Showing Posts For Jamais vu.5284:

Finally Great Content

in Tequatl Rising

Posted by: Jamais vu.5284

Jamais vu.5284

dont speak too soon, you haven’t play it yet.

Atleast it’s giant death-breathing kittening dragon monster we’re fighting, not a lettuce mary sue.

Time Limit + Player Cooperation=Fail

in Tequatl Rising

Posted by: Jamais vu.5284

Jamais vu.5284

We’ve seen this with Scarlet’s invasion, an event that requires all players to partake is never a good event, because the player base has diverging goals and interest -and, more than that, gets bored after playing the same lengthy event in quick succession. From this we can conclude two problems, there will not be enough people to succeed the event post release, and the player base will not be able to muster the teamwork required to succeed. Hell, in a walk-through posted on youtube, Dev’s cheated, instantly dropping Tequatl’s health to 75%, and they still couldn’t pull it off. The fight went from too easy to impossible; thanks Devs.

It will not be impossible. That is a hyperbole.
But it will be very hard. And it will be glorious. Because for once a triumph over a PvE boss will mean something instead of being a giant piñata fest. It won’t be something for every randomized zerg with zero coordination.
And your sentiment is reinforcing that, adding to the new mystique of exclusivity Tequatl is building around himself. Thanks!

[Merged] Updated Bosses?

in Tequatl Rising

Posted by: Jamais vu.5284

Jamais vu.5284

Teq will, to any player present since the beginning and exclusing pre-events, take atleast 15 minutes
If you can earn 1.5g for a dungeon run (once a day) of equal or shorter length, I think it’s a modest proposal that Teq rewards you with 1.5g as well, once a day. Maybe a bit less or make it two exotics to combat inflation.
It’s just the way it is that ANet can’t buff dungeon rewards and introduce massive inflation-causing LS events and then still expect people to dedicate 20 or more minutes on a zone boss event for a few silver and a rare.

If they randomize the respawn rates, I will kittening quit this game. It will be bad enough trying to organize 80 people to get kitten done, and then throw in the fact that you will have no idea WHEN the kitten goes down, then kittening forget it. I dont have time to sit in a zone for hours on end just waiting for some boss to randomly spawn. That would be the worst idea ever. Less people would be willing to do boss fights if they have no kittening clue when theyre happening. And less people for the Teq fight will be counter productive. Bad idea dude….very bad idea.

How about then you stop waiting for hours for specific (dragon) bosses, and instead rotate between all the meta event bosses? I know thinking outside the box probably isn’t your forte but give it a go still.

guild wars 2 crashes

in Account & Technical Support

Posted by: Jamais vu.5284

Jamais vu.5284

Hello dried,

Would you mind posting the crash log to this thread? You can find this by navigating to Documents\Guild Wars 2 and you will want to find the ArenaNet.log file. You can then attach it to the thread by clicking “More posting & formatting options…”

I have the same issue as OP (apparently). This is new; it only started yesterday or the day before. But I already had those issues few months back in May.
I’ll attach the ArenaNet text file as requested, however, the most recent modification of the file seems to date to two days ago, so it might not be helpful in determining the issue.
Important to note is that the very same graphics crash happens even once I uninstalled the AMD drivers and tried to run the game on the integrated Intel GPU alone.
Below also is a screen of the extreme tearing immedieatly precedeing the crash.
http://i.imgur.com/Wz6j5K1.jpg

Win 7-64
Radeon 5870
Intel 3570
Game is located on an SSD

Attachments:

(edited by Jamais vu.5284)

"Rangers can't handle more pet control"

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

They should just let you choose which of the pet skills you have in the “active” slot, so if you the active skill you have you want on auto you can, and then use a different one actively instead of passively.

It’s not as simple. Keep in mind that this would increase balancing load exponentially. If a pet has a knockdown or other strong CC (i.e. canines) you have to cross-check for every ranger instance of CC so that they aren’t suddenly able to pull off an overpowered stunlock. If a pet has a strong vanilla DOT or burst damage skill, you have to check if it doesn’t lead to the ranger being able to instagib you.

Personally I think it’s imperative to bring the combat abilities of pets up to the standard of humanoid characters, and increase their reaction speed to the F-commands. My main is thief and I find the two “pet” skills we have infinitely more useful than any ranger pet, because the summoned thieves don’t have the same movement restrictions or slow attack speeds, and they react much faster.

What Eternity Should Look Like

in Suggestions

Posted by: Jamais vu.5284

Jamais vu.5284

If this change takes place this would become my first legendary.
I love the basic design of the sword but Twilight/Sunrise are too monochrome for my taste (still the prettiest greatswords ingame).

Eternity is currently hovering around the price of both Twilight and Sunrise, some days being cheaper than Sunrise, despite being double the legendary. Just show’s what people think of the crude “merge” we get.

Bored of Hairstyles.

in Guild Wars 2 Discussion

Posted by: Jamais vu.5284

Jamais vu.5284

I am really liking all the hairstyle designs’s in this thread. Some flower themed style’s for the sylvari would look really nice. Also, those design’s you posted Muke look very nice on the sylvari. I especially like the braided wood idea on the willow one. Which make’s me hope that Anet’s planning on adding more style’s to choose from soon. There’s just so many creative style’s that can be done with the sylvari.
Personally, I would love for their to be more long or shoulder length hairstyle’s. Such as the pics I have in my post.We don’t really have that much of long one’s currently, and the one we have is just a ponytail. Although I do like that ponytail style from before the sylvari were redone.

The hair of the first one blows everything out of the water Sylvari have currently.

And talking about the Sylvari redesign, if we’re still going with the whole youthfulness business for the race why is there not a single actually youthful face for both genders, like the 4th one from before the redesign? Most faces look like they’d most fit a 40 year old in human terms.

Worst Minor traits in the game?

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

If you’re not playing a stealth-intense build Last Refuge is far from useless.

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

No, you don’t LOVE this game. If you did you wouldn’t be doing your very best to turn it into every MMO out there.

Stop being so overly dramatic. I’ve seen devs get cut off mid-way by the publisher, being forced to release early and have their entire company shut down along with the servers supporting the game. You’re “emotionally fatigued” because you had one convention to go to? Consider how monumentally lazy every update of GW2 has become. You turned to grinding, because it’s the cheapest, most non-innovative method of churning out “content”.

I’ll believe the developers of GW2 love their game when I see dynamic events that matter, zerging in WvW fixed, world bosses made epic and so on. All I see is the next carrot-on-a-stick. That’s not passion, Sharp. You want to see developer passion, go see CD Project Red. You just turned your game into a generic MMO, in 2 years you’ll go Free-to-Play and then what? Will you still be preaching your love for GW2?

Also, negativity getting you down? People used to provide structured, extensive criticism. And then they got tired and started whining. Why? Because you never bothered to reply to a single post. You hide behind pathetic interviews and blog posts that refer to some version of GW2 none of us have ever played. If you want players to take you seriously, come out and say “yeah, this is fundamentally broken, we heard you so we’ll restructure our priorities and have an update for you guys. ETA 3 weeks.”

So spare me the drama. This game has been going downhill since the start of the year and Ascended Gear is the latest proof you have no desire to pursue innovation. Not because it’s hard to achieve or because it’s essential – because it’s a fracking gear grind, the same thing you said GW2 would never have. Now you have a gear-treadmill in a game whose strength was never to make people grind. You abandoned the strong points of GW2 (dynamic events, changing world, world-threatening antagonists, diversity in builds) and went for the tried-and-tested “Do X 300 times to get a new dress” or “collect Y 500 to get +1 health”.

I pity the designers of GW2. So much stunning, genius art, made redundant by gameplay that just doesn’t work in an MMO. Something your team refuses to admit to this day.

You realize this is the sPvP forum and Jonathan is strictly a sPvP dev? Take your silly, overdramatic PvE complaints to a person who is actually is involved with it.

"Reroll as anything"

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Phoenix+Dragon’s Tooth ele with the usual predetermined traits, the only builds that works = Backstab thieves with full zerker spec, but worse.

Should boons be different colors?

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

The shared color theme is important, but right now the icons are almost useless for discerning boons on a glance if there are more than 2-3 on the target (or even yourself).
This might be solved by making them have different hues, or larger + more distinct icon designs, or the best way IMO to make their effect animation clearer.
Conditions are infinitely more useful in this regard. The graphical effects are rather obvious while not cluttering the screen. If you’re Poisoned or Chilled you have green/blue aura, if you’re Immobilized you have chaining animation, if you’re crippled you visibly limp, Fear and Burning are obvious as well, etc. The only cond without a very clear visual tell is weakness.

There are some boons with like Fury that are somewhat visible in combat situations, but all others are not. They have slight visual clues that can be seen if you solo, but seem to have been more created for RP purposes in PVE rather than actual combat acuity where it’s needed.
You don’t need to do that for things like Might or Regen because they’re very spammable, but it’s massively important to make a visual tell for an central boon like Stability more obvious, just as dangerous conds like Fear or Immobilized are easy to discern even in a 5v5 fight.

Nope. I like the Red and Orange theme. Simple and sleek. Don’t want a rainbow array of icons across my UI. No. Na-uh. Nada. Neva.

But that’s just me.

Do you care more about gameplay or more about the “look” of a tiny part of your screen in a specific situation?

What I'd Change : Staff and Arcana

in Elementalist

Posted by: Jamais vu.5284

Jamais vu.5284

How about to reduce dependency on Arcana, reduce the recharge of each attunement based on the trait lines you invested in? I.e. investing in Air makes only your Air attunement recharge faster.
The Arcana CD reduction might be either added on top, or the trait line effect might be changed wholly.

Staff Buff in the Future

in Elementalist

Posted by: Jamais vu.5284

Jamais vu.5284

soon, and since elem is completely useless in almost all aspects of the game right now.. i can see something like

Good joke!

Potential Buffs, according to Jon Peters

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

They really are forgetting WvW is PvP too.
That means you are playing against other players.
That means you are playing against other meta du jour builds.
That means a potential buff has not only repercussions in sPvP play, but also WvW.
Ele staff in WvW is already extremely strong, I don’t see how they can buff it without making blobs and stacking even more ridiculous. Obviously staves aren’t in sPvP because of the nature of the universally disliked Conquest game mode.
Well, Conquest is only one part of GW2, and even disregarding WvW (and PvE) balance, if sPvP is ever expanded to other game modes you can’t still solely balance around Conquest.

WvW = distant third fiddle at ArenaNet.

06/09 UW - BB- Drakkar

in Match-ups

Posted by: Jamais vu.5284

Jamais vu.5284

Wouldn’t say a great matchup, as there will be blobs of BB at UW home all day/night long. But nonetheless.. we will have great fights, when it is proper.

Yes. It is ridiculous that after getting wiped one or two times by us with roughly equal numbers they mobilize their entire Borderlands force for our ~20 men. I mean blobbing would be understandable if they were the attacking zerg, but it’s very clear that after a few defeats they pull together everything they have as a massive defense force blob.
All mass, no class (except for sIN and the others).

Attachments:

kick party member in WvW

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

But Quaggans!!!

Three leagues for EU is dangerous overkill.

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I have the feeling ANet is somehow under the impression the lower tier servers are across the board more … “casual” in WvW than the higher ranked ones, and thus a suitable match for each other (and only each other) with the introduction of three leagues in the European territory.
But that is not the case. On those lower ranked server, there are many guilds that are dedicatedly involved in WvW (and GvG), often being the driving force behind the successes of those servers.
Personally, on my server standards are high enough that there isn’t a terribly wide gulf of the WvW pop being mostly upscaled complete randoms (they’re mostly regulars) and a few “hardcore WvW” guilds, as I witnessed in some other lower servers against which we played.
However, it is uncertain whether we will end up in league 2 or narrowly in 3. And that is where the crux of my fear lies.
It’s dedicated WvW guilds and players leaving for the upper leagues because the lowest 9 servers, unlike a league of 12 or 15, collectively don’t provide the population density (and professionalism) for competitive play.

In North America, 12 servers per league is a very healthy number. It provides variance, less predictability, lower servers can learn from the playstyle of upper servers, it provides opportunity to rise through the ranks and make comebacks. Ambitioned guilds and players will find fun, challenge and many bags.
9 servers for Europe is way too narrow, especially the lowest tier. In EU, the lowest 3 servers are effectively dead in WvW. Why why why just for those 3 dead servers split the league into 3 tiers and ghettoize each compartment, cement their standing? The gulf between each league will grow wider and wider, particularly as more guilds from T3 transfer to T2/T1. (From T2 to T1 I presume it will be much less pronounced because in the mid-tier atleast you will find people to fight against. But it will be still an issue there, so mentally apply the same arguments I make to those). And this will be a vicious circle. As more guilds leave, standards will sink, causing other guilds to leave. As guilds leave and standard sinks, even regular non-affiliated players will leave for the two upper leagues. Left will be a majority of upscaled, unorganized random players.
It’s just like the old bracket system again, but worse because the league system makes it more attractive to play competitively.

Now Devon said a while ago they can’t just merge those 3 servers because of WvW, underlining that WvW and it’s playerbase play a distant third fiddle in GW2. Well then merge them just for WvW. When a Vabbi players enters WvW, he is on the same side as e.g. Blacktide under one colour/tag.
Or make the lower league one of 15 servers.
As it stands now, the devs are sacrificing the health of all other EU servers, especially the lowest 6, some with vibrant WvW communities, for maintaining those 3 moribund servers.
(If someone from those three is reading, it’s not about you specifically, sorry if it sounds like I try to antagonize you. If there were still only two leagues your existence wouldn’t be questioned at all in this thread).

Maybe it was a grand plan all along to level those 9 servers to the same low standard at the expense of those server’s dedicated players and guilds? Well that would be very cute if it was really mostly due to skill levels, and not the fact that most of those servers have about the pop density of Mongolia.
I just hope in those coming few weeks we don’t get any lolrandom matchups against top 10 servers that set us back to 19/20 temporarily . If we end up in League 3 and don’t get out of it after the first season, this might very well be the end of our server’s WvW community, because you play this match only so many times on indeterminate timescales before getting sick of it.

TL;DR Leagues are a nice idea, but 3 leagues for Europe îs overkill and will lead to the last tier becoming a ghetto.

(edited by Jamais vu.5284)

Toughness should mitiage..

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

We need a specific “take less damage from conditions” attribute, but toughness is not that stat for that.

Preferably reducing damage taken from conditions should come from Healing Power and scale around a .0001 coefficient (I.E. 1000 healing power reduces condition damage by 10%). Heavily investing in Healing Power I doubt most classes would be capable of much more than 3k healing power, which would serve as a sort of soft cap of around 30% reduction of condition damage. In terms of balance its the most viable concept as healing power scales the worst out of all stats and could be justified in scaling poorly by also providing reduction of condition damage.

That is a great idea to both fix that trash attribute and the condi meta. Create a thread about it please.
And no, the whole point of conditions is that they aren’t affected by the (same) armor as regular damage. Do you want to be an über-tank?
I bet 10 gold OP isn’t even aware that there are runes and consumables (and some traits) that reduce condition duration. Use that.

Actually a realistic population fix

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

honestly i think the only way that server balance will be achieved is if they open up free transfers fora week. Now before we all poopoo this let me explain

first let me state that i understand that that would allow people to move to higher tier servers… so maybe we limit the servers that can take free transfers. The servers in the “T1” remain as they are and cost to move into, the “T2” server maybe half price and “T3” and lower make free. This would allow for people to move out of the upper tier and become “less stacked”.

so allowing to move down but not up may result in a more fair ability for say the top 6-9 servers to be able to face each other competitively as opposed to only 3 servers that can face each other competitively.

secondly this would allow for more fights on the lower tier servers because there will be more population there to wvw.

this all being said i also realize that it could have negative consequences such as everybody going to stack a now free to transfer to server.

i just feel the best way to solve population problems is to promote a shift in population.

At release they allowed free transfers to go on for four whole months purely for PVE concerns, without any thought on the destructive effect on WvW it had. Why do you think they would now conceivably implement free transfers for WvW reasons? Lol.

Omega siege rushes. Ruining wvw

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I thought the point of golems is that they are powerful but slow and thus vulnerable in open-field encounters.
Allowing them to portal is essentially removing that element from their design. If you do that you can just give them normal walking speed and the ability to be effected by swiftness like the Mesmers who are their legs anyway. Maybe give the golems a built in blink too to perfectly recreate the speed they currently have.
I think in the shielded bubble that is the ANet office complex managing a portal chain is still seen as some incredibly skillful tactical and organisational move that should be rewarded with a 20-golem-rush.

Method to decide the Leagues

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

Um guys, I don’t want to rain on your anti-nightcapping parade (I agree, it’s a horrible problem that needs addressing, stop seeing no evil WvW devs. Fully upgraded T3 keeps shouldn’t be razed back to wood with 5 attackers), but are you telling me in that third of the day that is primetime (roughly 5PM-1AM) that you can’t dominate those blobbing servers, if it’s only as you say due to numbers and not skill? Because during that time, unless you’re like Vabbi, every server should have full or near full maps. You have equal numbers. If you do dominate them, raze their keeps, hold SM, flip all their camps and all that jazz, the difference in points should nowhere near as pronounced as it is currently, right?
And if your zerg is still smaller in primetime (with only one commander per map) despite full maps, then well … maybe it’s because you are worse at organizing your forces, i.e. less skilled as a server? Yeah maybe you’re really so much better in duels and maybe 5 guys of your mid-ranked server can really easily trash twice your numbers from a top 4 server, but sheer combat ability is only half the battle in war.

I am scared, S/D about to nerfed again

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

There is no burst damage on 3

I don’t think you understand what “burst” means. It doesn’t mean backstabbing an enemy to death in two shots, it means an attack (or sequence of attacks) of elevated DPS compared to your autoattack, which is traditionally predictable pressure damage. This is mostly done to finish off a foe that you pressured down or to shift the pace of the battle so they use their heal prematurely.
The Flanking Strike>Larcenous strike chain is a much faster delivery of damage than the autoattack chain.

and a 1 second cooldown would be stupid since there is already the initiative system.

You didn’t understand the point of my suggestion at all, did you?

For future reference, L2P means...

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

L2P is an intelligent statement meant to help people just as much as noob is a compliment only meant to praise people.

That’s why we attach an explanation to the phrase. Read the thread.

(edited by Jamais vu.5284)

Don't make a new map! Solve the skill lags!

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

From what I have been reading so far the best way this issue can be resolved is to spread people out over the map, so less interactions then occur with each other.

People aren’t dumb mathematical constants though. If a commander determines that a massed assault to overwhelm the defending force is what’s needed, he won’t equally distribute his men among the “other objectives”, he will take his entire zerg to the keep/SM because no matter how skilled or bunkered in, once the keep is open 20 people won’t stand a chance against 60. And if he does that, what is to stop the other commanders to call in most of their people on the map as well?
Unless they make the maps much bigger (much bigger than feasible, I’m thinking fifty times bigger) no amount of secondary objectives will resolve megablobbing in centerpiece keeps.

Why don't we have TDM/Comp Arenas yet?

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

While the progress has been slow, their priority is making sure that whats already in the game works.
That means matchmaking, rewards (it is in the game its just a piece of skritt), leaderboards, etc.

While other modes would be good, its more important that they get basic things working before they start expanding.

Dude, they added 3 maps since release. They could have made one or two of them TDM instead of Conquest.

Thief Valkyrie

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

57% crit chance is borderline overkill. Keep in mind with many traits (which you should take) you’ll have a high upkeep of Fury, which gives you another 20% crit chance. And 90% crit chance is useless compared to more power.

For future reference, L2P means...

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

+1 sticky.
We’re sorry thief isn’t as straightforward to fight as a greatsword warrior, that doesn’t mean we’re significantly harder to read.

Erm, so I got a lvl 80 thief now

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

tbh my idea was to go with a 30,30,10,0,0 build and full zerk gear, ruby orbs and all with pistol/pistol and dagger/dagger

30 in lines 1 or 2. Use the remaining points for defensive traits, since defensive traits > defensive gear. Go zerker (with some Valkyrie/Knights/Soldiers mixed in) for the stats.

I heard it’s a very ‘’anti-social’’ class to play

Well you heard dam wrong. You can single-handedly remove most mob pressure from your group and you’re the best reviver in the game.

I am scared, S/D about to nerfed again

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

Geez why take away the fine burst damage on 3, the only S/ has. Just put a 1 sec cooldown on it (and if you’re at it, on all other initiative skills).

How 2 belance asura moddull

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

This will fix PvP

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Thanks for the heads-up Jonathan.

(And Radiohead is awesome – In Rainbows is pretty underrated)

(edited by Jamais vu.5284)

Rank visible to allies

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I think it would lead to too much drama and trouble for too little gain.

Don't make a new map! Solve the skill lags!

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

How about a certain percentage of the players just get literally taken out of the equation? Say there are 40vs40 people fighting. Within a certain geographic range, after certain lag thresholds have been exceeded, a number of them are mutually made invulnerable and otherwise unable to interact, ideally even indirectly. Hits of them miss (with a message that it’s due to rationing), hits against them miss, their AoE fields, while still affecting some of your allies, don’t do anything against you and vice versa.
For example, in the situation RoyHarmon visualized, if there were 5 players with each 4 relations for a total of 20 interactions, it would get cut down to 5 players and 3 relations each (one 2), for a total of only 14 interactions.

It would greatly prefer this over the current unplayable state.

My concerns

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

One of the most successful MMOs of all time launched with no pvp support at all. […]

When WoW launched, putting competitive PvP in MMOs was unheard of and GW2 launched in the great pedigree of GW1, which had a vibrant e-sports scene the first couple years.

Apples and coconuts.

Yet I enjoyed it. I didn’t complain on the forums because I could imagine something better.

Cool for you.

That didn’t make the one I was currently playing any less fun.

I’m not having fun.

How to avoid the next balance disaster

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Saying ele is ok just tells me that you don’t play the class and don’t really understand what being an ele is like – a poor man’s thief or a useless sack of potatoes are you 2 options.

Maybe you think shaving other classes will help, but that means you are planning on nerfing all 7 classes, as currently ele loses to all of them (see the old matchup comparison thread).

You could always put RtL on an 80s cooldown…that would fix the issue.

Seriously, we need to be given either more survivability or more damage. The only way eles could stay alive before was by going 100% defensive, and you nerfed that into oblivion. The only option now is to go balls-to-the-wall on offense, and do it worse than a thief/mesmer. I don’t see how you could say we are o.k: poor damage, poor survivability, poor utilities (due to excessive cooldowns), the worst elites, and the most telegraphed attacks. For all that, we get some burst-healing that has been nerfed into the ground and a mobility skill that is buggy and performs worse than most other class’s mobility skills. Don’t even try to justify staff, as you have said it isn’t meant for pvp. Sounds like a fair trade-off.

I am not trying to sound confrontational, btw, I just am pointing out all the holes in your justification.

Or maybe you just need to realize that you can’t play ele.

Can we now have separate trait builds?

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

They needed to add the template system from GW1 a long time ago. Weapons, traits and skills should all be able to change on the fly out of combat. Heck I have one build for zergs, one for skirmish, one for solo, another for basic PvE, and a different one for champion encounters.

As it is now I compromise my trait selection, switch out a handful of skills and trade out my weapons all of which is manual and time consuming.

Fine and dandy but this about a simple fix to make PvE/WvW more enjoyable to players who play both often. I don’t want to muddy the issue with proposals of a grand overhaul of the trait system itself. Retraining traits out of combat isn’t just QoL, it’s gameplay.

Rangers in Ruins at Raid on the Capricorn

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Underwater combat is broken in PvP, that is known (and not fixed) since the 22. August 2012 stresstest.

Only well designed attack in the game

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Another well designed skill is Concussion Shot. A vanilla daze (interrupt), itself very valuable in the hands of a skilled player, that can be turned into a deadly stun if it from behind. Conditionality like this is something I dearly miss compared to other games, including GW1. The action MMO combat lends itself perfectly to it, yet with a few exceptions like this one it doesn’t get used. It would massively improve the mindless spamming that is running rampant.

No Balance for sept 17 - oct 1 patches

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Sept 17th = no balance
Oct 1st = yes balance

Is this indicative of a quarterly pace of balance updates in the future?

Can we now have separate trait builds?

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

WvW is now with the upcoming leagues acknowledged as a serious mainstay for many players, so why are still shackled to one single trait selection in WvW and PvE despite drastically different circumstances in those formats?
Is is really that much to ask to be efficient in WvW and PvE equally?

Clarity

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

Truth. Don’t hate the devs. Hate Ncsoft.

It depends on with which jurisdiction resource allocation lies. If PvP development is treated as completely separate from PVE (as was often touted pre-release), it is conceivable that the high-level decisions about it are made in Seoul rather than Bellevue.

If it’s really due to NcSoft’s managment and not ANet’s managment it might be quite a bit harder to get the message through to the leadership that PvP in this game does not have the resources it needs to be successful. The continuing insistence that the game might still turn into an e-sport with the one it currently has available is either a delusion or a lie told to bait PvPers to buy the game.

Clarify match type for new players

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

It seems to be a pretty regular occurrence in solo queue that you get level 1 players new to sPvP that accidentally join solo queue thinking that’s the obvious path to follow to hop in a match. They proclaim they don’t know what’s going on and apologise for being new. Simple solution is to add a big tutorial arrow that points to the game browser and says “If you’re new, try playing here first!”. As is, it’s just frustrating for players who want to have a competitive match with players who know how to play the maps and their class.

Thanks.

Yes. I probably see lowbies more often in SQ due to that than it hotjoin. It’s also the first tab, the real “casual” gametype only being the second with a nondescript icon and name … you’d think first timers looking for PvP will click on the Arena icon and description. What the hell is up with hat design?
And no matchmaking based on ranks in SQ? Seriously?

New Stealth Mechanic - "Stalk"

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

Someone should make a flowchart.

Does the thief have less than 30% health? If no, he sticks around. If yes, proceed.
Do you have less than 30% health? If no, he flees. if yes, he’s sticking around.

Is he sticking around? Dodge after 3 seconds and stand in your AOEs.

Stealth is harmless.

Next Weapon Set: Rifle

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

I also have to disagree with most of Jamais’s post. As far as ‘sniper’ style goes there’s no prof more suitable then the thief, I find it falls perfect in line with a thief’s ability to re-position himself on the battlefield and various tactics employed.

How does nuking from far away fit the current thief gameplay? That’s its antithesis.

And everyone is suggesting that it has high single target burst damage. How does this not make daggers obsolete?
Why should I, the most squishy physical class in the game, risk getting close to the target when I can be 90% as effective (or even more) from a 1200 range?

Shotgun is the absolute opposite of what a thief should have IMO

Why? If I think of a shotgun-wielding robber in a heist the image I have in mind is that of someone masked or hooded wearing a dark leather coat, just like your classic thief. They not only look the same, they have the same goals. Getting close to the target without being detected (stealth), infiltrating the objective (shadowstep/breaking in), stealing, and bursting down what gets in their way before quickly escaping.

ANet “renamed” Assassins from GW1 for a reason. They wanted to emphasize the gung-ho, break-in break-out, masked highway robber nature of the new class.
And even if they were called ‘sins (which I’d prefer), I’d still oppose a sniper rifle simply because it is impossible to reconcile it from a gameplay standpoint with burst-oriented classes.

in fact shotgun is an engineer weapon and I believe I read somewhere that engineers was supposed to have a shotgun (blatantly obvious if you look at their rifle bar as well) before Anet had a change of heart and didn’t include it, don’t quote me on that though.

You can have both. Hammers smash and CC for both warriors and guardians.
I wouldn’t call the Engi rifle a shotgun anyway, they’re more like a blunderbuss. When I said shotgun I also meant something with a range 600-900, which is even less than Engi rifle.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: Jamais vu.5284

Jamais vu.5284

Back again.

Ok this is pretty severe. Post-it to your monitor as high priority.

Female Norn (class any, gear any), the hair style in the image is bugging pretty nasty. Idle it’s looks normal, but when moving (even the slightest inch) it instantly distorts to some frozen spaghetti curtain.

I first figured it was some economical measure but it happens even on highest settings.

Attachments:

(edited by Jamais vu.5284)

My concerns

in PvP

Posted by: Jamais vu.5284

Jamais vu.5284

People tend to play in different places in Gw2, hot join, solo and team queue and custom arenas combined account for a much larger population than GvG/Team/Random/HA arena ever had most of the time.

Extra fun fact: the population of WvW who plays any given week regularly is larger than the entire population of all of Gw1 the game any given week for a large chunk of the games lifespan. Just want to put things in perspective, Gw1 was amazing, but there is a reason we made Gw2.

Colin sorry, but that is an obvious spin that does not make your argument appear in a good light to anyone with a skeptical mind. Does “most of it’s life” include the post-2007 years, when PvP didn’t receive content updates anymore (except for the introduction of Codex Arena)? Because if yes, that is indeed the majority of it’s lifespan, but it’s also obviously the period long past it’s prime. You can’t reasonably average it including the many years when PvP, and indeed the rest of the game, only received scant attention in favor of GW2 development, and when the game’s sales were long in it’s “long tail” phase, unlike with current GW2 still hot on the shelves. How did the situation of weekly PvPers look like in 2006? Maybe 2007?

What are the numbers on the tPvP and soloqueue population compared to HA (which was basically tPvP’s equivalent) in 2013 and 2006 respectively?

What is the ratio? GW1 had, what, 1.5 million unique accounts in it’s entire lifetime? Maybe 2? GW2 has double that already. If it has purely larger numbers due to a much bigger installment base that does not say much about the status of PvP in-game.

What is the time spent within PvP by each one of those players? Are 10 people playing for one hour a week as representative of a healthy PvP scene as five people playing for 10 hours a week? What if a large part of the 10 do not regularly PvP at all, maybe don’t for months, versus those 5 people doing it every evening of the week?

The focus on numbers versus playerbase satisfaction (and passion, or the lack thereof) is frankly discomforting in any case.

(apparently you can’t write “az 5” with an S substituting the Z without activating the overzealous censor because the 5 somehow counts as a S and the space doesn’t get registered. Utterly ridiculous.)

(edited by Jamais vu.5284)

Guild quit due to lack of WvW content.

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

Well in a few weeks we will see the very first WvW content update, by them revamping Borderlands.
Check that out. It’s atleast baby steps for a game mode that till a few months ago only had a life support team on it.

League System will kill WvW

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

This is totally not a drama thread.

Commander UI and Sub-commanders

in WvW

Posted by: Jamais vu.5284

Jamais vu.5284

I dont like the subcommander/commander thing.
[…]

Sorry but you wrote a big post about nothing.
Make it so the second commander can follow the first one as a sub-commander. Done. Functions entirely on a voluntary basis.
On my server, there is enough camaraderie and cooperation that some commanders acknowledge that others are more experienced and leave the big zerg to the “main commander” that evening.

How to revolutionize Pistol/Pistol gameplay.

in Thief

Posted by: Jamais vu.5284

Jamais vu.5284

tl;dr: Make dual wielding pistols mean something by being able to activate attacks simultaneously, or make Skill 3 a modifier for more dual attacks. Or thirdly, involve both weapons in an autoattack chain.

What seems immediately off when playing with dual pistols in GW2? it’s that even though you wield two guns, for your basic attack you only ever shoot with your right one. No variety with a shot here and there from the left hand (presumably while the thief magically reloads his first gun), nope, the second gun is just a dead weight 80% of the time.
The autoattack is also weak unless heavily specced towards conditions, it and Skill 2 are also somewhat slow. Why doesn’t the thief use both hands, instead of waiting for each attack to finish?
My suggestion is to make Skill 2 usable simultaneously with Skill 1, and vice versa. Skill 1 and 2 would represent your right and left hand respectively so to say. You could fire your vulnerability at the same time as your dishing out your bleeds, it would make for a faster gameplay in a traditionally slow set.
Essentially the thief could combine 1+2 and make his very own “burst” in addition to Skill 3.

This is the basic principle. Now we can build upon that.

What if we extend that to Skills 4 and 5 as well? It would be harder to balance, but we have a precedence with Ele Scepter Air (i.e. there you can already combine your autoattack with little “bursts”/blind). If we, for illustrative purposes, just run with current skill functions, that would mean you could combine Skill 2+4 for a daze and vulnerability stack simultaneously.

A second closely related idea is that Skill 3, traditionally thief dual skill, would cease being a skill by itself and instead become a modifier. For example, if used like Skill 1+3, the attack executed would be traditional Unload. (If you’re already autoattacking, that would mean you could just press 3 like usual)
If Skill 2 is a spike-preparing skill with it’s vulnerability, 2+3 would become a spike damage skill against a single target (without the vulnerability) with a cool dual attack animation.
4+3 would be maybe a stun. 5+3 would be a blast finisher that blinds and stealths everyone, but doesn’t produce a combo field. Those should be a thematically close skills, but not automatically just a stronger version.
(This is building on the current skill functions again only for illustrative purposes, not suggestions for skill combos by themselves)
The difference to my first idea is that those skills would be entirely new instances, not plain combinations of existing ones, and the combos of my first idea don’t rely on being pressed simultaneously, instead being “fluid” in their application window.

Personally, I favor Idea 1 by a small margin if Skill 2 get’s changed to be more than a slow-activating vulnerability applier. If Skill 1 would get turned into a chain skill, where every segment has a different effect/cond, that would raise the value of timing your +2 combo additionally.

In any case, both ideas would bring speed into this slow set and it would create extremely interesting, multifaceted gameplay in this most underused weapon combination thief has.

(edited by Jamais vu.5284)