PUGs should be able to beat it… months after release once general strategies and compositions have been fully explored by the more hardcore. If a PUG walks in the first week and downs it calling it challenging is quite the exaggeration.
It should require a high level of coordination and demand a well thought out team composition to cover all necessary roles. On top of that it should require good individual play. All these elements you’re just not going to find in most PUG groups. Eventually the strategies are passed down and well known such that coordination isn’t required as much as people just know what to do. Likewise team composition will become well known so when someone joins the group they just jump into whatever role is needed without much fuss. But it’ll be a long time before that level of understanding is known by the general community. Then the individual play will be the last factor, if you’re lucky you get good players and aren’t screaming “where was the reflect?!?”
So should there be the potential, absolutely, is it something that should be expected within the first few months of it’s release? absolutely not.
With best insane expensive food you’ll be at 98%, with expensive one 88% with cheap one 84%.
98/94 with the trapper setup. 33% on bleed/burn from trait, 36/40 from food, then either 15(5 nightmare) or 25(4 nightmare 2 trapper) from runes. Give up 100 condi damage though… but just adding it as an option if you don’t want to shell out the cash for expensive nourishment.
They don’t want to force teams to have specific compositions (the LFG monk problem), so they somehow want to make the raids equally hard no matter what profession/build you play.
The easiest (and also worst) way to do this is for them to make your build for you. They’ve done it before with all the LS chapters where you play as Caithe.
Will there be raids where you’re forced to play premade builds as members Destiny’s Edge? IMO, likely.
Didn’t he specifically mentioning having to learn the mechanics and adjust your builds? Don’t see them locking you in at all.
While it would be FAR from optimal, I see them trying to make us make use of lesser used skills if we don’t run an optimal composition. If you go in with no guards/mesmer you can get by with Perma reflect from Engi maybe or work together with Ele’s/rangers/thieves or whatever. I think that’s what they’re trying to do or at least the intention.
(edited by Jerus.4350)
my suggestion is they add a bonus fractal mode, or option on completion of a fractal;
- keep going?
- throws you into a random higher level fractal difficulty scale, from +1 to +10 levels of the one you beat. (highest teir throws you to any other fractal in that teir)
- disconnect leaves you in a new fractal lobby
- no items or repairs available in new lobby
- no use of revive orbs, canisters, bank tabs
- party wipe=ejection
- fractals in this mode sometimes have bonus events that on completion give things like repair anvils/bank access
- random chance on completion to get daily reward type shaky chest.
- standard reward boosted by 150%
point is to give people who enjoyed the randomized more endurance/variety based 5 man content a way to play it, ans some benefit with some added difficulty in terms of surviving longer
Love it. I am very much for the new system, but I think there should be the addition of a randomized thing, and I think what you layed out would be the best possible thing. It’d become a survival mode, how many can you go in a row before you’re beaten and broken, obviously multiple gear sets you could go further but I could see the community getting behind a “how far can you go with one set” competition.
As for people’s worries about the rewards and how long you can still get the rewards each day, well, we don’t know the details. It could have a layered reward, “Do 5 fractals” “Do 10 fractals” “Do 15 fractals” along with specific ones “Do level 71” “Do cliffside.” We actually already do know they’ll be adding stuff to promote doing different fractals rather than farming the same things each day, they did say that. Length isn’t something they hit on but we can hope right? And also if there are changes to the non daily rewards (sounds like it with the chest/key things) it may be rewarding to just farm for that.
I’m very concerned about profession balance going into raids. I didn’t play much high end PvE in WoW but I never saw the profession imbalance that I see in GW2 PvE.
Didn’t play much WoW (original game didn’t feel much different from Everquest which I was playing at the time), but I’ve played quite a few MMOs and class imbalance has always existed. There was always the highest DPS, the most healing potential, the most mitigation tanks. It’s unavoidable when you create options and differences. Lining things up perfect is a mess. Take a look at Engi, theoretically one of the highest DPS, but take the vast majority of people playing it and they’re not putting that out. So do you scale to the theoretical or the empirical? These are things you have to take into account. Another example is Mesmer, where it’s not even player skill just the way things work you simply won’t be able to hit your maximum damage and maintain for any duration.
To get a perfect sense of balance you’d have to eliminate the options and unique elements of professions. Even if you simplified it to “X hits once a second for 100, Y hits twice a second but for 50” you’d still have an imbalance that min/maxers would utilize as depending on fight duration, a 1s fight they’re the same, but a .5 or 1.5s fight Y wins. If that X’s attack is mainly aftercast though he may win in kitten fight… obviously over-exaggerated example but the point remains.
And all this is just discussing the DPS, when we get to support it gets even more complicated. In old games we didn’t just look at the healing or tanking potential but also the DPS at high end play. We had the best DPS healers, and best DPS tanks for speedier runs once we found we didn’t need as much defense anymore knowing the mechanics better.
The games I played before did something to fix these issues, they shook up the meta with the content. A boss that died in 30s-1min one profession was top dog, a boss that died in 5mins or more another. Bosses that moved played to another professions strength. The content changed the standings. If we had content that had a ton of passive damage going on Necros would probably actually near the top of the standings because they could still run full zerk thanks to their incredible mitigation (not that I’m advocating that type of content, I hate it).
But, that’s what I’m hoping for, content that is made with this discussion in mind. Content that is created to shake things up. Give me bosses that will put meaningful boons on itself that need to be stripped quick. Give me bosses with a lot of different attacks and relatively weak autos so chill is even more important to space those attacks out. Give me high toughness opponents for condi. Some level of attrition from environmental mechanics to value some level of healing while it’s dealt with. So many things can be done to play to the aspects present in the game but not in our current set of content.
Everyone will try it in a PS/Thief/Guard/2 Eles party (x2) and if it doesn’t work they’ll swap the guardian’s build to something more tanky or more supportive. Mesmer to portal everyone out of oneshot aoe maybe?
You only need one Thief. Only need one guard. Might only need one warrior depending on how they do buff sharing. Chronomancer is definitely worth a spot. If buff sharing goes to 10 Ranger and Necro will be worth a spot.
Engineer, oddly enough, seems like it would be in the worst spot since 10 people can passively keep 25 vuln up and engie has no real team buffs.
As someone already mentioned, you put in high toughness enemies and suddenly a condi engi becomes highly valued. Also Slick shoes is pretty amazing for breakbar, I’d imagine it won’t be needed but it is pretty kitten awesome.
The design of the content and how it plays to different professions strengths will determine what is valued. At this point we have no idea what we’re getting other than breakbar being a thing and gliders being a part of it. And, we know that there will be times where you split your forces as he describes having a team break off to clear a path while the rest continue on the boss. With splitting forces not everyone will be able to hide behind one reflect, multiple guards may be helpful, and if there is unavoidable damage perma protection from hammer guards may be valuable.
Every profession has the potential to be valuable depending on how they make the content.
Everyone will try it in a PS/Thief/Guard/2 Eles party (x2) and if it doesn’t work they’ll swap the guardian’s build to something more tanky or more supportive. Mesmer to portal everyone out of oneshot aoe maybe?
I have a strong feeling there will be a lot of condi focused stuff, in that you’ll probably want a condi guard/engi/ranger/ele. But not only that breakbar will be a HUGE thing, and strong focused CC will play a major role (yay slick shoes). I’m SURE the meta will be shaken up at least initially. It won’t be all about the damage we’re used to, of course it’ll play a big part but we’ll see mechanics that play to different strengths. Of course Deep Freeze is a great CC, but having played the wyvern thing the timing on the breakbar is pretty tough to get dropping an ice bow and landing a deep freeze, it’ll be a long time before people get that timing down I think. It might eventually return to the current meta but I’d bet that it won’t be a current meta team comp that gets the win for quite a while if it doesn’t change completely.
I don’t understand why many here think that mechanic-heavy raid would be the way to go… Having mechanics does not make a content challenging, it makes a content undoable until you figure out the mechanics and then it’s easy.
For me a good challenging group content, this is PvE instances with fun combat. Something reminiscent of PvP, but in an instanced PvE setting. I want something where I use more than 2 of the skills of my skillbar (mesmer rotation: 55651111111111111, necro rotation: 67111111111 yeah!!!). I want this feeling I have of being on a razor blade, where any error I make could be my death. I want a very mobile and dynamic enemy, which does not stand in my wells or my hundred blade…
Mechanics are more than just puzzles. They’re also things like Grawl shaman with it’s phases, or Lupi with his different attacks. I still would love to see a Lupi with all attacks available at all times.
As for “like pvp” no, kitten that. I don’t want that level of constant damage going on, I find the gameplay less focused on active reactions and more on just building up passive defense to deal with the damage you will be taking. It’s not surprise you see a lot of soldiers and what not in PVP. I love this game’s PVE content because of the focus on active defense over more passive types (which I’d call having a healer). Now, I wouldn’t mind seeing some attrition type mechanics, but not to the level of PVP, I want it to be a possibility to run a full zerker setup, I enjoy that aspect, high risk, high reward. I don’t think I need to say it but obviously I support alternative setups but I fully believe they should be to make it easier, not to make it possible.
Probabaly Guard/Ele then Engi then Ranger, Engi and Ranger are great condi dps, but a lot of it comes from bleeds, thing about Guard/Ele is their burning can be a bit more situational, less basic application and more awkward applications.
All that said I have the most experience with Engi, you can pop 17-20 stacks on something in like 4s with Incendiary Ammo/powder, Napalm, Fire Bomb, and Blowtorch, then you start the bleeds with Shrapnel Grenade and Shrapnel trait, then confusion with Concussion bomb and Static Shot, then poison with darts and such.
Aetherpath 2.0 with 10 people ,I promise you :>
I see nothing wrong with this. Mechanic heavy instances are what we need in this game.
Problem with Aetherblade IMO aside from obvious cutscene and reward stuff is that the puzzles are just more annoying than fun. I look at Arah orbs and some of the fractal stuff and those are fun, I look at aetherblade and just… ugh.
But, yeah the idea as a whole is sound, mechanic heavy instances are great, I just am not a big fan of Aetherblade.
That’s what I mean, if these raids turn into 10 people berserker fests, it will be more of the same.
What did I say that had any reference to berserker? The puzzles just aren’t fun. I’m all for alternative setups if it’s done in a fun way.
I also disagree that you can know that CGC will be completable “by everyone and their mother.”
Looks like that is exactly what they are aiming for with Raids. So that any party comp can do it.
Any party comp completing it isn’t a bad thing, challenging the player using the class to use it to its utmost potential is what you want, or having classes that are balanced, but I think the first one is easier for the devs.
Lots are stuck thinking that professions like necros have nothing of value. Which is simply false, it’s just that current content doesn’t play to their strengths. Come with a boss that has a lot of boons(that aren’t pulsing every couple seconds) and well, we’ll see necros playing a part. Damage that can’t be avoided and they’ll also be nice. They certainly have strengths. Well timed transfusions to pull any downed people out of the secondary shock that would kill them. Chill uptime. Lifesteal abuse. There are things.
Question is of course whether they’ll design content that plays to those strengths, which without much thought into specifically making necros strong likely isn’t going to happen. They’re just kind of a different breed. I’d like to think that from all the feedback that they’ll have some idea on how to do it though and at least lean in that direction.
Aetherpath 2.0 with 10 people ,I promise you :>
I see nothing wrong with this. Mechanic heavy instances are what we need in this game.
Problem with Aetherblade IMO aside from obvious cutscene and reward stuff is that the puzzles are just more annoying than fun. I look at Arah orbs and some of the fractal stuff and those are fun, I look at aetherblade and just… ugh.
But, yeah the idea as a whole is sound, mechanic heavy instances are great, I just am not a big fan of Aetherblade.
this forum is starting to turn into a negativity hub
Implying it hasn’t been all along?
In all seriousness tho Adid, think about how long we’ve been waiting for these announcements. While the expansion certainly will be worth playing for most of us, does what we’ve seen really justify them taking almost a full year just to tell us about the raids?
To me it doesn’t.
While I don’t agree with it their policy does have some merit to it. They don’t talk until it’s done. And to be fair look at the things they’ve talked about before finishing them, precursor crafting and Fractal Leaderboards for instance. They never heard the end of it.
It’d be nice if they would post their intentions but they’d receive a ton of negativity if it wasn’t released shortly thereafter, so if it sits on the backburner while they deal with higher priority items then take a few months to create it and eventually a year has gone by… well… again precursor crafting and fractal leaderboards, both apparently coming with HoT iirc.
Of course I’m down with negativity but I think I’m sick right now or something.
Any addition to Condi viability on Sword would be great, bring it back into use. Right now it’s just worse in so many ways, only very niche situations is it worth pulling out. I’d love to see it be the condi weapon. Change the 3 skill to apply bleeds on each hit would be a good start and maybe even enough.
on the scarlet briar part was it supposed to say loud or are you loading moaning?
As for Condi’s we have plenty of cleansing, the only problem is the tradeoff. I rarely load much if any up outside healing turret because I defer to other things. Which is why I’m just not a big fan of this games PVP, too many counters, good play only gets you so far, go into a fight against a condi user without ample cleansing and you’re toast, likewise go in with condis against someone who has a bunch of cleansing and you’re useless.
As for healing builds, I just feel like we were changed in a way that involves a lot more work and funky mechanics all ending up in a worse or at best equal footing to the old setup. So it’s harder to use and takes more works but just doesn’t feel worthwhile. And, Med kit… don’t get me started. Pure healing skills in this game should not require channeling but I’ll stop there.
abomations are big with heavy hits and hard to kill. no i dont think a kid could do it
prove these wild claimnow i think you are trolling.
XD
10/10 would read thread again.
well they couldnt call it gambit.
it probably should have been acrobat, but they already have a line named that.
That they nerfed the crap out and then gave it all back with daredevil. I’m quite salty about that. I love the daredevil concept but really, what the kitten! you destroy acro while you nerf all dodge stuff, but then just give it all back? really? think no one would notice?
What Thad said, Melandru is the defensive version of hoelbrak, defense is old, offense is where it’s at.
Making things long does not in any way change the difficulty of the content.
I feel like we’ve covered this. Each path isn’t really that long 10-15 minutes even with the most disastrous of groups. This equates to roughly an 45 minutes….I know not everyone can dedicate that time, but maybe that just means this sorta content isn’t meant for them. Time spent while not difficulty does show dedication to learning and that is important. Removing that will only further some of the cases of player ignorance when it comes to dungeon / path specific mechanics.
To put this in perspective, i’ve been in groups where 2/5 players spent the 90% of a run on their back and it still did not take longer than 15 minutes per path.
I feel like you just debunked your own response.
You’re claiming that the length encouraged players to learn and spend more effort to get better. Then you gave the example I would have posted, that people get carried through daily without getting any better or knowing much at all.
Not really, I’m saying while you can carry. The amount of people wanting too or needing to be carried will go up. Due to them not putting in the time or effort to learn the encounter.
That’s problematic. As is fractals are in a decent spot, challenging enough to not be dull, and just long enough to warrant doing them. Shortening that length down to accommodate more people who wouldn’t otherwise bother isn’t healthy.
For an easy one like swamp maybe. But look at Arah, I don’t get any more of “those types” in Arah than I do fractals currently, and when you’re talking something like Cliffside, Molten Facility, Harpy, or Snowblind you’re looking at about the same length/difficulty range as one of those Arah paths. I really don’t think the demographic will change much. We’re gonna have more people but both good and bad types.
I have friends who just can’t (or maybe just don’t want to) lock themselves into that type of time frame. Be it kids or whatever. Some of these people solo Arah because they can walk away at any time and do it on their own time. That’s what these shorter runs will be good for, you’re not locking yourself into a 20-60 min fractal run you’re locking yourself into a 5-20 min single fractal. Again, some of these guys solo arah, they aren’t unskilled or unwilling to learn mechanics, they just have issues with the length.
As I wrote before though, I do hope they give a random set or maybe just randomizer option. Maybe a daily is “do a fractal set” where we go to one of the NPCs and they’ll queue us into a randomized set of 4, Or instead of choosing our level we have a random option and have randomly selected fractals give a bonus reward. So many options and how do we know they’re not thinking these same things? Or at least reading and maybe they’re coming up with their own ideas on it.
Making things long does not in any way change the difficulty of the content.
I feel like we’ve covered this. Each path isn’t really that long 10-15 minutes even with the most disastrous of groups. This equates to roughly an 45 minutes….I know not everyone can dedicate that time, but maybe that just means this sorta content isn’t meant for them. Time spent while not difficulty does show dedication to learning and that is important. Removing that will only further some of the cases of player ignorance when it comes to dungeon / path specific mechanics.
To put this in perspective, i’ve been in groups where 2/5 players spent the 90% of a run on their back and it still did not take longer than 15 minutes per path.
I feel like you just debunked your own response.
You’re claiming that the length encouraged players to learn and spend more effort to get better. Then you gave the example I would have posted, that people get carried through daily without getting any better or knowing much at all.
Making things long does not in any way change the difficulty of the content.
The randomness isn’t all that random, it’s at most 4 options for each slot. I don’t know, I always found it more annoying than fun. It wasn’t more challenging, the fractals themselves were just different, and I truly hope they give enough incentive to play the tougher fractals (but fix that gosh darn swirler).
I do hope they listen to these replies to the changes. While I can’t wait for selectable fractals I do understand the reasons why some like the random selection. I think it’d be cool to add a daily random for 51-100 in the new system, strait random no “these options for first, those for second” thing. With the new gambits and 50 maps it should be far more diverse than the handful of variations we have currently. Sure you might get duplicates but they’d have different gambits so different twists and strategies (i hope).
Fully support a marriage thing, no buffs though, I’m already against the buffs for RL marriage.
They could do the same as one of my old games, sell a gemstore item that opens up a special instance that has a fully decked out wedding area with pews and alter and all that jazz. Give it a “spot” in LA so others can zone in if you have the instance created. Make that money ANet.
Wedding package comes with a namechange and a giftable namechange.
It might read 12 but just like a 15s stack reads 14 you’re still at “13”, it only takes about a second, 2 at most, to land all the blasts if you’re doing it right.
Orbital’s second blast is on a 1s delay, in that time you’ll be detonating your healing turret and beginning to cast whatever 5th blast you chose (rumble probably best, though you make a good point with Acid to start your run, but Flame blast, Magnetic Inversion, whatever). In any case you’re gonna see 2 “area stealths” right as your smoke bomb pops from BoB/First Orbital, then you detonate turret for the third, and begin that 5th blast and while that’s going off you’ll see the second orbital 5 blasts in ~1s.
For those interested, an analysis (involving actual math instead of just feels) of tanky guardians versus berserker’s guardians in fractal trios: http://dtguilds.com/forum/m/6563292/viewthread/23980393-analysis-tanky-guardian-worth-in-trios/post/last#last
Very interesting stuff. Love the math and love the fact that you’re looking at alternatives with a more practical mindset.
Curious, have you run with the different options at all? What was your take on it?
What Are said, though I believe you can still do it with SD, it just means you have to spam the crap out of the buttons to get them to fire. Best to not take that trait.
BoB -> Orbital -> Field of your choice.
I’m loving traited orbital, allows me to do an easy full stealth stack (Healing Turret -> BoB -> Orbital -> Smoke Bomb -> Wait a tick -> Detonate HT in Smoke Field as BoB/Orbital do their thing -> Swap FT and Flame Blast) Flame blast can be swapped for your shield blast, a thumper rumble or really a lot of options.
Short fuse is key to using the Bomb fields for it.
Calm down, and untwist those panties. What veterans get is potentially new people to play with. We get a game that has more support meaning more money meaning more development time and a better game. Those people may not be paying for the core game but they will bolster the population which is a plus and getting a more extensive demo will likely provoke many of those players to pay up in some way to enhance their experience, but again, maybe not, but we still have more people around.
So… nerf the kitten out of Acro to reintroduce the dodging in the specialization. Nice…
Read your entire thing Brokenglass, can’t say I agree at all. I’ll leave it there as I feel like it’d be a waste of time to elaborate further.
My first thought when I read that Sylvari need beards was ‘face bush’.
I can’t help but feel your post has an unwarranted negative tone :b
I didn’t get through your first post without disagreeing. I have had bad times in everyone welcome groups. Not only do I get slightly frustrated with people not playing their professions to their strengths (no blinds from thieves, no walls from guardian) but it’s not just that. What makes it a bad time is when I make a comment suggesting the use of such tools I get a backlash of hate. Suggesting and trying to educate people of their options gets me yelled at. Not just that, but vulgar comments followed by ignores so I can’t even respond.
Now, in general I do like the “p1” groups over any other comments be they “all goes” or “zerk/meta”. The middle ground seems to be much more reasonable people in my experience.
I do like your quote of “individual persons are cool but people suck” one of my old groups of friends used to use “peoples” as a derogatory term, in that most people suck. Not just in quality of play but also personality. So many Ego’s so much pride, not much humility and understanding.
That all said, your constant references to racism is a good way to get this locked. But, it’s pretty pathetic, it’s not alike AT ALL. We’re not segregating in the sense of forced segregation, we’re trying to play with like minded people, key word there being ‘minded’, not some superficial quality, we’re trying to have fun in the way we find fun. It doesn’t strengthen your argument at all, it just comes off as silly and extremist. Which is the problem in the community, the one you’re trying to combat but instead falling right into the opposite swinging the pendulum right to the other side. Extremism is a plague on this game. So many are die hard to their beliefs to the point they won’t even listen to alternative perspectives. They rather spout the same thing over and over. They rather point fingers and demonize the people who don’t feel the same way as they do.
If we want to make allusions to that type of commentary though I’ll use a phrase I like “forced tolerance isn’t tolerance at all” all forced tolerance does is create resentment. Promote your ideas, try to educate and bring tolerance through tolerance, but demonizing people for their intolerance has never lead to tolerance.
I’m not skilled enough to wear full zerker. But here’s the thing, i know i’m not. So yeah i’ll be soloing bosses in my soldier armor while my zerker team mates are lying on the floor. If you die, it’s 99% always your own fault. Either you overestimate yourself being able to play zerker in everything, or you just made a mistake. Just own up to it and don’t flame people for your own failures.
This whole association with skill to stats needs to stop, especially when completely garbage people in full zerker can push things into walls and pull off a boss kill and succeed. Mentality like this is part of the problem where elitism has infected how we view itemization.
Someone who is using toughness “because he thinks he sucks” is just as much of the problem as the people who think other people suck for not going full zerker.
Treat
Your
Choices
With
RespectHigh bunker builds have already been demonstrated by numerous people like Skady Valda or myself and I personally have no problem going full glass in a dungeon solo myself.
I actually want to know who made up that perspective to begin with, that toughness was suppose to be a training wheel to learn content or it was for less skilled players I SERIOUSLY WANT TO KNOW THIS.
Tankiness allows easier runs for yourself. Now Toughness often brings you more agro, removing that easiness. The quality in Skady’s build is the ease of play. Now with that going say Knights doesn’t mean you’re not good, it just means you value toughness and all that comes with it. Going Soldiers however you’re going tanky and valuing a safety net, nothing wrong with that but lets not try to hide that it’s an ease of play advantage more than anything. Going Clerics you want to support your team with heals and use toughness to your advantage. If you just want to support your teams with heals but don’t want to utilize the toughness then Zealots is the answer (but STUPID expensive).
All gear stats have value if you play them to their potential. Zerk(or more Glass Zerk/assassin/sinister) is prominent because it’s optimal and IF (big IF) you can handle it it’s the way to go.
I’m not skilled enough to wear full zerker. But here’s the thing, i know i’m not. So yeah i’ll be soloing bosses in my soldier armor while my zerker team mates are lying on the floor. If you die, it’s 99% always your own fault. Either you overestimate yourself being able to play zerker in everything, or you just made a mistake. Just own up to it and don’t flame people for your own failures.
<3 this post so much. It’s exactly it. I make mistakes but most of the time I can handle it. But, I’m the first to say “my bad” when I do make a mistake. This is the mentality I wish more had, accepting or your own limitations and self aware. I don’t usually run full meta, I usually take a trait or utility off to get a bit more defense.
But the problem isn’t the gear stats or any of that. The problem is a social one, it’s a people problem, it’s here because we have a lot of ignorant and rude players out there.
Have it reward us more (and less than it does now for super-speedy runs) for runs that take longer (with a timer that keeps progress of when we actually “do” stuff). Standardize all dungeons to have approximately the same reward / time, no matter how meta or un-meta the teams are.
Soo… people who put more effort into dungeons should get less reward for it?
People often say that taking longer to kill a boss makes the berseker player work harder, due to needing to manage the sometimes lenthgy active defenses cooldowns they have. Killing a boss fast removes this from the equation. Killing a boss not so fast, well, based on some arguments I have read on these forums, is “harder” for berserker players. I’ll find an example of someone saying this when I have more time, currently working
So yeah, based SOLELY on some of the stuff I have read on the forums posted by some top tier dungeon enthusiasts, he just may be on to something.
The part you’re missing though is that if you stack your passive defenses you don’t need to worry about your active ones. That reasoning you gave though is why going to a setup that gives some more passive defense but not enough to bring you to another bracket of survival (can take 1/2/3 hits) is generally a bad idea as you don’t really gain much but you lose a bit.
YES! My mesmer and Engi are so close but the lack of facial hair really limits my vision for the characters. I’d love a close trimmed full beard. Or even a full beard with a bit more life to it instead of looking like a block.
Release it as a “beard pack” in the gemstore and I will buy it.
I like zerk, I play zerk, but I hate when I read “we lacked DPS that’s why we died,” it’s just a sign that those players can’t handle zerk. If you can’t dodge and defend yourself and have to rely on a massive burst to kill things before they kill you… you’re not good at the game.
Now, “guard why didn’t you use Wall?” “Thief where were the blinds?” These are comments I can get behind, but even these, almost every profession can handle things personally and blaming others for your own mistakes is nothing but childish. Now, there can be players who basically sabotage the group with poor play doing their best to work against the group in pulling enemies away from the damage or screwing up defiance and what not, but in the end good play can still have you pulling through 9/10 times ( splitting up trash and preventing blinds as they alternate attacks so you’re constantly being attacked is the exception I can think of).
But, this has nothing to do with Zerker or any gear stats, it has to do with bad players not understanding the game.
Yeah, ’cause exotics dropping with the frequency at which they dropped when they STILL WERE BIS GEAR totally makes sense.
I see non-acct bound exos like… 2-3 times a month? when it goes well? Pfft.
Can’t help but say that if they do put in exclusive rewards, if they’re RNG based…. kitten
Love the consumable idea.
As for your general idea, you can invest into stat + agony stuff, just quite a bit bigger investment than pure stats or pure agony
I very much expect just a Lupi with a ton more health and attacks that can’t be reflected. Maybe mix in some of the Glint’s Lair type environmental mechanics.
I think any of the better players in this community should expect Engaging, not Challenging content, it’ll be challenging to those who aren’t at that level but I don’t see them actually challenging say Snow Crows and what not. Maybe enough of a speed bump that it takes a few days maybe even a week before they figure out the mechanics and how they work but I’d put money on it being farm status within a week for the top tier dungeon guilds.
I have no problem with not having exclusive rewards. If there are still rewards worth getting then that’s good by me. Personally I actually prefer the stuff I can sell on TP. Freedom to do what I want to do and get the rewards I want… now that’s assuming it goes across all content and not just no exclusivity in hard content.
I personally have no problem with a guy farming SW for days and days to buy the new Fractal skin I’d be selling for instance.
Now, actual prestige items where it’s “this player did this cool thing” I do think are cool, and I understand the counter arguments to what I said, and I wouldn’t really argue my point, just it’s my personal preference.
You get 2 extra ticks on every symbol, they’re larger and they heal you… why wouldn’t you take Writ of Persistence? It’s very nice with Hammer + Mace/focus build.
So what’s the new deal w/ Lupi?
I’ve not been in dungeons & fractals in age so pardon my ignorance.
His auto attack in phase 2/3 that used to only hit at range but not in melee… now hits in melee. So you can potentially have to dodge/block every 3s or so and you actually pray for bubbles/lifts/whatever attacks to get out of that auto
Get your Harpy feathers, Whisper spy kits and Ash Legion Spy kits and you should be solid honestly. With FGS, RtL, Obsidian Flesh, Swirling Winds, some conde cleanse, burning retreat, burning speed, and whatever other mobility/skipping skills you shouldn’t have a problem doing any skip once you learn it.
Just going to repeat that you shouldn’t be blowing up your turret in PvE anyway.
Overcharge -> picking it up is better sustained healing than blasting it. Honestly you should try and pick it up in PvP too, but sometimes the knockback is more important for interrupting stomps, or you just can’t get to it.
Rarely need sustained healing in PVE, it’s a burst after a mistake and hopefully not at all, then in that case I’m using the detonate for a blast finisher in a fire field or something.
That said, I don’t have a problem with the change at all, I enjoy it actually, i have to actually consider the repercussions of my actions.
Stop putting yourself in a victim role.
If they made male characters able to wear dresses 90% of the community would complain, as opposed to the very small amount of people that complain now.
Just accept that the game is designed to cater the majority of the community, the majority that doesn’t wear clothes of the opposite sexThat’s exactly why we should question it in this game, jsut as much as in the real world. There are norms forcing people to wear something they actually don’t want to wear, just so they won’t get glared at. Or called things.
Remember that the gaming community aka. Nerds were once oppresed in a sense, I feel like it’s taken a wrong turn in that it is now discriminating others, and I want this to change.
I prefer to walk around in the buff, clothes are stuffy and annoying. But, I have to put clothes on or I get arrested. It’s oppression I tell you!
Not really the same. Both genders and all people have the standard applied equally: put on clothes. It’s not sexist in its approach. Telling each gender they must only wear X or Y however is sex discrimination, period. There’s no criteria besides what genitals you are born with.
Not that I’m concerned too much about this, but nevertheless what you posted is a false equivalence.
They were talking about accepted norms in what I quoted. Either way, not really interested in continuing on that line of discussion just thought it was funny and I’m hot and want to take my clothes off.
I actually think there’s a good chance of this happening, at least as good here as anywhere else, ANet has shown it’s willingness to go the extra mile to show their love for the LGBT community and I’m sure it’s gotten them a lot of positive responses in return.
(edited by Jerus.4350)
Stop putting yourself in a victim role.
If they made male characters able to wear dresses 90% of the community would complain, as opposed to the very small amount of people that complain now.
Just accept that the game is designed to cater the majority of the community, the majority that doesn’t wear clothes of the opposite sexThat’s exactly why we should question it in this game, jsut as much as in the real world. There are norms forcing people to wear something they actually don’t want to wear, just so they won’t get glared at. Or called things.
Remember that the gaming community aka. Nerds were once oppresed in a sense, I feel like it’s taken a wrong turn in that it is now discriminating others, and I want this to change.
I prefer to walk around in the buff, clothes are stuffy and annoying. But, I have to put clothes on or I get arrested. It’s oppression I tell you!
Yes it does, confused the heck out of me the other day as I went down and back up really quick, but apparently down long enough and perfectly synched with the teleport. So I was standing there with Brie at like 1% health everyone else gone, just some grubs around me, no buff, funky stuff. Eventually I realized it hit console and 3 hits later done >.<
Time depends on your skill level. New lupi is a pain, and alphard is just annoying. P1 strait can’t be soloed but you can pay for tar help. P3 is pretty quick but lower payout on reward so generally lower sell price.
So path2 is probably the best one, sells for ~4-8g depending on time and competition. Takes anywhere from 20 mins (i think that’s hwo fast Goku and those guys were doing it?) to 2+ hours (my speed
, though only done it all the way through once pre lupi change).
I’ll say this, MUCH MUCH easier duo, especially with a good team comp. Mesmer + anything is great IMO though plenty of options.
