Showing Posts For Nike.2631:

Anyone ever try to control a market?

in Black Lion Trading Co

Posted by: Nike.2631

Nike.2631

I’ve earned up a bulky nestegg that I’m inclined to blow on trying to be a market maker.

So: share your stories on your successes or failures in trying to reset an equilibrium for an item by buying out existing walls.

How’d you pick the item, why’d it succeed or fail, what lessons did you take away from the experience?

Don’t look at all the items hanging around on offer and think “Oh, if I just buy out the bottom 400 I’ll be able to resell them at X and make a profit tidy profit on some and an acceptable profit on the rest…”

First step is try putting a bunch of bids at a solid step up for the highest standing bid… it shouldn’t take you long to find out supply for everything is vastly deeper than it looks and controlling a market is literally trying to steer the iceberg when you can only see 10% of it…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

(edited by Nike.2631)

Feedback/Questions: Legendaries in Wardrobe

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

And I gave you your answer – as it stands NO, you get nothing for having a duplicate Legendary other than that stat-swapping functionality… but you might ask nicely about it in a Support request as there is past precedent for Support to help people in similar situations.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Mystic Salvage kits nerfed?

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Yes, you are missing something. Average return is more like .9 per salvage. A couple of 0’s in a row isn’t just normal, its INEVITABLE.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Feedback/Questions: Legendaries in Wardrobe

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Legendary Weapons now have gameplay value outside of their cosmetic value.

There is a case to be made that since when they changed the infinite harvesting tools you were allowed to return duplicates for a refund, it might be equitable to allow players to unbind duplicate Legendary Weapons.

Even in the absence of Official Policy to that effect, if you’re a duplicate Legendary owner, I’d still put in a ticket to support and plead the case in that form.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

[Speculation] UnID'd Dye Market

in Black Lion Trading Co

Posted by: Nike.2631

Nike.2631

For the love of god do NOT listen to these guys. After the patch goes live the market will be flooded with unid dyes. Prices will drop and stabilize after a week or so. These guys only want you to buy the dyes they are selling.

If the credited dyes are account bound you won’t have a flood at all, I would imagine dyes will not be marketable until after they have been discovered…..

Since my main will unlock basically every dye for every one of my other characters, account bound UD’s make no sense AT ALL. This is a theoretical restriction I doubt will ever materialize.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Feedback/Questions: Legendaries in Wardrobe

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Having made one Infinite Light for my guardian, being able to suddenly dual wield them on my Warrior is a plus in my book.

It also makes me a lot more comfortable working on a Volcanus now that crafting it once will make it available to both my Guardian and the Mesemer that it’ll look good on.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Dye Changes Feedback/Questions

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

I have 3 character with Celestial, 3 with Abyss, 3 with Midnight Ice, 3 with Flare, and a couple other rare repeats not even I care about. Is it a little bit of a loss to not get exact copies of my duplicates? Sure. But weighed against all my other alts gaining access to those colors, I’ll take the hit with a smile. A big smile, since my “Dye Main” had very nearly every color there is outside of the gemestore exclusives, and that means after logging that character in, every other character I log in will be showered with unidentified dyes.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

How do you suppose WvW players will see the difference between a guardianand an ele to focus someone?

I’ve never been convinced that PvP’rs being able to read another player by knowing the cosmetics of the game is actually a benefit to the environment. It creates a skill differential where one might not be helpful. Targeting them and/or a class icon over there heads seems to cover both ends of the argument.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

[Speculation] UnID'd Dye Market

in Black Lion Trading Co

Posted by: Nike.2631

Nike.2631

So… you realize every crappy common dye in the game right now can be converted into an unidentified dye if you have enough alts to consume it now before the 15th? Because you get an Unidentified Dye for every duplicate you have unlocked come patch day. My “Dye main” has almost the entire set, which means anything and everything I can cram onto my 15+ alts in the next two weeks becomes an unidentified dye on payday…

Time to ‘recycle’ some low value dyes…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Rune revamp Hopeful

in Profession Balance

Posted by: Nike.2631

Nike.2631

We’ve seen the new Rune of Strength (+45% might duration) and with the glimpse of the Rune of the Monk we know that general boon duration runs as I described above at least for the (2) and (4) set bonuses. The (6) could be 20% but it’s far more likely that under the new paradigm 30% boon duration for a full set is where its at (and no amount of mixing and matching will come close).

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Rune revamp Hopeful

in Profession Balance

Posted by: Nike.2631

Nike.2631

There’s actually some pretty clear patterns to how they are rearranging the former (2) bonuses. You’re not going to see boon duration on every step – that’s just a given. On the set they decide will be the go-to Rune for boon durration you will almost certainly see~

(1) 25 of a stat
(2) +5% boon duration.
(3) 50 of a stat
(4) +10% boon duration and another benefit.
(5) 100 of a stat
(6) +15% boon duration and another benefit.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

I want to play a super safe cleric bunker guardian & still have the kill speed of full zerker, because I am sick of seeing “lfg 5 zerkers” and they are not skilled. I think this is only fair.

Thanks.

Honestly, no one playing more defensive builds wants or expects their best time to match that of people playing balls-out full-tilt killify-them-all builds. They just want doing so to be risky enough that its the province of the truly awesome and not the bandwagon presumption of DPS-posers everywhere.

Jeeze… Wouldn’t you like to take some pride — to get some actual respect — for succeeding at something difficult rather than doing what’s the obvious play under the current system?

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

And why are full-DPS parties a problem? If each individual is playing a selfish build and is skilled enough to kill the boss and act as an individual, why should they be punished for playing squishy DPS, especially if the gaps in potential for non-DPS builds exist due to inherent monster and level design flaws rather than number-crunching damage?

Because they’re NOT being punished particularly. For a strategy to become so wildly prevalent, the skill requirement actually has to be pretty low. To paraphrase Loki “If it were easy, everybody would be doing it.” Well, it’s not everybody but a lot of people ARE doing it. Not everyone who wears berserker and succeeds is actually that great a player and even this small change is going to make that more apparent.

Ferocity thus is is a failed solution – even before release – because even in the greater scheme of things, it does nothing to address the so-called problem that it’s designed to resolve.

If it did “nothing” we wouldn’t be seeing this level of outcry . We’ve seen people regularly arguing “well, now the 4 good zerkers can’t carry the cleric any more…” That is the sound of the slack being taken up, pulling the cords tight before another small change somewhere else uses that built-up tension to snap the current meta like a tree branch. You’re absolutely right: the damage nerf isn’t enough to change things… by itself.

It won’t be by itself before long.

We haven’t seen the rest of the balance pass notes for this patch. We also have seen them split up OBVIOUS components of the same change like reducing the availability of vigor to all profession over two patches.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

So, basically, you just want the game to be changed to they way you like to play it? As a healer?

Nope. If you’re reading my posts at all you’ll see my desire is more that they hit a balance point where for example 5 pure DPS and 4 pure DPS + 1 DPS/Support hybrid are considered comparable solutions amongst highly skilled players. Where the risks for rolling pure DPS are high enough that while the fastest 4+1 run is always slower than the highest mono-5, the average time for the two is pretty similar because the mono-5 wipes maybe 1 try in 4 while the 4+1 wipes around 1 try in 10.

The problem with taking away DPS is anet’s only solution for harder content is to add more HP and harder hitting enemies, which is a large reason why the meta has tended toward high DPS builds in the first place. Instead of changing all the stats and acting like it’s to make it easier to understand (as if it was very difficult before), why not create better content that isn’t solved solely by having the highest DPS available?

And I’m agreeing with you that just reducing DPS until DPSing breaks is not a fun or elegant solution. On they other hand I think we’re all in agreement that the DPS nerf isn’t big enough to have changed things – it’s just part of an overall strategy of smaller pressures, some of which haven’t been announced yet. I’m just pointing out that if you want to curb the exuberance for pure-DPS builds the place to do it isn’t nerfing the damage output, its tweaking the incredibly high survivability for 0 stat commitment. That is where the pure DPS build is most vulnerable. A very small hit – smaller than the Ferocity nerf – along that axis and the entire role could be snuffed out. Not a desirable outcome either.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Everything.

Ferocity contributes to a fast kill time. If you are killing as fast as the game allows and you still can’t kill it before it kills you, you have to extend your survival times until you’ve flipped the curves back in your favor.

Any tweak to healing – especially base healing with no Heal Power commitment – directly impacts the effectiveness of the entire DPS proposition and every stat in it.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Nerfing Berk actually hurts Cavalier/Valk

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

I get it the Balance team looks like you’d have to card them at a bar, and some of them might not pass, but I’m pretty sure anyone who does game balance as their 40 hour a week job is aware that crit damage can be found as part of more sets than just berserker.

Players are saying “Oh, this just targets berserker, only it doesn’t.”

No Dev has ever said that was the only, or even principle goal of the change…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Support = Healing and that’s what we need. More and better healing.

No… we already have humungous quantities of healing available… we need healing to be relevant. Right now the Lone Wolf builds are entirely self-sufficient even through the most challenging scenarios the game has to offer. The coefficient of relevance for healing is currently ZERO. Fully double the outgoing heals people can deliver and there will still be no call for them in speed clear groups.

The real problem is the band between irrelevant and absolutely required is very, very narrow, and bouncing all the way across that band from where we are now to hard requirements for a healer in group benefits no one. Not even the people who like playing healers. They are gonna have to creep up on that sweet spot slowly to not overshoot, and unfortunately this Balance Team is glacial on the best of days. Unsatisfied healing-gameplay fans may have already moved on in substantial numbers before they come anywhere near striking a good balance.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Honestly, if you had a patch note that read:

The base healing of all healing skills has been reduced by 15%. The contribution of Healing Power to these skills has been increased so that at 500 Healing Power you will see the same healing numbers as currently, and above 500 Healing Power the results will increase from their current levels.

…The “All-berserker Party” would be dead on the floor with its neck broken, for all but the very, very best zerker players.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Love the new Traits

in Profession Balance

Posted by: Nike.2631

Nike.2631

Other than the joy of making someone else eat them. A 30 point slot is a high premium for that joy, I think it may work out just fine.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Love the new Traits

in Profession Balance

Posted by: Nike.2631

Nike.2631

My overall impression is while about 60% of them are noise – mediocre effects that will have to be either revamped or shuffled to lower slots on the next balance pass, there are usually 1-2 per class that make you go ‘hmmm…’ if you’re willing to dump your preconceived notions and build around them from the ground up.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Love the new Traits

in Profession Balance

Posted by: Nike.2631

Nike.2631

After the fighting I had in WvW earlier today, a well-handled Elementalist who can get off frequent blinds in 5ish vs. 5ish just by laying barbeque pits all over the place is gonna be a beast. Its just a lot of random whiffing added to the chaos. I look forward to seeing it in action.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Stone Heart vs. Burst Precision

in Profession Balance

Posted by: Nike.2631

Nike.2631

100% x 0% = 0%

The attack always would have critted – if they could be critted – but they can’t.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

If this change means that when I post " lfg x dungeon zerk only " I get other zerk player that know what they’re doing perfectly then the update might have done something good.

Most of the time if I’m using the LFG tool at all I won’t intrude on a “zerk only” party listing because I’m not in berserker and I can read . But if for some reason I was super eager to get into a particular dungeon and pressed ‘join’, pretty much the first thing that happens on arrival is letting them know~

“Hi, I’m not in all-zerker. I have mostly zealots (Power + precision/healing) and a few group support traits. I know the content and I’ll give you a nice clean run with minimal mistakes.”
“If you want to keep waiting for someone who’ll give you a run 2 minutes faster, no problem. I’ll bow out.”

I’ve left groups during the intro and negotiation phase (with no hard feelings), but no one’s ever had to kick me. Communication is the biggest buff in the game.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

No spirit at all....

in Guardian

Posted by: Nike.2631

Nike.2631

We haven’t actually seen the balance pass changes, but hope does seem limited.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Ranger: the 4 remaining traits

in Ranger

Posted by: Nike.2631

Nike.2631

Beastmastery Grandmaster: Finally a useful pet – You gain a nourishment buff giving 5,000 HP and 30% damage from the consumption of your pets.

We call this powerful new buff~

“Family Dinner”

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

ferocity? -_-

in Profession Balance

Posted by: Nike.2631

Nike.2631

You have an exceedingly limited imagination as to what “no matter what” could actually include…

Predicting and shaping emergent gameplay is absolutely “the job” when it comes to game design. If you can’t fairly consistently and fairly accurately forecast what tools will be used for, you shouldn’t be drawing a paycheck for creating tools. Surprises are inevitable, and sometimes even desirable… but they should also be rare.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Survival of the Fittest - new synergy

in Ranger

Posted by: Nike.2631

Nike.2631

Just like to say that the amount of damage one is like to take by doing this means even if this works, it’s probably not worth it in most situations. Soften also has an unlisted internal cooldown so we can’t rapid fire it by falling down a slight incline.

Odds are good its internal cooldown is the same as muddy terrain — and is likely reduced by the survival skills cooldown trait .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

[Warrior] Anti-Warrior FeatureLESS Pack

in Profession Balance

Posted by: Nike.2631

Nike.2631

I believe post-pack Warriors will be fine despite being treated like Rangers just this once…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

ferocity? -_-

in Profession Balance

Posted by: Nike.2631

Nike.2631

“Build diversity in WvW” would have to EXIST before it could be damaged .

They’re not done tweaking the PvE meta. This is a step, not a destination.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Futuretech: 2 Sigils on Bows

in Ranger

Posted by: Nike.2631

Nike.2631

In my opinion there is ZERO probability that the stacks know which weapon they came from. Its just a counter from 0-to-25.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

So how come people zerkered their way through that tower ( myself included) without bothering to team up or switch gear?

Because some people are better at it than others .

Toxin was a flavor addition, not a external pressure factor.

Oh, I’d think the dead glass cannons might disagree .

Look, there’s clearly some disconnect going on here.

I LOVE me some top shelf DPS hard-cases. Superb DPS players are a goddang gift when putting together parties or raids in all the MMOs I’ve ever played. The truth as I know it is there are a whole buttload of posers who think they are amazing DPS and don’t even come close to what a real pro can do. In my experience no other role has so many people deluding themselves that they’re hot poo. And I don’t just mean pushing the damage numbers. Real DPS pros are all-aspect team players who never take more from others than they need and know when to give to keep the total operation moving smoothly. As a person who prefers healing but above all else prefers being the best team player they can be, the difference between healing a pro DPS player and a slack-jawed blade-dork is night and day. There are days you just let the blade dork die because he’s screwing up, he keeps screwing up, and your time and mana are simply better invested elsewhere. When you see a pro DPS’s life bar plummet you trust and you know he saw something that absolutely had to be annihilated and the right call is backing that play even if you never saw what started it.

Myself, I’m raid-passable DPS, but I’ll never be premier grade. I work at it. I run parses, test builds, refine rotations, and generally have an excellent technical understanding and the best gear the game allows. I have a thirst for victory that makes me a good raid-caller and the guy that writes the strat-guide the rest of the guild reads. I love to win… but I just do not have the blazing eyes and the killer instinct that defines the best.

Frankly, if I want to make life a little harder for DPS, it’s to cleans out the chumps and the posers .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Surely you must mean Human Warriors.
Warriors are the most prevalent profession.

Ah, you’re right . At launch Rangers were second according to the infographic.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Of course not. Because in any MMO population you can rule of thumb that only about 20% enjoy support/healing gamplay, and about 10% enjoy the demands of good tanking (which is far more about positioning and control than it is about survivability)

So, let me get this straight. Your estimation is that 20% of the people like playing tank/support roles.

I’d love to see you show your work on how 20% + 10% = 20%, but do go on…

Nevermind the fact that this game doesn’t have those roles and was designed so that every class has the ability to do all those things.

K, first off, the game does have a healing support role and a ton of tools to realize it. And I’m as happy as anyone it doesn’t have a tanking because tanking is conceptually stupid. What it does have is Control which is really the property you wanted out of your tank most days anyway. And you’re quite right that all professions are able to bring these elements to the table. Not sure how that’s an argument they don’t exist…

So, basically, you want the minority of the players to have everyone play the same builds they do?

Not at all. I’m saying I look forward to content the can be handled by any group if they are sufficiently skilled but yields most easily to various combinations. I don’t want one-meta-fits-all. I want “the meta for each scenario is the meta for that scenario.”

What ever happened to the concept of democracy?

You mean mob rule where since most people like humans we just dump the other races and since there are more Ranger player than any other profession we can safely dump all other professions? That sounds fun… for people who like human rangers… You’re making the exact same arguments for roles – “there are more damage dealers so we should ignore everything else.”

I have a feeling you run god awful builds and you were one of those players that keeps trying to join zerk only groups and was subsequently kicked.

And I have a feeling you hope that so you can belittle and ignore me… or that my assessment of what is going on in the game is untrue so your particular little boat need not fear being rocked. It doesn’t matter what I play, we’re talking about the game that IS and the direction it can already be seen to have been going. The sand is over there, feel free to stick your head in it.

I have, simply because I like the role in other games, tried max-healers built on every profession. Some are much stronger than others but all of them are unnecessary in most content, and active negative in some. I moved on to what works because its what works. I’m a min-max monkey above all other role allegiance. But boring simplistic meta is boring and simplistic. A lot like human rangers.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

If they lower damage output to the point where all DPS groups can no longer consistently kill the boss before accumulated errors/damage wipes the party, you’ll see an absolute shift towards either self-sustain or party sustain.

from this post alone i can tell that you dont have a clue and have never tried berserker gear.

And from yours I can tell you don’t know me or anything about me, but feel free to keep guessing.

Yes Lupicus can be solo’d and yes it takes a while and during that time you have to not consecutively screw up. The faster a boss dies, the fewer “did you choose wisely” checks you have to make. Skilled players can and do get it right enough times to win. But that doesn’t mean the checks aren’t happening and fewer checks is always going to result in more successful outcomes than more checks when looking at all the players making the attempt.

i can kill lupicus solo and naked. it took me between 15 and 16 minutes. do you really think i will ever need a defensive player in my group or a healer and defensive gear for myself?
no.

In the current environment, no. But in a environment with enough undodgable damage, yeah, I can ABSOLUTELY write a scenario you can’t survive without help. And I know the ANet Devs are pondering just that because Toxin was clearly written to challenge your play-style more than it challenges mine.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Did you not play the hologram fight? The current is flowing my way, so who needs the hint?

I remember that fight, I went with my usual glass cannon, melee’d two of the holograms and then completely ignored the other one because my direct damage did nothing. Didn’t need a healer. Didn’t need “support” which couldn’t be provided by berserker users (condi cleanse, aegis, etc. etc.).

And if the entire platform had been a party of you, the scenario would fail. Because somebody had to do the blue one.

I’m not saying don’t do what you do. I’m even saying, “nice job, meleeing the ranged fragment is non-trivial”. But I’m also saying expect more content like that where somebody is gonna have to bring something to the table you don’t. If for no other reason than there is a real limit on the number of times your content can be “yet another direct-DPS race sprinkled with dodges” before the stagnation damages your player numbers.

The direction we’ve seen the game moving shows the Devs are aware of that and taking action.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

You always have that volume on a zerg event. You usually have it even on a small party (and if not, you can easily get it changing some wepon / trait / utility if needed).

And you’ve just described why it was a good test. It let them see if the general audience could understand the requirement in a situation where there were lots of people with mixed builds and skill levels. As opposed to trying it for the first time in a dungeon and watching the meta-party bug slam into the have-conditions-or-fail windshield at 90 miles an hour and declare the content/path unplayable and never come back.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

The hologram fight didn’t need any healer or condition user tbh :P
They were likely to slowdown the kill (and maybe make it fail) at best.

Sure. Healers were, as usual completely tertiary to the process . The melee / ranged requirements were soft, but they were still there. You didn’t need condition damage, but if you didn’t have the conditions volume to bust the blue fragment’s shield consistently, your entire platform was going to fail and no amount of ’Zerk was going to change that.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

So basically a trinity of direct DPS, condition DPS and a healer.

How about you get the hint, realise this game isn’t for you and play something else?

Did you not play the hologram fight? The current is flowing my way, so who needs the hint?

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

personally,

if after ferocity, zerker is still the best way to clear a dungeon fast, that’s what I will keep wearing.

if after ferocity, the best way to clear a dungeon becomes (for example) condition damage, no problem I will hop on one of my other characters (i have all classes at 80 and geared for this very reason) and adjust accordingly.

If suddenly necro becomes the best speed clear profession for dungeons, that’s what I will be doing them in.

See, adjust and move on

Missing the point – you’re describing content/changes that have failed. Any time the best solution is “an entire party of me” the content design has failed to encourage diversity. Ideally you want the prefight check list to read more like:

“Ok, we need two people who can dish conditions to bust the shield, a straight direct damage Zerk on the adds because their armor is paper but they hit like trucks so burn them quick, a ranged character who can both hit the boss while the shield is down and still stay by the switch, and some soft heals mostly with the Zerk on those adds but ready to react if anything goes off the rails. Take a minute to double check your traits and consumables, then we rock this.”

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

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Posted by: Nike.2631

Nike.2631

And lo, the meta is being forcibly rearranged. I don’t think speed runners are wrong to do what they do in the current environment. I think they just better get used to the idea the Devs are going to keep hammering on that environment until that strategy is no longer sound.

even if they nerf it to the ground the new speed running will simply be
let’s figure out which team comp gives us the best possible clear time now that pure beserker parties have gone the way of the dinosaur. (not that that would ever happen)

Again, the goal isn’t to stop party optimization. The goal is to create conditions where the optimum configuration is not five copies of one moving part. To create a situation where people are genuinely IMPRESSED that an all ‘zerker team pulled it off. Because the best players will always be able to manage to leverage configurations of their choosing beyond Dev expectations. But where most parties go, "hmm, it’d be nice if we had a little more control for the second mid-boss, but we’re probably good to go if everyone eats food. Lets roll!"

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Each profession still has their own healing skill and can dodge… Heal support isn’t going to add much of anything as long as we have our own way to self-sustain while getting out as much damage as possible.

First off, base values for self heals should probably be lowered slightly (8% sound familiar to anyone?) and then the contribution of Healing Power increased so that splashing things like Zealot’s/Keeper’s start to look more appealing than pure Berserker. I have no problem with truly masterful berserker players standing alone, but I’m ready to see the wannabe go down significantly harder .

I like healing, support and tanking but with how this game is built there’s not much in the way for any of those specs being needed.

Remember ‘Toxin’? Suddenly I had no problem finding pointy-end-of-the-spear players who didn’t mind sticking around my Battle Presence-&-buffs Guardian or perma-Regen banners Warrior when I was out slumming in the Tower. Particularly when my band strolled up and rez’d them off the floor.

They know how to do it. If anything, I think they’re trying to be a little more subtle about it. Again, splitting the different between auto-kicked and required.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

This issue here is where people like you are misguided.
People don’t kick non-zerkers right now because of gear – they kick them because they’re not playing the meta.

And lo, the meta is being forcibly rearranged. I don’t think speed runners are wrong to do what they do in the current environment. I think they just better get used to the idea the Devs are going to keep hammering on that environment until that strategy is no longer sound.

And they’re not playing the meta because their mentality is not geared towards efficiency.

If you think playing a quality healer in most MMOs doesn’t require a keen eye towards efficiency, I have no idea what MMOs you’ve been playing.

Even if zerker parties will require a healer in the future – it’ll still be 4 zerkers with 1 anchor guardian ( like the meta way at the start of the game ) and anyone else will still be kicked.

Really. Really? You think its impossible to create an environment/challenges where that’s not true?

Getting kicked is not about gear – it’s about the fact that if you’re not willing to invest the time and effort to play the most effective build then you’re not a player that’s going to roll with the meta-loving profit revering serious players.

Why would that change?

That’s NOT going to change. What’s going to change (hopefully) is that challenges will incorporate enough elements that no single build can cover all of them effectively – so that group content will demand a certain degree of diversity. Again we see signs – the hologram fight features a segment that favored melee, a segment that favored range, and a segment the absolutely demanded conditions.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

The majority of the community didn’t want this.

Of course not. Because in any MMO population you can rule of thumb that only about 20% enjoy support/healing gamplay, and about 10% enjoy the demands of good tanking (which is far more about positioning and control than it is about survivability)

“Damage Dealers should be god-kings, unencumbered by any requirements other than kill it before it kills you” is ALWAYS going to be the majority opinion.

I happen to enjoy healing/support gameplay the most out of Damage/Healing/Control. For the most part I’m glad that they’ve let Damage dealers scurry about without NEEDING to bring a healer. Waiting to have fun because you MUST ‘Find a healer’ is tedious, even for healers. But actively not wanting one is in my opinion going too far. I think it’s silly that they’re trying to promote healing by making healers stronger rather than making content more threatening, but at least I understand the impulse guiding most of these changes from a designer’s standpoint. An designers’ standpoints generally have to not give a crap about “majority preference” .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

(edited by Nike.2631)

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

right now: having 1 person not be zerker is a tolerable DPS loss.
with ferocity: 1 person playing clerics or knights will be a major DPS loss.

The irony being the cleric/knight player’s contribution didn’t go down at all. Its just the Berserkers being less magnanimous now that their margin of error has shrunk to nothing.

possible zerker community response ?

47 threads complaining . We’ll have to see how many more knocks it can take before it actually just collapses and ’zerks start looking for one support character so they can stay pure damage dealer or they re-gear for greater survival. Either way, the extinction of the all-Zerker party is coming.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

30 trait points for a functioning projectile

in Profession Balance

Posted by: Nike.2631

Nike.2631

Yes, but you can’t see what it does, or if quick draw still exists. You have a name and a position, nothing more.

So I should assume that a trait called “Piercing Arrows” is not going to be the trait that gives rangers “Piercing Arrows”? No, I’m not going to ride the crazy train with you.

I’m sure it does. Just saying it could have additional effects too .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

as I demonstrated before they can just as easily adjust the coefficient from say 15 to 18 = 1% crit damage, most would be none the wiser as all they see is oh 225 ferocity

Yeah… No.

Amongst the 3 million players in this game there are far more than enough people who are both detail oriented and very vocal that nothing like that is going to slip by unnoticed.

Its not a question of “did or did not a mouse fart in the back corner of Caledon Woods?” It’s a question of “If the mouse’s fart changed pitch by one note, how many seconds would elapse before someone is on the forum demanding to know ‘what happened and why isn’t there a patch note?!??’?”

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

People just like to play certain builds. Those that play zerker builds will always play them, you can’t force them into something else. Point being, they kill their build off or alter it in such a way that they don’t like the numbers showing up anymore, they are more likely to quit rather than adjust to a build they don’t like.

The point isn’t to make them stop playing their damage-mongering builds…

The point is to make them stop kicking anyone who isn’t playing the exact same thing.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

true, this conversion has deeper meaning behind it but…

if they were gonna reduce it by more than 10% right now they would not have gone on record and say it’s an overall 10% reduction.

I’m not going to say that particular statement was a BALDFACED LIE, but lets just say their idea of “the average player” who will suffer only a 10% loss in damage is wholly unrelated to the population of Guildwars 2 . People spec’d for condition damage might be getting off that lightly, but nobody both 80th level and actively geared for power-based damage is going to see losses that small…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

If they were content to reduce crit damage contribution from 30 points in the trait lines by 1/3 you’d better believe they’re willing to apply the same coefficient to food and banners… We’ll see when we get there, but don’t think for a moment it couldn’t happen.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Survival of the Fittest - new synergy

in Ranger

Posted by: Nike.2631

Nike.2631

I’m wondering about Soft Fall trait (the one triggering Muddy Terrain on falling damage) possible play. Considering that Keen Edge is ability triggered by trait and affects SotF, why shouldn’t it work for trait triggering Muddy Terrain?

I will add that to the list of thing to test – nice catch!

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.