Showing Posts For Jocksy.3415:

Commander Abilities

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Posted by: Jocksy.3415

Jocksy.3415

I was thinking of letting the commander have some (auto)vocal commands; like “Fall Back”, “Retreat”, “Group up”.. that’d be nice and people will be able to keep on playing and be focused on the battlefield instead of the chat.

I like this idea because development of this idea can solve the Commander map chat suppression problem. Map chat suppression is necessary to stop map chat spam abuse, and there is no other way going around that. While keeping map chat spam suppression, commander can use a ready made ‘(auto)vocal commands’, and a ready made commander map chat dialogue menu, that are not map chat suppressed no matter how many times they are used and reused.

For example ‘(auto)vocal commands’ and commander map chat dialogue menu can be the following:
*Stack up
*Build
*Attack
*Follow me
*Don’t attack
*Resupply
*Don’t take supply
*Go to
*Don’t build
*retreat
etc.

P.S. This is in lieu with Ctrl (map points e.g. waypoint, POI, etc.).

I’d like it as long as i can assign shortcut keys to these…
Cause I don’t see myself mouse-clicking commands, either would I take the time to type /stack, or /attack, or /hold, all the while looking at what happens on the field and how is my group doing against the enemi, and everything… assigning keys to it would be wonderful!.

Elementalist Play Testing?

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Posted by: Jocksy.3415

Jocksy.3415

I feel the ele mostly needs some of their nerf reverted…
They made sense when they were implemented, but with the buffs other classes got, the ele is now lacking…

Commander Abilities

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Posted by: Jocksy.3415

Jocksy.3415

We can only hope that one of the “facilitating friendly play” posts covers this. At the moment the only thing WvWvW get specifically out of this feature update is account bound WxP. Which we have known about since last year. Well, I guess we shouldn’t be too surprised we get nothing.

We also have advantage in account-bound ascended…
Like all those PRV trinkets that are now useless for my main since I learned placements? Well, will be usefull for rerolls until I learn placements (no need to go and get more)
Or want to try a build on another char with stats somewhat alike your main’s? go ahead!
You did ascended to roam with a char, but you now feel like roaming on another char most of the time? the option is open!

Even the new traits might shake the metta somehow, thus changing WvW gameplay…

We might not have much targetted changes, but things will sure move nevertheless…

No account commander tags :(

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Posted by: Jocksy.3415

Jocksy.3415

What I don’t get about this change is that it would be in Anets interest to do this. It would bolster the health of the community and wvwvw presence. Though I do think a toon should be level 80 and not an uplevel to use a commander tag. Make it account bound, just with a requisite that one be level on the toon that wish’s to tag up.

Why would I not be able to tag up with an uplevel for karma-training, or funny activities?
I even followed a guy who was an uplevel and did win us lots of fights, most in which we were outnumbered…

Best Duelists in PvP

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Posted by: Jocksy.3415

Jocksy.3415

The Engineer and Necromancer have limited condition removal so a good immobilize and their day is ruined.

You’re joking, right?

Not at all

After reading the posts you’ve made here and looking at your posting history, I’ve formed a slightly different idea of why you find these classes so hard to fight.

You’re a very inexperienced player. All 3 of these classes punish inexperienced players quite a lot. However, most players simply try to get better, while you feel it sufficient to simply come to the forums and cry for nerfs.

They punish pretty much anyone they go against, they excel at dueling for many other reasons but I would rather not get off topic when this is solely about the glaring imbalance in invulnerability skills across classes. There simply is no equal in other classes and it doesn’t matter about skill or experience, the class is the class and it won’t matter how well you play it or how long you’ve played it when you’re unable to do anything against your opponent.

I main a ranger.
My main roaming build does not have other condi cleanse than my heal (, and no stunbreak.
At the beginning, I used to be owned by pretty much everyone.
Now, I have a win/lose ratio of (all numbers are approximate, and don’t include 2V1)
70% against War (25% vs Hambow)
40% against mesmers (lowered by PU, most other builds, I do fine)
70% against thieves (I consider the thieve running away a victory)
33% against engies (3 fights, the one won, he wasn’t condi)
40% against ele’s (most fights were friendly duels with staff ele in PvP)
50% against necros (most against PvP power builds duels)
50% against guards. (most in PvP duels)
(had very few fights with the last 4, and only one against a ranger, which I won, but he was, imho, a zergling, and zergling kills don’t count);

So yes, winning duels is pretty much a l2p issue. All builds have points in which they are lacking. build on it.
A trick I learned is to start the animation of a strong attack, watch them blow their CD while you interrup youself to place a few normal attacks/evades/temporisation, then go on when the effects are off…

I admittedly am not really good (tend to spam my evades, and too slow at pressing buttons), I have a mixed-up build that’s not really good (because I just change a few traits and the armor when I wander off the bus, instead or going for a full retrait, and friendly duels in PvP in these ratios were with lightly changed bus builds) and I don’t care about food or stacks (I have stacking weapons, but I stack then in normal gameplay, instead of going out of my way for stacks, and mostly use the food when in guild, or group roaming).
So, all in all, if I am able to win fights against the “invicible” classes and builds, with a sub-optimal class and build, while most of them are running an optimal roaming build with stacks and all…
L2P…

(edited by Jocksy.3415)

Our feedback does nothing.

in Guild Wars 2 Discussion

Posted by: Jocksy.3415

Jocksy.3415

Just contact support after the patch drop to ask for a refund on your clothes; they’re usually pretty nice about doing such things.

But they just cannot treat demands before the patch hits (for many reasons stated in many other threads), so hang on, and ask refund on patch day…
Having known that it would be possible to wear them in combat, I would sure have bought some of these skins, though I didn’t because they were unusable in WvW – and having known that, some people wouldn’t have bought them… now, who’s in worst position… people who didn’t buy, or people who can get a refund?

Account bound WXP

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Posted by: Jocksy.3415

Jocksy.3415

Would be weird to have a silver invader with no points on it…
Always took it to be all point on all characters, which Devon confirmed there :

So when the ranks become account bound. Say my total rank is 400. does that mean I have 400 points to put into each character, or does it mean I have 400 points to split between all my characters.

It means that you have 400 points for each character and can spend them however you want on each.

Allow informed opinions

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Posted by: Jocksy.3415

Jocksy.3415

Slightly surprising results but I can say from experience that I was drawn to ranger from beta, as many new players might also be, because of the promise of ranged superiority which we now know is lol status. Those are good statistics but what I was suggesting would be further detailed into what those people are using for those classes. As far as we could know that 14% Ranger population could be 90% bearbow and like wise the 16% war population would be 90% hambow/gs&s/x but we won’t know without more info provided.

Knowing is not gonna do anything.
I know half war I meet roaming is hambow. Might be on my server, might be everyone, but this knowledge is not helping in any way, as forum users to really give feedback. The feedback we give is, and should be, based on what we feel at that point, not having to go get some stats, in order to make our point…
If you say: warrior are overpowered because there have been an increase in their numbers, with reference to stats, anyone could come and state “rangers are the second overpowered proffessions, and mesmers are in serious need of a boost”

It’s not the place of players to interpret numbers; their place is to give their “random” opinion, no matter how they might look (like the person who posted in the rangers subforum asking for a 5% nerf to rangers longbow because he/she’s been hit for 9 k while wearing no armor. That person would obviously state rangers are overpowered since they are second most played).

Don’t give more numbers to people who believe a 10% nerf means a 50% nerf of the party… that wouldn’t end well…

Comprehensive Class Rework

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Posted by: Jocksy.3415

Jocksy.3415

Cant’ find the post, but seems to me I read something about them not willing to give us more than 4 F keys…
So anything we propose must hold in 4 keys.

Some proposals were as follow
F1 trigger attack(agressive) / come back (passive)
-someone proposed holding F1 to place pet, but I don’t see it working with keyboard binds. hard to hold a button and fight
F2, special
F3 either
- placement (target space to tell pet to go there) or
- another pet ability, or
- a quick stow (to get it out of harm)(would work in fight)
- seems to me I saw others… but don,t remember
F4 – change pet

- removing guard? no.. and certainly not to put it on keybind. A simple no CD positioning tool would d the job. Guard ha it’s problem, but putting it there would destroy a build that is a very viable roaming build;

-Pet F2 base skill cooldowns reduced by 20%.
why?

- increase longbow speed
What would be the trade off? less damage? lower Rate of fire? increased CD? then no…

(too tired as of nw to look at skills… but remember that everything must have trade off or possible counter. LB deals great damage at distance because it’s easy to avoid;
but traits should not be so strong that Anet feels that the base item needs a nerf, which was a problem with ranger (eg, untraited traps are underwhelming, while traited ones are really strong… should be traps are good, traited are better, but not over the top)

Allow informed opinions

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Posted by: Jocksy.3415

Jocksy.3415

It’s a double edged sword. Most internet trolls will use the numbers to confirm inaccurate accusations and false assumptions. On the other hand what about the more informed players and forum goers? It could prove to be a useful tool to not prove but reinforce their suggestions and arguments.

I.e what most people are fearing is that the polls or statistics will show warriors/necros/thieves/decapengi/meta/etc are overplayed and lead to arguments about them proven broken from it.

But what about for classes that are suffering like ranger (outside of spirit/cond bunker) and ele? It could show which classes are in desperate need of attention.

Alongside those stats they would need much more detail to make informed decisions such as traits/gear/etc. It could also lead to positive constructive suggestions.

There will always be trolls that you’ll have to wade through but that info direct from Anet could possibly help spur something significantly positive.

According to stats, ranger is the second most played profession, so it would not be considered as suffering, even if players know they are hardly welcomed most places… (lol)

(just to say stats are not what we, as players, should be analysing… Anet has a dedicated team for looking at them and interpret them. Player feedback is valuable mostly because it gives another point of view than the one of numbers)

http://www.blogcdn.com/massively.joystiq.com/media/2013/08/gw2annivinfographic2.jpg

[PVE] [ENGINEER] kits and scaling

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Posted by: Jocksy.3415

Jocksy.3415

so basically you want a free damage buff on a class that already has great damage

ok

No, we want the damage we invested time and gold for but are currently not getting.

Which is fine. But we shouldn’t want to make the Grenade kit more powerful, but rather to bring many other things to its level in PvE.

What? Getting better gear improves everybodies damage, but grenadekit in particular shouldnt be allowed to scale up?

Thats absurd…

Not everybody…
Ranger pets don’t scale either, and I believe that necro’s minions have the same kind of scaling issues…

No account commander tags :(

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Posted by: Jocksy.3415

Jocksy.3415

Not because you wouldn’t mind not getting a refund, others wouldn’t mind…

Many, many, many complained when they said glory boosters wouldn’t get changed after PvP changes, some are complaining about dyes changes, some about legendary changes (I’ve got two of the same!), about the new BLTC gathering things (bought 8 of each of the first ones, now they are account bound), and so on…
One guy on my server have 12 characters, all with the tag (might have more, I know about 12). And this guy sure would mind about losing his tag with no compensation…

As I stated, I’m all for account bound tag, but bringing it in the game would prove tricky.
Unless someone can give a sensible idea for compensation for people with multi-tag, I don’t see it happening…

No account commander tags :(

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Posted by: Jocksy.3415

Jocksy.3415

Can still come in the “facilitating” blogs…

Though, as much as I’d love that feature, it’s not really something I’d expect to see because of economical consequences.
If they refund everyone their 100 Golds (some people have tags on all their characters, so that’s 700 golds, if they have 8 characters), we’d have too much gold on the market;
If they give back books to those with multiple tags, they wouldn’t have much to do with them, other than sell them on TP for an amount lower than their price (because lots would be put on sale at the same time)

Combat log options

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Posted by: Jocksy.3415

Jocksy.3415

Anyone think there are any chance to see combat log improvements in next patch? (eg, to have the option to see conditions and pet damage, among other things?).

I was looking at the upcoming blogs titles, and I don’t see it fitting in a solid foundation or facilitating friendly play…

Your thoughts?


Initial announcement of combat log improvements :

Further down the Road

  • We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.

snip

Kind of update about it being in testing :

Regarding the post that Jon Sharp made on the topic, he was talking about an improvement to the combat log that’s already in early stages of testing. We’re not sure when it’ll be ready to ship because of the sheer number of moving parts in our combat, not to mention the thousands of skills and buffs in our game that will be flowing through it.

The improvements mentioned in the OP are part of this revamp, and then some.

Ranger Balance [Post CDI]

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Posted by: Jocksy.3415

Jocksy.3415

Rangers need more condition-applying and boon-stripping options:

snip

Adding anything usually mean taking something off…

Like, when the added the stealth on LB, they moved the vulne in a way that makes it less efficient than it was…

Adding conditions to those weapons would mean either shaving off direct damage, or increasing CD, none of which are desired for most builds….

Unless Anet comes and say “we felt that these weapons were somewhat underwhelming” I don’t see them just adding effects to them without taking anything off.

As many, I would love GS AA to get a somewhat higher damage ratio, but I reckon that would likely be at the expense of Maul, which would hurt many builds…

Badges for Tomes of Knowledge?

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Posted by: Jocksy.3415

Jocksy.3415

What I fear, is that they would implement it as tournament tickets buys, instead of badges, if it’s about temporary content.
That wouldn’t be good, because the tickets gained are not about individual gameplay, but about which server has the more people/coverage in your tier…

Strider's Defense

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Posted by: Jocksy.3415

Jocksy.3415

1. It only blocks ranged attacks. I don’t understand the reasoning behind this, why make it so that it is only effective against certain weapons, or to a greater extent, certain classes (Ex: Not too many thieves use pistols and short-bow)

15% is not even 15% from ranged attacks, it’s 15% from projectiles
So, yeah…
Don’t mind some rng from traits (eg.: chance to proc fury on hit), but this one really is too much rng and way too situational.

Ranger Balance [Post CDI]

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Posted by: Jocksy.3415

Jocksy.3415

Lol thanks for the laugh guys, I had a long day and I needed that.

Back on topic, 900 range trap throwing would be something I want to push for full force. The 600 range has never really made much sense to me personally, since it’s an in between range that doesn’t really compliment our ranged weapons that start at 900+ since it makes us sacrifice superior positioning, or melee which wouldn’t really be all the concerned about throwing traps since we already have lots of leaps and inherent soft CC to stick to the target at a range where we wouldn’t need to throw traps.

That extra 300 range wouldn’t really break anything that I can see. As a matter of fact, it would increase the viability of traps in group play in both WvW and PvP, and by now I think people should realize that competitive build options are the way to my heart lol.

So yes, I approve of Prysin’s suggestion and prior approval

The only other real improvement that I would suggest for traps is not for more range. I would suggest that they don’t require line of sight (like engineer grenades), and also have a small arc when thrown, that way, you don’t have to stand on the very edge of walls in order to throw them at enemies on the ground below.

Otherwise, you already know my thoughts on giving traps more damage or even more effects on top of two already overloaded traits.

On the contrary, I find it interesting, when choices must be made.
Given that the choices are all interesting in different ways (and not about taking the less bad option). This is, imho, what allows for build diversity.
Eg; arrows – piercing is interesting in bus, velocity in solo PvP play.
Reduced Cd is more interesting in some settings, while more damage is in other settings.
The point should not be to stack traits that have an effect on one thing, but to pick the trait that is the more convenient.

(I’m not saying some traits consolidation is not desired, just that different traits having different effects on different gameplays is not, in itself, a bad thing – as long as the traits do bring something)

No, its not a bad thing, I agree (its what I’ve been saying about the Longbow’s many traits), but, loading absolutely everything trap related on two trap traits….., I think is a bad thing. That doesn’t promote build diversity. (removing the useless trapper’s defense trait), There’s room for a third trap trait that doesn’t involve consolidation that could, for example, change our traps to deal only physical damage instead of condition damage, or, have all our triggered traps daze the target for a split second on each pulse (yeah, you’re really going to regret going near me!).

These would seperate but equal build choices for traps instead of taking everything at once, which we shouldn’t need to be doing if trap traits ever get expanded on. Just tacking even more effects onto already existing traits doesn’t increase build diversity. Adding new traits that change gameplay in interesting ways does.

Sorry, my mistake for thinking you meant something you didn’t
And yep, a trait focusing on direct damage (as we have a condi one) would be neat

Ranger Balance [Post CDI]

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Posted by: Jocksy.3415

Jocksy.3415

Lol thanks for the laugh guys, I had a long day and I needed that.

Back on topic, 900 range trap throwing would be something I want to push for full force. The 600 range has never really made much sense to me personally, since it’s an in between range that doesn’t really compliment our ranged weapons that start at 900+ since it makes us sacrifice superior positioning, or melee which wouldn’t really be all the concerned about throwing traps since we already have lots of leaps and inherent soft CC to stick to the target at a range where we wouldn’t need to throw traps.

That extra 300 range wouldn’t really break anything that I can see. As a matter of fact, it would increase the viability of traps in group play in both WvW and PvP, and by now I think people should realize that competitive build options are the way to my heart lol.

So yes, I approve of Prysin’s suggestion and prior approval

The only other real improvement that I would suggest for traps is not for more range. I would suggest that they don’t require line of sight (like engineer grenades), and also have a small arc when thrown, that way, you don’t have to stand on the very edge of walls in order to throw them at enemies on the ground below.

Otherwise, you already know my thoughts on giving traps more damage or even more effects on top of two already overloaded traits.

On the contrary, I find it interesting, when choices must be made.
Given that the choices are all interesting in different ways (and not about taking the less bad option). This is, imho, what allows for build diversity.
Eg; arrows – piercing is interesting in bus, velocity in solo PvP play.
Reduced Cd is more interesting in some settings, while more damage is in other settings.
The point should not be to stack traits that have an effect on one thing, but to pick the trait that is the more convenient.

(I’m not saying some traits consolidation is not desired, just that different traits having different effects on different gameplays is not, in itself, a bad thing – as long as the traits do bring something)

Pets affected by runes/sigils?

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Posted by: Jocksy.3415

Jocksy.3415

In the build editor, if you have a sigil of force in one weapon, it increases pet damage, not sure if it affects in game.
http://gw2skills.net/editor/?vMMQJARBgKUiE-zgwAY/ARFAAA-e

As Chrispy pointed out, it does not, thus the demands that pets somehow scale with gear in CDI and ranger forum…

Shafted again, no longer viable

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Posted by: Jocksy.3415

Jocksy.3415

As far as I know pets don’t have crit damage. We have like one trait that give pets extra crit damage which is something like 30%. There is reason for me to believe that this will change in that I don’t believe trait values scale.

That’s right; pets base stats are Power, Precision Toughness and Vitality. They do not scale with ranger’s armor, and it’s only through specific traits that we can give them any of the other stats (crit damage, condi damage, healing…)

Sigils: Ele and Engineer punished?

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Posted by: Jocksy.3415

Jocksy.3415


I think the easiest most direct way to balance it out is to balance on swap sigils at 5 seconds cool down.

And what about all classes that do not have access to a 5 seconds switch?

new chat channels for each map

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Posted by: Jocksy.3415

Jocksy.3415

They mean channels in LFG.

Like, now, we have LS, Fractals, dungeons channels (more like categories), we’ll have one for WvW…

Town clothes allowed in WvW after patch?

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Posted by: Jocksy.3415

Jocksy.3415

“Enabled”, no, but “accessible”, yes.
They will replace your normal armor appearance, but they will no more be “mix and match-able” (meaning one can’t wear wintersday outfit with quaggan hat, but it will be possible to mix and match idividual pieces)…

QuickCRY Ranger Roaming Regen / Condi Build

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Posted by: Jocksy.3415

Jocksy.3415

10/0/30/30/0 condi bunker and survival utilities will be a very strong roaming build.

Anyone have a post link for the new ranger traits yet?

Not sure what you want, if it’s a desxription of the traits, here is dulfy’s notes on the livestream in which the traits were presented

Ranger Balance changes & grandmaster traits

Keen Edge: This trait is now classified as a Survival Skill.
Sun Spirit: Fixed a bug that caused the spirit to have a 3 second base burn when triggered by a projectile
Spirit of nature: Reduced the healing per second while summoned from 480 to 320
Viper’s nest: This ability is now a poison combo field
Trapper’s expertise: Fixed a bug where thrown traps would not work when placed on certain buildings
Lightning Reflexes: This skill now removes immobilize
Substantial improvements to pet responsiveness, especially for F2 abilities
Bug fixes

Marksmanship: Read the Wind: Longbow and Harpoon Gun projectile velocity is increased by 100%.
Skirmishing: Strider’s Defense – You have a 15% chance to block ranged attacks while in melee.
Wilderness Survival : Poison Master – Poison you apply deals 50% extra damage. Poison your pet’s first attack when they are swapped to.
Nature Magic: Survival of the fittest – Remove two conditions and gain fury when using a survival skill.
Beast Mastery: Invigorating Bond- Your pet heals in an area when executing command abilities (i.e. your F2 skill now heals in an area)

Source: http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/

(edited by Jocksy.3415)

Looking for info on lag in WvW

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Posted by: Jocksy.3415

Jocksy.3415

Just going to state the times at which it’s likely not ISP related (eg, when others also experience it)

Issue:

  • Skill lag (4-6 seconds, or won’t launch at all)
  • Rubber banding/latency (up to 2 minutes, most of the time under 10 seconds)
  • Sudden death
  • Disconnections – can connect to game, but can’t connect to a particular map, mostly EBG
  • I might have skill lag and D/C, only skill lag, only DC, rubber band and skill lag, or all three

Server :

  • Augury Rock (EU) (lives in Canada)

Lag experience

  • Can’t say about same/different lag in party, but in guild and in map, not everyone would have lag at the same times (eg, I have no lag, many in my guild have, then they don’t anymore, and me and others have, then we all have, then noone have).
  • Sometimes, most people in a space have lag, other times, not everyone. Sometimes I would expect to lag, but I don’t (ex, EBG BP tri-factions) but when I run to get to my group, I start rubber banding / lagging.
  • EBG is more prone to lagg, but I experienced lagg on all maps

Time

  • Lag is worst at prime time, but I sometimes experience it in the middle of the night. (like, we are no more than 10 from my server on the map, overall way under 50 on all maps)

Size

  • Sometimes, there’s lagg when we run in small groups, sometimes in tri-factions (pretty much all of the time in tri factions)

Other:

  • Guild composed of canadians, french, belgians, and a few other.
  • Lagg is not region, or ISP provider specific, most of the time.
  • Sometimes, we could link DC with a specific ISP or VPN, but most of the time, no common point between people laging at a given moment.

(side note: last lag reduction patch did great to reduce it for some time, started getting bad again with one of the Scarlet update (not sure which, think it was marionette?) Thanks for checking it up! )

(edited by Jocksy.3415)

Who's getting the 6 Seed?

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Posted by: Jocksy.3415

Jocksy.3415

AR and Picken in EU are both more or less trying to fall to silver. But picken started 3 weeks ago, while AR just decided this week they didn’t want ti be last of Eu gold league another time…

Guess we will still have an awful long season getting facerolled for the better part of 9 weeks… (gosh… as if 7 weeks was not long enough…)

On a more positive note, glad to see some energy in NA to get in gold!

dyes- a lesson in manipulation

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Posted by: Jocksy.3415

Jocksy.3415

Sayng TP is good because of the gold sink is like saying the plague is a good remedy against overpopulation….

The plague lost alot of momentum though in the last couple of centuries, while the TP is still going strong.

That is because governments hadn t people supporting plague……

I would also argue that TP play rules would be totally illegal in real life….or even worse lead to wars and revolts…something that can t happen here.

Yet people leave for that reason.

TP play rules would be totally illegal in real life

And how do you think real life markets work?

Pretty much the same, with very small variations (still have brokers’s fees, listing fees, people with lots of money can cause shares’ price inflation, there are speculations bubbles that, when they break, can cause big troubles, and so on)
Same thing, basically…
And even without going at the level of shares market, just house buying/selling brings on the same kind of transactions (have to pay fees to buy and sell the house, some houses are sold over/under their value because of planned projects in neighborhood, and so on.)

(sorry if my financial terms are off, English is not my main language…).

Which pet contributes most* in a WvW Zerg?

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Posted by: Jocksy.3415

Jocksy.3415

Depends on the setting/commander/who’s in front.

In general:
I like bears on walls to send them ahead and pop marks and other AoE’s
I like ranged pets cause they stay alive long enough for the swap, most of the time
I don’t use buffing pets because we get enough buffs by other means…

@The New Ranger GM Traits

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Posted by: Jocksy.3415

Jocksy.3415

Some traits are bad for some builds, while good in others…
it all comes down to how one wants to play the class.
If I don’t feel the need to deal with condis, but I know I’ll have to deal with direct damage, why would I take EB over BS? If I play BM, why would I want to take condi removal that hurts the pet?

It all comes down to how one enjoys playing. Bearbow might be the least efficient setting, but if it please some people to play that way, why refuse them their right? Want the most efficient, do-it-all class? Warrior seems the way to go. I enjoy playing my war with LB/Sword WH… not the most efficient setting, but it’s the way I enjoy it.

And, in the end, it all comes down to that. What are we enjoying, and what can help us get the most of what we are enjoying?

Not everyone wants to be in the highly competitive environment of cheese builds. And not everyone enjoys min/maxing, and not everyone should be expected to go that way. After that, of course, people who don’t min/max shouldn’t go in competitive environements expecting to win, and they sure shouldn’t go in a dungeon run asking for zerk only. But no matter what, they have the right to play any professions in any way they want.
We had one guy, the other night, playing the content naked and untraited, and he had fun doing it… So what? the main point of a game is to have fun. We had fun, end of story…

tl;dr
- Saying something is crap because it’s not something you would take does not mean it’s crap in other builds/settings.
- Even if something is not optimal, it might be the best option in certain settings.
- Games are meant to have fun. Have fun with your build and let others have fun with theirs.

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

I love the idea that poison would remove boons, though I don’t much like the randomness of on-tick with an ICD.

On initial application would be better, imho, but between what we can apply (somewhat 19/20 per minutes, with no CD reduction, on rangers weapons only) it would be too strong… (just spam poison to deny your foes’ boons, basically)

The on aplication with an ICD (5 seconds? wouldn’t punish those who take few poison options, but would make poison spamming for boons denial less of a problem) appeals more to me.

Commander Abilities

in WvW

Posted by: Jocksy.3415

Jocksy.3415

People threaten to quit all the time.

Move on if this game is not for you to a game that will please you?

I bought GW for what it was. I hope it improves, but I don’t put my enjoyment of the game on possible upcoming features and wishful thinking.

I might complain a lot for things to improve, but those improvements are just things that would make the game better, not things that I need to consider the game as worth playing…
If I found the game as lackluster as some forum users make it sound, I just wouldn’t torture myself by playing it…

Badges for Tomes of Knowledge?

in WvW

Posted by: Jocksy.3415

Jocksy.3415

It’s a good idea. But i see one problem with it. Right now, i can stack my tokens up a bit, in backup requirement to buy more siege. However with this people will spam these scrolls, and not support their server with siege anymore. It’s an assumption, but say it will happen this way? Isn’t this a bit out of control? Selfish player get more free levels, and othre players, don’t get them but must support the server, by buying siege. If this gets implemented, there should be a balance somehow. Definitely some silver cost like the pve ones (cause tbh the silver cost, it what stopped me from buying them wich means, it put ppl who don’t need it, but would be selfish enough to buy it over wvw supportive siege, wouldn’t buy it). Just think this tru.

Of course, there should be a silver cost… Though not 1 gold per level… 20-30 silver is a good range, imho, as 100-200 badges look like a good range to me…

People not buying siege are not more likely to buy them; people buying siege are likely to keep doing it… When I play, I usually give 1/3 of my earnings to the lead (despite always needing money) and when I lead, I share at least half earnings with scouts… And, for me, it’s natural… But when I lead, there’s always the same 5 players sending me money/siege… And I don’t believe another way to spend badges is really going to do much to change that (must have somewhat 10k beside, despite hours of lead and sharing with commanders/scouts).

Now, if point is to point positive of getting tomes, mine would be that with the new trait system, uplevels will be even more fragile in WvW than they now are (since traits will be gotten way later in gameplay, defensive abilities for uplevels and group support from them will be badly hurt)

dyes- a lesson in manipulation

in Black Lion Trading Co

Posted by: Jocksy.3415

Jocksy.3415

OMG!
If something is too expensive for what you want to pay, find it through regular play; if something is less expensive than what you want to sell for, hold to the item until the price is what you find right…
I do not play the TP, but this is basic economic reality.
If I sell a collection piece in real life one day, and that for some reason the price goes up two days later, well, I’m the one losing up, but I did sell it at the price that was fair at the time, so it was a win for me at the time, and it’s a win for the guy who bought it from me…
it couldn’t be known that the dies would get harder to acquire, but it was somewhat expected that Anet would do something with dies… some of my guildies did sell their stock, thinking that they would be account bound, thus doubles would be useless; some did gather some stock, thinking that Anet would make up for doubles, some did nothing…

Why pay real money for a game anyway? There is plenty of ways to make gold in game, and this is one of the few games that allows to buy paying currency with in-game money… Not enough gold to buy all goodies? Well, that’s life… Can’t have everything…

Don’t understand what the QQing is about.

Market manipulation is what happened a few weeks/months ago… Someone bought all rams from 1.x silver to 5 silvers, and sold them out at 5+ silvers…
That is a market manipulation that was kitten WvWers.
Speculation is not manipulation…

Overall price increase is normal inflation. I do find the game pretty well adapts to it, overall, we get more loot (from champions and dungeons and normal WvW, for example) which balances the fact that things are more expensive. Now, if gold drops would be the same as it was at the beginning of the game (when 50 gold was a great deal? I remember when WvW gave no money; now, even PvP gives some silver), rise in prices would hit non paying customers way hard. With overall loot increase? I’d say the same thing on the free market takes overall approximately the same time to acquire, while things in the regulated market (things sold by NPCs) are still the same price, untouched by inflation.

Overall, I’d say with things that are taken off BLTC (tranmutation things, amongst others), Anet might lose in the short time, which would of course be offset by whatever new things are to be out when all the new sytems are in place.

Now, If things bought off TP would be account bound, how would one make the difference between loot items and TP items? one would have two stacks of unidentified dyes (account bound and not?)
As well make everything account bound and take off TP…

TL;DR
Things have the value we give them.
Does not matter if the value goes up or down, sometimes we win, sometimes we lose.
As prices go up, so does the possibility to get gold in game, so it’s balanced.

@The New Ranger GM Traits

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

Honestly, I wouldnt expect good healing type abilities directly in power lines like marksmanship or skirmish. If you build full dps you shouldnt expect to get good healing/cleansing, its all about compromise.

So only condition bunkers should have condition removal?

hmmmm
Reading skills?
Where did he state that?
he stated : If you build full dps you shouldnt expect to get good healing/cleansing, its all about compromise
We do have one condi cleanse that does not need traiting… (called a signet, in case you didn’t know… one that works untraited, yes…)
so, damage build do have access to condis cleanse…

It is just logical that defensive builds have more defensive abilities, and offensive builds, more offensive abilities…

Wouldn’t be called offensive or defensive, otherwise, would they?

Badges for Tomes of Knowledge?

in WvW

Posted by: Jocksy.3415

Jocksy.3415

a simple way to “balance” access vs permanent content is to set a high WXP rank as minimum for buying. Say Rank 100 (nice round number). R100, on a T4-5 server will take roughly 2 months to get, if you zergball enough. with the upcoming (or rather rumored) accound bound WXP, this will go even faster.

Rank 100
100 badges + 1 Gold

Total price to get 1 char up to Lvl 80 – 8000 Badges + 80 Gold.
Time it will take to grind that far – longer then grinding your way to level 80 in WvW in the first place.

Conclusion – totally balanced

One gold per level? Gosh, you playing PvE?
Amount of silver I get from a level up chest is balanced… more than 3 hours WvW worth of gold? nah…

More badge, less gold… it’s about earning the levels in WvW…

During the PvE Event, it was possible to get one tome per actual level, so somewhat one tome per hour.
In PvP, with glory boost, and without farming, I also had somewhat a tome per hour…

making it so high is really not good…

If they must offer it as “non permanent content” maybe they can make “tomes events” like, we have two weeks to get them at a precise time (beginning of season looks like a good idea), then they are off until next “event”.

But I don’t really see the problem of having them as part of the regular content…

(edited by Jocksy.3415)

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

EDIT: I dont mind the lack of AE, if the AE we got would strike fear in our enemies (other then making them think our side has an AC)

Lol…
The number of times I tell my bus that “it’s just a ranger”…

Question for the Ranger Community

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

- pet scaling (more foes = more resistance, like in PvE)

This is an interesting idea, but knowing the GW community this would be exploitable. I can’t give specifics on why I think that, it just feels exploitable. Mechanics that scale like that usually lead to exploits, the 55hp farming monk from GW1 for example.

Pets already have player health levels, so even doubling them might cause a problem in a 50 vs 50 zerg conflict. Imagine 50 rangers turning it in to something of a 100 vs 50? I don’t know, that example isn’t worth responding to, just brainstorming.

OP ranger trains!
Seriously:
Bah, mob scaling in PVE is pretty weak, already… still killing them faster as a blob than alone.

Bigger problem I thought of since this idea came up in CDI, would be to tweak the thing so that it does not overscale (eg: doing duel somewhere, foe’s server blob passes nearby, ups my pet = unfair to the ennemy)
So I guess it should depend on the amount of foes in combat around. (and have some mechanism to downscale it back, so that one cannot manage to upscale its pet and kill everything).

For implementation, the client/server communication would be the heavier part, thus potentially adding to lagg issues when lots of pets are around, but I do expect it to be less communications than the current way conditions are calculated…

As a side note, that idea appealed to me for WvW, but it would also be useful in settings like lion’s arch, with mobs everywhere, was pretty hard to keep pets alive, while with scaling, it would still be hard, but doable…

Any way I’m turning it in my head, I think that, depending on implementation, risks of having it be exploitable can be pretty low.

(I believe PvE scaling starts at 10 people… a veteran level mob against 10 people is still pretty weak, compared to one regular mob against one player)

(though I do see the problem a 50 rangers blob facing a 50 foe’s blob, which could make 50 champion’s pet thrown against those foes… that would be OP… but I doubt we could really gather a ranger’s blob to take advantage of a scaling mechanic… and only health/toughness should scale, I guess, since the only point really is to have a pet that does not die in 2 seconds…)

Account bound WXP

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Not entirely sure if someone may have already posted this, as I sure did not take the time to read through 11-pages worth of mostly-meaningless-posts (not to be harsh, just being honest), but, if you look at the upcoming blog posts for the April 15, 2014 Feature Pack, one of the two announcements to come on the 27th of March is vaguely titled “Account-Bound.” Seems like the perfect time to throw in account-bound wxp….

Granted, I could be wrong and it may be something totally unrelated, but wxp just seems too likely, and just too good of a time, for it to be anything else. After all, it was SUPPOSED to be released with EOTM…. so how much longer could it really be before it is finally released, if they had originally thought it to be ready way back then.

Yes, been mentionned, along with Legendary, dies, character stuff (armor/trinkets), commander tag… anything actually not account bound can go there…

Now, dies and skins are pretty much ruled out, but doesn’t mean the object is WxP…
Anything that is not yet account bound

Question for the Ranger Community

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

What would I change?
- pet scaling (more foes = more resistance, like in PvE) (AoE/cleave/one shot mechanism resistance)
- Traits consolidation/rework (Less me or the pet or my allies, more me and my pet, me and my allies, my allies and my pet, that are not dependent on the pet) (that would make us more useful for a group)
- Pet responsiveness (getting adressed in next patch).

Shafted again, no longer viable

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

Problem is not so much the lack of real, meaningful ranged options…
This is the same across the game…
They should just change
“Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation. "
for
“Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled skirmishers, rangers are capable of bringing down foes with sustained damage. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation they have to face alone.”

gets expectations straight from the start…

:p

is this dmg legit

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

To be fair, a Mesmer doesn’t have 2 stacking damage multipliers

Not that I think the picture is OP. We know it happens exactly once every min due to signet cooldown. Every other crit is in the 2k range.

And to be fair, not every rangers run boring signet builds… that costs us 2 utilities that we could otherwise use for survivability, while mesmers bursts can be really high, on a pretty low CD… and at the cost of no utilities…

Oh absolutely, and without those 2 signets and a 30pt trait, you’re not going to hit those numbers. Not without a lot of outside assistance anyway.

That was part of what I meant

Our burst is pretty small, compared to other classes.
It’s on a high CD, and cannot work if we do not have the one trait to make it work…

Wyrden asks a nerf to LB, arguing it does too much damage, while it’s class damage for the same kind of weapon is higher than our.

The signets you mention, that is pretty much all that can really give some damage, are on a consequent CD, and most rangers would hardly pop then on LB – Keep them for GS stun (pop signets) maul / counter-attack, which ends up doing pretty much more than (pop signets) + LB AA…

I’ll go out naked with my rangers, let myself be hit, an come complain on forums that x class is op because it hit me for (that much) in (that much time), so it needs a be nerfed…

Doesn’t make much sense…

people do that with thieves all the time so why not with a ranger?

People complain about that from thieves, because the “that much damage” is when they are fully geared

(Edit: On a side note, I am not complaining about other classes, in most settings… I learn how to counter them… I win most of my fights against med-level PU mesmers, while they used to all eat me in two bursts. I don’t always win against thieves, but I get better, I’d say I have a 75% win ratio, hambow warrior still pose me some problems (maybe a 25%win ratio), as does most condies engies and necros builds…
But, I don’t complain that they are OP, I just go on the field and fight them until I find the workaround…

(edited by Jocksy.3415)

Official- 5 New Traits

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

high level balance
Does not mean balance from the ground up, just, balance on a high level, which, in this instance is GM level…

more to be waited from
- bug fixes
entries than unannounced (in the sense of “unspoken of”) change in traits…

is this dmg legit

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

To be fair, a Mesmer doesn’t have 2 stacking damage multipliers

Not that I think the picture is OP. We know it happens exactly once every min due to signet cooldown. Every other crit is in the 2k range.

And to be fair, not every rangers run boring signet builds… that costs us 2 utilities that we could otherwise use for survivability, while mesmers bursts can be really high, on a pretty low CD… and at the cost of no utilities…

Oh absolutely, and without those 2 signets and a 30pt trait, you’re not going to hit those numbers. Not without a lot of outside assistance anyway.

That was part of what I meant

Our burst is pretty small, compared to other classes.
It’s on a high CD, and cannot work if we do not have the one trait to make it work…

Wyrden asks a nerf to LB, arguing it does too much damage, while it’s class damage for the same kind of weapon is higher than our.

The signets you mention, that is pretty much all that can really give some damage, are on a consequent CD, and most rangers would hardly pop then on LB – Keep them for GS stun (pop signets) maul / counter-attack, which ends up doing pretty much more than (pop signets) + LB AA…

I’ll go out naked with my rangers, let myself be hit, an come complain on forums that x class is op because it hit me for (that much) in (that much time), so it needs a be nerfed…

Doesn’t make much sense…

is this dmg legit

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

snip
i made this post coz i couldnt believe a ranger was dealing 10 k dmg w AA

no, you made this post for :

i do know that ranger needs a buff but the longbow only needs a nerf if every experiencedly traited ranger has such dmg, leads to mindless auto atk spamming

Just run the PU mesmer cheese build that locks it’s target into place, taking half of it’s life in one burst and that can place it every 15-20 seconds or so…
rangers have one burst build… evre somewhat 60 seconds… that is not half as strong as mesmers burst…

To be fair, a Mesmer doesn’t have 2 stacking damage multipliers

Not that I think the picture is OP. We know it happens exactly once every min due to signet cooldown. Every other crit is in the 2k range.

And to be fair, not every rangers run boring signet builds… that costs us 2 utilities that we could otherwise use for survivability, while mesmers bursts can be really high, on a pretty low CD… and at the cost of no utilities…

not everyone likes running pu either, believe it or not there r still some shatter mesmers around.

and r u serious w saying i made the post about that? if u pls not leave out the part in wich i said only a 5% nerf in 1200+ range. if u cant see i stated that after some ppl said they hit harder.

And I showed you some numbers about why it does not make sense to nerf it, since basic damages on similar weapons, mesmer is higher.
Plus Mesmer do not have projectile speed getting in the way of GS long range DPS. It fires, and the target cannot just sidestep to avoid it… while, at max range, it is really easy to sidestep ranger LB…
I’d love to see someone sidestepping your GS AA that, as base damage, and at all range, does more damage than our AA…

So, before ranger longbow gets nerfed, I’d expect your GS to do no more damage than our LB…
Oh, I know, we have a pet… but you have phantasms and clones… and both are as reliable source of damage… I’d even argues that, in smaller settings, (until pet get fixed) the phantasm are more reliable than the pet (Just have to climb on something for the pet to never reach you, wile mesmers still have the ability to throw phantasm and clones at perched ennemies).

A mesmer that complains about the ranger’s DPS… Feels like a cat complaining about the mice…

is this dmg legit

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

snip
i made this post coz i couldnt believe a ranger was dealing 10 k dmg w AA

no, you made this post for :

i do know that ranger needs a buff but the longbow only needs a nerf if every experiencedly traited ranger has such dmg, leads to mindless auto atk spamming

Just run the PU mesmer cheese build that locks it’s target into place, taking half of it’s life in one burst and that can place it every 15-20 seconds or so…
rangers have one burst build… evre somewhat 60 seconds… that is not half as strong as mesmers burst…

To be fair, a Mesmer doesn’t have 2 stacking damage multipliers

Not that I think the picture is OP. We know it happens exactly once every min due to signet cooldown. Every other crit is in the 2k range.

And to be fair, not every rangers run boring signet builds… that costs us 2 utilities that we could otherwise use for survivability, while mesmers bursts can be really high, on a pretty low CD… and at the cost of no utilities…

is this dmg legit

in Ranger

Posted by: Jocksy.3415

Jocksy.3415

Naked /untraited ranger LB AA =
212 @ 0-500
265 @ 500-1000
317 @ 1000-1200
this is per second (because of after cast)
(see : http://gw2skills.net/editor/?vMAQFADAA-w for numbers used)

Naked / untraited GS mesmer (closest for comparison)
(couldn’t find after cast value, took it at 0.5 sec, so 2 sec per AA)
201 (3x) @ 0-300
249 (3x) @ 300-600
300 (3x) @ 600-900
348 (3x) @ 900-1200
(see: http://gw2skills.net/editor/?vgAQFABAA for numbers used)

So, per two seconds,
Range ……………………..Ranger…………..Mesmer
0-300 ………………………..414……………………..603
300-500……………………414……………………..747
500-600…………………..530………………………747
600-900…………………..530………………………900
900-1000…………………530…………………..1044
1000-1200……………..634…………………….1044

Yep, according to these numbers, Mesmer’s GS is really overpowered….
I agree, we should totally nerf it!

Suggestions for the Mesmer

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

1. +1… But do note that a little bit more speed would mean a little bit less of something else…
2. Don’t really see the point… Blink is good because you can get out of harm to a safe place… blinking anywhere could mean getting in a bad spot… and “directional” blinking would take off gameplay…
3. Intended, because there is no limit to the number of people who can pass through…
Workaround; get that one’s speed before asking for guards one
4. As a trait, maybe, as base (untraited) no… might mean longer CD, which would be bad, IMHO…
5. No opinion. But most “added effect” on something deemed balanced either “take off some of the effect” or “increase CD”, which is not always desirable…
6 / 7 All class want “customisation”… Problem is that dev time is better employed on more pressing/game-breaking issues… TP sales have more chances of working…

Tome of Knowledge not working?

in WvW

Posted by: Jocksy.3415

Jocksy.3415

Well, I guess they should change the description, then, it’s confusing; I didn,t know it was no more useable in WvW :s .

Though, as it does not give a WvW level, no matter on which map it’s used, we get one character level. (it’s never been one WvW level)

(edited by Jocksy.3415)

New Commander Help Pls

in WvW

Posted by: Jocksy.3415

Jocksy.3415

All advices given are sound, though I’ll chime in on four points.

haters’ gonna hate…
If someone on your server bad mouth you, keep on doing your thing and prove your effectiveness. Not sure how to be effective? Follow other commanders with a commander eye. Note what they do well, and inspire yourself of it. try to get along with people, when not commanding. Speak in map chat, speak on TS, give sound scouting information, help out fellow players. People knowing you will be nicer – less rage and more constructive comments.

Learning to lead.
Some people have it naturally, others have to learn. If you are in the second situation, try to have an experienced commander on a whisper list with you, so that he can tell you what you did wrong, without it being heard by everyone.

Time
Some times see few leads, some days are easier to start.
People will usually be nicer when noone want to tag to the new commander than they would be when better known commanders are on. In most MU, mistakes are bad at the beginning, but don’t matter much at the end of the week. Between tagging up at reset VS taking it right before reset, prefer the later… way less weight on your shoulder…

Guild
If your guild backs you up, lead guild runs before pugs, and accept your guildies advices…