Showing Posts For Olba.5376:

I think Im kinda ready for ascended weapons

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Now Anet, please make our material storage bigger =_=

Considering that the stuff in the screenshot would be valued at higher than the going price of a Legendary…

Yeah, one of those “Look at mai richez!” posts.

Though I think you need to get your log stacks filled. So much 250 with a handful of not-250 is sloppy. Clearly you’re not rich enough.

Try again.

No RNG and double price

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Honestly, would you buy whatever Anet comes up with that is not RNG box, but it is also double in price?

The question is too vague to answer.

For example, I’m pretty sure that tons of people would be willing to pay the price of 2 Black Lion Keys for most of the rare stuff that’s inside.

And if we’re not talking about Black Lion Keys here, then it becomes even fuzzier. After all, how do you measure the price of an RNG item without knowing the odds? It would be rather silly to ask whether someone would be willing to pay twice the TP price for an item, after all.

And personally, I rather like the Black Lion Keys. To me they act as a mechanism that enforces that certain skins stay rare. I can’t even remember the last time I saw someone with a Fused weapon and I don’t think I’ve ever actually seen a Sclerite weapon. On the other hand, I see Legendaries on a daily basis.

Elite healing skills

in Suggestions

Posted by: Olba.5376

Olba.5376

I’d like to suggest that when they add more elite skills they include some elite healing skills so that healing builds are more viable in the game..

The game is based on the premise that no one is able to make a full-on healer build.

And let’s be serious, the current bunker builds don’t need any more bunkering.

And there’s already Glyph of Elementals. And Avatar of Melandru. And Become the Wolf. And Summon Druid Spirit. None of these would make a convincing argument for your healing skills, but they sure give some kind of a guideline of the scale that you could expect if it was really something they’d be willing to do.

And honestly, some of the elites we have right now still need tweaking. Otherwise you’ll end up with builds that use a Signet in the Healing Skill slot for the passive and an elite to burst heal.

(edited by Olba.5376)

Precursors and Legendaries: The Update

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

So tell me…

what makes you think that when they release precursor crafting, it will be cheaper than the current prices of precursors on the TP?

Wallet / Banking Money

in Suggestions

Posted by: Olba.5376

Olba.5376

The developers said that the way they implemented the Wallet made it impossible to keep the ability to deposit money into the bank.

Legendary Dyes

in Suggestions

Posted by: Olba.5376

Olba.5376

Pretty sure you’re going to want Exotic and possibly Ascended tiers before going for Legendary.

/age request

in Suggestions

Posted by: Olba.5376

Olba.5376

Are you aware of the fact that a year has 365 days?

And the fact that every month has 28, 29, 30 or 31 days?

Warrior is too op in the current meta

in Warrior

Posted by: Olba.5376

Olba.5376

100 warriors doing 100 blades… 10 000 blades?

Seriously it look like something from Naruto.

But in Naruto, if you use a weapon, you’re a baddie.

Suggestion for Banners

in Warrior

Posted by: Olba.5376

Olba.5376

I fear that banners that you can stow would require a lot of revamping in other areas.

  • The passive bonus of Banner of Discipline/Strength is strictly superior to the passive of Signet of Fury/Might. That would mean that stowable banners would have to come with a revamp to those signet passives.
  • A banner regen build with stowable banners might end up being ridiculously powerful in terms of the passives that you get.
  • They would lose part of their uniqueness.

Separate Runes and armor

in Suggestions

Posted by: Olba.5376

Olba.5376

Suggestion: Separate Runes and Armor.

When a player equips a Rune, it becomes soulbounded to that player.

Why:

  • Easy configuration. I don’t need to waste money on an extra gear and then bag or bank space just to play a new rune. I don’t need to heavily invest just for six runes.
  • Easy configuration means more variety. Instead of looking at guides for the best optimization, if I find a cool rune, I can easily configure my build and Boom, go straight to playing.
  • Encourages horizontal progression. No need to add more vertical progression when you got runes to buy.
  • Opens up to the Rune market. Players will buy a variety instead of finding the optimizing one. In Diablo II, players would change their build to fit to new equipment. If a Barbarian finds a equipment that turns them into a werewolf, they would change their entire build around that. I believe Guild Wars 2 PvE should be more like that to be fun. Rather than Runes being a supplement to the build.

So wait… you’re suggesting that runes should be soulbound on equip but removable from the gear?

It would certainly be something that the players would love. However, I have to admit that as soon as you make something new that is soulbound, there will be people asking for it to be account bound.

Also, I find it kinda hilarious that you would use Diablo 2 as an example, because the diversity of gear in Diablo 2 was absolutely ruined by how unbalanced their runewords were. Not to mention that the only way to remove items from the sockets was to destroy them, which is exactly what Guild Wars 2 already has.

Balance the stealth mechanic

in Suggestions

Posted by: Olba.5376

Olba.5376

simple

1.Stealthed players take double damage

2.stealthed players lose stealth upon attacking (at least when they hit a “Blocking” or “Invulnerable” or “Evade” player.

3.become unable to instantly restealth afterwards.

4. get focused as target once they lose stealth

5.20-30% movement speed Decrease while stealthed

  1. Why? Thieves have medium armor and the lowest base health, plus extremely limited access to Protection. Without stealth, Thieves are forced to go the route of evade spamming.
  2. What kind of sense does that make? How about everyone lose health and/or get stunned/dazed/knocked down when they hit someone who’s blocking?
  3. There is already a 3 second Revealed that you cannot get around if you attack from stealth. If you do not attack in stealth, you can restealth immediately.
  4. Makes no sense. That would just mean that in a group setting, a Thief could be used as an aggro anchor by an organized team. Not to mention that it would make WvW even more of a mess than it already is.
  5. Makes no sense, considering that there’s a trait giving +50% movement speed while in stealth.

Victory or Death , Last mission

in Personal Story

Posted by: Olba.5376

Olba.5376

Victory or Death requires that you kill Zhaitan in Arah storymode.

Which, as you guessed, is a 5 man dungeon.

Master of (grinding ascended) Weapons

in Warrior

Posted by: Olba.5376

Olba.5376

… Since when was a Warrior able to wield 6 weapons at the same time?

Warriors do have the most possible weapon combinations, but that sure doesn’t mean you have to use all of them. That part is a choice on your part. Your choice, your consequences.

Power vs Crit damage

in Warrior

Posted by: Olba.5376

Olba.5376

Let say I have 70% crit chance, and I have 10 trait points to allocate. Which one would produce better damage output ? 10 in power or 10 in discipline ?

Indefinite.

The answer depends on your current power and crit damage%.

(edited by Olba.5376)

Maxed Homogenization

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I’m saying it’s a guestimate. I’m not saying good and I’m not saying bad.

But I know one thing for a fact. If 300,000 people are concurrently logged on, there are a lot more than 300,000 people playing.

What would you say the odds are of all the players playing all logging in at the same time.

No one on vacation, no one taking a break, no one working, no one in different time zones.

In fact, if 300,000 people were playing in the US at prime time, that means few people in Europe or Asia is playing at quite the same time. When do they log on.

Concurrency was probably measured at peak US time. I’m pretty sure there are more than 200,000 players in the rest of the world.

You can keep picking on everything I say. It just makes you look desperate.

Again more guesstimates from your side. I don’t care what the numbers are but you certainly responded to him without neutrality. If you had been neutral, you wouldn’t have needed to bring in your own counter guesstimates like you do again now.

I clearly stated nobody can know. You wouldn’t have had a reply from me if you hadn’t started making your own, even wilder, guesstimates.

It seems it’s you who is desperate to disprove his numbers, even though you can’t prove anything either.

The thing that Vayne is trying to get across is simple. Concurrent players will never amount to the whole playerbase. Which was what the OP was clearly implying in his post.

Which would’ve been a totally fair comment if he hadn’t started coming up with his own wild numbers which he can’t prove either.

If he’s so concerned about people makig up their own numbers, my thinking is he shouldn’t do it himself. Practice what you preach as they say.

I believe that the reason Vayne “came up with random numbers” is to illustrate his point. You know, it’s kinda like one of those math examples in your textbook, except that he didn’t put in a “Example #132810923890188888” label on it.

Maxed Homogenization

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I’m saying it’s a guestimate. I’m not saying good and I’m not saying bad.

But I know one thing for a fact. If 300,000 people are concurrently logged on, there are a lot more than 300,000 people playing.

What would you say the odds are of all the players playing all logging in at the same time.

No one on vacation, no one taking a break, no one working, no one in different time zones.

In fact, if 300,000 people were playing in the US at prime time, that means few people in Europe or Asia is playing at quite the same time. When do they log on.

Concurrency was probably measured at peak US time. I’m pretty sure there are more than 200,000 players in the rest of the world.

You can keep picking on everything I say. It just makes you look desperate.

Again more guesstimates from your side. I don’t care what the numbers are but you certainly responded to him without neutrality. If you had been neutral, you wouldn’t have needed to bring in your own counter guesstimates like you do again now.

I clearly stated nobody can know. You wouldn’t have had a reply from me if you hadn’t started making your own, even wilder, guesstimates.

It seems it’s you who is desperate to disprove his numbers, even though you can’t prove anything either.

The thing that Vayne is trying to get across is simple. Concurrent players will never amount to the whole playerbase. Which was what the OP was clearly implying in his post.

However, it is literally impossible to deduce the actual amount of players just from a concurrency number. You don’t know how it was measured. You don’t know the geological distribution of the playerbase. And getting any kind of valid estimates of those isn’t going to happen, since not all players in the servers of a given region (EU, NA) are going to be from that region.

(edited by Olba.5376)

Maxed Homogenization

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Even if your concurrency figures are accurate (and I question those), you have no idea how many people play the game.

A game that has a conccurency of 300,000 probably has over a million players,

So you say he can’t possibly know and you follow that with your own guesstimate which you can’t know by the same reasoning. Well done.

Saying that less that 500k people play this game is unprovable.

You are right. He cannot prove it, but you can’t prove he’s wrong either.

In fact, you have no idea how many people are playing.

Neither do you (nor me for that matter). Let alone what the definition of playing is.

The thing is, it’s a reasonable assumption.

In Vayne’s example, he takes the figure 300,000 concurrent players to over 1,000,000 actual players. Basically, that just amounts to assuming that all of the 1,000,000 players play roughly 8 hours a day.

500,000 players and 500,000 concurrent players would literally mean that everyone who plays the game players it 24 hours a day. Which obviously would never happen.

Make Mending a "Physical" Skill.

in Warrior

Posted by: Olba.5376

Olba.5376

where the heck did you get the idea that he wants to double mending???

Because that was what he was doing the last time he mentioned Mending?

the trait doubles only the DAMAGE of physical skills, not simply their effect or eventual healing or anything else. The only benefit mending would get from becoming a physical skill would be the reduced cooldown

Well in that case we have a few other things that need answering.

  1. Why not just lower the baseline cooldown of Mending?
  2. Even if physical utilities need some “love”, what does that have to do with Mending?
  3. I think that Shouts also need love so why not make Mending a Shout instead?

Just because there are two things that someone thinks need to be buffed doesn’t meant that their buffs should be combined.

(edited by Olba.5376)

Royal Pass

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Well I dunno, but could it have something to do with the fact that you’re standing in the Royal Terrace?

Thief "Sleight of Hand" steal recharge

in Bugs: Game, Forum, Website

Posted by: Olba.5376

Olba.5376

You’re mistaken on how it functions.

Instead of being

  • Duration x (1-Recharge%)

It is

  • Duration / (1+Recharge%)

The same is true for all the recharge traitlines.

However, it turns out that Sleight of Hand is actually multiplicative. That is to say:

  • The recharge% from the traitline functions as a divisor: Duration / (1+Recharge%)
  • Sleight of Hand functions as a separate multiplier: Duration x 0.8
  • End result: Duration x (0.8/1.3) = ~ 21.54

If anything, you should be grateful for getting even that. They could’ve just made both of them stack as a divisor, resulting in a 23.5s cooldown.

(edited by Olba.5376)

Make Mending a "Physical" Skill.

in Warrior

Posted by: Olba.5376

Olba.5376

^
Would be nice if people who dismiss plausible suggestions would just take a breather for once. Because seriously? Physical training on adept is OP? Jesus christ Olba, you must be the best Warrior in game right now (No really I’d like to see execution, getting sick of people who are all talk and no action) because he knows how to make off-hand Axe work in PvE and “Triple Physical” utilities work in PvP.

Hey, at least you didn’t send me ingame hatemail, like some people have.

No really, it wouldn’t make Warrior OP if you lowered down physical training to adept. Prove me wrong.

If ANYTHING, it might make Warriors more diverse. Who knows? People like to try new things.

Look, I am not saying that Physical Training itself is OP. Heck, if it was just lowering it to Adept, I would at most think it’s a pretty random thing to change.

But Daecollo isn’t suggestion just that. He’s also wanting a trait that doubles the healing Mending does. Basically, a 10 point trait that would turn Mending from 5,240 to 10,480 hp heal. That’s higher than a full adrenaline Healing Surge, along with having a lower cooldown and removing 3 conditions.

Go ahead, try telling me that doubling the base heal on Mending wouldn’t be drastic and potentially very OP.

Make permanent gathering tools account bound!

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

convert gold to gems

no real money spent

whats this qq about it costing £144 eh ?

But as soon as you bring in the argument about conversion, you’re hit right in the face with counting just how many picks you could buy at the price you’re paying.

And for a lot of people, the convenience is not worth quite that much. Personally, I got the mining pick mostly because I had 400 Gems from the 5000 achievement point chest.

Stone to Unbind Soulbound Items

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

Well, as long as it satisfies two conditions:

  1. Is “Account Bound” with “Soulbound on Use”
  2. Is decently expensive

Because it would be pretty kittened if you could buy an unbinding agent at a price significantly cheaper than buying another copy. Of course, that presents some issues with balancing the pricing, but I would think that the price should be based on the sales data, which is something the playerbase has no access to.

Make Mending a "Physical" Skill.

in Warrior

Posted by: Olba.5376

Olba.5376

Another one of these?

Honestly, when are you going to stop asking for traits to be lowered from Master tier to Adept?

That’s exactly what you shouldn’t be doing, since that’s no different from asking to have the power (30/x/x/x/30) and delicious survivability. And let’s be honest, that’s like begging the devs to be made OP. And that’s ridiculous.

Fused Weapon Skins from Anni Sale

in Clockwork Chaos

Posted by: Olba.5376

Olba.5376

Why not dump the scraps and just have the tickets drop at the accelerated rate? Everything costs a million tickets to buy, anyway. Even if you get lucky and get 5 tickets from 5 chests, that’s still 450 gems worth of keys.

I wonder if Dragon’s Jade will get changed over to tickets.

Well, first off, at this point implementing your suggestion is downright impossible. People have already spent their scraps for the skins. Do you think for one second that a noisy portion of those people would not be here, demanding that they get as many skins as they spent in scraps?

Second off, the skins are meant to be rare. Currently, the skins actually are decently rare. Making them drop at a 1/5 chance would totally annihilate that. And heck, at that point you would truly get people asking for the skins in the Gem Store, as putting them in the boxes wouldn’t be warranted as a means of preserving rarity.

Axe should Bleed and Torment.

in Warrior

Posted by: Olba.5376

Olba.5376

Please show me your screenshots, this is not the topic. I didn’t ask for aegis and protection and your trolling and shoving words in my mouth.

I am however glad I could get all the warrior trolls in one thread.

2,8k hours with 6-0 keys? ok..xd

You know you can play with something like a Razer nostromo, Naga, orbweaver, etc and rebind the keys on the device rather than rebinding within the game, right? Just saying not to make judgements based on screenshots rather than gameplay. That’s how classes end up with undeserved nerfs.

Plus, if your in-game rebinds are secondary rather than primary (e.g. did not overwrite the original), then the original ones will be displayed.

One big problem ( kiting)

in Warrior

Posted by: Olba.5376

Olba.5376

Personally, when I was running around with Axe in WvW, I found myself using Axe/Warhorn for the Swiftness a lot. That changed with the buff to Warrior’s Sprint.

And as Proxy pointed out, the issue is that you’re choosing weapons that are notorious for lacking in mobility. The most mobile weapon combination on Warrior, Greatsword with Sword/Warhorn, is ridiculous with its getaway ability. Heck, even Greatsword alone gets you a lot more than what some classes have access to.

Condition damage ignorge armor ?

in Warrior

Posted by: Olba.5376

Olba.5376

Along with armor, condition damage also ignores Protection.

New Player: 'This game is too complex'

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

  1. No ‘holy trinity’
  2. No ‘quests’
  3. How to make ‘combos’ with your character.
  4. What to do with Karma
  5. When to start crafting
  6. When and how to do dungeons (forcing one story mode playthrough would really help this)
  7. What salvaging kit to buy and what to salvage
  8. What items to sell to the merchant
  9. What gathering tools to use, what to gather.
  10. How to use the ‘deposit collectables’ feature
  11. Where to explore (main story line doesn’t take you through all zones. Thus exploring is self-reliant)
  12. Names of stat type: i.e carrion/bezerkers/etc
  13. How to use the mystic forge and why
  1. That’s something you would know before you buy the game.
  2. Renown hearts are an evolution on the traditional quest. And it’s actually explained when you first leave the city of your race by an NPC.
  3. Comboing isn’t exactly something necessary for new players.
  4. Pretty sure it’s obvious that Karma is a currency. If you’re talking about not spending Karma on things that are “useless” at endgame, then that’s not really something a new player should be thinking of.
  5. Crafting is voluntary and you can start it whenever you please. There is no “sweet spot”.
  6. There’s already Arah storymode at the end of your Personal Story. Honestly, I don’t think that they should put in any dungeons in the Personal Story.
  7. Again, Salvage kits aren’t really something a new player should be concerned over.
  8. The “Sell Junk” button takes care of a lot of it. The rest is crafting stuff, equipment and quest items. Which piece of equipment to sell is self explanatory (stuff that you cannot use, which is noted in a red text).
  9. You should use the highest gathering tool that your level permits you to use and gather everything.
  10. That was actually something that I found out by accident. I was with a friend (who had a level 60 or so ranger by that time) and he didn’t even know about it. Could maybe use a tip box when you first open the inventory window.
  11. The main storyline takes you through your own racial area. Exploring beyond that doesn’t bring you anything special. And personally I believe that you should play the storylines of each race.
  12. New characters don’t even have access to 3 stat combinations, so knowing their names is useless. And honestly, remembering which name denotes which stat isn’t really that important.
  13. Again, the Mystic Forge isn’t really of concern to new characters.

To me, a lot of your propositions seem tailored towards guiding new players to “optimize” their playing. And let’s be serious, that is not the way you want to paint the game. Granted, some things could use a bit more exposure, like crafting, but that doesn’t mean that you should get a pop up that tells you “Hey, you know that if you don’t start crafting from level 1, you’ll end up having to craft a lot of gear that you will have outleveled, thus wasting your precious coin”. Or a pop up that goes “Hey, you! you should salvage those white and blue items, that gets you more coins!”

(edited by Olba.5376)

Axe should Bleed and Torment.

in Warrior

Posted by: Olba.5376

Olba.5376

Please tell me I did not just read it right. Because what I am reading is that you’re suggesting that the autoattack chain would give 1 bleed on the first skill, a total of 4 on the next and 9 on the last one?

Because that would be insane. Heck, even 1 bleed per hit on all skills (1,2,3 instead of 1,4,9) would be extremely strong.

Also, you did not mention any of your proposed changes to Sword. Nor what you would do with Eviscerate.

And why would you need to completely revamp Axe and Sword? If you want to make a hybrid weapon, just give Sword a bit higher physical damage on the auto and make Flurry deal some decent physical damage.

Healing power?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Yeah, but is it enough to spend valuable gear stats on healing power?

That really depends on the situation and your personal preferences.

For example, I wouldn’t even consider healing power for a banner/shout warrior. On the other hand, healing power sounds pretty delicious for a P/D thief.

Healing power?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Yeah, that’s how it’s meant to be.

The healing is balanced to be strong enough to survive on your own and weak enough to disable you from playing a healing spec.

Make warrior burst skills unblockable?

in Warrior

Posted by: Olba.5376

Olba.5376

Signet of Might could ignore Blind.

I hope you mean the active effect.

Could work, but I think it would have to come with a reduction to the amount of unblockable attacks.

Passive effect already works even when Blinded.

What I meant was:
“I hope you mean that the active effect should add a blind immunity. Because having a passive that grants you blind immunity would be hilariously OP.”

Make warrior burst skills unblockable?

in Warrior

Posted by: Olba.5376

Olba.5376

Signet of Might could ignore Blind.

I hope you mean the active effect.

Could work, but I think it would have to come with a reduction to the amount of unblockable attacks.

Make warrior burst skills unblockable?

in Warrior

Posted by: Olba.5376

Olba.5376

Burst skills that does somehow high damage are evi, killshot, forceful shot (underwater). 2 of these skills takes 1 3/4 sec to cast.

Then we got a cc ones: earthshaker, skull crack, whirling strike (underwater). Howered specced right es does a decent damage overall against 5 targets at once. The same goes for whirling strike

Next are area control..Combustive Shot which does a bit stronger damage compared to es IF targets won’t get out of it

Next we have useless burst called flurry, arcing slide. While flurry is used to immo i don’t think its well designed when right after that we cancels it for something else bc damage of that sux in both power and condi builds. I don’t think i have to explain what arcing slide is.

  1. Eviscerate is already plenty strong. As for Kill Shot, it’s not that it’s not strong, it’s that it’s telegraphed.
  2. Wait… you’re actually talking about unblockable attacks and CC at the same time and not getting any bells?
  3. I wouldn’t call Flurry useless.

So where exacly we have stronger “burst” than thiefs?

Backstab: 2.4 coefficient
Eviscerate: 2.0/2.5/3.0 coefficient
Kill Shot: 2.25/2.75/3.25 coefficient

Champ loot: wrong solution to wrong problem

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

..SNIP….

That’s actually a great idea:
You get the bag loot from participating in events:
1- Exotic bag: Gold Participation.
2- Rare bag: Silver participation.
3- Green bag: Copper Participation.

I pretty sure people would start farming events instead of champs, but the difference is that events take time to finish and scale well with more people. Which is the right thing.

This would require that ANet fixes the crappy requirements for participation first.

You can get a Copper reward in most events if you get like 5 kills. Out of hundreds. You can get a Gold reward in most events if you participate for more than 30 seconds. Out of as long as 30+ minutes.

This topic has a lot of weird propositions and some downright atrocious ideas. For example:

  • To the guy who wanted the champion loots to be rewarded at event completion: That would not fix stalling events for more champion spawns, as you could still stall it and get more rewards, it just means that you would have to complete the event at the end to get them. It would, of course, do something about events that cannot be stalled.
  • To the guy who claimed that no one plays for the experience: Have you ever played Monopoly? Did you happen to play board games when you were a kid? How about single player computer games? How about playing cardgames with your friends? It’s not exactly hard to make a case for all of those being about the experience rather than the reward. Because when the reward is just a “you win”, it’s not much of a reward at all.
  • To the guy asking for champion boxes to be removed: Did you see how long some champions were up in the game before the boxes? Because I remember going to Caer Shadowfain multiple times every day for a while after the event timers in Penitent and Shelter were changed and it was rare for me not to see the Champion Risen Abomination just outside the camp.

Actually, when I mentioned that “champion loot bags” are given upon event completion, I meant for the champion loot bags to be removed from champions altogether. Therefore you are rewarded for finishing an event instead of farming champions. This solves a LOT of issues:
1- No more champion farming
2- You have people farming events, which is the right thing to do. Anet should want people to farm events instead of champions.
3- Although the participation medals are a bit off, if you stick around in an event long enough, you get gold.
4- For all those free roaming champions in Orr or other, they can put a little event upon killing them, this way you will still get rewards from them.
5- No more unlimited Ember farm, or any other stupid champ farming event.s

That depends on how you’re going to pull it off.

Firstly, if you get just 1 bag for the whole event, then it’s going to nerf a lot of events that scale to have multiple champions. For example, the defenses at Penitent and Shelter. And that’s really not something you want to do.

Secondly, if you’re going to award 1 bag per champion after the event, you’re down the path I pointed out: people will either stall the event for more champion spawns or flock to the events that have the highest quantity of champions in the shortest amount of time.

There are already events that have champions, but are ignored because they take too long.

Offencive Weapon Skin Symbolism

in Suggestions

Posted by: Olba.5376

Olba.5376

The OP obviously missed the part where the Zodiac part in the Zodiac weapons refers to the Chinese Zodiac.

axe/shield mace/axe

in Warrior

Posted by: Olba.5376

Olba.5376

If they stun break while you’re in the middle of Whirling Axe, you’re screwed.
If they invulnerable while you’re in the middle of Whirling Axe, you’re screwed.
If their team mate spots you while you’re in the middle of Whirling Axe, you’re screwed.

Also, unlike 100 Blades, Whirling Axe has a very long cooldown, so it’s utterly inferior.

Make warrior burst skills unblockable?

in Warrior

Posted by: Olba.5376

Olba.5376

Honestly, unlimited unblockable bursts, whether baseline or from a trait, would be rather OP.

That would make us like Thieves… without the whole “invisible” part. But that is kinda irrelevant since we have higher burst to begin with.

And of course, it would make the active of Signet of Might useless. In fact, the fact that Signet of Might provides just 5 unblockables on a 20/25s cooldown should tell you how the developers view our bursts.

S/A condition WvW build

in Warrior

Posted by: Olba.5376

Olba.5376

The issue with Sword/Axe is that the only purpose axe OH would serve is Whirling Axe.

But against a player, Whirling Axe is one of the dumbest things you can do. It’s easy to avoid and it’s a freaking 3s channel. Thus, the main purpose of rapidly building adrenaline for Flurry is very much lost.

And honestly, if you want to spam Flurry, you really should consider Furious and/or Burst Mastery.

For condition damage, the go-to is pretty much S/S, as the OH sword provides some much-needed condi support with Torment and extra bleeds. Sword/Shield works better for direct damage variants, since you could take advantage of Unsuspecting Foe to crit Final Thrust.

(edited by Olba.5376)

Healing Surge is counter productive:

in Suggestions

Posted by: Olba.5376

Olba.5376

Come on, Daecollo.

I know you can at least do decent suggestions. This is bullkitten.

First off, why the hell would you choose the highest possible healing amount as the new base? That’s not warranted at all, considering that the numbers are balanced around the average being close to Mending. Currently, Mending is at 262 hp/s, with a scaling of 1.0. For Healing Surge, the average is 253 hp/s with a scaling of 1.1625.

Second off, why the hell would you keep the 30 strikes of adrenaline? Yeah, that’s what makes Healing Surge unique, but without lowering the HP for lower stages of adrenaline, you’re just making it OP.

Third off, why the hell did you throw in cleanse for bleed/poison/burn? That would essentially make Mending totally useless, as it can get clogged with lesser conditions.

Fourth off, why the hell did you throw in random Protection? Ok, I don’t think I really need to ask that, since you’re just going to answer “Boohoo Warriors need Protection to bunker”, like a parrot.

Overall, your suggestion is filled with overpowered. If you want to make it at least worth a discussion, here’s a short list:

  1. If you want it to be a consistent heal, pick either the 1 or 2 bar scaling, or a whole new figure that matches the hp/s of Mending
  2. If you want it to remove specific conditions, suggest a change to make Mending viable as well.
  3. If you want it to add Protection, make sure that the amount of healing is scaled down to balance it out.

(edited by Olba.5376)

Greatsword favoritism

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Well, Greatsword is the biggest weapon in the game by a pretty decent factor.

Thus, greatswords have a much higher inherent visibility than any other weapon type. This automatically results in the players using more Greatsword than any other weapon. This is especially true if Greatsword happens to be among the best weapons for your profession, such as with Warriors.

And even from a designing point of view, if I was tasked with designing weapons and given the choice between an tiny off-hand weapon like Focus or Warhorn and a massive two-hander like Greatsword, I would sure pick the latter. Unless I had a desire to design for the former for some reason.

But honestly, we as players do not know how they choose the skins. We know very little about the designing process itself. Do the artists submit the skins and some get accepted while others don’t, like when submitting an article for a news paper? Or do they commission a certain quantity of skins for any given release? It’s clear that in some cases, they are doing entire sets with a specific theme.

I consider myself lucky beyond even the luckiest Mystic Forge addict for even finding skins in the game that I really like. And for the fact that those skins are useable on the profession that I like. And that there are some pretty skins for the weapons I prefer using.

Champ loot: wrong solution to wrong problem

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

In one of the interviews before release, ArenaNet mentioned that killing random monsters would give significantly less experience than doing events. This, they said, was so that people wouldn’t just mindlessly grind monsters over and over, rather feel like playing (and finishing) events would be the best course of action for them.

Then, we got the Champion loot.

ArenaNet introduced the Champion loot in an update that made the champions spawned during the Jormag event to not give any drops, since people were already stalling event completition so they could kill champions there. Later, people exploited the Orr event, creating very heated arguments both in-game and here in the forum, about how the exploiters were going against the players who actually wanted to do the event. ArenaNet effectively nerfed how the Anchorage event works in order to stop most of the exploiting.

I have just tried to do a Fireheart Rise invasion. It failed, but the interesting thing is that the last 15 minutes were a heated discussion, as a large number of players stopped doing the event when the Aetherblades appeared, and began farming champions in order to get more loot. Considering how it’s easy to farm champions without progressing the event (search for an Aetherblade event about killing the captain, and avoid killing it while defeating the champions that spawn around him), this was basically one more example of farmers hurting event completition for those who were playing the game as intended.

As of now, ArenaNet has just released a new update, with the following update note:

Mark Katzbach

Updated the advanced event scaling system to slightly reduce the rate of champions created by events scaling up in difficulty.

Now, I’m sure everyone has realized what the true issue is. It’s not a matter of making less champions spawn (wasn’t the goal behind the champion loot to make more people play events, so more champions would spawn?). It’s not a matter of making a few champions to not drop loot, as done in the Jormag event.

ArenaNet has to remove the Champion loot boxes from the game, and give those rewards to events instead. They should follow the same thing they originally did with experience points, and make enemies in the world give little loot, with events giving far more loot than they currently do. Change champions, so all of them are either an event itself or only appear as part of an event, so we won’t have champions in the open world that no one wants to kill.

Really, this update has severely damaged the community, as people are fighting among themselves. ArenaNet is not going to ban the exploiters out of fear of losing too many players, but they should stop what is making the exploiters exploit in the first place, instead of changing events to have less champions.

That’s actually a great idea:
You get the bag loot from participating in events:
1- Exotic bag: Gold Participation.
2- Rare bag: Silver participation.
3- Green bag: Copper Participation.

I pretty sure people would start farming events instead of champs, but the difference is that events take time to finish and scale well with more people. Which is the right thing.

This would require that ANet fixes the crappy requirements for participation first.

You can get a Copper reward in most events if you get like 5 kills. Out of hundreds. You can get a Gold reward in most events if you participate for more than 30 seconds. Out of as long as 30+ minutes.

This topic has a lot of weird propositions and some downright atrocious ideas. For example:

  • To the guy who wanted the champion loots to be rewarded at event completion: That would not fix stalling events for more champion spawns, as you could still stall it and get more rewards, it just means that you would have to complete the event at the end to get them. It would, of course, do something about events that cannot be stalled.
  • To the guy who claimed that no one plays for the experience: Have you ever played Monopoly? Did you happen to play board games when you were a kid? How about single player computer games? How about playing cardgames with your friends? It’s not exactly hard to make a case for all of those being about the experience rather than the reward. Because when the reward is just a “you win”, it’s not much of a reward at all.
  • To the guy asking for champion boxes to be removed: Did you see how long some champions were up in the game before the boxes? Because I remember going to Caer Shadowfain multiple times every day for a while after the event timers in Penitent and Shelter were changed and it was rare for me not to see the Champion Risen Abomination just outside the camp.

(edited by Olba.5376)

I Didn't Learn Anything

in Clockwork Chaos

Posted by: Olba.5376

Olba.5376

Need inspect option in the game

in Suggestions

Posted by: Olba.5376

Olba.5376

People who think that inspecting is not used to weed out people without giving them a chance are delusional.

And besides, if you don’t even play the same profession, what authority do you have to dictate someone else’s build? What will it be based on? Sure, you can talk about gear being Berserker, but that’s as far as you’re going to get. You can’t possibly go around telling people that their trait setup is “wrong”, especially since there are usually more than one way to play a specific set of gear.

Take me for example. I play a Warrior, so the “standard” would be full Berserker, Ruby Orbs or Runes of Scholar, 30/0/0/10/30 or 30/25/0/0/15. Well, I’m running Knight trinkets with Ruby Jewels, Runes of Hoelbrak and 0/30/20/0/20. Now ask yourself, which of these would be the breaking point for you? Would it be the runes that I wouldn’t be willing to replace? Maybe you’d tell me to GTFO because my gear isn’t all Berserker? Or would you really go down the bad route and boot me because my traits aren’t full damage?

As for the people who say that inspection “isn’t hurting anyone”… Well, you couldn’t be more wrong. Heck, even now people are constantly not playing the profession they love, because they get invited to dungeons on their Warrior, Mesmer or Guardian. And yes, that does make the experience kitten for you. I know games where people would habitually have at least two characters, one for dungeons and another for everything else.

(edited by Olba.5376)

its okay UI... just take up all my screen

in Suggestions

Posted by: Olba.5376

Olba.5376

Well, I can see plenty of issues with that screenshot.

  • The resolution is 1280×1024, which is not widescreen. That makes the placement of the event descriptions, map and your chat window take up some much needed screen space.
  • Your chat window is in a weird location. Even if it’s because it makes it easier to read, you really cannot argue that there’s nothing for you to see in that lower left corner.
  • Your map size seems pretty big.
  • You have 8 mails.

Thick Skin

in Warrior

Posted by: Olba.5376

Olba.5376

Clearly the OP has never played Thief if he thinks Last Refuge is “sweet”.

Both Traits suck, as a Thief/Warrior player I want both fixed, however Last Refuse is better then Thick Skin, because if you don’t use Stealth (P/P, S/P) it has a chance to do .. something?

Well, for P/P, it has a chance to give you some extremely weak bleeds (as you won’t be specced for condi damage), whereas for S/P it will give you a single blind, which is kinda redundant consider access to Black Powder.

For all the other Thief specs, Last Refuge more often than not ends up giving you revealed, which tends to lead to a swift death.

In comparison, Thick Skin will never directly result in your death. It might not be too useful, but at least it’s not a detriment.

For those reasons, I consider Thick Skin to be leagues above Last Refuge in ranking.

Plz take another look into account flags

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Before you start coming up with theories about “lucky” and “unlucky” accounts, there are a few things that you have to consider.

First off, how large is your sample? Are we talking two guys in a guild of 400? Or 2 guys on your friend list of 20?

Second off, there’s selection bias. People are more likely to talk about their successes than their failures. So keep in mind that while you might be hearing loud and clear about the two guys who have ended up making profit from the Mystic Forge, there’s a mass of quiet people who have made losses that far outnumber the profits those vocal few made.

Third off, ask yourself one simple question. What would a developer have to gain from implementing a system where certain accounts are “lucky” and others are “unlucky”? Because let me tell you, unless it leads to a easy-to-predict, guaranteed monetary gain, it’s not in the game. You don’t put in unnecessary mechanics, especially when the code is maintained by dozens of people.

Thick Skin

in Warrior

Posted by: Olba.5376

Olba.5376

Clearly the OP has never played Thief if he thinks Last Refuge is “sweet”.

Unsatisfied with new updates!

in Suggestions

Posted by: Olba.5376

Olba.5376

1) Warriors have a monopoly on self stacking might builds that also don’t deviate from their highest damaging tree. With for great justice and their banners too it makes for a deadly combo, where damage wise they can provide everything.

Excuse me, but Eles get more self-Might much quicker if they build for it. Warriors have two skills for long-lasting Might and both of those are on pretty heavy cooldowns.

2) reflect is kind of Op coupled with aoe quickness. Help other glasses gives these effects and maybe bring in builds that can use the protection boon better for classes other than war/mes/gaurd.

Guardians have Wall of Reflection. And Time Warp is on a 3.5 minute cooldown.

3) Condition damage doesn’t scale as well. This is for two reasons. One is the damage doesn’t scale as well from items giving condition damage clearly. Second is that pure power builds are assisted by both critical strike chance and critical damage, making 3 stats on items all synergise. There needs to be another Condition damage stat that is useful, such as condition speed (making it tick faster and last shorter perhaps?) or perhaps allow conditions to crit with a different name, but not do 100% extra damage, maybe less. Call it condition potency perhaps? or Condition aggression? I don’t know.

The second issue is that condition damage doesn’t seem to scale in a party situation, ie there is only 25 bleeds, 1 burn, 1 poison ect allowed. So more condition damage members are only refreshing the timer, making it last longer but not do more damage.

You talk like condition builds cannot benefit from crits at all. Well trust me, plenty of condi builds use on crit traits to give them more condis.

The thing with condis stacking is a design choice. Poison and Chill have very useful secondary effects and Burning has very high base damage and high scaling. The reason why Bleeding is limited to 25 is a bandwidth issue, as each stack has their own damage and timer, which need to be updated and sent to all the players present. And making bleeding not stack intensity would mean either having its maximum damage bumped, which would make Burning moot, or remaking it into something entirely new.