Showing Posts For Rump Buffalo.2594:

Dungeons are difficult for the average player I think

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

What these snarks who are so precise they piddle on a plate and make no splash can’t seem to rub two brain cells together to comprehend, is that AC is listed as a lvl 30 dungeon in SM. No way in hell’s half acre is a lvl 30 group in greens at best gonna do that mess. Hell, in explorer they list it as 35. Go make a vid of your lvl 35 group sailing thru the new changes, then get back to us on how awesome sauce you are.

I run AC as a level 35 in explorable and do just fine, on a thief no less. I really dont see what the problem is.

Granted i wish the dungeons were ACTUALLY hard and much better designed with interesting content and random events and hard fights like we were promised… not just STAND THERE AND SPAM AND GET 1 SHOT

also i’m one of the few people who, after coming to this game realized, that I want a gear treadmill, or some form of progression in a game… hit 80 got exotics…bored. This made me not even want to level anymore because what’s the point? There’s nothing to look forward to and the dungeon content is just bad.

(edited by Rump Buffalo.2594)

Dungeons are difficult for the average player I think

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

People do realize that explorable modes were supposed to be the “hard mode” in the first place right?

Trust me after a few runs and with anyone who is borderline competent these dungeons are mindnumbingly easy.

The problem is that the Anet team seems to have tried to derive difficulty through harder hitting monsters and huge health pools, but that does not define difficulty. Without a true aggro system (not talking about tanking) there is no way they can make really interesting mechanics so in the end it just boils down to simplistic fights.

New AC is a step in the right direction but it did enough or really changed all that much.

The new AC...

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Dear A.net please make all dungeons this hard. Then give them an additional harder hard mode that has unique dungeon (edit)SKINS* that drop from chests and more complex mechanics.

Dear A.net please make dungeon progression so that I have to complete a dungeon to unlock a harder dungeon (elite dungeon) for the week or something.

Dear A.net also make dungeons scale everyone up to 80 rather than down to the appropriate level. This gives all dungeons a simultaneous baseline that they can all be balanced off of instead of having to guess how powerful a level 50 person is going to be for TA. Fractals already does this yes?

Dear A.net… please make your aggro system just be that monsters attack the closest damaging target and take out all the bells and whistles that adjust this behavior on 99% of enemies so that we can have a reliable aggro system that we can plan around and also allows you to make more interesting encounters that have better fight mechanics and less chaos and chance.

(edited by Rump Buffalo.2594)

Dungeon Difficulty

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

dungeons are horribly easy in this game… once you get the hang of it you’ll see how empty and shallow the dungeons are

Feb 26 - Patch Notes!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i hate to say this because i loved GW2 but… I put a lot of stock into this patch and it let me down 100%. Cya in march i guess, probably not though

Feb 26 - Patch Notes!

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

This patch literally does absolutely nothing to:

Thief Burst
Guard Bunkers
VERY SLIGHTLY nerfed Ele Bunkers
Warriors Still suck
Engi Turrets still useless
Necro Pets might be ok with buffs? Probs not due to bad AI.

The whole thing they talked about buffed weak builds while managing and scaling back strong builds…where is THAT patch. I’m just appalled.

Last month they didn’t balance anything so two months and we get some haphazard patch that does nothing to address 99% of the problems to class balance.

Slow and steady changes are great when they aren’t once every 1-2 months and the game is closer to balanced than it is to imbalanced. Their game is so brokenly staggered in build effectiveness and uselessness that sweeping changes are completely needed and also why we should have PTR to test such things.

PTR and why it should be a thing

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

There are plenty of reasons to not have a PTR.

1/ PTR is primarily about testing out new, max level characters. Most of the test server load has nothing to do with testing.
2/ people finding bugs do so to exploit them in the live game. Exploits are found, kept hidden and then used for either world firsts or massive gold gains.
3/ Yet another part only wants practice in the new content, again so they have a head start in the live game by having the correct materials already in their bank.

In the end, it costs a lot, and achieves virtually nothing but grief.

Lastly … GW2 does have a test realm. It’s just not public. It is a public secret to not talk about the alpha server…

ok wow
1) Everything in PvP has to due to a PTR and every new piece of content regardless of level can be tested on a PTR, your statement is just plainly false.

2) Ok how is that different than people finding bugs in the normal game and doing the same? SOMEONE will report it and there is more a chance of finding it early in a PTR. As an aside who cares if someone gets a “world first” or “massive amount of gold” to be honest? There are no progression raids or anything like that so neither of these things would be hugely beneficial or meaningful.

3) I’m not sure exactly what you mean but I’m assuming you think people can carry over items and progression from the PTR… this just isn’t even factual. PTR characters are usually empty husks or carbon copies that do not share inventory or anything else between PTR and normal game worlds. Seeing as how the builds are different most of the time for larger patches this is simply impossible.

Nothing about what you’ve said is even close to being true about any active PTR in any game ever. I’m really not sure where you are getting your information from but there is a reason that all games, especially ones seeking to be a competitive Esport HAVE a PTR.

PTR and why it should be a thing

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Is there any reason this game doesnt have a PTR?

-More transparency
-People dont feel like PTR stuff is permanent because its PTR
-PTR allows for the community to test things so that stuff like shattered strength being 3 might doesnt get through
-Players will not feel like they have no idea what’s going on and will always be informed
-You constantly have a feel on the pulse of community feedback in real time and dont waste changes on things people hate or don’t want.

-etc…

there is NO reason not to have PTR

(edited by Rump Buffalo.2594)

Well... here we are

in Guild Wars 2 Discussion

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

No end game

Mind-numbingly easy dungeons.

No meaningful loot or rewards

No pvp ladder

Extremely slow balancing to pvp…

TERA Online is f2p now… no buying no subs… Gunna check that out in between GW2 patches until something changes

How isn't Rangers drowning state OP?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

The pet only continues to rez it is downed IF the ranger uses the skill again. It heals the pet to full for some reason and continues rezzing them.

CCing the pet is the way to go

Getting Kicked from AC parties

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

There is literally no reason a group should not be able to complete a dungeon with level appropriate people unless the “SUPER AWESOME LEVEL 80s” they’re bringing are really really bad.

I’d be fine with culling low levels from groups if the dungeons were actually hard or challenging enough to warrant someone worrying about that sort of thing but they aren’t. Dungeons are easy and insanely simple most of the time and really there is no reason that a level appropriate person should be kicked for fear of them not being able to handle the content. I contribute more on my level 48 thief who actually brings smoke screen and stealth rezzes people to CM than pretty much every 80 I see bringing 100% damage utilities and dying repeatedly to riflemen.

Smart play makes fast runs. higher stats and more traits help but since many people who are 80 think they can just facemash their keyboard through dungeon content (unfortunately because zerging dungeons works most of the time due to back mechanical design) they aren’t contributing as much as you think

(edited by Rump Buffalo.2594)

Again, the Biggest Problem with Dungeons

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

so tired of listening to people whine about how hard dungeons are.

99% of them are mind-numbly easy and should be made harder… you know with difficult mechanics and not just MORE HEALTH MORE DAMAGE attitude that they seem to have when designing dungeons.

Dungeons are meant to be for organized groups (explorable modes were never intended for pugs). You are not going to just be handed everything. If you are not good enough to complete the content there are other ways for you to get exotics. it shouldnt be dumbed down just because you cannot finish it when the vast majority of people have absolutely no problem doing it.

How isn't Rangers drowning state OP?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

you could always…CC the pet… or something

Dungeons punishing condition builds!

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Each person should be able to stack their own individual bleeds, poison, burning, confusion. Just like each person stacks their own boons.

I understand there is a targeting difference but honestly this would not make condition builds OP at all, it just allows you to do your own damage instead of throwing all condi builds into a mixing pot that overflows very easily.

If each person could stack their own conditions and you simply saw YOUR conditions on enemies as additional stacks rather than seeing 20 different bleeds it would work and not clutter.

This would also make clearing them harder… but condi builds are already weak so should we just buff the condi removal of weaker classes and call it even?

At least do this in PvE

weapons: what is gw2 missing

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Pole Arm, Great Axe, Orb, Battle Staff, Crossbow, Sling, Javelin, Fist weapons, Chakram, Throwing Weapons, Bladed armor, whips

I want engis to have Hammers and maces that they can use…
We seriously need tons more skins too…

(edited by Rump Buffalo.2594)

Can we please re-think stealth in this game?

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Stealth isnt the problem, revealed is.

I personally think revealed should be 1 second longer every time you Restealth within 8 (3 for revealed and 5 on top of that) seconds of breaking your last stealth.

This makes it so people cant just spam stealth and be invisible for 90% of a fight. it isnt fun to fight and its monotonous to play as.

[sPvP] Cast bars and Mini-Map icons sPVP

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Some spell animations are completely impossible to see, especially in the heat of battle or in any time where it isnt 1v1.

I would LOVE cast bars. It would allow punishment of poorly timed ability uses and it will allow people to learn the animations because they see what spell is being cast as the animation is going on. Eventually people will learn the animations in this way and not need the bars anymore. If anything we should have the option of seeing them or not seeing them. I have no idea why this isn’t in the game.

Why not make matchmaking / tpvp Xserver

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

huh, alright then my mistake…

that makes things seem much more bleak

This Game Is So Amazing

in Guild Wars 2 Discussion

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I’ve been playing since August 25, 2012, and to this day I am still amazed every time I log in. I’m posting this thread because I’m tired of seeing all the threads complaining about this or that. Sure, the game isn’t perfect, but what game is?

I’ll never understand those complaining about lack of “end-game” content. You can do whatever you want! And there seems to be practically an unlimited amount of things to do. Also, if you don’t like the gear grind, then don’t do it! I’ve hardly even set foot in fractals, yet I still find ways to enjoy this game. You don’t need the best gear to have fun. If you play the game with this mindset, you may find that your experience completely transforms. Just play the game for fun.

The complaints about the lack of endgame content comes from many of us having experience in other MMOs that actually have end game. The problem is that while i can “do whatever i want” none of that stuff really makes me any better or is difficult. Everything is pretty much handed to you, with the exception of legendary items…which u can just buy i guess, and there aren’t many challenging things, ESPECIALLY in the realm of dungeons.

On top of that MANY of the DEs are just… go kill these things with a thin context. We don’t really see much coming from it or anything all that interesting happening. I’m honestly very disappointed in the DE system. Jumping puzzles are cool but they’re few and far between and don’t really have replayability imo.

The personal story is a devastating failure. Post 30 it is homogenized and the writing and voice acting in about 80% of the other story stuff is pretty bland.

GW2, while i love it for a lot of reasons and had a ton of fun with it, has absolutely NO progression. There is no reason for me to log on the 4 80s who are decked out in exotics/ascended stuff for me. Leveling has gotten stale now that I’ve realized there’s nothing to do after a few hours at 80. On top of that there is not a single thing, on the PVE side of things at least, that presents any challenge. I’ve resorted to trying to solo Arah paths because that might actually be hard.

I pretty much only pvp now and have almost stopped playing entirely. It is unfortunate because i was a hard core raider back in wow before i quit a few years ago and just am not getting the challenge and teamwork this game’s dungeons promised.

(edited by Rump Buffalo.2594)

Why not make matchmaking / tpvp Xserver

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

are you sure? it was my understanding that it was limited by server

Why not make matchmaking / tpvp Xserver

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Its all in the title.

Why not have tpvp be a cross server player pool so that we can simply be matched against any player/team on any server. this would drastically improve matchmaking and balanced fights.

One Class needs to happen

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

SA you are trading one evil for a worse evil

your logic makes no sense as your “fix” would only cause the same thing to happen in a different way…

One Class needs to happen

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Any time you want to bring 2 or even 3 of the same class to a 5v5 really says a lot about the power of said class.

I think this is a really cool idea.. it might not be the best way to fix class balance, but it might help it along..

Yes it says a lot about the power of the class…

How does that mean we should limit 1 of any class to a team. That completely bars certain people from playing. You have essentially said hey person who plays a duo class with someone else in the team learn something else and dont play what you want because we still need to balance the game.

This is a horrible idea with no logical basis that limits players of all levels from creating a variety of team comps and/or playing what they want. All team would become basically the same thing because you would take the 5 strongest builds in the 5 strongest classes every time. Not to mention that you are going against the mission statement of the game if you would enforce this.

Ignoring the fact that this would not fix anything and you would instead be forced to bring weak classes to matches that bring your team down the idea that one should sweep problems under the rug and implement a change like this instead of actually balancing op/up things is ludicrous

Do you want EVERY match to be
Guardian
Mesmer
Ele
Ranger
Necro

Vrs

Guardian
Mesmer
Ele
Ranger
Necro

(edited by Rump Buffalo.2594)

Dungeon chests.. Oh dear kitten why!

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Chests should not drop anything below rare quality. Not in dungeons, not in WvW, not in open world or Fractals. Exotics are already easy to acquire, anything below exotic is just salvage trash after one week at level 80. At least a rare has a chance to give an ecto (although I tend to get less ecto’s even from Blsk and MSKs lately).

agreed.

Id love them to drop overstuffed bags (20 random crafting mats that try to be as close to your level as possible but can run the gamut)

One Class needs to happen

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

This is the worst idea ive ever heard

you cant implement bad game design due to bad class balancing.

fix the problem, dont change the whole meta and hope it solves everything without causing any new issues.

This doesnt make any sense and stifles so many team build options

CoF path2 - really hard

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

they need better threat / aggro mechanics. This will solve a lot and allow for better content design / encounter mechanics in the future

You are a dev , now what would you do to ds ?

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Only problem with making it weapon dependent means that its a lot like a warrior but better… id rather:

#0: When you activate death shroud you cause a blast finisher

#1: Transfers 1 condition from you to your target

#2: Chills and teleports you to the target, stealing a boon. Leap finisher.

#3: 1.5sec fear small aoe on target (underwater centers aoe on you as it does now)

#4: Cripples. Grants swiftness and regeneration to minions

#5Defiled Ground: Creates a poison aoe centered on you (like downed state 3) that is a combo field. Poisons and Steals life from enemies.

(edited by Rump Buffalo.2594)

QQ is QQ

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

rofl original post was deleted

Idea to help Pet Survivability

in Ranger

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

#1: Pets take 25% less damage from AoE effects and 30% less damage(overrides the 25% in overlapping situations) from PvE enemies.

#2: Pets gain 2 seconds of evasion when you dodge. This doesnt interrupt their casting if they’re currently using an ability but they cannot start using abilities while dodging.

#3: Pet movement speed increases if out of combat the further away they are from you.

ideas?

(edited by Rump Buffalo.2594)

QQ is QQ

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

So guest on to anvil rock? That’s what i do

How do "you" use Rampage?

in Warrior

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

How to make rampage usefull:

-Grants protection and stability for the duration.
-Increases damage by 25% of all of its skills.
-You can still use utilities and the charge strips 2 boons.
-You grow 50% larger and are immune to Cripple, Immobilize, and Chill

One Class needs to happen

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

OR…and this is just a really wild thought here

We could balance the op classes and wait at least until feb 26th where we should be getting a balance patch… you know… maybe

to relate this to moba.
GW2: 1/8 locked = 12.5% of all available classes/builds locked
so every team will effectively have 62.5% of the playable classes in any given team

LoL: 6(bans)/ what like 110 now? something like that

so 6/110 = about 5.75% of available CHAMPIONS (does not limit builds due to items/runes being universal).

GW2: would be 62.5% of available classes with variant builds on each team
LoL: is (5 per team as well) ~4.8% of all available champions, having nothing to do with builds on each team.

do you see the huge difference in availability pool and why this is a really stupid idea? this stifles game variety more than op classes could. you disallow teams the ability to even try interesting things like double necro / double engi. They are less effective surely but they are available.

Balancing is the answer here, not off the handle knee jerk changes to accommodate current team comp staleness. Additionally i rarely am seeing 2 eles 2 rangers or 2 guardians in a team. I am not at the pro level, but i don’t ever see super exploitative builds that I cannot handle with some cunning.

(edited by Rump Buffalo.2594)

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Now i dont want a gear treadmill more than anyone else but i have 1 simple question.

I got the look i want on a character, what reason do i have to ever play it again without something to look forward to > progress into

WVW

/thread.

WvW is heavily imbalanced, zergy, not all that strategic, definitely not HARD or CHALLENGING, and it doesnt offer progression.

I like wvw… to an extent, but it doesnt answer anything in this thread

the lack of overall progression in this game
sPvP: No ladders *(i know theyre coming)
PvE: No progressive dungeons or gear(not that i want a treadmill). Event chains are VERY short in most places and are very shallow and repetitive (kill the invading centaurs!)

WvW: No progression…

(edited by Rump Buffalo.2594)

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

“End Game” in an MMO is what you do once you reach maximum level.

IE in wow (and many other things) that’s usually PvP and Raiding.

In gw2 u can pvp from level 1 and once u get your armor set that is visually appealing to you there isnt any more reason to do more(or more likely the same) content seeing as how you can no longer progress(in pve). At least in pvp there are constant evolving challenges as you constantly (hopefully more so now and after feb 26th) face new players and team compositions/player styles.

Unfortunately the content in pve is neither challenging, nor engaging. It is also not inventive or difficult. Since we have no gear treadmill there is no simplistic progression and since we have all dungeons available to us without barrier of entry or levels of skill required (with the exception of certain fights in fractals/arah everything is stupidly easy) there really are no progressive measures in pvp once you reach max gear/level/aesthetic appeal..which happens VERY quickly.

Endgame usually is a progressive setting that allows you to continue facing new challenges after hitting max level. It is not “the end of the game” and/or climactic moment of gameplay after which credits roll and the game is over(ended).

so i say again, you have a serious misunderstanding about what end game means in an mmo

(edited by Rump Buffalo.2594)

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

There is an ‘end game’ moment. Except in an MMO it’s when you no longer have fun playing it.

In other games you finish the story, kill the boss, save the world, etc and that’s it. You shelve it. Some provide DLC or unlock harder difficulties so, if you still enjoy playing it after knowing the ending, you can have something a little different.

GW2, as an MMO, has tonnes of content. When you no longer load it and say “This is gonna be great…”, I’d say you’ve hit ‘end game’ and should buy a new game. Maybe come back after a month or so to see if you just needed a breather.

you have a serious misunderstanding about what end game means in an mmo

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

No one is talking about grinding. I love this game. I had tons of fun leveling.

Bottom line is there is no endgame and u can only complete each zone so many times. Without progression of some sense or challenge what is the point in doing anything? What do you find fun if not overcoming that which was difficult or reaching a new peak that was once beyond your reach?

I dont find running around and wasting time towards no end very fun. That would be like… constantly jerking it with no climax… eventually u get chaffing

Mantras: Potential for more.

in Mesmer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

how is mimic not underwhelming?

or is it so underwhelming that no one remembered it

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

both of those things are true(about the future). They are not true about the game we have. Things can be changed but the way the game is = stale

i agree with what you’re saying. I create interesting mechanics and boss fights for my table top group all the time (i am the DM) but they just dont exist in this game right now.

also honestly i think every class should have the option to have some boon removal

(edited by Rump Buffalo.2594)

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Sure there are optimal strategies to defeat dungeon encounters, but straight up zerging a boss with players who know how to dodge roll will win the day 9 times out of 10.

^THis is the biggest problem

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

problem with mechanics like boon removal is that the majority of classes dont have it.

defiance and bad telegraphing dont allow for interrupts and because people dont die but go down (dont get me wrong i love the downed system) it is hard to get an interrupt thing to work. Best would be if defiant/unshakable was a 15sec buff that make them immune to CC. No stacks, just 15 sec, then its off and u get 1 cc, then 15 sec. Does the same job, better, and allows for interrupt mechanics without cc locking bosses. Maybe a skill (enemies) that hits everyone after 5 seconds. Purple beams shoot to everyone, in 5 seconds they will be downed, it must be interrupted. Would need a good description under the enemy title.

there is no defined aggro system since every unit has secondary perameters to their “vicinity aggro management” and we can never tell exactly who theyre going to attack or if we can even kite or anything.

the mechanics in this game (pve dungeon wise) are just not that advanced or engaging. Even the dragon fights that are supposed to epic and awesome i literally stood there hitting the dragon and had to react to nothing, do nothing, and worry about nothing. My first experience with the shatterer was the most disappointing boss fight ive ever played in my entire life as a gamer.

I understand about not wanting to be locked into requirements. I was a hardcore raider for since vanilla wow to wrath. I loved raiding, i loved the challenge, the strategy… i did not love the time imput and gear requirement. BUT every new boss and piece of gear felt like an accomplishment where as in GW2 im just checking off items on a list because they are not fun or hard to get (dungeon sets). Theres absolutely no feeling of reward through challenge its just oh you did the required number of runs… here you go.

There is no such thing as “skill based” combat in pve right now. it just doesnt exist.

I would LOVE as i said before an unlock system for dungeons. As in you completed X boss, you can now process to Y dungeon. No gear requirements, no agony, just a really hard encounter that if u can get it down you can move on. Rewards would have to increase in higher set dungeons (more loadstone and T6 mat drops, more rares for ectos, unique super rare and very cool skins that drop ONLY DROP in the dungeon from chests and not from tokens along with a set for tokens as well). How about dye packs that hold 15 dyes you are assured not to have already on that character or a glowing enchantment for your weapon? runes that are etched into pieces of armor to signify you have completed something challenging?

I understand this might segregate the community but honestly… i dont care. You could reset the requirements every week so like this.

Finish each explorable mode of a dungeon unlock the super mode of that dungeon (brand new area). If all super modes are finished you get 1 final dungeon in the mists (sprout off of fractals?) that is extremely hard and challenging. if you finish this there is a high chance of a precursor? Just…something where progression is present please

(edited by Rump Buffalo.2594)

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I have 4 80s right now. I’ve got them all decked out. The dungeons are not hard, theyre mindnumbingly easy, there is no content in the game that is “hard”. There is no hardcore equivalent to anything and i fail to see any challenge so far short of my first few times through arah…

with skipping / exploiting / and the general easiness of dungeons i fail to see how i could find a challenge.

I honestly would love a gear “unlock” system of clearing dungeons to get into harder and more skill oriented dungeons. right now there is barely any strategy outside of arah or fractals besides ZERG THE ENEMY.

I dunno… challenge and progress are fun to me… nothing after 80 gives me that. Where is the end game?

Without progression

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Now i dont want a gear treadmill more than anyone else but i have 1 simple question.

I got the look i want on a character, what reason do i have to ever play it again without something to look forward to > progress into

Good Players Say How - Bad Players Say Why

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

If you have a game with one game mode in which you cannot distinguish yourself as an individual player, then that game sucks. You learn nothing form zerging a point, its just bad game design.

You must be talking about WvW…

Either that or you’ve never played tpvp…

Mantras: Potential for more.

in Mesmer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I would love if mantras kinda acted a bit more like signets but while they were left unchanneled, like if they did this:

While on cool down or not active mantras give….

Heal: When not readied or on cool down increases your movement speed by 25%.

Pain: Channel time goes down by .25 seconds each time you are hit. Increase damage by 20%

Condi Removal: Increases you endurance regeneration by 25% while not readied or on cool down. In addition the mantra itself should do something unique to give it a reason to be taken over arcane thievery or null field. Let’s say on use it gives distortion for 1 second.

Stability: reduces the duration of disables by 20% when not readied or on cool down. In addition the stability lasts 4 seconds, not 2.

Flamethrower suggestions

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

#1fix the kitten targeting bugs, needs about 15% more damage

#2can be detonated on command and the detonation is a blast finisher

#3Air blast: After use it turns into another skill. This ability is usable for 5 seconds.

#3(b)Back Draft: Drags the target back towards you (like spectral grasp) and burns them for 4 seconds.

#4: have it create a circle of fire (like a ranger trap). The line is pretty kitten useless

#5: Smoke vent pulses for 5 seconds. Blinds on second 1, 3, and 5. This makes 3 aoe blinds on use, it is very under par right now. Increase the radius

More condition removal.

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Staff #4 also transfers conditions

necros are literally one of the best people at controlling conditions

#2 downed skills

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

the ele is fine now that it doesnt renew health.

i think the warrior, engi could use buffs

the ranger needs a fix so that their #3 works 100% of the time

mesmer does A LOT of damage with their and its a bit over the top

#2 downed skills

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills

1: Deal 1 damage
2: Deal 1 damage and stun for 1 second
3: Deal 1 damage in an aoe and cripple
4: Deal 1 damage in a line and teleport to the end of the line
5: Deal 1 damage that burns, bleeds, poisons, dazes, vulnerability, fear, stun, immob, chill, and other crap

Downed stuff
1: Deal 1 damage
2: Deal 1 damage and stun
3: Kill yourself
4: Scream obscenities about how the class who beat u is OP or how you werent trying to win, or how they got lucky and really are just very bad (also to 1v1 you)

Underwater skill:
1: Drown
2: Drown
3: Drown
4: Attempt to drown your for
5: Sink, then rise to the surface, then sink again.

Did you catch my sarcasm?

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

“Making everyone equal” is not what is happening. Are you guys even reading the suggested changes?

The boon stripping given to other classes is minimal at best. Mesmers and Necros will still be the best, by FAR, at doing this. To take boon stripping would now require a choice and is only being implemented on underused abilities that no one runs in high end builds.

This would do nothing but INCREASE build diversity, and the ability to strip 1-2 boons every 20-30 seconds would not unhinge balance or make it easy to destroy bunkers, it just makes them not stupidly survivable and makes them thing about when to apply boons (COUNTERPLAY) as well as making YOU think about when to strip them.

I agree other things also need balancing, but there is no reason every class shouldnt at least have access to 1-2 boon stripping choices. It is just like conditions. Imagine if a class had 0 condition removal. Conditions are a part of the game and are arguably less important than boons are. Everyone has them, everyone should be able to remove them to some degree. Some are better and some are worse, JUST like condition removal

(edited by Rump Buffalo.2594)

Boon Removal

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

true, point still being though that more boon removal, I believe, would help a lot on the road to balance and class viability / equality (in terms of every class being able to handle something in their own way)