Showing Posts For Jansy.8463:

Reasons why we are not OP.

in Necromancer

Posted by: Jansy.8463

Jansy.8463

It’s worth a shot? If they nerf spectral wall, which they won’t, they have to nerf that Guardian bubble that i can’t remember..

Gold Cape via Hall of Monuments pls…

Reasons why we are not OP.

in Necromancer

Posted by: Jansy.8463

Jansy.8463

As all you faithful necromancers know, playing with a Necromancer requires skill and dedication. I will state here that the Terror/Dhuumfire chaining is borderline OP, but a simple fix with soon sort that out (yes, the nerfhammer is coming).

So the reasons;

1. Necromancer’s have had to deal with a substandard amount of buffs previous to the recent addition. Whenever we had buffs, we had quite hard nerfs too. However, after Necromancer’s have had to deal with this for over 9 months, we became skillful with the limited resources we had.

2. Trait lines still need fixing. Personally i think greater marks should be inherent and Well’s should feature with staff traits. We could go around in circles for possible fixes/adjustments. Minions? just no.

3. 1v1 is still a bit meh, however now we have more viable solutions to some class problems. e.g. Necromancer vs Thief = Thief win 98% of the time. I believe that there is still a long way to go. Attrition < DPS.

4. We don’t have perma-stealth… (Insert other professions insane abilities here).

5. Stigmatization of the class. This class has been neglected in terms of variability which has not been addressed. We always got beaten left, right, and center (See 3.). Because Necromancer’s now have a chance, we are considered to the community as OP, due to the initial stigmatization of the class, which left it in ruins in the first place.

6. Weapons are a shambles, need at least a sword to get us back in contention with our light armored friends. Hard to redesign skills without having an overhaul. So meh.

To conclude, we are not OP for above reasons, which is my personal opinion. I have put a severe amount of hours to be a moderately competitive Necromancer. This has taken us time. 9 months of time. That’s a long time.

Torment is a great addition, however after reading that it might be available for thieves, it made me want stealth. Please keep up the continuation of improvements Arenanet/Developers, you are slooooowly getting there!

This is a polite and fruitful discussion. If anyone has thoughts, please be nice and respect other Necromancer’s opinions

Gold Cape via Hall of Monuments pls…

Are necros op now?

in Necromancer

Posted by: Jansy.8463

Jansy.8463

Stating that Necromancer’s are now “OP” is a real shame. We are now nearing “balanced”.

The Necromancer’s build variety was non-existent for almost 9 months, and now we get a few more options at our disposal, we are now considered as OP. Playing Necromancer takes a lot of skill, in terms of well/wall/mark placements and chaining. Cooldowns are a problems too, but if you spec into DS and manage skill usage, you can be just fine. Necromancer’s still lack sufficient mobility and probably always will due to the nature of the class, but we gain it through other ways.

Once we get permanent stealth, ill consider us OP. Until then, this patch addressed the fundamental issues that affected the usage of Necromancer in various formats of the game.

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Account Wide WXP Rank

in Suggestions

Posted by: Jansy.8463

Jansy.8463

I would love to see this implemented in the game because starting a new character into world vs world is a bit of a pain!

The current system of not being allowed to change your traits is good, however there certainly needs to be an option to change it to fit your gameplay.

I would make this similar to profession traits in that you can refund your traits at a cost, however the cost would be 100 Badges of Honor and 10s. This cost would deter from swapping the masteries all the time and it also allows people to spend unwanted badges of honor if they simply make a mistake choosing in the first place.

This is merely just a proposal, what are your thoughts?

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WvWvW Orb Solution!

in Suggestions

Posted by: Jansy.8463

Jansy.8463

Thanks for all your responses so far. I believe that this mechanic of inversely-scaled bonuses can offer a team or teams back from defeat back to a level playing field. The current trend i see with match-ups is that the team that leads 24 hours after the initial reset, wins hands-down.

Personally, I’d like to see this implemented on a trial basis. I think if it will work, it’d work very well, or it would not work at all and cause that artificially induced state, one extreme or the other.

Tera GX, what extremes are you talking about if i may ask? thanks in advance for your reply.

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WvWvW Orb Solution!

in Suggestions

Posted by: Jansy.8463

Jansy.8463

Okay so with the Orb removal, people have been thinking up ways in order to find a solution etc etc. Please bare with me whilst i explain my solution to the Orb removal.

Each server Borderlands has 6 Resource Camps, 4 Towers and 3 Keeps. We are the Red Server and we have just started the game, whereby the blue/green teams are starting to take control of the Eternal Battlegrounds and move into our Red Borderlands.

Please Note: We can only gain this bonus within our own borderlands

For each Resource Camp taken within our own Borderlands, we get a 1% statistical bonus, exactly like the Orb of Power or along them lines.

For each Tower taken within our own Borderlands, we gain a 2% statistical bonus, as mentioned above

For each Keep taken within our own Borderlands, we gain a 3% statistical bonus, as mentioned above. However, i feel that the keep directly below the way point is more beneficial strategically for the Red Team, so i would probably increase the bonus to 4-5% due to the personal importance of this Keep. Then again a keep is a keep, feel free to discuss!

So if the red team has lost 4 Resource Camps, 3 Towers and a Keep, they get a combined bonus of (4% plus 6% plus 3%) = 13%. This means that the team now is 13% more powerful but not more likely to obtain there land back, and with each Keep/Tower/Camp they claw back, the smaller the bonus gets, resulting in an equilibrium. The maximum bonus that a team can obtain within their own Borderlands is (6% plus 8% plus 9%) = 23% or 25% if/when counting the Main Keep as 5%, which would be a nice round number!

I feel that this maximum bonus is maybe a bit too powerful for the Red team but it offers common sense when distinguishing bonuses between a Keep/Tower/Resource Camp, so please don’t take this as fact or gospel, feel free to tweak it and discuss.

I think i would call this Morale Boost, just like in GW1, because it offers a similar but different mechanic. It still requires teamwork, planning etc to get the locations back, but offers the losing team and a chance to get back into a game!

This solution removes the power from the most powerful team, and gives the weaker team a chance to claim their Borderlands back and move into the Eternal Battlegrounds too! This would make games more balanced between teams and also focus the battle more on the neutral ground (Eternal Battlegrounds). However, teams now can work towards a more strategic game play as opposed to just getting an orb.

I also feel that this solution would potentially remove the Orb of Power from game completely, because it fits in with the current WvWvW game play by obtaining points via property ownage, which will create a healthy balance between all of the teams and closer more epic games!

Developers and fellow forum users, feel free to have a read and put forward your problems/questions/support and lets make World versus World more strategical.
Thank you for reading and happy hunting!

TL:DR: Teams get a stats boost while in their own borderlands that scales inversely according to how many keeps/towers/camps they own.

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I think i have an actual Orb solution? Morale Boost!

in WvW

Posted by: Jansy.8463

Jansy.8463

Thanks for your comments guys!

@Foddzy – Sure thing, this idea can go in many directions as for crafting etc, but at the moment this is a foundation for the orb replacement, but great slant on this, keep it up! Also, I see the Eternal Battleground as a Neutral venue, which excluded it from my original post, but nonetheless, a similar mechanism could be added to the Eternal Battlegrounds to like you said
“spice” it up. Thanks for your feedback!

@Jonathan – I see your worries and can answer. If small guilds want to zerg and keep control of whats rightfully their own territory, awesome, however the bigger battle is in the Eternal Battlegrounds, where games can be won or lost in my opinion! Thanks for your feedback though!

Gold Cape via Hall of Monuments pls…

I think i have an actual Orb solution? Morale Boost!

in WvW

Posted by: Jansy.8463

Jansy.8463

Okay so with the Orb removal, people have been thinking up ways in order to find a solution. Please bare with me whilst i explain my solution to the Orb removal.

Each server Borderlands has 6 Resource Camps, 4 Towers and 3 Keeps. We are the Red Server and we have just started the game, whereby the blue/green teams are starting to take control of the Eternal Battlegrounds and move into our Red Borderlands.

Please Note: We can only gain this bonus within our own borderlands

For each Resource Camp taken within our own Borderlands, we get a 1% statistical bonus, exactly like the Orb of Power or along them lines.

For each Tower taken within our own Borderlands, we gain a 2% statistical bonus, as mentioned above

For each Keep taken within our own Borderlands, we gain a 3% statistical bonus, as mentioned above. However, i feel that the keep directly below the way point is more beneficial strategically for the Red Team, so i would probably increase the bonus to 4-5% due to the personal importance of this Keep. Then again a keep is a keep, feel free to discuss!

So if the red team has lost 4 Resource Camps, 3 Towers and a Keep, they get a combined bonus of (4% plus 6% plus 3%) = 13%. This means that the team now is 13% more powerful but not more likely to obtain there land back, and with each Keep/Tower/Camp they claw back, the smaller the bonus gets, resulting in an equilibrium. The maximum bonus that a team can obtain within their own Borderlands is (6% plus 8% plus 9%) = 23% or 25% if/when counting the Main Keep as 5%, which would be a nice round number! I feel that this maximum bonus is maybe a bit too powerful for the Red team but it offers common sense when distinguishing bonuses between a Keep/Tower/Resource Camp, so please don’t take this as fact or gospel, feel free to tweak it and discuss.

I think i would call this Morale Boost, just like in GW1, because it offers a similar but different mechanic. It still requires teamwork, planning etc to get the locations back, but offers the losing team and a chance to get back into a game!

This solution removes the power from the most powerful team, and gives the weaker team a chance to claim their Borderlands back and move into the Eternal Battlegrounds too! This would make games more balanced between teams and also focus the battle more on the neutral ground (Eternal Battlegrounds). However, teams now can work towards a more strategic game play as opposed to just getting an orb.

I also feel that this solution would potentially remove the Orb of Power from game, because it fits in with the current WvWvW game play by obtaining points creates a healthy balance between all of the teams.

Developers and fellow forum users, feel free to have a read and put forward your problems/questions/support and lets make World versus World more strategical.

Thank you for reading and happy hunting!

Gold Cape via Hall of Monuments pls…

(edited by Jansy.8463)

Elite Skills Fixed!

in Necromancer

Posted by: Jansy.8463

Jansy.8463

-In order to create balance within the game, we renamed the Necromancer to Bugmancer. The only skill you can now use is Locust Swarm, because its the only skill that represents the class accurately due to it’s super-effectiveness!

-Death Shroud now works as intended, but we don’t know how its intended to work, but we’re working on it.

-Underwater combat is now even better than before, you now turn into a kittenroach and float on your back. This is now working as intended.

-We have now added an new weapon to the class Bugmancer, it’s called a Box. You crawl into it and hope all the problems fix themselves, as intended. It resembles our business mispractice well.

I could seriously do this for a long amount of time.

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What happened to Zhaitan?

in Personal Story

Posted by: Jansy.8463

Jansy.8463

Well, it has been a long journey getting towards the end of my personal story. After the Risen invading Claw Island, fighting a huge dragon that was one of Zhaitan’s minions, i sat back and imagined how awesome the fight with Zhaitan would be.

As i entered Arah Dungeon, i felt a cold shiver down my spine and throughout the whole mission i felt that i was being tested. Tested because throughout the whole of Guild Wars 1, Guild Wars Books, and through Guild Wars 2, Killing an Elder Dragon is an “impossible” task, just like my personal story suggested.

A cut-scene came, showing Zhaitan in his glory, then the moment to kill Zhaitan came upon my party, i thought this is what Guild Wars is about, the magic of the lore, the magic of the previous tricky battles with huge creatures.

I boarded the cannon, and began to press 2, surely just to weaken him a little bit before he attacks, or summons a minion, or does something that an Elder Dragon has the power to do. 50% health gone and i’m still waiting to fight him, to dodge his heads as i cast my spells on him. 25% health and i’m thinking this cant be it?

0% health. Probably one of the biggest disappointments in my life so far. Actually heart-breaking after being a dedicated player, seeing Ascalon before The Searing, before Destiny’s Edge allegiance. Waiting countless years for this game to release.

So yeah, a cannon killed Zhaitan, any citizen of Tyria could of manned its post, probably even Garm. I feel like i haven’t fought Zhaitan yet, and that’s because i didn’t.
Don’t get me wrong, i love the storyline, fighting on Claw Island was just amazing. But this is how it ends?

I’d rather you, Arenanet, released the game a month or two, even a bit longer. I could wait to be amazed, just on the basis that it included a fitting fight based upon the story and lore so far. As a game designer, i’d be severely disappointed, not with the game, not with the lore, but with the lazy, unimaginative and erroneous ending.

TL:DR; Press 2 to kill Zhaitan, the hardest fight in all of Guild Wars to date (insert trollface here).

Feel free to post your thoughts on the ending of killing Zhaitan, i’d like to hear it. Also, i’d like to hear if a developer or designer or anyone in the creation of Guild Wars 2 has had the chance to actually sample the end of their own personal story.

Gold Cape via Hall of Monuments pls…