Showing Posts For Knote.2904:

HGH/FT Build Critique

in Engineer

Posted by: Knote.2904

Knote.2904

Apparently, the consensus though is that it doesn’t matter how many stacks of might I’ve got, FT just isn’t going to dish out any kind of desirable damage.

I think that depends on what you consider “desirable.”

Maximizing raw damage output isn’t the objective of every build out there.

Um, well, when you’re talking about a flamethrower-focused might stacking build that usually means trying to push out as much dmg as possible.

Not just throwing flamethrower on as a utility kit for any random build.

The root issue of conditions

in PvP

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Knote.2904

Think we all can agree that burning should not be allowed to proc on crit for any class.
Its just to powerful of a condition compared to the other damaging conditions.

Either it should have be access to burning OR access to the other damaging conditions.
Should not have been allowed for 1 profession to get burning + other damaging conditions.

I actually don’t know if it’s OP or not for Necro’s to have access to burning.

With proper sacrifice to get it perhaps, but it’s bad to have things this strong completely passive.

If they wanted to give Necro access to burning it should’ve just been with torch as a weapon (green fire as well wink wink) with attacks in your control.

Which would also require giving up another offhand for that burning access.

It’s basically a damage buff, although it’s a cover condition for 3 seconds, which is important. Nonetheless, complaining about it being passive is equivalent to complaining about something like http://wiki.guildwars2.com/wiki/Honed_Axes being passive. It boils down to the same thing, more damage on crits.

Honed Axes doesn’t even come close to the dmg output difference lol.

A better comparison would be Halting Strikes, something even Helseth complains about. It’s a similar example, because it’s just random massive dmg procs off of PASSIVE TRAITS, for doing virtually nothing that requires skill.

Interupting is mostly random in this game, and it’s even hard to fail to interupt because people are constantly doing something.

No you’re right. Honed axes does way more, because it has no ICD.

You’re kidding me right? Are you trying to have an actual discussion here? Or are you joking.

Perhaps if Honed Axes was given 10 second cooldown but instead had a 100% chance on crit to give you an extra 100% crit dmg for 4 seconds, this would be a better comparison….

The root issue of conditions

in PvP

Posted by: Knote.2904

Knote.2904

Think we all can agree that burning should not be allowed to proc on crit for any class.
Its just to powerful of a condition compared to the other damaging conditions.

Either it should have be access to burning OR access to the other damaging conditions.
Should not have been allowed for 1 profession to get burning + other damaging conditions.

I actually don’t know if it’s OP or not for Necro’s to have access to burning.

With proper sacrifice to get it perhaps, but it’s bad to have things this strong completely passive.

If they wanted to give Necro access to burning it should’ve just been with torch as a weapon (green fire as well wink wink) with attacks in your control.

Which would also require giving up another offhand for that burning access.

It’s basically a damage buff, although it’s a cover condition for 3 seconds, which is important. Nonetheless, complaining about it being passive is equivalent to complaining about something like http://wiki.guildwars2.com/wiki/Honed_Axes being passive. It boils down to the same thing, more damage on crits.

Honed Axes doesn’t even come close to the dmg output difference lol.

A better comparison would be Halting Strikes, something even Helseth complains about. It’s a similar example, because it’s just random massive dmg procs off of PASSIVE TRAITS, for doing virtually nothing that requires skill.

Interupting is mostly random in this game, and it’s even hard to fail to interupt because people are constantly doing something.

Condition analysis and a few options

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Posted by: Knote.2904

Knote.2904

So you still say that you can kill a heavy golem with less effort with a power class than with cond class?
Did you read the part that one pin down kills the target. One poison grenade? Or one blowtorch + poison dart?
I wanna hear some example of powers classes killing THAT easy a heavy golem. Please enlighten all of us.

Why are you talking about heavy golems? We’ve been over this too. If you want no cleanses, you accept minimum armor. Minimum damage mitigation vs minimum damage mitigation, otherwise the comparison is flawed.

Because that’s what the thread is all about. Maybe you should go back to the beginning and read it very carefully. It says that cond dmg is too strong when no cleanses are available. But most classes run around with cleric/ rabid or have high base armor like warrior.

The fact that a small bit of super long duration condition dmg can kill golem isn’t that relevant in any serious fight with cleansing available.

But it’s also a product of just how much dmg there is in this game. Power dmg is also incredibly high, the TTK in general is just TINY in this game lol.

Lunatic Inquis. Thank You Anet

in Blood and Madness

Posted by: Knote.2904

Knote.2904

Thank you for buffing the reward for this, it’s actually not too bad loot wise now.

Now PLEASE reconsider buffing the rewards for clocktower, something tangible like Inquisition. Shards are meaningless to me since I’m not wasting my effort on ascended gear.

I want to be able to casually farm clocktower once in a while like last year for bags again. Or anything really.

Also I’ve said this multiple times, but please don’t ruin the reward for Mad King Dungeon. Farming that with guildies last year was absolutely amazing, and this game needs more alternatives from the very few farm options in game.

That is all.

Overflow Voice Chat

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Knote.2904

Report them! They’re using 3rd party software to have teamwork. Cheaters!

Rewards for Playing the Way You Want

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Posted by: Knote.2904

Knote.2904

This also applies to my thread about having more farming alternatives.

If you want money for your carrot goals, the best way to do that is champ farming. There should be more farm options so it doesn’t get boring, there’s just too few options that are actually decent.

This a little bit off-topic, but can you play the way you want without there being incentives?

Let me elaborate, I want to do World Bosses. Lets say you can get dragonite ore plentifully from elsewhere. This emans players will be scattered across all those activities to get dragonite ore, leaving a fairly small proportion of people doing world bosses, meaning there’s a good chance that there won;t be enough people for me to actually do what I want to do.

That’s why they would then buff the rewards for the world boss so it’s worth doing for people.

Unless the fight is just so interesting and fun that people are willing to do it w/o a reward, you need rewards.

Even if it was just THAT fun, people would do it once or twice, then never again. Just look at ANYTHING in game, imagine there was no rewards/loot for ANYTHING at all, which parts of the game would still be entertaining/interesting enough to get you to keep doing them w/o rewards? Even after doing them several times already.

I can think of a few. Exploration of course is fine the first MAYBE the second time. Dungeons as well. pretty much everything out side of pvp wouldn’t be that fun after awhile.

Pvp is different just because it’s never the same thing twice obviously, even then some kind of reward/progression is good to have there.

(edited by Knote.2904)

Acording to the manifesto

in Guild Wars 2 Discussion

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Knote.2904

So why is this open world hidden behind 80 levels? Why not make the whole world an even playfield like it is for level 80s?

Why stop at WvW. Make everyone scale up or down to the area, everyone wins.

It worked for karka island, it works in the labyrinth, why not everywhere?

Because that’d wreck any sense of progression. Its like having a Mario game where world 8 is open to you straight away or a RPG where the first area is the final area, then you can go back and do the other areas. It doesn’t work.

Sure did for GW1

I’d have no qualms with it if they had lowered the level cap and made more areas level 80 zones.
Right now your character’s full potential only comes out in a select number of places.

Pretty much, they could’ve just stopped the levels at 15 or 25 and called it a day really, it wouldn’t have changed anything. The number is meaningless, more so in this game.

I know they only did it to appeal to a bigger audience that wouldn’t understand just how meaningless it is right away, and think “wow this game is small only 15 levels”. But it’s just an added hassle to making alts.

If grouping was the best way to level, I could maybe see it. One of the fun things I had in certain MMO’s like CoH or even Champions Online is grouping being the best way to level, thus having to level an alt the fast way meant grouping a ton and just doing stuff, I wish every MMO shared that concept.

GW2 Needs More Farm Alternatives

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Knote.2904

However there will always be people that will find the most profitable thing to do in-game and announce it to the world and everyone will simply follow suit.

You’re absolutely right, but I find the issue at the moment is that there’s a huge disparity between doing X and doing Y.

This, in my opinion, is where the focus from ArenaNet needs to be. I am also not arguing for a nerf in any rewards to achieve consistency, this raises another point.

Players need to feel rewarded, and whilst I can speak only for the PvE game at this time, I would have to say that a lot of the time I head out “and just kill stuff”, whether that’s targetted farming for a particular material I need, or whether it’s just me zoning out and wandering/exlporing/killing, the number of enemies that drop no loot can become quite disheartening.

I think what needs to happen here is some testing – have folks go out doing a certain thing for a set period of time, and measure the reward. Then work to even out that reward between the many and varied activites or things that can be done.

It’ll never be perfect, nor does it have to be, but the disparity that exists at the moment is what is driving the groups who farm Champs or a particular Dungeon – not that I blame them in the least, people who need or want things in game will tend to gravitate toward the easiest way of obtaining them.

Exactly this. There are people that argue against me that say “There will always be something that’s best”, and that’s completely true. But having “the best” be only 5% better than everything else is a HUGE improvement to “the best” being 50% better than everything else.

If champ farming was still the top farming option, so be it. If it was better by only 5-10% that would be fantastic, I could give up that tiny bit of extra profitability (if that can even be measured so precisely) to change up my routine and diversify what I’m doing in game so it’s FUN.

Farming Methodology

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Knote.2904

Well, you really just need to take into account opportunity cost.

If each dust is 15s, that then means every 15 silver you can accumulate is just 1 dust.

Thus, you don’t need to worry about trying to hunt dust itself, just 15 silver, then another 15 silver.

For example, if 1 soft wood tree gives 3 logs for a total of 6 silver, then roughly every 3 trees is a dust and you could farm it that way.

As for farming options in general, as I said my in thread they are lacking in viable options which can make the activites dull very fast. You wonder why people have such a tainted few of “farming” in this game, because this game has only had a small handful of good farming options at any given time.

300%+ Luck

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If a 1% drop rate gives you an AVERAGE of 1 rare per 100 mobs, then 100% MF (2% drop rate) would give you an AVERAGE of 2 rares per 100 mobs.

Which would be completely ignoring the agressive DR the game have. Getting more per 100 mobs means faster loss of MF effectivness.

…. That’s not how it works.

That was just a made up measurement to show the “average” for a drop rate. It’s not 1% drop rate = 1 rare PER 100 mobs, like some kind of benchmark.

It’s still completely random, but you’re still getting TWICE as much as you would be getting otherwise, with 100% MF.

Needing 10,000 of single item not grindy?

in Guild Wars 2 Discussion

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Knote.2904

I’m not in agreement with it, because I don’t see it as necessary. It’s not that I can’t understand why you’d want that. I simply have different needs.

You’re not wrong to want that. But I’m not wrong not to, either.

It’s a difference of opinion. I can see why you’d want it. It’s just not important to me.

Actually, in this case you kind of are wrong, and in fact aren’t making sense. You’re contradicting your own opinion.

You don’t view this change being asked for as neccessary. You say you have different needs, and that this change in question isn’t important to you.

But if it’s not important to you, and in fact doesn’t affect you in any way, then you have no reason to go against this change, much less disagree with it.

Don’t get me wrong. It’s fine that you don’t think such a change is necessary.

But you’ve done more than just state that you don’t find it necessary. You’ve tried to actively come up with arguments as to why such a change shouldn’t occur, beyond simply “I don’t find such a change necessary”. I mean, you cited a kittenstorm in the forums for kitten’s sake! You’re actively trying to impede this, rather than simply stating “I don’t find this change necessary”, and then being done with it.

TL;DR: You acting like such a change would affect you but stating that it wouldn’t. As such, I can only come to the conclusion that you were debating/arguing simply for the sake of it.

But it does affect the game. Making everything “easy to get” almost killed the game in the first place. I don’t think people realize that.

Something has to be hard to get, because some people need stuff to work for. The sticking point is there has to be enough cool stuff that’s not hard to work for too.

I agree with this completely, but you can’t make a holiday event replace normal content, especially when that content is now being recycled.

It’s fine that it’s the same content from last year, but keep the ultra grindy carrots to parts of the actual game, not a festive little holiday. Then reusing the same skins recipes and making them super grindy is just plain laziness.

The new halloween weapons for tickets are atleast new this year, even though I still don’t think holiday stuff should be hard to get goals. Holiday goodies are usually just celebratory gifts to the playerbase in most games.

Just my opinion.

(edited by Knote.2904)

Competitive game balancing

in PvP

Posted by: Knote.2904

Knote.2904

This is what people have been suggesting actually.

I would really like to see some more telegraphs and risk/reward and just see the gameplay slowed down just a bit to allow for more strategy.

I want a duel between 2 skilled players to be a fast paced chess match of a sorts. Constantly countering each other and trying to think ahead of how to outplay the opponent carefully using abilities instead of just spamming everything on cooldown.

Gold in spvp is already here?

in PvP

Posted by: Knote.2904

Knote.2904

Well it’s nice there’s something.

Could always use some more, why not just give keys. 99% of the time they give absolute garbage anyway.

Power dmg higher than cond dmg(not cleansed!)

in PvP

Posted by: Knote.2904

Knote.2904

Nice job, now we’ll have 2 threads with the exact same chain arguments.

I think this is a big no-no.

The root issue of conditions

in PvP

Posted by: Knote.2904

Knote.2904

Think we all can agree that burning should not be allowed to proc on crit for any class.
Its just to powerful of a condition compared to the other damaging conditions.

Either it should have be access to burning OR access to the other damaging conditions.
Should not have been allowed for 1 profession to get burning + other damaging conditions.

I actually don’t know if it’s OP or not for Necro’s to have access to burning.

With proper sacrifice to get it perhaps, but it’s bad to have things this strong completely passive.

If they wanted to give Necro access to burning it should’ve just been with torch as a weapon (green fire as well wink wink) with attacks in your control.

Which would also require giving up another offhand for that burning access.

Condition analysis and a few options

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Posted by: Knote.2904

Knote.2904

This sounds like the completely opposite of what would be healthy. Condition Duration and Rate of Application both factor in to how large of a stack you can make, but the latter is the problem here, not the former.

Having longer duration conditions applied at a lower rate are easier to counter than low duration conditions with a high rate of application, which is part of what you see here.

Long duration conditions are ALWAYS irrelevant when there is any sort of cleansing happening, outside of the cases where someone has 0 cleansing whatsoever in which case it becomes incredibly strong.

A good example of this is Death Blossom spamming. It becomes easy to counter because all it really involves is stacking a large stack of long duration bleeds all at once then running out of steam.

Compared to everything else that is non stop spamming conditions at a moderate-high rate.

I’d personally rather see more condition application done in bursts like Death Blossom, then all the passive condition cleansing can go away and cleansing would be 100% in control by the player. And also make it harder to stack too much condition cleansing, but giving enough options for flexibility in builds (this could be done with traits).

Then you could see more strategy with conditions, should I unload them all right now, or hold back a bit and try to bait out this guy’s main condition cleanse, then lay them all down?

If you take a Necromancer, there is very little thought to that besides “when to fear” or “when to transfer conditions”. It’s just spam autos to lay on conditions, spam other condition attacks/marks on cooldown, and that’s about it.

The only time you really see someone actually plan out conditions is with poison, and that’s ONLY if they have little access to poison.

Again, just as an example play a deathblossom thief, then play any other bleed spamming build/class, see if which has more room/need for strategy.

(edited by Knote.2904)

Super team :)

in Guild Wars 2 Discussion

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Knote.2904

Erhm. And what exactly is your goal for this super team lol. To find and catch Scarlet Briar?

Acording to the manifesto

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If you read the entire passage, it starts talking about the grind in games to get to the fun stuff. And it most games it’s true. People level first. They want to rush through leveling. They want leveling guides. They want to level as fast as human possible and consider it a chore, because raiding is what they want to get to. Half the problem with this game is that people want to play it like other games.

The same is true here lol. Why do you think so many people spent the gold to just craft some characters to 80? Because you have to slog through 80 levels otherwise doing stuff you already did, which really wasn’t that great to begin with (few skills fighting the same mobs, doing the same events such as “kill 5 mobs” etc), just to get to the fun stuff, where you have all your gear/skills/traits and aren’t at a massive disadvantage for the stuff you can do upleveled.

In this game you don’t level to raid. You don’t do significantly different things after you hit max level. As much as anything else, that’s one of the things this game was sold on, and it pretty much remains true.

That’s because there is no fun raids in this game, just open world zergfests that are devoid of skill. Yes there was finally an attempt with Tequatl, but they shot themselves in the foot making it require 80+ people. Yet one of the arguments AGAINST raiding is how hard it is to organize 20 people lol. Not to mention mixing “hardcore” content with casual strangers.

But as I said, you hitting max level is significant.

When I played Rift, I felt I was being funneled into dungeons and raiding. The open world was a joke and meant nothing. I don’t feel that here.

I played RIFT and I think the open world stuff is far more meaningful there than it is here. I think Anet could take a few things from Rift IMO.

But just taking the other side, I could say the open world was a joke here. I mean really, auto attacking zerg fests even on world bosses, that’s enough said. Hopefully they don’t give up after the Tequatl fail, because it was a good try.

To me, that’s what Colin was talking about. And it was backed up, as I said, many times after the manifesto was first released, at interviews and panels in conferences.

I’m not sure why you spend so much time posting to hard core defend Anet like, well you know already (fanboy). But I have to say you’d make a good marketing guy or politician, able to make giant post after giant post trying to spin these blatantly false quotes into something positive. It really is fun to read lol, these arguments go on forever.

I think we both know how wrong they were, but that happens all the time, it’s just a simple fact and we’ve mostly accepted it. They probably had much bigger ideas that just didn’t cut it. Look at home instances or the personality system that never really made it.

Any who thought they would be able to make a level 80 instantly after leveling one character to 80 had very very unreasonable expectations. Anyone who thought leveling up is grinding absolutely chose the wrong game to play. “Well I have to level up to 80 levels to get to the fun stuff” is no where near a valid argument when you knew full and well that you would have to level up all your characters from the beginnig.

I never expected that… But leveling up is grinding, and sorry, but how is “Well I have to level up to 80 levels to get to the fun stuff” not a valid argument despite knowing that the game involves leveling? Lol what?

It was an argument used when someone stated that it wasn’t the case when it was.

300%+ Luck

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Posted by: Knote.2904

Knote.2904

300% more spines, you’re going to need more bags!

You got something wrong. MF doesn’t increase the loot you get, it improves the loot you get.

How much MF can you get now? 300%100%40% Food+ 50% Booster + 15% Banner + 10% Guild + 20% Infusion = 535% or did I miss something?

Do you have a source on that?

I’m pretty sure it just makes it so the “valuable” drops, like blues/greens/rares/exotics and certain mats increase in drop rate.

So if you get 3 rares an hour, 100% MF = 6 rares an hour, on average.

Lol no. Nobody know the real MF that’s actually working behind the scenes, ie how the loot table calculate drops. Most peoples experience with the game prove its very, very random.

To take an extreme example, if the real drop chance is 1%, then 100% “MF” bring it up to 2%. Whoopdidoo.

Lol.. I don’t think you’re understanding what I’m saying then.

1% droprate boosted to 2% is a 100% increase.

100% is significant.

And like I said above :

If a 1% drop rate gives you an AVERAGE of 1 rare per 100 mobs, then 100% MF (2% drop rate) would give you an AVERAGE of 2 rares per 100 mobs.

Of course it’s still random, but ON AVERAGE, it’s still a 100% increase.

Just because it’s random doesn’t mean MF is useless.

Is going from 10% crit chance to 20% crit chance crap just even though it’s random?

Needing 10,000 of single item not grindy?

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Knote.2904

Now this I can agree with. I think content is coming out too fast…even way too fast.

Definitely way too fast. Definitely in agreement with you there. I obviously can’t say with certainty due to my Magic 8 Ball being fickle at the best of times with its accuracy, but I think player burnout with the Living Story pace is going to be a real problem by this time next year at the very latest.

And while I’m happy we’re in agreement on something, I’m still uncertain as to why you disagree with being able to get everything released in a patch during that patch, at least in the case of holidays, since the subject at hand is Halloween and all.

I’m not in agreement with it, because I don’t see it as necessary. It’s not that I can’t understand why you’d want that. I simply have different needs.

You’re not wrong to want that. But I’m not wrong not to, either. It’s a difference of opinion. I can see why you’d want it. It’s just not important to me.

That’s called bias, it would be unfair to say it’s reasonable just because it doesn’t affect you (when it affects them). It’s not quite as unreasonable for their bias of wanting the weapon to cause them to ask for easier acquisition since that doesn’t affect someone like you.

Personally it doesn’t affect me either since I could care less for any of the weapon (thank god) especially as an Engineer (why no pistols/rifles Anet?). If I did I would probably be mad too, cosmetics are HUGE to a lot of people.

Imagine if you had a specific look going for your main character and couldn’t find a weapon to fit it, then suddenly a holiday skin comes out that fits perfectly but has ludicrous requirements, that would be soul-crushing if you couldn’t get it.

Which is also ridiculous that a “holiday” cosmetic is harder to get than regular game cosmetics, and half as difficult to get as a legendary, that is just plain insanity to me. Holiday events in MMO’s have never used it’s content as a way to replace a games regular content update.

It would be like a hardcore WoW halloween raid being introduced that gave the best gear temporarily.

If Anet wants to make more money, why not just pump out a lot more cash shop holiday goodies for people to eat up? Then the actual IN GAME acquired things be more reasonable. All I can say is it’s plain lazy. That’s just my view on it.

The root issue of conditions

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Knote.2904

Man, you guys are totally letting Sun Spirit fall under the radar.

Sun Spirit is responsible for like, 3 times the burning procs than Incendiary Powder and Dhuumfire combined.

Look at this video that Ostricheggs posted a bit over 2 weeks ago:

http://www.twitch.tv/ostricheggs/c/3023189

Basically, you see a Ranger who’s in a comatose state (full stunlock), and then you keel over and die after taking 7,645 in burning (among other things, which I’m not discussing now) just for the Sun Spirit A.I existing nearby and MORE A.I proccing it.

12k hp ele without stability or block, wonders why he dies to a ranger?

stability, focus the spirits, then the ranger and this ranger is dead. (maybe a condi remove after the spirits are dead) this build is counterable, but dont wonder why you can die without defense in seconds. btw the ranger was nearly dead too.

Completely missing the point.

Just like people missing the point of these traits being bad design versus “nerfing the traits hurts those classes DON’T NERF THEM”

The fact that a squishy ele died to a ranger is completely irrelevant. It’s the fact that passive AI killed said squishy ele w/o the ranger doing anything, it’s not even about spirits/AI being OP or too strong, it’s about the flawed design.

Halloween Events not as good as Last Year's

in Blood and Madness

Posted by: Knote.2904

Knote.2904

This is what happens when you try to fix something that’s not broken

Exactly. I was expecting the exact same halloween we had last year WITH A LITTLE SOMETHING EXTRA.

Instead they just ruined what we had last year, and added a pointless little story instance that is done in 2 minutes and a chore list, then made the weapons even harder to get.

It’s just so frustrating, why did they have to tamper with something that was great? It was probably the best content this game has had.

Acording to the manifesto

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If you read the entire passage, it starts talking about the grind in games to get to the fun stuff. And it most games it’s true. People level first. They want to rush through leveling. They want leveling guides. They want to level as fast as human possible and consider it a chore, because raiding is what they want to get to. Half the problem with this game is that people want to play it like other games.

The same is true here lol. Why do you think so many people spent the gold to just craft some characters to 80? Because you have to slog through 80 levels otherwise doing stuff you already did, which really wasn’t that great to begin with (few skills fighting the same mobs, doing the same events such as “kill 5 mobs” etc), just to get to the fun stuff, where you have all your gear/skills/traits and aren’t at a massive disadvantage for the stuff you can do upleveled.

In this game you don’t level to raid. You don’t do significantly different things after you hit max level. As much as anything else, that’s one of the things this game was sold on, and it pretty much remains true.

That’s because there is no fun raids in this game, just open world zergfests that are devoid of skill. Yes there was finally an attempt with Tequatl, but they shot themselves in the foot making it require 80+ people. Yet one of the arguments AGAINST raiding is how hard it is to organize 20 people lol. Not to mention mixing “hardcore” content with casual strangers.

But as I said, you hitting max level is significant.

When I played Rift, I felt I was being funneled into dungeons and raiding. The open world was a joke and meant nothing. I don’t feel that here.

I played RIFT and I think the open world stuff is far more meaningful there than it is here. I think Anet could take a few things from Rift IMO.

But just taking the other side, I could say the open world was a joke here. I mean really, auto attacking zerg fests even on world bosses, that’s enough said. Hopefully they don’t give up after the Tequatl fail, because it was a good try.

To me, that’s what Colin was talking about. And it was backed up, as I said, many times after the manifesto was first released, at interviews and panels in conferences.

I’m not sure why you spend so much time posting to hard core defend Anet like, well you know already (fanboy). But I have to say you’d make a good marketing guy or politician, able to make giant post after giant post trying to spin these blatantly false quotes into something positive. It really is fun to read lol, these arguments go on forever.

I think we both know how wrong they were, but that happens all the time, it’s just a simple fact and we’ve mostly accepted it. They probably had much bigger ideas that just didn’t cut it. Look at home instances or the personality system that never really made it.

(edited by Knote.2904)

Acording to the manifesto

in Guild Wars 2 Discussion

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Knote.2904

What the kitten, he is explaining what the Manifesto means, on what idea it was founded. The ideas on what the whole game was based on. The bloody concept.

But well, nothing is harder to see than the things you don’t want to see…

You seem to be laboring under the assumption that Colin wrote the manifesto or was instrumental in writing it. I’m not sure that’s the case. We don’t really know who wrote the manifesto. We know people spoke it, but not who wrote it.

The language of the manifesto is actually pretty clear. It’s saying “We don’t want people to grind in Guild Wars 2…we want to change the way people view combat.” Not gear. Combat.

I’m pretty sure that taking once sentence out of context, particularly when another actually defines the type of grind they’re talking about, isn’t the best way to interpret a document.

Not sure what “grinding” means in combat.

But if there was ever such a thing as “combat grind” as in a fight being the same every time “I swing a sword, I swung it again”, then GW2 is pretty much the epitome of “combat grind” lol.

I don’t remember being able to afk with auto attack on for a large part of the game in other MMO’s. /shrug

After the manifesto came out, Colin said a whole bunch of times that most games you play one game while leveling, to get to the real game at the end. He doesn’t think the game should change at the end. It’s what he said. That is to say if you’re doing what you enjoy while leveling, you should be able to keep doing the same stuff.

That also exists here, considering I had to slog through boring world exploration I’ve already done to get my alt to 80 before I could actually enjoy the rest of the game with him, having gear/skills/traits etc. /shrug

(edited by Knote.2904)

What is ONE change you'd make to your class?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Engy – Rocket Launcher Kit for Elite.

Make it really long range, like 2000-2500 range projectiles however they have to be manually aimed, meaning they don’t target people, and they move at a fairly average speed.

The massive range helps make up for the long range when using at high altitudes compared to regular targeted projectiles which have a lot of leeway, like a 1500 range Longbow attack can actually hit people 1800+ range below/away. Just like how a ground target skill of 1500 range will lose a ton of range when targeting below.

One skill has to be a rocket jumping ability.

Clock Tower instancing... wtf?

in Blood and Madness

Posted by: Knote.2904

Knote.2904

There’s a completely different feeling to a jumping puzzle like this. A bit more camraderie.

People would try it and be standing there, with the same people time after time. Sometimes we’d start chatting between rounds and encourging each other, or laughing.

Admittedly not everyone’s cup of tea, but some people do play MMOs to be social. We have plenty of solo jumping puzzles. I’m not so worried about the holiday ones…the Christmas one is like this also.

It’s a community thing, and it’s not a bad thing…though it does have the disadvantage of taking more time.

The good news is, the further you get, the less time you have to wait…as you get better at it, you don’t wait nearly as much.

Unfortunately, they’ve removed a lot of the community aspect from these.

You can’t play these mini-games with friends, and they even ghost out everyone so they even more anonymous strangers.

I remember last year laughing at this one charr that constantly fell and would yelp, we ended up being friends.

I also played the crap out of stuff with guildies, now you can’t.

This game supports playing with strangers more than playing with guilds and friends. Kind of frustrates me.

Halloween Events not as good as Last Year's

in Blood and Madness

Posted by: Knote.2904

Knote.2904

We still haven’t seen everything. I’m sure the Mad King dungeon fight is still coming.

They’re going to completely ruin that like they did with Clocktower and Labrynth, just you watch…. sigh.

Halloween Events not as good as Last Year's

in Blood and Madness

Posted by: Knote.2904

Knote.2904

I am EXTREMELY dissapointed I have to say.

I was looking so forward to this, constantly annoying my guildies about it, because I had so much fun last halloween.

Lab loot has been ruined so it’s just not worth farming at all compared to last year.

Clocktower was actually worth farming which rewards you for being good at it, I missed farming the bags.

You also CANNOT play with your friends/guildies in these mini-games for some absolutely ridiculous reason. Least social MMO I’ve ever played lol. Play with strangers! Not with friends! That’s what MMO’s are for right?!

I also had SO much fun farming Mad King dungeon last year with guildies/friends, it was a simple/fun boss fight, no trash mobs, no BS, just a fun boss fight with guildies.

The rewards were also great, and it was repeatable, for good rewards, it was awesome. I’m extremely afraid Anet is going to completely ruin it as well.

Watch it become a daily only crappy reward.

I guess Anet just wants us farming champs in Queensdale and Frostgorge for some strange reason.

Of course, there’s the insane grind requirement on the halloween weapons, it’s a good thing I don’t care about any of them, or else I would be kitten ed.

Why does it take half the effort/resources for a fun little HOLIDAY EVENT SKIN that a legendary takes? Explain this to me.

I’ve never seen an MMO out there lazily piggy-back off of Holidays to be their “main content update” where Holidays turn into a grind for players to get their epic raid gear, that doesn’t exist.

Anyway, that’s my rant, thanks for crapping in my cereal Arenanet.

(edited by Knote.2904)

Clock Tower Bug

in Blood and Madness

Posted by: Knote.2904

Knote.2904

I don’t think it’s a bug… I hope so, but I think it’s just a nerf

Anet is basically saying “Please stop playing this content, thank you”.

They did the same to Labrynth.

They must really want us in Queensdale and Frostgorge for some reason, I’m not understanding.

300%+ Luck

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

300% more spines, you’re going to need more bags!

You got something wrong. MF doesn’t increase the loot you get, it improves the loot you get.

How much MF can you get now? 300%100%40% Food+ 50% Booster + 15% Banner + 10% Guild + 20% Infusion = 535% or did I miss something?

Do you have a source on that?

I’m pretty sure it just makes it so the “valuable” drops, like blues/greens/rares/exotics and certain mats increase in drop rate.

So if you get 3 rares an hour, 100% MF = 6 rares an hour, on average.

New engineer skill?

in Engineer

Posted by: Knote.2904

Knote.2904

Looks more like new cool stuff being given to a new NPC rather than for players to enjoy.

The root issue of conditions

in PvP

Posted by: Knote.2904

Knote.2904

As someone who used to play necro fulltime and plays Engy now.

I have to agree that these sorts of traits reflect what is wrong with some condition application atm.

Condition Duration is irrelevant. What gives burning a lot of power is how much application is available.

Application > Cleanse > Duration

If I can pop a 10 second burn every 10 seconds on you, and you have a 5 second cooldown cleanse, guess which is more successful, that burn would never stick (vacuum example here).

If I can proc a 2 second burn every 2 seconds, and you have a 5 second cooldown cleanse, now guess which is more successful.

Traits like this maintain decent uptime burning in way that’s hard to counter or mitigate, because it’s only a 10 second cooldown, and 4-6 second burns are nothing to scoff at in a condition build, even in a non condi build.

There just needs to be more control in the hands of the player, rather than letting the game play itself for you, this includes too much AI.

Engy offhand pistol or Ranger offhand torch for example, has complete control over their burning, and it’s a long duration burning with a decent cooldown which is more like a classic dot that can be countered.

Then you have stuff like Guardians that proc lots of 1 second burns from a bunch of different sources, that’s just free unmitigatable dmg, similar to having a life leech proc on every attack lol.

Turret Upgrade (movement) <-Idea

in Engineer

Posted by: Knote.2904

Knote.2904

Really low cooldown on pick ups will help them be mobile.

300%+ Luck

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Man I am just at 80% or something and salvaged everything I got. Gz on the 300% man, from what amount did you start to notice the improved mf? If you ever did notice it of course

It just means you get 300% more of the loot affected by MF.

Thing is the amount of luck it costs to get to 300% is insane, and kind of defeats the point. /shrug

Sharper Images and Clone Condis

in Mesmer

Posted by: Knote.2904

Knote.2904

Greatsword clones are inferior to staff clones for applying bleeds with this trait.

It used to be really good back in beta/release, it was a cheese build I used a lot for fun.

They nerfed it somehow, but I remember greatsword clones applying WAY more bleeds back then, probably faster attack speed.

The extra bleed/burn on staff clones makes up for the slower attacks though, they do more condi dps.

Please nerf Mad King says

in Blood and Madness

Posted by: Knote.2904

Knote.2904

Yeah, it’s pretty overpowered.

It makes it so any ghost who knows how to play will always kill everyone.

300%+ Luck

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

What a waste of money lol

I can’t believe someone did this.

cooldown when "picking up" a turret? why?

in Engineer

Posted by: Knote.2904

Knote.2904

Reducing the cooldown on offensive turrets to some degree when picked up would go a long way to make them more viable.

Obviously that change couldn’t affect healing turret without Engineers becoming near invincible.

This, make them all a flat 10 second cooldown when picked up. (Except healing turret obv)

What If There Was No "DPS"

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Just because you cannot or refuse to play a dps character does not mean that others who do enjoy or have the skills required to play said gear should suffer. Shame on you.

Not sure who this is directed towards.

I play nothing but zerker builds, and occasionally condition stuff in pvp.

I enjoy glass cannon, but I don’t want it to be the only thing worth playing. There’s no point to anything else.

This is one of the most shallow MMO’s I’ve ever played in this regard.

Spvp Pet Visual Revamp

in PvP

Posted by: Knote.2904

Knote.2904

Glowing makes no sense. Part of good visual design is that the tell itself makes sense. Flesh Golem’s tell is a big charge, if you get hit it makes sense that you get knocked around. If he just glowed and walked forward faster… it wouldn’t make any sense.

Golem has no tell.

1. He’s usually in melee range.

2. He just instantly charges and hits you.

3. The “tell” is the necro casting something which could be anything.

The tells with glows are the easiest to see in the game. None of the necro pets for example have ANY tells except for maybe shadow fiend, and that’s only because he stops and slightly pulses a tiny bit.

Flesh Golem’s active should be instant (like the other necro pets) and give him an animation where he kicks dirt like a bull does when getting ready to charge, then charge.

Needing 10,000 of single item not grindy?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

So I remember this game, being touted as not being a grindy game.

Is this a sign of things to come?

Should we start preparing to save 10-20,000 of every item in the game, so that we can possibly afford the new content as it comes out?

Am I going to need 15,000 snowflakes to make a new Christmas Mini.

Why are you doing this to the player base? Is it fun for you to tell us we are not going to get a grind-y game, and then smack us in the face with the biggest grind-fests possible?

Thanks for the fair game, fun, casual game. Oh wait…

Also, by the way casual players. You no longer matter.

If you were ranting about BiS gear I’d wholeheartedly agree but a Christmas Mini?
That’s as vain as vanity items go, it contributes nothing to the actual gameplay so truth be told I don’t see a problem silly items being hard to get.

Exactly, why does a cute little holiday goodie require half of what a legendary takes?

Explain please.

(edited by Knote.2904)

Spvp Pet Visual Revamp

in PvP

Posted by: Knote.2904

Knote.2904

This isn’t a end-all fix. For example, Necromancer minions give frankly little to no cluster at all, being a mix of ranged and melee, and not stacking on the Necromancer. But, their tells are very much about their body; bone fiend’s tell would be impossible to see with him smaller (its already never noticed), and Flesh Golem charging would be harder to see.

What they should do is reduce the size of the offenders, which we can all agree is almost all just spirits, and then increase their specific tells. This should be the case for most things in the game really. Small damage/effect skills should have relatively small special effects, big skills should have big effects.

So, in this case, keeping the res spirit big makes sense, he’s noticeably kill this ho now, and his res has a tell.

I think they’re all problematic.

A pet user by themself maybe not so much, but you get a 3v3 going on and those pets along with the name tags and hp bars blend in with the players and it looks like a 10 v 10.

I think they should all be shrunk, and given better tells period. Just give them their own glow effect when using skills.

MKWT Post Patch Bug - No Trick or Treat Bags

in Blood and Madness

Posted by: Knote.2904

Knote.2904

It already wasn’t worth doing, now it’s not worth doing at all.

Lol.

cooldown when "picking up" a turret? why?

in Engineer

Posted by: Knote.2904

Knote.2904

Because it would be very easy to keep your turrets alive permanently by picking them up whenever they got low and placing them again repeatedly.

Perhaps there could be an increased reduction on cooldown tied to health remaining…

Barely, they die in 2 hits.

But they should be no longer than 10 second when picked up.

cooldown when "picking up" a turret? why?

in Engineer

Posted by: Knote.2904

Knote.2904

Because it would be very easy to keep your turrets alive permanently by picking them up whenever they got low and placing them again repeatedly.

Perhaps there could be an increased reduction on cooldown tied to health remaining…

because turrets are so devastating? I mean i know i have heard many times ’omg watch out that Engineer has turrets up … run away"

No one says things like that about any profession.

If turrets are subpar, the best thing to do would be to make them better. Relying on keeping them up indefinitely through avoiding cooldowns wouldn’t be a great fix IMO.

Thief just popped thieves guild, look out.

Uh oh, illusions running up to shatter, look out.

Incoming spirit ranger, quick, kill the spirits asap.

Spvp Pet Visual Revamp

in PvP

Posted by: Knote.2904

Knote.2904

Erhm… bump…

GW2 Needs More Farm Alternatives

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Farming itself is a problematic concept, because it’s basically a mechanic that incentivises doing the same thing for a long time.

This is what I’m talking about though, this game currently follows this definition of “Farming”.

Farming isn’t problematic imo. It’s just the lack of options for getting wealth. It’s only a mechanic that incentivises doing the same thing for a long time because there’s only 1-2 farming methods.

If you could make decent profit from a lot of different activities you have options, you can just “play the game” it no longer becomes “farming”. You’re just playing the game doing w/e you want, and getting rewarded for it.

Farming exists because the game allows it to. Before, there was specific orr chain events that spawn lotsa mobs and these events trigger quite frequently. Then there were champ trains that follow a specific route because champs respawn heck even less than five minutes after being mowed down mercilessly by a zerg without putting up a fight.

One option would be (as someone has mentioned above) increase the rewards on certain events or champs the longer they are not contested or initiated (a positive incentive), or put a diminishing return on a frequently farmed event or champ (this is viewed as negative).

Also, it’s either the frequency of these kinds of events that give good rewards that has to be adjusted (random spawns might be nice) in order to spread out the farm trains into multiple zones hunting for multiple champs OR properly adjust difficulty scaling so that auto-attack fest on loot piñatas are avoided.

The rewards for these champs and events are decent enough (some definitely needs more buffing though) when encountered solo or by a small party but they become trivialized with a zerg and are abused by fixed and quick spawn timers.

However there will always be people that will find the most profitable thing to do in-game and announce it to the world and everyone will simply follow suit.

There will always be a best farm option, that’s fine.

But if Activities B-Z were around 90% as profitable as Activity A that would be fine.

Compared to if Activities B-Z were like 40% as profitable as Activity A.

Farming itself is a problematic concept, because it’s basically a mechanic that incentivises doing the same thing for a long time.

Farming isn’t problematic imo. It’s just the lack of options for getting wealth. It’s only a mechanic that incentivises doing the same thing for a long time because there’s only 1-2 farming methods.

If you could make decent profit from a lot of different activities you have options, you can just “play the game” it no longer becomes “farming”. You’re just playing the game doing w/e you want, and getting rewarded for it.

Again, you’re just looking at a single player (“what can i do that is profitable?”) instead of the big picture: if everyone could find an activity that was profitable, either everyone would be rich (and thus no one would be rich) or time spent would be the main factor to becoming rich.

So again, if we look at the entire economy, ask your self this: there has to be rich and poor in any (market) economy. Who do you want to be rich? Which players get the most rewards?

Well there’s always going to be a time factor in who makes more money. But right now it’s also an activity factor. You can eliminate one of those.

And the thing that TRULY seperates the rich from the poor is the TP, not farming lol.

If you’re arguing this, then that means you think champ farming is too profitable. If so it can always be nerfed (I mean normalized hue) then boost everything else to be closer.

The thing is, Anet is famous for nerfing the good farm options, then that’s it…. Then they’ll introduce a new super farm option, then nerf that to crap, then another. And so we cycle from one boring option to another instead of having multiple DECENT options.

(edited by Knote.2904)

What If There Was No "DPS"

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

If there were no DPS stat then everyone would flock to the next most important stat – defense/armor/vitality.

Then we’d be starting all over.

I mentioned that in my post…

And before everyone freaks out, this is just hypothetical. I’m not demanding changes… this would be a massive rework so…. yeah, not gonna happen.

Just a discussion.

(edited by Knote.2904)

GW2 Needs More Farm Alternatives

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Farming itself is a problematic concept, because it’s basically a mechanic that incentivises doing the same thing for a long time.

This is what I’m talking about though, this game currently follows this definition of “Farming”.

Farming isn’t problematic imo. It’s just the lack of options for getting wealth. It’s only a mechanic that incentivises doing the same thing for a long time because there’s only 1-2 farming methods.

If you could make decent profit from a lot of different activities you have options, you can just “play the game” it no longer becomes “farming”. You’re just playing the game doing w/e you want, and getting rewarded for it.