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Why would a 2nd wep for kitless engi be bad?

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Posted by: Grimwolf.7163

Grimwolf.7163

You always choose one of those utilities over another kit. You say it would be unbalanced to get an extra weapon-esque skill with a kit, but the alternative would be yet another kit on top of the one you have.

I don’t see how it matters at all that toolbelt skills are class-specific. Also, the suggestion of making toolbelt skills independent is very convoluted. It would simply be far too much work to ever happen, without even considering whether it would effectively solve any issues.

In its simplest form, the issue here is merely that other utilities do not compensate the loss of a second weapon the way kits or possibly even turrets do.
Its just a matter of finding some way to tune the other utilities to match them.
Far as I know, every meta Engineer build either takes MULTIPLE kits, or abuse the mechanics of a large number of turrets (which also usually have at least one kit).
Even a gimicky gadgeteer build heavily utilizing gadget traits like static discharge still takes a kit. They’re simply too powerful to avoid.

(edited by Grimwolf.7163)

Why would a 2nd wep for kitless engi be bad?

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Posted by: Grimwolf.7163

Grimwolf.7163

Thinking it over, the toolbelt may be an effective way to solve the over-reliance on kits to counter the single weapon.
When using something like a Gadget or Alchemy skill, the toolbelt skill given could have a low recharge, built to be used more like an additional weapon skill rather than an additional utility. A lot of them have this sort of function in the first place; Launch PBR, Rocket Kick, Analyze, etc. The problem is just with the numbers they’re tuned with.
Place a non-kit/turret in every slot, and you’ve effectively got a second weapon that requires no swapping whatsoever.
At the very least, Kits shouldn’t have as strong of toolbelt skills as the others.

(edited by Grimwolf.7163)

[Suggestion] Sub-Classes Discussion thread

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Grimwolf.7163

I would be disappointed if “sub-classes” were simply the addition of new branches of existing classes, and that was not what I interpreted it as. That would just be a far more limiting variant of traits/utilities.
I’d prefer to be able to choose a secondary class like in GW1, and gain a subset of its abilities.
Both weapons and utilities are often too thoroughly tied to unique mechics like the class skill(s) and traits to reasonably be able to lift skills whole-sale.
But, each class could have a sub-set of skills, and possibly a trait line, which would be granted by taking it as a secondary class. If you don’t want to dual-class that would also give you the option to double-dip in the same class and still benefit just as well.
Taking Thief as a secondary, for example, might give you access to 5 completely new Thief-themed skills including one Deception, one Trickery, one Venom, one Trap, and an Elite. As well as a single slightly generalized trait line focused on the main purpose of the class, like a bit of stealth, mobility and burst.

Alternatively, they could use the same basic idea here, but instead use all new sub-classes that any other class could take. Rather than taking Thief you could take Assassin, which would focus on allowing you to get the jump on people and improving burst damage.
They would need to be weapon-independent as well. A Ranger could then take something like Assassin while using a Longbow to be a more effective sniper.
Or they could take some sort of Soldier sub-class with a Greatsword for extra sustainability in front-line fighting.

(edited by Grimwolf.7163)

Why would a 2nd wep for kitless engi be bad?

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Posted by: Grimwolf.7163

Grimwolf.7163

A more solid solution would simply be to put turrets, gadgets and alchemy on par with kits. That way your utilities equally counter the weakness of your weapon no matter which ones you take. As it is, the most logical decision in many cases is to simply take as many kits as possible (assuming you can handle that many buttons).

Why Initiative does not work!

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Grimwolf.7163

It’d be kinda cool if someone could refute the issues I’ve addressed with it, instead of just saying “I like the style.”
Because that doesn’t change the fact its ridiculously broken.

Condition Wars 2

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Posted by: Grimwolf.7163

Grimwolf.7163

A big contributing factor to the problem is that condition builds only need two stats, whereas power builds need three. Hell, Condition Duration isn’t even a huge enough factor to be “mandatory”, but merely very helpful. Good luck stacking Power without Precision, or Precision without Ferocity though.
And Condition Duration isn’t even a stat on normal equipment. Just traits/runes/sigils.

Why Initiative does not work!

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Grimwolf.7163

5) It hinders counter-play.
The Thief’s attacks are completely un-predictable, outside of just how few options are available to us. If you dodge a Cloak and Dagger or a Headshot, it can just be used again immediately after at the expense of another attack.
You can whittle down their Initiative and reduce their offense, but you can’t prevent them from interrupting your heal or escaping in stealth. If it fails once, just do it again then wait for your Initiative to come back before pressing the attack.

6) It promotes bad play.
The sole purpose of Initiative is to allow you to use the same skill back-to-back, but this is mostly a very bad thing to do. Like spamming Heartseeker.
Not an overpowered tactic like many less observant players believe. Just stupid and cheesy, and more often than not will get you killed.
It’s like playing a Fighter game and just spamming low kicks over and over. You’ll only win if the other player sucks, but everyone will hate you for being so lame.

7) The game was not built around being able to spam attacks.
Say for example you go to hit Heartseeker, but you slip up and accidentally double or triple tap it in a blink. Your character will still queue up and blow your Initiative on 2-3 Heartseekers back-to-back without you being able to stop it outside something like a weapon swap or dodge roll. If even that, because a Leap (ala Heartseeker) cannot be canceled mid-way!

8) Attacks are weak.
Much like Initiative traits being terrible because you can stack them, attacks are weak because you can spam them. By extension, this actually forces you to spam attacks to an extent in order to put out any kind of damage. Or just load the unholy hell out of pure offensive stats and use gimmicks to stay alive, like Stealing in and killing them before they can effectively react (and subsequently one-shot your glass behind).

(edited by Grimwolf.7163)

Why Initiative does not work!

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Posted by: Grimwolf.7163

Grimwolf.7163

Actually removing Initiative would be a massive undertaking, and I don’t see it happening. None the less, I think it needs to happen.
It was a spectacular mistake to include it in the first place for many reasons.
It doesn’t make Thieves overpowered, it just makes them stupidly broken in as many bad ways as good.

1) Here’s a biggie that gets on everyone’s nerves; it lets us spam stealth skills back-to-back.
You can’t really cheese out and win a fight this way because of Revealed, but you can sure as hell troll people.
Some defensive builds will even use it to reset the fight with various means of healing in stealth any time things start looking bad, making them insane to actually kill. Not that they can kill you either.
This is also the entire reason they had to introduce Revealed after release, which causes problems of its own. Like turning the 1st Shadow Arts Minor trait into pure liability.

2) We have far fewer offensive options than other classes.
Initiative recharges more slowly than skills recharge for other classes in general, resulting in us attacking less frequently. On top of that, Initiative is shared between weapon sets, so unlike everyone else we can’t swap and double up on our attacks. Effectively cutting our attack frequency further in half.
Swapping only provides new attack choices in place of others, but still suffers the same massive recharge locking us into that set, severely limiting said choice.
Basically, weapon swapping borders on useless for Thieves outside of abusing Shortbow #5 outside combat for getting around. We’re like Engineers without kits, turrets, or a utility belt to make up for it.
Certainly we’ve been balanced around this lesser skill usage, but it isn’t fun. I find myself constantly using the same couple attacks ad-nauseoum. Particularly in PvE.
The simple fact that offensive and utilitarian skills share the same resource also means that we have to choose one or the other; deal damage or do anything else.
Needless to say, this makes for incredibly shallow gameplay.

3) Chill does not affect us properly.
The main benefit of Chill is reducing skill usage while active, but Initiative ignores it completely. And hell, even if Chill did reduce Initiative regeneration, that would just severely exacerbate problem #2. Especially since we can’t swap weapons to use different attacks like other classes.

4) Our traits suck.
Other classes just get a simple yet effective “X Skills recharge 20% faster”.
We get Initiative gaining traits instead, but they’re all incredibly weak because we have the option of stacking them all together, which would otherwise be terribly overpowered.
They can’t just give us “+X Initiative regeneration with Y weapon” similar to what other classes have, because all weapons share the same resource. What would happen if you took the trait for both daggers and pistols, and equipped a dagger and a pistol together?
So the compromise was to just make them all terrible, so you’ll choose something else instead. God help you if it happens to be an unavoidable Minor trait, like the one in Critical Strikes.
Stuff like 1 Initiative every 10 seconds, which is equivalent to a 10% increase in attack frequency, when many other classes get 20% + another effect all on a single trait. Like Might on criticals.

Thief is not a substitute for Assasin

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Grimwolf.7163

You know, I’d read somewhere that they renamed the Assassin to Thief around the same time they got rid of the Canthan district of DR, because it was too closely tied to Canthan lore.
Thinking it over though, that doesn’t make a lot of sense. Anton was an Assassin, and he was never even in Cantha as far as we know.
http://guildwars.wikia.com/wiki/Anton
He was an Ascalonian Assassin.

Gw2 most grindy game ever..?

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Grimwolf.7163

If you think this is the most grindy game ever, you’ve clearly not played a single Asian MMO.
It takes a hell of a crazy work ethic to be able to view your video games as work as well and still enjoy it. And forget getting paid to do it, they’re actually paying someone else for the privilege of doing it.

I remember back in Lineage II, I hit a plateau around level 20 (very low end) and stopped playing, because I’d spend like 2 hours grinding for EXP, die once, and lose all of it.

Female characters look way better

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Posted by: Grimwolf.7163

Grimwolf.7163

I would like it if I could use dyes on my female toon’s underwear. The defaults are just so ugly.

And also, the freekin boxers on the human males just look so wrong.

Would you prefer the tighty-whiteys?

Female characters look way better

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Grimwolf.7163

It’s like that in pretty much every game, ever. The devs always put 100x more effort into female characters and clothes for whatever reason.
Even in real life, women’s clothing tends to be far more elaborate and well made.

Go to a local department store, and look for something like… a hoodie.
In the female section, you’ll find a bunch of form-fitted ones with elaborate designs covering them, faux-fur lining, and whatever other random crap like large cosmetic stitching across the sleeves.
Go to the male section and 99% of them will be plain, baggy hooded sweatshirts. If you’re lucky they might have a logo on the back.

I’m not a cross-dresser, but the whole thing kittens me off so much, I’ve actually been tempted before to look in the female clothing sections for clothes that don’t necessarily LOOK female.

(edited by Grimwolf.7163)

Revealed Training is a God Send

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Grimwolf.7163

Well it’s definitely better than Panic Strike. I think it might be better than Residual Venom, unless maybe you also take Venomous Aura.
It definitely still sucks, but unfortunately MOST Thief traits suck, so whether or not it’s a superior option is debatable.

Silly Necro. Kills are for Thieves.

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Grimwolf.7163

You were supposed to let him just walk away when he realized he wasn’t going to win.

balanced d/d build

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Posted by: Grimwolf.7163

Grimwolf.7163

I’ve been having a surprising amount of success in sPvP so far with an interesting build. I’ve been wanting to run D/D Venoms effectively for a long time, and the new patch seems to have made that possible.
Equipment:
D/D – Generosity and Force
Shortbow – Generosity and Battle
Barbarian Amulet
Runes of Strength

Traits:
6/0/6/0/2
Deadly Arts: IV, VIII, XIII
Shadow Arts: V, IX, XIII
Trickery: I/V/VI (depending on preference)

Skills:
Skelk Venom, Spider/Skale/Drake/Devourer Venom, Shadowstep, Shadow Refuge, Basilisk Venom.

I’ve been playing it with a hit-and-run style, constantly going in and out of stealth for defense, and combined with Venoms granting massive Might stacks.
The Venoms also provide both huge healing and extra damage through lots of life stealing.
Meld with Shadows, Resilience of Shadows and Merciful Ambush can make you completely insane at rezzing teammates.
If you’re running a large and tight group, you can also easily replace Resilience of Shadows with Venomsous Aura to provide your teammates with lots of damage and healing.

(edited by Grimwolf.7163)

New dyes & lawless armor in gemstore

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Posted by: Grimwolf.7163

Grimwolf.7163

Now you can look like a Power Rangers villain!
People wanted that, right?
Now all they need to add is the ability to wave your stumpy arms around like a T-Rex and flip people over.

Revealed Training is a God Send

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Grimwolf.7163

Revealed Training is only equal to around 5 and a half stacks of Might, for 3-4 seconds after a stealth attack. And does not apply to Condition Damage like Might does.
That doesn’t seem very impressive to me. The 5-point minor from Shadow Arts is a million times better.

balanced d/d build

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Grimwolf.7163

Major point is Traveler runes are obsolete for DD builds so Fleet Shadow may see some more love now so I have to agree with Dee Jay as 50% (it says 50 but is it 50 or just 33?) movement in stealth helps a ton in combat. I’m not saying strength runes suck I’m jut saying they are expensive atm so I may go with wurm for now :p I’m considering salvaging my old Valkyrie with the travel runes and out the money toward new valk gear and runes

It is only 33%.

Is invigorating precision worth it?

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Grimwolf.7163

Since you don’t understand

I understand your point perfectly. The problem is that your point is silly.

[…]I’m trying to say that healing isn’t everything.
Even if you’re goal is to survive more easily, it’s still bat-kitten crazy to sacrifice 20% damage for a trivial amount of healing that won’t even help you. If all you care about is staying alive and not doing anything else, you shouldn’t even be going down the Critical Strikes line in the first place.

Some fun facts that you just bulldozed over:

  • It’s not a 20% damage loss: you only “lose” that damage on targets under 50% health.
  • The healing could be higher, but it is not trivial. IP scales with the power tripod, and is returning 5% of your critical hit damage.
  • “Staying alive” is not the goal. The goal is getting extra combat healing (because if you didn’t want combat heals, you wouldn’t spec in IP in the first place).
  • For combat healing traits, you are limited to basically IP, LV, and AR. Signet of Malice and various life leeches help, but a lot of things go into a good omelet.

Obviously someone going down CS cares about damage, but that doesn’t mean healing is irrelevant. It’s niche, but it’s nonetheless useful. Your hyperbole is rejected.

Holy Mother of God, man. You are not worth arguing with. Go on being a crappy thief, I have no reason to care.

Is invigorating precision worth it?

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Posted by: Grimwolf.7163

Grimwolf.7163

Dodging doesn’t heal you either, kitten. Try ignoring that.

“Dodge” is not a Critical Strikes Grandmaster trait. Here are your options for healing in the CS line:

  1. Invigorating Precision
  2. There is no Option #2.

It’s pretty silly to bring up Executioner as a retort, when it doesn’t contribute to sustain. If you don’t need extra healing, don’t pick IP. If you do, it’s basically your only choice in this line. Rocket science, it is not.

Since you don’t understand; I’m trying to say that healing isn’t everything.
Even if you’re goal is to survive more easily, it’s still bat-kitten crazy to sacrifice 20% damage for a trivial amount of healing that won’t even help you. If all you care about is staying alive and not doing anything else, you shouldn’t even be going down the Critical Strikes line in the first place.

Is invigorating precision worth it?

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Grimwolf.7163

It doesn’t matter what you pair it with, it’s still extremely weak relative to other traits. If you’re doing well pairing it with Malice, that’s because Malice is good. The trait does nothing for you.
You’d have to be insane to take this in PvE over Executioner.

Oh really? How much healing do you get out of Executioner? Doesn’t seem to be working for me, maybe I am doing something wrong.

Dodging doesn’t heal you either, kitten. Try ignoring that.

Is invigorating precision worth it?

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Grimwolf.7163

It doesn’t matter what you pair it with, it’s still extremely weak relative to other traits. If you’re doing well pairing it with Malice, that’s because Malice is good. The trait does nothing for you.
You’d have to be insane to take this in PvE over Executioner.

Thief parody vs warrior and mesmer

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Grimwolf.7163

You definitely started trying to run away after the half way point.

Thief requires serious redesign.

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Grimwolf.7163

I could agree that Initiative sucks, and not because it’s strong (it’s actually quite weak).
But the daily threads whining about Thieves drive me bat-#$%@ crazy.
Thieves are weak as hell; if they win a fight, it’s usually either because the Thief was extremely good or the other player was extremely bad.
You don’t even need to play one, just look at the traits. 90% of them are so freakin’ bad, I often have difficulty just choosing which ones to take. And I’m not just talking about “oh, the numbers on these are terrible”, I’m also talking about “#$%@, none of these even do anything for me!”
+5% damage on #3 attacks, +1 Initiative every 10 seconds, bonus damage while downed, smoke screen on down (inside, not in front, so you can neither combo off it nor be protected by it), 7% chance to get 1 Initiative from #1 attack, gain 1 Initiative if you stay stealthed for 3 seconds, gain Swiftness when you kill someone, heal %5 of damage dealt from critical hits, etc….

(edited by Grimwolf.7163)

d/d spvp build?

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Grimwolf.7163

I’ve always found fair success with a 06440-type build. Probably not as good as D/P, but I enjoy the quick and simple access to stealth and the ability to cripple people who try to flee.
I rely on using a combination of quick stealths and lots of dodging for defense. Use a sort of hit-and-run style, while actually staying relatively close.
There’s a lot of room for variation in the choice of major traits I’ve found, but Infusion of Shadow is pretty much mandatory.

PS; Death Blossom is all but worthless, and it angers me.

(edited by Grimwolf.7163)

Either I'm a filthy cashul or

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Grimwolf.7163

Their defense is nuts too. I managed to survive against the Guardian for like ~20 seconds by dodging and stealthing around, but my attacks were just tickling him. He never went below half health, then a lucky leap attack wasted me instantly.
Even the Mesmer took like 5 Backstabs from me before going down.

(edited by Grimwolf.7163)

That last update for turrets did nothing

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Grimwolf.7163

Hello frands! Vee Wee here #1 engi NA and world first rank 80!

I’m not a fan of turrets! I’m a fan of what works and the build that I made that uses Flame Turret and sometimes Thumper Turret has seen very successful results! I think your problem is you want a playstyle that incorporates turrets as your primary source of damage! Why else would you trait Rifled Turret Barrels! Unfortunately that route is still extremely lackluster as the Inventions tree is still subpar! Experimental Turrets, however, is great! Hope that helped you my frand!

Wahoo! Bye frands!

…I don’t know if you’r being serious, but stop trying to brag every time you post. Being rank 80, especially after the last patch, doesn’t make you the best Engineer. Not by a mile. I don’t think anyone cares a lot about it, either.

You’re being super helpful and have an amazing sense of humour.

…I don’t know if you’r being serious, but stop trying to brag every time you post. Being rank 80, especially after the last patch, doesn’t make you the best Engineer. Not by a mile. I don’t think anyone cares a lot about it, either.

I second this.

And you as well.

Would it be super helpful if I told you I was the best Engineer ever?

That last update for turrets did nothing

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Posted by: Grimwolf.7163

Grimwolf.7163

Hello frands! Vee Wee here #1 engi NA and world first rank 80!

I’m not a fan of turrets! I’m a fan of what works and the build that I made that uses Flame Turret and sometimes Thumper Turret has seen very successful results! I think your problem is you want a playstyle that incorporates turrets as your primary source of damage! Why else would you trait Rifled Turret Barrels! Unfortunately that route is still extremely lackluster as the Inventions tree is still subpar! Experimental Turrets, however, is great! Hope that helped you my frand!

Wahoo! Bye frands!

…I don’t know if you’r being serious, but stop trying to brag every time you post. Being rank 80, especially after the last patch, doesn’t make you the best Engineer. Not by a mile. I don’t think anyone cares a lot about it, either.

Mortar as a Gadget?

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Posted by: Grimwolf.7163

Grimwolf.7163

We have an elite for Elixers and for Turrets, and I can see how problematic a Kit elite would be.
It would be nice to have an elite aimed at Gadget builds as well. Plus, giving Mortar access to Gadget traits like recharge reduction and boons would go a long way to making it suck less.
Maybe the Gadget grandmaster could make it grant Protection in addition to Stability while manning it.

Get rid of levels once & for all!

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Grimwolf.7163

Being able to progress smoothly through the main story at my leisure would be nice.
I’d prefer it if instead of having levels, we simply focused on acquiring skill and trait points and new skills/traits/equipment to get stronger.
It’s not fun being constantly stuck grinding away specific events in specific zones in order to gain 5-10 levels so I can continue on with the fun stuff.

Re-learning Old Lessons?

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Grimwolf.7163

So with the April patch, it’s become very apparent that ANet is slowly introducing features that already existed in GW1, some from the very beginning.
The ability to reset traits at will, the ability to actually use Town Clothes (Costumes) in combat, rewards integration between PvP and PvE. Now they seem to be slowly working toward removing separate servers by refining the zone instancing.
There’s still nothing in sight for GvG battles, Guild Halls or build saving.

This game had an absolutely massive development cycle, relatively speaking, so it seems implausible that they simply did not have the time to add such things. Especially since many of the original systems ran counter to it, like using separate servers or forcing us to pay NPCs in town to retrain.
So if ANet already learned the importance of such systems way back in GW1, why did they deliberately choose not to add them here as well, only to change their minds on it again later on?
Not only that, but it took them well over a year to realize and correct only a fraction of their mistakes.
I’m glad these issues are being corrected, but I’m disturbed things ended up this way in the first place.
If you put your hand on a stove and burn yourself as a kid, you don’t later as an adult say “Well this is a different stove, so maybe it won’t burn me this time” and stick your friggin’ hand on it again!
Stoves will burn you; you already learned that!

(edited by Grimwolf.7163)

The incoming updates look promising.

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Grimwolf.7163

You’re very correct Nage, people have no patience. Many don’t even seem to know what it is anymore. They forget that Rome was not built in a day. The same goes for any form of entertainment, video games especially.

No, but GW2 was built over a massive 5 or so years, after having learned many lessons of what was or was not needed from GW1 already, during which they completely halted development on their other game GW1. And they actually managed to deliberately avoid many of the better features already established and refined in GW1, only to decide they really should have added them a year and a half later.
Like free build changing and functional costumes (town clothes). We still don’t have guild halls, GvG, or sub/multi classes which were in GW1 from the start. There’s also no build saving which they realized was necessary after release way back in GW1.

Alchemy - Experimental Turrets

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Grimwolf.7163

The complaint I keep hearing about not being able to get EVERY turret trait is unsound. You shouldn’t be able to get all of them in one build; having it this way means we can have multiple kinds of turret builds, rather than a single all-encompassing one that anyone who wants to use turrets would need. You can have different focuses and play-styles between turret builds.
Besides, at the moment getting as much support for turrets as possible is great, since they have the potential to provide an alternative to those ugly kits. You know, if they scaled with stats and didn’t die so easy, and always go on a huge recharge when you pick them up to move them…

pls do not remove raid of the capricorn !!!

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Grimwolf.7163

I also don’t know why they remove it.
Yes, Underwate combat wasn’t balanced, but who cares about balance in a hot join map?

But they wont do it.
Removing doesn’t require much work.
“Rebuilding” it would.

It’s not about the map being unbalanced. It’s about the very existence of that single map requiring three extra pieces of equipment + sigils and a second skill set. It places a huge unnecessary burden on build-making, and would have added a bunch of extra work as well in making the new build UI.

[SPvP] Thief Risk and Reward Changes

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Grimwolf.7163

I’m simply pointing out that the problem isn’t unique to Thieves, nor are Thieves causing it. The game was designed that way and it seems intended as far as Anet is concerned with the direction of the game.

I agree on a couple points here; getting blocked should still reveal the Thief, and the Initiative system is riddled with flaws because it runs counter to the design of the entire game.

Something the Thief-haters don’t seem to understand though is that, while flawed, Initiative does not remotely offer any kind of real advantage to the Thief over other professions. In fact, giving Thieves recharges instead like everyone else would be a massive buff.
Because of Initiative, Thieves cannot activate their abilities with literally even half the frequency of other professions.

No Holy Trinity = Boring?

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Grimwolf.7163

TL;DR:

- Bad balancing + communist style gameplay = boring = loss of players
- If trinity was in place, player skill is still a key factor in winning pvp/wvw

I don’t like the “Holy Trinity” itself. Way too simplistic, rigid and boring. That being said, having no roles at all is even worse.
GW1 did it best, I think. There weren’t strict roles like Damage/Tank/Heal, but you needed to round out your group and have particular tasks assigned to certain people.
Some would focus on pinning down the enemies and absorbing hits, some would focus on spiking down dangerous targets quickly (like enemy healers or hexers), other would focus on whittling down the enemy with massive AoE damage, others would try to support the group by buffing or healing, and others would try to debilitate the enemy etc.
And there were so many different ways you could build a group depending on what particular strategy you wanted to use or what kinds of enemies you expected to face.

In GW2 by comparison, every single enemy is basically just a bag of HP that you need race to see who does more damage before dying. You don’t have varied groups of enemies with their own distinct roles that you need to use strategy against to counter, and they all basically just rush straight at you, swinging their swords.

Hobo Sacks: A Terrible Fashion Statement

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Grimwolf.7163

I don’t know of another thread on these entire forums as long as this one, either.
They could have even just removed packs and added the skill icons to the player as a placeholder, if they expected to leave the real fix on the backburner indefinitely.
For people who like packs like these, we already have like 3-4 as back items in the game.

(edited by Grimwolf.7163)

Suggestion: Trait Reset-more toxic behavior?

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Posted by: Grimwolf.7163

Grimwolf.7163

GW1 worked the same way (way to go backwards not including this from the beginning, ANet), and it wasn’t really an issue. Worst I recall is stuff like demanding that you take a revive skill, and that people generally attempt to fit particular roles so you don’t just get wiped out (IE, someone needs to be able to heal, someone needs lots of AoE, someone needs to spike down big enemies, etc).
This game doesn’t even rely on roles though, and everyone can innately revive each other.

(edited by Grimwolf.7163)

New Turret Grandmaster Trait

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

The point I was mostly trying to get at is that you’re encouraged to get rid of it as soon as possible so it can recharge faster, rather than actually USING the turret.

New Turret Grandmaster Trait

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I like the idea behind the trait overall, but do see it as a problem that they’ve built it as YET ANOTHER reason to take turrets with the lowest recharge and just keep blowing them up.
I think it would fix a lot with this trait if they made it instead trigger a bubble when you use the turret’s Overcharge ability.
Encourages you to keep the turret up rather than constantly blowing it just to throw out another, keeps the overall power roughly even with how it is now, gives you a little more control over when it activates, and would also keep the effectiveness of the trait relatively even among all turrets (unlike now, where it’s great with Healing and Rifle but garbage with Rocket and Thumper).
Being a Grandmaster, it might be good to add an additional effect as well though that complements the main effect and makes the trait less niche, like making the turret invulnerable while the bubble is active.

(edited by Grimwolf.7163)

Anet fails to realize sigil change hurt engis

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

kits need to be buffed like

if player = lvl 79 or less kit= exotic-rare 2h weapon stats

if player = lvl 80 kit= ascended 2h weapon stats

or kit = weapon rarity +2h stats

and get rid of the 30% damage drop when sigils on kits was implemented

……

….Was it really 30%?
Going by the most basic and perfect example, the Sigil of Force, a Sigil should only have been expected to provide an increase of 5% damage.
Why, in the name of all that is good and sane, would they ever even consider dropping it 30%?

Rune Changes Suggestion

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

Everything in-game right now is done. By that logic they should never change/update anything, only adding new stuff.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

ArenaNet should be merging stats, not creating more.

I actually agree here completely; they need to just merge Precision and Ferocity together, slightly reducing the power of each effect but providing them both at once.

Rune Changes Suggestion

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

The upcoming changes to runes are problematic. I understand why it’s being done, but there are much better ways to go about improving them.
In particular, placing emphasis on the need to use a full set of all the same runes defeats the purpose of even having multiple runes. At that point you may as well just have the rune be a single item with its own slot. Except then, you lose the fun of improving and “customizing” your armor to an extent.
I’m sure most people have played Diablo 2 or 3. Gems in that game work in a similar manner to runes in this, but provide a different bonus depending on which piece of equipment you slot them into.
I believe it would be better for runes to work in this manner; instead offering a different one of their possible bonuses depending on which piece of armor you slot them into.
They could then be set up such that either different pieces of armor are weighted to have stronger rune bonuses than others, just like how more pieces provide stronger bonuses today, or the bonuses could all just be averaged out to be even with each other.
This would mostly maintain the current effects of runes, while allowing proper customization and great reason for them to be placed on each piece of armor individually.

Let’s take the Traveller’s runes for example.
Placing one on the feet would increase movement speed, placing one on the head would increase boon duration, placing one on the hands would increase condition duration, and placing one on the chest or legs would increase all stats.
In order to prevent overlap, like how Divinity also provides an increase to all stats, some effects could be replaced here and there; mostly though you could simply provide the same effect with different runes on different pieces of armor.
Traveller on the chest for example could be changed to something like Vigor granted on heal to not conflict with Divinity. Whereas Might could boost Might duration on the head, and Hoelbrek could boost Might duration on the hands, and so on.

Engineer and rifle: Can we be cooler?

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Taekwondo? Try using #5 as a Human Male. He sounds like he’s passing a kidney stone.

Kiel voters - Happy?

in Fractured

Posted by: Grimwolf.7163

Grimwolf.7163

Wouldn’t have mattered either way, the GW2 team just straight up cannot write, period.

We Do Not Like Scarlet Briar

in Fractured

Posted by: Grimwolf.7163

Grimwolf.7163

Hopefully this thread maintains the constructive criticism these forums require and not be deleted.

I really enjoy this game for a lot of reasons, from dodge rolling to WvW. The world was rich an immerse the moment I stepped foot into it. Once I caught up on the lore by playing Guild Wars 1, I really appreciated the story.

Then a weed named Scarlet was introduced. Sure, she felt a bit wacky, but I was okay with it at first. Then she started cropping up in everything, and it began to feel forced and unoriginal.

Now she is behind the Thaumanova Reactor and there are aether-looking items around the world with a sign saying “DO NOT TOUCH” (clearly of Scarlet design), and I’m just done.

ArenaNet writers, your players are speaking to you.

Listen closely; this is the important part:
We do not like Scarlet Briar!

I originally voted for Evon, but now I’m glad he lost; I swear to god, the Abaddon fractal would have shown how Scarlet invented a time machine at some point, and was the one who originally defeated Abaddon.

Can we have a civilized discussion on P/P?

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Both P/D and P/P have something in common; they rely completely on a single skill other than Vital Shot for all damage (Sneak Attack spam, Unload spam).
The problem is that Vital Shot is unrivaled garbage, because it is SO… SLOW.
Just drastically speeding up Vital Shot would make a huge difference.
Body Shot is also still a bit sub-par… Conceptually the Immobilize is quite clever; it allows you to more easily land Cloak and Dagger for P/D or Unload for P/P, both of which can be difficult to land, while also applying Vulnerability to boost the damage of said attacks. Very nice. Except that the cost is prohibitive for combining with other skills. Doing so will dry you out instantly, but the skill is pretty much only good when combined with said attacks. They need to shave an Initiative off it.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

What if they just made it so that, while packs are toggled on as visible, hobosacks do not show at all. So if you want nothing at all to show you should be able to just use an invisible back skin like the Spineguard.

Fight the Tyranny of ArenaNet!

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Ya but that would only make sense…and im not convinced they know what they are doing with this class.
Every class can do everything we do but better

Of course they have no idea.
From the very beginning the Engineer should have been this;
http://mattwilsonprime.com/wp-content/uploads/2012/05/thewalk.jpg
http://dreadgazebo.net/wp-content/uploads/2012/10/miloboggs.jpg

Or even THIS;
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/52026/Charr_08_concept_art.jpg
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/67972/800px-Charr_Cannoneer_concept_art.jpg

But instead, we got this…
http://hollywoodhatesme.files.wordpress.com/2010/09/coyote-and-rocket.jpg