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Legendary Pets!?

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I want the NoPet! The NoPet has 100000000000000000000000000000000000 HP, 0 damage and gives an everlasting damage buff to the ranger, which makes up for his initial loss to justify the pets.

Ranger Balance Philosophy

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I love how our primary class mechanic is listed multiple times under weaknesses.

:(

It’s actually the only class from dulfy’s notes that lists the mechanic as a weakness.

Hahahahahahaha, the best part is that Anet lists the WARRIORS mechanic as a weakness! Oh god that’s rich! You could remove adrenaline from the game and not a single warrior would notice due to how fast the bar kittening fills up.

Ahhh, I can remember them saying that pets are also weakness and strength of the ranger. We don’t have to discuss now which statement applies more, since we’ve done this plenty of times pretty excessive.

Ranger Balance Philosophy

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

If you’re having trouble hitting with the LB, they did add the instant hit ability in RTW. We do have the best single target long range damage. What number skill the damage comes from is irrelevant in this case.

Sadly, Other classes can do higher AoE damage vs. single targets hint hint... elementalists than we can do as single target damage.

(edited by HHR LostProphet.4801)

Is Colin Johansen hot?

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Why is this even a thread?

Do you mean “why is this even a thread” because it’s obvious that he’s hot or do you want him just for you?

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

How do you want to stick to a stealthed opponent? o.O

If I may answer since I’m here: you literally go flying when you hit a stealthed thief. You can’t stick to him, but you can find out exactly where he is. It’s very powerful, especially combined with maul.

The leap is on the third hit meaning you have to hit a stealthed target twice to fly. That either requires extreme luck or an extremely bad theif.

Yet again the sword neither excels at spotting stealthed enemies nor it is intended to do so.

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Yes ok, but you could do that with any kind of weapon. If anything, any other weapon would be better to spot thieves since you wont leap away from them as soon as you hit them.

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I like the current sword. Combined with quickness, you can stick to a stealthed opponent with relative ease, further pushing the ranger to the point of being the anti-thief.

How do you want to stick to a stealthed opponent? o.O

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I would be fine with that too, if it would be a competitive PDS weapon. I would also love to have the torch as mainhand condition weapon. I just can’t understand how the people are ok with a weapon that has a playstyle that is more of a hindrance in many situations. Ofcourse you can kite with it but that is useless in PvE, which is still the biggest part of GW2.

(edited by HHR LostProphet.4801)

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I know there are many folks out there that like the current sword because it takes skill to work around/with the autoattacks. Well, I’m not one of those. I don’t like the skillcap on a weapon for a class which has already a pet to handle. I think the purposed playstyle of this weapon was to be constantly on the move and sticky to the enemy. I tried to keep the playstyle to not upset anyone who’s using the sword but to smooth down the skills, so the can be used reactively. If you have any suggestion how to keep the current playstyle but to also lower the skillcap, feel free to elaborate.

Why the current sword needs polishing

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Since the last post of this matter is rather old, I’ll make a new one.

Things I’ve noticed that aren’t optimal:
Autoattack:

  1. Second and third attacks prevent dodges and movement
  2. Second and third attacks prevent proper use of other skills
  3. Constantly jumping into the hitbox of enemies -> enemy gets pushed away
  4. Cleaving is almost impossible to do
  5. Second attack doesn’t cleave -> DPS loss while cleaving
  6. Attackchain is hard to handle on a weapon that isn’t even on par with weapons of other classes and for a class that has to handle a flawed pet -> I don’t like the high skillcap
  7. Has the only leaps ingame that aren’t leapfinisher

Hornet Sting + Monachr’s Leap

  1. Casttime way too long for an reactive skill -> Not usable to react to the enemy
  2. Damage increase neglectable -> Not worth to include into a damagerotation
  3. Direction of the evade backwards is hard to anticipate against moving targets
  4. Uptime of Monarch’s Leap is way too short -> You’re forced to jump back to the enemy almost immediately if you want to close the distance again
  5. Hard to utilize to gain ground

Serpent’s Strike

  1. Evade time doesn’t match the animation time
  2. Hard to anticipate against moving targets
  3. Could use a bit more damage

Summary:
The most problems are caused by the autoattack chain. The jumps are most of the time a hindrance and no help. They need to be removed. Furthermore, the second autoattack has to cleave like the other autoattacks.
Hornet Sting and Monarch’s Leap are one of a kind. I can’t get behind the purpose of those skills. The activation time is too long to be used reactively, the evasion backwards doesn’t help in most cases and the uptime of Monarch’s Leap is way too small. You could only use this skill advantageously if you want to disengage.
Serpent’s Strike is a pretty good skill but I don’t like the repositioning since you hardly gain any advantage through it. I also don’t like the animation time, since it leaves you vulnerable, same as Counterattack.

Suggestion:
So how to fix those flaws? I’ll post my ideas I had awhile ago:

Sword AA: Remove the leaps.
This is the only way I can think of to not hinder the player from moving/evading as he pleases.

Hornet Sting, Monarch’s Leap: 2 forward leaps (430, 300 units) and a third leap if an enemy got hit during the first two leaps (600 units). CD: 20 secs. Uptime: 10 seconds for the second leap, another 10 seconds for the third leap (if triggered). The target will be crippled.
The first two leaps are taken from the current AA, while the third leap, if an enemy has been struck during the first two leaps, offers additional mobility to keep up with the target. Ambient creatures can be used to trigger the third leap to gain more distance.

Serpent’s Strike: Evade in the direction you are currently running (200 units? A little bit shorter than a normal dodge) and leap towards your target (100 units further than the evade) immediately afterwards. If you haven’t targeted anyone, you’ll just evade backwards.
If you strafe right the skill will almost be the same as now. However it will be more versatile, since you can use it in any direction. It can also be used to gain distance by dodging forward, followed by a jump forward.

Anticipated impact:
The sword would be as sticky as it is now, but it would be way easier to control.
The smoother activation times should also help the weapon to feel less clunky.

(edited by HHR LostProphet.4801)

General Dungeon Discussion Thread - Part 1

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Well I have to say his point are pretty underpinned. Atleast…

If you understood the game even remotely as much as the “elitists” around here(and weren’t a complete dracula drone which your tone makes me think you are), you’d not have said this, even under crystal meth.

So tell me where your visceral hatred comes from which is driving you.
Sorry, but people who are throwing insults around aren’t very convincing to me.

(edited by HHR LostProphet.4801)

Tournament of Dungeon Legends?

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

NoobParty – One “Legend” gets 4 noobs and has to carry them through. The one with the least deaths wins. There should be a timegate obviously and the noobs or newbs have to stay with the legend.

General Dungeon Discussion Thread - Part 1

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Well I have to say his point are pretty underpinned. Atleast…

General Dungeon Discussion Thread - Part 1

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Breaking news: Are Necromancers viable now? See for yourself:

Look for a regular Fractal group in EU

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I would post some Hitler gifs with the slogan “Germany, kitten yeah!” but many people wouldn’t catch the sarcasm and I would get banned. :P

Stacking

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

If we shouldn’t be able to clip into each other, we would have some sort of character collision.

If we shouldn’t be able to LoS and stack up the enemies in melee AoE deathball, then Anet should never have disabled the AI behaviour from BWE1. If enemies acting more intelligent, like they did in BWE1 (and like they still do in GW1), then this wouldn’t be an issue of “exploiting”.

So, all comes down to ANet fixing the AI. The clipping issue looks more like an easy method to get around all the issues coming with character collision. ANet would have to redesign whole maps just to ensure that everyone can get where they want to go.

Stacking

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I honestly can’t see why people interpret stacking as any form of clipping. If we shouldn’t be able to clip into each other, we would have some sort of character collision.
Only the “stack in a corner and go through your damagerotation” is messy because it trivializes the tactic against any encounter.
Would I be happy if this game had charactercolision? Yes.
Would it make things more interesting? A bit atleast.
Would it be good at the current state of the dungeons? Definitely no.
So, all in all, I’m ok with stacking, even if it could’ve done better.

Improving GW2. PvE and PvP

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Funny thing is, dungeonarmors where “unique”, only aviable by doing dungeons. Now you can get those indirectly through buying paths or directly through playing PvP.

Still waiting for end game content

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So yeah, my daily thought…

Where is my high level end game rewarding content ive been waiting for so long?

Am I in the wrong game?

Press “O”, it’s getting updates now and then. Just today they released a new part of this endgame content.

Stacking needs to go.

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HHR LostProphet.4801

Grawl Shaman in Volcanic Fractal is probably one of my favorite Boss fights because you can’t cheese him. There is no where to Stack there is no LOS spot, its just perfect.

And every single casual hates it.

I just hate it because it highly favors classes with reflects.

Stacking needs to go.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Just thought something up. melee NPC mobs stack. Heck even come ranged ones.

That’s the idea! Multiply all mobs to that amount that they oneshot you if they hit you.
That will stop stacking, fo sho!

Stacking

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

1. What would constitute cheesy skills?

2. What is your stance on pulling mobs? Not LoSing, just pulling.

1. Skills that have a broken risk/reward ratio (I’m looking at you fiery rush)
2. Pulling is ok, if mobs stack by choice, I’m ok with that

Stacking

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

LOSing bosses through stacking ontop each other in a corner. Stacking often occurs in conjunction with “cheesy” skills.
That’s stacking for me.

If you want to do dungeonruns without stacking, keep distance to any wall or obstacle.
Have fun!

Stacking needs to go.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

can’t really comment on that. Personally, I have no problem at all forming groups to my liking. Recently, I type “not a speed clear” as part of the LFG comments. I’m generally satisfied with the like-minded people I find this way.

My point was not that it’s hard to find groups. My point was that it is less rewarding to intentionally handicap oneself. The game itself should always strive toward encouraging the most entertaining experience. In my opinion, the most entertaining experience would more closely simulate an actual combat, i.e. not stacking.

Or were you being sarcastic?

And that, good sir, is your opinion.

I personally despise facerolling dungeons so I pug them, solo or low-man them. Therefore, my most entertaining experience would be for encounters designed around solo play – but you see, I know that I’m an extreme minority and I don’t demand ANet to cater the game around me. Anti-stackers repeatedly demand ANet cater the game around them, despite being a minority.

Am I a minority? I really doubt it. Who honestly doesn’t agree that the encounter design should simulate a fantasy combat? Who honestly doesn’t agree that encouraging stacking gets away from this ideal?

How do you want to design content that encourages “fun runs”?
It is easy to just put the reward at the end. That encourages faster runs.
How do you want to implement reward that scales with “fun”? What is fun?
Do you see the problem?

Stacking needs to go.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

To me, both sides of the stacking debate seem to be saying the same thing two different ways.

Anti-stacking people: “Stacking is no fun and needs to be fixed. Here are some ideas about how to change the mechanics to fix it.”

Anti-anti-stacking people: “NO! Stacking is the natural result of the game’s mechanics!”

Am I missing something?

You’re missing this part:

Anti-stacking: “We do not enjoy stacking. Please change the game for everyone.”

Pro-stacking: “Make your own groups— you don’t have to stack. You can play how you want, and we can play how we want.”

Well I guess my answer to that is that willfully handicapping oneself doesn’t create the same feeling of challenge and reward. Solving something the hard way isn’t a great achievement if there also exists a trivial solution. Therefore, anti-stackers can’t really “play how they want” if what they want is for there to be an actual in-game (not self-imposed) motive to play in a way that looks appealing on-screen and simulates an actual fantasy encounter.

You want stacking gone because it would make bosses harder?
No, it really does not make them harder. Their weak design does encourage stacking in the first place. It would take longer, yes. But it wont make those bosses more thrilling to fight.
So if you want to end stacking, come up with more challenging content with an appropriate reward.

You just have to ask yourself if you want to run dungeons because of the fun you have doing so or because of the loot. I do run dungeons because of the loot and I use stacking whenever it is possible. That doesn’t mean that I’m a stacking lover, just that I want to get past this repetitive content as fast as possible.

(edited by HHR LostProphet.4801)

Stacking needs to go.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I know all you professional dungeon runners are in love with the idea of cheesing down content to get it done faster, but for all of us that actually enjoy fighting bosses and doing PvE content, stacking is killing our love for this game.

Ehh, no? “Professional dungeon runners” want to master the content as fast and as smooth as it is possible. So do they use stacking to be as fast as possible? Yes, for the most part.
Are they in love with stacking? No, not really. So I don’t know why you accuse a part of the community of wanting cheesy content?
Aren’t those “professionals” the people who want more challenging content? Or did I miss something? Harder content wont stop them running dungeons. Harder content just stops the “casual whiners”. And they’ll start to whine a lot.

So if you want to make content more challenging, most people in this subforum would love it, me included. But if done so, the rewards have to be increased too.
Just “fixing” stacking wont help, the bosses will stay as easy as they’re now. It will just take longer.

Does the game still relly to much on zerkers?

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HHR LostProphet.4801

Condi is already on par with direct damage in a solo setting, you don’t need to increase the DPS you just need to:

1. make condition damage scale with vuln
2. increase the condition cap
3. damage modifiers to apply to condition damage

The last hurdle is to find a way to make it possible to apply conditions immediately at a rapid rate – the ramp up time for condis is the same reason mesmers aren’t popular, by the time you get your dps going the fight is over.

Conditions are somewhat a nobrainer tactic to use. Apply them, let them tick, reapply them. Most of the conditions can even be applied at range. I think it would be a good step to shift the damage from conditions from a consistent damage over time to the first few ticks. That doesn’t meant that conditions should deal no damage after a certain time but it should benefit those who can reapply those conditions very fast to compliment a more active playstyle.
The necro should be changed to excel at reapplying conditions.

Does the game still relly to much on zerkers?

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HHR LostProphet.4801

3. spider queen drops poison in melee

of course, this goes both ways. groups with bad dps will end up ranging the boss with bows, groups with zerker will end up bursting down the boss but most or all of them dying at the end. in both cases, it’s now more time lost. continued whining of zerkers being OP will only lead to more waste of time, for all groups regardless of their gear.

And groups which know the mechanics will burst her down in few seconds.

Lilith's Fashionable Dungeon Run Challenge

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I tried to cosplay Groot but someone was faster with the name. I just hope he looks good…

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Yes, kept this thread alive longer than necessary, I just don’t like to be “proven wrong” with flawed or trollish arguments.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The odd thing is that I should’ve known better. Actually I do know better but it seems like that has passed out of my mind.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801


to be honest I stopped reading your posts when I saw the word “runned” used.

I’m so manLilith.

What’s the correct term for completing a dungeon as fast as possible?

I was just looking for “ran”.

As for speed running dungeons… just that I guess.

Ah yeah… sorry >.<"
English is not my native language but that was kinda… bad.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801


to be honest I stopped reading your posts when I saw the word “runned” used.

I’m so manLilith.

So what’s the correct term for completing a dungeon as fast as possible?
The only term I know is “running” a dungeon.

(edited by HHR LostProphet.4801)

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And it’s rather funny how you guys take one statement of mine out of context and start the whole flametrain again.
Such mature, much manly I assume.

(edited by HHR LostProphet.4801)

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So for all of you who’ve not understood what I wanted to tell, which are a lot I assume:

My one and only statement was and will be, that ANet made this change not primarily because the reflected damage was too high but because the whole party could hide behind those reflections without any risk involved, which countered some bosses way too hard.

This is problem is not caused by the reflections themselves but by the simple mechanics the bosses have and their few attacks.
ANet however took the easier route of nerfing reflections rather than reworking the bosses to ensure they aren’t completely countered.

I hope that made my intentions clear enough.

(edited by HHR LostProphet.4801)

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Do you really think that ANet’s vision of how bosses are meant to be fought by stacking ontop of the boss, dropping reflects like mad and smashing 111111111?

…Bingo.

HHR is OP, bingo too easy. Lucas, pls nerf.

No, to what field should my statement apply to? Cause I can’t see it.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Do you really think that ANet’s vision of how bosses are meant to be fought by stacking ontop of the boss, dropping reflects like mad and smashing 111111111?

…Bingo.

Which one should that be?

Pets are good thread

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

It’s nice to see when I’m in downstate and the enemy has no stability, that my wolf will knock him down first, then I stun him, then my wolf fears him, then I switch to my drakehound, hopefully root him out of stombing range and knock him down once again and then my own stun is back off cooldown. That’s funny.
How I got into downstate is another story tho.

General Dungeon Discussion Thread - Part 1

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I think it’s amusing how he calls me unintelligent when I tell him not to assume.

Anyone else want to see this guy and mike get into a fight?

Fine, we do it your way. We don’t know what ANet wanted to achieve with this change.

We’re not even sure that it’s intended, and though it could very well be, it is much wiser to wait for an official response, rather than smearing non-sense all over the place.

For example, not long ago Mesmers’ distortion started providing Evade instead of Invulnerable. This made mesmers stay stuck in several non-dodgeable AoE skills, such as Eles’ Staff#4 and Guardians Hammer#5.
After a few complaints, ANET declared that it was unintended and reverted the change a few days later.

Whether these changes to reflects are unintended or not, it is not very intelligent to assume anything until an official response is given, and this thread, along with some others were created to fulfill that function.

Well, they just don’t changed one reflection skill or just one boss but multiple bosses of different types in different dungeons. If that is a bug, it’s a really huge one.
Too huge in my mind to be just a bug.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Could be but I doubt that.
And they did a fairly good job in forbidding any strategy outside of “lure the boss into a corner and kill it in notime”.

(edited by HHR LostProphet.4801)

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I just want to note, I’m not trying to flame you HHR, I asked you a legitimate question (though provocative in my wording I know, sorry) but you’ve dodged the question twice now.

What’s the point of reflects if it’s not supposed to work on bosses? Were are they of any real use outside of where it trivializes encounters in the same way it did malrona?

I personally Like to believe that the devs can put 2 and 2 together and know how it will work. “we have projectile walls. And we have projectiles on this boss. The walls will be able to block the projectiles” How can they not understand that it would have worked that way?

Reflects should work exact that way as they work now: Reflecting projectiles. However if a boss just uses projectiles, his damage is nullified. It’s not the reflect’s fault that these bosses are they way they are. But ANet decided to nerf reflects instead of reworking the bosses. And there is nothing we can do about it.

So what about absorbs? All they do is nullify. Should we get rid of these? Gawd I hoping they never do that to harpy fractal. You shouldn’t make something useless because its too powerful you should reduce the dmg it does (or the time its up). This philosophy that Anet has put forth in this update worries me.

So far as I recall, absorbs do work the same way as reflects do. Have you tried to block the attacks which are unreflectable now?

Actually, If you are blocking/reflecting/absorbinginvul/stability and someone NEXT to you GETS HIT without the aforementioned buffs you will fly off regardless. This is why party wide reflects and absorbs are so important at harpy.

As to you boss thing you put farther down, there are bosses that are impossible (or really stupid) to “stack” and press one iron forgeman, trees in TA, p1 boss before Ginvia in hotw, and effigy (Cof p1) to name a few. You can even use reflects on some of these bosses! :O

I never doubt that reflects are usefull. Atlast, ANet hasn’t removed them from the game. They just have reduced their effectiveness against certain bosses.

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Please, oh dev HHR LostProphet, teach us peasants how dungeons are intended to be run. Share with us your ways, great one.

There is no intended method of how dungeons have to be runned. But ANet decided that stacking in a corner, blocking damage with reflection is not how the game should work.

Got any dev quotes on that?

Do they have to tell you that dungeons are 5 men instances or is it enough that you can’t invite a 6th into your party.
Seriously, do they have to tell you the obvious or is it enough that it doesn’t work?

They should however list those “negative” changes in the patchnotes.

(edited by HHR LostProphet.4801)

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

While you provide little to no evidence, here’s what hrouda had to say about running dungeons. Indirectly related.
http://i.imgur.com/jJraP8Y.png
Basically he accounted for knowing how to mitigate damage properly.

And stop oversimplifying the situation by saying “drop reflects stack and 1111” that just shows stupidity.

Ok, change 11111 into a damagerotation of your choice.
And please. Do you really think they designed the GW2 combat to be all about stacking in a corner? Why didn’t they just placed all bosses and mobs into corners then? Why do we have ranged weapons, movement related skills or giant AoEs if everything is meant to be cleaved to death?

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I just want to note, I’m not trying to flame you HHR, I asked you a legitimate question (though provocative in my wording I know, sorry) but you’ve dodged the question twice now.

What’s the point of reflects if it’s not supposed to work on bosses? Were are they of any real use outside of where it trivializes encounters in the same way it did malrona?

I personally Like to believe that the devs can put 2 and 2 together and know how it will work. “we have projectile walls. And we have projectiles on this boss. The walls will be able to block the projectiles” How can they not understand that it would have worked that way?

Reflects should work exact that way as they work now: Reflecting projectiles. However if a boss just uses projectiles, his damage is nullified. It’s not the reflect’s fault that these bosses are they way they are. But ANet decided to nerf reflects instead of reworking the bosses. And there is nothing we can do about it.

So what about absorbs? All they do is nullify. Should we get rid of these? Gawd I hoping they never do that to harpy fractal. You shouldn’t make something useless because its too powerful you should reduce the dmg it does (or the time its up). This philosophy that Anet has put forth in this update worries me.

So far as I recall, absorbs do work the same way as reflects do. Have you tried to block the attacks which are unreflectable now?

Reflects and Dungeons

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Please, oh dev HHR LostProphet, teach us peasants how dungeons are intended to be run. Share with us your ways, great one.

There is no intended method of how dungeons have to be runned. But ANet decided that stacking in a corner, blocking damage with reflection is not how the game should work.

Reflects and Dungeons

in Fractals, Dungeons & Raids

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I just want to note, I’m not trying to flame you HHR, I asked you a legitimate question (though provocative in my wording I know, sorry) but you’ve dodged the question twice now.

What’s the point of reflects if it’s not supposed to work on bosses? Were are they of any real use outside of where it trivializes encounters in the same way it did malrona?

I personally Like to believe that the devs can put 2 and 2 together and know how it will work. “we have projectile walls. And we have projectiles on this boss. The walls will be able to block the projectiles” How can they not understand that it would have worked that way?

Reflects should work exact that way as they work now: Reflecting projectiles. However if a boss just uses projectiles, his damage is nullified. It’s not the reflect’s fault that these bosses are they way they are. But ANet decided to nerf reflects instead of reworking the bosses. And there is nothing we can do about it.

Reflects and Dungeons

in Fractals, Dungeons & Raids

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Is making reflects useless the best way to counter stacking? No, not by far.
Does it work? Yes it does. Deal with it.

Can you please explain how stacking has anything to do with Malrona, and how making her projectiles unreflectable discourages it?

Nobody stacks for Malrona.

Never tried to stack in front of her, reflecting the AoEs, getting poisoned and kill her in notime? Never? Well, you could try to evade her AoEs. Gl with that if you’re running with PuGs.

That didn’t answer the question.

Also, standing in front of an enemy is not the same thing as stacking.

It does.

Reflects and Dungeons

in Fractals, Dungeons & Raids

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Is making reflects useless the best way to counter stacking? No, not by far.
Does it work? Yes it does. Deal with it.

Can you please explain how stacking has anything to do with Malrona, and how making her projectiles unreflectable discourages it?

Nobody stacks for Malrona.

Never tried to stack in front of her, reflecting the AoEs, getting poisoned and kill her in notime? Never? Well, you could try to evade her AoEs. Gl with that if you’re running with PuGs.

Reflects and Dungeons

in Fractals, Dungeons & Raids

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

In your infinite wisdom of what is intended and not. Where exactly are theses abilities to be used that isn’t cheesy? Or is their entire existence wrong?

It’s just ANet’s fault that there are bosses who can be completely countered by reflects and they try to fix that.

That doesn’t answer the question at all.

Do you really think that ANet’s vision of how bosses are meant to be fought by stacking ontop of the boss, dropping reflects like mad and smashing 111111111?

No, it was not! They fixed it by making reflects useless. You can deal with it or you leave, I don’t kittening care.

Is making reflects useless the best way to counter stacking? No, not by far.
Does it work? Yes it does. Deal with it.