Showing Posts For Signet of Forums.4397:

Deployable turrets: still bugged

in Bugs: Game, Forum, Website

Posted by: Signet of Forums.4397

Signet of Forums.4397

First of all, let me just say that I searched for the words “deploy” and “deployable” in the bug forums and there were no matches. That is why I made this thread, even though I know I have seen it mentioned before.

Anyway, this trait is still bugged for some turrets, in that it just does not affect them whatsoever. (For me, it does work with healing and rocket turrets.) The odd thing is that it works fine in SPvP. I have seen the claim before that what turrets it works on (in PvE and WvW) depends on what turrets were unlocked after using this trait. I don’t know if that’s true, but I figured I would again mention it.

I just know that sometimes the developers will look at something and not be able to find anything wrong with it, and that might be happening for them with this trait. As I said, it works just fine in SPvP, for example. It is still not working, though.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Laziness or ineptitude?

in Fractals, Dungeons & Raids

Posted by: Signet of Forums.4397

Signet of Forums.4397

PUGs and dungeons are not compatible here. At least, about 80% pugs. It is ok to get 4 ppl in voice chat, and get random kitten th, but thats all.

Maybe for some of them. I was in a PUG that breezed right on through the first two paths in explorable mode Honor of the Waves’. (That is actually the only time I have played explorable mode thus far.) At least one of the people knew it well, but it was still a PUG.

Therefore we proceed to write a sig.

Runes of Holding way, way too pricey

in Crafting

Posted by: Signet of Forums.4397

Signet of Forums.4397

You say they don’t make much of a difference (which is true), but at the same time, they matter enough to you that you went and made a thread about the price.

I kind of look at it this way: When you are decked out in full exotics, what else are you going to spend your money on? Weapons with fancy effects that make no difference in gameplay whatsoever? How is this any worse?

I’ve been getting along just fine with smaller bags (all bag slots unlocked), personally.

Actually, I kind of don’t follow the argument presented here at all, because I think it would be more of an issue if having the biggest bags available did make a really huge practical difference.

Therefore we proceed to write a sig.

Crafting and money making are terrible here

in Crafting

Posted by: Signet of Forums.4397

Signet of Forums.4397

If you’ve never seen worse, I don’t think you have actually played all that many MMOs.

Also, I was an enchanter in vanilla World of Warcraft, since you brought it up. Now that was a ridiculous money sink for little gain…

Therefore we proceed to write a sig.

Crafting choice affecting drop rate?

in Crafting

Posted by: Signet of Forums.4397

Signet of Forums.4397

It seems like dyes drop more in the low level zones, but I don’t have any solid data to back that up.

Therefore we proceed to write a sig.

Why does Anet hate chefs?

in Crafting

Posted by: Signet of Forums.4397

Signet of Forums.4397

You know that the NPC gives you a warning that cooking is an expensive profession, right? Just saying.

Consumable buffs rarely sell very well in MMOs. When they do, it usually means they are deemed necessary somehow by some players, and I definitely don’t want that. It already became something of an issue when they added them in Guild Wars 1, where nobody wanted to do some of the hardest content without full “consets.” Really, I wish they had not even put cooking in the game, but it is what it is, I guess.

That said, I always use the magic find buff with my level 80 character, when I think about it.

I don’t really quite know what the point is of throwing the vendors around all over the place. I was entertaining the idea that maybe at one point they had farming as a profession in their internal testing and they took it out, and somehow this is what they decided to do instead, but who knows?

Therefore we proceed to write a sig.

Official Response: Drop Rate of Legendary Precursors

in Crafting

Posted by: Signet of Forums.4397

Signet of Forums.4397

This has had some effect on the drop rate when using lower level rares to attempt to get a precursor but it was never intended for that to be the best way of acquiring these weapons.

As of yet, I haven’t really been making any effort to craft a legendary weapon, but since you brought it up, what is intended to be the best way of acquiring the precursors? ; )

Therefore we proceed to write a sig.

Engineer Turret Pick Up Option

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Does it? It seems to be about the same when I do it. I’ll have to clock it sometime.

There is a game option to show cooldown times on your skills.

Therefore we proceed to write a sig.

Is an engineer going AFK with turrets up considered an exploit?

in Guild Wars 2 Discussion

Posted by: Signet of Forums.4397

Signet of Forums.4397

Did they add a timer to turrets? Because when I rolled an engie at launch I would plant a Thumper/Rocket/Rifle/Healing turret cluster in the middle of a big mob spawn to farm materials for crafting skills, and they stayed up pretty much indefinitely with the turret auto-repair trait healing them between fights. I’d be there pitching in with my rifle and drawing mobs to the cluster, but if I had to get up for a moment to use the bathroom or grab a drink they’d hold their own.

Then I figured out this wasn’t the best way to farm stuff or the most fun I’d ever had in a video game, so I rolled a Guardian and haven’t touched the engineer in weeks… >.<

No, there is no five minute timer. I just put down a few turrets in a safe area and they stayed up for over fifteen minutes. I don’t know where people get this stuff that they post as fact.

Of course, without the trait that heals them, they will probably be killed eventually, but I meant while using that trait and in an area where they are unlikely to get killed, particularly low level zones.

Therefore we proceed to write a sig.

Is an engineer going AFK with turrets up considered an exploit?

in Guild Wars 2 Discussion

Posted by: Signet of Forums.4397

Signet of Forums.4397

Is it considered an exploit when engineers go AFK with turrets up? This is just something that I have been wondering about. I would think that it is not an exploit. I am just curious what the official stance on it is. I’ve never done it, but I’ve seen other people doing it. I’m not sure if I’m supposed to report it or not.

Therefore we proceed to write a sig.

Engineer Kits Auto attacks - Fixed!!

in Engineer

Posted by: Signet of Forums.4397

Signet of Forums.4397

I’m so glad this change is in already. It was the most annoying thing about playing an engineer. I don’t really know what they were thinking, not having it that way in the first place.

Therefore we proceed to write a sig.

Engineer Turret Pick Up Option

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

It’s easier just to detonate them because the recharge is the same no matter which option you choose.

That isn’t true. Picking them up reduces the recharge time by 25%. I’ve noticed, however, that sometimes when I immediately pick up a healing turret after placing it, it incorrectly does the full recharge.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

When will some of the issues facing WvW be addressed: exploits, cheats....

in WvW

Posted by: Signet of Forums.4397

Signet of Forums.4397

Aside from bugs, my biggest problem with WvW is the gold cost for upgrades and siege. The problem is that, in a lot of cases, it becomes this weird social dilemma of everyone relying on someone else to spend their resources. Surely, there must be a better way.

Really, I think upgrades should just use supply, even if that means adjusting supply replenishment rates or upgrade times. Siege weapons, I don’t know – that’s a bit more tricky. Right now, though, WvW is too often a bunch of people just running around trying to assault fortified buildings with no siege or not enough siege, and it’s just kind of silly. I know I’m sure not blowing all of my money on siege weapons for every single assault.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Well, more variety and playstles for starters. I like playing a guardian as a knight in shing armor type. I `m sure there are people who like the holy monk type. With your way of thinking we allready have every class we will ever need so why bother adding more in the future. We won`t need assasins, ritualists, paragons, dervishes, or any other class that could make the game more fun to play. You are probably right though. keep it as it is for the duration of game. I can`t imagine why anyone would want to play anything different then what we allready have.

You’re the one who said, “It would really be no different then any other class except his heals would be a little better then everyone elses and he would probably benefit the most from healing power.”

Really no different. Those were your words.

Yeah it would really be no different in forms of general gameplay because he will have to be able to kill, heal , and support. Just like all the current classes. He will just go about in a monks way. A different playstyle. If you think a slight healing power bonus like 2% or so is gonna break the game then i don`t know what to tell you. You have any idea how much healing power you need to stack for it to be worth sacrificing another stat for? I really don`t think you do.

So your defining characteristic of a class is a 2% bonus to healing power?

Therefore we proceed to write a sig.

Cloaks Please!

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Therefore we proceed to write a sig.

(edited by Moderator)

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

I cannot help but notice how many of the comparisons are to warriors, and it makes me wonder why everyone then concludes that the elementalist is the class the needs changed.

Justified or not, it is, after all, a pretty common opinion that warriors are currently overpowered.

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Well, more variety and playstles for starters. I like playing a guardian as a knight in shing armor type. I `m sure there are people who like the holy monk type. With your way of thinking we allready have every class we will ever need so why bother adding more in the future. We won`t need assasins, ritualists, paragons, dervishes, or any other class that could make the game more fun to play. You are probably right though. keep it as it is for the duration of game. I can`t imagine why anyone would want to play anything different then what we allready have.

You’re the one who said, “It would really be no different then any other class except his heals would be a little better then everyone elses and he would probably benefit the most from healing power.”

Really no different. Those were your words. So I said, if it’s really no different from any other class (and I’m not even really sure what that means, since every other class is different from each other), then what is the point of it?

What else exactly does this class do that is interesting? You can’t just tack a heal onto a bunch of vanilla attacks and have an interesting class. And you don’t want it to tread too much onto the guardian’s playstyle territory.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

I am really suprised most of the comments think that a monk would somehow change the way the game currently works. It would really be no different then any other class except his heals would be a little better then everyone elses and he would probably benefit the most from healing power. I`m pretty sure it would have weapons that had healing skills and would also have some for pure damage. How would this be any different then what we have now except adding another class with a different name?

If it isn’t any different, then what is the point of it?

Therefore we proceed to write a sig.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

I don’t know what game you’re playing, but in the one I’ve been playing, we are very far from having too much CC. The only time I’ve been CC stacked for more than 2-3 seconds is when I’ve accidentally stumbled solo in to a 1v5. Personally, I don’t know how much is too much, I’d imagine if you had a 5-team of warriors with 8 CCs, that would be too much. But honestly, that’s a crapshoot strategy and wouldn’t likely win you a single game.

So what is the precise amount and type of CC that you could like to add to elementalists, including duration and cooldowns? And at what range can they be used? Because the range at which something can be used is more significant than some people seem to like to imagine. Also, what are they replacing or being tacked onto?

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).

In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.

So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.

How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.

He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!

It is true that a warrior gets quite a few control abilities with the hammer that require them to get into melee range.

And of course another common complaint I see on these forums is that melee is too hard.

That said, the argument that was put forth was that elementalists should get more control, not that warriors should get less. How much is too much?

I never said warriors should get less, our lower damage is supposed to be supplemented by more control, but it’s just not. We have no more control than any other class, the warrior doesn’t just have the hammer’s four control effects, he also has three with maces, and two with each ranged weapon.

And honestly, at this point, I don’t think we’re in danger of getting too much control by a longshot as we have… what… 3 hard CC abilites? Almost of our control is slows, frozen, immobilizes, and cripples. These soft CCs barely change damage output against a melee class and don’t change output at all against ranged classes.

Look at air for example, air attunement blatantly states “Attune to air, gaining heavy damage and control abilities”… really? Air has TWO hard CCs, earth has two, fire and water have none.

I know you didn’t say the warrior should get less. I question why, if the issue that you have is warrior CC versus elementalist CC.

As for ranged versus ranged, I know you can’t seriously be saying that the elementalist is at a disadvantage there…

If the elementalist got as much “hard” CC as, say, mesmers, then I guess mesmer ranged DPS needs bumped up…like WAY up.

So I wonder if the issue here (if there indeed is one) is really with elementalists, or is it with warriors?

Do you seriously not know what a comparison is or are you just being facetious ?

I use the warrior as an example of how the elementalist is kittened. I don’t think that the warrior has too much control, and I never said so. But if the elementalist is supposed to have less damage because it has more control; and the warrior has both more damage and more control… then… logically… the designer’s justification for the elementalists low damage is nil. Or, on the other hand, the elementalist was not given as much control as the designers believed they gave it.

EDIT: Kittened? What? How is the word g’imped offensive? Does arenanet have something against cripples?

Right. We have established that you did not say that warriors should have less CC, but again, I ask why. Having too much CC in a game is just bad. Again, I ask how much is too much?

When everyone spends every entire battle crippled, chilled, stunned, knocked down, or dazed, is it enough, then?

Therefore we proceed to write a sig.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).

In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.

So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.

How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.

He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!

It is true that a warrior gets quite a few control abilities with the hammer that require them to get into melee range.

And of course another common complaint I see on these forums is that melee is too hard.

That said, the argument that was put forth was that elementalists should get more control, not that warriors should get less. How much is too much?

I never said warriors should get less, our lower damage is supposed to be supplemented by more control, but it’s just not. We have no more control than any other class, the warrior doesn’t just have the hammer’s four control effects, he also has three with maces, and two with each ranged weapon.

And honestly, at this point, I don’t think we’re in danger of getting too much control by a longshot as we have… what… 3 hard CC abilites? Almost of our control is slows, frozen, immobilizes, and cripples. These soft CCs barely change damage output against a melee class and don’t change output at all against ranged classes.

Look at air for example, air attunement blatantly states “Attune to air, gaining heavy damage and control abilities”… really? Air has TWO hard CCs, earth has two, fire and water have none.

I know you didn’t say the warrior should get less. I question why, if the issue that you have is warrior CC versus elementalist CC.

As for ranged versus ranged, I know you can’t seriously be saying that the elementalist is at a disadvantage there…

If elementalists need as much “hard” CC as, say, mesmers, then I guess mesmer ranged DPS needs bumped up…like WAY up.

So I wonder if the issue here (if there indeed is one) is really with elementalists, or is it with warriors?

Anyway, when all is said and done, ArenaNet has basically said that melee is supposed to be more powerful than ranged, because it is harder to hit with melee, just in general, and furthermore, once in melee range, on average, you take more of a beating yourself.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).

In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.

So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.

How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.

He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!

It is true that a warrior gets quite a few control abilities with the hammer that require them to get into melee range.

And of course another common complaint I see on these forums is that melee is too hard.

That said, the argument that was put forth was that elementalists should get more control, not that warriors should get less. How much is too much? A game is not balanced by just piling more and more stuff onto classes.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).

In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.

So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.

Staff, two-handed:

Frozen Ground (chill)
Lightning Surge (blind)
Gust (push)
Static Field (stun)
Unsteady Ground (cripple)
Shockwave (immobilize)

Scepter, main hand:

Blinding Flash (blind)
Dust Devil (blind)

(So obviously the scepter is not much of a control weapon.)

Dagger, main hand:

Frozen Burst (chill)
Shocking Aura (stun)
Magnetic Grasp (immobilize)

Dagger, offhand:

Frost Aura (chill)
Updraft (launch)
Earthquake (knockdown)
Churning Earth (cripple)

Focus, offhand:

Freezing Gust (chill)
Comet (daze)
Gale (knockdown)

How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.

Therefore we proceed to write a sig.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: Signet of Forums.4397

Signet of Forums.4397

Nerf AoE fire damage a bit, at least in PvE.

Oh, you said underpowered. LOL.

I kind of have to wonder if the people who say elementalists are underpowered have actually played other classes, because when I play elementalist, I feel godly…

That said, if I was going to change something, I maybe would let you set a different weapon for each attunement, but I don’t know if that would completely wreck balance somehow.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Vendors - Refund System

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Very tough to enforce. What if the seller got the gold and already used it up on something else? Where’s the gold gonna come?

Easy to implement buyback for NPC vendors, but refund from players? Good luck with that.

OP is talking about from NPC vendors, not the marketplace. At least, that’s how I read it.

Therefore we proceed to write a sig.

Vendors - Refund System

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

That’s an interesting idea, I guess. It’s kind of like the inverse of the buyback tab for things you accidentally sell.

Therefore we proceed to write a sig.

I shouldn't be punished for forgetting to res b4 logging out of WvW

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

@Signet of Forums: Give me one good reason except “They should focus on other more important issues” or “This isn’t an issue for most people”, that I shouldn’t have given my feedback by starting this thread? I was only saying my opinion. To be honest, I don’t really care what other people in this thread think. They’re entitled to an opinion just as I am and people can disagree or agree however they want. I’m sure ArenaNet appreciates as much feedback as they can get and I don’t care if they miss or ignore this thread, but at least I said what I wanted and you said what you wanted (that it isn’t important enough), and that’s all that matters.

As others have pointed out, it is an issue that is solely being created by your own actions. You want the game changed around your own easily fixable mistake instead of changing your mistake.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

I predict the monk class returning within the next 2 years.

They’re going to take all of their skills back from guardians. “Give me back my Aegis!”

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

I don’t miss PUG PvP matches being determined primarily by number of healers or anti-healers (generally mesmers with certain builds), as was often the case in GW1.

@Signet of Forums
You called Mesmers anti-healers, therefore saying that their main purpose can not be fulfilled due to there not being any healers!

@Signet of Forums
You are obviously uneducated in the fact that Guild Wars 1 did, in fact, have a healer profession. And you are now resorting to non-sense to try to pursue yourself into believing these biased ideas.

It’s funny because you already replied to a post of mine about Guild Wars 1 healers, and the reason I know this was not by memory (though I was pretty sure it was you), but by going back and looking.

@Signet of Forums
I have no clue what fantasy you’re going on about, that’s the first time i have said that to anybody.

Are you serious or what? It’s not exactly brain surgery, scrolling up the page to see your own posts.

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

A dedicated healer class would screw up PVP balance. It would turn into which side had more healers, or become standstills as no one would die.

I remember all of those Fort Aspenwood matches where Kurzicks would just heal the gate NPCs and due to the other team not happening to have enough anti-healing, there wasn’t really **** they could do about it.

I guess OP’s solution is going to be that I just play as an anti-healer every match for the life of the game. No thanks.

Therefore we proceed to write a sig.

I shouldn't be punished for forgetting to res b4 logging out of WvW

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Larkir, you do realize that probably barely anyone engages in this behavior, right? And of the handful that do, probably most do not really care. This is really a non-issue for the player base as a whole, and I will be convinced of that until I see at least a few people actually agree with you.

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

The game was designed to not rely on the trinity. Every class is capable of fighting by themselves or in a group without getting completely smashed. If you really love healers so much, roll guardian (full support) or elementalist (water attune).

Or play something else. Seriously, the appeal of this game to a large extent is the things that it does differently

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

@Signet of Forums
You are obviously uneducated in the fact that Guild Wars 1 did, in fact, have a healer profession. And you are now resorting to non-sense to try to pursue yourself into believing these biased ideas.

It’s funny because you already replied to a post of mine about Guild Wars 1 healers, and the reason I know this was not by memory (though I was pretty sure it was you), but by going back and looking.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

No love for condition builds?

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Condition damage needs buffed. Direct damage is just far superior currently in any fight, PvE or PvP.

Critical chance and critical damage stats give direct damage a huge damage increase as you stack both. Condition damage only scales linearly. The only thing condition damage has that can compete is condition duration but that is only available through sigils and trait bonuses.

It doesn’t even take much math. If a warrior can do EASILY 12k on a single 100b(not even including any bleeds they apply from the crits), that’s 106 ticks of bleeds at 1400 condition damage, basically 10 stacks of bleeds for 10 seconds, or 20 stacks for 5 seconds. The only thing even close to that is burning effects and you would need 6 stacks of 3 second duration burns. Now this doesn’t account for damage done from skills that apply burns/bleeds/etc, but you get a sense of the disparity between condition damage and direct damage.

On top of the huge damage gap, condition damage can be simply nullified. In a best case scenario an easy way to bring condition damage on par with crit/cit damage would be condition duration, but since the longer the duration the easier to remove, it doesn’t entirely solve the problem. There are so many condition removal abilities, combos, traits, sigils, etc that keeping condition damage up is difficult. Where is the sigil that lets me nullify 1 direct damage attack every 10s like the condition removal one.

The long and short of it is that condition damage needs a buff. It needs to do more damage than crit/crit damage over a sustained longer period to make up for the fact that it is so easily removed. Currently, that is not the case. That or crit/crit damage needs to be brought down to a reasonable level so the TTK increases and condition builds can actually have time to stack conditions. I’d love to also see condition duration added as a stat option on gear instead of just sigils/traits.

Melee is supposed to do more damage than ranged, in general. Never mind that for Hundred Blades to get the full damage, they have to not be moving. You can’t just look at raw damage numbers if a vacuum. I mean, you might as well compare Hundred Blades to other non-condition attacks while you are at it. I don’t really know how that is related to conditions, specifically.

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

@Aecelia
Once again, completely biased response. First of all, you can’t have proactive without reactive. Secondly, not having a healer profession encourages players to not play skillfully at all! With healers, much more skill will be needed to protect ally healers and to put a stop to enemy healers. Instead of this, you are left running from battle as soon as your health drops 200hp.

@Signet of Forums
So in other words, not having a healer takes away from diversity in professions. Healers means more diversity!

@Zionka
Some people would prefer support through healing than being deep in water barely making a mark in your allies HP. You say freedom, but, yet, your taking away from the players’ freedom by not having healers!

If there was a profession that possessed other players, that would mean more diversity. That doesn’t mean it would make the game better. “More diversity” is not a very strong argument.

Guild Wars 2 is not every other post-WoW fantasy MMO on the market. There are literally hundreds of different games that have what you want. Healers aren’t coming to this game, plain and simple. The game was designed from the ground up to not have them and to not need them. (And make no mistake; as soon as a game has them, they are needed.)

In the end, you can suggest it all day. It’s not going to change anything.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Auto Looting

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

It would just make it easier to bot…and high level engineers in low level zones wouldn’t even have to. LOL.

Something needs to be done about WvW loot, though. I’m not really sure what. Maybe just increase the loot distance significantly. Right now it’s too easy to not even notice you helped get a kill.

I also wish that looting didn’t use the same button as…everything else. ; )

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

@Rise
As I previously mentioned, none of the professions can compare to a healer. Guardians are for protecting allies before they are damaged, while healers are for healing allies after they are damaged. Does it make any sense to have one profession and not the other?

Yes, it can make sense to have one and not the other. Healing is reactive where as protection is proactive. Healing promotes a very passive type of gameplay and is less punishing of bad play, especially if you shove all of that responsibility onto one player.

When everyone has a self heal and there is a no dedicated healing class, then everyone is in charge of their own well being. If you die, then chances are your death was a direct result of your own actions and/or negligence.

By putting an emphasis on protection and damage mitigation instead of heals, you’re encouraging players to play more skillfully. It takes a lot more player skill to use a block with a 3 second window than to use a heal with an infinite window.

Also, this.

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

@Signet of Forums
You called Mesmers anti-healers, therefore saying that their main purpose can not be fulfilled due to there not being any healers!

Those of you saying that healers would disrupt order are clearly “hating” on healers with skill! A decent mesmer/necromancer/any other class for that matter could negate the effects of the healer.

Actually, what I said is that mesmers with certain builds in the first game fulfilled the role of anti-healing, but you can twist my words however you want, I guess.

I don’t miss that being a necessary role. One of the biggest problems with PvP in the first game was that it could be such a crapshoot whether or not your build would be particularly useful in a given match or not.

Therefore we proceed to write a sig.

Cloaks Please!

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Posted by: Signet of Forums.4397

Signet of Forums.4397

As if this game doesn’t already have enough terrible clipping issues with armor.

Therefore we proceed to write a sig.

I shouldn't be punished for forgetting to res b4 logging out of WvW

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Of all the things to complain about, someone went and made a thread because the game doesn’t cater to the fact that they rage quit in WvW? (That’s what I read between the lines, anyway.)

Okay then…

Therefore we proceed to write a sig.

Healing-Based Class

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

I don’t miss PUG PvP matches being determined primarily by number of healers or anti-healers (generally mesmers with certain builds), as was often the case in GW1.

Also, such a system is bad for world enemies. It was always clunky in Rift, trying to get every party to have a healer to fight zone bosses (or whatever the term was).

In any case, guardians are all about reducing damage. They are the profession that most closely fulfills that role. How many different ways are there to make healing interesting, really? What always happens is something like: Here’s the heal that heals over time, and here is the heal that uses more mana (which this game doesn’t have) but is faster, and here is the big group heal on a cooldown.

In this game, the idea is to try not to take the biggest hits in the first place.

Therefore we proceed to write a sig.

No depositing mini-pets automatically

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Posted by: Signet of Forums.4397

Signet of Forums.4397

Hold it! Yes the safe bag keeps it from being deposited but you can not use it from there. You have to take it out of the bag to use it and that defeats the whole process. Next time you get pressed for space in a mad rush, it ends up back in the bank. BrunoBRS has a good idea but anything would work if we could just keep them out to run and play with like in GW1.

What are you talking about? I use my Hall of Monuments minis from a safe bag all the time.

Therefore we proceed to write a sig.

No love for condition builds?

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?

Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.

As spikyblackhair said:
The necro is different from the other professions, condition damage is not just an addition for him, it’s either not there or the primary source of his damage.

I didn’t say anything about “primary” or not. I’m just saying that people often ignore the regular damage when posting numbers.

I am of the opinion that condition damage is probably supposed to do slightly more than regular damage, if specced for it, both because it is over time and because of condition removal. It is also worth bearing in mind that condition damage is not affected by damage mitigation while regular damage is.

I just don’t think that making it boosted by power is really what they are going for. They want players to make a choice between condition damage and regular damage. That is the design intent. I’m not saying that the numbers right now are where they should be. Other than the stack cap, I actually don’t have much of an opinion on the matter, either way. I haven’t looked into it that much.

Therefore we proceed to write a sig.

No love for condition builds?

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?

Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.

Therefore we proceed to write a sig.

Free Travel TO Cities

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

The cost to teleport out of one of the four major cities should also be based upon the closest waypoint to the destination within that city, since traveling to waypoints within a city is free, but I guess that’s probably just being nitpicky, since the difference is so small.

Actually, I thought of this just now: If they implemented the idea of making travel to cities free, then the cost to travel anywhere else should be based on the cost from the closest city, by extension of similar logic. Of course, then everything just becomes super-convoluted, so why not just make travel free like it was in the first game? : D

So obviously the real issue is being able to go to Lion’s Arch from the Mists. They should take that out…except that’s probably the best way to get unstuck if you should be unfortunate enough to get stuck in terrain somewhere and not have enough money to use a waypoint.

In summary, I don’t know. Whatever.

The thing is travelling to the cities is actually free. But takes “anoying” time.

Loading Screen->Mist->Loading Screen->Lion’s arch->Loading Screen->Loading screen->Waypoint the portal zone->Loading Screen->Take portal to the city->Loading Screen->The city.

Yes, I know. That’s the basis of this whole thread.

Therefore we proceed to write a sig.

Change the Zhaitan fight a bit.

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Fight.
Is.
Bugged.

Or was never finished in the first place, but yes, the official explanation is that it is bugged.

Therefore we proceed to write a sig.

Make Karma Account Bound

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Gee, I have never seen this suggested before. It’s a good thing someone finally made a thread with this suggestion.

Therefore we proceed to write a sig.

Option to collect individual purchases from trading post

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

I would like this feature, but then I kind of understand why they might not want to do it, as people might just store certain things on the trading post indefinitely.

I agree that what is really kind of clunky about it is that if you are bidding on things for different characters and get them, you then have to put them in the bank.

I guess this is the tradeoff for a marketplace system where, as far as I can tell, there is no explicitly defined cap on how many buy or sell orders you can have up, and also no time limits. Both of those things are rather unusual.

I actually feel like they will probably put time limits on them at some point, even if it’s a very long one. Otherwise, certain things might get out of hand, just in terms of marketplace clutter, eventually.

Therefore we proceed to write a sig.

Bring back Zodiac weapons!!

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

Gotta wait for the Cantha expansion, assuming there is one, which there probably will be, since that Guild Wars Beyond stuff was supposed to help set the stage for Guild Wars 2.

The Elona expansion seems like a shoe-in, since some NPC says something about the land being oppressed by Palawa Joko.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

Free Travel TO Cities

in Suggestions

Posted by: Signet of Forums.4397

Signet of Forums.4397

The cost to teleport out of one of the four major cities should also be based upon the closest waypoint to the destination within that city, since traveling to waypoints within a city is free, but I guess that’s probably just being nitpicky, since the difference is so small.

Actually, I thought of this just now: If they implemented the idea of making travel to cities free, then the cost to travel anywhere else should be based on the cost from the closest city, by extension of similar logic. Of course, then everything just becomes super-convoluted, so why not just make travel free like it was in the first game? : D

So obviously the real issue is being able to go to Lion’s Arch from the Mists. They should take that out…except that’s probably the best (only?) way to get unstuck if you should be unfortunate enough to get stuck in terrain somewhere and not have enough money to use a waypoint.

In summary, I don’t know. Whatever.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)