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Can anyone make melee range combat work?

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OriOri.8724

Well, right now my biggest problem is the mesmer
But how do you manage to stay alive? that is my biggest problem. Is it a question about the right gear? Or just moving at the right moments to avoid the damage? (When you used up all of your endurance).
Truth be told, most of my gear is of exotic quality – and it will take a long time for me to upgrade it, but if that is the answer to most of my problems, then please share your knowledge

So just a general thing, in general melee attacks are stronger than ranged attacks, so it makes sense for mobs to be more dangerous in melee range. But a few mobs actually are the opposite, and their most dangerous attacks only happen when you are too far away from them.

Back to mesmer specific gameplay issues, mesmer lacks a solid melee weapon set. We don’t have a single melee offhand for core mesmer, and we only have 1 melee mainhand or 2handed weapon (that being sword). So again, no surprise you seem to find melee much different than ranged.

Mesmer is actually an incredible survivalist, its just that its relies on active defenses instead of passive defenses, and being a light armor class it does take more damage from mobs than say a warrior would. Your core defenses (and for this I will leave out chronomancer line, as I don’t know if you have it or not) are your 2 dodges, sword 2, staff 2, Blink, F3 (also called diversion), F4 (distortion), GS5, and in a few cases Torch 4 (the Prestige).

You are going to rely on a mix of evades (dodging, Sword 2), invulnerability (F4), interrupts (F3, GS5, Focus 4 chained skill), and smart positioning/kiting (Blink and Staff 2), and occasionally stealth (mainly Torch 4, though you have a few other stealth skills). You can also use reflects (Focus skills when traited, and Feedback)

You will always have access to F3 and F4, and you should always be running mainhand sword in PvE, so you will always have access to Sword 2. Its a 2.5 second evade on a 12 second cooldown, that’s incredible for PvE, really. Use it to evade a big attack you know is coming. Most mobs in core Tyria do not have breakbars, feel free to use interrupts on them to interrupt attacks. In newer maps (HoT maps and LWS3 maps), a lot of mobs have breakbars. Use your evades, positioning skills, reflects, and invulnerability as your defenses on these mobs.

The biggest thing you can do is to learn the tells for each mob’s attacks. Learn when you need to dodge to successfully evade the attacks, learn when you can eat an attack to save your defenses for a bigger one that you know is coming later, learn how to best use your positioning skills (staff 2 is excellent for getting out of AoEs, used incorrectly its also a great way to get inside of AoEs….). Don’t be afraid to take the inspiration traitline for extra survivability (healing and cleanse a condition on every shatter). If you want more help with mesmer, I suggest you make a post in the mesmer forum, there are better mesmer players than I am in there that can help you more.

Maximum Magic Find (TOP Luck account)

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Posted by: OriOri.8724

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Besides their use in the leveling process for your Guild Hall, they are also used for crafting all of the Chinese New Year items that rely on https://wiki.guildwars2.com/wiki/Red_Lantern_ as their base.

Ohh! Thank you.

Last question on my part: Does the Magical Enrichment infusion for amulets still work once you have reached the maximum? Meaning, giving you a total of +336% Luck?

Yes. Luck gets you up to +300%. All other Magic Find buffs (infusion, food, potions, boosters, guild buff, etc.) ADD more Magic Find on top of your luck.

https://wiki.guildwars2.com/wiki/Magic_Find

You can get an additional +355% on top of your +300% Luck for a total of +655%. Some maps have additional buffs on top of that as well for even higher Magic Find.

Also, the AP-based MF bonuses do not count for the 300% cap, so you can get few percents more that way.

Question, are they applied separately? What I mean is that say you gather 36% MF from login rewards before you hit 300% magic find through consuming luck, can you then use luck to get to 336% MF, or are you capped at 300% and have to wait for more loyalty chests to go up any more, the MF from the loyalty chest just made it significantly easier to get to that point?

New Class & Specs Expac? Only new Specs?

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I would be upset if they introduced a new class and then left 1 armor weight with 4 classes and 2 armor weights with 3 classes. Its quite balanced right now with 3 classes in each armor weight, so if any new classes are introduced (not that I hope they are, that’s a lot of work. You’d have to create a core design for the class that is unique from all 9 other classes, then build its 5 traitlines, then also build 2 elite spec lines for it, making both of them unique as well) I’d rather see 3 at once.

Rank should be class specific

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That’s not a good idea because you have 2 aspects : the class and how to play on capture points, and the second point usually has very few to do with the first point.

If you’re a good player, you should both master your class and how to play maps. If you team 5 veterans with starter builds they rarely played against 5 total beginners/low experienced players , it will probably be a win 500-100. I’ve played several matchs with a shortbow thief never engaging any fight and managed to do good results when i was on very low rating..

I’m not advocating for completely unrelated rankings per class. Obviously if you are in high platinum you should know how to play the game mode at least sorta well. There should be some push and pull of course. If you are very highly ranked on one class, it will pull up the rankings you have on other classes. Same idea in reverse, if you take on another class and start to lose a bunch, it should slightly lower your rankings for each class, but not as much as the rankings for just that one class, which should drop faster.

There is... So much invulnerability.

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@Aeolus – That’s funny you say that, when Scrapper was obviously designed purely for PvP and WvW…..

@OP – There is too much spam in general in the game right now. Too many passive defenses and passive procs for sure. I would like to see it all toned down for sure. Though I have to say, DD’s (core thief doesn’t have nearly the evade spam that DD does) evade spam has already been nerfed significantly, and I think its dodges are in a good spot right now other than unhindered combatant (seriously, “inhibiting” conditions are supposed to be one of the counters to dodge spam, so being able to trait your dodge to remove them is not healthy in my opinion).

I would really like to see most passive defenses removed, more passive procs removed, more flat dmg bonuses removed from traits, and just condi and boon application reduced across the board. It would make the game much better to play.

Thief skill curve?

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Among the highest

Mesmer Balance changes 20/6

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@Hibiskus – In my opinion Staff is actually one of our better weapons, and the one in the least need of a rework. Its a very strong condi weapon, and a very strong defensive weapon, especially when taking the chaos line. Chaos storm is a great way to apply cover conditions to make cleanses less useful. Phase retreat is a very low CD movement skill that is great for getting out of aoes, as well as summoning shatter fodder, on top of being a teleport, so it can get you out of kitten like static field. The only changes I think it needs is for the auto to be sped up a bit, both the cast time and the speed of the projectile, and then ideally changing the attack when summoning the phantasm.

Rank should be class specific

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I do and don’t agree. The Ascension is a pvp back piece. It should involve all aspects of pvp which it pretty much does. It should make you pvp on all classes.

There’s no evidence that multiclassing makes the player better or more skillful. It’s a dumb requirement.

Then don’t do what it asks. Don’t make the back piece. Don’t do anything about it. While you’re at it go design your own MMO and put all the shiney stuff in it you want and just give it to yourself.

As players, we should be giving the devs feedback and suggestions. If anyone has a different idea to do things, they should just quit, raise tens of millions of dollars, and then design their own MMO? does that make sense to you.

If the feedback is “make the game super easy so I can get everything plz” it isn’t really feedback, it is just a selfish suggestion.

I don’t understand how this is making the game easier. It’s the rational thing to do. Different classes are different. And everyone plays each class at a different skill level.

He either doesn’t seem to understand the request, or is just trying to troll. Having separate rankings per class would be incredibly good for the game mode in terms of balancing each match. However, it would also have to come with some changes to how you queue up (aka no more class switching after you queue up), which might be bad overall if the population is too low (or if we get to a balance scenario where a certain class or two is much too strong compared to others, and a significant portion of the queuer’s are playing that class, pretty much guaranteeing either long queues or class stacking).

Staff Ele...

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You aren’t wrong that its 50% increased cooldown, but its also only 2 seconds. You can live with 2 more seconds….

As for static field, I guess ANet wants you to use it like a prison, to trap a person inside more than keep them out. And in that light, shrinking the radius is a good move.

Mesmer Balance changes 20/6

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At least we weren’t nerfed? I don’t understand though, a lot of other classes got some buffs to stuff that was underperforming. Mesmer gets nothing, so I guess that means that nothing is underperforming on mesmer according to ANet.

Scaling drawback

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OriOri.8724

I don’t think downscaling is the problem, so much that event scaling only seems to take into account how many people there are, and not their levels.

If you need to scale events differently based on the levels of the players participating, that means downscaling is the problem. Downscaling was meant to make a level 80 roughly equal to the level of the area. The problem is, low levels are generally severely undergeared. When I max out a low level, I can also run around 2 shotting enemies.

The problem with scaling is gear. They should have stuck with the GW1 style and went stat-less. How are they supposed to balance events when everyone could be a max DPS zerker or everyone could be a no DPS nomads? It’s why scaling is so broken in zergs, because zerkers are effectively doing 10x the normal damage of an individual. Group buffs alone are 4×.

I disagree. A lvl 80 player should have an easier time killing mobs on a map. You shouldn’t punish their work to level up and gear up by pulling their stats down to the average character at that level (AKA pulling their stats down to a poorly equipped, level appropriate character). Instead you just need to scale events up that they are participating in more than you would for a level appropriate character. As it is, even if their stats were pulled down much further than they already are, the lvl 80s have access to 3 traitlines and sup runes/sigils instead of just 1 or 2 traitlines and minor/major runes/sigils (or even no runes and sigils like most low level players), which would still make them significantly stronger.

Why are ley lines so frustrating?

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For the most part they work fine for me, but the one in the upper right corner of AB going to burnisher quarry does not. I would say that about 50% of the time I try to use it, it will throw me straight into the ledge instead of on top of the ledge, which ends in my character falling down and having to walk all the way back to the start of the leyline to try to get across again.

Next elite specs unlock prices

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Hello folks !

I’m opening this thread to share a fear thought about next elite specs.

As you may now, we should get a new X-Pack soon™ which will come along with new elite specs to unlock. Currently, WvW players can unlock them by spending Proof of heroics on notarized scrolls of Heroics. It currently costs 250 proofs of heroics to fully unlock an elite spec.

Since HoT came some times ago, and the new skirmish rewards are now giving a significant amount of Proofs, I think unlocking the next set of elite specs is not too much of a worry for dedicated players (it costs 2250 PoH to unlock the nine of them).

Yet, I’m somehow afraid that, with that in mind, ANet comes with a way to make the unlocking more of a hassle, either by introducing a new currency, or by changing the conversion rate from 1 PoH = 1 Hero Point to something less profitable. It wouldn’t be the first time they do such things in ordre to “make the new content more desirable”.

So, my wish is ANet must not follow that road, and keep things as they currently are on the topic of unlocking elite specs with proofs of heroics.

Any thoughts on this ? Am I too anxious ?

You’re worried that you might not be able to instantly unlock the new elite specs? Jesus, why is it so far out there for you to have to play the game after the expansion comes out in order to purchase the next expansions elite specs?

Chronololo

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For the most part, they really don’t. A few builds do better without chrono, but it just offers so much, that there aren’t many of them anymore.

Someone please explain finishers

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Finishers were added in PvE during LS1 against the toxic alliance. It was just another way to make more money off the gem store. It didn’t really add anything but annoyance that you now have to stomp some enemies when you used to kill them outright when their HP reached zero.

I don’t think that finishers in PvE are annoying so much as those toxic alliance events are annoying to deal with, especially on level appropriate characters. I think that overall, more PvE mobs could require finishers and it would be great.

Specifically champions, all legendary foes, and some of the end fights in instances. Would add flavor without being overbearing, would also allow primarily PvE players to show off their finishers

What does having to stomp mobs add?

It gives a reason for PvE players to care about finishers, which could earn ANet some money off the gem store finishers. It also adds immersion. Powerful enemies need to be stomped in this game (other players in competitive modes, the tarnished traitor, toxic alliance knights), so why do all of these enemies that are supposed to be super strong not have to be stomped?

Scaling drawback

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That is an unfortunate side effect of the scaling not really pulling higher levels down to map level, thanks to their better gear and full array of skills and traits, combined with the occasional “do 4 events in this starter map” daily.

You are most likely seeing that when level 80’s have a do-four-events daily; otherwise they don’t have much incentive to speed-roll the low level events.

I don’t think downscaling is the problem, so much that event scaling only seems to take into account how many people there are, and not their levels. If event scaling in core tyria maps could be changed to scale based off of the combined level of the players, this should be a non issue. That way, 4 level 40 characters would have the same event scaling as 2 level 80s, and the difficulty should be better balanced for a wider range in group sizes, regardless of whether its level 80 characters or not.

Chronololo

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Which 3 traitlines do you think outperform the chronomancer line?

Someone please explain finishers

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OriOri.8724

Finishers were added in PvE during LS1 against the toxic alliance. It was just another way to make more money off the gem store. It didn’t really add anything but annoyance that you now have to stomp some enemies when you used to kill them outright when their HP reached zero.

I don’t think that finishers in PvE are annoying so much as those toxic alliance events are annoying to deal with, especially on level appropriate characters. I think that overall, more PvE mobs could require finishers and it would be great.

Specifically champions, all legendary foes, and some of the end fights in instances. Would add flavor without being overbearing, would also allow primarily PvE players to show off their finishers

Chronololo

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For PvP and WvW, it gives you CS, which reduces the CD of your elites (specifically Moa) to 90 seconds (105 in PvP), 76.5 traited. It also gives you alacrity, to get your skills up quicker, and gives you chronophantasam allowing you to shatter your phantasms without losing them.

There really isn’t a downside to taking that line, though some core mesmer builds are still decent if played well

Could we get a "Rebirth" option?

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I don’t see why you can’’t just play them anyway? Its just a character on a game.

Taking Supply Camps efficiently (Vid)

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8 min video. You could build a ram and solo a tower in that time. I guess thus can help out new people though

He shows every single camp in ABL, but if you would bother watching videos before criticizing them you would know that.

He’s trying to help players that are new to WvW to become better. I truly don’t understand the hate that some players are giving him over that.

New Phantasm Suggestion

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Forcing us to dedicate some of our few skill slots to skills that do nothing but buff phantasms would be horrible unless they were completely reworked regardless. And it would also effectively give us fewer skills on the bar, since some of them would have an effect on a summon that could be killed or just disappear at any time if its target happens to die. That’s just not a good solution to the problem.

Elite Spec icons in sPvP

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Because people were being toxic kittens to players without Hot or playing core builds

The same toxicity happens in WvW, but apparently its fine to display elite spec icons in that game mode.

There’s no real reason to not display them. As soon as you first encounter someone on teh other team you will know whether they are running an elite spec or not, so its not like not showing the icons will hide that fact at all.

New Phantasm Suggestion

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I’d rather just see the personal attacks on the phantasm skills buffed more, made more useful and made to fit the weapons better. And then ideally make chronophantasma baseline and balance based off of that

Phantasmal Mage underwhelming for power

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Even though it’s still not a great phantasm, I actually think the iMage is better now than in the past because if you synchronise casting with prestige burn in melee range you can stack what – 3+2 stacks of burning, plus another 2 stacks when the iMage throws it’s projectile (which it will recast if chronophantasma). That’s a not insignificant amount of burning, especially if buried beneath other conditions from shattering, etc.

That playstyle doesn’t feel like the torch to me though, getting up close and personal to the enemy just to let your illusion do the damage? Kinda pointless imo.

I’d rather the primary attack on that skill be updated, as well as potentially update the phantasm itself. I don’t use it enough to know how I’d like to change it though

Maximum Magic Find (TOP Luck account)

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It would be nice if they increase it to 350%. It isn’t that high to throw the economy bonkers.
What would be realy nice is to make the steps from 300 to 301% etc. really incredibly high…so no 30k luck per % but…..300.000 luck or even a flat million per %. That would be high enough so that they never have to think about luck again in the next 20 years, and give us something with our excess luck to do. Also it is something not that easily maxable…..not that much influence on the ecconomy – so only a small amount of people would go crazy on the TP buying cheap salvageables….which may be not that bad at all…clearing out the useless stock there….

Making the requirements to hit 301% so high wouldn’t be any different than leaving the cap the same and jus thaving people throw their luck out honestly.

Suggestion: Mastery Reward Tracks

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I like the idea of using xp for more than just getting spirit shards, but you are already well rewarded with items by playing through PvE. I worry about making PvE too rewarding for too little effort, or that consequently these reward tracks would be so underwhelming that it wouldn’t make a difference at all in people caring about gathering xp.

GS Burst (sPvP)

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OriOri.8724

There was a similar question on here a while back and I wrote up a much more detailed response in that thread if you care (or anyone else for that matter) to find it. Basically, once you account for mental anguish (if you were hit with power lock it would be a 30% bonus to the damage), compounding power, having 3 illusions out, and might stacks (on top of vuln stacks and extra dmg per stack through the domination line), its doable to reach those numbers. At least in WvW.

Your memory is a bit faulty though, since power lock itself doesn’t deal any damage, so I wouldn’t be surprised if each hit was lower than that, it would still be plenty to kill a thief even if each hit was 1k less damage than what you remember.

Worst Guild Wars 2 Map?

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Tangled Depths is by far the worst map in the game.

Dry Top is another one in my opinion, I hate that map. I hate navigating it. I hate the sandstorm that applies a stupid after effect to nearly the entire map.

Lornars Pass is just a map that I find boring, possibly because of its ridiculous length

Lower the Rank Requirement for Armor

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Ultimately, the largest flaw of the PvE Legendary armor comparison (that PvE should be enraged about but are not) is why wasn’t PvE Raid Legendary armor harder to get?

Why won’t my legendary armor be comparable to the prestige that WvW players have after 4+ years and a minimum of r2000 to use?

Why didn’t it take Raids at least 1-1/2 to 2 years of weekly play to acquire?

Because that’s an asinine time sink that serves no purpose. Forcing players to wait 1.5-2 years to obtain a reward doesn’t make the game better, it just kittenes people off and makes some leave the game.

To Buff or to Nerf version 2

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What’s the problem of “powercreep”?
We came from a bunker meta where a fight against two “squishy” builds took at best 1 minute, frequently longer. Now a quick fight can take 30 seconds or lesser.

We have a more reactive game with more damage but also more ways to protect yourself, more reliant on Active defences than Passive defences, with more teamplay to stay alive and don’t get bursted down by a fast focus.

Everyone wanted that and now everyone cry about that.

Yes, someone can burst you down in 5 seconds if you’re bad enough to don’t pay any attention to what is happening near you. What’s the problem?
Do you really want the bunker meta back?
Do you want bunker amulets and sigils back? Only to make classes and builds able again to be perfect bunkers and unkillabe, making all the burst class and builds bad again as in the past?

There’s different things to fix, as grant to every class defensive skills and offensive skills, nerfing some clases damage burst skills or mobility/devensive skills to don’t make them so good to survive if compared to all the others.
There’s some adjustment to do that’s true, but the game isn’t so bad as it is now.
Much better than what we had in the past…

Yes, because reducing powercreep means going straight back to the bunker meta…. Oh wait, you mean the post HoT bunker meta that was the result of powercreep and nothing else?

That meta came about because of powercreep. Reducing powercreep is taking steps to ensure no meta like that can ever happen again. Since you seem to hate it so kitten much, I’m surprised you are also against lowering powercreep in this game

Hilarious balance of gw2 - solutions thread

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Solutions thread. Post your 5 balance changes to help the game. Here is mine:
4, Continuum split on mesmer no longer resets elites

Sure, if you also reduce the CD to 75sec base and decrease the base CD on TW to 100 seconds and the base CD on Moa to 120 seconds.

Feedback: Pip Acquisition [merged]

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There’s nothing wrong with that, but I would really appreciate it if we saw a baseline Pip or 2 given to every player at every tick, and its mostly geared towards the lower ranked players.

Like you said, a low ranked player can be gaining only 1 or 2 pips every tick, making earning even the simple wooden chest to be a far larger chore than it ever should be. Increasing everyone’s pip gain by adding a baseline pip or two would make it a lot more comparable for newer players to get those chests, while still awarding having a high rank.

Though I do think that rewarding higher ranks with more pips has a serious flaw. It absolutely trivializes getting the loyalty bonus for higher ranked players. Considering that the loyalty bonus is supposed to be server loyalty, and not game mode loyalty, it doesn’t make sense for anyone to be able to earn that significantly easier than other players. I don’t understand why a new player should have to hit up to 100 ticks throughout the week each week to keep their loyalty bonus, while a player with a higher WvW rank would only have to hit up to 20 ticks each week to keep the loyalty (assuming both on the same server, and higher ranked player at Mithril rank). Considering the nature of the loyalty bonus, it doesn’t make sense to make it so much more trivial for some players to reach than other playerrs.

Additions to Material Storage

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I understand the reluctance to add things because you can’t remove them (although why a system of mailing it back to people couldn’t work, like with the removed PvP stuff, is another question). But the posts repeatedly make reference to programming issues with adding things. How was mat storage set up, programmatically speaking, that it is causing issues adding more items?

Well Linsey has mentioned twice now something about a cap on how many items can be in mat storage before that code needs a major overhaul, so that’s a limitation they have to work around. And don’t forget that they are most likely going to be adding more items to it with the next expansion and LWS4, so making a list that adds the most requested items while still leaving room for future additions was important.

And on Reddit, she had a very curious reply to one question. She said here https://www.reddit.com/r/Guildwars2/comments/6gd2iy/update_to_linsey_murdocks_material_storage_side/dit1jbc/?context=1

Ya know what? I would LOVE to. It would give me great pleasure to be able to move items from one bucket to another, but sadly, that is FOREVER forbidden. The tech can’t handle it appropriately and it makes me very sad, but this is one of those things we just have to accept. Once an item exists in storage, it cannot be removed and cannot be moved from one bucket to another.

I don’t know why this is the case, but it is. So it seems that the difficulty lies not in the programming, but in deciding what is important enough to add to mat storage, since there is limited space in there short of a much larger revamp, and once something is added it cannot ever be removed from mat storage (again though, for reasons we don’t know). This is likely where the difficult work came in.

Phantasam Suggestion

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Eh, the 3 autos are weak, don’t really have much pressure at all. But the warlocks attack does have a bit of pressure, especially if there are a lot of condis on the enemy. So it gives staff more pressure overall imo

To Buff or to Nerf version 2

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But , buffing up things makes the gameplay more fun …

If ppl cant handle the powercreep , they should find a more defensive/bunker spec …

How does it make it more fun? How?

Conditions!

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4) Chill: Because thats what slow do. chill is a mix between slow and cripple.

Chill was in the game for years before slow was even introduced.

Shouts Being Blocked And Evaded

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Its a mechanics issue, having shouts be unblockable would greatly increase the amount of unblockable attacks in the game, and I think that is a bad direction to head down.

[Suggestion] Necro GS2 Oval instead of Circle

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Interesting proposition. If the engine can handle it, I think it would add a lot of flavor to have select skills have different AoE shapes. However, that also increases the learning curve on elite specs, though whether that’s a bad thing or not is up to everyone’s opinion.

Additions to Material Storage

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There’s a difference. If I want to craft an axe, I need ores. But to get those ores I need to go out in the world to get them (or buy them from the TP, but that goes for about everything, so I’ll ignore that for now).
Now, if I need to craft some nice soup, I need roux. I can stay at my crafting station to craft that roux (provided I have enough of the base materials stored).

Okay. Now compare that not to ore, but to ingots. Don’t you see some similarity now?

Ah thanks, I knew I was forgetting something in my reply. Yes, we already have precedence for base tier crafted mats to be in storage. I’m not against adding the rest of them as well

Citadel of Flame needs Rework

in Fractals, Dungeons & Raids

Posted by: OriOri.8724

OriOri.8724

At this point there are only 2 reworks to dungeons I would like to see.

A – Change mechanics so that all paths can be soloed if the player has enough skill to do so. I can’t agree with forcing parties of a minimum size just for mechanics on content that only a small portion of the userbase does now.

B – This one is a much more comprehensive rework, so I know it wouldn’t happen. But I’d also like to see 50-80% of all trash mobs removed from dungeons, depending on the paths, but then make 95% of the rest of the mobs unskippable. New players just get confused on the skipping, they don’t know how to do it, they don’t know what can and can’t be skipped, and in some cases them trying (and failing) to skip ends up taking longer than just clearing the mobs. And this makes a lot of veterans not want to party up with new players, which just further fragments people who want to do dungeons in my opinion

Phantasam Suggestion

in Mesmer

Posted by: OriOri.8724

OriOri.8724

  • OH Sword (slightly modified, but a short evade frame would fit with sword overall, plus the leap would be a nice gap closer for MH sword as well)

It wouldn’t only be good as a gap closer but also as a small disengage, to then further space with sword 3, or a weapon switch to GS and a Illusionary Wave, followed up with a backdodge to then have a decent range to keep attacking with GS. Would really love to see this happen.

On the other side, I’m not sure if I’d like it if every phantasm attack would be used as the summon attack. I think the phantasm would kind of lose their identity. Atleast for me.

Oh I agree that not every phantasm should be given this treatment. But I think that Sword, Staff, and Pistol phnatasms would benefit from it, and it would also make sense, and it would also fit the theme of those weapons extremely well. Berserker, torch and focus would not be a great fit in my opinion (and I don’t really care about UW phantasms).

Missing Backpack Skins in Bank?

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Some skins don’t show by default in the bank, unless you’ve unlocked them. The Lava Skull and anniversary backpacks are among those.

That’s kind of silly of ANet to do that. If they are hidden not everyone will know they are an option and do the content to get them. They should all be unlocked to show all those possible skins and content.

Eh, I think that for old skins that can no longer be obtained, its actually better if they are hidden until acquired. Otherwise, you have newer players who will have a permanently unobtainable skin on display in their wardrobe, for no good reason, because no matter what they do they cannot obtain it.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

For what it’s worth, the list looks great to me. I don’t support any of the tweaks offered above. Just because it stacks and accumulates, doesn’t mean it belongs in material storage — I think the items you’ve chosen keep that balance.

Yea, I don’t get this either. About half of the items mentioned in the previous thread had absolutely nothing to do with crafting, so they have no place in mat storage.

If anything, I am looking for cuts to this list, not adds.

Let’s cut then :p

Core Refinements (new)

Not required ever since we can click through recipes while crafting

Cooking Staples (new)

See comment at the Core Refinement group.

Scribing Materials (new)

See above comment

I’d say: if you craft 250 roux’s: use them! Otherwise, don’t even craft them until you want to use them. Same goes for the items you can buy from the MF attendant: don’t buy them (they’re next to the MF anyway) unless you want to buy them. Which is rarely enough, for the majority of people.

I disagree with you. These items are essentially base tier mats for these professions due to how many recipes use them. Its not as if they are used in 1 or 2 recipes and that’s it, they are used in almost everything you could want to craft. In light of that, your argument is very similar to saying

If you gather 250 mithril ore, use them! Otherwise don’t gather it till you want to use it. It doesn’t need to go in mat storage.

Because both mithril ore and these items are used in a huge number of recipes in their respective disciplines. Even though these are crafted, they are essentially base tier ingredients/materials for these disciplines, and should be treated the same as the other base tier ingredients/materials.

Pls bring Polymock back

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Have no idea what it is, but would be nice to see it return

To Buff or to Nerf version 2

in PvP

Posted by: OriOri.8724

OriOri.8724

Nerf current HoT elite specs more. Make sure that the next round of elite specs is no more powerful than the nerfed HoT specs. Then it would be good, F2P accounts don’t need access to the elite specs

Phantasam Suggestion

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Yea. Having actual attacks instead of just the summon is a great idea, but the actual implementation leaves a lot to be desired at the moment.

The Paper Wars... EotM v2

in WvW

Posted by: OriOri.8724

OriOri.8724

I honestly can’t blame people for not wanting to fight though, the meta atm is worse than pirateshit and that was pretty stale.

That’s an understatement honestly. And its going to remain stale until the spam is reduced substantially further across the board. Cut boon and condi application, cut passives, cut %modifiers, etc….

The 175-ticket cap should NOT exist

in WvW

Posted by: OriOri.8724

OriOri.8724

Add an option for 1-2 skirmish reward tickets to the current skirmish reward chests would be a good middle ground. Veterans would get them a bit faster and grinders would have a way if they wanted to.

Hmm, if I counted correctly you get 42 skirmish chests for completing through the diamond track. If you could select 1 reward ticket in those chests that would take you up to 217 reward tickets per week max. This isn’t a bad compromise imo, its a sizable difference each week, but at the expense of other rewards.

Phantasam Suggestion

in Mesmer

Posted by: OriOri.8724

OriOri.8724

Yea. The phantasms I think it makes the most sense for are

  • Pistol
  • OH Sword (slightly modified, but a short evade frame would fit with sword overall, plus the leap would be a nice gap closer for MH sword as well)
  • Staff. Gives us a decently damaging attack that we can personally cast on Staff, without needing a phantasm up to use it. A slight buff, but not much of one.

But I rather like the direction that they went with focus and torch phantasms. And I don’t care about underwater combat, so have nothing to say about those.

GS is the oddball for me, only reason I’m not sure is that a gap closer doesn’t make much sense on our ranged power weapon, and it would considerably cut down the range of the skill. Yet I also really don’t like the current attack we got for it, so perhaps just re-do it from the ground up again?

But either way, I do think that the duelist, warlock and swordsman should have their initial attacks changed to just be the same (or nearly identical) as the attack that those respective phantasms cast.