Showing Posts For Knote.2904:

Liadri > Tequaty

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

Liadri is a test of skill whereas Tequila is just a test of mechanics, something people aren’t used to atm.

Liadri is also a test of mechanics, and seeing if people are able to see red circle lines on a red/brown arena floor with the point of view of essentially having someone holding your head down.

Finally - a REAL Dragon!

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

Seems like another event that will be abandoned after some time.
Vide Karka Queen.

That’s clever plan on ANet’s side. Less ppl attempting teq = less good drops = less gold = hope for more gem purchases = some ppl fall for it = profit for ANet.

Wow you’re deluded.

The most profitable activity in the game is the easiest and most mindless activity, so no that theory is bunk lol.

Please Keep This in the Oct 15 Patch

in PvP

Posted by: Knote.2904

Knote.2904

Team fights have a ton of stacks of burning and poison…

And what exactly does stacking up to 50 seconds of burning/poison do for you?

When is that not cleansed?

It’s another case of Anet attacking the symptom and not the cause.

Downstate should be removed from SPvP.

in PvP

Posted by: Knote.2904

Knote.2904

This topic is so 2012.

Does that mean that it isn’t relevant?
Not so.
It is still as relevant now as it was then.

What I meant is that I thought that, in 2013, after the game has been out for a year, everyone playing the game understood the “why of the downed state”, and why the game would be probably terrible without it.

Changed slightly, maybe. Removed, no.

The game would be terrible w/o it because they balanced the game around it in the first place, so of course it’s not gonna be removed, it’s still bad design IMO.

Downed state is an excuse to have ridiculously high TTK you see now which is like 80% twitch play, and leaves little room for skill except for “who can rez the teammate”.

I had a similar problem in Warhammer Online playing a healer, people died SO easily and my heals were crap compared to the spammable, permanent uptime 50% heal debuffs and massive burst dmg, but I had that 3-6 second cooldown in combat rez so I essentially spent 80% of my time rezzing people, as that’s the only useful thing I could do.

It would’ve been much better if that 80% of the time was focused on longer more interesting encounters involving all my heal abilities vs dmg abilities, but no.

Same here, longer more strategic fights compared to what we have no with a weaker downed state would’ve been better IMO.

Hell, the “thrill” of saving someone in downed state would probably be even better if killing someone in downed state was easier because it’d be that much harder to save them so when you do it’s clutch.

Zergplay waaaayyy too rewarding .....

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If you only do the shorter dungeon path it is pretty even actually (cof12, se13, ac13, hotw1).

The shorter path take about 20 minute in pug. You get 1.25 gold, 60 token. You do 3 path which 4+ gold and 180 token in an hour, on top of that you get emphreal fragment.

I dont’ think the difference is that big.

I think you just need to make different reward for differnet content which Anet is doing now. You only get emphyreal fragment for dungeon, dragonite ore for event. For karma, best way is fractal.

We might see more use of dragonite ore and empyreal fragment in the future.

That’s nothing compared to what you can get in a zerg farm.

And currently I have no reason for those t7 mats because I’m not throwing my money away to grind for a stupid upgrade for a single weapon on a single character when I have multiple chars to play.

Bosses – Updated!

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I have no idea why they would do this w/o also buffing the rewards, they were at a decent risk/reward ratio previously (even though it was bad), but all they did was vastly incease the risk w/o increasing the reward.

Before world bosses were like

1 in terms of difficulty

1 in terms of reward

Now it’s like

8 in terms of difficulty

1 in terms of reward

C’mon Anet when are you gonna learn this concept?

Meanwhile, mindless zerg farming :

-15 in terms of difficulty

45 in terms of reward

/massivefacepalm

Zergplay waaaayyy too rewarding .....

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

and i only made 10g running in zergs in WvW.

The problem is that PvE is too profitable.

The problem is that the rest of the game is too unprofitable.

Stop nerfing the few good methods of farming, and instead increase the variety of things you can do to make money, aka playing the game however you want.

Big problem: Endurance Bar Bug [Plus Video]

in PvP

Posted by: Knote.2904

Knote.2904

Oh god, that’s an awful bug lol.

Please Keep This in the Oct 15 Patch

in PvP

Posted by: Knote.2904

Knote.2904

The boon/condition duration stacking change is pointless, it doesn’t do anything except probably hurt the abilities or procs that rely on lots of small applications that then become useless.

"Crowd" control...

in PvP

Posted by: Knote.2904

Knote.2904

“LoL”

You almost never actually laugh out loud when using this term, stop using it.

Ele's and Orr

in Elementalist

Posted by: Knote.2904

Knote.2904

“I go full 30/30 water/arcane tank/heal ele and I survive just as well as other classes L2P noob”.

Lol…

My zerker Mesmer has the same survivability but does dmg.

Let's make GW2 exciting to watch!

in PvP

Posted by: Knote.2904

Knote.2904

Too much passive HIGH dmg is thrown around way too much, the game needs to not only slow down a bit, but needs more focus on bigger, easier to avoid, harder to land, and more obvious attacks. Think of 100 blades warriors, Dragon’s Tooth/Phoenix Ele’s, Kill Shot Warriors (although not totally obvious), etc.

Taking these 3 examples, notice how Greatsword Warriors, Rifle, and Sceptre Ele’s don’t have massive auto attack or passive dmg? Most of the dmg is baked into cooldown abilities that are harder to get off, or take longer to get off and actually need to be thought about when to use or combo’d into CC.

I think this is a great description of the problem with a meta based on high passive damage. I think the comment on scepter eles is especially accurate. You don’t expect a scepter ele to win unless he manages to land his burst, which requires good positioning, timing, and sometimes teamwork. And the risk involved in landing the burst is high, due to many of the initiating spells having a 40s+ CD. Without his burst, his autoattack damage, while meaningful, is not going to end a fight anytime soon (even as a glass cannon).

The same is not true of the classes that are popular in this current meta. An S/D thief has no “burst” to land. Instead, he consistently hits for 1k-2k damage with sword AA and larcenous strike while repeatedly dodging. And while CC warriors and necros do have “burst” combos, you can expect them to win even if they don’t attempt or land the burst combo. For example, a necro doesn’t need to get a full fear combo chain off to quickly down a player, and you can still expect a warrior to win a fight even if he whiffs his first 2-3 skullcracks.

Yes EXACTLY!

I really hope Anet can see this is and can get to work on fixing it.

Whats wrong with this forum community?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Just based on how this game is designed, I don’t think one shot mechanics can really be called artificial difficulty.

Anyway, there are two sides to this coin. Some people cry that hard content is too hard, while others cry that ‘hard’ content is too easy.

As much as I love complaining that ANet doesn’t supply much difficult content, I try to understand their situation.

I’m talking about stuff like the last boss in I think it’s CoE story mode, where he literally has killing shot as a skill. It’s just not fun…for me at least.

One-shot mechanics have forced me to become more vigilant at the very least. Knowing that one particular attack will kill me instantly if I don’t avoid it has made me a better player in general I feel.

It’s like SAB trib mode, I can honestly say I’m a better jumper now that I’ve completed it. At first I was frustrated, but over time I got better and better at timings and spatial awareness (if that can exist in a video game) and I honestly feel it even improved my problem solving skills. On so many occasions after dying 15 or so times trying to get somewhere I would just stop, look around, and brainstorm for creative solutions to get from point A to point B. Maybe if I go around the back side of this tree, or maybe I really can make this jump that looked impossible.

Sure there were times when the fun was sucked out of my body and replaced with hatred and disdain, but I could say that for anything that results in repeated failure until success.

It doesn’t force you get to get better, because Downed State is their excuse for bad one shot mechanics.

One Shot mechanics are perfectly fine if they are perfectly clear and well telegraphed and are just one part of a boss’s mechanics.

If a boss literally just SPAMS one shots randomly and it’s impossible to see them, that is TERRIBLE design.

It’s sad because there are actually some examples of well designed boss fights in this game.

Just My Opinion (80-100 people?)

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

Get a better computer.

/thread

Because skill/mechanic lag has to do with this.

Low FPS is just one part of it.

Guild Dungeons for bosses like Tequatl

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

I know people will hate it (for some reason), but imagine if Anet made these sort of fights but for 10-40 people and it required coordination/teamwork. Would be fantastic.

Could basically be raiding except have dynamic scaling so you could bring as many or little as you want.

Fantastic idea, but you overdone it.

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

This is how more things need to be though.

There shouldn’t be 0 loot on fail, succeeding just needs to be WAY more, enough for it to be worth the trouble, otherwise it’s pointless

Anet is TERRIBLE when it comes to risk/reward though, so I’m not sure how this will turn out.

Also, I love hard content like this, but it’s yet again messy zerg content, good luck trying to organize 100+ randoms, plus the lag makes the mechanics kinda dumb in some cases. Should really just give us stuff like this meant for ~30 people.

I don't believe for one second...

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

They didn’t have to deal with 100 randoms that don’t know how to press 2 on turrets probably hehe.

Just My Opinion (80-100 people?)

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

I really love the new mechanics and that the fight is actually hard and takes coordination.. but it would actually be nice if the event was meant for like 20-40 people and not 80-100, I can’t even really tell what’s going on that much, not to mention how much harder it is to coordinate this many people.

For example, the mini tidal waves hit me literally 2-3 seconds before I can even see them lol, about 90% of the time.

AoE Loot update

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

What? You never did before either.

That's Just Silly...

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Could it not be referring to “evolving” tactics?

Being killed 5000 times and coming back each time doesn’t make much sense either, silly lore explainations are still silly lol.

That's Just Silly...

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Tequatl has begun to “evolve”…? Really now? Lol, this is how these guys should’ve been on release, why try to explain the change with Lore? A bit out of place.

What?

Tequatl is evolving!!!

Ranger Elites

in Ranger

Posted by: Knote.2904

Knote.2904

I think this should just be a part of the base pet mechanic.

If you lose your pet you get stronger just like Strugar and Chomper essentially.

Sort of like how you have the 5 point trait to make your pet gain quickness when you’re downed, it will make your enemy in pvp think, gives you a buff if your pet dies in WvW, etc.

Let's make GW2 exciting to watch!

in PvP

Posted by: Knote.2904

Knote.2904

I really, really do hope Anet isn’t deluding themselves to think GW2’s “esports” scene is doing well.

“I’d say that’s pretty good considering the LoL championship and GvG streams were happening at the same time”

And I hope it’s just simple company chest-puffing, because if it’s the former then this is going to be much harder to fix things unless they’re more humble.

Anyway to the OP, I don’t think it’s important to have player point of view aside from being able to see abilities/cooldowns, a closer bird’s eye view would probably still be better. Just compare it to LoL.

In LoL being able to see all the players equally is important to see what’s really going on, but it’s also very easy to tell what’s going on because their abilities aren’t a mess.

As the OP said, the insignificant stuff needs to be less blinding, and the important stuff needs to be very clear and impactful (but not blinding).

But besides all that, the actual gameplay IS going to have to change whether Anet likes it or not, just the spamminess of it, it’s going to be a huge downfall to GW2’s potential as esports, there needs to be skill actually factoring into every move at a high level.

Too much passive HIGH dmg is thrown around way too much, the game needs to not only slow down a bit, but needs more focus on bigger, easier to avoid, harder to land, and more obvious attacks. Think of 100 blades warriors, Dragon’s Tooth/Phoenix Ele’s, Kill Shot Warriors (although not totally obvious), etc.

Taking these 3 examples, notice how Greatsword Warriors, Rifle, and Sceptre Ele’s don’t have massive auto attack or passive dmg? Most of the dmg is baked into cooldown abilities that are harder to get off, or take longer to get off and actually need to be thought about when to use or combo’d into CC.

This is also true for condition specs, too much is passive condition spam instead of “thoughtful” condition application (even a lot of condition removal is passive). Imagine if Necro Sceptre condition attacks were much less focused on the auto’s and more on it’s cooldown abilities, like Grasping Dead was a pulsing aoe that potentially applied a ton of bleeding (like up to 10 over duration), and Feast on Corruption could consume (8 stacks of) bleeding on a target to do a spike of dmg, or apply Torment equal to the bleeding consumed. (With Feast becoming a slower more telegraphed attack)

Then you could see clutch plays like the Necro popping grasping dead on someone, dodging in front of them to fear them back into it, someone then immobilizes him, Necro feasts it into more dmg, then someone else pulls enemies in and he Epidemics, boom, and it would be with attacks that are clear and well telegraphed no only so it can be avoided but also visible for viewers.

(I also believe this would be a good thing for PvE and WvW as well so I honestly don’t see why the lack of split balancing should deny these changes. Mechanics on bosses in PvE don’t matter as much when all you need to do is just spam high auto attack dmg for example. Hell even the cluster-bleep known as GvG is mainly just a mosh pit of people spamming high dmg auto’s these changes would even benefit GvG)

Why is it is so easy to see this sort of thing happen in LoL for example? When you see jarvan ult go out and catch 3 people and jarvan’s mage teammate rains aoe on them, you can clearly see every single ability that’s happening clearly, even everyone’s HP bar (which is something that could probably be reworked to be more clear in this game too.)

(edited by Knote.2904)

Ranger Staff Idea

in Ranger

Posted by: Knote.2904

Knote.2904

Would love staff/druidic stuff, but I don’t think that will happen since the Ranger in this world is like 90% martial and only 10% magic.

Sylvari or Human Necromancer?

in Necromancer

Posted by: Knote.2904

Knote.2904

Sylvari is actually the most fitting race for Necromancer.

Nature isn’t biased toward Life you know…….. it’s all about the Cycle of Life : Birth, Live, Die, Decay, Reborn.

It also has nothing to do with good or evil, people have such stagnate ways of looking at things.

If a necromancer practices… well necromancy and saves a village of people from certain death, while a Guardian is there trying to slaughter them all, who is “good” and who is “evil”?

Rather subjective, but still.

If necromancy in general were “Evil” or unaccepted, then all necromancers would be placed along with Zhaitain/Risen as the enemy.

Personally, though I think Charr makes the coolest race for Necromancer by far.

Counter Invisibility, not Stealth

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Play a thief for a while and they don’t seem overpowered. So many newbies in this thread.

Sorry but you would regret saying that as people find out how simple and forgiving it is to play Thief and just reinforce their QQ of the class lol.

ESL Final Twitch Views

in PvP

Posted by: Knote.2904

Knote.2904

That’s because it’s not an esport.

but mom, X doesn't fit elementalists!

in Elementalist

Posted by: Knote.2904

Knote.2904

Daggers have been mage weapons since the dawn of dnd. It was usually their weak physical option but it’s still classic… just like our pathetic health pool.

Point taken. But, so have guns been a part of magic lore. To be frank, I don’t see what’s stopping guns from becoming tools of magic.

An Athame is probably the most legit “mage” type weapon, more of a tool really, you don’t see the Ele stabbing people with it do you?

Sceptre (wand) and Staff have also been very traditional.

But regardless, Ele has nothing to do with mechanical things, just like you won’t see a Ranger use guns or even a staff (and use magic) it’s just not how these classes are in this IP.

Then look at it gameplay wise, we already have Staff for long range dmg, maybe Rifle would be more single target but still. We’d probably get something like sword or axe with 600-900 range before we see that.

Even then I’m getting the feeling Anet is going to just introduce entirely new weapons altogether to give to classes instead of existing ones.

I don’t get it. How is a stick better than a rifle? You got a barrel that fires things. Replace bullets with magic. Voila! And it has already been done with mesmers.

Who said elementalists can’t use mechanical things? Hmm? And rangers can’t use guns or staves? Who also said that? I understand theme is important but you’re just not seeing it’s totally possible to use those weapons with the afformentioned theme. Also, all professions feature some form of magic or energy. Even warriors and their ability to channel their rage into powerful moves, and engineers who use electricity and chemistry to produce spectacular effects. As for rangers, they’re basically sold as wardens of nature. Staves would allow them to tap into the more magical aspect of nature, much like druids, and guns allow rangers to pull away a little bit away from nature as a ranged attacker on the modern side.

Yes yes, that’s the whole point of rifles. Single target. I don’t want a reskinned staff.

I’m afraid of that last part. All we can do is wait.

I think it is unlikely that Eles will get a regular option for any of the weapons they already have as conjures.

Also, I think certain weapons are strongly associated with different fantasy archetypes—bows, for instance, are usually paired with archers. It might be difficult to reimagine these weapons in a way that is unique to mages but still true to the “spirit” of the weapon.

Arrows made of fire, blah blah blah. Done before many times.

It’s Anet’s IP, that’s just how the classes are….

but mom, X doesn't fit elementalists!

in Elementalist

Posted by: Knote.2904

Knote.2904

Look, I actually like your ideas, and I would much rather have a new weapon, even rifle, than nothing at all, but it’s so unlikely to happen, just as unlikely as Rangers getting staff and turning into druids, it’s just now what the classes do in the IP.

I personally would probably prefer Longbow over Rifle if I had to choose, but just because the whole utility elemental Bow attack thing is really awesome lol.

(edited by Knote.2904)

Why isn't there any "Idea" Posts?

in Elementalist

Posted by: Knote.2904

Knote.2904

If “idea posts” are the tens (hundreds, if you include other class forums) of DOA ideas that Daecollo posts on a monthly basis, then I don’t want them.

Otherwise, there are certainly some solid idea posts (e.g. the Focus thread on the first page).

G-give the rifle thread a read if you havn’t yet.

I’ve read it, and believe it to be orthogonal to what the class needs. Our existing mechanics and weapons are mostly fine. We need some sensible fixes; we don’t need to spread ourselves thin with a weapon that doesn’t fit the class thematically (I’d rather MH sword in that case).

Like how daggers fit the profession?

Sigh…. Athames are ritualistic “tool” used by magic users, it’s the most legit weapon an Elementalist could possibly use, they don’t go around stabbing people with it.

but mom, X doesn't fit elementalists!

in Elementalist

Posted by: Knote.2904

Knote.2904

An Athame is probably the most legit “mage” type weapon, more of a tool really, you don’t see the Ele stabbing people with it do you?

Sceptre (wand) and Staff have also been very traditional.

But regardless, Ele has nothing to do with mechanical things, just like you won’t see a Ranger use guns or even a staff (and use magic) it’s just not how these classes are in this IP.

Then look at it gameplay wise, we already have Staff for long range dmg, maybe Rifle would be more single target but still. We’d probably get something like sword or axe with 600-900 range before we see that.

Even then I’m getting the feeling Anet is going to just introduce entirely new weapons altogether to give to classes instead of existing ones.

Anet doesn't see we need a buff because...

in Elementalist

Posted by: Knote.2904

Knote.2904

What reflects? What burst?

My elementalist is rather OP than bad. I always get gold participation medal with epic world bosses allowing me to ascend my character even further through challenging quests.

This video with 80k 100b was taken where exactly, some kind of tutorial area?

You heard it here folks, he gets gold medals in PvE, Ele is fine!

Counter Invisibility, not Stealth

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Condition builds that use condition traits are effectively nullified by warriors condition immunity for 8 seconds.

Mesmer’s PU trait is useless if they get revealed and can’t stealth.

There you go.

You can survive 4 seconds of revealed every 40 seconds, (which has to be preemptively used). Thieves also have plenty of evades/mobility/teleports besides just stealth to survive, you can use these to stall for 4 seconds…

Also, it’s more likely the case that the pet will reveal you, since that’s what the ability is about. And would serve as a better soft counter (requiring the pet to hit the thief to reveal), but then it would last 15 seconds, pick your poison.

Also I agree with you there should be no rock paper scissors balancing, give more classes some stealth soft counters instead of just one class.

(edited by Knote.2904)

Downstate should be removed from SPvP.

in PvP

Posted by: Knote.2904

Knote.2904

Downstate is a mechanic that makes you really think about how to handle a situation such as do I stomp? Do I dps? Stability? Don’t remove it.

Instead of a higher TTK fight that includes the same strategies except with all of your abilities and build instead of 4 downed state abilities.

Imagine if in LoL everyone died twice as fast but was given Anivia’s Egg passive.

Suddenly actual fights are WAY shorter and there’s much less actual strategy involved (and just twitch play), then the strategy revolves entirely around egg stomping…. how is that more fun than having longer fights that actually require strategy, you know, with all of your abilities.

Downed State is just a horrible excuse to have ridiculously low TTK that turns the game into an FPS devoid of strategy and full of spam.

I don’t have problems “dealing” with downed state, and it’s not going away, doesn’t mean I can’t hate it and say it’s a bad mechanic that makes the game less interesting.

Interchangable Legendary Effects/Weapons

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Was just thinking about legendaries for some of char’s are was thinking, since none of them really fit for most of my char’s, what if they could have the different effects/themes for the weapons, but for each weapon type, it wouldn’t be as difficult as implementing a completely new legendary since it would be reusing assets. Just to give more legendary variety/choices.

Like for example, you could take Bolt, and make a weapon each each weapon type that has a “lightning theme”.

Bow’s would shoot either lightning bolt projectiles or just have lightning arrow trails + lightning aura/footfalls etc, would just need to create a new Bow model really.

Staff would give lightning projectiles or trails, and aura/footfall.

Dusk could have a staff/bow/sword/etc/etc equivalent with the whole dark theme.

Bifrost would have a whole weapon set for rainbow themes.

Etc..

Would be really really nice to have those options, right now I can’t really think of any current legendaries I’d want that really fit my char’s.

Or at the very least keep making mini-legendaries, especially staves, lacking so many good staff skins. =[ A lightning-based staff would be nice.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Man trying to play Ele in pvp is just so depressing.

I want to badly for Ele to be the high skill, high risk/reward class, but it’s just depressing playing your hardest just to constantly lose and do mediocrity.

This is supposed to be the Anivia/Syndra/Cassiopeia of GW2, please make it as rewarding as they are, I find myself going back just to play a high skill champ that actually rewards said skill, here… not so much.

Hell TBH, if high skill champs in LoL weren’t rewarding like Ele and only the easy champs like Ryze were viable I probably would never touch that game. =/

And if you’re pushing to make this game an Esports still, then I think it’s in your best interest to make them viable, no one really wants to tune in to see X player’s mad Ryze skills, they want to see the high skill stuff.

Oh also, things like Fresh Air burst is a big no no for the game, the game already has too many untelegraphed high burst, it needs less not more, infact the TTK is a bit high anyway.

Anet doesn't see we need a buff because...

in Elementalist

Posted by: Knote.2904

Knote.2904

Yes but you have to compare what is comparable: skills to skills.
If you take traits into account then the comparison is biased.

No it’s not, people are looking at fully built lvl 80’s in these comparisons, not traitless players…. who plays traitless?

Even with traits Ele has no way to bring that level of reflect.

Water Blast Radius

in Elementalist

Posted by: Knote.2904

Knote.2904

Why does it have to hit a target to do the blast heal is beyond me..Why cant it be gtaoe or something like grenades auto are for the engi. Or just make it do theheal when it stops travelling so you can manually aim it if thats not hard from a programming view.
As it is its extremely situational.

That’s an awful idea.

It should just be either 300-600 radius, 240 at the VERY least, anything less than that is useless.

But then it still would require an enemy.If it was ground targeted you could use it to heal when you escape or heal specific allies?It would be amazing to have a proper healing spell in this game..even if it ll heal for like 700 with max hp
Ok nvm now that i think of it it would be probably too strong healing regardless of hitting a target .But then again you arent doing any damage or pressure either when casting it

Not just the fact that it would be too strong, but it would be a PITA to spam just like grenades are, Ele’s have enough twitch/micro play as it is.

In fact, you can already aim the projectile manually and hit others or yourself (aiming at your feet) but then it heals for 10 because you’re not meant to be able to heal with it like that anyway.

Just letting you heal off mobs with a big enough radius would make it fine, or another suggestion others have said is also do an aoe heal targeted on yourself when you hit a target with it.

Anet doesn't see we need a buff because...

in Elementalist

Posted by: Knote.2904

Knote.2904

Hm, so warriors do not provide anti-projectile but the elem is the worse support anyway just because guardians can provide a bit more reflects?

On a side note: mesmer’s feedback and swirling winds both have 6s duration, but swirling winds has 30s cd while feedback has 40s. That does not sound like 200% more to me.

Mesmer focus + trait gives iWarden an aoe reflect when it spins, and Temporal Curtain a reflect, and they would have 20 second cooldowns

It just comes down to the jack of all trades, terrible at all, thing with Ele.

Skill Change: Elementalist, Staff, Air Magic

in Suggestions

Posted by: Knote.2904

Knote.2904

I suggested multiple times that they should be swapped.

Chain Lightning renamed to Lightning Bolt and just made single target.

And Lightning Surge renamed to Chain Lightning and bounce 5 times.

The Animation and Cast Time on Lightning Surge would make it so satisfying as a hard hitting chain lightning skill.

Regardless Staff Air needs a serious dmg boost, it’s so weak that if you get locked out of Fire on staff you do no dmg.

Gust just needs something to make it more reliable and maybe defensive, make it a cone, and PBAOE, or just buff the projectile width and make the LOS requirement more forgiving, anything really.

Whoever designed this class....

in Thief

Posted by: Knote.2904

Knote.2904

As a thief, I really have to laugh at all the raging from my fellow thieves. This won’t hurt a bit…

The problem is not stealth hard counters. the problem is that these things to change the way stealth used to be will not be the same anymore if these babies do not stop crying about it.

I say it over and over you simply cant beat a thief 1 vs 1 in wvw that is the only reason people cry. But why do you have to beat him at it is the question. When I run my ele I simply run with my blob and run down any thieves we encounter perma stealth or not. Now if I see a thief camping a location I say kitten it and change my course to the next shortest path. A thief cant do kitten in wvw other than solo roaming, scouting and camping locations. other classes can do a lot in wvw for their blobs and thiefs provide nothing to a blob. However, other classes can spec traits and weapons to kill a thief that is not so useful in a blob. Just you see a lot more thief doing it solo in wvw is because they dont have an option to do any sheet else in wvw. You can camp locations with a mesmer, ele, guard, warr if you are good with them.

Please get over stealth and learn how to play.

I’m sorry… but what?

Water Blast Radius

in Elementalist

Posted by: Knote.2904

Knote.2904

Why does it have to hit a target to do the blast heal is beyond me..Why cant it be gtaoe or something like grenades auto are for the engi. Or just make it do theheal when it stops travelling so you can manually aim it if thats not hard from a programming view.
As it is its extremely situational.

That’s an awful idea.

It should just be either 300-600 radius, 240 at the VERY least, anything less than that is useless.

queensdale

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Nerfing champ farming is curing the sympton, not the cause.

The correct thing would be to provide profitable alternatives instead of having 1 or 2 viable farming methods.

Ideally you’d be “farming” as in “efficiently making money” by just doing w/e you feel like doing in the game, aka PLAYING the game, instead of repeating one mindless activity you quickly get bored of so you can make money.

And please don’t start with all this “farmer” bashing, it’s just stupid.

The fact that there’s actually a drive for high levels to do something in a low level zone is actually a good thing, it actually reinforces the whole “the whole game is end game” manifesto.

Now they just need to work on the “play how you want” manifesto, by giving more “farm” alternatives.

Laugh at the high level players farming champions in Queensdale, laugh at them hard. Farming in Frostgorge Sound or even Cursed Shore gets you way more money.

Yeah, and this too lol.

I only champ farmed in Queensdale on my alts for some lazy exp.

(edited by Knote.2904)

Issues with Combat Mechanics

in PvP

Posted by: Knote.2904

Knote.2904

Mesmer running around spamming illusions…? That works for you? Really?

Have you ever fought a PU mesmer? It’s literally all they do. Run around in circles, hitting stealth and creating clones to spam condis.

Have you ever fought a spirit ranger? It’s all they do, run around spamming spirits and auto-attacking with shortbow.

Oh no wait, lemme try again.

Have you ever fought a Necro? It’s all they do, spam minions and run around spamming conds.

Why does Mesmer always get picked as top op class.

Thanks for just proving his point more.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Thought of another simpler idea for Elementalist, another quicker band aid fix idea.

Instead of reducing Attunement cooldowns so there’s less reliance on Arcana trait line, just boost the auto attack (passive) dmg for each attunement so that there isn’t any attunement that does terrible dmg.

For example :

Staff

Fire : Auto does ok dmg, and has other dmg abilities on top of that obviously.

Water : Almost no dmg at all, Ice Spike is a decent hit but on a 4 second cooldown, the actual DPS for it is pretty bad however. I understand why of course, it’s support heavy that’s fine, if Air/Earth could carry it in dmg it would be ok too.

Air : Dmg is pretty weak especially for being one of the 2 dmg elements.

Earth : Dmg is also fairly weak, although can put out decent power/condition dmg if you can land Eruptions.

Sceptre

Fire : Auto is pretty weak, and is basically only for maintaining burning but it has really good and satisfying burst attacks.

Water : Auto is weak and so is the spammable #2.

Air : Auto is decent, and #2 is good.

Earth : Auto is really nice for condition dmg, and #2 for some power dmg burst.

Dagger

Fire : Good dmg on single target.

Water : Ok ish dmg, #2 is ok but it’s a hybrid skill anyway.

Air : VERY good dmg and aoe, #2 is weak.

Earth : Very poor dmg even condition wise, #2 is decent though.

IMO I think the average auto attack dps of each attunement should be closer to each other, reason being, when you swap out of an attunement that actually does dmg and into one that doesn’t, you basically lock yourself out of from any reasonable amount of dmg for 10-16 seconds.

Staff is the best example of this, if you lock yourself out of Fire (and you will if you ever want to swap) you lose a TON of dmg, because Air is weak, Earth is only ok if you can land Eruptions (usually in PvE) and conditions aren’t capped, and Water is terrible. Thus if the passive dps of each attunement were close to each other this wouldn’t be as bad.

Also, I’m not saying each attunement in full should be similar DPS, of course not, Fire and then Air should still be by far better, but for “auto” or “passive” dps they should be closer so you don’t suddenly lose all your dmg pressure by swapping, or even make it so you’re ENCOURAGED to swap to do dmg, instead of just /yawn sitting in Fire.

Staff changes could have a small boost to Earth Auto dmg, Air could have a large dmg boost to it’s auto and #2, and Water could have a good DPS boost to Ice Spike (give it an extra dmg field when it drops to do some extra dmg, while the auto stays mainly a healing ability).

Ideally I think the passive dps for each attunement should be something like :

Fire – 100%

Water – 85%

Air – 95%

Earth – 90%

Then of course extra attacks within attunements like Fire would put it far ahead of the others like Lava Font or Dragon’s Tooth etc.

Also I’m starting to get afraid that you’re pushing Staff to be purposefully low dmg so you have to pair it with gimmicky Conjured Weapons to deal dmg, I really hope that isn’t the case, I would play an Engineer which has the implementation far better executed if it were.

(edited by Knote.2904)

Why Nobody is Playing in 4 Words

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

Grinding Lives To Play.

Honestly though, if there were no lives SAB would’ve been much less frustrating. I would have even tried doing trib mode.

Dying repeatedly to try the learn how to beat it is enough of a grind (especially if it takes you HOURS to beat it because it’s so long) AND there’s no checkpoint saving your progress if you decide to take a break, that’s just really silly design IMO.

Other than that it was/would’ve been nice. I actually enjoyed W1 Z1 a lot.

Whoever designed this class....

in Thief

Posted by: Knote.2904

Knote.2904

“YES! I’m gonna reveal this thief for 4 seconds before he can stealth away!”

Thief chains evades and teleports away…..

“Well crap.”

We need a bar!

in Elementalist

Posted by: Knote.2904

Knote.2904

Even if attunements had 0 cooldowns (and their proc effects had a 10 second cooldown) it wouldn’t be OP.

It would just give us the access to our high cooldown abilities when we ACTUALLY need them, and wouldn’t lock ourselves out of any dmg for 10-16 seconds if we decide to use something other than fire (like for staves).

You don’t see Engineers dealing with cooldowns for swapping kits and locking themselves out of dmg or important cooldowns like toolkit block/pull etc.

That said, atleast this is a good compromise since Anet would never make attunements 0 cooldown.

Shards of Ice (Trait Revamp Idea.)

in Elementalist

Posted by: Knote.2904

Knote.2904

I’d rather avoid shoehorning Ele into bunkering even more than it already is. =/

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

No, you obviously don’t know how to play your thief then.

It’s by far the easiest and most forgiving class to level (next to necro). I can literally take on 20 mobs.

Don’t assume I don’t know what I’m doing and I won’t assume you’re an elitist that doesn’t know what they’re talking about either, kk?

If you knew then you wouldn’t have said what you said…

It’s not being elitist, it’s called a fact, you don’t see me calling you names.