Showing Posts For OriOri.8724:

Will we ever get a REAL leather solution?

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Will we get a real solution to it? Not likely at this point. A farm for it, however slow, means that any actual fix (which would involve addressing the recipes themselves) would likely be too much, especially since with less leather needed, the effective rate of gathering leather from existing farms speeds up, since you’d need less leather to craft the same items.

Extra pips for guilds

in WvW

Posted by: OriOri.8724

OriOri.8724

Here is an idea to help promote Guilds. Allow a Guild to build an Aura that maybe grants a pip or two to its active WvW members while they are repping them.

Maybe even allow claimed forts and such to provide an extra pip to the guild claiming it. People would be more apt to protect something that is giving them a boost.

I know there will be other problems l can’t see but hopefully a discussion about this can help.

Auras are proximity based. You need to be near the claimed structure for them to apply. I’d worry that a pip bonus aura would encourage people to turtle in structures. How about a boost you purchase from the bartender for a bonus +1?

A boost from the bartender for +1 pip per tick would be awesome. For very low ranked players, it could potentially double their pips per tick, which would make it very awesome for them, but for higher ranked people (or people who are on winning servers/outnumbered/anything else really), it would be small enough to not be a drastic difference.

Fully support this

Basilisk Venom And The Source Changes

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

That would be ridiculously broken with impacting disruption.

QoL: Necromancer Minion heals outside combat?

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Posted by: OriOri.8724

OriOri.8724

Since the change to prevent in-game healing from keeping necromancer minions alive for much longer than intended — which I understand is a legit issue — they never heal at all.

For random running around in PvE this is quite an annoyance, because it means your minions are gradually whittled down, and eventually die, triggering the cooldown on your skill.

Since almost all of them can’t be dismissed manually, it’s impossible to pop a low health, eg, flesh golem, or bone crawler, and replace it while out of combat. Instead, you go into combat knowing that it’s going to die pretty quickly, and then be 30 to 60 seconds before you can bring it back.

Would it be possible to enable healing for minions only when out of combat, so that they regain full health the same way your character does? That would make them much more predictable, but doesn’t seem likely to cause in-combat problems…

No its not. You could go out of combat and change the skill, then change it back. You could swap your traits to use Flesh of the Master in Death Magic, and then unselect it (automatically kills all minions when you stop using the trait).

Phantasam Suggestion

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Personally, I’d be happy if pistol 4 used the duelist’s attack when you summon the phantasm. Same for some of the other phantasms as well.

too much "filling"material, Mes Trait Ideas

in PvP

Posted by: OriOri.8724

OriOri.8724

Hold on, what? You didn’t get the support you wanted in the mesmer forum, so you come here instead hoping for other opinions?

Seriously, the people on the mesmer forum are the most likely to want these ridiculous traits. If you didn’t get support there, I don’t know why you thought you’d get support here

Auric Basin's East Pylon Dilemma!!!

in Players Helping Players

Posted by: OriOri.8724

OriOri.8724

Tag up (I think mentors can get a 10 man squad going, even without the commander tag?), post in LFG. Its not that hard, I know because I did it 2 days ago using this method. I just opened LFG, saw a squad going for prime, and joined them. Helped out with the pylons and we managed to kill it with just under a minute left on the timer.

Its not impossible to get a kill.

Auric Basin's East Pylon Dilemma!!!

in Players Helping Players

Posted by: OriOri.8724

OriOri.8724

You could just tag up and form a party/squad that is dedicated to doing East pylons and then killing vinetooth prime.

No Loyalty Bonus

in WvW

Posted by: OriOri.8724

OriOri.8724

We need to update the loyalty pip description.

You need to earn at least 75 pips for 3 weeks in a row to earn the loyalty bonus. We wanted players to have to participate in skirmishes to be considered loyal.

Hello, I’m not quite clear on this.

So you need to get
75+ pips on week 1
75+ pips on week 2
75+ pips on week 3

And then so long as you remain on the server, you will get the loyalty bonus?
Or will the streak reset if you miss a week, and you need to do all 3 again?

Needing to earn 75+ pips weeks 1, 2 and 3 is correct. If you miss a week you will need to do all 3 again.

Given that some PIPS are based on rank why is that lower ranked players need to show more loyalty (in terms of time in WvW) than higher ranked players? Surely loyalty should be the same for everyone irrelevant of rank?

You bring up an excellent point. Someone at diamond rank is earning 4+ more pips per tick than someone who is below rank 1,395. That’s a significant amount of pips, especially considering that someone below rank 1,395 could be earning at max 10 pips per tick, and that’s assuming their server is winning the skirmish and that they have the loyalty bonus, are commanding a 5+ man squad and are also outnumbered.

Also, I agree with Azukas, simply not transferring off the server for 3 weeks should be enough to grant you a bonus pip. Maybe we could have another bonus pip for active loyalty, where you earned at least 100 pips for 3 weeks, and maybe that one could even stack up to 5 or 10 bonus pips?

I think 3 weeks is too short to decrease the bandwagoning to another server.

The loyalty-bonus pips should be in several stages:

3 weeks on the same server -> 1 pip
6 weeks on the same server -> 2 pips
9 weeks on the same server -> 3 pips
12 weeks on the same server -> 4 pips
15 weeks on the same server -> 5 pips

Yea, that’s what I meant. Reward both short and long term loyalty with the bonus pips.

No Loyalty Bonus

in WvW

Posted by: OriOri.8724

OriOri.8724

We need to update the loyalty pip description.

You need to earn at least 75 pips for 3 weeks in a row to earn the loyalty bonus. We wanted players to have to participate in skirmishes to be considered loyal.

Hello, I’m not quite clear on this.

So you need to get
75+ pips on week 1
75+ pips on week 2
75+ pips on week 3

And then so long as you remain on the server, you will get the loyalty bonus?
Or will the streak reset if you miss a week, and you need to do all 3 again?

Needing to earn 75+ pips weeks 1, 2 and 3 is correct. If you miss a week you will need to do all 3 again.

Given that some PIPS are based on rank why is that lower ranked players need to show more loyalty (in terms of time in WvW) than higher ranked players? Surely loyalty should be the same for everyone irrelevant of rank?

You bring up an excellent point. Someone at diamond rank is earning 4+ more pips per tick than someone who is below rank 1,395. That’s a significant amount of pips, especially considering that someone below rank 1,395 could be earning at max 10 pips per tick, and that’s assuming their server is winning the skirmish and that they have the loyalty bonus, are commanding a 5+ man squad and are also outnumbered.

Also, I agree with Azukas, simply not transferring off the server for 3 weeks should be enough to grant you a bonus pip. Maybe we could have another bonus pip for active loyalty, where you earned at least 100 pips for 3 weeks, and maybe that one could even stack up to 5 or 10 bonus pips?

Lower the Rank Requirement for Armor

in WvW

Posted by: OriOri.8724

OriOri.8724

How is this not fair, we Wvwers work hard for years and rank up, and 1 pver comes in couple of days and gets the same gear as everyone else?! it should be higher, for Platinum and up, let the old experienced players look a bit different with that t3, and you guys still have 2 more tiers that u can get. I really wish they did a tier for every part, from Bronze to Diamond, change in colors and effects or even the look of it.

1 day is hyperbole. It will take years to hit that and I don’t think its healthy game design to add ANY rewards that require years to accomplish. None of us know what stage in our life we will be in within the next year or two. Many players who are currently hardcore may have jobs, kids, and life activities that cause them to quit the game. Goals that take years to accomplish are a big deal. People will put more effort into this armor than many people put into getting their bachelors degree…. How is that good for a game? Make the rewards take 4-6 months for average players to attain and maybe 3-5 weeks for hardcore players. That’s a great balance that would award the hardcore players while still giving a reasonable goal to the average player who is excited about the game mode due to new cool rewards.

What I am trying to say, is that it is nice to give those ppl that worked hard for years something unique and special, not like everyone else, thats why they made 3 different tiers.

I still don’t understand this attitude. You would still get the unique WvW rewards if the rank requirement was lowered.

Plus, again just look at the corresponding PvE and PvP rewards. Anyone, literally anyone, could jump into the game as soon as those rewards were released and earn them in the same amount of time as someone who had been playing since release. This is the standard that ANet themselves imposed on the game. So why are so many people ok with this not applying to WvW as well? I really don’t understand it. When leg armor was announced, anyone could go and earn it, they didn’t need to spend thousands of hours in PvE to get whatever the PvE equivalent of WvW rank 2,000 would be, they could earn the stuff for leg armor at the exact same rate as someone who had been playing since launch and had all their characters in full ascended gear already with 30k AP. When the Ascension was announced, anyone and everyone could progress towards it at the same rate, with the biggest timegate being your individual player skill.

Why are you people ok with WvW rewards not working the same way? This is not the reward model that Anet has imposed on the rest of the game. There is no reason for the WvW rewards to be locked behind such a ridiculous rank requirement, none.

Timed rewards vs action rewards

in WvW

Posted by: OriOri.8724

OriOri.8724

The timed reward system in WvW is badly designed. It encourages doing just enough to get to participation 6 and then doing as little as possible to stay there. The reward is disconnected from the act of earning it, since as long as you do something every ~10 min, you get exactly the same rewards (less a little karma, rank gain, and junk loot) as being fully active the whole time. WvW needs to be changed to an action-based reward system. You do something, you get the reward. You do nothing, you get nothing. If you leave for 10 min, you have 10 min less rewards.

I agree that rewarding action versus rewarding time put in is a better way to go about it, but how would you propose it be done instead? Allow players to gain bonus pips for keeping a higher participation level (and correspondingly having higher participation levels degrade significantly faster, so you have to be playing constantly to keep T6 participation)? I could get behind the bonus pips, as it allows you to fill up the chest tracks faster, but it still doesn’t allow you to gain any extra tickets per week, which is the issue that I see a lot of people have with this system.

Hardened Leather and Update.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Reverting the refinement recipe back to only needing 2 pieces would already be a static 33% decrease in demand for T6 leather, that would be fine on its own imo.

Lower the Rank Requirement for Armor

in WvW

Posted by: OriOri.8724

OriOri.8724

Most WvW veterans are past rank 2K or close enough so I don’t mind the rank requirement at all, makes it more exclusive to dedicated WvW players the same way some skins are exclusive to achievement point farmers. Granted scouts and roamers might be lower rank as there wasn’t shared participation for a while but 2K is far from a very difficult goal.

Actually I wouldn’t mind even more skins with higher rank requirements. Some skins at lower ranks then more at 2k, 3k, etc all the way to 10K. There’s only a few that made it all the way to the top rank so could be nice if they got something too.

People should stop complaining about exclusive skins, the only consequence is cosmetic and it’s an acknowledgement that dedicated players deserve to get.

PS: Exclusive finishers based on rank would be nice too.

Exclusive finishers would be fine.

But I wanted to focus on the bolded sentence here. This is what I don’t agree with. People keep assuming these rewards are meant solely for WvW veterans. Where on earth did you get that idea from though? Why do only the “veterans” deserve access to these skins? Because that does not hold true for PvE or PvP rewards. Anyone can earn The Ascension, and its quite trivial at this point honestly. Anyone can earn the PvP ascended skins. Anyone can craft PvE ascended skins. Anyone can craft their Leg Armor with a minimum timegate of 12 weeks. These rewards, while meant to take effort, are not held back and only given to the “veterans” of those game modes. They aren’t reserved just for people who only play that respective game mode and don’t venture into the other 2. So why on earth are people so willing to accept that for WvW rewards? It doesn’t make sense. It doesn’t fit with the reward structure for the entire rest of the game. It just doesn’t.

I get that the people who have been playing WvW since launch are salty about not having WvW rewards yet. But that doesn’t mean they need to be kept just to those players. That attitude goes against the entire rest of the game and how it handles exclusive rewards. Its simply not ok. This type of model for obtaining rewards does not fit in GW2.

Lower the Rank Requirement for Armor

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Posted by: OriOri.8724

OriOri.8724

You are not supposed to work towards the skin, you are supposed to play WvW regulary and enjoy the reward when it is time for it. Maybe Anet should hide the vendor tabs completly until you qualify for buying from them to prevent people grinding just for the reward.

Are you seriously trying to argue that anyone who doesn’t play just like you, with the exact same motivations you have, is playing the game wrong? Some people want to go for the skin, not the journey. Its not your place to tell them they are playing the game wrong and to suck it up, because they should enjoy the game the same way you enjoy it.

Get your kitten elitism out of here already.

He isn’t wrong though. ANet didn’t design the game to be begrudgingly played to get rewards, they designed it to be fun and I certainly do find the combat system at its basic and core to be justly so.

He’s saying people should be playing the mode because it’s fun and enjoyable not because all they care about is some long term skin. We had this exact same discussion back when legendary armour came out and many people complained about the time taken to get LI’s.

WvW has so much variety that there’s plenty of room (lol@ queues and full maps) for everyone to have fun doing what they want whether it be zerging, small man, solo roaming or just being a kitten kittening off other people. The changes over the last 2 years rewards players for playing, not entirely what they do just for being there and being active.

While I do agree with both you and him, in that you should play the game because its fun, and you should play a game mode because you find it fun instead of for the rewards, that doesn’t change my point. He has no right to think that his way of playing the game is better than someone else’s. Just because someone might play for the rewards instead of for fun doesn’t make them wrong. It doesn’t mean that their opinions on rewards being far too grindy is invalid, yet that is exactly what Mel is trying to argue. He’s arguing that some player’s opinions are invalid just because they play teh game differently.

That’s so kittening wrong.

Lower the Rank Requirement for Armor

in WvW

Posted by: OriOri.8724

OriOri.8724

You are not supposed to work towards the skin, you are supposed to play WvW regulary and enjoy the reward when it is time for it. Maybe Anet should hide the vendor tabs completly until you qualify for buying from them to prevent people grinding just for the reward.

Are you seriously trying to argue that anyone who doesn’t play just like you, with the exact same motivations you have, is playing the game wrong? Some people want to go for the skin, not the journey. Its not your place to tell them they are playing the game wrong and to suck it up, because they should enjoy the game the same way you enjoy it.

Get your kitten elitism out of here already.

Hardened Leather and Update.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

At this point I really wouldn’t be surprised if the next expansion addresses leather by making another mat the main gate. Then the price of leather would drop, because demand would artificially lower, because people would be waiting to obtain a different mat just to use their leather.

too much filling material, New mes traits

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Eh, I think a fair amount of our traits could be improved honestly. Yes, most of them are useful in some scenario, but there are still traits that are almost always taken, or traits that are almost never taken (or taken for the wrong reasons), traits that are outdated, or just traits that don’t make sense.

Take imagined burden. It’s not strong enough to stack any meaningful might (unless for some reason you want to keep out 3 GS clones, and somehow none of them die), and the cripple is just an odd choice on our ranged power weapon, it would fit better on a melee weapon. The CD reduction is nice, but not strong enough to compete with Mental Anguish, especially after the buff to it in PvE.

Or consider desperate decoy, a passive stealth application. That just needs to be removed honestly, its nothing but spam.

Or master of manipulation, which is always taken for the CD reduction, and not because you need, or even want, mirror on your manipulation skills.

Mirror of Anguish is nice, but with a 60 second cooldown, its useless, especially with all the spam in the game now.

Chaotic transference doesn’t really feel like a trait to me, more like a rune effect honestly. And I don’t like toughness to condition damage when the chaos line is already very defensive in nature. Maybe it should go the other way, condition damage to toughness? That’s more in line with the defensive nature of the line, since it gives you more defense, instead of being an offensive trait.

Chaotic persistence is nice, definitely, but at the same time why is mesmer stuck with such a random condition on our trait for boon duration? Of the 6 classes that have boon duration traits, 4 of them have 0 conditions on receiving their boon duration, guardian only has to be wielding staff, and yet mesmer is stuck needing to have at least 3 boons on them to still have the lowest boon duration from its trait. Its just outdated as kitten honestly. Should be something like 10% boon duration base, another 2% for each boon on us, to a max of 20%. Still gimmicky, still kittenty, but at least we aren’t shafted by it anymore.

Or compounding power. Its a really nice trait, it really is. But its also so counter-productive. We get more power, only to lose it all when we shatter. So doesn’t really help our personal damage out unless we don’t shatter. Why not change it to be a stronger effect (say +75 condition damage, +4% power damage) for 15-20 seconds for each illusion that we shattered when we use a shatter? Still a max of 3 stacks, but we no longer have to sacrifice our personal damage increase to use our class mechanic. And this should still affect MW, since the effect would be applied when you use the shatter, so it will be on you by the time illusions shatter on the target, so no nerf here.

There are more, these are just some of the worst offenders imo. There are plenty of traits we have that could stand to be reworked.

Lower the Rank Requirement for Armor

in WvW

Posted by: OriOri.8724

OriOri.8724

Jesus, people on both sides of this are being ridiculous. There are players in this thread claiming that

  • 3-4 hours of WvW a night, every night, for years is just “average” play. Are you kidding? That’s so far beyond the average gamer. Stop with your elitism already, its disgusting quite frankly.
  • Rank 2,000 is way too high, because “I’ll never be able to earn it with how I like to play”. Well tough luck. You have to play the game mode to get the rewards that are specific to that game mode.

Both sides of this are being just ridiculous, absolutely ridiculous. The elitism needs to stop, now. The whining because you have to play WvW to get WvW rewards needs to stop, now.

That said, I do agree that the rank requirement is too high. 1,500 would be a lot better in my opinion. And before anyone comes in here crying about how I “want handouts”, take a step back and think about it. Actually think about the work required to get to rank 2,000 in WvW. How long did it take you guys? 1 year? 2 years? 3, or even 4, years? Compare that to legendary armor, what is supposed to be the best/hardest to obtain armor set in the entire game, which can be completed in 12 weeks. Hell, bump that up to 20 weeks to give you time to learn every fight and find a static group. 20 weeks to obtain legendary armor, versus years of work in WvW (and mind you, after you learn the raid fights, its only a few hours per week, instead of 3-4 hours every night) to get to rank 2,000 and be able to get your entire T3 armor set.

The amount of work required is exponentially greater than that to obtain comparable rewards in the other game modes. And that is not acceptable. You can go on all you want about how veterans need to be rewarded and what not, but guess what, you’d still earn the rewards if the rank requirement was lowered. You can go on and on about how people with low ranks just want their rewards faster and aren’t really dedicated to WvW. Well what about people who are new to WvW? Just because they are new doesn’t mean they aren’t dedicated. But you are still content with requiring them to dedicate hours of work every day, for years potentially, just to earn this armor.

This is not ok. The WvW rewards shouldn’t require so much more time invested than the PvE or the PvP rewards. They just shouldn’t. Its asinine honestly. And a slap in the face if you think about it. Stop with your elitism already. The amount of work required for these rewards is much too high considering the amount of work required for the comparable rewards in other game modes. Much too high. It needs to be toned down, and reducing the rank requirement to 1,500 is a good way to do that.

Idea for condition management

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Posted by: OriOri.8724

OriOri.8724

I would like to see more cleanses that are targeted specifically towards damaging conditions. But I’d still prefer it if Resistance was just brought in line, and condition application was adjusted appropriately.

too much filling material, New mes traits

in Mesmer

Posted by: OriOri.8724

OriOri.8724

What current traits are you proposing are removed from each line?

Vinetooth Prime: Frustration Unlimited

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I just did it about 30 minutes ago. Opened up the LFG on a whim, saw a group of about 8 people who were going for it, joined them and we manged to take it down with less than a minute to go.

I have to say though that the defiance bar on that thing has ridiculous scaling. I would hit it with SoH and maybe take out 1/5 of the defiance, maybe. I’m just glad others in that group brought heavy CC as well or we never would have broken the bar. As it is, the group took its time to figure out how to break the bar.

Power mesmer VS thief

in WvW

Posted by: OriOri.8724

OriOri.8724

mesmer rotation does NOT run out. YOu have at most 2-3, 1-2 seconds windows in which to damage/kill them in every 20 seconds of fighting assuming you can’t strip their stealth. All of their attacks are pretty much aoe as well, worst case scenario the mesmer just uses portal or stealth or blink or any combination of tha to get awway when they get low hp.

Tired of people justifying how OP they are by saying that “WELL THEY HAVE TO PRESSSS ALL THEIR BUTTON TO DO IT, SO ITS NOT OP!!”
plz

Well you have clearly never played a mesmer before

Off hand sword skill 4 suggestion.

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Those block skills are fine as they are

Power mesmer VS thief

in WvW

Posted by: OriOri.8724

OriOri.8724

High risk, high reward. Had the burst failed the mesmer might as well stop and die.

This is true. While the GS burst requires most of the GS abilities activated as well as the strongest shatter (DPS wise), if that fails then the Mesmer relies on the utilities and AA until things are off CD. We don’t know the circumstance in which this transpired (were you afk, or just standing around or were you actively fighting it when this happened?).

If the burst fails (which can one shot a lot of classes/builds, refer to Youtube as there are a few ppl that come to mind for vids) then you have the upper hand to burst them right back and luckily for you, your burst is a bit more reliable.

Not only is it more reliable, but the mesmer was almost guaranteed to have burned through both blink and any stealth skill he had to get that burst off, leaving kiting and distortion as the only defense he would have (and shield if running chrono) until everything else came off CD. If his burst failed he would be an easy target

Transcendent Gear

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Legendary trinkets would be nice to see first, especially if they didn’t have any large auras or effects, just the ability to change stats at will.

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

As far as I’m aware, Anet didn’t suddenly reduce the amount of leather needed for leather recipes nor did they increase the ways to get leather since episode 4 was released. We also know that the engi farm overtook the leather farm up the mountain as finding the latter is very difficult. Kind of odd that thick/hardened leather has experienced such a change, with it not being due to the engi farm, right?

Right. And yet the devs told us that the engi farm introduces less leather into the economy than the previous farming mode. I assume they do have the data that back up such a claim.

So, we know, that the previous mode of farming didn’t impact economy at all (or, at least, not visibly). We know, that the engi farm introduces even less leather than the previous mode. Logically, it cannot have impacted the prices in the way we’re observing, then. The effect must come from somewhere else.

Yep but where? It seems too much of a coincidence that at least four crafting materials that drop from the supply bags have seen changes since the engi farm began. Ore and wood remain relatively unchanged.

Coincidence or not, I’m trusting Anet’s word on this, since they are the ones with the actual numbers. This farm is introducing less leather than the regular farm of that area, and that regular farm did nothing to reduce the cost of T6 leather. So this farm is not decreasing the cost of leather because its introducing more into the economy.

I think the most likely situation is that people thought this farm was working, and so they started selling their leather for cheaper, trying to offload it before the price “tanked”, and we end up with a minor dip in price. And now that people realize that the engineer farm doesn’t work, that will reverse itself relatively quickly.

Or while it produces less leather than the other way, there’s enough players doing the engi farm to make up for that and more.

Every item that comes from the heavy supply bags has shown its prices to be decreasing with its supply increasing. T6 fine mats are a bit impossible to analyze as there are so many external factors beyond the farm. Even the bags themselves have shown a slight decrease in price and and even greater increase in supply.

Players offloading their supply wouldn’t be causing all of this.

Are you still seriously trying to argue that Anet doesn’t know how much leather is being generated by this farm. Their comments didn’t say “less leather is being generated per player by this engineer farm”, the said, and I quote,

Chris Cleary

This area is outside of the leather farm and the farming going on in the area has actually decreased the amount of leather farmed in the area

LESS LEATHER IS BEING GENERATED BY THIS FARM PERIOD. Stop trying to justify what you think is happening, because ANet has the actual numbers, and they show that you are just plain incorrect. Less leather is being generated by this farm, it does not matter that more players are participating. Why do you refuse to acknowledge and accept that, especially since that came from someone who has the actual numbers.

Mesmer change for future balance

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Right now mesmer can shatter 21 times back to back. Aka blind 21 times back to back. Apply 21* however many clones of torment and confusion and healing health up 21 times while removing conditions 21 times. Maybe start with that.

I agree that some characteristics of mesmer should be toned down. But this isn’t a thread about that. You can make a thread for that. I’ll even hop on and show support. I wouldn’t try to derail it by talking about things I feel is more important.

He is not derailing the thread. He is poiting out that the way the 2 traits mentioned are placed they already provide good synergies.

He actually isn’t. He didn’t mention anything about interrupts there, he was just going off on a tangent, its not at all related.

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I am not sure I actually see the problem with this.

Mindless grinds aren’t inherently bad for your MMORPG. People need these activities. They allow you to relax, browse something, watch a video or (most importantly) focus on chatting. They shouldn’t be the mainstay of your game but they definitely got their place.

I think many people believe the people behind those accounts are not really playing the game actively. That’s simply not true.

My wife has a HoT account too, but rarely plays it. I could just log in with her account, use the level 80 boost on a Necromancer and play it until it has the autoloot mastery. Then I could just start a necro afk farm and run it while actively playing my own account. Most people would think the player behind that afk farm account must be somehow deranged or a completely boring person. And the dev on reddit even thinks that an afk farm means less active playing and people moving away from the game eventually. That’s only a correct assumption if every account belongs to a single real person. That’s far from reality though, especially in a game you can basically play for free. There are probably people who have a dozen afk farms running, while actively playing their main account. Then transfer the crap to that main account, because crap times a dozen adds up. And yes, there are people who have access to several computers.

ArenaNet should know how many people have more than one account, because they see the IP addresses.

So you admit that you wouldn’t actually be playing the account that is afk farming, but somehow think that you are still actively playing it? What kind of twisted logic is this to defend afk farms?

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I am not sure I actually see the problem with this.

Mindless grinds aren’t inherently bad for your MMORPG. People need these activities. They allow you to relax, browse something, watch a video or (most importantly) focus on chatting. They shouldn’t be the mainstay of your game but they definitely got their place.

I think many people believe the people behind those accounts are not really playing the game actively. That’s simply not true.

My wife has a HoT account too, but rarely plays it. I could just log in with her account, use the level 80 boost on a Necromancer and play it until it has the autoloot mastery. Then I could just start a necro afk farm and run it while actively playing my own account. Most people would think the player behind that afk farm account must be somehow deranged or a completely boring person. And the dev on reddit even thinks that an afk farm means less active playing and people moving away from the game eventually. That’s only a correct assumption if every account belongs to a single real person. That’s far from reality though, especially in a game you can basically play for free. There are probably people who have a dozen afk farms running, while actively playing their main account. Then transfer the crap to that main account, because crap times a dozen adds up. And yes, there are people who have access to several computers.

ArenaNet should know how many people have more than one account, because they see the IP addresses.

So you admit that you wouldn’t actually be playing the account that is afk farming, but somehow think that you are still actively playing it? What kind of twisted logic is this to defend afk farms?

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

As far as I’m aware, Anet didn’t suddenly reduce the amount of leather needed for leather recipes nor did they increase the ways to get leather since episode 4 was released. We also know that the engi farm overtook the leather farm up the mountain as finding the latter is very difficult. Kind of odd that thick/hardened leather has experienced such a change, with it not being due to the engi farm, right?

Right. And yet the devs told us that the engi farm introduces less leather into the economy than the previous farming mode. I assume they do have the data that back up such a claim.

So, we know, that the previous mode of farming didn’t impact economy at all (or, at least, not visibly). We know, that the engi farm introduces even less leather than the previous mode. Logically, it cannot have impacted the prices in the way we’re observing, then. The effect must come from somewhere else.

Yep but where? It seems too much of a coincidence that at least four crafting materials that drop from the supply bags have seen changes since the engi farm began. Ore and wood remain relatively unchanged.

Coincidence or not, I’m trusting Anet’s word on this, since they are the ones with the actual numbers. This farm is introducing less leather than the regular farm of that area, and that regular farm did nothing to reduce the cost of T6 leather. So this farm is not decreasing the cost of leather because its introducing more into the economy.

I think the most likely situation is that people thought this farm was working, and so they started selling their leather for cheaper, trying to offload it before the price “tanked”, and we end up with a minor dip in price. And now that people realize that the engineer farm doesn’t work, that will reverse itself relatively quickly.

[Suggestion]Bring back the Trinity?

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Right now I’d like to say that GW2 for PvE has a meta but it’s a very strict meta and I would like to say it is because of not having a trinity. Mostly the timer for raids i feel makes it a dmg sponge race and the only way to do it is to follow this current meta. I feel as if this strict meta has basically controlled what people do for endgame content instead of thinking for themselves and learning how they want to play which is what GW2 intentions were right?I believe people play a class to learn everything about that class instead of following a straight line that will eventually get nerfed in another patch or major update.

I don’t think you understand why the meta composition for raids sprung up. Do you even know why chrono is the goto tank? Honest question. Do you know why warriors and druids are brought into every group? Again, its an honest question. And the answer is not because GW2 lacks a trinity, its because chrono already has a laughably low contribution to DPS if it is doing its alacrity/quickness rotation, so by switching stats to toughness (to secure aggro) and concentration for boon duration, the party doesn’t even notice the lack of DPS from the chrono not being full berserker. Warriors and druids are always taken because their buffs are unrivaled, and huge. They aren’t small time buffs, they make an incredibly significant difference. Having a trinity wouldn’t change that unless classes were homogenized to the point where every “healer” could provide GotL and spirits, where every "DPS build (I guess, not sure what to call warriors honestly) could provide banners and easy 25 stacks of might, where every “tank” could provide high quickness and alacrity uptime.

Is that what you really want? Homogenization of the classes until which class you picked doesn’t make a difference, because they all play the same?

PoM Change

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Oh no, now that I read it again what you wrote was fine. I must have read it wrong the first time.

Yea that could work actually. Brings it back to a level that was considered balanced for core mesmer, and keeps the effect consistent for chronomancer despite having chronophantasma.

This is a really good idea actually.

[Suggestion] Randomized Finishers

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Would be a nice QoL feature for sure, I wonder how easy it would be to implement.

The Devolution of Leather.

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

It was a very, poor short sighted attempt to fix a much larger issue. Which is ironic when literally changing the salvage rates or adjusting the leather requirements would have been sufficient for much healthier long term solution.

Why this won’t happen:

  • MMO business models, including that of GW2, depend on keeping players playing the game. Whether there is a sub or store, completely inactive players don’t pay for time or store stuff.
  • Long-term goals keep people logging in. Economic solutions that would involve making it take less time for players to gain the long-term goals put in to keep them logging in is contrary to the company’s business goal.
  • Farming does keep people logging in, even if their engagement with the game is less than it might be were they elsewhere in game.

I agree with this, but disagree with your implied comment that gathering a basic crafting material should count as this long term goal. Long term goals in GW2 should be based around achievements, legendaries, and other collection-esque things (like collecting all the dyes, all the minis, all the finishers, all the skins etc…..). Gathering a basic crafting material, especially one needed in such high quantities in so many recipes relative to the other basic mats, should never, ever be one of the long term goals in the game. That’s not healthy.

What's your favorite fractal?

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

1. The one you guys haven’t seen yet
2. Nightmare
3. Bloomhunger
4. Thaumanova
5. Chaos
6. Snowblind

I’m a little biased.

Oh my god I can’t wait to see the new one, especially after this comment. Though I have to disagree on chaos, its one of my least favorites and I don’t really know why.

Plotholes: The Nightmare, Dream, other Trees

in Lore

Posted by: OriOri.8724

OriOri.8724

3. Yes, this was, sadly, cut content. There’s evidence in the story that suggested Mallyck (or his original) was going to be a part of the story, but it was cut. I don’t know why, maybe the story got too complex, or confusing for anet’s taste.

It was almost certainly cut because ANet was running out of time on HoT and just didn’t have enough resources to implement everything they wanted to implement.

Although, I’m actually not sure what you’re getting at with your first point. Having the Shadow of the Dragon attack us in the tutorial seems to support that sylvari aren’t on Mordremoth’s side.

I disagree, it could very easily be Mordremoth trying to take control of the Pale Tree so he would have another blightling tree further East. Considering that the Pale Tree herself can’t seem to fight it for whatever reason (being that you are recruited in the tutorial to help kill it), this would make sense if it happens to be the case. He just wasn’t expecting every newborn of this tree to actually rise up and resist the corruption.

What's your favorite fractal?

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

I love nightmare fractal and the new swampland

Shield Bash and Headbutt... Why?

in PvP

Posted by: OriOri.8724

OriOri.8724

I’m going to make a general statement that applies to your questions.
Not every balance change is relevant to your skill level or game-mode.

As an example, I have never played a War. If I face one in PvP, there are only a couple attacks that I can see coming and dodge. Headbutt and Shield Bash may have obvious animations but, as I’ve never played one, I simply can’t pick them out of the flurry of actions going on in a given fight. For players of my skill level and below, the change gives us just a hint of extra breathing room against Wars.

I disagree. If skills need to be nerfed (and mind you I can’t really understand the reasoning behind nerfing shield bash in the first place), then a cast time increase is rarely the proper way to nerf them. If a skill needs a nerf its because its overperforming, or has too few drawbacks, or just plain offers too much kitten in a single skill. In all of these cases, you can solve the problem without increasing the cast time of the skill. You could increase its CD, you could decrease how many things it does, or the effectiveness of the skill (by reducing duration/damage/stacks of condis/turning it into a worse boon/etc…), add a stronger drawback to the skill, decrease its range.

Increasing the cast time doesn’t really address any of those problems.

PoM Change

in Mesmer

Posted by: OriOri.8724

OriOri.8724

I still don’t see how that’s any better though. Fact is, chrono will always have an easier time keeping phantasms up than core mesmer can, because of chronophantasma. And if you put an internal timer on PoM, you just needlessly nerf core mesmer.

Better would be to make chronophantasma baseline and balance PoM around that.

The important question no one seems to ask

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I don’t understand the connection between having hermit crabs and needing giant snails?

ancient seeds

in PvP

Posted by: OriOri.8724

OriOri.8724

Imo they just need to make it apply immob once, because getting out of it with a conremove is way too inconsistent.

Yea. Pulsing stab was nerfed because it was too strong in some contexts. In the same vein, pulsing conditions are nothing but pure spam and should also be reduced. Especially when it comes from a trait, it should be a longer stack instead of pulsing. Skills from your bar should be the only things that even have the potential to cause pulsing conditions.

Mesmer change for future balance

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Like Exciton said, moving Power Block to T3 dueling line would make it compete with harmonious mantras, and yet a large part of an interrupt build on core mesmer is using MoD to get that interrupt off, so this would destroy any potential synergy that build could have. The only change those traits need is that I think Power Block should be updated to work on thief weapon skills

Merging "Must-Have" Traits with Core Classes

in PvP

Posted by: OriOri.8724

OriOri.8724

You act as if no trait has ever been made baseline for warrior in the games existence.

Chrno for PvE

in Mesmer

Posted by: OriOri.8724

OriOri.8724

For PvE chronomancer is almost always a better option over core mesmer. Gives you more survivability if you struggle, gives you alacrity and illusion retention through shatters (stronger and more frequent shatters), gives you a way to use your elite skills on a 90 (or 76.5) second CD instead of the 180 they are normally at, and also comes with an oh kitten button with CS.

There are no real downsides to using chrono in general PvE.

White Mantle Mesmers!

in Living World

Posted by: OriOri.8724

OriOri.8724

I’ve played both a mesmer and an engineer and I can tell you that me engineer kills enemies faster than my mesmer does. So when my mesmer has no problems with the white mantle mesmers, an engineer should have no problems with them either. You’ve mentioned the bomb kit twice now in this thread, try using a different weapon/kit? I find pistol/pistol is really effective on engineer in open world PvE. Use weapon skill 3 as an on demand blind. The grenade kit has another on demand blind on skill 3 as well. And honestly I don’t have many enemies surviving a round of the grenade kit + pistol 3 and 4 in the first place.

PoM Change

in Mesmer

Posted by: OriOri.8724

OriOri.8724

I dont think the engine can support having the trait apply a different effect based on which elite spec tratiline you are running

White Mantle Mesmers!

in Living World

Posted by: OriOri.8724

OriOri.8724

I’ve never had a problem with them. Dodge the attacks that apply confusion, if you get high stacks of confusion then just stop attacking and wait for the confusion to wear off or cleanse it. But if you continue to attack while you have high stacks of confusion, its on you

Why you hating on Seaweed Salad?

in WvW

Posted by: OriOri.8724

OriOri.8724

I fully support nerfing the other top foods, especially condi and dmg reduction foods.

auto deposit all materials

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Can we at least get a nice big ole button to deposit instead of having to press that gear then the tiny option to deposit?

Or how about a keybind?

Because 1 extra press of the button is too much?