Showing Posts For LinhZeri.6412:

Reasons players are unhappy with PvP

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Posted by: LinhZeri.6412

LinhZeri.6412

Yep in primetime NA just lost 500-88 all same division (gold) for my team all not rotating at all and dying instantly and I lost 20 rating (I lost 11 previous on a more even 418-500 game mind you which was ok to me and I accepted that as a normal lose and a moderate 11 rating decrease) As the other team who won played very well. and clearly one sided joke fest. Obsolutely zero thing you can do about that and I lost 20 rating for something I had no control over.. at the start I though this was better then season 4 but im finding out slowly it is way worse and like most of the playbase (which is prob the issue imho ) im dropping out of ranked with them… no fun. I wish I had friends to duo que which would allow me to enjoy this but its just not happening. The rewards mean nothing to me and only wanted enjoyable games of equal players ( players you can rely on to actually play the game) Very sad .. simply just pushes people away from continuing with spvp. Strongly recommended a good tutorial when entering pvp and only reward wins and put equal win/lose rating decrease… (Keep it simple)

Oh and all the smart people keep on saying the carry thing. This only means each of you players you say carry which eventually makes a 5 man team which then will equal a competent good team to carry for their combined team to victory. So yeah logic goes out the window when everyone keeps saying that motto however I still find it amusing time to time to hear them. Just hope something is done for next season.

(edited by LinhZeri.6412)

MMR Spiral

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Posted by: LinhZeri.6412

LinhZeri.6412

I feel the pain… I lost like 7 to 8 matches (I didn’t want to count anymore) and went down like 170 rating simply due to being placed with pve placement people who had no idea what was going on.. (those 8 matches only 2 were close games which I could perhaps of did a bit more but I was on necro…pretty hard to carry on a necro) I remember saying when I was losing 25 points per lose it is I didn’t deserve this (I was getting pretty low.. on a game you should be having fun lol) as it clearly was not a ME issue when no one spoke you.. can clearly see people not listening to chat while the other team simply stomped the teams I was on.

My placement matches before this were very great games and gave me the wrong impression of this matchmaking thinking things had changed I won 6:4 (the 4 loses I was unlucky with matched players) the best games I ever had was the first two days of start of league and I was finally excited to play fun competitive games where I wasn’t even upset of the possibility of losing since they were so close proper games) The 6 wins I had highly coordinated teams which gave me the confidence to keep moving which im going to assume is in the higher tiers of spvp which even made me play better. Started in upper gold tier 2 and now barely staying in gold tier 1 simply due to me being scared and waiting for the pve people to clear out and mellow the volatility of match maker hoping I can finally climb to where I personally think I belong which is at least lower to mid platinum. I really hope some hotfix can be added mid season to combat issues but I know that wont happen.

Played seasons 2 to 4…. 2 I did fairly well in.. to then do moderate in season 3…. and then season 4 I basically gave up that was the worse ( didn’t even bother was stuck in sapphire from ending previous seasons in platinum.) as I was stuck with very bad players stuck in sapphire lowest tier unable to move forward.. which is funny as im feeling the same player quality of people dying in 2 seconds and not knowing what to do in spvp) however for season 4 I did wait almost a month to play it which probably didn’t help my situation as all the good players went up higher.

(edited by LinhZeri.6412)

Ascended Shards of Glory

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Posted by: LinhZeri.6412

LinhZeri.6412

You want the PvE guys to leave eventually, right?

They can easily simply add 100 to the end chest and then in game email people the rest who completed it (to prevent pve players returning for another time lol)

Celestial Avatar needs a nerf

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Posted by: LinhZeri.6412

LinhZeri.6412

Only thing that really messes Druid balance is the overpowered as heck HoT Pets (Looking at you Smokescale and Bristleback )… Who are bruiser.. do all the damage and yet no weakness of less life or toughness. They need to be brought down to the LOW level of the other pets… simple as that.

(edited by LinhZeri.6412)

It's a you issue.

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Posted by: LinhZeri.6412

LinhZeri.6412

Lol no one else feels so off constantly being made to “carry teams” to enjoy a game? lol… I swear this game really changes peoples mentality on what is enjoyable… it is quite amusing. This term I only here mostly on Guild Wars 2 Its like you saying CARRY YOUR SPORTS TEAM TO VICTORY… lol. But seriously there needs to be a rank max of 50 to 80 on newer players and Anet finally make some tutorial (Even Guild Wars 1 had this in ascalon starting area to teach fundamentals) on what the heck sPvP is instead of just throwing them into the swarm of bees. HINT HINT ANET this is needed I hope you read this.

1] Rank 50 to 80 limit on entering ranked (Yes you must have a set amount of experience to set foot in a League system)

2] SPvP Tutorial before entering your first game. (Don’t allow skipping as well… complete missions to advance to areas and clearly teach how this game mode is done.. you will see results im sure and no more noob hating will be done)

3] Do NOT reward losing. Sadly we have too many snowflakes in the year 2k.. please change that where if you lose you don’t gain anything. Simple as that. (Sorry im harsh but people tend to do the least to obtain the most… im sure you know this by now.)

(edited by LinhZeri.6412)

Warrior Is OP

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Posted by: LinhZeri.6412

LinhZeri.6412

Balance proposal as I sit around wondering why Anet has not done anything about a lot of the issues with classes. Damage wise warrior is spot on.. but stances are a big issue and I don’t know a lot of people who don’t run all stances (reason for that.. they too good)

Im sure this won’t go anywhere but my example is how easily warriors can be fixed from them being simply immune bots to proper class which requires actual attention. If this breaks any builds then something is wrong with that build in the first place as they should not rely on ridiculous broken stuff to even last.

Fix Adrenaline: Actually be able to build this when attacking targets. intervals of 2 to 3 per hitting target instead of the 1 that it is now (Reason for this…. not needing Berserker Stance to build adrenaline which is a 50% use of it now and the other 50% being resistance of course)

Rework Stances to replace each other. This way you can then make them reactionary instead of just passive brain dead skills which is how 75% of warriors treat them now. Of course balances of cooldowns can then be address perhaps lowering them to 45 to 30 seconds. Basically making sure they are used at right moments…. you know like any pvp should.

Then Fix skills:

1] Berserker Stance: Make it last only 4 seconds… of course tweak the resistance/adrenaline pulsing intervals to make it still effective for what it is… condition resistance and adrenaline gain however a proper duration instead of let ramped for 9 seconds (9 seconds even without Last Stand mind you….)

2] Balance Stance: Reduce to 4 or even 5 seconds, improve or change the passive boons durations to match current. This should be used in a heavy cc moment and not just for swiftness when not using and just basically used randomly for a 12 second swiftness

3] Last Stand (warrior trait): Remove the balance stance when CCed, instead simply Break Stun and give boons stability and vigor. (I could be being generous but basically balance stance needs to go) Keep the Stance duration bonus and vigorwhen using stances.. those are fine.

4] Defy Pain (warrior trait): If they truly want to keep this trait make it not a stance but a trait skill (Which appears on the effects area of UI) which for 5 seconds is activated on the threshold that reduces both Condition Damage and regular damage by perhaps 50%. This is to give it some damage reduction without making it over the top. Cooldown of this trait 90 to 120 seconds (So people don’t rely on it)

5] Outrage needs to be nerfed…. 10 second cooldown on a break stun and then additional Adrenaline is way over the top. This is what causes the issue with Rousing Resiliencealways being active. This not being increased in cooldown is absurd and should be at least 25 seconds.

Upcoming Changes to Skills

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Posted by: LinhZeri.6412

LinhZeri.6412

Not sure if this is turning into a suggestion thread lol but To help things.. each core profession should have an elite trait line. Some examples below for good suggestions for each.

This addition of Core Elite Specializations would obviously change a lot of factors but also allow the current elite trait lines to be kind of fixed up indirectly. Im sure a lot will agree or disagree but just putting this out there for a possible way to help things.

Some thoughts for Core Elite Trait lines below:
Necromancer: Death Magic or Soul Reaping (Im in a toss up on this one…. prob more towards soul reaping however since Reaper has minions as well)

Elementalist: Arcane

Guardian: This one a toss up… something that the Guardian obviously should be doing that Dragon Hunter should.. perhaps Virtues which do make sense but can be debated.

Revenant: Invocation. This is def a trait line it should have.. focus on mastering two stances (and oh not having glint traitline 99% of game play like now)

Warrior: Tactics ( needs work as it is but Tactics does fit not well with this elite trait line roll)

Engineer: Definitely Inventions.. Engineer for a reason right?

Ranger: Wilderness Survival

Thief: Trickery (Thief style stuff). sorry Daredevil shouldn’t be an upgraded Thief

Mesmer: Domination or Chaos (more towards Domination)

Upcoming Changes to Skills

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Posted by: LinhZeri.6412

LinhZeri.6412

I just find it funny Revenant is balanced around always having being Herald and not an actual Revenant… I play Herald (only be force as playing base Revenant isn’t viable without the condi build). With the introduction with even more condition amulets and runes (yeah go type in condition in the pvp search panel for runes and you will see nearly double condition ones then power) along with amulets which keep on coming with condition. Oh don’t forget the even more bonus to Burning on Dragon hunter which was not needed what so ever as they spam outrageous burn as it is will place Herald completely out of anything unless focusing on surviving conditions which is completely boring as heck. (Oh and don’t say team cleanse as what we got now is almost all soloq now and people simply don’t care to help their teammates (yeah in all seasons never had any team do much support other then ele in season 2 and 3 and that was random spam of skills and also if lucky to even draw an ele) . Oh and just so you know the only reason people are upset over the DPS removal on Herald is because it is the main way to make sure they don’t die from everything else… (make sure they dead first) So add ways for them to survive and this outrage will be toned down a lot.

Engi: I got no idea why this was even touched… I never had issues landing “spikes” Only thing that screws me up on Rifle Engi is the terrible line of sight of the weapon itself…. that is only thing killing rifle atm for all classes.. (BTW If you play Dragon Hunter their auto attack and skills aren’t easily canceled by a simple movement to the right and near the target which makes them way easier to play then any other ranged class probably since it was made later in game development.. this anyone can test out for themselves.. DH ranged combat flows better and less interrupted by movement of target then the others)

DH: Thank god the daze on traps is gone… But however trap spam is not being addressed at all. What happened to risk vs reward with skills? If you do a trap spam you should make it count and if you don’t you get punished. Right now traps are a spam fest which a 5 year old can play… its so sad.

Necro: Necro I actually feel is in a decent spot.. however last update was kind of wonky and wasn’t needed… I mained necro for years and the changes however I do like them feel simply random. The only thing that needs to be done here to open up Necro to build diversity is to make vital persistence degeneration of life force permanent.. however at 25% instead of 50%.. Also Death Shroud needs something added to it and giving the DS2 a rework in function by making it a AOE teleport ( you can even make it slow moving like it is now and give it Blind ) to give it some utility. You can even essentially copy the Shadow Fiens Haunt skill and simply use that animation (which is awesome) to this DS2 to make it better look and feel. The Auto on Death shroud is perfect as it is even though I know a lot don’t agree.

Mesmer with shield skills which essentially with low cooldowns and simply spams them constantly still not being touched… you have a 3 second block on a Mesmer which is outrageous (put it at 2 seconds total) with its cooldown with Persistence of Memory trait and Alacrity (oh and don’t forget Continuum Split so double shield blocking) but the healing in Inspiration trait line was touched? lmao. Im sorry but that Restorative Illusions im sure wasn’t taken for the heal which was decent but mostly for the condition cleanse… at least that is how I looked at it all the time I took it on my Mesmer.

It is mind boggling how through observations of pvp these nerfs and changes are made time and time again lol you can tell the focus on pvp is non existent and random changes are being made simply to satisfy peoples minds of balance update. It does not take a rocket scientist to create balance and diversity in this game but here we go with changes which I literally sat reading with basically a what the * face through it all. Zero attempts addressing a few elite specs with completely overbearing traits that need to be looked at or even completely changed which I don’t even need to list as people complain all the time about.

Sorry for my rant but I really did expect a big list of changes to address what the community has been complaining about for at least 6 months now… I just hope this is only a sample list. I know my balance ideas will never be known or done so yea ill just leave it there.. sorry if I bug anyone xD… I’m just passionate on how things can be with proper attention.

(edited by LinhZeri.6412)

[Season 5] MEASURING SKILL & MATCHMAKING

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Posted by: LinhZeri.6412

LinhZeri.6412

Say {insert known pro player here} plays his/her heart out but is super unlucky with how the matchmaking works and goes, in total Ranked games, 0 Wins 100 Losses. We all know he/she is beyond good. Will they be Legendary/Top 250? Or will the game just see “0 wins? Probably kitten. Bottom 10.”

What I am saying is:

  • Is this system just another long grind to the top?
  • Will it be a fair, “good players will be ranked high as they should, despite their solo W/L ratio”?
  • Will the godly PvP players be 100% subject to the luck of the “unknown forced 50%” matchmaking algorithm?
  • Is top 250 simply based on W/L luck streaks?

It seems like you’re only familiar with the terrible pip system of the first four seasons. Forget all about that.

With the new system, rank is directly tied to rating. Rating is tied to performance (win vs. loss in conjunction with your rating vs. the rating of opponents). You can only move up by winning [down by losing]. The higher [lower] you go, the stronger [weaker] your opponents become. Eventually you’ll reach a point where your rating stabilizes because you’re being matched with equally skilled players. Top players should be able to progress higher.

A big problem with the old system, which led to the “luck” feel was the use of pip range in matchmaking. This restricted the matching pool, which in turn caused the rating difference to expand as you sat in queue longer. By the time a game was started, a massive rating difference had developed and winning or losing became a crap-shoot. With a larger pool, the rating difference should be smaller, leading to closer games and more accurate rating calculations.

Summary:

  • Pips are only for the reward system now. They no longer impact rank or matching. Pips can only be gained (not lost). Rewards through pips have a grind element.
  • Rank/Tier is not a grind like the last 4 seasons. Matchmaking and ranking is done with rating. If a player is misplaced, they’ll win or lose a lot more and their rating will adjust appropriately.
  • Tier is simply a name assigned to a range of numerical ratings. You can go up and down in tier.
  • There is some decay in rating so that players can’t sit at the top all season.
  • There was NEVER a forced 50% in effect. What happens is that when you’re at the correct rating and matched against players of similar rating, you’re expected to win 50% of your games. If your skill improves, you’ll start winning more and moving up.
  • Win streaks are possible, even at the top, but aren’t nearly as prone to luck as they were in previous seasons.
  • A top player should never have an awful win rate. If they’re losing more than winning, their rating will drop until they’re where they should be.

My only concern is that the solo/duo queue restriction will lead to “solo queue hero” behavior rather than true teamplay – the strong solo player will focus on winning fights rather than controlling nodes and helping the team.

@ Exedore / Just wanted to thank you for a proper response that made people (myself for sure) know for sure what is going on instead of a non-informative response which insinuated people just whine about the 50/50 mmr when they’re actually just ignorant of the limiting matchmaking issues with the pip system of previous seasons. Looking forward to this season for sure!

(edited by LinhZeri.6412)

[FEEDBACK] Rising Flames

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Posted by: LinhZeri.6412

LinhZeri.6412

Story is going great.. Not much to comment on and looking forward to the rest of the season. Just want to comment on the new map Ember Bay.

Ember Bay is the best map IMHO as it has a balance of casual grind (you aren’t a mindless train) and good rewards and items (ascended item!) which actually involve the use of your Karma and the map currency that you hit the nail on. Ascended and other trinkets actually being in vendor as a reward instead of being essentially hidden behind a huge cash wall like crafting and tedious achievements which are boring as heck is a huge step in the right direction for this game and the future. I’m not poor at all but rewards should be earned by participating in the map and not forced to spend hundreds of gold to make an ascended set of items. What is needed is to have a lot more ascended items instead of a trinket and a back piece as well but it is a huge start to me as a player since beta to make things so much more enjoyable then worrying about affording everything and to actually have fun.
Comparing to Bloodstone Fen which is a good map it still has that grind feel to it that turned me off from doing much there. However with Ember Bay I find myself here all the time which is a very new thing for me as I actually enjoy it. Looking forward to when the Ring of Fire open up to see what else is in store and I hope it follows this same reward system.
This should definitely be the way maps should be made for now on instead of 1 meta event which everyone just zergs in like zombies to get something it just promotes very boring gameplay after the first week. Id even wish that Cursed shore and other max level areas get this same treatment. I could be wishful thinking but hey I can dream xD.

A+++++++ On Ember Bay map reward and design!. The enemies like Jade Armor and Jade bow actually threats the way they should be is great instead of being nothing. (however some of the bosses need a fix in the scaling some are super weak like the sloth queen lol but map still new) No reason the bosses need to be easy to stomp on and should have some challenge to them.

(edited by LinhZeri.6412)

Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: LinhZeri.6412

LinhZeri.6412

Probably should be fixed. Since this has been brought up….I really liked the sound which was called a “bug” when it was equipped on you when it was first introduced…. perhaps you can bring that back as well but to a lesser extent of being placed on or being taken out of a transformation. This way people who liked the sound can still experience it without it being completely removed. I thought it added a unique vibe to the helmet which really had no reason to be removed… it was subtle enough to not be too annoying imho. I know this will be unlikely but I figure ill take a shot at it since you listening.

Tone Down Revive

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Posted by: LinhZeri.6412

LinhZeri.6412

after 4 years this is an issue now… I’m going to assume game play has moved on from the down state mechanic . In all modes players should just go down immediately and have a death penalty like guild wars 1 to make your death actually have meaning instead of just up and go in again like a robot. Also fully dead players should be revived mid fight (only one reviving them) with no extended cooldown while in combat (so always same revival time) or wait for the timer to auto revive at 1 minute intervals pretty much how guild wars 1 had in certain pvp maps. This would also make revival skills finally have a purpose as no one uses them out of nitche situations …. I mean why would you blow 3 second long cast time to use a revival utility when you can go up and touch them to res faster.. with multiple people… with a free utility slot open.. it never made sense and has been this way since the start of this game. Also while we on this topic.. if the downed state was removed the HP of all classes should be doubled (or increased that is up to balance team) as you need that cushion room to survive a bit longer (since down state isn’t there as a chance to be saved by a rally).

Edit: If any ideas needed for the death penalty.. perhaps damaged gear reduces the statistics and armor on the gear it damages by 50% and have broken items do what it does now which is completely removes it . Gear fully repairs after a pvp match. This would also apply to pve as well however they got the repair option.

(edited by LinhZeri.6412)

Rousing Resilience needs an ICD

in Warrior

Posted by: LinhZeri.6412

LinhZeri.6412

I think the passive traits (with skills) need to be completely changed to something new instead of a trait that has been here for over a year without even being noticed lol. But just my opinion. So many easy fixes yet probably never be done sadly. And outrage is a new skill which should prob have a HIGHER cooldown as 10 seconds stun break lol… oh yeah “balance” lol.

Capricorn Feedback [merged]

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Posted by: LinhZeri.6412

LinhZeri.6412

I actually like the same maps you like.. forest is definitely one of my favorites. People tend to go to legacy because it is less thinking (shocking? I think not when I see everyone picking this they simply don’t want to do much) … khylo no idea why anyone chooses this but I sure it isn’t a first choice. I tend to pick silent storm whenever I see khylo and legacy on the other options. I guess my post is more of a troll but hey it had to be said. I hope anet does more like capricon and keeps things interesting.

Removing Amulets will NOT Solve the Problem [Merged]

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Posted by: LinhZeri.6412

LinhZeri.6412

Will make some points..

The tanky amulets not an issue until trait revamp AND introduction of HOT specs… coincidence not likely. Until they split PvP traits and Skills for Pvp only nothing will work out. The shocker that Rev still has an elite skills in two passive traits says enough about how balance is non-existent. Give each class an elite skill as passive traits too (wait nvm you cant). It does NOT take 3 months with little tweaks to balance to do these changes.. easily one to two week of close watching and feedback by the players to fix balance. (yeah more changes more frequent is better then 3 months)

Stat Revamp and boost to items
Also if you don’t agree with that that is fine.. however also another thing which not a lot talk about is the increase of stats which occurred with the trait revamp… all stats increased (power went higher) which also added to this issue has before the trait revamp you had to invest to get specific stat choices which was done well.

Endurance and Vigor:
Since this has changed (which a lot probably forgot about or didn’t even realize) Shifted the game towards taking more hits (sure it works if you can actually tank hits) but the way it is now with Low Hit Point pools… you simply melt. Now you can say hey if you didn’t dodge the larger hits then you so out of luck… well every hit is large and even conditions melt you simply because the life is low after the stat change. I think even adding 50% (id even go as far as doubling) more to all life pools would make a big difference and allow people to actually react. However you will have the fan boys say it is fine.. well not everyone has a grade A computer to simply see and dodge at perfect times and with all the flashy moves it isn’t realistic in reality. (And im not even involving skill balance in this… simply other factors outside of that… im sure that is a diff topic)

Boon Duration and Herald
Now if you want to argue that might has nothing to do with this think about revs giving out easy might and boon duration (and introduction of new amulet??? lol who thought of this one) to boost that even further. Herald is a scourge which needs to be way more selfish then it is now… or matter of fact make the boons pulse 1 second durations WHILE the facet is active so you lose that benefit when you use the skills (make them stronger to compensate) This in fact promotes skilled play. This probably has nothing to do with amulets but it is a symptom of current balance in all game modes.

Might boon Balance issue:
now you have might boon (easy 25 stacks flying around) which adds a huge 750 Power like NOTHING no draw back or anything (Before this was fine because stats were not simply added on to amulets and even gear in other game modes when trait revamp happened and you had to invest in the power tree of the class)… if they want to make boons so common you need to adjust might’s potency by half. OR reverse idea… that if they want to keep might the way it is reduce the duration by probably 50% less overall on everything that gives it.. This might duration im sure many will come here and shout don’t touch since they like nice things.. well nice things need to be controlled for good game play.
Also nerfing Might Boon will make tanky builds so less rewarding in damage and do their proper purpose of just tanking and not doing berserker like damage.. (like herald.. shocker shocker can stack 25 might with ease without thinking.. .and then have 100% fury up time? and this is without the trait to increase fury to 40% crit chance. lol….. Oh and then give all the team mates these boons for upwards of 30+ seconds (I play all classes so with Herald so I know what im talking about) Then facet of nature which just kittenes out 10+ seconds of all top boons.. 25 second cooldown and shares 50% boon duration (??). If they want to keep this.. boost that boon duration bonus down to 10% (actual low numbers like how stuff was previously balanced) and the protection,fury,swiftness,regen,might (any more boons?) to at least 5 second base (numbers can be tweaked im just giving example)

Excuse me if the ideas a bit jumbled I didn’t really proof read much at all and throwing my thoughts out as I thought them xD. I know this will be ignored but ah well it is out there.

(edited by LinhZeri.6412)

Blood Stone Visage

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Posted by: LinhZeri.6412

LinhZeri.6412

that cool sound is gone from it already… can never have nice things… “bug” lol right how you bug in a sound. Doubt it will ever get a dye that would be too much of a draw. shame

Spectral Wall??

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Posted by: LinhZeri.6412

LinhZeri.6412

Yeah essentially spectral wall and all other skills hit caps where placed on are useless in WvW until they simply remove it. (the Stability stripping cooldown already did what they intended and this was simply a double overdone nerf to them). So right now it is stagnant because of this hit cap basically doing what they initially didn’t want.

Remove Boonshare, It's gonna break WvW

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Posted by: LinhZeri.6412

LinhZeri.6412

Definitely should hit the root of the problem and that is the boon duration food plus Heralds easily spam access to boons. There is a reason this boon share never existed (to this extent) before and that Mesmer skill wasn’t used for anything but r/w for mes or the trait in inspiration. which im sure barely anyone took before this meta. But IMO the main issue is the Heralds. If signet of inspiration needs a tone down you can make it mimic how Heal as One works…. but I really don’t think that should be done. This meta has many factors creating it and Herald is the common denominator involved along with boon duration/dmg reduction food.

The Revenant Trait [Versed in Stone] needs to be changed completely as a herald should not have such passive access to an elite skill from one stance while using demon stance. It boggles my mind that you can simply just get this so easily when this is an elite on a separate stance. Balance involves gaining something but losing something in return and this trait simply ignores that fact.

Issues:
-Boon share food that is way too good with damage reduction.
-Damage reduction food: I love this food too when I first saw it but moments after I was like WOW… wvw with this food existing is going to be very interesting indeed (not in a good way). Trust me I like this food too but for a health of wvw I knew it would be a disaster on day one before it became hype.
-Heralds seemingly effortless access to valuable boons [I think the major thing is Facet of Nature] and this even giving 50% bonus boon duration (lol what??)
-Versed in Stone even existing. Merge the condi removal on the main skill itself and then revs/heralds actually need to take Dwarf Stance to use this strong elite.
- Resistance boon for sure I find needs to be toned down. Ignoring CC’s is completely ridiculous and basically makes Cripple, Immobilize, Chill useless for counterplay. But then again removing the above boon duration stuff can put this boon back in line as it should be a very short duration boon if it stays how it is.

Just an opinion of course and im sure all this was brought up anyway but im just adding. Sure im missing even more factors with tempest’s additional boons with auras as well as guardians revival trait Protective Reviver…giving 10 seconds of protection simply by tapping a downed player once but like I said so many factors and it all revolves around the boon duration increases from HOT that I listed with Herald and food.

(edited by LinhZeri.6412)

Official Feedback Thread: WvW Stability

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Posted by: LinhZeri.6412

LinhZeri.6412

The stability change was spot on.. it gave the sweet spot between being effective and able to be removed.
Not sure if this really involves stability but it is something that should be addressed with addition to [Player Walls and Hit Caps at maximum 10] several skills if not most of them have been made relatively less useful…. if not completely put out of play (a prime example is Necromancer’s Spectral wall which barely does anything anymore) . The 10 maximum would of been good if no Stability changes have been made.. but with the addition of the Stability removal cooldown you ultimately made it even greater duration (as a Stability stack wont be used up during that .75 cooldown the 10 limit still applies and they will simply go away). Of course im speaking WvW and larger combat where this change is most noticeable. Just thought id address this. I know a lot ive spoken to agree it is an overkill on the multi crowd control skills when the Stability stripping cooldown addressed it already.

(edited by LinhZeri.6412)

Friday Match Resets Starting March 25th

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Posted by: LinhZeri.6412

LinhZeri.6412

Nah it’s perfect on Friday the problem is the time… I love Friday reset… but it should be 1 hour back on day light savings time…… 9pm should be start time and not 10 pm and im sure every East Coaster thinks exactly the same. I really hope we are being heard instead of put aside.

edit: Yeah i lost hope no word so … guess im never doing reset again for more then a half hour.. lucky me cant even join my friends while they have fun for 6 months until daylight savings is over…. yey me….

edit2: My server only plays on reset until wvw overhaul…. so this is why i had reset to look forward too.. which is probably 90% of east coasters issue. I

(edited by LinhZeri.6412)

WvW Reset Time?

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Posted by: LinhZeri.6412

LinhZeri.6412

yep… apparently we Eastern Players dont get to play reset for more then a half an hour or so before sleep.

Friday Match Resets Starting March 25th

in WvW

Posted by: LinhZeri.6412

LinhZeri.6412

No idea why this is 1 hour later then it used to be on Friday … only able to play 30 mins in… Wish i understood why it has to be at 10pm eastern time for me when the old time was just fine.. it’s such a shame really. North eastern players want to play too…

It really just makes me sad.. its like ok im going to bed and reset happens….

(edited by LinhZeri.6412)

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

I hope this is the partial fix the dev spoke about… it looks like it’s getting close.. i see the wolf doing a second howl… man i really hope they work it good and make the Howl loop a few extra howls after using skills… because the subtle howl is so overshadowed by the skill sound itself..

edit:
wow im not sure but the latest hotfix it actually have a small howl to go with the animation of the moving head just by unsheathing (however subtle).. im not sure if this was added from this or I just didn’t notice it before but that’s awesome.. man if they can only make that howl randomly sound once every 15 seconds (perhaps sheathed or unsheathed) just to give it that wolfpack feel at night. but this is a vast improvement to before when broken. Reason having it sound ever 15 seconds or so is because while harvesting it goes off after harvest which is really cool and having that happen all the time would be phenomenal. (And the low howl is low enough that it isn’t obnoxious to others)

(edited by LinhZeri.6412)

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

Im glad this is finally be addressed.. I really hope they go middle ground with all feedback and make sure the moon is back AND a limited howl loop… (perhaps 3-5 seconds after using which is perfect) is added… Because just the moon back and glitter really isn’t enough IMO.. but im sure people will like it nonetheless. The best part and reason I made the Howler was for the looping howling at night after casting.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

This weapon seriously needs to be reverted before the April 2014 Features Pack… even the clipping of the wolf after it howls bugs out completely losing it’s fluid motion like before… I wish they would respond to shush us at least.. simply revert it to previous and all is well IMO. I even just skinned over my Howler with the Scientific Warhorn.. after finally getting sick of a boring legendary as of that April 2014 Feature Pack.. I actually made it for the way it was before.

If the endless howl loop is seriously such an issue (which wasn’t really endless it was only at night time… which gave the effect of the weapon coming alive howling in the night made the legendary amazing ….) Make the howl last a minimum of 5 seconds… this way it settles both views on it . Just return this legendary to it’s previous glory :/.

Just going to restate my statement as I think its probably the best solution to finally end this and perhaps add much more visible foot trails.. which can easily be accomplished adding more mist remnants and even water droplets like when you unsheathe the legendary.

[Poll] What are your thoughts on Druid?

in Ranger

Posted by: LinhZeri.6412

LinhZeri.6412

I feel like playing staff druid with a classic pure healing mindset is not going to work. The specialization traitline is incredible for supplementary the current non-druid builds though.

what? You people have lost your mind! only you people with the DPS DPS DPS mindset are not good with Druid.

i been playing it with healer first mindset and been successful in PvP. I go into every fight with main priority to protect my allies. and I’ve been major successful at it.

Agree with you 1000% the people who say low DPS shouldn’t touch Druid as it isn’t designed for it. Love this specialization. and I played druid for many hours now and not grown bored with it at all and druid specialization you can do a nice heal gs melee ranger (which i tried and works great for sustain healing) so best for both types of player when built right. Only thing that needs work is astral whip and vine surge just needs a 2 sec imob like ele’s shockwave.. and perhaps a 2 sec cripple when a foe crosses the vine when it is down.

@ Kiwi… 1 word.. positioning.. you should not be in a CC train as a healer just like any caster.

(edited by LinhZeri.6412)

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: LinhZeri.6412

LinhZeri.6412

My experience with Druid.. I love it!..Amazing job Anet!.
Damage is fine on AA as this auto aim is constantly casting I easily got high numbers so fast over time without even zerk gear. some people I think are so used to big numbers instantly that they shouldn’t be playing druid as its a support heal specialization as it should be and its doing its job wonderful.. but ya I adore Duird very much xD.. The only issue is the scaling with Healing Power needs to work much much better but overall good experience with it.

Some things on Staff:

-Solar Beam: Love it! not much change needed.. would be nice if you can cast it on allies and foes. Damage is very good as it is meant to be a spam of heals and charging energy for avatar.

-Vine Surge: perhaps a 2 second cripple when foe crosses and extend the immob to 2 seconds.

-Astral Whip: This def needs to do a bit more damage and some fine tuning. I do agree this should be able to cast on allies OR foe to damage nearby foe/s and heal allies in a short duration around them.

-Ancestral Grace: This skill imo is perfectly fine.. but evasion wouldn’t hurt one bit and def should anyway since other classes have evasion on these types of skills.

-Sublime conversion: love it! just needs the water field stated in tooltip

About Glyphs:
-All need range increase to be remotely practical to use in a fight.. I tend to be using them and forgetting the short 300 range on them lol.

About Avatar:
-I actually barely use it (prob should more but I def use it when I need burst healing) when I do the skill 1 is def too small of a radius I keep missing but other then that it’s very good and should be for such the short duration in it.

(edited by LinhZeri.6412)

Suggestion: Corrosive Poison Cloud animation

in Necromancer

Posted by: LinhZeri.6412

LinhZeri.6412

guess this didn’t happen xD. still hoping for future though. So odd that a cloud is at your feet and it’s destroying projectiles?… It should have at least Engineer’s poison shell on mortar animation so you can at least see that it’s there.

Suggestion: Corrosive Poison Cloud animation

in Necromancer

Posted by: LinhZeri.6412

LinhZeri.6412

Loving the upcoming changes to the skill it reminds me of StarCraft: Brood Wars Defiler’s Dark Swarm ability! definitely a great way to give the skill a much needed extra utility to stop projectiles as well as weaken melee attacks when they get inside it.
With that said.. the visual animation is very lacking and looks like a well which is a tad off putting. Perhaps with this incoming change… they can give the cloud a make over in visual art by using a similar or the same animation that Pot of Hylek Poison consumable item has. This way you can see inside and also know when it is active in a clear visual way… and of course would look real cool. Maybe Anet had this planned for a new visual animation but I thought id put it out there just in case if it wasn’t planned.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

Howler now is overshadowed by new warhorn noise.. … my poor Howler….. just revert this change already this makes no sense so it can at least shine at night and make the wolf howl like it should at night time.. It used to stand out as a living legendary (As if the Wolf was alive howling at the moon light) instead of a slacking static boring mess it is now.

(edited by LinhZeri.6412)

In defense of the consume conditions nerf

in Necromancer

Posted by: LinhZeri.6412

LinhZeri.6412

No idea why ANET kept the skill cooldown traits.. seriously all need to be baseline to skills or just tossed out so they can properly balance skills. Consume Conditions was wayyyyy overdone here with nerfs and should only have 5 vulnerability applied instead of a massive 10 .. imagine healing after a Ranger does rapid fire on you… wait I thought I just removed those stacks.. lol… the 30 cooldown… ok it sucks but that is acceptable but TEN vulnerability… yikes.. I guess ill be hugging my guardians more in wvw lol.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

This weapon seriously needs to be reverted before the April 2014 Features Pack… even the clipping of the wolf after it howls bugs out as before it had a fluid motion… I wish they would respond to shush us at least.. simply revert it to previous and all is well IMO. I even just skinned over my Howler with the Scientific Warhorn.. after finally getting sick of a boring legendary as of that April 2014 Feature Pack.. I actually made it for the way it was before. Not that it will matter me writing any of this anyway.. just wanted another add another voice to be heard.

If the endless howl loop (which wasn’t really endless it was only at night time… and which an actually wolf makes howls … hence the name of the legendary..) Make the howl last a minimum of 5 seconds… this way it settles both views on it. Just return this legendary to it’s previous glory :/.

(edited by LinhZeri.6412)

[Incinerator] Flame Extinguished!

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

very good opportunity to check out Howler as it hasn’t had it’s effects for months

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

Yah :/ I just wish we had some word on this… instead of it being ignored they really just should revert the change.

Howler - Legendary that doesn't seem like one

in Guild Wars 2 Discussion

Posted by: LinhZeri.6412

LinhZeri.6412

All they need to do is revert it from post April 15th build but put a 4 second timer on the looping wolf howl at night when used… then it will be back to actual legendary status. Currently no constant moon at night and no glitter like it used to. It’s just a dead weapon at it’s current status. o Btw discussion on this is in the Game Bugs and as usual is ignored since it isn’t a flashy sword with over the top gfx.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

Yeah I was thinking they can just bring back the howling at night but make it last only 4 seconds instead of indefinitely .. and of course bring back the moon and glitters :p Im just glad there are many others who miss the loop Howl at night as it was a major reason I made it.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

I actually enjoyed all of it… even the constant howl.. But I would compromise for at least it did the howl for like 4 seconds after being used like it was a living wolf then rested with the moon still out at night…. Right now Howler is very boring and I actually don’t even use it as much as I used to.. sad since I enjoyed it before the April build :/. This will probably get ignored but I put it out there .

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

funny pretty much what makes the Howler actually a unique Legendary has been “fixed”. The whole howl when using skills is hardly heard as it is. Such a disappointment for a good legendary that has become mediocre at best.

Legendary Howler Bug [merged]

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

Yeah same with mine… it is a great animation and visual which I hope can be fixed soon I miss it already.

Targeting Still Broken Please Fix It!

in Bugs: Game, Forum, Website

Posted by: LinhZeri.6412

LinhZeri.6412

I just find it amazing how I just click innocently off on the terrain (by accident or just not thinking) and I lose target.. its messes me up all the time in pvp and pve and I really don’t understand it.. just another pet peeve I guess.

I miss Toss Elixir S's GROWTH!

in Engineer

Posted by: LinhZeri.6412

LinhZeri.6412

I’m I the only one who misses the growth upon receiving Stability? I loved the visual of the randomness of the elixir. :/
No idea why this hasn’t been put back as Ranger has it when they trait Signet of the Beastmaster … and activate Signet of the Wild…. the pet and the ranger grow in size… at least the engineer’s elixir made more sense.

Southsun Cove should have a meta event.

in Dynamic Events

Posted by: LinhZeri.6412

LinhZeri.6412

=) thanks for your input ya my armors would be destroyed as well xD. they would have to make the drops more attractive there as well and such to make it worth it.

Southsun Cove should have a meta event.

in Dynamic Events

Posted by: LinhZeri.6412

LinhZeri.6412

Just a rough idea but to get people exploring Southsun Cove again is to introduce a meta event much like Temple of Balthazar (of course involving the Karka) to retake and control the Hive from the Champion Karka (or upgrade to Legendary for the event chain) would be a good idea. Rewards at end could be a chest and a Consortium Vendor and/or Karma Vendor. =) I just miss the Ancient Karka event so much this would bring back the fun of that event to those who missed it and fun challenge for players who hate those Karka so much!. Idea in my head so hey doesn’t hurt to post it here.