Showing Posts For Simplicity.7208:

Matchmaking

in PvP

Posted by: Simplicity.7208

Simplicity.7208

I’m not sure where I was on the leaderboard. Can’t imagine very high since I’d only played some 70 games. Also it’s good to hear that MMR is getting reset. Maybe it’ll fix these matchups I’ve been getting lol.

Matchmaking

in PvP

Posted by: Simplicity.7208

Simplicity.7208

Before matchmaking update:
Solo Queue matches played: 79
Solo Queue matches won: 68
After matchmaking update:
Solo Queue matches played: 161
Solo Queue matches won: 83

I waited this long to post to make sure it wasn’t just a series of bad matches, but no…sadly all solo queue games are bad matches where my team loses. The only 15 exceptions to this rule are where my team was 5 and the other team was 4. And even then it was close. This kind of result is statistically nigh impossible if we assume matchmaking should give us a 50% chance to win. So my question to you is why is it that before this update I had an 86% win ratio and after the update I have a 18% win ratio? How does it work?

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

As much as I love mesmer and wholeheartedly support how awesome the class is, I’m forced to at least somewhat agree with the OP.

Mesmer is the sort of class where you either get it or you don’t. It’s rare to find a sorta mediocre mesmer, you’ll either get a great one or a horrible one, and horrible ones dominate the spectrum, even though a great mesmer can easily carry a team.

Interesting. My mesmer is my least used character because I like it the least, but if I’m ever challenged to a 1v1.. I will always pick it, and I have always thought they were pretty easy to play.

I like how everyone assumes “I win in 1v1s” means the same thing as “I’m useful in a team based objective style game mode.” Lol. And don’t eles give free kills to the enemy? So wouldn’t an afk person be better since they don’t give 5 free points every 35 seconds? (seriously though, eles are in a sad place, I don’t play one and I still pity them)

How do you beat an ele as a warrior????

in PvP

Posted by: Simplicity.7208

Simplicity.7208

Disable auto attack, go afk, come back once a minute and hit a random skill. The duel should last a few minutes before you win.

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

Hmmmm…How about…

  • Guardians = +6
  • Rangers = +3
  • Necromancer = +4
  • Warriors = +4
  • Engineers = +2
  • Mesmer = -1
  • Elementalist = -4
  • Thief = -3
  • AFK Person = -7

I still hold that bunker guardians are single handedly the most important thing in a SoloQ. As for why thieves are so low? The meta is bunker. Thieves can’t really burst down anyone, and additionally they can’t really hold a point. As soon as a person shows up, the thief might as well not even be there since their team loses the point. Most thieves in SoloQ don’t run evade builds, they run stealth builds. Terrible for point capture gameplay. Otherwise probably right about the elementalists being worse than I had them.

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

so if you have 5 bunker guards on team ( 25 points ) and none of them is AFK you are invincible. I think your math is wrong.

For Solo Queue, that’s exactly how it works. Try to win that match with PUGs. They’d all have to be very terrible guardians for you to even have a chance….or you’d have to have all necromancers. I feel like all necromancers team counters all guardian team with all those conditions. Regardless, both situations are exceedingly unlikely and thus outside the realm of applicability of the calculation.

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

True, I haven’t. But they’re pretty weak to conditions and can’t usually bunker a point plus they have a high skill-cap so most people who play them play them poorly. Combine that with a condition/bunker meta and you have a recipe for a net team loss.

I think you misunderstood. I love Mesmer, but I suck at Mesmer. -1 may be insufficient when I’m playing.

lol.

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

True, I haven’t. But they’re pretty weak to conditions and can’t usually bunker a point plus they have a high skill-cap so most people who play them play them poorly. Combine that with a condition/bunker meta and you have a recipe for a net team loss.

How to Tell the Victor...

in PvP

Posted by: Simplicity.7208

Simplicity.7208

…of a Solo Queue match.

  • Guardians = +5
  • Rangers = +3
  • Necromancer = +3
  • Warriors = +2
  • Engineers = +2
  • Mesmer = -1
  • Elementalist = -2
  • Thief = -4
  • AFK Person = -5

The team with the highest # wins. It’s not 100%, but it’s pretty accurate, and if there’s a large disparity between the teams’ #s it will not even be close. Not even by a little bit.

Try it out. Tell me if I can tweak some numbers. This is what I’ve been doing before matches, and usually I’m right. It only goes wrong when you have a really terrible guardian/warrior/necro/engie or a really good thief/mes/ele…but since skill is rare it usually holds up.

Season 1 Rewards... Expectations?

in WvW

Posted by: Simplicity.7208

Simplicity.7208

For all servers Dolyak Mini. Cause ArenaNet said so. Rewards in addition as follow:

For 1st place server:

  • Dolyak Finisher. That’s it. You got to be 1st. That’s your reward.

For 2nd place server:

  • 1 Bloodstone dust
  • 1 White

For 3rd place:

  • 1 Badge of Honor
  • 1 Blue

For 4th place:

  • 1 bloodstone dust
  • 1 badge of honor
  • 1 green

For 5th place:

  • 100 bloodstone dust
  • 10 badges of honor
  • 1 rare

For 6th place:

  • 100 bloodstone dust
  • 100 empyreal fragments
  • 40 badges of honor
  • 2 rares

For 7th place:

  • 100 bloodstone fragments
  • 100 empyreal fragments
  • 100 dragonite ore
  • 1 exotic
  • 1 gold

For 8th place:

  • 250 bloodstone dust
  • 250 empyreal fragments
  • 250 dragonite ore
  • 100 badges of honor
  • 2 exotics
  • 5 gold

For 9th place:

  • 500 bloodstone dust
  • 500 empyreal fragments
  • 500 dragonite ore
  • 250 badges of honor
  • 1 exotic
  • 1 ascended
  • 25 gold

Suck it people that transferred to blackgate before the season.

(edited by Simplicity.7208)

Undocumented nerf to Shadow Refuge?

in Thief

Posted by: Simplicity.7208

Simplicity.7208

I wouldn’t be surprised if this was the case. They recently nerfed caltrops & caltrops on dodge to put you in combat if a mob touched them effectively making it impossible to get through a zone without getting in combat & getting hit. Wouldn’t surprise me if they made it so any AoE ring a mob steps in (regardless of whether it does anything or not) puts you in combat.

Stop dying to Grand High Viscount

in Blood and Madness

Posted by: Simplicity.7208

Simplicity.7208

I like my strategy: Find the nearest Norn or Charr. Stand behind said Norn or Charr. When Viscount sends out his projectiles of death, Mr. Meatshield will take both the damage from his and the damage from yours for you. Walk away happy that we have Charr in the game.

Disconnecting

in Fractals, Dungeons & Raids

Posted by: Simplicity.7208

Simplicity.7208

So let me get this straight…I spend 3 hours getting a party together…I spend 3 hours running a dungeon…and I disconnect when the final boss is at 5% health due to internet issues…I get nothing…but someone who joins a 4 man when the final boss is at 5% health, does nothing the entire rest of the dungeon still gets everything?

How the hell is this fair?

Guardian or Necro???

in PvP

Posted by: Simplicity.7208

Simplicity.7208

Pretty sure Necromancers are a flavor of the month…favorite of the condition meta. Come next few balance patches we’ll see them fade to nonexistence (see D/D ele). Whereas guardian has been irreplaceable on all PvP teams and a god at the Zerg V Zerg that permeates WvW due to staff #1 spam. How is there any question on what to play?

Fancy or Forest

in Twilight Assault

Posted by: Simplicity.7208

Simplicity.7208

Fancy or Forest

Complete either a Caudecus’s Manor or Twilight Arbor dungeon (story or explorable).

So typically, these living story dailies are quite clearly related to the living story and its lore. Boss week? Kill world bosses. Clockwork chaos? Participate in an invasion. Queen’s Jubilee? Do Queen Jubilee stuff.

But what does Caudecus’s Manor have to do with the current living story? Does this imply anything about lore?

The Least Fun I've Ever Had...

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

The only things I really want out of Teq is the mini and the Teq weapon skin. Would bve nice if you were guaranteed and exotic once per day for all the trouble you go through to organize. It’s takes a solid hour to taxi everyone to the same map. I could make 10g and buy a couple exotics in that time doing other stuff.

I don’t really want them balancing rewards/difficulty until they address interface/server mechanic issues or it will just exasperate everything lol. But yes, you’re right, rewards probably should be better.

The Least Fun I've Ever Had...

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

Couple of thoughts…First, @Constantine.7812, if you had bothered to read what I typed out you would know I was not complaining about the actual fight, but the process that is required in order to be included in your own guild’s fight. I’ve fought Tequatl around 6 or 7 times. I’ve killed him three times. But I’ve been present for at least 20 failures while trying to join my successful friends/guild so I can help them organize the raid. It’s even worse that while I was stuck in the PUG-overflow, I knew the map would fail because of a lack of coordination.

Personally I like the boss, I just hate overflows. I hate the way this is open world content that can so easily exclude one from their peer group simply because an AFK PUG decided to wait between Tequatl fights in your guild’s agreed upon overflow. Would have participated in those failed Tequatl fights if I didn’t have to stand somewhere safe and spam my “Join Party In Sparkfly Fen” button over and over again hoping to get taxied in to no avail.

I don’t want this thread to be about “Oh yeah, I love Tequatl” or “Oh god, the fight is terrible.” No, I want this thread to be a plea for ArenaNet to fix the overflow system. How people can bypass the Queue with taxi-ing, how you can get locked out of your guild’s overflow due to PUGs or other people taxi-ing, how AFK people can lock you out of a queue, how you have to constantly spam “Join In Sparkfly Fen” in order to even have a chance at joining your friends, etc. These problems are a blockade to content that arises from a poorly designed and quickly implemented overflow system that desperately needs to be overhauled. The problem is compouned by the fact that ArenaNet has now created content that requires a full map. By virtue of this fact, for every fight there will people stuck somewhere they don’t want to be. And that’s not good. That means every single time some people try to kill Tequatl, there will always be those locked out, excluded, forced to not participate just because they weren’t lucky enough to get in. Exclusion may be a necessity, but for the love of God, don’t have it based on who’s lucky enough to taxi in at the right time.

EDIT: Also, Tequatl doesn’t have that great loot. I think in those three kills I got maybe 5 rares and a buttload of green/blues. For the amount of time/effort I spent organizing people, it’s really not worth it. You’d be far better doing Frostgorge champion farming if you really were after gear. I simply continued to Tequatl because I enjoyed the fight and the sense of victory from overcoming him. But it’s absolutely not worth trying to fight with the overflow system. Not anymore since I already have Sunbringer.

(edited by Simplicity.7208)

The Least Fun I've Ever Had...

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

Glad to see I’m not the only one frustrated with overflows. Don’t misunderstand me. I love the fight. The mechanics are a refreshing change of pace from “stand in one place and auto attack with zerg ball to victory,” and the difficulty forces coordination, cooperation, and an in depth understanding of the boss mechanics. Not only that, but the elation that is felt the first time you kill Tequatl is unrivaled, a seriously epic victory not to be undermined.

I just cannot deal with the overflow system, it is a barrier to grouping with my friends and guild and prevents me from being a part of their successes. It’s a terrible feeling to know what it takes to lead a map to victory against Tequatl, then look around the overflow you’re stuck in and realize “They don’t have the coordination do this.” Doomed to failure, you know it, and yet you’re stuck with them so you’re doomed too.

And that’s not touching on the other issues that Tequatl has like build obliteration (no conditions/berserker)…I think this is why most MMOs put content like this in instances, to avoid separating guilds/friends. In an instance you can control who assists in your fight. You can exclude AFK people, people who refuse to listen or get on teamspeak, people who are not guildies or friends, or even PUGs.

I’m not saying instancing is the only answer, but something needs to be done about this before many of us can consider even attempting Tequatl. At least I already have my Sunbringer title, so I can wait out the fixes.

The Least Fun I've Ever Had...

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

…was spent in Sparkfly Fen, waiting for 6 hours to get into an overflow with my friends & guild to simply be presented with the “Server is full, have them guest over to yours instead.” message. So while they got four kills in a row, I got to stand in Sparkfly Fen spamming “Join party” and watching my overflow fail Tequatl four consecutive times. By the time I finally get in, everyone decides “Let’s call it a night.” and I’m left alone with PuGs who do even worse than the last server I was in. Now repeat three days in a row.

No. I’m done. No amount of reward, no entertainment value the boss has, no feeling of satisfaction is worth wasting three days of my time wrestling with the world’s worst overflow system. I generally like GW2. But I hate standing around, waiting to have fun, and then never actually having any fun.

“The holy trinity is bad. You spend too much time waiting to have fun instead of having it.” Well…yes, you do have to wait to find a healer or a tank…but eventually you do end up finding one and you can get on with life. In this situation, I have to wait, and it ends up not even happening, so I just waited for nothing.

I boycott Tequatl. If anyone needs me I’ll be wrecking stuff in sPvP or CoF.

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

The moment I saw death count as an idea, I didn’t even need to read the rest.
It would not foster people trying to help each other, it would foster flame wars on map speak against certain players, or just everyone in general.
Then you would have trolls who spark the flame on purpose by suicide charging.

Such a mechanic would be best reserved for some sort of instanced fight, and even then, probably not a good idea in general.

If you had read, you would have known I already came up with three or four ways of severely punishing “suicide chargers.” And that’s not even close to a comprehensive list. And you’re saying you’d rather have the population shoehorned into a glass cannon with utter disregard for boss mechanics and the only goal being DPS output? You sure you wouldn’t be more comfortable playing a holy trinity MMO?

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

There will always be trolls. But as I stated in another thread, timers are needed. You can’t just have unlimited time to complete a task.

Not saying there won’t be people trying to troll. Just saying if it costs them 15g per death, and it takes 40 deaths to fail an event, I doubt anyone would try it. As for “timers are needed” have you never played super adventure box? Any dungeon? Fractals of the mists? Were you under a rock prior to this patch when every boss had unlimited time? These things all function with varying levels of difficulty and none of them use timers.

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

There is a way to deal with it. Make armor repairs exponentially more expensive for each concurrent death. If naked, subtract 15g from player. If no gold, you get negative gold. Unable to use gold for anything until negative “gold debt” paid off.

Look, the solution is unimportant, I could think of a thousand crazy ways to punish people trolling the event, it’d be fun, but it’s not the purpose of the thread. I think a death count would be better than a timer. And there’s already people trolling the timer by being idiots on the turrets.

Heck, even make it so a certain % of the people participating in the event have to be killed X times. One troll won’t alter the % being killed in a zerg. It would take a zerg of trolls, and at that point, they’re not really completing the event so it doesn’t matter if they troll it.

Tequatl nerf is inevitable

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

tweaking the difficulty just puts us back to the pre-patch Tequatl…neither are particularly great answers

Not really. If they nerf just his health he will still have all the new deadlier attacks. It would just be less of a giant dps check.

His health is the only thing he’s got going for him. If he didn’t have the health pool, people would just ignore the other mechanics and go back to stand on his face and spank him until sufficiently dead.

Tequatl nerf is inevitable

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

Let’s go do an event with a 95% failure rate that takes 1000x longer than a Queensdale event yet gives oddly similar rewards!

41 worlds, 1.5 hour respawn, he has been available for around 30 hours.

30/1.5 × 41 = 820 spawns (not counting overflows) and 5 wins. That’s a .006 win percent.

That is about the same chance of getting a precursor out of the Mystic Toilet!

I can see the nerf bat coming already, but personally I think they should leave it and make it a guild event. Though they need to add better rewards and better scaling so 20 – 30 people could do it.

I love you for doing the maths. But I learned a long time ago it’s better to under-approximate than to over-approximate. 95% was sufficient to make my point.

Also, this could make a potentially epic guild mission. I like that way of thinking. Because just tweaking the rewards makes everyone infuriated about the failure rate, and tweaking the difficulty just puts us back to the pre-patch Tequatl…neither are particularly great answers

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

It is an idea worth pondering, the main problem I immediately thought of was toxic player behaviour – anyone ever played a DotA game?

I don’t envision people intentionally trolling, but there are always answers…make bosses stack a debuff that increases armor repair costs for a certain time each time they kill someone, suicidal trolls would just end up paying out the kitten . Or make it so you need to upkeep a certain DPS ratio or attacks per second ratio against the boss in order to have your deaths counted. The second could be exploited by people intentionally slowly killing the boss to have their deaths not counted, but if I’ve learned anything from Tequatl, it’s that a zerg is like a chicken with its head cut off. The odds of that many people coming together to all do something like that are slim, especially if such a strategy would mean a 3 hour boss fight. You could probably get 3 boss fights in the same time doing it the regular way.

Tequatl nerf is inevitable

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

It’ll either be nerfed or abandoned.
“Yeah! Let’s go do an event with a 95% failure rate that takes 1000x longer than a Queensdale event yet gives oddly similar rewards! I like armor repairs!”
Something seems off here. Whether it’s the difficulty, the rewards, the time it takes, the fact that after the event, we won’t be alerted to Tequatl and hence we will have optimistically 20% of the current Tequatl player population doing Tequatl at any given time….

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

The problem I’m seeing with this is that Arena.net is clearly trying to make when these world events happen on a more predictable pattern across all servers and overflows, rather than having players bouncing around the map going, “Is [x] up yet?”

Hence we see the timers. If a server pokes at Tequatl for 65 minutes (just as an example), then it completely throws those timers out of whack.

Now, there certainly can be some discussion about how long that timer should be, but I think for those practical purposes, the timer isn’t going to go away.

I feel like if that were a real problem, they could simply make the respawn for Tequatl shorter for servers that take longer to kill it. But I don’t even see that as a problem because a 1 hour respawn means a 1 hour respawn. If you kill a boss in 10 minutes, that means you’ve got one rolling out every 70 minutes. If you kill a boss in 2 hours, that means you’ve got one coming every 3 hours. Alternatively, it could just pick the next available respawn time (say you start at 12pm and you kill it at 2:05pm. Then you have to wait until 3pm for the next one to spawn. Or say you start at 12pm and you kill it at 12:55pm, then you get another one at 2pm (a minimum 1 hour between bosses to prevent the content from being trivialized). Either way, it rewards clearing the boss faster, more skillfully, by granting more frequent boss fights. This is a good thing.

If it’s a coding issue with the bosses, I see even less of a reason for this not to exist. You shouldn’t make the players suffer inferior content just based on the difficulty of it’s implementation and I feel ArenaNet really does care for the quality of their game.

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

A death count system would further increase incentive to support each other, revive each other, and play a build other than glass cannon “burst and die.” If a death means one more step closer to failure, you better believe people will be trying to revive each other and use support skills to save allies on the brink of death. Furthermore, it introduces more build diversity as people realize the key to success in these events is the ability to not die during them; aka the ability to survive a hit or be extremely well versed on how to dodge/block/invuln properly to live with a glass cannon. This increases the skill ceiling for boss encounters which is good.

Another benefit I see to a death count system over a timer system is the fact that it forces situation awareness. In the current system, your only penalty is a cheap waypoint, armor repair, and a short run back to the fray. There’s not much incentive to try and evade those deadly attacks, revive a downed player, or pay much attention at all to what you’re doing defensively; only maximize your offense. If deaths suddenly started counting against the event, I like to think players would finally start paying attention to things like Tequatl’s wave attack, AoE circles, etc. This forces a more active boss battle. It would be less about standing in one place pounding on a boss until you get low, pulling back until you’re high, and repeating, and more about active defense. Which is what the game was founded on. I think it also helps players feel like they contribute more because the developers would not need to force a massive HP versus timer fight on us, this would allow each attack to potentially deal more damage relative to a boss’s total HP. They could, also, simply force a fight on us that we can take at our leisure, albeit taken carefully. We need to play well, to clear.

Lastly, I’d like to address one inevitable concern I can see arising; “What about the noobs that will join an event and fail it with their constant dying to unknown boss mechanics?!” Well, to that I say “Don’t noobs already fail timer events?” The only way people can beat Tequatl is with extremely efficient combat where everyone in the zerg understands the basic principle of what’s required to win. If there’s something players can do well, it’s teach how to be successful. And if a noob is willing to try to learn, then he can always improve and eventually he’ll stop being “detrimental” to the effort and start really contributing. A sense of progression is felt as one goes from dying 10 times during Tequatl to dying 5 times, to dying once, to not dying, to not being downed. And that says something to one’s skill. Moreover, the death count system could be just as unforgiving as the timer, or more forgiving. This is part of the balance that is picking the right number of deaths to fail at. Probably not 1 death, probably not 100,000 deaths. I’m not going to say what the right answer is, because I don’t know. But system balance around noobs is not a concern one should have for whether a system goes into place or not.

TLDR; Introduce a death count system instead of a timer system for the failure of a world boss. It encourages active play, increases the skill ceiling, encourages support and player cooperation, encourages more build diversity, doesn’t make a boss feel rushed, allows for more situational awareness and active defense instead of burst, death, and repeat, and it helps players feel like they’re progressing/assisting in an event instead of just “being there”

That is all.
Simplicity

(edited by Simplicity.7208)

A New Failure [Idea]

in Tequatl Rising

Posted by: Simplicity.7208

Simplicity.7208

No, this isn’t another “QQ our timer ran out” thread. This is a thread I’ve been thinking about a lot recently. I was told to never complain about something unless you can offer a better solution…and well, I think I have one.

First off, let me say that having failure requirements on a world boss is a good direction to go. It makes the encounter less trivial. However, let me also say I think timers are the wrong way to implement these failure criteria. Having a timer simply encourages everyone to run glass cannon builds focused on DPS output in order to beat the timer with no regard for any kind of defense, support, or often times strategy. Increasing a boss’s HP does not equate to making the battle more meaningful, it actually makes you feel like you contributed less due to all the amazing DPS that is going out around you. Couple that with all the skill effects everywhere it’s hard to even see what you’re doing, much less go “ha, is that all you got Mr. Tequatl?”

Instead, I propose we introduce a death count system. The boss will stick around until he kills X amount of players. We can do it at our leisure, but similarly with the timer, the longer a fight goes on, the more likely it is to fail. We can ensure it doesn’t unfairly count deaths for people not in the event by making certain the only deaths that are counted are ones from both inside the event radius and from people who will get contribution when the event succeeds/fails. This prevents people dying across the zone from counting against your world boss and it also prevents people from running by, tagging, then running off to die elsewhere from counting against your death total.

Anti -stealth buff to rangers

in Thief

Posted by: Simplicity.7208

Simplicity.7208

Kaon….Huh…I like that. It makes a lot of sense. I’ve always held that the biggest problem people have with thieves is not being able to see their attacker. They panic, they don’t know how to move, how to defend, where to attack, and it makes for a free kill. It’s a psychological issue, not a balance issue. People who know how to defend themselves against stealth always respond better and I’ve had days where I’m completely shut down on all my backstabs, forced to flee just because someone was superb at timing their blocks.

Also, I want to see a D/P or D/D thief kill a bunker spirit ranger. Good luck with that one. Even without Sick ‘Em, they’re a pretty kitten hard thief counter.

One more thought: “Focus the pet, that’ll work. Surely.”
Because it’s not like rangers can just take out a new pet when their first one goes down…Odds are you can’t even kill that second pet before his first pet is off recharge which means you’ll just spend 100% of your time fighting his pet constantly getting closer to death while the ranger DPSes you. Even if you can DPS his second pet down in under 10 seconds, what are you left with? No utilities? No initiative? And only about 5 seconds before the pet is back at your heels. This is why people don’t focus the clones/phantasms against a mesmer. Protracted fights against walking zoos work against the person with the less pets.

As for me, hanging up the thief until everyone is over themselves. Warriors are an easy button that I’ve tried to resist pressing, but meh. Obviously ANet doesn’t give a kitten so we’re doing the easy mode.

You’re quitting your thief over THIS? Lol. Try an evade thief. Ezmode.

I tried an evade thief. Didn’t like it. Beside the point, ArenaNet is just going to continue to introduce more counters to stealth effectively making it nonexistent as a playstyle which means I’m getting shoehorned into playing something I don’t like. I’m not quitting because this is earthshattering. I’m quitting because it’s just going to get much, much worse before it gets any better. And I’d rather not suffer through that when they’re an ezmode stunlock warrior build that’s readily available.

So I Tried an Evade Thief

in Thief

Posted by: Simplicity.7208

Simplicity.7208

Ah, nevermind. I just realized the devs are going to start toning down evasion thieves whilst simultaneously introducing hard counters to stealth. I’m just going to go play a warrior until this whole thing blows over and not bother with the next 3 months of nerf bat syndrome.

Anti -stealth buff to rangers

in Thief

Posted by: Simplicity.7208

Simplicity.7208

Kaon….Huh…I like that. It makes a lot of sense. I’ve always held that the biggest problem people have with thieves is not being able to see their attacker. They panic, they don’t know how to move, how to defend, where to attack, and it makes for a free kill. It’s a psychological issue, not a balance issue. People who know how to defend themselves against stealth always respond better and I’ve had days where I’m completely shut down on all my backstabs, forced to flee just because someone was superb at timing their blocks.

Also, I want to see a D/P or D/D thief kill a bunker spirit ranger. Good luck with that one. Even without Sick ‘Em, they’re a pretty kitten hard thief counter.

One more thought: “Focus the pet, that’ll work. Surely.”
Because it’s not like rangers can just take out a new pet when their first one goes down…Odds are you can’t even kill that second pet before his first pet is off recharge which means you’ll just spend 100% of your time fighting his pet constantly getting closer to death while the ranger DPSes you. Even if you can DPS his second pet down in under 10 seconds, what are you left with? No utilities? No initiative? And only about 5 seconds before the pet is back at your heels. This is why people don’t focus the clones/phantasms against a mesmer. Protracted fights against walking zoos work against the person with the less pets.

As for me, hanging up the thief until everyone is over themselves. Warriors are an easy button that I’ve tried to resist pressing, but meh. Obviously ANet doesn’t give a kitten so we’re doing the easy mode.

So I Tried an Evade Thief

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Posted by: Simplicity.7208

Simplicity.7208

Hated it. Hated everything about it. Teach me how to make it work because compared to my routine 3v1s on the D/P in sPvP the S/D set just seems inadequate. I can really only troll the hell out of warriors and guardians, everything else just slaughters me brutally between evades.

How does an evade thief disengage? Other classes will just chase you to the end of the earth and I know from experience the only way a thief escapes my warrior is with stealth or death. How do you deal with two opponents? Three? Four? How about conditions? I miss my on-demand condition cleanse with stealth.

I want to make it work, but it is having some serious disagreements with my current play style.

EDIT: Entirely possible my build was wrong. I used berserker amulet + 10/0/0/30/30, S/D and S/P.

P/P thieves - zerker a good idea?

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Posted by: Simplicity.7208

Simplicity.7208

Most of my experience comes from sPvP. Now it’s possibly different in WvW (since people in WvW for the most part suck/under-geared/under-leveled/more damage/free kills/etc), but in sPvP, P/P is a godawful abomination set. You can’t spike people down (even other glass cannons) and you lack any disengages or surviability yourself so you just end up wasting your initiative to have them heal then mow you down like yesterday’s grass.

Shortbow? Life saver? I have plenty of disengage with my D/P primary, I use S/P for my secondary because (for whatever reason) many classes are really quite weak to reapplication of pistol whip. It’s amazing how many of them fold just by hitting your 3 button at appropriate times. And if they do adapt, it’s simple to swap back over to D/P for either the stealth backstab heartseeker finisher or peel off with stealth. They won’t chase if they’re at 30% health with no defensive utilities.

Idea to replace Last Refuge

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Posted by: Simplicity.7208

Simplicity.7208

I’d say turn last refuge into “Use black powder at 25% health.”

But we’ve been complaining about last refuge for a year now, and ANet has yet to do anything to it, so it’s likely we’ll just have to get used to randomly getting revealed for no reason every so often.

Death blossom

in Thief

Posted by: Simplicity.7208

Simplicity.7208

There are 2 ways of using D/D (with variations to each one, but they are the base):

- Zerker, focused on CnD+Backstab and Heartseeker both as damage dealer and as tactical evade and gap closer.

- Massive evasion condition builds. Here you will see HEAVY use of Death Blossom along both trait and utility caltrops.

The thing with initiative is that as it allows to exploit the skill you want, you basically restrict yourself to those ones to get the most optimized numbers you can get, so on zerker except for tactical ocasional use, you will rarely see Death Blossom as it’s better suited for Carrion Thieves.

I hate that people automatically assume that all condition thieves run Carrion…

/mysterious

Well, Apothecary and similar specs have some use too on Thief (though better when mixed with Carrion). Rabid and Rampager are complete waste of atribute points on Thief. Never use those on a Thief. Really, never.

Apothecary is the neglected child of gear. Glad you remembered it. That’s all I wanted in life. ;-;

Apothecary? How do you think I feel…I run settler’s….The odds of us getting an ascended version of settlers are like the odds I get mauled by a bear and a polar bear in the same day. :c

For WvW it’s pretty much not viable since people can just kite you around and dodge every single death blossom. For sPvP it’s more common for contesting points since your opponent can’t really run or they lose the point, but it’s still outclassed by the evasion direct damage thief.

(edited by Simplicity.7208)

Whats wrong with you guys in sPvP?

in Thief

Posted by: Simplicity.7208

Simplicity.7208

You forgot ^
STEALTH DECAPS POINTS. So when you stealth, your team loses your point. In conquest, that’s akin to not helping your team.

The only thieves that can tPvP and not cripple their team are evasion based thieves, and they’re not super common since everybody is “kitten kitten D/P.”

P/P thieves - zerker a good idea?

in Thief

Posted by: Simplicity.7208

Simplicity.7208

P/P sucks if you’re by yourself. The single most overpowered tagging tool a class could ask for in a zerg. Do pistol shots bounce at 50% chance, each unload tags 8 people on average (8 attacks + 50% bounce = 4 + 50% bounce = 2 + 50% bounce = 1…8+4+2+1=15…but the “8 attacks” only tag one target so -7 = 8 ). Couple that with zerk gear and it really only takes one or two bullets from ONE unload to tag something, then add on the fact that you don’t just get ONE unload but you get a spammable one? Well hell. Just sit in the middle of your zerg and spam unload on random things and watch the loot literally fly at you.

Also zerk gear > assassin gear unless you can keep some serious might on yourself at all times.

Who started the nightmare court

in Lore

Posted by: Simplicity.7208

Simplicity.7208


“…we gather in nightmare. We look to the darkest part of our spirits. The covetous hand, the lying heart, the knife that betrays a friend: we call upon these, and we see their power. For what are we, in the end, if not creatures of power? It will take strength to defeat the dragons, and strength does not come by turning away any weapon, no matter how vicious or how cruel. We will use them all.” Cadeyrn lounged on his throne with a careless, prideful slouch. A crown of golden vine glittered on his forehead as courtiers bowed and whispered before him, hanging on Cadeyrn’s every word, their eyes as lightless as the space between the stars.

“We, the sylvari, are the future. It is our time. We must leave behind the fears of awakening. Let go the stone that weighs us down. We were born to be more than this. We were born with a darkness in our Dream and in our heart that we could embrace…if only the Mother were not so afraid of the night. It is time to show her that her children are more than even she has dreamed we could be.

“If the sylvari are to survive, we must learn from the poison thorn and the stinging nettle, the vine that crushes the very sapling which holds it to the light. We will raise the nightmare. We will see Tyria remade in our image.

“We will grow until nightmare swallows the world.”

Long answer short: The founder was Cadeyrn.

Who started the nightmare court

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Posted by: Simplicity.7208

Simplicity.7208


Cadeyrn stood high on a limb in the center of the Grove, listening to the stillness of night. Crickets chirruped here and there, and night birds uttered lonesome cries, each calling to their own, even as he called to something greater than himself.

“Mother,” Cadeyrn murmured, raising his hands in gentle supplication. “I need you.”

The wind soothed the leaves at the top of the Pale Tree, and Cadeyrn felt her presence. Softly, the Mother murmured, “Son of my bough, what do you seek?”

“Wisdom.” Tears touched his eyes, and he rubbed them roughly with the back of his hand. “I see the evil in the world; I am told to fight it, but the lessons of the tablet shackle me. They prevent me from doing what is right. We put down our weapons when we should go to the slaughter. We turn away from vengeance when we are wronged, even though our spirits cry out for it. We do not take what we desire, or kill whatever we wish, or use our strength to force the world to hear us! These things are within us when we awaken. Why do we turn away from those impulses? Why do we do not follow our instincts? Always, we justify our actions with this tablet. Why do we not do whatever we want?”

The Pale Tree rustled softly. “The most effective path is not always the best one, sapling. As the firstborn have done, you must strive to be good.”

The words stung. “Who defines ‘good?’ You? Ventari? Some dead human?” Cadeyrn retorted. “The firstborn are not perfect.”

The Pale Tree paused, and for a while, Cadeyrn thought she might not reply. Mist had risen upon the nearby brook before she spoke again.

“Would you do evil in my name?” The Pale Tree sighed. “Would you cause devastation, as the charr do? Or justify wickedness in the name of knowledge, as the asura do? No, Cadeyrn. We come into this world to destroy the dragons. We must not lose ourselves in that challenge.”

“Have we not already lost ourselves, Mother? We are not centaurs or humans. Let me destroy the tablet, and we will see what it truly means to be sylvari.” There was no answer. As dawn rose and bathed the clearing in gold, Cadeyrn realized that the tree would say no more.

“She will not hear you.” The quiet voice was feminine, but it was not the tree who spoke. Spinning, Cadeyrn readied himself for battle but froze when he saw Caithe, cold and still, standing in the last shadows of night. “She will not hear you,” Caithe repeated.

“I am the first of my generation—” he began, raising his voice in argument.

Caithe shrugged and interrupted, “Why should she care? She has thousands of children now, Cadeyrn. You are either firstborn…or you are simply sylvari.”

A storm gathered upon his features. “I will never be one among many, Caithe. Not even to the Pale Tree,” he vowed, storming away. “I will make you hear me, Mother, like it or not. When I am finished and you are free at last, then I will be first in your heart!”

Caithe lingered in silence and watched him go.

Who started the nightmare court

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Posted by: Simplicity.7208

Simplicity.7208


Despite the signs of long-ago death, the slumbering ruins felt somehow alive; the hush and whisper of tide below the cliff rising and falling like a sleeper’s breath. Something low and shadowy, stinking of brine, cast a slender shadow among the crumbling rocks. Cadeyrn watched it pass between the tilted walls and fragmented arches that must have been a chapel. Saw it flicker where an altar once stood. Marked where the shadow vanished away.

“Are you prepared?” Niamh murmured softly behind him, her frond-like hair rustling in the cold breeze. She drew her sword and checked its edge, finding it keen. Eager silver eyes met his dark gold gaze. “It is time to strike.” Two others of an even younger generation than Cadeyrn stood with her; both, like them, members of the Cycle of Noon.

Cadeyrn stepped away from the little ledge on which he’d been crouched. “They are ready for us. We must move cautiously.”

Together, they crept down onto the beach and into the ruins, and there, they found their quarry. Cadeyrn’s sword cleaved a krait in two with a single stroke. He spun the weapon expertly behind his back, blocking another creature’s claw before snapping down to slice away the extended hand. A krait sorceress’s unblinking eyes widened as she wove a thaumaturgic web of slaughter, and two of the sylvari died in her flame. Fiercely, Cadeyrn leapt toward her, his blade tearing through the krait’s flesh.

He left nothing behind but scale and scream.

When the krait were dead, Niamh and Cadeyrn stood in the center of the ruined chapel, blood on their blades and fierce smiles lighting their faces. A sound caught his attention, and he raised a hand for silence, slipping forward to the place where he had seen movement from above.

Cadeyrn tilted the altar aside, and the sound grew louder. Beneath the stone lay a cave, long ago flooded by the advance of the sea. There, in a sea-cavern below the ruins, krait lay in hiding, unperturbed by the icy waters. But these were not warriors. This was a hatchery, filled with krait eggs and terrified young.

He raised his sword to continue the extermination—

“Cadeyrn!” Niamh said sharply.

Cadeyrn paused, looking up at the leader of his Cycle in confusion.

“Leave them.”

“But…they are krait.”

“They are children.”

“Children.” He frowned, for the word had little meaning. “You mean ‘they are small.’ They are small, but they are krait. They will grow up to be large krait, and then we will kill them. Why not kill them now, when it is easy and they are undefended? It seems the wisest course of action. Otherwise, we risk losing more sylvari lives when these return fully grown.”

“We must take that risk, to give them a chance to change their ways,” the firstborn said. “All things have a right to grow. The blossom is brother to the weed.” Soberly, she put away her sword and pushed the altar back. Beneath it, Cadeyrn could hear the snakes scrambling, splashing away into the ocean tide.

“Again the firstborn quote the Tablet when I ask for logic.” He growled beneath his breath. “I do not agree.”

Who started the nightmare court

in Lore

Posted by: Simplicity.7208

Simplicity.7208


They gathered by the Pale Tree, and rain swelled upon her upturned leaves, dripping in slow sparks to the earth below. Her roots cradled the firstborn that lay among them, his body covered in a dark blanket like moss over a grave. Malomedies was only sleeping, struggling against exhausting nightmares. From time to time, he called out, and Kahedins soothed him, placing a damp compress to his forehead in the hope that he would find rest. The healer looked up to the others, face filled with worry.

“Will he survive? Or will he…die? As Riannoc did?” The question whispered in every heart, but it was Niamh that gave it voice.

“The Mother says he will live,” Kahedins murmured, but it was little comfort.

Malomedies had been beautiful, as graceful as a willow kneeling by a stream. Now his face bore the carved scars of ill-treatment, and the branches of his once- iridescent hair had been broken and pruned into splintered, colorless pieces. One leg was withered as if kept too long from the sun, and where his fleshlike bark still clung to the vines of his torso, there were a thousand small holes.

“We must kill them all.” Cadeyrn’s eyes flashed dark gold, and his hand clenched around the hilt of his sword.

“The asura have offered peace. They did not realize that he… They thought he was simply another of the strange plants of the deep Maguuma, mimicking sentience,” Aife told them. “When they realized he was truly aware, they returned him to us.”

“It is not enough! How will Malomedies find peace if he does not take revenge?”

Kahedins stared disapprovingly. “Revenge? Revenge is not our way. Have you not studied Ventari’s tablet?” As the secondborn lowered his head belligerently, Kahedins lectured, “It is written, ‘The only lasting peace is the peace within your soul.’ You should meditate on that, Cadeyrn, and consider its meaning.”

Cadeyrn glanced at Trahearne, whose expression was as black as his own. No soldier would say such things. No one who had ever lifted a blade to stop oppression, or placed themselves in danger to free innocents, would say that revenge was unfitting. If Faolain and Caithe were here, they would argue his side, he was sure of it.

Abruptly, Trahearne looked up toward the spreading boughs. “Yes, Mother,” he answered a whisper only he could hear. Chagrined, the necromancer unclenched his fists. “The Pale Tree says we need to concentrate on our true enemy: the dragons. Every ally will be needed.” Gritting his teeth, Trahearne finished, “We make peace with the asura.”

Cadeyrn was not sure what was more troubling, that Trahearne had given in or that the Pale Tree had spoken only to the firstborn. Following suit, he bent his head. “As the Mother wishes.”

Who started the nightmare court

in Lore

Posted by: Simplicity.7208

Simplicity.7208

I have saved on my computer a lot of old lore blogs from before the game was released. I seem to recall a few of these dealing with the founding of the nightmare court, so I’ll paste them in here.


In the brilliant light of noon, a petal moved. A pod opened. A sylvari rose, stretched, and hesitantly entered the world.

The twelve firstborn, called by their mother’s summons, stood breathlessly to greet their new brother. They had lived for so many years alone, believing that they were all the sylvari that would ever be. And now the awakening had begun again. Other pods in the garden moved softly, gaining ground but not yet ready to open. It was the first flowering of a new generation.

“Welcome, Brother.” Aife greeted him, always the first with a question or a smile. She approached the stranger, holding out a cloak so he could wrap himself.

“Do you know us?” another broke in. “Did you dream of us?”

“Hush, Dagonet,” Aife shushed her over-eager friend. “You’ll frighten him.” She turned to the sapling again and spoke in a gentle tone. “Like you, we are sylvari. I am called Aife. What is your name?”

“Name?” The newcomer considered the question for a moment. At last, he said, “Cadeyrn,” but his tone was uncertain. He took the cloak and pulled it about his shoulders to ward off the sun. “What is this place?”

Aife smiled and tousled the sylvari’s hair, sending soft, black-willow fronds dancing around his shoulders. “This is the Grove. And she…” Aife gestured toward the massive tree beneath whose branches they gathered, “…is the Pale Tree. Our mother. Your mother too.”

Cadeyrn regarded the tree curiously, finding no strangeness in the explanation. With a nod, he looked to Dagonet. “I did dream.”

The scholar brightened, snatching up a scroll and quill. “Tell me of your dream. I have studied all of ours, but yours will be the first new dream in many years.”

Standing taller, Cadeyrn offered him a smile. “The first?” He looked around at the other pods, as yet unawakened. “Yes, I am the first, aren’t I? None of the others in my dream have awakened. The Pale Tree must have wanted to see me right away. She knew that I was special.” He puffed up like a dandelion. “I am first!”

“No, Cadeyrn. You are secondborn,” a deeper voice intoned. Malomedies was a tall, slender sylvari, with smooth hair that shone in iridescent color like the wings of a dragonfly. His proud bearing was that of an ancient oak, massive branches unyielding against the storm.

“Second?” Cadeyrn frowned. “Why am I second? I have awakened before the rest.”

“We were here first.”

Duplicate Achievement Tab

in Bugs: Game, Forum, Website

Posted by: Simplicity.7208

Simplicity.7208

Go to your hero panel. Go to the achievements tab. Go to the historical category. You have two identical categories for Bazaar of the Four Winds. That will be all.

Assassin and Hunter stats = Waste

in Guild Wars 2 Discussion

Posted by: Simplicity.7208

Simplicity.7208

So zerk is still better? It was my understanding that we got diminishing returns on investing in one stat, so the % DPS increase between 900 power and 1000 power was much greater than that of 3000 power and 3100 power. Wouldn’t it be better to spread yourself more evenly between power/precision than just full on power kitten? Perhaps a half/half of zerk/sin gear?

Trait Idea: Piracy

in Thief

Posted by: Simplicity.7208

Simplicity.7208

Thievery
You don’t get revealed on stealth
All attacks cost 1 initive
1 second recharge on steal
Stealing grants 10 initive
You don’t take damage in stealth
Attacks from stealth have 100% crit chance and deal 600% more damage
Backstab shadow steps to target
Dodges use 95% less endurance
Pistol whip grants 15 seconds of evasion…

If you’re going to be unreasonable in your imaginary trait, then at least shoot for the moon.

PvE Condition Damage Build

in Thief

Posted by: Simplicity.7208

Simplicity.7208

Pros of the condition thief:
~ You get 7 seconds of immortality through caltrops+dagger storm
~ You can take a hit
~ You can obliterate mobs of enemies like nothing, in fact in some cases the more there are, the easier it is to survive
Cons of the condition thief:
~ Tagging is hard, you lack the power to get a tag unless you hit a mob 3+ times
~ Fighting a champion or legendary sucks. A lot. Your damage will be essentially nonexistant, even without dedicated condition users in your vicinity.
~ Despite being one of the tankiest thieves you can be, you’re still no guardian and you go down a lot easier than some other professions in a condition spec when focused by a champion
~ Most groups will kick you immediately after learning you’re a condition build, their single target DPS is simply inferior to a DD build

Why Don't the Asura Rule the World?

in Lore

Posted by: Simplicity.7208

Simplicity.7208

One more thought about Divinity’s Reach; stand in the garden, look at the palace gate. Now look up. That is one massive kitten tower. It’s entirely possible (and based on medieval architecture, probable) that the throne room instance is either A) near the top or B ) near the center. Either way it’s not as simple as passing through a door and landing in the Queen’s lap, it is quite heavily fortified, especially considering that one door seems to be the only way to even attempt to gain passage to the throne room. If the garden isn’t a killing field, that choke point sure is.

(edited by Simplicity.7208)

How strong are the clockwork soldiers?

in Lore

Posted by: Simplicity.7208

Simplicity.7208

Stronger than an elder dragon? No. Not even remotely close. Some of them are pretty tough, sure. Certainly more powerful than asuran golems from what I’ve seen. But I wouldn’t even put them on the same level of the Shatterer or Jormag’s Claw, let alone the Elder Dragons themselves.

Far from 100% loyal if the Aetherblades can take control of them so easily. That’s a pretty huge flaw in the design.

Likely not mass produced as we see no factory to build them, and human technology has always been based around individual craftsmen and artisans. They haven’t mastered industry on a large scale yet. Jennah has likely been having these built one by one for a very long time, or has hundreds of engineers working diligently somewhere.

Based on mechanics, the shatterer & the claw are both stronger than zhaitan. Zhaitan = dead by 5 players. Shatterer, claw, & clockwork legendaries = zerg fights of 50 players. They’re at least 10 times stronger.

Good point with the loyalty thing. Those Asura…always doing their own thing lol.

Usually there’s zerg(s) in the Pavilion, they get about 100 kills per 10 minutes. Usually there’s two zergs…so 200 kills per 10 minutes…on 51 servers + 5ish overflow servers…11,200 kills per 10 minutes. You mean to tell me the humans cannot mass produce these things, they’re individually crafted, and yet they can produce one every 0.05 seconds? If that’s not mass production, I don’t know what is. Even if we’re assuming the worlds are separate, 200 kills in 10 minutes leaves an average production time of 3 seconds. I guess another possibility would be that you’re not actually killing them and the humans have mastered the craft of the self-repairing, infinite-life span soldier…in which case I ask again; how strong are these things?

How strong are the clockwork soldiers?

in Lore

Posted by: Simplicity.7208

Simplicity.7208

If we’re just going based on their mechanics…then based on those legendary clockwork soldiers in the Queen’s Pavilion, it’s safe to say the Queen has an army of mass produced soldiers that are 100% loyal and stronger than an elder dragon.

That can’t be the truth, so I want to know what the lore says. I put them on a similar level to golems, but powered up with mesmer magic.