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CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I would worry that those Rangers that don’t do Fractals would feel left out. However i think this is a really interesting global reward idea so I will pass it on to the rewards team.

Thanks Wolfey,

Chris

Could you expound a bit on why this is an issue for you? There are pets that are available in a limited frame of areas and different level ranges, just like some weapon skins only drop in certain areas. If the difference between, say, a Jade Spider and a Cave Spider was purely cosmetic, then you’re not talking about vertical progression at all. The guy that has the Jade version has no advantage over the guy with the Cave Spider. All that’s going on here is cosmetic changes, and perhaps some bragging rights.

I honestly don’t see a difference between things like area specific Ranger pets and Fractal skins. Likewise, if players want WvW armor, they need to go to WvW. Or the massive amount of varied PvE that people need for Ascended gear. Or locking Cultural T3 behind a gold wall. They all require playing in a certain area of the game for more than a passing moment. In fact, I’d suggest that these are exactly the kinds of rewards that work for Fractals. It benefits the players that run them with a cosmetic benefit, without an imbalance. I believe that’s an excellent way to get people interested in the content without forcing them there.

I promise I’m not trying to be contentious here. I’d just like to get a firmer grasp on the how and why of rewards being matched with content.

Hi,

I don’t think you are being contentious at all and you put forward a compelling argument. However we try where possible to seed core gameplay rewards across the game. It seems like we have a few inconsistencies in the live environment so I will discuss this paradigm with the rewards team.

This said Ranger pets have abilities and putting a unique pet in the fractals with say unique abilities could be a huge barrier to entry for some players and that is where my concern comes from. The fact is fractal skins do no change the way a player uses his character whereas a pet with unique abilities does.

I hope this provides some more insight.

Chris

Make those pets just special-skins out of the regular ones! For example, Jade Spider only spawns after level 30, this would give some incentives for players looking for that specific skin. And it’s a garanteed reward, non-RNG dependent! Wolfie and I both are in accord: those pets wouldn’t have any special abilities, just re-skins, for bragging rights!

And I believe the same could be made for other classes. What do you think about upgrading a skill’s visual effect by doing a certain achievement/completing a high level fractal?

CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Hello Chris

There were some boss encounters ideas thrown around at the dungeon forum. Here is the thread if you would like to take a look:

https://forum-en.gw2archive.eu/forum/game/dungeons/Design-a-Boss-encounter-contest/

[Suggestion] Your own private DPS meter

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

If they didn’t want to release this because it could lead to different dps meters, maybe they could make training dummies that you could “duel” and they would give a dps report after 1 min.

So like this?

http://wiki.guildwars.com/wiki/Master_of_Damage

Just amazing how GW1 had this for such a long time, and this hasn’t crossed over to GW2. Their priorities have definitely changed.

Collaborative Development: Ranger Profession

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Sugested change

A Ranger dodges, his pet “dodges” aswell? If that’s heavy time intensive, due to developing of dodge animations for pets, consider giving them evade frames during the Ranger’s dodge.

This would help a bunch.

CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I honestly don’t see ‘re-rolling’ for first fractal as all that hard to kill.

Charge each player 1g to enter Fractals. Each player receives an additional 1g at the completion of the first Fractal. (Kicking is disabled during the first Fractal?)

That would solve the rolling problem. But you have to think about the environment that change would foster. Pugs would be a nightmare since failing would be even more punishing.

I would be totally okay with this if it was worth the risk (paying 1g, but receive 3g at the end, for example). Also this kind of payment layout reminds me of GW1 Underworld/Fissure Of Woe, and considering we havent seen anything like that in GW2, I’m not expecting it anytime soon.

CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

On the scope of Fractals as a vulnerable instance:

Why is the instance owner allowed to be kicked? What’s the point in that? Atleast make him immune to kick.

CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Proposal Overview:
Have a fractal level that can experiment with flying abilities.
Goal of the proposal:
Expand the GW 2 experience into another dimension besides water and land based graphics and interface.
Proposal functionality:
If the swimming ability , instead of kicking legs within a bubbling water environment, was changed to flapping arms within a windy airy environment, we would virtually have flying. There it seems there is a simple set environment that allows the introduction of air weapons (which for all purposes are exactly the same functionality as the water) and some flying attire (armor).
This area can be a easily adapted (I am assuming here sorry) from the water based environment mechanics, it appears would function very much the same with the challenge for developers to create a form of ‘gravity’ (or not as it could just be an area of no gravity).
If this fractal is successful there is a possibilty for future area development in WvW, PvE

Oh just admit you just want flying already. This doesn’t have anything to do with fractals

CDI- Fractal Evolution

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I would like us to start of by listing the top three things we would like to see evolved in Fractal Design. Idea proposals can come after this stage.

Chris

1. Procedural Generation
it would be nice if at least some elements found in a fractal were a bit randomize so that every run has variety
2 rewards
making rewards not entirely dependable on RNG
3 User generated content
This is perhaps a bit too ambitious but perhaps if the mists can be found to dwell in alternate realities not just the past, it would be interesting to allow players to design their own fractals and share them with the community.

Personal opinion: It would be really cool to have number 3. Rewards would be an interesting problem in regard to this idea though.

Chris

Hello Chris.

Similar to what the Anet team has done several times in GW1, the Design-A-Weapon contest, or the Design-A-Boss-Name contest. Would it be too far fetched to have a GW2 Design-A-Fractal, or Design-A-Fractal-Boss contest?

I would really love if the community could get the chance to carve in their own stuff they like into the game. A contest, per say, during 2 monthes. At the end of that, the top three community designed fractals would be reviewed and iteracted upon by Anet and we would retrive some feedback of what would change if they were to go foward.

Result:
Community-made fractals, the best of the best get picked; or atleast
Heavy community-influenced fractals, both in theme, difficulty, encounters and/or mechanics.

(edited by Quickfoot Katana.8642)

What Builds do the Devs Run?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Yeah

Attachments:

Players Against Stacking/Skipping/Stuff

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

If you downgrade dungeon mobs to veterans everything will just explode (even more) with a good zerker group

Dungeon Mentors [Noob]

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Hmmm if this guild expands and becomes somewhat of a foundation of Dungeon mentoring then I think trying to put everyone’s dungeon/class specialties in the message will get a bit out of hand :/
Perhaps just a link to this thread so potential students can peruse through who does what?

Edit: I HAVE MY SIGNATURE BACK, THIS IS THE BEST DAY OF MY LIFE!!

How did you got it back? oO

Iris I took the liberty to advertise your initiative on reddit in hope that we get some more students to help out

Link:
http://www.reddit.com/r/Guildwars2/comments/1wufq9/dungeon_mentors_learn_the_ways_of_the_dungeons/

(edited by Quickfoot Katana.8642)

Dungeon Mentors [Noob]

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Skritt Stole Our Zerker [GEAR]

guys pls.

Dungeon Mentors [Noob]

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

If anyone wishes to contact me please send a mail as I’m forbidden to PM on forum.

name sugestion: We Teach How We Want [DM]

(edited by Quickfoot Katana.8642)

Guild Wars 2 Problems

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I just wanted to come in here and give you all this little kitty…

I hope he brightens your day and gives you cause for cheer.

Whelp. And considering I got a 7 day ban and 3600 flood control over posting a kitty at the dungeon forums, this hardly seems fair.

have you noticed botting surge in sPvp?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

You are going to tell me you are surprised that there’s more AI in PvP than players?

Inb4 Bots playing MM necros and spirit rangers. AIception.

(edited by Quickfoot Katana.8642)

To clear the air about Berserker

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I’m surprised by the accuracy of this thread in describing our current meta-state and what causes it. Congratulations OP.

@Anet Hire this man.

Experimental option for tPvP - One Dodge!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

DanSH, I consider myself experienced enough in PvP. My problem arises from the spam state that is GW2 PvP at the moment. There is way too much RNG going on, most fights are won based on how lucky the dodge spamming becomes.

When a player is 1v1 vs another one on a node, I come behind him stealthed, ready to backstab with basilisk and the guy dodges it because that’s what players are doing right now, they are spamming dodges. That guy got rewarded for spaming the dodge and avoid my burst, even though there was no way of knowing I was coming and he was just tanking the other guy’s autoattacks.

I’m all agaisn’t making this game any easier. What I want is to make it clearer.
Making the endurance bar hold 1 dodge, will not create easier counterplay.

What do we have right now is not counterplay. A guy dodges, that doesn’t mean he only has one dodge left, he can swap weapons and gain endurance out of the blue and you won’t notice because you don’t know if he has that energy sigil. He could also gain vigor and you will not be adjusting your timing to predict his endurance increased regeneration to account for vigor.

It should create a more streamlined combat, where if you see the player dodged, he is mostly vulnerable at that stage, unlike the current situation where you don’t truly know how much potential endurance he has, and have to stalk the UI from time to time to check for his Vigor uptime.

I agree dodge is what makes GW2 combat dynamic, but there’s too much of it at the moment. Making dodge less available means players will use it more consciously and therefore turn the game more skill-based without hurting the dynamic aspect of the combat.

(edited by Quickfoot Katana.8642)

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

They need to add a function for switching cut scenes off. Why has this not been done T_T

We are investigating it.

This… This means never. >_<

You’re swift in your thinking aswell then.

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

They need to add a function for switching cut scenes off. Why has this not been done T_T

We are investigating it.

Experimental option for tPvP - One Dodge!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I would like to think of this as a custom arena option so we could test how it feels. I know the Devs could try this on their test server, by increasing the cost of a dodge roll by 100%.
I think it might be a good change actually.

Also LelouchViBritannia, you say that this would mean reworking some things, but is it a good or a bad idea? Could it be worth the effort?

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Bosses have interesting mechanics? Where? Are we playing the same game?

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Deimos I’m so glad you are not a game designer. Your changes are terrible and show just how uniformed some people can be and still be a regular poster on the forums.

nerf: Healing signet passive: only ticks when in 600 range of an enemy.

Now this is an interesting nerf, leaving the numbers untouched but completely opening a way to counterplay the heal, since we will create some distance to disable the warrior’s healing when he needs, range kiting him, and the warrior needs to get up-close melee range to start healing.

Greatsword: Rush
- nerf: needs an enemy target to be selected (removes: running away)

Now this is not so interesting anymore, you are removing game’s depth and dumbing the combat for what exactly?

What if the warrior that is rushing without a target, if he passes through an enemy player he will stop using Rush? A better counterplay overall don’t you think? Warriors that need to use this to run away need to carefully aim, and we can think ahead of them and block their path.

Experimental option for tPvP - One Dodge!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Exactly! Even if you increase the endurance gain to compensate, this change should avoid the possibility of a double dodge, which means when an enemy dodge he is now vulnerable to attacks!

This creates a whole new level of counterplay in my opinion – baiting your opponent’s dodge to create an opportunity for you to combo him.

Experimental option for tPvP - One Dodge!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Hello,

Let’s try to imagine how would the combat in PvP turn out if, instead of 2 dodges, your endurance bar could only hold 1 dodge maximum?

I feel like it can lead to a more interesting play-by-play combat, and make people actually think before using Dodge. One of the main problems is the nature of combat in PvP is very RNG-heavy, that’s because having 2 dodges, you can keep spamming 1 of them while you wait for your endurance bar to come back up and you won’t be punished.

What do you guys think? 1 dodge endurance bar, would it be good for the game? Would it turn the combat more skill-based? Would it make PvP more enjoyable?

Aegis stacking

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

If it stacks in number, you are making people spam it, since it won’t matter if there’s already an aegis up or not: no aegis will be wasted and they will just stack nicely on top of each other. That’s what I mean.

It will promote, again, spam and unconscious playing.

Should good dodges be rewarded?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Agony, the idea behind this is, if you didn’t dodge anything, that means you didn’t think it through when you used dodge, but then you got all these things to carry your bad decision to a state where it doesn’t matter and you keep spamming dodge like vigor, blocks, blinds etc.

Even if it’s deemed bad for PvE, there’s no arguing that it’s essential for PvP to have this change.

There is too much dodge-spam in PvP. People dodge randomly and get lucky/unlucky based on those dodge spams. It turns the teamfights/combat extremely RNG-heavy, it’s bad for the game is it not?

(edited by Quickfoot Katana.8642)

Should good dodges be rewarded?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The answer is there must be something to reward good dodges and skill, otherwise you may as well remove the mechanism.
The real question is how do we reward good dodges and skill?

I’m gonna go ahead and make a wild change:

Proposed change number 1:

  • When you use Dodge, if you evade an attack/skill because of it (“Evaded” text appears), you are refunded 25% of a Dodge cost.
  • If you use Dodge and it didn’t make you evade anything (“Evaded” text doesn’t appear), you lose -25% of a Dodge Cost.

Pro: Rewards good dodging, punishes bad/spammy dodging
Con: overly rewards good dodging, more endurance could lead to more spam

Proposed change number 2:

I feel like dodging an attack is already a reward by itself so in this proposed change, I’m cutting the refund of dodging an attack, while keeping the punishment for spamming dodge:

  • When you use Dodge, if you evade an attack/skill because of it (“Evaded” text appears), nothing else happens besides you evading the attack.
  • If you use Dodge and it didn’t make you evade anything (“Evaded” text doesn’t appear), you lose -25% of a Dodge Cost.

Pro:
Rewards a good dodge by it’s functionality, you evade damage, that’s all.
Punishes bad/spammy dodging

Con: How do you explain that failing a dodge will punish your endurance pool? Only by introducing a new Hint/Tutorial -> could be resource intensive

Number 2 would be the option I would go to, and I truly believe it would be good for the health of the game. Please comment on this.

(edited by Quickfoot Katana.8642)

[PvP] The Elementalist Manifesto

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

And what about the best way to improve arcane retribution? It currently procs when health is bellow 75%, which is not under our direct control. What if it procced like warrior’s unsuspecting foe, upon a specific state we have control of? Unsuspecting foe procs at stunned foes, which is very much like our Tempest Defense.

What about:
Tempest Defense
1. Auto stun aura as it is.

2. If you hit a stunned/ KDed foe, you gain arcane power for 3-5 seconds.
or
2. If you KD or stun a foe, you gain arcane power for 3-5 seconds.

The latter option is much better in my opinion. Less randomness tied to the reward benefit of the trait. We could argue that an enemy could be stunned by an ally to coordinate with your trait for dealing more damage but we all know that would end up to the enemy being stunned for a completely different reason and the elementalist being rewarded indirectly.

So let’s place the reward in the direct actions of the elementalist itself.

2. If you KD or stun a foe, you gain arcane power for 3-5 seconds.

Aegis stacking

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Sorry but no.

Making Aegis stack in number rather than duration would only contribute to dumbing down an already dumbed down game.

Please don’t make Guild Wars 2 any easier/faceroll. Let’s start punishing spammers and rewarding good players more, shall we?

[Engineer] Has anyone seen A.E.D?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Jon Peters I hope you guys know that this healing skill is totally fine, but it’s currently outshined because of just how good the other heals are for no risk taken using them. What this game needs is more skills like you introduced in the last patch. Don’t overbuff them to the level of the current skills, because those are the ones that need toning down.

[Engineer] Has anyone seen A.E.D?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Make AED clear poison when it’s used. This way the counterplay for this skill becomes the same as Elixir R, which is not to kill the engi while it is up.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

It’s a brainless heal. It requires no skill, it doesn’t require the player to do ANYTHING. Why should it be on-par or BETTER (which is at the moment) than the other options?

Nerf Healing Signet or turn it into an interesting heal. It’s current design concept is bad.

(edited by Moderator)

Zerker Meta Gone? Great!

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

John I hope you are making a joke.

You are implying the developers read the dungeon forum, which they don’t. So we can talk whatever we want and it will be disregarded the same way. I’m sorry I don’t want to spend my effort and time writing a constructive post no Developer will read anyways, so we have returned to the sarcastic ways.

In GW1 I don’t remember being so screwed over patch after patch, unlike what I feel it’s happening in GW2. Maybe I’m not the only one.

How to make Dungeons more Teamworky

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

But the majority of players as far as I know don’t want team work in dungeons.

Case in point: Aetherblade path of Twilight Arbor.

that is bad case example. The reason people don’t run that, myself included it’s because it’s filled with unskippable cutscenes it takes too much time for the reward it gives (2g).

The boss mechanics of that path are very enjoyable, but the infrastructure is killing it.

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Either it has that meaning and we can call this game Gorilla Wars 2, OR, it might be mobs that hit extremely hard with autoattacks and therefore require weakness to effectively tune their DPS down to normal levels.

The latter option would mean Anet failed again since everyone would just run even more often with Skale Venom consumable.

I still don’t get how can this affect dungeons, are they going to put those new mobs/upgrade existing ones to do that? Seems a LOT of work for anet…. Nah this stinks like Living Story.

(edited by Quickfoot Katana.8642)

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

That means we are going to have more creatures like the Gorillas in Arah, that shout spam weakness, effectively nerfing 25% of our DPS.

are necro good in pug?

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

inb4 this thread also gets moved to Necromancer forum

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Ok guys I found out part of what they are doing to address the dominance of the Zerker meta.

PvE: Are there any plans to make condition builds more viable in PvE?
”Yes you should see some creatures targeted around weakness to condition in some of the early builds next year.” ~Isaiah Cartwright

How to make Dungeons more Teamworky

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Wouldn’t that be creating the holy trinity this game wanted to stay away from at all costs?

[PvX] My blasts prioritize my combo fields

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

You guys are missing part of the problem.

“if priority becomes self”: Dropping fields above enemy fields is a kind of counterplay.
In fact, before teh nerf, the ONLY WAY to counter D/P Thiefs was to spam fields above their smoke fields to break their combos.
With the Self system, it won’t work.

“Least recent method” can also have issues based on that. Many WvW stacking strategys work based on field spam.
Any class with field spam can just cast a randon field below the zerg and watch the whole strategy go nuts because the least recent field is a Choking gass Poison field.
Plus, it doesn’t stop some Guardian of using light field before the water field.

IMO the current “Most Recent” method is still the best.

And lol to the multiple fields idea. Please bear WvW and the 80 players stacks in mind before suggesting that again.

I don’t think you can use enemy combo fields.

Also your “counter” to D/P is bad. Even if they could use your combo field, what takes priority is the first field dropped, which would be their blind field and not yourse.

[PvE] Revising the "DPS Meta"

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

So long as dodging and blocking exist as the primary means of damage mitigation in the game, PvE will be dominated by dps builds. Look at Fractal level 40 and 50, passive unblockable damage that puts you in combat isnt even enough to get people to play healing builds unless they made that damage massive high.

They could easily make Condition Damage good. They can’t make direct damage bad without radically changing the game design.

One thing I theorized, is Defiant stacks giving bosses direct damage reduction, say 5% per stack to a max of 25%. That would lead to some interesting choices, but who knows.

I’m not sure I’m following you Nike. Wouldn’t that just end up with players reducing the boss Defiant’s stacks to 0 (0% reduction), and then proceed to DPS normally? The only thing this would effectively nerf is the opening Mesmer “Into The Void” pull into a corner to dps.

Is that your only goal with that change?

If you want to go through with this, please do not make Berserker’s setups weaker but make the other setups stronger/more useful. Nerfing the zerker gear will only end in dumbed down and more boring gameplay. Buffing everything else will likely have similar effects but there might be ways to avoid them more so than when nerfing zerker.

As PvE feels way too easy currently, I don’t see how a buff is the way to go, sorry. We (the player chars) need to be weaker, not stronger. On pretty screwy setups I tried for sheer curiosity, PvE even felt… balanced. Challenging at times. :O

- PvE

- Challenging

You really managed to merge these two together. I see the reddit herd has arrived to this thread.

(edited by Quickfoot Katana.8642)

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

When one looks at the healing signet itself it seems sort of fine. The problem is warriors get massive sustain without any investments. All you need is HS and 20 into defense and you are a sustain god. No healing gear/runes needed! This is the problem!

This is a false sense of sturdiness and a blatant example of internal imbalance. HS outshines both other heals, which would be pretty amazing on any other class themselves. Hell they are amazing for the warrior, but HS is just better.

Conclusion: HS needs a nerf, not a major one. Perhaps drop it to 300-350 hps then go from there. But the problem, as I have said, is a composite one: HS+AH+Ire with only 20 traits into defense!!!!

Holy kitten. Imagine a S/D thief with Healing Signet. LOL!

LFG for Fractals: "3 War 1 Mes 1 Guard ONLY"

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

It doesn’t mean that their profession balancing department is lacking at all.

It just so happen to be that these are the easiest comp you can run. Low effort and reasonable reward. Players are lazy and as such, this happens. Go figure.

And this is why you should only comment if you have arguments to support your idea/complain.

This subforum won’t ever reach the desired exposure if it’s filled with uninformed complain posts, with zero consctrutive advice or solutions.

Zerker Meta Gone? Great!

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

I wouldn’t joke on that…

Well they removed the Suggestions subforum instead, guess for now we are safe. Dungeons is second last ‘popular’ subforum, right before Music, kinda cool.

So you’re saying is all we needed to avoid being deleted is to make more threads and post more,

puts tin foil hat

… which we can’t do because the ninjas are constantly firing infractions and raising our flood control over time, so that we are less encouraged to do so. We are slowly being brain-washed into posting less and less, so that they can finally remove this forum for once and for all, which was their plan all along.

Hrouda must have found out their plan and payed with his life for it.

removes tin foil hat

EDIT:
Someone screenshot this before they silence me aswell. What? Who’s ringing on the door? It’s late, come on! You don’t knock on peoples’ doors this late at night…. unless.. oh my god…

(edited by Quickfoot Katana.8642)

[Engineer] Has anyone seen A.E.D?

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The entire point of healing in this game is to stay topped off. If a self-heal heals for 25 percent, everyone is supposed to use it at 75 percent. If it heals for 50 percent, everyone is supposed to use it at 50 percent. Etc. The entire point of healing is staying topped off to maximize the cooldown.

A.E.D. completely contradicts this mechanic, and it creates unnecessary risks.

It could be a good utility skill if it healed for much less, but it will never be seriously used in high-level play as a self-heal.

That’s what I meant when I said other healing skills need to be brought down to A.E.D level. The problem is the other heals offer a good/solid reward for low/zero risk.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Healing Signet Passive: Every hit you take heals you for X amount.

Wouldn’t this work better? This way it offer a passive sustain as long as the Warrior is taking damage, and it will force Warriors to use the active if they are taking too much damage.

Zerker Meta Gone? Great!

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

boss mechanics would be trivialized

Oh you.

[Engineer] Smoke Vent Changes

in Profession Balance

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The reason I wanted to transform it to a blindfield aswell is to allow flamethrower to have that blind aoe group support tool. Also it would be nice to have another smokefield to stealth with, instead of being forced into bringing bomb kit.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.

Jon

Then only 1 answer is left…nerf the passive heal a bit and buff the active. Increase the scale of both with healing power.

That doesn’t make any sense. If you do that, what’s the point of bringing that instead of Healing Surge?

No. Healing Signet in itself is bad designed and needs to be taken into a new direction completely

Daily chest reward in Fractals

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Sigils that dont stack a fine example of how awful they are at explaining what works and what doesn’t work, without having the players test themselves with a kitten spreadsheet.