Showing Posts For Knote.2904:

my opinion on legendary's

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

It’s not about whether a legendary looks cooler than a exotic, that’s just a matter of opinion. Legendaries are all about having “more”, more particles, more extreme models, foot steps, the works.

That is why when people invest in a legendary, they ask for it to be brought up to par, because it’s a legendary, it’s not alright for a legendary to be lacking all the extra particles and fluff, that’s what makes it a legendary and not a unique exotic weapon skin.

Class Buffs/Fixes - Honest Question

in PvP

Posted by: Knote.2904

Knote.2904

They’ve been aware of so many bugged traits, bugged runes, underwhelming skills, underwhelming utilities, for so long, you lose hope after months and can’t help but be cynical of them. Especially when you go to PVE and see the tons of updates they get.

I’m not saying they’re bad at their job, or that they don’t care, I’m just saying look at the evidence and see for yourself bro. Not being cynical, it’s just the truth.

This has nothing to do with pve vs pvp.

The problem I’m talking about affect all parts of the game.

wtb clones/phantasms indicator

in PvP

Posted by: Knote.2904

Knote.2904

I think this is an example of needlessly complex things being misconstrued as deep gameplay. It’s not.

Any decent mesmer will have almost no issue paying attention to the order they summoned their illusions in, there’s 3 ever in rotation, you get the hang of it quite quickly.

Because it’s so easy already means it can’t be “dumbed down”, it would simply make it more intuitive for a beginner, not easier, intuitive.

If unclear things like this are good for the game, then so would hiding the duration on conditions and boons, or hiding the floating dmg text when you’re being hit. A good player would know how much dmg they’re taking or how much time is left on their boons w/o it!

Class Buffs/Fixes - Honest Question

in PvP

Posted by: Knote.2904

Knote.2904

If we get lucky, we’ll get one of their copy/cutter replies like

Hey guys,

We agree with you. This has been something that has been greatly discussed and is definitely on our radar. There isn’t a time frame set yet, but I just just wanted to let you know it is something we are looking to change for the future. Sorry I can’t give more details at this time.

Because that’s pretty much all they tell us whenever they do reply. It’s never anything consistent. Speaking of Mesmers, why hasn’t Phantasmal Haste been fixed?

This is the type of cynical remark I was talking about lol.

And hey, just knowing that they’re aware and doing something is always better than nothing.

But if there is a reason why a very small buff for a weak skill can’t be done easily I’d like to know why. =/

Class Buffs/Fixes - Honest Question

in PvP

Posted by: Knote.2904

Knote.2904

Should add RNG to Mesmer’ Chaos Storm as well. As for utility Phantasms, they should just have a separated from the weapon Phantasms. By that I mean keep the cap at 3 for clones/illusions/phantasms, but if you have 2 Duelists out and you summon Disenchanter or Guardian, and then switch to GS to summon IZerker, it should replace IDuelist before Guardian or Disenchanter. So you have the combat Phantasms replacing each other, and the utility Phantasms replacing each other as well. Kind of like the way Clones/Phantasms are split now.

I’d prefer to just have the utility Phantasms seperated from the illusion pool.

But this isn’t a suggestion thread, things like that have been discussed to death in the class forums.

I’m asking why for example, Mind Stab can’t get a boost to it’s radius at the very least in patch, just to help it along, and same for all the other underwhelming abilities, unless there are plans to actually rework them in a bigger fashion and to avoid bandaid fixes, but there’s no word of that at all.

(edited by Knote.2904)

Class Buffs/Fixes - Honest Question

in PvP

Posted by: Knote.2904

Knote.2904

Something I’ve been wondering, when it comes to the devs implementing balance changes, or new traits, or having skill/trait bugs fixed etc, I understand why these things take time. Such as bugs being hard to squash or figure out, new traits requiring coding/testing, balance changes being scrutinized heavily (with the lack of skill splitting), etc.

What I don’t understand (not completely) is why certain abilities/weapon skills/traits that aren’t bugged, but have been completely weak or unfinished since beta/release, despite all the discussions/feedback/suggestions players have posted on them, haven’t been fixed/touched or even mentioned by the devs.

Some examples :

Elementalist

- Focus. (Still has some very questionable skills that are pretty awful)

- Conjured weapons. (Still very gimmicky and unfinished, copy pasted abilities with inflated dmg to make them somewhat useful)

- Traits. (Still extreme reliance on Arcane for manageable cooldowns that shouldn’t be so long in the first place, along with too many single attunement specific traits.)

- Attunements. (The base cooldown is way too long. Having such long cooldowns makes it almost impossible to save and use important abilities at the right time, and encourages “spamming” which the game has too much of as is.)

- Cantrips. (Nerfed, but still forced to use 2-3 of them because of Ele survivability)

- Staff. (Getting love, that’s great but why the silence for the other things like Focus?)

Mesmer

- Sceptre. (Auto attack is still awful and doesn’t fit with the weapon at all)

- Greatsword Mind Stab (Was left in a crappy state for a very long time)

- Utility Phantasms. (Conflicts with shatters/clones/phantasms)

- Signets (Midnight/Illusion)

Engineers

- RNG. (Too much of it in traits and certain abilities)


Then of course there are the AI issues for all the classes, but that’s a bigger problem that would take a lot of time to fix, but for the simple things like say, buffing Mesmer’s Mind Stab so it’s no longer awful, or making the Ele focus skills better, or making Sceptre auto attack bearable.

I can’t imagine these would take much time at all to fix, yet they’ve been that way for over a year now. If they aren’t that easy to fix/change, or if it’s a matter of balance preventing them from being fixed how come there hasn’t been atleast an acknowledgement of their issues?

Also I know the devs are busy and have problems finding time to post, but just knowing Anet knows of the problem helps prevent people from posting cynical things like “Anet doesn’t care, Anet hates our class, Anet won’t ever fix it, Anet probably thinks it’s perfectly fine.” etc.

(edited by Knote.2904)

Necros stomping vs all other 7 professions.

in Necromancer

Posted by: Knote.2904

Knote.2904

is this a joke?

WoD is garbage for securing stomps in anything but a 1v1 with classes that cant move or invis in downed state.

So is stability, invulnerability, blocking, distortion and others.

not true at all, they are the best option in game for this

Which is equally as good as blind.

Ever seen Thieves spamming blackpowder on every downed players?

no, blind is nowhere near equal to stability, invulnerability for stomping.

I have seen Thieves spamming blackpowder, what’s your point? it doesn’t take up a util slot and has no cooldown?

Oh I see now, you are agreeing with the OP that Necros are the worst stompers.

Alright carry on then

Do you mind explaining the difference then?

What do Invulns do to help with stomping? They stop the attack/interupts, so do blinds.

If Ele’s can save and blow mist form for a stomp, a necro can blow well of darkness for a stomp….

Only difference is an interupt from another player at long distance, that’s really the only difference.

How to revive ele.

in Elementalist

Posted by: Knote.2904

Knote.2904

Here’s a simpler idea, revert the nerfs and slow the speed of it, makes it easier to avoid in combat and nerfs your ability to escape with it.

Too much of everything in GW2

in PvP

Posted by: Knote.2904

Knote.2904

I made that thread recently about auto attacking needing to be weaker, it’s basically just a small part of what you said, it’s a flaw that’s existed since release. Just way too much spamminess of EVERYTHING and leaves no room for actual thought.

It’d be like Hearthstone if you drew 5 cards per turn and every had 1 mana cost, just a complete clusterbleep.

No reason for me to ever time my conditions/boons/cc’s right, in same cases CC’s need to be timed but not nearly as much as they should be.

All of this also affects PVE and even WvW so IMO it should be top priority for Anet since it affects the ENTIRE game and is part of what dumbs it down so much.

Imagine if you had to actually time boon strips, CC, and certain conditions like chill/weakness/poison optimally to beat a boss or kill another player and it became a game of strategy like a CCG, which is how it should be, but with that action playstyle. It would be amazing.

Greatsword are awesome for Mesmer

in Mesmer

Posted by: Knote.2904

Knote.2904

I like it since I’m a fan of long range burst weapons, but I wish GS was better.

Mainly Mind Stab, that skill is so underwhelming. It needs something.

I ragequit for the first time in years

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

W2 Z2 was the most awful thing I’ve wasted my time doing, it was WAY too long and caused too much stress because of that.

Honestly, if we didn’t have to grind lives I would even do Trib mode, but screw that.

W2 Z1 was actually really fun IMO pre nerf, I enjoy pure jumping puzzle/platforming, Z2 was a joke though.

We Desperately Need More Titles

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

lol… desperate …….

It’s a matter of life and death!

We Desperately Need More Titles

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Seriously, it makes me sad seeing the lack of nice titles, there’s so few, just looking at the wiki. It can’t be that hard to create more, there should be TONS to choose from, easy achivements/carrots for people to waste time on, bring it Anet!

Should even be a merchant that sells some as gold sink, think Fable 1.

But this game builds memories

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I definately remember the karka event, it was absolutely terrible, like, a massive joke, and a huge clusterbleep.

Gods, tell me about it! Anet learned alot from that one, I think, and I haven’t seen any of them get so bad since. I think the Karka lag is what wakes me up at night shaking and scared to look under my bed.

But now that we look back on it we can laugh and say, it was miserable, but it is our miserable and I love it for that. Remember trying the Halloween Jump puzzle and how it was just awesome until a Norn or a Charr got in front of ya? Aaarrrgh!

And you’re still here, so it’s doing something right.

And that’s my point, people are still here, they still keep coming back, and for me at least GW2 has had the most memorable moments – good and bad, sure – of any MMO in a long, long time.

Yeah, I loved clocktower despite the endless rage I had at the start of it.

But this game builds memories

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I definately remember the karka event, it was absolutely terrible, like, a massive joke, and a huge clusterbleep.

But that does make it memorable, not necessarily a bad thing.

Looking back at a game and being like “Omg yeah I remember that! Horrible lmao!” with someone else is always fun.

I hope one day I’ll be looking back and saying “Omg remember how champ zerg farming was the only efficient way to make money? And dungeons were pretty meh, and there wasn’t much build variety/skills, and condition caps made condition builds useless? Yeah good times”.

Because it would be a thing of the past. =D

Do… Do you enjoy ruining threads like this? What’s the point? Because you can’t enjoy a game like others do?

Don’t bother to respond, because I won’t.

Back on topic. GW2 definitely sticks out in my memories. It was the first mmo I actually RP’d in and it was a blast. So many fun times in my guild. I got kicked out in the end due to complicated chains of events, but I wouldn’t trade it for anything.

C, if you’re reading this, thanks for being my worst enemy and then my best friend.

Did you even bother to read my post before responding?

I said bad things like that can be a positive memorable experience.

You never looked back at the painful or bad things in an MMO and laugh?

Time Limit + Player Cooperation=Fail

in Tequatl Rising

Posted by: Knote.2904

Knote.2904

You missed one important thing OP.

Scarlet invasions had champ mobs that you could farm instead of making progress on the event itself, and make way more money.

Tequatl, (unless he non stop spawns champ mobs) won’t have that problem, because it will be either you beat him (and get tons of loot) or you fail (and get nothing) which is the way it should be.

Well maybe not getting nothing, but MUCH less than victory for sure.

But this game builds memories

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I definately remember the karka event, it was absolutely terrible, like, a massive joke, and a huge clusterbleep.

But that does make it memorable, not necessarily a bad thing.

Looking back at a game and being like “Omg yeah I remember that! Horrible lmao!” with someone else is always fun.

I hope one day I’ll be looking back and saying “Omg remember how champ zerg farming was the only efficient way to make money? And dungeons were pretty meh, and there wasn’t much build variety/skills, and condition caps made condition builds useless? Yeah good times”.

Because it would be a thing of the past. =D

But this game builds memories

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

That’s called nostalgia.

It happens a lot with MMO’s, you’ll get over it.

It could also just be gas.

Chaos Armor Swiftness Idea?

in Mesmer

Posted by: Knote.2904

Knote.2904

Chaos armor should protect you when hit and not help you evading hits. So I don’t like the idea of getting speed when not hit. But it would be great if you get the boon upon activating CA (not reciving, would be op as combo field stat). Mesmer could use some mobility.

Yeah that’d be nice, just a little extra swift on CA activation.

About Face Option - PLEASE Consider!

in Suggestions

Posted by: Knote.2904

Knote.2904

So I use about face a TON, as I have a lot of skills that I use it with for mobility and I’m about facing all the time, my request is to have another “About Face” option that will turn our character but not our camera, just like loot was given a seperate key bind.

Either it could flip our character around while holding it down, or could be just like the normal About Face but is only while holding the key down, so then you could more smoothly : hold about face / cast skill / let go of key and would have used your skill “backwards” w/o having to flip yourself around manually afterwards, it would save a lot of trouble, although I have gotten the hang of it, it would be a nice QOL change.

Chaos Armor Swiftness Idea?

in Mesmer

Posted by: Knote.2904

Knote.2904

Just thought of this, since I’m using a condition build that has no room for focus or any type of speed runes, and I’m using Staff to get around (non stop blinks lol).

Well, when remember Chaos Armor used to guarantee protection on cast, which they then removed, I was thinking maybe Chaos Armor could give maybe 2 seconds of swiftness per second whenever the internal cooldown isn’t up (so basically whenever you’re not getting hit). It would essentially give like 10 seconds of swiftness out of combat, and you would be giving up both cooldown out of combat for it, so I don’t think it would unbalance us.

Or maybe just make it give a guaranteed 5 seconds of swiftness when Chaos Armor is applied, at best it’d be like 10 seconds of swiftness every 35 seconds, which isn’t much, it’d just be a nice help.

The relieve feeling that you get when...

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

I absolutely loath dailies in any game.

They really need to let you stack up to 7/7 dailies so you can skip some then knock them all out at once, Rift does that with most dailies and it’s fantastic, no pressure of “I NEED TO LOG IN BEFORE 5 PM kitten IT”.

Why is this game called Guild Wars 2?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

“Why doesn’t Hello Kitty Island Adventure have any hello kitty stuff? Or any island adventures?”

“Well you see, a 1000 years ago there was an Island and Hello Kitty had an adventure on it, fast forward 1000 years and now we’re in a dark futuristic sci-fi city with guns and gang wars…. stop being an idiot and look it up yourself god.”

“Oh…. ok.”

2 things to solve GW2 progression

in Suggestions

Posted by: Knote.2904

Knote.2904

For starters, IMO, take what we have now, and connect them.

Make Ascended recipe take an Exotic weapon equivalent.

Make precursor crafting require an Ascended weapon.

Then Legendary takes said precusor.

After this, keep adding more horizontal progression, not only new skills, but new sigils, new runes, new ways to CUSTOMIZE our playstyle.

Legendary greatswords and Mesmers

in Mesmer

Posted by: Knote.2904

Knote.2904

Should really stick legendaries on the phantasms.

Atleast iZerker with whirl would show the blade trail nicely.

Quip would finally be worth getting on mesmer as well with Duelist, would be absolutely amazing.

Even iWarden duel wielding Minstrels would look fantastic with the note particles, they would fly all over the place as he spins.

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: Knote.2904

Knote.2904

What I don’t understand is they keep saying they won’t balance for 3 modes, yet they ARE doing split balance changes already… even in the Sep 3 patch. “Grasping Dead only applies 2 bleeds now in pvp”…. So.. which is it?

Custom Areana farms

in PvP

Posted by: Knote.2904

Knote.2904

Not like there’s really any rewards for it, so let em grind their pixels.

Why does bleeding stack to only 25?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Why don’t they just make it so bleeds only tic dmg once per second x the stacks, why the hell would they make bleeds tic seperately? That’s just wasteful.

100 dmg per bleed, 5 bleed stacks = 500 dmg per second, instead of 100 × 5 dmg per second.

Simple.

And no this wouldn’t make dmg OP in PvE all of a sudden….. if mobs die too fast then you balance their armor/HP so it balances the dmg between power/conditions, since conditions ignore armor, lowering armor and increasing HP brings power dmg closer to condition dmg assuming condition builds do more dmg.

The popups we see are just window dressing. The game runs a single timer pr mob affected by conditions, that each second calculates and applies the damage done. This has been observed in that condition builds that have conditions lasting longer than a whole second sometimes see multiple damage ticks and sometimes not.

Are you sure that’s true? I don’t see how condition duration rounding up/down proves that, they could still be seperate timers per bleed.

And if you’re right then I don’t see the problems with increasing the caps or making the caps per player.

I don’t ever notice issues when epidemics go off.

Precursor supply far too low

in Black Lion Trading Co

Posted by: Knote.2904

Knote.2904

Most likely being hoarded and sold one at a time.

Can easily happen with rich flippers when a rare item with such massive demand is only possible to get through an extremely low chance to drop.

Until there’s a way to get them other than through other players basically it won’t change.

Conditionmentalist 1v1 Compliation

in Elementalist

Posted by: Knote.2904

Knote.2904

Not sure why people are ripping into him so bad, he took the time to make a video and share it, it’s not like he was bragging in the post, atleast use some tact and give him polite/constructive feedback.

Why would anyone bother doing things like this if everyone is afraid people are going to go all elitist jerk on them? (Ironically the actual elitist jerks are helpful lol).

Fun vs Farm

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Strange as it may seem, I find champ farming in frostgorge a lot of fun. Might have something to do with the scenery. When I just wanna kick back and relax, I join the zerg train for an hour or so. Very soothing, with lots of banter and jokes. And I get rich too!

This is how all the activities in GW2 should be : “It’s fun, and I get to make money too!”

Then people can do w/e they want and there is no “farming”.

In theory, this is true. However, as long as something is faster (at ALL) in regards to making profit, a certain set of extrinsic-reward-oriented people will clump there and do only that.

Unless you’re farming for a legendary, you can do quite almost anything in this game and over time you will find yourself really not in need of much of anything.

I don’t understand all this talk of “grinding.” There is really no content that you are gated from besides dungeons on your way to 80 and high-end Fractals because of AR.

That’s not true unless the reward is better by a large enough margin, if activity A makes you 1% more money than activity B per hour, sure A might get a bit more attention, but if you want to do activity B atleast you’re only 1% behind….. who cares if people want to do A for that extra 1%?

It’s better than being behind like 50% because I decided to do activity C for fun.

(edited by Knote.2904)

Auto Attacks Should Be Weaker

in PvP

Posted by: Knote.2904

Knote.2904

Mesmers have the highest ranged autoattack in the game, there autoattack for sword also steals boons.

You made the necro scepter auto-attack damage as an example. You could cut the power damage of it by 50%, do it I don’t care. You can’t nerf the condition damage.

Stop whilst your ahead plox:)

But that’s what I was talking about, the ACTUAL dmg output from the auto’s, cutting the power dmg in half would do nothing… I’m talking about taking dmg from auto’s and putting it on the other weapon skills that require more to get them off.

And this isn’t some targeted “nerf” against Necro’s, it’s just a single example of what I think all the classes should move towards (Shortbow Ranger is also a very good example), so there’s more skillful combat. And it becomes of game of “can I avoid his big attack” or “how can I set up for a big combo” instead of “how many high dmg auto’s can I randomly avoid with dodge spam?”

What I'd Change : Staff and Arcana

in Elementalist

Posted by: Knote.2904

Knote.2904

I’m actually a huge fan of the high risk/high reward on Eruption always have been, if they reduced the delay they would be forced to nerf the dmg output and I wouldn’t like that personally.

Ice Spike needs something though, it’s basically Eruption’s loser little brother, personally I would just like having to do a lot more dmg so it’s actually threatening, it’s telegraphed well enough and is the ONLY dmg in water attunement, so yeah.

They wouldn’t really have to lower the damage if they reduced the delay by a bit, because it’s still a really obvious telegraph even if you take it from 3 to 2 seconds. That’s ample time to decide if you want to dodge it or not.

If Ice Spike also got a delay reduction, you’d be hitting it much more often, removing the necessity to really add anything else. Staff’s main issue is skills actually landing, regardless of how skilled you are with the weapon. When they land, people feel their effects to some degree regardless of their stats. By reducing some of the delays on skill effects, you keep the counterplay of being able to dodge them by paying attention but remove the counterplay of just wailing away at you while the skill ticks away. There’s not much risk for your foe if you cast Eruption in an attempt to discourage an attack, especially if they’re already in your face; that’s a huge chunk of time for them to be damaging you and Shockwave’s immobilize doesn’t last long enough unless you wait a full second to use it or have a huge amount of condition duration increase.

I suppose a slight reduction in the delay would be fine, but I’m telling you if they reduced Eruption Anet would most definately slap it with a dmg nerf, which would make me sad. It would be fine if Unsteady Ground got some access to dmg conditions maybe.

Also the Vortex change to Gust would be good for getting off an almost guaranteed Eruption, but that’s also unlikely to happen, just imagine it for a second though, queue Ice Spike/Eruption then just suck everyone into it…. boom.

"Rangers can't handle more pet control"

in PvP

Posted by: Knote.2904

Knote.2904

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

Auto Attacks Should Be Weaker

in PvP

Posted by: Knote.2904

Knote.2904

I think the game is too auto attack heavy, to me auto attacks should just be the “filler” unless they provide some other utility like an evade or boon strip or aoe field/finisher, otherwise they’re just dmg filler.

And this filler shouldn’t be very strong, just ok/decent dps, the meat of your dmg and utility should be from the 2-5 weapon skills, and high risk/high reward can make them take more thought/“skill” and make them much more rewarding, something like S/D Ele (Fire NOT Air, air is actually a bad example because there is 0 risk and massive reward), or Greatsword Warriors.

Mesmers also hold true to this, their auto’s aren’t the meat of their dmg, their high dmg weapon skills (phantasms), or shatters are. Even confusion condition builds, aside from bleeding (which is mainly from spamming autos).

This also affects PvE I believe, if a boss has invuln periods or blocks or something, there’s no need to really think about when you attack, you just have your high dmg auto on and will start doing high DPS again once the invuln is off, as opposed to accidentally feeding it your high dmg combo.

Or if a greatsword warrior accidentally wasted 100blades on a boss that started his movement phase or started using a big attack you have to dodge, compared to an axe warrior that’s just spamming super high dmg auto’s the whole time, which one loses out by not thinking about their attacks?

Take Necro’s, who are infamous for just being mindless spammers (which is the best way to play them), just take Sceptre for example, spam spam spam auto’s and maintain lots of bleed/poison on a target for free no risk, just permanent bleed/poison maintained and high dmg. (Also very boring)

Now what if the dmg output from auto attack was weaker, and more emphasis was put on their #2 and #3 attacks, Grasping Dead could have a 1 second delay on the ground with a good telegraph that applies 6 bleeds, or become an aoe field that applies a large amount of bleed/cripple over time, like 2 per second. And Feast on Corruption could detonate conditions applied by the necro for a big spike of “condition based” dmg, or could apply extra bleeding based on how many conditions are on the target, also with a really good telegraph.

It’s just an example, but it would move it away from auto, auto, auto, auto, grasping, auto, auto as the bulk of your dmg, and becomes a game of trying to set up CC to combo your grasping dead and feast on corruption, while also requires more thought to put out dps in PvE as well.

Fun vs Farm

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Strange as it may seem, I find champ farming in frostgorge a lot of fun. Might have something to do with the scenery. When I just wanna kick back and relax, I join the zerg train for an hour or so. Very soothing, with lots of banter and jokes. And I get rich too!

This is how all the activities in GW2 should be : “It’s fun, and I get to make money too!”

Then people can do w/e they want and there is no “farming”.

Why does bleeding stack to only 25?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Why don’t they just make it so bleeds only tic dmg once per second x the stacks, why the hell would they make bleeds tic seperately? That’s just wasteful.

100 dmg per bleed, 5 bleed stacks = 500 dmg per second, instead of 100 × 5 dmg per second.

Simple.

And no this wouldn’t make dmg OP in PvE all of a sudden….. if mobs die too fast then you balance their armor/HP so it balances the dmg between power/conditions, since conditions ignore armor, lowering armor and increasing HP brings power dmg closer to condition dmg assuming condition builds do more dmg.

If a new Sigil type came out...

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Anything, horizontal progression, go go go.

So, Asura Size

in PvP

Posted by: Knote.2904

Knote.2904

It’s already a thing in SAB, bring it here.

Attachments:

Will we ever get content which rewards SKILL!

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

after the first time i completed the gauntlet u think i did it again?! no way, it was fun but not worth it.

That is the differnet between rewarding skill and challenge.

Why should you get reward for doing unchallenge content? You beat it already right?

Well not everyone likes to play a game for the challenge. some ppl just like to have fun with their buddies, some ppl like the lore, some ppl like the cosmetics. gw2 already caters to most of what ppl r interested in a game for except the difficult content which should be rewarding like everything else.

You mean you want to turn deadeye farm into liadri farm? Nothing is difficult once you beat it 100 times.

What I’m saying is content is only hard the first few time you do it.

Even if they added a bunch of hard dungeon/raid every few month. I’m not sure if it is the best thing. That just mean no pug can do it. And it just turn into another mmorpg you have to play like a second job.

Man all the comments in this thread hurt my head.

If there was harder content that gave better rewards the harder it was, it would be perfectly fine…. no one would be forced to do it, people can still faceroll zerg train for rewards, other people that enjoy hard dungeons that require teamwork could farm those instead for money.

The game could use more variety in the “rewards” department, it has content variety already, risk/reward needs more tuning, I don’t know why anyone would be against that?

Whenever I hear there's no endgame...

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If they would just put out more well designed dungeons like Fractal stuff that had really good rewards the harder it was I would be insanely happy.

By good rewards, I mean the same good rewards you get for riding the zerg train, would love to have all the “various” content in the game let you grind money so you have options.

Staff Elementalist

in Elementalist

Posted by: Knote.2904

Knote.2904

I’d much rather have Air #1 become a single target attack and #2 become chain lightning, and both actually hit hard.

Single Element Elementalist?

in Elementalist

Posted by: Knote.2904

Knote.2904

Elemental traits =/= elemental attunements.

No, but it completely defies how Ele was designed, you can’t have trait lines/traits that ONLY affect a single attunement when you’re completely balanced around using all 4 constantly.

What I'd Change : Staff and Arcana

in Elementalist

Posted by: Knote.2904

Knote.2904

I think a problem with your change to Eruption is similar to that of Ice Spike; it’s so telegraphed that it will still be way too easy to dodge. Reducing the blast to 2 seconds after casting with a cast time of 1/2 second is more than enough time for somebody to avoid it and also increases your choices of element swap rotations for combo finishers.

I’m actually a huge fan of the high risk/high reward on Eruption always have been, if they reduced the delay they would be forced to nerf the dmg output and I wouldn’t like that personally.

Ice Spike needs something though, it’s basically Eruption’s loser little brother, personally I would just like having to do a lot more dmg so it’s actually threatening, it’s telegraphed well enough and is the ONLY dmg in water attunement, so yeah.

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

As said above, that wouldn’t work too well since trait trees already have 2 stats to boost, although they could make the minor traits affect it, but that would be sloppy, not to mention how clunky it would be to have 1-2 attunements at decent cooldowns are the other at terrible cooldowns, would completely ruin any “flow” you had.

Limit Champion Boxes to 20 per day

in Suggestions

Posted by: Knote.2904

Knote.2904

No, it’s because they buffed it w/o buffing the other parts of the game.

The nail that sticks out gets the hammer…. in this case the other nails should be brought up.

Unlimited Gathering Tolls

in Black Lion Trading Co

Posted by: Knote.2904

Knote.2904

Should give us an item that makes soulbound items account bound once.

How GW1 Devs would've designed end-game gear

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

The sad thing is, if GW2 is copying the generic WoW model it’s not doing the best job at it, if I actually wanted it I’d play another MMO that does it much better.

we need build diversity back

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Build diversity in GW1 boiled down to the latest exploitable combination of abilities. If you wished to win in PvP, or to play efficiently in PvE, there was no build diversity. That is always the consequence of having too many abilities with too much interaction within a customizable system.

MTG is the best example of this, if I build within a limited tournament format there is no deck I can build which cannot be countered or played against. Whereas if we instead open up to build from the games entire card pool, I can make any one of hundreds of decks that cannot be beaten and provide no opportunity for counterplay to my opponent. You have to limit the build pool if you want any semblance of balance, let alone a play to counterplay environment.

Granted that doesn’t mean I’m okay with GW2’s current state, and I wholeheartedly agree that we need more build diversity. But GW1 is a horrid example.

That argument is used way too much.

Just because there’s “best” builds in competitive parts of the game is irrelevant.

I played GW1 casually and had fun for a really long time just making new builds constantly, getting new abilities, etc. Who cares if my build wasn’t 100% the best for w/e or was gimmicky, it was fun. Games should be fun first.

Hrm, I do miss the rapids..

in Super Adventure Box: Back to School

Posted by: Knote.2904

Knote.2904

I honestly didn’t understand all the complaining, aside from the bugginess with the rapids, with the teleporting/dmg it was pretty easy, just took some practice to get the pattern down on the geysers, no idea why they nerfed that so much.

Just fixing the bugginess and removing the rapid dmg would make it easy enough.

iDefender/iDisenchanter Idea

in Mesmer

Posted by: Knote.2904

Knote.2904

I think I would be perfectly happy to have iDefender/Idisenchanter not die on shatters…. Only phantasms that can die in shatters are your weapon phantasms. Just my 2c.

They could just seperate them from the illusion pool, it’s not like they do dmg, they just bring their defensive utility and are still vulnerable to being killed and become like normal utility pets.