Mirror blade
This skill now properly damages allies, we find this is more realistic.
:D
Isn’t the only other thing that gives us distortion blurred inscriptions (1s on signet activation)? Blurred frenzy gives blur, not distortion. Probably because making it also reflect projectiles would really be op.
This kind of food shouldn’t exist imo. Food being stronger than traits is just a broken concept. I would like a 40% reduced crit dmg food, everyone would be crying.
If there also was a +40% crit damage food, I’d be very happy.
That’s not what this thread is about though. It’s like saying "don’t fix our bugs because others have more severe bugs".
I guess even more people would purchase some serious items, e.g. there’s a total lack of useful armor and weapon skins on the TP.
I’m fine with some stuff in towns - the latest hats are already quite borderline though.
You can’t transmute town stuff to combat armor because professions are supposed to be distinguishable in the "real world". Same holds true for "invisible" armor (i.e. running around naked). GW2 is an MMORPG, they have to keep immersion in the game and it has to be consistent within its universe (i.e. running around naked will likely get you killed quickly).
tl;dr: no.
With bigger maps and less speed, people will be afraid to die and have to run all the way again and will stay in the safety of the zerg even more. While it will be easier to capture objectives with a smaller group, running into a zerg will be even more frustrating.
Anet starts losing a mass exodus of people, you really think they won’t change the Aoe cap? Lol business wasn’t your major was it?
And logic isn’t your thing, is it? Apart from the fact that there’s no proof for that claim, those things are completely unrelated. And “losing a mass exodus” doesn’t even make sense.
DRs usually work out well. But since they also refuse to introduce proper DRs on AE instead of their trivial five target cap and because their servers are already overloaded, this probably won’t happen anyway.
i were just wondering the same thing. I had 6 superior rune of the fighter on my armour (Power and toughness stats). In the end i had 90 power and 35 toughness.
Then i saw the azurite orbs i believe they are called. They give 20 vitality, 14 toughness and 14 power. I figured out if i had 6 of them i would end up with 120 vitality, 84 power and 84 toughness. So i gained tons of vitality and toughness and lost 6 power by doing it.
The orbs were also cheaper, so IMO the orbs are alot better than runes
Six superior runes of the fighter give 165 power, 50 toughness and 20s of might on heal.
Six azurite orbs give 120 vitality, 84 toughness, 84 power.
Rune bonuses stack.
Looks like the op got owned.
I agree that the bloom is a little over the top and should be toned down. Looks like one of those games that came up when bloom was first introduced, it’s just too much glow on everything.
I’m still not sure if this is a serious suggestion or some kind of pun because of the inherently stupid nature of items released in the gem store lately...
ok I would like to know where and when I have asked for nerfing zergs.
You asked to penalize them, which pretty much boils down to the same result.
Arena net already said that they are looking for some ways to give small groups a reason to exist over zergs in wvw.
Right.
So A-Net admits that there is a problem with zergs in the current meta of WvW.
They said zerging is an important part of WvW, but it shouldn’t be the best strategy. And they explicitly excluded large coordinated groups from this, so they won’t simply punish based on the number of people in one place. A zerg is not just a large group, but rather a large group of mindless players running together. Simply punishing large groups would also be inherently stupid, what if several separate groups just come together in one place for whatever reason.
It’s also getting warmer now in the northern hemisphere, winter’s over, summer’s coming. People with inferior cooling will slowly start noticing this. High utilization is normally good, unless something’s wasting cycles. Or unless your cooling is broken.
Then you generally seem to have cooling issues. Higher temperatures aren’t necessarily bad, they may as well just mean CPU/GPU utilization has improved.
I guess ANet would prefer to fix those places...
This mechanic wouldn’t put anyone at a disadvantage, nor hurt the overall game play of guild wars.
I’m not so sure about that, it has some implications that need to be considered.
Structural Upgrades:
-Asura Gate
Costs 5 Gold 2,000 Karma 3,000 Supplies
Allows transportation from Stonemist Castle to your World Spawn Point, and vice versa. From the spawn point to Stone Mist Castle, you will appear in the middle of the 3rd floor. This Gate can NOT be contested, but may be destroyed. Health would be the equivelant of a T1 Reinforced Wall.
Veto. That would make defending way too easy.
There are no plans to do so because of all the stuff that’s bound to your race, also there shouldn’t be such an option. Being able to change genders is bad enough, this is an RPG dammit.
Anyway, just look at the plethora of other threads on this topic, several have an official reply that basically reads: nope.
My main grip is the Reef Drake. That instant AoE drop gets me EVERY time. Takes half of my health in the split second that I’m in it. Terrible.
Yeah. Funny they nerfed confusion to hell in WvW but gave open world mobs ultra-long confusion (>10s) on a short recharge and with quite a lot of condition damage as it seems. It’s not like you could take revenge by returning their confusion to them, because it hardly affects them with their ultra slow attack rate.
They probably think fractals and ascended gear is endgame.
Also reported it long ago. There shouldn’t even be a programmer required to change this if their engine isn’t borked. Seems like they just don’t care.
im torn on this. at this point, probably not, id rather not have enemy cast bar. if any effort here – better animation clues.
This pretty much sums it up. The same holds true for PvE.
I wouldn’t care about mobs if ANet finally fixed bouncing attacks and clones so they don’t constantly target critters and yellow mobs. It’s annoying as hell.
Simple and short answer: you can’t punish individual players just because some other server doesn’t have enough coverage. What about solo roamers and small camp groups? What about the third party, they’ll happily take their chance. ANet would never do this, and the idea in itself is really bad.
Just like with reducing zerging, the same principle holds true for this one: punishment is bad, rewards and incentives are good.
Yeah, there’s always people making such claims. Like here:
http://forums.guru3d.com/showthread.php?t=379205
While this is possible (remember the driver that stopped the fans, this one might be overvolting the card for example), the number of evidences is really, really low in this case and he for example already burned two other cards as it seems - not the most reliable source.
I’d just stick with 314.22 if you play GW2 most of the time, 320.18 is only really required for the new GTX series and Metro: LL. 314.22 works totally fine.
My i7 920, which is almost the same as his 930, is running at 3,5GHz and is clearly a bottleneck, so it’ll be the same in his case. He just doesn’t use the right tools or reads the graphs incorrectly.
I can at least confirm that there has been zero noticeable improvement in FPS, so at best nothing has changed on the client side. Not sure about server side improvements (i.e. skill lag).
I can only support this bugreport or suggestion, whatever you think it is. It is annoying as hell.
We already gain XP after level 80, there’s just no real use for it.
There is. That’s a weak argument, considering it’s wrong.
Unless I missed something, the only use is gaining skill points used to purchase some items at Miyani.
That’s no “real use”. Just like karma currently has no “real use”.
Maybe you just missed my point.
The point is that a downscaled players is not equivalent to players at the appropriate level to the content.
That’s exactly how it’s supposed to be. And it’s not a problem at all. Read the April 30 patch notes:
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-April-30-2013/first
Search for scaling. They increased the scaling so enemies don’t die too quickly with a lot of upscaled players. It’s totally working as intended.
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Both targeting mechanisms are broken.
Because that is actually good... 1 out of 2 interrupts are gonna stun the target... not half bad.
I read daze, not interrupt? And it replaces the daze, so you’re losing the vulnerability from dazzling I guess?
I agree that confusion and interrupt related traits need a rework. As well as confusion in general, at least in PvE. You really notice that ANet experimented a lot with what they wanted the mesmer to be, and they never adopted those traits to the changes in core class mechanics.
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If people want to zerg, they should be able to do so. Penalties most of the time are a bad way to make people do what you want. The correct way would be to encourage people playing differently by rewarding small group play. Devon already said they’re working on this:
https://www.guildwars2.com/en/news/devon-carver-on-the-future-of-world-vs-world/
I like the wps uncontesting… makes it alot more challenging to take a T3 keep, and if you’re being hit at Bay and Hills at the same time you have much better chance of being able to keep both.
And when you’re on the wrong server, it makes it impossible to take anything. Defending structures without even having players on the map because they can just WP over during a running attack when necessary is a stupid design decision.
The WPs should stay contested for the whole duration of an attack, without the short window when the timer runs out. I always considered that a simple bug that has to be fixed.
They have to remove currencies, not introduce new ones. We already gain XP after level 80, there’s just no real use for it. Extend and improve on existing systems instead of creating new ones.
A prime example is the Shadow Behemoth. In beta i fought this boss.
I somehow doubt that the encounters haven’t been tweaked since beta.
The point of these bosses is to challenge low level players. To make them learn mechanics like dodging and blocking in a timely manner and the like.
Not really imo. The legendary karka queen or the claw of jormag are not different, you can do almost everything by just auto attacking. There are other occasions where people may learn how to play. The only slightly more challenging encounters are temple events.
The scaling is fine. You’re not supposed to be as weak as when you just started the game. There always is a slight power progression, and it’s necessary.
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So for an actual exotic greatsword, it would be 88% higher, making it 925 damage. It can then be further increased by 30% (Illusionary Persona) and 20% (Mental Torment). On top of that, there may be +25% damage from vulnerability from dazzling and illusion of vulnerability, which requires diversion which is on a long cooldown (or rending shatter, but that doesn’t stack ridiculously high).
Just using thief for comparison:
Backstab is 806 +10% (Exposed Weakness) +5% (Dagger Training) +10% (First Strikes) +20% (Executioner) +5% (Flanking Strikes), which obviously is less (and requires some prerequisites, if all can be active at the same time at all).
Is that correct? I agree that the availability of vulnerability is way too high then, and the scaling of illusionary persona may need to be reworked so it’s actually capped at 100% damage instead of adding another 30%. Unless this is balanced by some other disadvantage. The fact that illusions could be destroyed before they hit doesn’t quite balance this I guess, considering the rate at which you can create new ones.
Anyway, if they do this: stay away from PvE.
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Yeah, let’s just forget everything that actually made sense in GW (and games like WoW) just to create something unique. This is exactly what GW2 looks like now. So I’m voting against a function that shows "last online" in the guild roaster, and against an lfg function, and against proper squads, and against everything else that could be remotely useful.
That "argument" really is beyond dense.
I couldn’t care less about the low fees, putting all the traits manually again is a major annoyance. It punishes every player doing open world PvE, dungeons and WvW since they didn’t even separate PvE and WvW.
You’ve gotta be joshin me; maybe we should just let the game take care of our attack cycles too, so we don’t have to worry about hitting buttons? You want to respec, you have to … ya know, respec. I admit a flip on your utility skills – so you could switch out between your ranged mode and melee quickly – would be nice, but auto spending all your traits, too? There’s a point where convenience just turns inta downright laziness.
I’m not quite sure you actually read my post correctly, because what you replied doesn’t make any sense at all. I’ll just quote myself:
You can already change your build when ooc, just not spend all points again.
I don’t mind costs or having to go to a city, as I said above: separate PvE, dungeon and WvW builds and let us create templates so we don’t have to spend all points manually again and again. I’m switching builds constantly and this doesn’t add depth or anything to the game, it’s just a major annoyance that you have to store the builds on an external site and having to click trough everything again and again.PS: and they should add on option to switch armor/trinket sets and a corresponding equipment storage option (locker). Dragging all trinkets in the hero panel everytime you join or leave an instance is as much of an annoyance as having to click through the traits all the time.
I don’t see why PvP gets so much special treatment here, the infrastructure already exists but it’s limited to that single mode.
This has nothing to do with lazyness or automating everything. It is an option that existed in GW and just wasn’t implemented for GW2, although it would be even more important here.
http://wiki.guildwars.com/wiki/Template
You can already change your build when ooc, just not spend all points again.
I don’t mind costs or having to go to a city, as I said above: separate PvE, dungeon and WvW builds and let us create templates so we don’t have to spend all points manually again and again. I’m switching builds constantly and this doesn’t add depth or anything to the game, it’s just a major annoyance that you have to store the builds on an external site and having to click trough everything again and again.
PS: and they should add on option to switch armor/trinket sets and a corresponding equipment storage option (locker). Dragging all trinkets in the hero panel everytime you join or leave an instance is as much of an annoyance as having to click through the traits all the time.
I don’t see why PvP gets so much special treatment here, the infrastructure already exists but it’s limited to that single mode.
If I see this correctly, a three illusion mind wrack only deals as much damage as a single phantasmal swordsman attack which is on a 3.2s attack rate.
A single blurred frenzy or a backstab for example deals way more damage (and doesn’t die in AE before it actually hits).
/e: so the fact that the tooltip doesn’t take weapon damage into account changes things I guess.
So it doesn’t suck, but it’s far from what you claim it is. It only gets strong because of the corresponding traits. And even then it’s inferior to a traited phantasm, what really makes it shine is the ability to stack and keep up vulnerability quickly from what I see.
Correct me if I’m wrong, I’m rarely using shatters, just tried this lately. But it seems like people are pretty much making up random numbers or reference the most extreme cases when all stars align to make a point. I wasn’t really impressed with what shatters do and I didn’t like the fact that I lost my defense with shattering constantly, so I switched back to my original phantasm build.
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you should be notified by the system that this is your first offense, and if you repeat it you’ll get banned temporarily.
They once said they’re not doing this because people simply don’t care about notifications. The temporary ban is the first warning.
I couldn’t care less about the low fees, putting all the traits manually again is a major annoyance. It punishes every player doing open world PvE, dungeons and WvW since they didn’t even separate PvE and WvW.
Who cares if some dev clicked on a thread? That doesn’t even mean he read it. Or read more than the op. And even he read it, that doesn’t mean he’ll discuss it internally, not to mention actually do something about it.
No it should stay like this.People should pay money to change their build,they shouldn’t be allowed to change it all on the fly for free whenever they want to counter that kitten they meet in wvwvw and start to make builds just for One target only to switch back later again...No,Horrible idea.
Has it ever come to your mind that they can just keep the cost for switching builds? They could allow to create two or three builds that you can switch between (maybe add more slots via gem items) but you have to do the initial creation at a trainer. They could also add a recharge between switching builds. Hell, I’d probably even be satisfied if they finally managed to separate the builds for PvE and WvW. But at least we get funny hats. Yay.
This thread initially was more about mesmer bugs, until TheMightyAltroll started to use it for his own personal campaign against mesmers again, just like every other thread. I guess I’ll now create a necro and claim to main it so I can troll in the necro forums about how op they are all day long.
Annoyance level > 9000.
That’s why I always have Dxtory running (like FRAPS), when I encounter something strange I’ll just hit the hotkey and start recording it. I can only recommend to do so, it really makes a later analysis a lot easier.
I’m 31 years old, and if somebody swears in chat I’ll happily report him. I’m playing games for fun, not because I want to experience people acting out their Tourette syndrome.