That’s actually a logical fallacy. They do not ‘have’ to do anything. I do not, for instance, think Vulnerability should affect conditions. These traits and their synergy with the class’s capabilities, however, are critical for their value and success. They do not have to, for instance, “make % dmg mods affect conditions”. They could just as easily change the trait to say: “Increases damage and condition damage by 20% against foes under 50% max health”, and I think they should in this case.
I don’t want to swarm this fellow’s thread with our derailment, however, and so I think I’ve made my point as far as is necessary. Good chat.
I see. That should be something they at the least discuss reworking then.
Does anyone have the transcript from this live stream? I only got to watch the last half of it because I was working on something else, but totally missed this announcement and would love to know more.
It’s difficult to say that with certainty, as we’ve had no developer correspondence in the matter. I understand that, for instance, Vulnerability will never increase condition damage by design because it decreases the target’s effective armor. That said, these traits do not function the same way, and so it is not unreasonable to assume that when it says “bonus % damage” it should work for all damage.
Until a developer says otherwise, I at least will hope.
Even with the 10% Mark base damage increase, its barely an increase.
Speaking of this trait, they really need to get it working with condition damage as well so it does something beyond give Putrid Mark a laughable ~90 bonus damage at max level.
Yeah, I’m not saying it’s a bad trait. Just a boring one that doesn’t really alter playstyle much. I like trait that impact how you play, not just how effectively you play.
I think traits should both augment the way the class is intended to play, enabling certain builds through the use of different trait choices, and supplement base strategies that all aspects of a class use. I do not think they should outright change this specific trait, because once they get it working with condition damage, it will really validate spending 30 trait points in Spite to get that oomph when enemies are close to death.
(edited by Rising Dusk.2408)
I think this trait will be great and need no further changes once they get it working with condition damage. As for now, it is definitely not as useful as it could be for our class, but I’m confident that will be fixed in an upcoming patch.
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So here’s the deal on that one: Dark Path is intentionally slow because it tracks the target and allows you to start using other skills before it connects. One of the ways that I love using it is launching it at an enemy that’s at near (but not at) max range, fearing them, exiting DS, then starting Dark Pact. As soon as the Path projectile hits them, you shadowstep and immediately immobilize them from the short-range Pact, then pound on them with dagger skills and wells. When Dark Path is faster, it’s harder to use it to effectively combo other skills.
For in-deathshroud abilities, I tend to use Life Blast until my bar’s about 50% depleted, then Dark Path+Life Transfer for maximum damage and chasing power.
I think that it’s great for PvP and WvW, but unfortunately fails miserably in the PvE environment. There is never a time when an enemy in PvE is running away unless it is resetting and regaining its life (or chasing another player). This makes immobilize exceptionally useful (I use MH Dagger’s 3 regularly in PvE!), but does nothing for gap closers in PvE. I recognize that some skills will always be better in PvP than PvE and vice versa, but this is a prime example of something that would benefit a lot from a split PvE/PvP functionality.
Why does everyone complain about Onyx Lodestones but not Icy Runestones?
in Crafting
Posted by: Rising Dusk.2408
The reason people complain about one and not the other is because Icy Runestones do not change in their cost over time, whereas the lodestones have been on a constant rise in price on the TP.
Maybe 60 tokens is too cheap, but I definitely agree with the sentiment here. I have something like 6000 tokens sitting in my bank that I just cannot put to good use, and something like this would do a world of good.
That said, if there is concern that this could hurt the economy, it is entirely plausible that the lodestones purchased in this manner could be account bound.
You know, no matter what happens, Josh, someone is going to have a tough time with it due to their own inability to complete the content.
This is true. But I have to keep in mind the proportions that our game mechanics have created, and work within that framework. We have platforming and swimming, but these are ancillary mechanics compared to the emphasis that defines the game. Think of a mixing a song. You might really love cowbell, but if you keep turning it up louder and louder, to the point where people who want to hear the singing can’t, then you haven’t mixed your track well. You’ve forgotten the core of the song for a detail.
I DO think that it’s a pretty small percentage of people who couldn’t manage the jumping in the boss map, and I’m not going to go in and make wheel chair ramps everywhere. But there are other spatial design tools I have at my disposal to communicate the way down and ease them along without significantly nerfing the whole experience for everyone.
It’s reassuring to hear you say that, and I agree with what you’re saying. I do think that it’s important to keep a healthy balance of secondary mechanics to support the core combat mechanics. I definitely don’t think that these secondary components should overtake the core mechanics, but I think that much of the current content in the game forgoes these secondary mechanics altogether, which is a travesty, for they add a great deal of diversity and excitement to the combat. I think the MK boss battle is, perhaps, the first true instance in the game where the two have blended together seamlessly into a stellar experience, and if you should take anything away from this, it’s that you’re on the right track.
Thanks for all of your hard work, as always.
It would be great if it said that, to be fair. I tried to use a GM manual at L60 to avoid buying the L40 manual, and I, too, thought it was broken until I manned up and bought the L40 one. If there were a warning or popup or something that said “You must use the lower level manual before you can use this one” it would fix a lot of this confusion.
This is very valuable feedback for me. Thanks. Since the MK boss map is required for completion I’ll go in and make the descent a lot easier for next year. (Assuming that map will even be around next year, which I do not know.) The last thing I want to do is alienate players who don’t like platforming. The point of the relatively small amount of resources we put toward JPs are meant to bring more people in, not trade one demographic for another.
You know, no matter what happens, Josh, someone is going to have a tough time with it due to their own inability to complete the content. I do not think that the difficulty of the MK boss map was too harsh for players, and, indeed, I feel that it truly enhanced the experience. More maps in GW2 should really take advantage of the positive parts of the GW2 engine, including jump planning and platforming. I cannot emphasize how many dungeon bosses are unexciting because they are raw dps battles and do not incorporate all of the very exciting mechanics that GW2 has available to it. Please, do not take one person’s criticism to heart and water down your healthy improvements to the game’s content.
I agree that the arguably hardest jump puzzle in the game (clock tower) shouldn’t be a holiday event. Holidays in general should be enjoyable by everyone, and on average I would expect to be far easier than end-game content. That said, the MK boss battle was perfect even for level 2 characters scaled up to 80 and doesn’t need to be made easier. If the enemy cannot beat you no matter what, or there’s no danger present, then there is no fun at all to be had in completing it and you may as well not do it.
As an aside related to the clock tower now that I bring it up, I hope future jump puzzles are as intricate and complex as it is. It took me an hour to master, but now I can complete it without fail 10 out of 10 times. It was the most memorable and endearing experience of my GW2 career, and I had more fun achieving success there than I have had with any of the game’s dungeons or end-game content. I can only hope those teams take a lesson from you in this regard. Thanks for the experience.
(edited by Rising Dusk.2408)
I’ve had this happen only once, but have had people talking about it. I do AC regularly, but ever since the new patch came out, this seems to happen. We clear everything as normal, get to the hall of champions, and Detha just doesn’t do anything. Hopefully this can get resolved ASAP, because if it keeps happening this is going to be rather obnoxious for dungeon delvers!
So I’ve been using these a lot in the past couple of days, and I noticed something troubling. Immediately after (and for the duration) of their use, my raw power-based damage definitely sees its listed increase. However, my conditions do the exact same amount of damage to the enemy. Seeing as how countless builds rely on condition damage, it is imperative that this bug be addressed and that the potions help it out as well.
That is certainly your prerogative. However, it has been my experience that when your average customer runs into such roadblocks, they simply stop playing. Or at the very least, play less or do not continue consuming that content.
I would argue that you, alone (and even you with a few others), do not represent the average customer. I dodged, I dipped, and quite frankly, I barely put any real effort into beating this story quest as an elementalist, the squishiest class. I have to agree with Jeffrey. I did this with blue/white armor that wasn’t even level-appropriate for me, dodged a fireball here and there, and killed the harpy without too much issue. It was pretty tough, but I didn’t die, and I felt it was a rewarding experience as a result. I do not feel the story, this part in particular, is too difficult, and I do not think it would be nearly as rewarding if the game’s story were spoon-fed to players because a few users cannot up their game to an even mediocre level and complete quests. Sorry if that offends you, as it was not my intent; you just need to actually dodge.
I’ll put it up front: I’m only commenting in this thread because I feel like my concerns will be read/heard/appreciated by the ANet development team through John Smith. Thank you for your activity in this thread and your promotion of intellectual discussion.
“Better” is such an arbitrary term. I think in the grand scheme of things, a free market approach to gems would probably drive prices far higher and far faster than they currently are rising. I also think that countless hundreds of people would invest in thousands upon thousands of gems and hoard them to sell back later at an immense profit. And while the free market we have in GW2, the BLTH, is a buyer’s market, I think the buyer of gems would be hurting a lot more than they are now.
That said, I endorse it. The transparency and player-control over the market makes it feel more fair. I also think prices would normalize more predictably in both time and magnitude, resulting in less of this “slow incline” that frustrates players as it stands. I also think a free market would net ANet more money, because as gem prices climb, people will get more bang for their buck when they spend $10 for 800 gems.
Let me elaborate on that last point for a second. I make a lot of money annually, and I really enjoy GW2. I would really like to support ANet for their hard work and to keep content coming. However, I do not feel right now (or anytime in the near future) that my cash is getting me the monetary reward in-game that it should. RMTs may be poisoning the well in this sense, but I’ll be frank with you—if I could buy T3 cultural armor for $50, I would. I might consider buying multiple sets, but probably not right away. I think that’s a fair exchange rate for the equivalent price of an expansion (in my totally arbitrary opinion based on my salary and how much money I’m willing to spend on a game). As it stands, right now, it would cost me $321.30 to buy a set of T3 cultural armor at current gem prices converted back into gold. That is incredulous, and essentially means that I will never support ANet until such time that I feel the conversion is worth it. That’s really unfortunate because I love the company, but am just not comfortable throwing money away. I think that a free market would help address that concern.
Are you sure? There is a specific badge on your character select screen that says “Equip a legendary weapon”. And if you peruse your achievements, there is definitely one for equipping legendary weapons as well. If they are not working, that is a bug that you should report.
Destroyer Cores / Lodestones are random loot from chests in Sorrow’s Furnace, as well.
Some people in this thread are being very rude, and aren’t quite grasping the true nature of a legendary weapon. No, it is not just about the skin. There are two very important things that happen to your account when you equip a legendary weapon:
-> You get a badge on your character selection screen
-> You get an account achievement that increments with each legendary you equip on your account
These things are why I want to get a legendary weapon and not just another cool looking exotic weapon. For me, a legendary weapon is a special achievement and is rewarded as such; I can get plenty of cool stuff from dungeon tokens without paying a copper out of my bank. I want to get a legendary weapon for that prestige, for the badge, and for the knowledge that I have achieved the awesome. Deathwish, Final Reach, whatever are all cool looking and awesome, but they do not come with that prestige. They truly are “just a skin”.
And that is why I would like a staff for my necromancer that fits the special effects of the class. If I am going to be working toward an achievement of the magnitude of a legendary weapon, I desperately want that achievement to make me feel proud of the way my character looks. And no, it’s not enough to transmute some other skin onto the legendary because then no one else will ever know you got one. The prestige is why you wield it, why you ping it, and why you walk around with your weapon out in LA, showing off for all to see. So, as you can see, there are reasons for wanting a legendary weapon and not wanting to change the way it looks. For those reasons, I expect that eventually ANet will introduce new and varied legendaries for all brands of people.
That said, such a release cannot come soon enough. The staff is my primary weapon on my Necromancer, and I’d love nothing more than to get a legendary variant of it that fits the special effects.
I’d probably disagree with you on a few points and discuss it back and forth, but judging by the way you’ve pigeonholed arguments against others thus far, I’m not interested in the back and forth part. I’ll say my piece and be on my way. I’ve never thought Necromancers were terrible, but there are a lot of parts to the class that either only work in PvP or don’t work very well at all relative to other classes. Sure, you can say that’s true of any class (even though for many classes it’s not), but it shouldn’t be. Build limitations are what make a class boring very fast for PvE players. And, as far as sPvP goes, in many instances teams would be better served by another class and most cases where that isn’t true is because of player skill.
P.S. Lots of things not working as intended (ie. trait bugs) also limits the class, and makes it seem a lot worse than it actually will be once they’re fixed.
To be fair, I’ve successfully done parts of dungeons naked before. Oftentimes, for instance, CoF path 2’s Magg bomb ritual ends up being a dps check for doing it the “legitimate” way. Thus, random pub groups will more often than not fail this dps check miserably, and so you pretty much have to throw yourself at enemies until you can kite well enough to survive the whole timer. Now, I’m not sure about anyone else, but I’ve succeeded that event numerous times when the whole party had no armor on (and as a result, typically recommend that strategy to new groups I form not with my guild).
For the record, I’ve also had a group of pubs succeed in the Subject Alpha path 2 final fight with no armor on. The reason there being that they simply couldn’t coordinate and kill the pink crystal lockdown that SA uses, so people would auto-die to his AOEs. Let’s be honest, no one wanted to spend more money in repairs than they would make from the dungeon, and no one wanted to give up on the dungeon without rewards after getting so close to the end.
tl;dr: I don’t think no armor automatically means he’s being a nuisance / leecher, but certainly he may have been for other reasons (trolling, etc).
For the record, I also agree with Oh Snapalope’s comments thoroughly.
(edited by Rising Dusk.2408)
I disagree with the OP, but I do want to comment that in recent days I have found that I’m less likely to take people just barely over the level of an explorable mode than level 80’s. The reason really has nothing to do with level, but more with the fact that if you’re level 35 trying to get an AC run (for instance), it’s far more likely you have no idea what you’re doing than some level 80 trying to find the same run. That’s totally a logical fallacy, by the way, but it’s totally been the case for me so far.
1. No, you just cannot start the explorable run yourself without finishing story mode. So long as someone in your team has finished story mode, you can do explorable mode if they initialize the run.
2. The fastest I can do runs in CoF with my guild is 15 minutes for path 1, 20 minutes for path 2 (Magg always goes full kitten in magmacyte), and 25 minutes for path 3. This is with clearing every enemy and event and skipping nothing. A newbie team will probably take 60m if no one knows the tactics or what-have-you.
3. It’s “easy” if you’re learned in what enemies can do, are good at the game, and know proper positioning and combo field usage, but tough if you’re not very skilled in any of those. This is probably one of the least frustratingly stupid dungeons, though, so it’s a pretty good place to get your feet wet. I’d also recommend Ascalonian Catacombs for learning dungeon skills.
To humor the users saying that you shouldn’t run the scepter-part-collection area, I did a run last night with my guild on that path where we melted every single mob in the way, troll, Kohler, random squads, and even champions that were out of the way. It took us 24 minutes, and doing all paths this way resulted in us hitting DR. Skipping bosses we can get the run to 15 minutes, but we’ve stopped doing that because quite frankly we want the tokens, but the DR system punishes us either way.
Having said that, I want to emphasize to people that “killing everything” is not how you solve all problems in dungeons. Many events intend for you to kite and survive a given amount of time (timed rituals / bomb placements), or try to test your ability to kite by making enemies overwhelmingly numerous. If the developers wanted us to kill every enemy in the scepter-collection event, they would have made the scepter pieces drop from the scavengers, not have them sitting on the ground. Collecting things sitting on the ground is not an exploit, nor should it be punishable by DR. I invite any ANet developer to correct me if they feel otherwise.
For reference, when my guild gets hit by DR, we don’t get 45 tokens at any point. It goes like this: 60 (first path) → 60 (first path) → 30 (first path) → 15 (first path, different dungeon).
(edited by Rising Dusk.2408)
Just wanted to point out that this has now begun happening on CoF runs too. We’ve been able to do entire runs of CoF in 15-20m as a guild without skipping any events or anything whatsoever, and get DR’d to kingdom come as a result. (Paths 1, 2, and 3)
It would be really awesome if facemeltingly good teams were not punished for being so good. The game, as it stands, currently rewards being mediocre, and not being exceptional.
Hi. My guild and I make it a guild event to hit up all 3 paths of AC multiple times in a night. We’ve gotten so good at it that we can clear the dungeon, any path, in 20-25 minutes. We clear all bosses, including the Spider Queen, Lieutenant Kohler, Cave Troll, and all relevant event bosses. The only part we run is the scepter piece collection event on Hodgin’s path because that’s the easiest way to approach it and arguably less dangerous than trying to fight all of the scavengers.
Every night, however, we move so fast that we get smashed by DR after the third run. 30 tokens, then 15, and so forth. We’ve gotten in the habit of going afk mid-run and making sandwiches as we wait for time to pass. I must confess that this waiting is really boring and takes a lot of the enjoyment out of the game. It breaks immersion and in general ruins the dungeon experience (almost as much as getting reduced rewards does). I am fairly certain that killing every boss and completing every event as intended, just really fast, does not constitute as exploiting the dungeon, so maybe this thread will help the developers better tune the timing of the DR system so that legitimate runs don’t get hurt by it. I don’t mind the existence of DR as an exploiter-deterrent, I only don’t want it to hurt legitimate players as it still can.
Thanks in advance for any adjustments made and/or discussion on the matter.
The arrogance and disrespect littering this thread only validates one thing: why most developers choose to play on an unmarked account instead of their official account. People treat beating them as some sort of achievement, or otherwise say that them doing poorly (or well) suggests something inherently ‘wrong’ with the game, as if they should have special gamer-magic-superpowers that enable them to crush their enemies, see them driven before them, and hear the lamentation of the women.
The fact is that they are people too, and not all people are good at all things. So what if he made a couple of mistakes? So what if he didn’t win? So what if maybe a different class would’ve benefited his specific team against his specific opponent more? Yeah the Necro has issues, and I’m sure Jon was well aware of them prior to this game, but he probably plays the game for the same reason most people do: to have fun. So seriously, lay off. Note that this doesn’t apply to everyone in this thread, but the general tone here is reprehensible. If you didn’t partake of the belligerence in some posts above, then take this with a grain of salt.
That said, I applaud Jon for having the gonads to face down the internet’s pincushion dev-targeting behavior in his developer-account-true-form. My take-away from this thread is “Glad to see ANet employees having fun, too.”
Read the other thread, guys, sheesh!
He said specifically that we shouldn’t expect the token or retroactive fix until the 10/28 update because the upcoming holiday event is taking up most of the developers’ time.
The developers have QA teams which do play the game (and their developers regularly play the game too) and have repeatedly said that “explorable dungeon content is intentionally tough”. You don’t need specific groups; heck, I do CoF all paths with my guild every night and we don’t even bring a heavy class! It is a matter of player skill, the correct use of combo fields, and knowing your battles.
For the record, it’s pretty clear you’re complaining about Magg’s ritual room. The developers have said that they want to rebuild this aspect of CoF because it is not as fun as they wanted, despite definitely being doable. If you’re being forced to kite the whole thing and repeatedly die, it’s because your team lacks the DPS to put down the enemies fast enough. It’s as simple as that. My guild teams, regardless of class, put down the enemies fast enough that we don’t even start to get overwhelmed until about 70%, and at that point we’re in a good enough position to all tank until the 100% mark without anyone dying.
tl;dr: The dungeons are end-game content, are supposed to be hard, and if you can’t do it, keep trying and learning.
@Rising Dusk.2408
Arah armor set is not better look than other dungeon armor set. (For me, don’t like Arah armor skin but weapons is cool)
That’s your opinion then, and it makes me wonder why you put so much effort into it if there was absolutely nothing you wanted out of it other than “max stats”. This, honestly, sounds like more of a personal issue; you should have better spent your time if you didn’t want what Arah had to offer. Even before the patch, when AC and CM still gave lower level exotics, you could have saved yourself a ton of trouble in Arah by doing CoF.
I absolutely agree with Flabber Babble. Arah is tough as nails, and that’s great; it’s the only L80 dungeon in the game, and its armor and weapon rewards are prestigious as a result. That is what you get out of it, the prestige of having those awesome weapons / pieces of armor. AC on the flipside is the lowest level dungeon in the game at a level cap of 35 (explorable). Thus, it’s expected that it’s an easier dungeon in general, and while its rewards are indeed awesome and the same stats for less time, they’re not nearly as prestigious. Ultimately, you’re expending your time doing Arah repeatedly for the prestige of it.
tl;dr: I think things are perfect in this regard as they are.
Your level would not prevent you from doing the puzzle in any way. Furthermore, the loot is level-scaled, so you’d receive some random white/blue/green/yellow stuff based on your level. Some jump puzzles are in zones that have levels associated with them, in which case you may find that the loot is scaled to the level of the area and not always the player. That is not the case for the LA jump puzzles.
It sounds to me like you’re just inexperienced in the art of situational awareness, but that’s okay. Practice makes perfect.
You can always tell when a boss is doing something. They all have ‘tells’ for their moves, which if you’re not familiar are effects or animations that indicate that they are prepping some move. Some of them are instant cast, in which case you need to be on your toes to dodge the red circles, but some of them have these wind-up periods that you need to plan your dodge around.
Usually it will take some getting used to. You won’t know what the animation looks like, or the short four-word description under an enemy’s life bar doesn’t tell much about its capability. Ease into it slowly and then once you’ve gotten the hang of it, you can be more brazen in your approach. All games like this have what is known as a learning curve, which is essentially just this ‘getting used to stuff’ period of time. GW2’s learning curve is pretty smooth, so it’s not bad at all.
Offhand, things I’d recommend are:
- Always watch your enemy’s locations and animations
- Unfamiliar particle effects are usually bad and should be avoided
- Read all enemies’ descriptions under their life bars and try to get a feel for what they mean
- Don’t waste your dodges jumping around randomly, save them for those key moments
The three spawn locations are:
- Directly north of Kohler’s WP in the passage up the staircase
- Directly east of Kohler’s WP, then North a bit in that area with the traps that connects to the Lover’s Crypt and the path 2 area
- In the area of the Graveling tunnels to the south where there are multiple fire traps in a criss-cross setup
I am glad that a general fix is coming!
Just as a note, though, I’d argue that the Volatile Blossom hit boxes in TA are far more significant an issue than the Graveling Burrows in AC. Those blossoms are utterly untouchable by some classes at range (Rifles can’t hit them, for instance) and can annihilate whole teams with ease. I think they deserve primary focus over the burrows if you’re handling them individually. If they’ll all get handled together, though, then no problem. Thanks for the update either way.
Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5
Posted by: Rising Dusk.2408
I’m still concerned about Rich Orichalcum Veins. I’ve noticed that unlike every other vein type which gets 10 hits, now Rich Orichalcum Veins get only 3 hits. This wasn’t mentioned in the patch notes, and seems like a bug to me. Could we get some indication on whether that was intentional or not?
No matter what, it’ll be during someone’s prime time. Your suggestion means that our Australian friends would now have to deal with it resetting during their prime time. I don’t think it’s fair to say “my prime time is more important than someone else’s”, so I accept the arbitrary close-of-business choice ANet made. That’s just how I feel, though.
It’s close of business for west coast companies, which makes sense to me. No matter what, though, it will be during “prime time” for some time zone. Thus, it’s fairly arbitrary and may as well be close of business for ANet’s headquarters.
There is a perch you can hop on to avoid aggroing the grenadiers and just let them pass by. I have found that doing this whenever they show up and just taking the enemies on the bridge inbetween their spawns is an effective way of clearing this path with my guild. The only trick is that this method makes fighting the golem champion boss tricky as you have to tank some grenadiers while fighting him. The trick that allows you to stop their spawning by kiting one of them works to avert this, however.
One of the best things about the Ascalonian Catacombs, in my opinion, is that it feels physically rewarding to play with my friends not just insofar as receiving tokens, but in that certain champions and all end bosses drop respectable amounts of silver.
For reference:
- Three Champions in this dungeon each drop 5s
- Every Patriarch (End Boss) drops 15s
This gives players a sense of accomplishment and really encourages them to clear the harder groups. It also rewards players significantly for playing the dungeon all the way to the end. This is great! I think this is probably the best feature of any dungeon in existence right now: a reward for playing and beating mobs that would otherwise be a waste of time and total trash.
My biggest suggestion to improve the dungeon experience for players is to do this for every other dungeon. Basically, my suggestion is thus:
- Make at least 1 champion you fight per path in every dungeon worth 5s to kill
- Make every elite (purple-ring) in every dungeon worth 7-10s to kill
- Make every end-boss in every dungeon worth 15s to kill
Maybe you won’t do it for every champion or elite you face, but doing it for most of them or even some of them would go a long way to balance out a lot of issues with PvE rewards in dungeons. It would reward playing endgame content as opposed to running around in circles in assorted zones, it would reward talented teams able to beat paths efficiently, it would discourage botting to some minor degree because players could make decent money doing dungeons, and it would, most importantly, give a sense of accomplishment for beating certain tougher enemies that are currently a frustrating waste of time (ie. Troll in AC / Kohler / the CM hound boss / etc).
Cheers and thanks for the great dungeons so far. I look forward to discussion on this matter.
(edited by Rising Dusk.2408)
Your luck, of course. It’s the same reason some people get lots of <INSERT CRAFTING MATERIAL HERE> from salvaging and others get none. If you want my advice, I’d say offer your wife some of your drops as a show of good faith.
I think the offhand dagger is a lot of fun and good times all around, but there is one nagging thing that has kept me from really thinking it is suitable for many situations. This suggestion is to remedy that.
I suggest that the Necro offhand dagger 5 skill, Enfeebling Blood, be made into a blast finisher.
This doesn’t intrinsically empower the skill any (which is good), but allows it to better combo with teammates and the Necromancer’s own combo fields to handle itself in dungeons and WvW better without adding undodgeable or problematic mechanics to SPvP. The biggest issue with a great many weapon combos in dungeons and the like is the lack of team combo potential (Like Guardian Mace/Shield combo, which could also go for some love), which prevents AOE effects like Might or Weakness or Blind from really helping out. This adjustment would go a long way to patch that up for the Necromancer class, and I think would benefit the gameplay of a Necromancer a lot without causing trouble elsewhere.
Thanks for your consideration in this matter, and as always, feedback is welcome.
Shadow Fiend Haunt is Great, Same Treatment for other Minion skills?
in Suggestions
Posted by: Rising Dusk.2408
The title says it all. Ever since the update that made Haunt, the second-click skill on Summon Shadow Fiend for Necromancers, instant cast, it has been so much more useful in general. I’ve been able to use it while knocked down to prevent follow-up hits, been able to use it as soon as it’s summoned to actually get the thing to teleport when I want it to, and so forth. I was thinking that this sort of an update would be hugely beneficial for minion masters if it were applied to all of the remaining minion second-click skills, Summon Flesh Golem’s Charge and Summon Bone Fiend’s Rigor Mortis. This would allow the Necromancer to better time the skills, which currently have significant delay because both the Necromancer and minion have a cast time, and would allow combat with minions to feel and operate a lot more fluidly.
Thanks for considering this suggestion.
Fact of Life: ANet is not going to disclose their methods for handling bots because in doing so, they give the bot-users knowledge on how to avoid detection / termination.
ANet isn’t deleting posts that they disagree with, CCs are deleting posts that are unnecessarily antagonistic or proliferate the type of community they don’t want on these forums. Making a thread like this is, well, exactly the sort of thing they don’t want.
My main is a ranger (my fav class), and being that I designed dungeons, I know full well the frustration with having pets in dungeons.
I have spoken with the systems team at length about this problem, and we are looking into ways to enhance pet functionality in dungeons. I’ll express my main tactic now for the sake of starting dialogue about how best to uyse pets in dungeons right now:
I am going to assume that you are also including the pitiful A.I. of Necromancer minions in that discussion so that gets addressed at some point.
(edited by Rising Dusk.2408)
Vote kicking is really important. Many times someone has to go for legitimate reasons, but doesn’t leave the group because they forget to. Without the ability to remove them from the group, the rest of the group is forced to bail and reform in order to replace him. That’s bad. I firmly believe that vote-kicking is great, but there needs to be a way to ‘lock’ players into a group when certain important events are going on so that they cannot be unfairly removed.
Similarly, I think they should always glow in dungeons as well as glow regardless of how you got into a night-time environment. More often than not, you’re not experiencing the cool-factor of the weapons just because the conditions to make them glow are too specific and limiting.
Hi, I found a pretty annoying glitch with the T2 Human Cultural armor chest piece for light armor wearers on males. On the inside of the sleeve on both sides, there is always this bright red and textureless mass of model that really detracts from the armor set’s aesthetic qualities.
http://img.photobucket.com/albums/v295/Rising_Dusk/gw001.jpg
Will the upcoming patch also be covering making siege plans account bound instead of soulbound?