Showing Posts For GreyWraith.8394:

Free transfers to Bronze and Silver from Gold

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

Hi Anet. WvW player here. WvW is a game mode you may or may not be aware of its existence but nevermind.
Good to see CDI threads about scoring and population imbalance fixes but we had a CDI 1.5 years ago and nothing has come out of it.
Not sure if you even realize the the bad state of WvW in Bronze in Silver because you sent all your devs in Gold and top SIlver.
So while you are working on fixes(supposedly) why don’t you enable free transfers from Gold to #14-27 maybe? I know nothing will change but at least the community will see you are trying to do something. And lock the transfers to gold or double/triple the price . Stop encouraging people to stack…
There’s no reason what-so-ever to not give us free transfers(aside from gem, but with dead game there wont be any income at all). Wildstar already did it, WoW did it.
The clock is ticking, nobody is going to wait for you forever to fix your game.
Also fix already how transfer price is defined. You already have WvW rankings, use them. It’s one hour work.

hyperbole causes global warming and world hunger

On a serious note: I don’t think free transfers will cause the population to spread out. There’s no real incentive to do so. Something needs to change with WvW first so that there is incentive.

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Anet goofed on the Asian hat design.

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

“Anet goofed on the Asian hat…”

I agree, it obviously should have been made available to male characters as well.

:D

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Issue: Runes/Sigils and Non-Salvageable Gear

in Black Lion Trading Co

Posted by: GreyWraith.8394

GreyWraith.8394

Please find a way to allow us to move Sigils/Runes from Karma/WvW gear to new gear.
I hate being completely screwed out of a bunch of hard earned gold because we can’t salvage our myst walker armor. I mean come on, I can’t even throw them in the mystic forge.

This. Ideally recovering upgrades should be made available. Failing that, we should have some way to recover part of our investment by salvage/forge/etc.

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Anyone else pumped about the Necro!

in Necromancer

Posted by: GreyWraith.8394

GreyWraith.8394

any thoughts on whether siphons are worth a kitten with the buffs? Still seems sketchy to me given the trait investment required and the lack of synergy with DS.

None of the siphon traits got buffed. Just Dagger #2, aka Life Siphon.

kitten . I fail reading. I remember that from the readyup but for some reason misread the patch notes. Oh well…

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New SILVER Fed Salvage-O-Matic

in Black Lion Trading Co

Posted by: GreyWraith.8394

GreyWraith.8394

is it available again?

It is not currently available in the gem store, just checked.

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Magnetic Shield while moving!!!

in Engineer

Posted by: GreyWraith.8394

GreyWraith.8394

Rapid fire rangers beware, right? I anticipate some amusement out of this.

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Anyone else pumped about the Necro!

in Necromancer

Posted by: GreyWraith.8394

GreyWraith.8394

any thoughts on whether siphons are worth a kitten with the buffs? Still seems sketchy to me given the trait investment required and the lack of synergy with DS.

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WvW Suppressor

in Elementalist

Posted by: GreyWraith.8394

GreyWraith.8394

Did you post a pve build by accident? It looks like a pve build. I mean, there’s even agony resistance in the infusions…

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Nerf Fire Fields, here's why-

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

2) If the bandwagon is correct, the outlier is celestial. Not runes & sigils that everyone has equal access to. Not fire fields that everyone uses; even specs w/out blast finishers will stand in teammates fields for stacks. You can’t take (for example) clerics + might stacking and suddenly be golden. Celestial works with might stacking because it has so many other stat points in everything – all you need to do is add some might and you have a great build. If there is a problem (and I’m not convinced there is) then it is with celestial.

The thing is, though, Celestial isn’t the outlier. Niether are Strength runes. Nor fire fields (though the most problematic might stacking builds do have high fire field+blast access), nor Sigils of Strength+Battle. It’s the combination of those things plus the profession’s high sustain abilities that is too strong, which makes reducing the power an exceedingly tough task. No individual part is overpowered (though Fire field + Blast is a huuuuuuge outlier in terms of combo strength), which means an effective nerf is very difficult to find.

However, Fire Field+ Blast is , in my opinion, the best place to start. It is an outlier in power of combo finishers and the typical problematic builds get 3 stacks of Might for 35 seconds per blast. That +30% boon duration from traits and +45% Might duration really amplify the power of an already very strong combo.

To clarify: when I say outlier I don’t mean OP; I mean statistical outlier specifically in terms of stat points. That is what allows it to be so powerfully well rounded when combined with might stacks. You can combine might stacks with other armor types for a big boost in power but you won’t get ‘powerful and well rounded’ like celestial does.

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(edited by GreyWraith.8394)

What if Bull's Charge was a "Teleport?"

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Or anet could just fix the bugs in leap skills so they work right.

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Nerf Fire Fields, here's why-

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Again, this only applies to fire fields. (note, this also could be an spvp only change.)

If you nerf might stacking to say, 2 stacks instead of 3 and cut the duration by 33% from base, this would solve so many issues. (the numbers can be tweaked, really.) The damage from certain specs would be reduced to an appropriate level. We don’t need to nerf celestial, battle sigils, strength runes or classes.

Professions like engi, ele and war are the only ones who have decent access to fire fields+blasts. These are the problem classes. Correlation much? If might stacking via fire fields were nerfed, the problematic classes would be brought in line while not nerfing might for other classes.

Agree? Disagree? And why?

1) I’m not convinced that the ‘nerf celestial might stacking’ bandwagon is correct. It is slow to build damage, it has to continually work to rebuild stacks (and enemies can interfere). It requires a certain amount of knowledge and skill to build and maintain stacks (not saying a lot of skill, but it isn’t faceroll). I would hope the devs would encourage skill based gameplay and situationally powerful builds (as opposed to faceroll-always-OP or nerfed-into-the-ground builds).

2) If the bandwagon is correct, the outlier is celestial. Not runes & sigils that everyone has equal access to. Not fire fields that everyone uses; even specs w/out blast finishers will stand in teammates fields for stacks. You can’t take (for example) clerics + might stacking and suddenly be golden. Celestial works with might stacking because it has so many other stat points in everything – all you need to do is add some might and you have a great build. If there is a problem (and I’m not convinced there is) then it is with celestial.

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(edited by GreyWraith.8394)

Confusion proc on Attunement / Kit / Swap

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

IMO confusion should proc on attunement & kit swapping, but not necessarily on weapon swap. Many effects trigger on attune and kit swaps, and for that reason i believe confusion should proc there.

thats my .02

thoughts?

Discuss.

Why? Attunment & kit swapping IS weapon swapping for those classes. Your stated reason of ‘many effects trigger on attune and kit swaps’ is unclear. After all, many effects trigger on weapon swaps; why shouldn’t it happen there as well?

Provide clearer reasoning please.

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Guardian has everything!

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Party support is Guardian’s theme and I think it should stay that way. But what buffs should they bring to the party? Stability and protection fit the theme. They’re “solid like a rock” so maybe providing swiftness should be left to other professions. There’s also too much caster-type power with AoE autoattacks (staff #1). Strong team player should be weaker individually.

The fact that swiftness doesn’t match your concept of Guardians is irrelevant. Conceptual arguments are flexible enough to be used to justify anything and don’t belong in balance discussions.

And seriously, you’re complaining about Staff#1? …And you think it’s too strong individually. Try fighting a guardian who uses staff and see how ‘strong’ they are. The damage will barely tickle you.

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Guardian has everything!

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Yes, guardians have everything. Except for the two big ones

1. Except for reliable movement and escape options.
2. Except for reliable Soft crowd control to stay on a target

The guardian was created to be the go to guy for group support. They don’t need their abilities toned down at all. Because the 6/6/6/6/6 build doesn’t exist.

But they don’t have everything at once. Playing a guardian is alot bout making choices and sacrifices.

Staff 4: Empower does provide might, but with limited duration. Blasting Fire fields are always better if you have time.

Staff 3: Symbol of Swiftness was changed by anet to allow for it to support more, not less. It also had the problem of putting you in combat if a random mob crosses over the symbol.

Staff 5: line of Warding is nice but only if the person doesn’t have stability or if they simply avoid it.

As for rangers and mesmers you are comparing Apples to Oranges, when you compare them to Guardians. Because all three jobs were made to do different things.

I suggest playing the Job before you start making suggestions on how it needs to be “toned down”

Well said.

The class has deliberately designed weaknesses to keep it from being OP. Very limited options for ranged damage is one that hasn’t been mentioned yet.

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Lunatic Inquisition Unreachable Cliff?

in Bugs: Game, Forum, Website

Posted by: GreyWraith.8394

GreyWraith.8394

…You can save up your lies and excuses. Access to that spot in not intuitively visible. You can’t just jump there like you can jump on a rock. You have to step in particular spots in a particular way, in a particular order.

All activities, ALL are intended for all players, ALL. Both new and old. So any new player should be able to pick up things on the fly. Not having to learn all the intricacies of the map that are not intuitive…

The jumping puzzles are a lie.

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Condition/Boon Duration is Bad Design

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Out of all the mechanics that is plaguing Guild Wars 2, from CC on bosses are worthless, conditions are worthless in PvE, some runes grossly more powerful than others. Conditions are spammable, boons are spammable.

The most poisonous of them all if condition and boon durations. Mechanically, they cannot work.

Conditions and boons are act the same way, their effectiveness depends on scaling the same condition or boon.

So there is the major issue.

  • How can you balance something that can last between 5 seconds and 10 seconds?
  • How can you balance something that can last 3 seconds or 6 seconds?

You just can’t.
A constant fight of time vs. effectiveness, a fight that is and will be endless.
To make things even more of a problem, condition removal.

So lets tally it up

  • A mechanic that can double it’s effectiveness.
  • A mechanic that can be removed instantly.
  • A mechanic that can stack.
  • A mechanic that can stack with other peoples AND be less effective.

It’s a nightmare. You always have to consider the factors of it’s effectiveness if it is DOUBLED. This leaves to some problematic balancing. We can’t have that because Regeneration lasts too long, confusion lasts too long, burning lasting too long, torment lasts too long.

This just HURTS opportunity for new gameplay mechanics, builds and playstyles.


Balancing is more than a numbers game but boons and conditions ARE the numbers game. They are the only part of the gameplay where chance is not a factor.

There are plenty of other BETTER alternatives for mechanics suggested here on the forums, I just need to make it clear what the most poisonous issue with Guild Wars 2 combat.

I would call the server limitations on condition stacks far more poisonous since they render condition builds effectively worthless in everything but small scale pvp. And since when are spammable conditions broken? Direct damage is spammable too you know; do we need to ‘fix’ that also?

Regarding your main point: how is this different than balancing a normal direct damage attack that can hit for anywhere from X to X+Y damage depending on the amount of power you currently have? It can vary greatly depending on gear, consumables, buffs (both self and external), etc., yet the devs manage to balance them anyways.

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Nerf unskilled play, add cast-times/animation

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Prediction = skill

Instant casts without animations can’t be predicted. Free dodge baits with WASD

OP has a point

They can (sometimes) if you know your opponent and his class. You’re confusing prediction and reaction.

The OP’s suggestion would change combat into a boring snoozefest instead of the action-oriented feel it has now. Some things should have notable animations/cast-times, but not everything.

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No more white swords

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

Wow. So they’re still gonna do it, despite unanimous opposition:

https://forum-en.gw2archive.eu/forum/wuv/wuv/Adopt-a-Dev-for-the-WvW-Fall-Tournament/page/9#post4513301

This is the definition of not listening to the community.

I disagree; reading that post was something of a relief. They aren’t going to issue a permanent change and completely ignore us – they are trying a multi-week test to see how it works. That’s … reasonable. I still don’t think it will work well, but at least they are willing to do a temporary test first.

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Zerg Meta WvW build

in Engineer

Posted by: GreyWraith.8394

GreyWraith.8394

That’s because engineers aren’t in the WvW meta. The E in GWEN stands for elementalist. That said you could certainly play one and have fun. I’d probably lean towards a grenade spec of some kind just because spammable ground-targeted AoE is likely to be more generally useful than anything else, but I’m hardly an expert on my engineer.

[edit: well there’s a thread about this on the front page, with builds posted by people with lots more experience than I have:
https://forum-en.gw2archive.eu/forum/professions/engineer/WvW-Frontline-builds ]

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(edited by GreyWraith.8394)

swiftness

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

instead of having skill and traits that grant 25% faster movement speed have them grant swiftness

Why?

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a good class for all game modes?

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

If it was April where I live, then I’d be able to hit over 50% more damage than I currently do and none of my movement skills would be teleporting me all over the place, so no.

50% more damage sounds a bit high considering the nerfs. Is this a real number that comes from a practical in-game example?

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Funniest Asura combat animations?

in Asura

Posted by: GreyWraith.8394

GreyWraith.8394

Melee weapons will provide the most movement and likely the most amusement, but IMO the best animations aren’t from weapons. I love the general movement (walk, run, stop, jump, dodge).

Many of the weapon animations are reused between different professions, for example mesmer’s blurred frenzy and guardians zealot’s defense have the same physical movement with different particle SFX. Among the funniest/coolest are hundred blades (warrior) and death blossom (thief).

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(edited by GreyWraith.8394)

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

While I don’t object to an interface that makes things easier for newer player the ability to exchange custom amounts of gems & gold needs to be returned to us immediately.

Add a ‘custom exchange’ button to the bottom or something.

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Precursors selling for 65 Gold on TP!

in Black Lion Trading Co

Posted by: GreyWraith.8394

GreyWraith.8394

Also, there’s a common misconception being spread by other players that Precursors are “overpriced” or “expensive”. After doing some research, I’ve successfully countered all those claims.

There’s a common misconception that whales are “huge” or even “gi-normous”. After doing some searching, I’ve found a picture that successfully counters all those claims – they’re not much bigger than people!
http://www.thisblogrules.com/wp-content/uploads/2009/08/white-whale.jpg

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Bring back variable Gold:Gem exchanges

in Black Lion Trading Co

Posted by: GreyWraith.8394

GreyWraith.8394

I don’t mind an interface change to make things more comprehensible to newer players, but the ability to chose custom amounts of gold & gems to exchange needs to be returned to us immediately.

Also: the fact that gold can be purchased 1G at a time but Gems in minimum increments of 400 is ^%!#$%$!!$^$^!!!^%^&#%#%##!!!

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No more white swords

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

I’m in silver and while we certainly do have scouts sitting on our stuff when we do primetime raids we generally don’t at other times. There’s not enough organized groups at other times and the rewards are nonexistant.

This change in isolation is bad for silver; it will not encourage more people to sit around in towers for no rewards. It will encourage them to join a zerg and ktrain with less resistance since swords no longer pop. More flipping = more rewards, but less tactical play.

If the change is combined with something like sentry turrets included in upgrades or reward changes to benefit scouting then it might be ok.

Who plays WvW for the rewards? If you wanna join a karma train you got for EotM. Most people i kow that are roaming, they do it for fun because they hate big blobs and zerging in general.

The more relevant question is: who plays WvW to camp a tower for hours on end waiting for something to happen? Fun is a reward. Tower camping isn’t.

I smh @ people claiming this is going to break up zergs. No white swords + camping is boring = less defense = offensive play trending up. This will increase roaming and PvD zerging.

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Will PPK reduce fights

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

…I’ll throw myself into a fight that I know I can’t win just to see how long I can stay up and to make things more interesting for my opponents. I’ll charge into a fight outnumbered or I might stay in a lord’s room when the wall goes down.

I like the lack of any sort of death penalty in wvw for exactly this reason. PPK would make avoiding dying at all costs a superior option in a large number of cases, which is the last thing you want in a pvp mode.

Exactly this. We have enough ‘run awaaaaaaay!!!!1!!’ players as it is. I don’t object to PPK in general but the cost per death needs to be low enough that it doesn’t significanly promote the turtle/run away mentality because that destroys PVP games.

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No more white swords

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

I’m in silver and while we certainly do have scouts sitting on our stuff when we do primetime raids we generally don’t at other times. There’s not enough organized groups at other times and the rewards are nonexistant.

This change in isolation is bad for silver; it will not encourage more people to sit around in towers for no rewards. It will encourage them to join a zerg and ktrain with less resistance since swords no longer pop. More flipping = more rewards, but less tactical play.

If the change is combined with something like sentry turrets included in upgrades or reward changes to benefit scouting then it might be ok.

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All those in Favor of Healing signet

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Yay, or ney?

This is whether or not healing signet (as it is now) is a well made balanced skill and doesn’t need a functionality or number change. This relates to both the passive and active as a whole.

I don’t think it’s unbalanced atm. That said I do prefer active over passive play; it would be nice to have a better active heal options. Maybe some of the other more active heal skills should be buffed so they don’t completely suck in comparison.

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So whats the food chain now?

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

for what game mode?

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How good are warriors now?

in Warrior

Posted by: GreyWraith.8394

GreyWraith.8394

This thread is so funny that I can’t resist assembling a summary of the negative opinions:

Currently warriors are one of the worst classes in the game in 1v1s and group fights in WvW…

… in WvW they’re kind of meh-ish. I don’t see much of a reason to play as one other than for warhorn swiftness in zergs…. In PvE, warriors are absolutely terrible…

In PvE, warrior DPS is literally garbage.

in spvp in these days, not many people play warrior right now… 2 times continuous nerfs… i want to recommend that you play 00266 dd ele though, the OPest job right now….

So warriors now completely suck in all game modes. This despite being highly desirable in WvW zergs and capable of soloing dungeons. The last post is clearest really: if you want an OP FotM class, warrior is not the bandwagon you are looking for. Otherwise you’ll be fine and very effective.

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Boss events: Why "lfg"?

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

If you can try it again, please do!

It’s taken me a while to get back to this thread mostly because I wanted to do some repeat testing and RL forced me to miss a lot of shaman spawn times.

First: looks like I was wrong about this – there definitely is an issue with the champion loot bag (gilded strongbox) that spawns from the shaman’s corpse specifically. I’ve never actually gotten that drop before testing this because I always do the pre-events and rarely party. I’ve always gotten the gold medal, screen-side chest and giant chest on the ground, so I never realized I was missing something.

Second, my theory: most things in this game have hard coded limits due to server limitations, like condition stacks. I’m guessing that corpse loot in general has such a limit on the max # of players that can loot a specific corpse. It is probably set so high (50-100) that no dev expected it to be hit during normal open world play (and likely it isn’t). But on world bosses that are also champions and drop corpse loot…. it becomes an issue. It probably isn’t intended to be first-come-first serve, but it has that effect because once enough players hit the loot-damage-threshold** no one else gets the corpse loot.

World boss event credit (gold medal, chest on side of screen, giant chest on ground by boss corpse), as an event specifically designed for massive numbers of players, is coded differently: very few people have trouble getting credit for these rewards.

**loot-damage-threshold: This is extremely low when you are in a party, it literally only requires a few hits. While I don’t think getting credit is calculated based on tagging, strictly speaking, most of the people trying to get the corpse loot are in a party and therefore it works out to be effectively the same thing. Those who ‘tag’ the boss first with a few hits get credit.

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(edited by GreyWraith.8394)

Boss events: Why "lfg"?

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

I have; I just finished leveling 3 alts in EotM in the last couple months. Plenty of champ kills where I’ve gotten credit without a party and arriving late to the fight with a 40-50 man zerg beating on the champ. As long as I got a few thousand damage in I always got a bag.

I’ve also had plenty of fights on uplevels where I didn’t do enough damage to get credit & loot even though I was there from the beginning of the fight.

As I said, I don’t know exactly where the cutoff for loot is. I suspect it’s somewhere between 25-50 people. The number might be 50. In that case, you being the 50th person in your EotM zerg to hit the champion would still give you loot. Or the number might be 60, or 75. I don’t have any inner access to the system, I just have the tests that I’ve done, tests that you can duplicate as you see fit.

The issue raises its head in situations with really big zergs. Megaserver world bosses, big Orr trains, places where there are a hundred plus players all competing for a handful of champions. If you want to be skeptical, you can be skeptical, but at least try the example I suggested. Go to Frozen Maw, let the Svanir Shaman fall to 80% or 90% health before you start attacking him, and then go all out. You won’t get a Gilded Strongbox from his corpse.

I had that exact situation last night – I was killing the portals on the pre-event and didn’t get back to the shaman till his health was 80%ish. No problem getting credit.

I’ll try it again tonight during NA primetime (biggest zerg time), no party, skip all the pre-events and wait till he gets to 50% before attacking just to see what happens.

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(edited by GreyWraith.8394)

Boss events: Why "lfg"?

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

This is flatly wrong. The devs have explicitly stated otherwise since launch.

http://www.incgamers.com/2011/06/interview-designing-guild-wars-2-part-2

The devs can state whatever they want to state. What I stated is how the game currently is. It is a bug, and it needs to be fixed so that it’s in line with what the devs actually have said.

You’re welcome to try the tests I suggested in my post to see for yourself. I, like most players, assumed that I simply wasn’t doing enough DPS to qualify for a champion bag when I occasionally didn’t get one from the Svanir Shaman or similar champions. But the end results didn’t mesh up when I tried actively going for more damage, so I decided to test things out myself, and the post above is what I came up with. I’ve done all those tests I suggest that other people do. If you do them too, rather than posting three year old dev statements, you’ll see that things are currently not working as intended.

I have; I just finished leveling 3 alts in EotM in the last couple months. Plenty of champ kills where I’ve gotten credit without a party and arriving late to the fight with a 40-50 man zerg beating on the champ. As long as I got a few thousand damage in I always got a bag.

I’ve also had plenty of fights on uplevels where I didn’t do enough damage to get credit & loot even though I was there from the beginning of the fight.

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Boss events: Why "lfg"?

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

The loot system is very strange.
It seems when you aren’t in a party you have to hit the first few % of the champ his HP to get a champ bag for sure, when you hit later you have a chance you dont get a champ bag.

In a party sometimes it looks like you get loot priority. Or someone else in your party just hit the champ/boss within the first few % of the HP.

Maybe there is a loot Cap? only x-numbers of players gets loot?

At least its not about how much dmg you did. You can do auto attack from 100% Hp and you get loot. And when you do max dmg with full zerk etc. but you started at like 60% sometimes you dont get the loot.

This post is accurate.

In cases where there’s a lot of players (50+) attacking a single enemy, only the first X number of players who hit the enemy will get credit for the kill and the XP/loot from said enemy. It has nothing to do with how much damage you deal beyond an incredibly small minimum value needed, far less than the 5-10% mentioned in another thread here. It’s purely first-come, first-served.

This is flatly wrong. The devs have explicitly stated otherwise repeatedly since launch.

[edit: ^ This is me being flatly wrong, as I’ve noted in a later post in this thread. I still believe the link below is accurate in general, just that there is an unintended issue invalidating it in specific cases.]

One example:
http://www.incgamers.com/2011/06/interview-designing-guild-wars-2-part-2

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(edited by GreyWraith.8394)

Boss events: Why "lfg"?

in Guild Wars 2 Discussion

Posted by: GreyWraith.8394

GreyWraith.8394

OK, I’ve seen this question asked once before, but it didn’t get a conclusive answer (despite a couple of people in the thread seeming to think it had), so it seems worth asking again. Because it’s bugging both me and a couple of friends no end.

WHY, at every PvE boss event I ever attend, are there people spamming “lfg”? What do they expect to get from grouping?

I don’t mean complex stuff such as Tequatl and the triple worm, mind, where a bit of organisation is actually useful – this is even at all-out DPS-fests such as Maw and Shatterer, where you can pretty much go AFK and get the chest. But as I understand it (and I can’t find anything to say otherwise), parties in GW2 have always been purely social and organisational – you don’t, say, get more XP, or loot, or unique access to buffs – game-mechanics benefits – just by being in a party with someone.

So – am I missing something? Or are these just refugees from Another Game™ making assumptions about how the game works? (And if your answer is that you do get game mechanics benefits such as better loot by being in a party, if you can link to some actual evidence, rather than anecdotal opinion, I’d be very grateful.)

Pretty sure I’ve seen this posted by a dev at some point in the past. It may not be as useful for world bosses, but people are creatures of habit….

“Players can also form parties with other champion farmers, which lowers the threshold of required damage in order to receive credit.”

http://wiki.guildwars2.com/wiki/Champion_farm

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Mindless Zerg Destroyer

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

Or, you could just remove the AoE caps while in WvW and make the game require actual thinking.

^ A cure worse than the ‘disease’. Anyone suggesting this hasn’t done as much actual thinking as they believe.

AoE circles are too small to prevent zerging except in chokes – this would force a zerg to spread out a little but numbers would still carry the day. And WvW would be killed by the extremely un-fun instagib meta this would create.

No numbers would not mean win like now. Even a small group with good terrain positioning could completelly wreck a zerg that is completelly mindless, and is just walking together following a comander. AoE circles are big enough to do the job, and people with actual comunication would not put all their AoE in the same place…

You seem to think zerglings can’t adapt. You are wrong – enough wipes will teach anyone to do things differently, but zerging wouldn’t go away….

The new zerg mantra would be ‘with the tag not on it’. The zerg blobs you seem to hate would become more spread-out blobs so they couldn’t all be AoE’d at once. More numbers = more ground saturated with AoEs = smaller groups enveloped and wiped in the open field.

Only on choke points would a smaller group be able to hold, and then it would turn into a boring stalemate most of the time with occasional attempts at invulnerability rushes by attackers countered by defenders also using invuln skills and dropping AoE on themselves as well as the choke.

And WvW would still be killed by the extremely un-fun instagib meta this would create.

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Condition Idea - making cond build possible

in Guardian

Posted by: GreyWraith.8394

GreyWraith.8394

I’d love to see a viable condition spec, but I’m ok with being limited to burning. If Amplified Wrath buffed base burning duration and damage to the point that hybrid spec/armor weren’t a severe loss to dps I’d be happy.

Currently switching from full power → full condition build & armor is a minor burning dps increase and a big direct damage dps loss.

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Camera moves when you are dead...

in Bugs: Game, Forum, Website

Posted by: GreyWraith.8394

GreyWraith.8394

This is a known issue. Thank you for making sure that we are aware of it though!

Please prioritize this, it is actually making me queasy in dungeons.

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Rightclicking on spoon causes error and crash

in Bugs: Game, Forum, Website

Posted by: GreyWraith.8394

GreyWraith.8394

I’ve filed multiple error reports about this upon crash and don’t want to publicly post my computer information here, but wanted to see if this was happening to anyone else or is isolated to me.

Behaviour is a C++ error as follows:


*--> Crash <--*
Assertion: Unbound collectible item in non-locked set: (67195)
File: ..\..\..\Game\Ui\Widgets\Inventory\InvItemSlot.cpp(599)
App: Gw2.exe
Pid: 90248
Cmdline:
BaseAddr: 01270000
ProgramId: 101
Build: 39660
When: 2014-10-14T18:45:02Z 2014-10-14T11:45:02-07:00
Uptime:   0 days  0:31:44
Flags: 0

This happens when I right click on a spoon in my personal/account bank. If I withdraw the spoon then right click in my bag, same error. This has been reproducible every time, on the siege commander and fractal spoons I had in my bank.

If this is isolated to me, is there anything I can do about it? Any other info I can provide? I have submitted I think 4 crash reports on this from my account, each time it happened.

Thanks.

Had the same problem with WvW and Teq spoons (crashed & sent error reports on both). Occurred right after buying the spoon collection box in LA; I was right clicking to attempt to add the spoons to collection and insta-crashed both times. Somehow I did manage to get the spoons added to the collection though, and then I seemed able to right-click without crashing.

It’s an ugly bug though.

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Mindless Zerg Destroyer

in WvW

Posted by: GreyWraith.8394

GreyWraith.8394

Or, you could just remove the AoE caps while in WvW and make the game require actual thinking.

^ A cure worse than the ‘disease’. Anyone suggesting this hasn’t done as much actual thinking as they believe.

AoE circles are too small to prevent zerging except in chokes – this would force a zerg to spread out a little but numbers would still carry the day. And WvW would be killed by the extremely un-fun instagib meta this would create.

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communal defenses + shattered aegis

in Guardian

Posted by: GreyWraith.8394

GreyWraith.8394

I’ll start by saying: yes, I know there are better grandmaster trait choices.

That said, I’m curious about how well these traits perform in a frontline wvw zerg situation. I understand it has no target limit but communal defenses doesn’t apply to the caster?

Sounds like a sizable group of guardians all spec’d for this who stayed packed tight on the commander’s tag and blocked in coordinated rotation would be obscenely OP, but otherwise… not very significant.

Anyone tried that kind of coordinated group?

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(edited by GreyWraith.8394)

Elementalist attunements too subtle

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

ele hobosacks plz

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Ele vs Necro

in Elementalist

Posted by: GreyWraith.8394

GreyWraith.8394

i disagree i play both and in pug parties my ele gets rolled because they have no idea to keep running when i drop a stunfield behind them or they do something stupid and expect the ele to heal quickly. not to mention WvW ele requires a good front line while a necro can be the front line and still deal the same damage as ele just on less targets at a time. plus necro has better access to stability and you know that second health bar is always nice

^ clearly doesn’t play a necro.

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Sadly every class is imbalanced

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

After playing a lot of PvP and reaching minimum top 200 on both leaderboards( top 80 in solo Q) I noticed that every class doesn’t feel very balanced. Even the one I play which is thief is kinda overpowered in some situations.

I’ll start with my own class .

Thief- I really think the steal ability is overpowered when traited 30 in trickery. It has no cast time and deals too much damage on other glass cannons

Engineer- The passive burning damage that cannot be avoided is too strong ,it needs counter play and supply crate is imabalnced in spvp where you have to stand on point. And the turret build is too effective for the effort it requires. Huge problem in spvp , especially in solo Q.

Elementalist- I think protection is just too strong in general to give it away so easely. The standard Dagger/Dagger build has nearly perma protection. The duration needs to be reduced.

Mesmer- In my opinion they are balanced ( but maybe because I’m a thief , they are very easy kills for me)

Warrior- I think the warrior is balanced too but then again I think we thieves counter warriors fairly well so I might be biased.

Guardian- I really think the glass cannon meditation guardian has too much durability for the damage output. Maybe reducing the base healing of meditation would help.

Ranger- Honestly the only thing I hate about rangers is their downed state. They can interupt the stomp about 4 times and then self res. It is incredibly annoying.

Lastly Necro. Again the passive fears need to be toned down for more counter play.

That’s it folks!

Attachments:

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This is why we hate that profession

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Very well done.

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Do you keep the standard WASD keybinds?

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

Hello! I didn’t really know which forum area to put this…. Do you really need to have Move Left, Move Right, Move Forward bound to the standard WAD keys?

I have only Strafe Left (A), Strafe Right (D), Move Backwards (S), and Auto Run®.

I like the way it works for me, even if I do miss doing the cute asura waddle-spin (holding down the Move Right or Move Left key). I’m wondering if I am missing out by not having the Move Left, Move Right, Move forward keys.

What keybinds do you all use for moving around while fighting? Thanks!

TFGH with all the keys on either side of those bound as well as ALT+several keys. I am a lefty though, so right hand is on the keyboard.

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World completion build?

in Necromancer

Posted by: GreyWraith.8394

GreyWraith.8394

I’d like to finally tackle World completion. Anyone have a build that gets this done fast?

I guess it’d be important to take care of as many trash mobs as fast as possible…

I’d suggest minionmancer for open world – one of the few places the build is not only viable but outright amazing.

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Stability

in Necromancer

Posted by: GreyWraith.8394

GreyWraith.8394

The limiting factor (imo) is that perma-stability would be OP. Since DS can be traited down to 7s recharge and a little bit of boon duration is easily reachable (20% from staff traits + 15% from runes) even 5s stability from FitG would probably be too much.

I think our stability should be decoupled from talents and just added to a utility, that way we could have longer stability without risking OP perma-stab. Or maybe change FitG so it adds 8sec of stability to Spectral Armor or something instead of DS.

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I blew up..

in Profession Balance

Posted by: GreyWraith.8394

GreyWraith.8394

I melted a ranger with my necro while roaming in WvW

Necro is now OP.

My knockback can one-shot any class or build in EotM. KB is OP.

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