to face in Starter Zones.

The engaging combat mechanics in this game are not there, as long as we can go all DPS and just stand and kill everything without doing anything else

This is not a rant to demand hard mobs into PvE.
Just enough to make us dodge abit more, think about our positioning, keep on moving, use abilities and never make us focus on full DPS, Control or Support builds.
Enough to keep us on our toes in combat.
(Experimented a reasonable Warrior Berserker DPS build with some defensive abilities, while solo, on Mordrem, I did fine, never stopped moving, never wasted a dodge and tried to position myself, even against Husks and Trashers, which eventually died quite fast.)

Not to mention problems of 2/3 of combat mechanics being useless for huge majority of PvE content, due to the design and use of these mechanics.

Ratio of PvE content right now, would be 99% dominated by DPS builds while control and support are useless since they cannot affect the flow of combat, while 1% gives equal chances for DPS, Control and Support builds.

To make use of Support and Control builds in this PvE content right now, players have to take handicaps, which is pretty much same as forcing others to play this and that…

Unfortunately, having DPS build with some Support and Control abilities, is just DPS build with minimal support and control, which do work quite great with current mob designs, but Support or Control build with some DPS abilities, doesn’t fare as well at all.

Problems with DPS builds used in PvE:

  • Mobs are designed to have huge amounts of HP, which is not much of a problem for Direct Dmg, not to mention Rank ups boost HP in ridiculous amounts.
  • Mobs deal high damage per hit, but attack once every 3-5 seconds, rarely any faster.
  • Mobs possess abilities that activate slowly and deal quite minimal damage, which makes them pretty much harmless, even in group content.
  • Mobs have pretty much 0 armor, which is only stat that can heavily weaken direct damage effectiviness.
  • Mobs rarely utilize boons and conditions, never effectively either, just 1 or 2 mobs in a mob faction.
  • Ranks Veteran and Elite means nothing, just more HP and DMG on mob, othervise they’re no different from “Trash mobs”.
  • Mobs all die quickly, way too quickly, even before they spawn, activate or deal any damage.

Problems why Control and Support builds are useless for 99%:

  • Conditions require time to deal damage.
  • Healing is to give longevity if combat draws longer.
  • Control just controls and “tanks” mobs, should they be too much for others.
  • Boons give advantages, but some boons give over time advantages, like endurance regen or health regen.
  • Boon/Condition Manipulation is to change advantages to disadvantages and vice versa, but require that there are Boons and Conditions in use, should combat draw longer than expected.

But as 1% is where all builds have equal chances, it’s same as “limited targets” or “useless abilities”, unless one plays PvP exclusively.

Solutions? Not sure, but I can think of few, but then again they are not always good either, since I’m just 1 person observing and thinking solutions…

  • Better mob AI, so that mobs would actually use some abilities more effectively, even dodge. (Suggested by many)
  • Perhaps mob types, part of better AI, Example: Fast mobs that dodge quite accurately, attack fast and try to position themselves.
  • Variety on mob stats, even for Trash mobs, since “High HP-High Dmg-Slow Attack-0 Armor” has been so great so far, for only about 1/3 of builds.
  • Better use of Ranks, Example: NoRanks are Trash mobs, Veteran and Elites could be advanced mobs with toned down boss abilities and/or more significant lesser abilities, Champions are minibosses, Higher ranks are big bosses, etc. (This will also solve the “Limited targets” issue)
  • Better ratios of mobs, not too much trash mobs and not too many Unshakable mobs to limit targets for players and builds.

I do know that update all mobs into better ones will be huge task and never happen quickly. But as more content is added with current mob design in mind, the harder and bigger the job will be


This is speculations:

Rank ups, I think that rank ups use multipliers, which doesn’t boost extremely low values much, like with “High HP-High DMG-Slow Attack-0 Armor”…

Speculative mathematics with no actual ingame values, if it’s multipliers:
15,000 HP – 5000 DMGvsLight – 1 Armor – NoRank
Rank up to Veteran (x2)
= 15,000×2 HP – 5000×2 DMGvsLight – 1×2 Armor – NoRank -> Veteran
= 30,000 HP – 10000 DMGvsLight – 2 Armor – Veteran

Hopefully this speculation is true, or the new mobs are gonna be quite effed up anyway, if rank ups just boost HP and DMG with huge amounts….

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.

Before raids, any chance of a condition fix?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Before Condition fix:

Better mob designs first, if mobs are highly vulnerable to direct dmg to the point where DPS builds just melt mobs in 1-3 seconds, Conditions, Support and Control builds will never get a chance to deal damage and affect combat flow

By giving more targets to players, this could fix the condition issue in PvE. (If you have enough targets to use conditions on, you’re doing damage, instead of waiting for the boss monsters who don’t die in 1-3 seconds under berserker DPS builds)

Variety to Stats, abilities, attack speed and use more active defenses…

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.

Raids are coming to GW2!

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

I think many people miss the point on the berserker dominance “issue”.

Optimized groups DO have the trinity of damage/control/support. Control come in the form of projectile negation and bump, support comes in the form of aegis, protection and might. Players can perform these roles while wearing zerker/assassin.

Berserker is not bad because it deals the most damage. It is bad because under the current system it allows you to clear most bosses quickly enough to skip their entire fight mechanic.

I’m talking about general PvE, for 99% DPS is always superior over Support and Control, while 1% is where Support and Control have equal chances with DPS.

As long as Support’s abilities can change flow abit and Control would be given enough targets and both not limited to only boss fights, everything would be pretty much fine.

It’s fine to use any build one desires to use. But atleast give Support and Control builds better chances, have chance to change to flow of the battle with these, as long as the mobs don’t die in 1-3 seconds and do nothing to the party with mostly harmless abilities.

Support and Control builds also deal damage, but since they invest most on role specific abilities so they deal less dmg, while they offer longevity and change to flow of battle, which DPS builds mostly lack for “Long duration Combat Scenarios”.

As long as Support and Control are useful and equally capable as 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.

Does Anyone Use Superior Runes of Mercy?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

For PvE, as long as huge majority of mobs melt in 1-3 seconds, it won’t see much use there.

But as people already mentioned, good for Warrior along their Tactics Trait line, good for aggro control (As reviving maxes out reviver’s aggro rating), which has minor traits that boost revival for content where berserker DPS cannot dominate…

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)

Blue to Green

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Organizer Aerixx came and used those “Pigment Transmogrifiers” Pigment Destabilizer…
This or the desert caused her to become green.

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.

secret of E

in Living World

Posted by: FrostSpectre.4198

FrostSpectre.4198

Eliphas the Inheritor! :P

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.

Raids are coming to GW2!

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

kitten , I really wished ANet updated mobs, since 99% of trash mobs that melt in 1-3 seconds when under berserker DPS “Stand-spam-DPS” is not very Support or Control build friendly…

Well, hopefully the mobs in these raids are not gonna be “99% 1-3 second dead mobs vs berserker DPS”…

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)

Inf Watchknight Tonic cant be used in dungeon

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Do the item cooldown debuff now expire even when offline?

Since last time I checked, the cooldown debuff ticks only when online on that character…

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.

"lockdown" bug with Thief

in Bugs: Game, Forum, Website

Posted by: FrostSpectre.4198

FrostSpectre.4198

Not sure what it was called, the bug where you’re rooted, can’t use skills and could only be resolved by getting downed or map change…

Atleast it’s not as serious as before, since this can be fixed by using movement (WASD).

Simply that, while using Death Blossom, some times the Thief will root into the ground and cannot use skills, but could move to get out of it.

I managed to recreate the issue a second time, I had Dagger/Dagger, Withdraw, Infiltrator’s Signet, Signet of Shadows, Signet of Agility and Dagger Storm.
When I got “locked down”, I could only use Signet of Shadows, not other skills.

Unfortunately I haven’t had success in recreating this issue after the second time, to test if other utility skills work…
(The two times I succeeded on recreating this bug were during combat and I didn’t manage to kill the mob, and was eventually forced to move)

But I did get Immobilized, I seemed to be stuck, until condition ends, since immob will prevent movement with WASD…
I didn’t get a chance with other skills, so I dunno if they work through this.

The two times I managed to recreate this issue, involved with mobs that could immobilize me, but not sure if there’s a connection.

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.

Female human only has 1 animation now

in Bugs: Game, Forum, Website

Posted by: FrostSpectre.4198

FrostSpectre.4198

I think there were some problems with the animations.

The shoulders would pretty much dislocate or sink into the torso during the stretching animation and look awful…

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.

Fix your agro!

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

First strike generates a ton of aggro? That’s news to me. My ele tends to be the first to attack and I’ve done the same thing with my warrior. Despite my melee warrior dealing more damage than my ele, it seems my ele is the one that is constantly targeted despite trying to be slightly further away than the other players in melee range (if everyone is stacking on top of tazza, my ele is typically next to her or slightly behind another player).

Also, where did you get those numbers for the aggro rating?

  • top damage dealers

Mobs in dungeons and some special mobs tend to have unique aggro system

Warriors have better sustanance, but Elementalists are on the top of DPS tables…

And also your party’s make up matters. If there’s no one properly geared or even aim to affect aggro, then the “top damage dealer” is gonna happen more.

But there might be some hidden rule that ANet has not disclosed, but I dunno.

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.

What makes a skilled gw2 player?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Too bad that skills go to waste for PvE, since 99% of mobs are “Zerker feed” (Dominated by berserker DPS builds so badly, that Support and Control builds are incapable of doing any kind of results and some combat mechanics are not required, like dodging).

Lupicus, on other hand is in the 1% of PvE content where some degree of skill is required.

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)

White Mantle, Brown Maguumans

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Don’t forget White Mantle Cult, the members, well, bandits mostly among some crooked politicians are white, but it should be quite mixed now. Name “White Mantle” isn’t in wide spread use, so majority are just “Bandits”…

Not to mention that those designated White Mantle foes in GW2 which have brown skin, are just ghosts.

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.

Discrimination? (Non-English chat language)

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

To me, it doesn’t matter, I don’t even use the chat filter at all.

Only time when I think it’s better to speak english: map has majority of english speakers during coordinated group content or dungeon group advertised with “american flag”

If map where I’m in has majority of other language speakers during coordinated group content, I either try to do my best with minimum understanding of the chat or I try to get myself into another map copy with more english speaking players.


Other than that…

I did witness harassment by two english speaking players going all verbal abuse on player who spoke german. I did report those two for verbal abuse, I think, and I added those two into my block list tagged as “Harassment and Verbal Abuse”.
But this case happened shortly after the first Feat Pack.

So, yeah, some people are just the kind with a stick up in their butt…

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.

Fix your agro!

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

?

http://wiki.guildwars2.com/wiki/Aggro

eles do a ton of dmg. So, you were probably doing the most damage; hence, you were targeted more often than the other classes. Is that a problem?

Pretty much that…

  1. closest target to them
  2. who is dealing damage
  3. top damage dealers
  4. who is using a shield / has more toughness and overall armor
  5. others (see Tanking tactics below)

Do note that first strike seems to generates large amount of aggro, which can determine who is gonna be taking hits.

Combine from these.
Example: If you have shield, stay near target, deal damage, highest possible toughness and armor, and first strike, you’d have the aggro most definetely.

I’ve noticed that you can loose aggro, by holstering your weapons and running away from the mob, but this requires that there’s other players to generate aggro.

Another way to get all aggro, is to start reviving a player or NPC, this results in 100% aggro rating, every mob will come after you.
If there are more players reviving at same time, all those players will have 100% aggro rating, while distance to mobs will determine who will be targeted first.

Mobs in dungeons and some special mobs tend to have unique aggro system, so that it’s not possible to keep aggro definetely on 1 player in every combat scenario in PvE…

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)

If We Can't Have Mounts How About ROMANCE?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Don’t forget Commander Shep*I mean Pact Commander and Tal*uh Sayeh al’Rajihd romance path…

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.

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

In my opinion, update of stats, abilities and attack speed would be nice.

Well, if included with better mob AI as some already suggested.

Well not talking about difficult content, I’m just talking about having more engaging combat scenarios…

Instead of just DPS for majority of PvE, since mobs die in 1-3 seconds if I do use berserker gear and DPS build…

Since every other game mechanics actually work only on “long duration combat scenarios”, which 1-3 second melting mobs are not…
Not to mention that 1% of PvE, which are boss monsters mostly with mechanics that prevent 1-3 second deaths, this is where 2/3 of builds and combat mechanics have EQUAL chances as DPS.
Except DPS is superior for the 99%, while Support and Control are pretty useless in that 99%…

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.

Conditions being removed.

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

There have been suggestions for Conditions, but it seems there’s no plans or CDI going on about this right now.

Like said, in PvE problem is the cap and applying weak conditions that override stronger ones.
Perhaps if there were a minimum thresholds of Condition dmg and dur, that prevents weak conditions from overriding stronger ones, but I dunno…

But in PvP, conditions are quite powerful, as I’ve heard.

For PvE, it’s a different matter, 99% of mobs are designed to die in 1-3 seconds, if players use berserker DPS builds, which makes it worse for condition use, when mobs just melt before conditions even hit damage…
Only with 1% of mobs, which are mainly boss monsters with combat mechanics that prevent melting in 1-3 seconds are where conditions and some other game mechanics actually get a chance in equal terms against berserker 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.

Polearm Weapon

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

That’s just name of that skin.

Essentially, if ANet converts the pre-existing spears into usable on land, I think they’d be called “Polearm” as a weapon type.

Since if you take a look at spear skins, you’d find:

As for usage…
Warriors would use it as two-handed weapon.
Guardians could just take it from underwater and hold it as 1 handed throwing weapon with shield.
Rangers and even Thieves maybe…

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.

Closest thing to an Enchanter class

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Enchanters, in GW1, some mesmer NPCs were called “Enchanters”.


Perhaps better name would be “Buffer”

Any profession can work as a Support, but there are limitations for each class…
Example: Warriors have excellent offensive support but very weak healing capabilities,
while Elementalists have more flexible choices, can heal alot with right traits and gear, provide auras, conjures and so on.
Dunno about Guardians being “enchanters” tho, but they’re designed for Support anyway.

But yea, Support (and Control) builds have very little use in PvE, due to 99% of mobs dying in 1-3 seconds (possible even before the mobs spawn and activate) with only full berserker and DPS builds…

It’s DPS for majority of PvE, until ANet decides to fix their mob designs.

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.

Changing Race

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Never gonna happen, I really doubt it.

We have these, which can work like a race change 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.

running is not fun anymore

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

Mounts? We already have mounts!

Your mount you’re so looking for in GW2.
Only problem with those is that they’re only in EotM.

Works same as GW1 Junundu and Siege Devourers:

  • Transformations
  • Modifies stats
  • Has limitation to specific maps
  • Replaces skill bar with one according to the mount.

Possible that we get new areas where these mounts are accessible, like the Junundus in GW1…

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)