Showing Posts For Strill.2591:

Moa Clones!

in Mesmer

Posted by: Strill.2591

Strill.2591

While sparring against the Mesmer NPC in heart of the mists, it hit me with Moa Morph while my Mirror Blade was in the air. This caused my clone to spawn as a moa! Unlike normal clones, the moa dealt full damage with its attacks (upwards of 3k in Power builds).

But what’s even more interesting is that this suggests that clones use whatever bundle the Mesmer is using at the moment they’re created. What happens if you switch to other weird bundles while your mirror blade is in the air?

Player Creating Moa Clones

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

If a player creates a clone just as they’re hit by Moa Morph, the clone will be a moa and deal full damage with its attacks. I discovered this after being hit by Moa Morph while my Mirror Blade was flying to my target.

The Eternity

in Crafting

Posted by: Strill.2591

Strill.2591

So. To craft the Eternity it apparently requires both Sunrise and Twilight, as well as a Gift of Mastery and a Gift of Fortune

No. It requires sunrise and twilight. The rest is unknown. That’s the third time I’ve seen someone misunderstand that, so I’m going to be changing that right now.

AoEs Should Prioritize PLAYERs, not PETS

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

Right now AoE effects seem to indiscriminately target any friendly target in their range. this is absolutely terrible when using abilities like the Mesmer elite Time Warp, since there’s a good chance that the time warp will end up applying to a pet or a clone rather than a player.

Please make AoEs prioritize player party members, not pets and minions.

Forbes article

in Community Creations

Posted by: Strill.2591

Strill.2591

@Sokar Rostau.7316: “At least working for a Legendary in GW2 isn’t that bad, you can even buy a lot of the ingredients on the TP (if you’re ridiculously rich).”

That’s worse, in my opinion. It favors people who have more money in real life instead of favoring those who put more effort into the game. I’d rather a tedious grind like GW2 legendary weapons without the ability to short-circuit most of it with money.

All I need to finish my legendary is 200,000 more karma. I’ve never bought gold. I’ve talked to plenty of other legendary seekers as well and none of them have bought gold either. I think people greatly overestimate the number of legendary seekers who buy gold. Everyone I talk to just gets their gold from trading on the trading post.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

If automatic, why does it launch with only two of the three invasion routes ready ?

I can answer that. It’s because the central invasion event chain is completely disabled, probably due to bugs. You can’t even start the first event. I don’t think players are penalized for it though. They probably just set the balthazar event to start when the northern and southern events complete.

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

Right now using gear other than magic find presents the opportunity cost of all the loot I’m not getting because I didn’t use magic find. That’s a very large cost. If magic find gear did not exist, then that cost would not exist and I would be able to use whichever stats I wanted without incurring that penalty.

But it does exist right now, so efforts you make toward having it removed, if successful, would also cost you that.

Possibly, but not necessarily. It could be that they’ll just increase drop rates across the board.

It appears that Strill is only willing to stop using magic find if everyone is forced to stop using magic find.
A very community-minded view, that.

I make personal decisions to maximize my rewards. I make developer suggestions to maximize my fun.

Is Leaving Events Early An Exploit?

in Dynamic Events

Posted by: Strill.2591

Strill.2591

This is a question for the devs: If I enter an event, contribute enough to earn gold contribution, then immediately leave to do another event, am I exploiting?

I ask this because I constantly hear people make accusations that it is an exploit or “not playing the game right”, but now that I see gw2guru pull a guide from their front page over accusations that its author was using this method, I’m livid. The amount of character assassination over this is absurd. Please ANet, clear this up.

(edited by Strill.2591)

Legendary crafting question & advice.

in Crafting

Posted by: Strill.2591

Strill.2591

Yes you have to have those crafting professions, but the items they make are account bound so you can level those professions on another character.

Got A Legendary Precursor

in Players Helping Players

Posted by: Strill.2591

Strill.2591

For the time being, no you cannot use it in a legendary recipe.

Dev Post:
https://forum-en.gw2archive.eu/forum/game/crafting/Transmuted-legendaries/first#post365105

"We’ve relaxed our anti-exploiting system for loot and events."

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

The only difference I can see is that you get a minumum of 40% of the normal karma reward instead of 1% minimum. Other than that I don’t see any difference.

New Event DR

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

Strill, it’s doing the same event back to back. Did you do those five events in a chain or did you just sit at the camp waiting for the next spawn? If you break up events with other events, it delays DR.

I’m assuming this because I’ve tested it, though not enough to say for 100% sure. If I do the Orr defend the camp events in the last one and just do those ones without anything in between and just wait for the respawn of that single event without moving from the event area, Karma amounts start dropping after the 3rd iteration.

The same event back to back!? Why would anyone ever do that? That’s so horribly slow! And no, I’m referring to the maggot chain and the Penitent/Shelter’s Gate events.

New Event DR

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

Learn what causes the DR and then stop banging your head in to a wall over and over again by repeating the same mistakes. People can farm karma for 3 hours straight and not hit DR once if you do it properly. But that requires:
- You go to different zones for karma after a time
- You COMPLETE entire events, not just tag and run
- You do a variety of different events in different areas of any single zone
If you don’t, you will run in to DR. Period. If you:
- Farm the same event back to back or very quickly in the same time period
- Tag and run events
You will hit DR.

I participate in events enough to earn a gold medal. If that’s not enough, then I’d like to hear a dev say so. Until then, I’m taking what you said as pure speculation.

If you don’t, you will run in to DR. Period. If you:
- Farm the same event back to back or very quickly in the same time period
- Tag and run events

I have farmed the same five events back to back for five hours straight and not hit DR. I don’t believe it has anything to do with repeating the same events.

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

=.= what maledikuts said. what is basically said, what is happening here is thsoe higher % is being multipied to your base magic find which is unknown. for all you know it could be a really tiny as number, lets say your base magic find is 5% so .05, and you have idk 150% mf all that means is (.05 × 1.5)+.05= 12.5% mf.

How is that any different to what I assumed it was?

Does getting someone else to stop you not have the opportunity cost that stopping yourself has? You’re basically saying you don’t want to use magic find gear, but you can’t stop yourself from using it unless somebody removes the incentive. If they did, and you switched to other gear, you would be getting exactly as much loot as you would right now if you just exercised self control and switched to more ‘fun’ gear.

Right now using gear other than magic find presents the opportunity cost of all the loot I’m not getting because I didn’t use magic find. That’s a very large cost. If magic find gear did not exist, then that cost would not exist and I would be able to use whichever stats I wanted without incurring that penalty.

New Event DR

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

The only difference I can see is that now instead of getting 1% of your normal karma rewards, you get 40%. The penalty still hits you just as fast. I started hitting it within just 24 mintues of karma farming.

Can you please try harder? Surely you can do better than this. I can regularly complete around 17-26 events per hour, which I’m fairly confident is close to the maximum possible. Can’t you just set your event code to have that as the maximum limit?

(edited by Strill.2591)

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

My own stats are irrelevant to my dungeon completion rates since I am only 1/5th of my party. Heck, I can’t even get my party members to use the +9% damage potions when they only cost 11 copper and I offer them for free. There is absolutely no way my stats being maxed will make a significant difference to my clear rates when my teammates are probably using level 60 blue underwater weapons. (seriously. I really met someone who did this at level 80)

You’re missing the point I made above. If you choose items with higher damage, the benefits from that are spread across your entire group. Magic find, on the other hand, helps you and you alone.

Why is this even a consideration? Dungeons are trivial already. I’ve never been in a dungeon group that’s even come anywhere close to failing even though I can’t even get my group to spend 11 copper on some incredibly useful potions. If dungeons require so little teamwork already, yet are still successful, why should I sacrifice anything? What does anyone get in return? I’d say not much at all.

It doesn’t have to be the difference between success or failure for it to be a justifiable difference. Clearing the dungeon faster also increases loot per unit time, and even if this increase is very small, you still have to consider that it’s helping 5 people rather than just one.

Getting my team to use potions is a far bigger priority than me switching to non-MF gear, yet I can’t even accomplish that goal. Furthermore, we still beat the dungeons with no difficulty. Why should I be sweating my stats when they are so insignificant in comparison?

Consider that by using magic find I get +158% more loot, while if I were to switch to stat gear I would perhaps clear the dungeon five minutes faster in the absolute best case. It’s far better for the entire team to use magic find than to use anything else.

You say I might not want to maximize loot, but that’s just not true. The game’s whole end-game revolves around loot. All the fancy exotic skins require lots of valuable loot. Legendary weapons require tons and tons of loot. Dungeons are the only place where stats might have been important, but they’re trivially easy so I still don’t need anything.

Speak for yourself. Just because you might only want to maximise loot doesn’t mean that everyone else who plays this game does.

And what do you get out of not maximizing loot?

Fun. Isn’t that what this topic was about in the first place?[/quote]And you find spending extra hours and days having to farm because you weren’t using magic find fun? Did you forget that all the best Mystic Forge gear requires tons and tons of grinding?

Ultimately, it is guaranteed to be the case that only a tiny subset of possible builds is “optimal” with respect to a given utility function. This doesn’t just apply to gear; it also applies to the skills you choose, the profession you choose, and every single action you take in-game.

Bull. Too much of it depends on your opponent, which you can’t predict. Sigil of Strength and Runes of Strength give a good damage bonus, but not if your opponent has consistent boon removal. You’re just making your point as vague as possible so you can sound smart without actually connecting any of your arguments to mine.

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

Like lackofcheese have said, it’s most likely because the four other members in your party are carrying the bit of weight that your MF stats is putting on them. Most dungeons are easy as range/casters, but melees will definitely not get away with wearing MF gear, especially with no points in any defensive stats. However, if you do try with 5 members in MF gear I can guarantee you’ll see a very noticeable difference in your party’s survivability almost instantly.

I’m telling you I haven’t had a single dungeon where we were in any danger whatsoever of failing. Most of the time we complete it without anyone getting defeated. How am I supposed to see any increase in survivability?

Whatever, this thread has gotten completely derailed.

You know, if magic find was made less effective or removed, it’d be exactly like if you just stopped using it. Are you some kind of addict?

Opportunity Cost. Economics 101.

Why Magic Find is a Poor Mechanism

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

I also don’t think you NEED MF to get any decent loot. I do think that the loot system could be reworked (a veteran or champion dropping less than a regular mob is most definitely discouraging and extremely irritating) but, again, it is not game breaking.*

So you’re saying that my 158% magic find is not giving me far far better loot than any other equipment would? I beg to differ.

I wonder if the people arguing against the OP actually realize how much magic find you can get in this game.

Why Magic Find is a Poor Mechanism

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

Agreed 100%. I was looking through the trading post to check what interesting runes and sigils I can use on my new armor, and I realized that they were all useless because the +60% magic find I can get from runes is far better than any of them. It really sucks that I have to choose between fun and practicality.

Magic find in Dungeons is the prisoner’s dilemma. If you cooperate and use non-MF stats, you clear the dungeon faster. If one person betrays the other and uses MF while the others don’t, he gets extra loot plus fast clear times. If both players betray one another and use MF, they all get long clear times.

The analogy kind of breaks down since the difference in clear times is so small on account of how trivial dungeons are at the moment, but it’s still a bad system.

(edited by Strill.2591)

No one will do Story Mode!

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

This is absolutely an issue as the game matures and we are working on ways to make running story mode with someone worthwhile even if you have already run it so players just reaching these dungeons can more easily find groups to play with. It will probably take some experimentation before we find the right motivator.

Jon

For one, you could try making story modes easier than explorable. HotW story is far, far, harder than any of the explorable paths, even with 80% of it being a trivial snoozefest.

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

My own stats are irrelevant to my dungeon completion rates since I am only 1/5th of my party. Heck, I can’t even get my party members to use the +9% damage potions when they only cost 11 copper and I offer them for free. There is absolutely no way my stats being maxed will make a significant difference to my clear rates when my teammates are probably using level 60 blue underwater weapons. (seriously. I really met someone who did this at level 80)

You’re missing the point I made above. If you choose items with higher damage, the benefits from that are spread across your entire group. Magic find, on the other hand, helps you and you alone.

Why is this even a consideration? Dungeons are trivial already. I’ve never been in a dungeon group that’s even come anywhere close to failing even though I can’t even get my group to spend 11 copper on some incredibly useful potions. If dungeons require so little teamwork already, yet are still successful, why should I sacrifice anything? What does anyone get in return? I’d say not much at all.

Similarly, if your defensive stats are inadequate because you’ve chosen to pump everything into magic find, you’re hurting your entire group by doing so.

There’s no such thing as insufficient defensive stats. I’ve done all my runs without a single point in defensive stats as a Mesmer and never had any problems.

Let’s say that you going for 5% extra damage on your weapon instead of 3% magic find causes you to clear dungeons 0.6% faster, on average. If your entire party made that change, then that would add up to roughly 3% faster dungeon clearing, and so the overall efficiency would be roughly equal.

You can’t make a fair comparison of magic find vs. other stats without taking into account the above consideration. Yes, I’ll grant that if you’re completely selfish, what you should do is trick everyone into using stats that help the group (and pretend to do the same thing yourself), while in fact using magic find gear without telling anyone you’re doing this.

However, this isn’t a problem with the usefulness of stats vs. one another; it’s merely a matter of people failing to work together properly.

Look at it this way: Offensive stats are only useful in one specific context while magic find is useful everywhere. If they’re both equally effective it’s much cheaper for everyone to have one set of gear with magic find than to have two sets they switch between. Considering I can’t even get my groupmates to spend 11 copper, I would never expect them to actually have a second set of gear, so I don’t bother with it myself. Even so, I’ve never had any problems completing dungeons with the magic find gear I have, so that makes the other stats obsolete.

You say I might not want to maximize loot, but that’s just not true. The game’s whole end-game revolves around loot. All the fancy exotic skins require lots of valuable loot. Legendary weapons require tons and tons of loot. Dungeons are the only place where stats might have been important, but they’re trivially easy so I still don’t need anything.

Speak for yourself. Just because you might only want to maximise loot doesn’t mean that everyone else who plays this game does.

And what do you get out of not maximizing loot?

(edited by Strill.2591)

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

My own stats are irrelevant to my dungeon completion rates since I am only 1/5th of my party. Heck, I can’t even get my party members to use the +9% damage potions when they only cost 11 copper and I offer them for free. There is absolutely no way my stats being maxed will make a significant difference to my clear rates when my teammates are probably using level 60 blue underwater weapons. (seriously. I really met someone who did this at level 80)

You say I might not want to maximize loot, but that’s just not true. The game’s whole end-game revolves around loot. All the fancy exotic skins require lots of valuable loot. Legendary weapons require tons and tons of loot. Dungeons are the only place where stats might have been important, but they’re trivially easy so I still don’t need anything.

For WvW I’d agree, but unfortunately with the increased population caps, my internet bandwidth can’t handle the number of people in any one spot and there’s no way to get the game to not load them, so that’s effectively off-limits to me.

(edited by Strill.2591)

Magic Find Is Too Homogenizing

in Crafting

Posted by: Strill.2591

Strill.2591

I was looking at the various Runes and stats I could transmute onto my new armor. There were so many cool options, but I was sad to realize that since I can already complete the most challenging dungeon content with what I have, Magic Find is always the optimal stat, and I can’t logically justify using anything else. Why get a 1% damage bonus that’ll make no difference to event completion or dungeon clear rates when I can get loot 3% faster using magic find? Why use any of the cool Runes and their cool effects when I can increase my loot obtaining speed by a whopping 60% by stacking boring magic find Runes? There’s no way any other rune will come anywhere close to 60%.

Magic find is just no fun. There’s a huge variety of interesting runes and sigils that I’d enjoy using, but since I can already complete difficult content without them, the logical option is to use Magic Find since it’ll invariably allow me to achieve my goals faster.

I don’t think there should be one stat to rule them all like this. I absolutely hate it when the most practical option is the least fun, and that’s exactly the case with Magic Find.

(edited by Strill.2591)

Mesmers Lose Out With Sunrise/Twilight

in Crafting

Posted by: Strill.2591

Strill.2591

I currently use Beaded Greatsword. It’s very big and easy to spot. I stare at it all the time while using the GS skills I’ve mentioned. I agree with you on #4 but I purposely didn’t mention it for this reason.

I am only speculating based on what I have experienced in game with the broad greatsword skins I have used. For those skins, I see them often and they are quite noticeable on myself and my clones. I don’t own a legendary GS myself to say anything definite.

It’s hard to tell from your post. Do you own a Twilight/Sunrise yourself or have seen a mesmer use one in game? If you’re simply telling people something factual based on this, then I had misunderstood the intention of the post.

It’s not the so much the skin that makes Sunrise special, it’s the effects. In particular, whenever you swing Sunrise, it leaves a paint-shaped trail in its wake. Warriors and Guardians have this applied to nearly all their attacks, especially the flashy whirl finishers, where you can clearly see the corkscrew-shaped trail it leaves behind. Mesmers, on the other hand, don’t get to take advantage of this because they don’t swing their greatsword often. Even in those cases where they do swing it the game uses a fixed purple sword graphic rather than the Mesmer’s sword. In fact, if they had not specifically made an exception for Mirror Blade so that it shoots Sunrise instead of the projectile it usually does, Mesmers would have only one skill (#5) that uses this effect.

I’m asking that even if they can’t make Mesmer skills compatible with this effect, it would go a long way for them to just palette swap the laser beam effect on their basic attack so that Mesmers can have an effect comparable to other classes, at least in terms of noticeability.

You can see screenshots of Sunrise on a Mesmer here:
http://www.guildwars2guru.com/topic/69059-sunrise-crafted-on-mesmer/

You can see what Sunrise’s effects look like here:
https://www.youtube.com/watch?v=WNSNxuRJYUo
https://www.youtube.com/watch?v=SbWI7WQD_TA

(edited by Strill.2591)

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Acolytes-champ-priest, dodge…make sure to pop your cc breaking abilities when you need to, rez the dead asap…dps the boss down, hope you are not surrounded by newplayers that run INTO the circles and keep telling people to spread out as much as possible=win. anet, please do not, DO NOT water down this event for those that cannot adapt to the fight…this guy is a royal pain in the rear which makes this fight extremely rewarding when we finally kill the dang priest.

All that is fine. The only thing I want them to do is add something to tell noobs that you shouldn’t rez defeated players in combat.

(edited by Strill.2591)

Tower Lord in Defeated State

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

I was walking around on the ramparts and found the tower lord in the defeated state. The gates and walls had not been broken down at all.

Mesmers Lose Out With Sunrise/Twilight

in Crafting

Posted by: Strill.2591

Strill.2591

GS #1 doesn’t show it at all. The effect only shows when you swing the sword from side to side, so the spinning doesn’t do anything.

Number 3 for all practical purposes doesn’t show it either. You technically see it when your character moves the sword to point downwards, but since it happens so quickly, it’s nigh-impossible to notice. The actual thrusting into the ground doesn’t show any effect since it’s only side-to-side movements that get an effect.

Number 4 also doesn’t show any effects at all since the phantasm doesn’t use Sunrise.

Clones use Sunrise, but since they stand still and use #1, they still don’t show off any trail effects.

They seem to have added an exception to #2 to make it specifically use Sunrise instead of a generic sword projectile, which I’m grateful for, but it would be nice if we could at least get something for the basic attack. A simple palette swap on the spatial surge beam would be enough.

(edited by Strill.2591)

Transmuted legendaries

in Crafting

Posted by: Strill.2591

Strill.2591

There is currently an issue where the legendary component will not work in the legendary recipe if you transmute another item’s stats onto that component. We are working on a solution.

Don’t forget to apply this solution to the legendaries themselves as well so that the Eternity recipe works.

There’s also the issue that transmuted Legendary weapons lose their legendary status and become exotic weapons.

Mesmers Lose Out With Sunrise/Twilight

in Crafting

Posted by: Strill.2591

Strill.2591

Mesmers really don’t get much out of the special effects from Twilight/Sunrise since their basic attack doesn’t move the sword, and their Phantasmal Berserker doesn’t use Sunrise at all. Is there any way we could get at least a palette swap on our basic attack?

(edited by Strill.2591)

There need to be more ways to get precursor weapons

in Crafting

Posted by: Strill.2591

Strill.2591

Please stop saying that we just need to work hard for it. That isn’t the issue, no one here said they want an easy legendary we just want it to be a stable and tangible goal.

That is exactly it. Anybody that is complining right now is complaining that, in the 42 days the game has been out, they have been, thus far, unable to acquire one of the rarest weapons in the game.

The goal is stable and tangible, the objection is to the RNG in the precursor, but the RNG rears its head in every aspect of building a legendary. Why aren’t people complaining about the RNG being behind the distribution of ectos? It is, if the instability of uniformly distributed pseudo-random systems is a problem, you need to complain about it on all fronts, not just one.

The fact remains that a legendary in 42 days is rediculously fast. If you think you should have one already, you’re wrong—any fair assessment of effort says it should take longer than 42 days. Some people exploited. Some got very lucky. Some profited from the exploits of others. I did the math using the most accurate numbers I can find; your chances of a precursor inside a year are pretty good. That is a much more reasonable time span to look at than 42 days. And if you don’t get one in that time, the market will have had some time to stabilize, and the alternate-form cash option will be much better defined. There is stability, but nobody knows what that stable point is yet—do not blame the system when it is the community of players so desperate for legendaries that has caused the hardship.

The RNG in ectos and clovers occurs over many many many trials, and has a very high chance of averaging out. The RNG in precursors, however, does not have a very high chance of averaging out because the chances are so low.

Furthermore, players must gamble on one specific recipe hoping for one specific result. It makes it so that any other result is automatically a failure and is disappointing. RNG is only exciting when it’s unexpected. You don’t play slot machines expecting the jackpot, you play them expecting perhaps a moderate payout. If the jackpot happens you’re overjoyed. Here, however, the only result is either the jackpot or failure. There’s no smaller rewards to keep you coming back.

If they want RNG to be interesting, the recipe in question should be a staple recipe. For example, one that produces a consumable that’s used by the majority of the population on a regular basis. Then if you fail you at least get something ok, and the precursor is an unexpected bonus.

(edited by Strill.2591)

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

I told you dodge. Quit acting like you’re completely helpless. Beyond that you can also use instant-revive skills like Illusion of Life.

And I told you, if you call repeating 2-3 actions for 30 minutes or so “tactics” then you are far too easily amused and should just stick to watching ceiling fans instead of playing games.

Start acting like you have a functioning brain and read my posts before mouthing off junior.

Why don’t you try actually doing the encounter. You obviously have no idea how it works if you think it lasts 30 minutes.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

I told you dodge. Quit acting like you’re completely helpless. Beyond that you can also use instant-revive skills like Illusion of Life.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

His strongest attacks are not melee, they’re ranged. His fireball teleport and his banners specifically. His point-blank stomp, on the other hand, isn’t a one-shot attack. Even I as a glass cannon Mesmer can survive it.

(edited by Strill.2591)

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Here’s a novel idea:

Instead of a boss fight that isn’t difficult just because it has obscene amounts of HP and kills everyone with one hit, how about ones that involve tactics and strategy more complex than just “Shoot with ranged weapon, die, respawn, repeat.”?

We have one. It’s called “dodge”. You obviously aren’t dodging his attacks.

Fixing Orr: Expanding the End Game

in Dynamic Events

Posted by: Strill.2591

Strill.2591

It’s a bad idea. The reason people farm Cursed Shore is not because it’s level 80, it’s because there’s around 15 events all clustered so densely together that it’s literally possible to participate in three of them at the same time. On top of all that you also get updates on another five events while you’re there. You don’t find events that dense anywhere else.

The best alternative is actually Straits of Devastation. In fact, I suspect it might even be superior to Cursed Shore. The caveat is that the cycle there is much more complex since it requires zig-zag waypointing all over the map. Since it’s much easier to farm cursed shore, you see few people taking the extra effort to figure out the Straits of Devastation event cycle.

There need to be more ways to get precursor weapons

in Crafting

Posted by: Strill.2591

Strill.2591

Yeah. It won’t keep rising without limit. It’ll eventually stabilize at a price that corresponds to the true success chances.

Long Awaited [The Bifrost] since 23/9..

in Crafting

Posted by: Strill.2591

Strill.2591

The swords don’t have effects specific to skills, they just leave trails. If you used them with the Mesmer’s Spatial Surge, you probably wouldn’t see anything.

There need to be more ways to get precursor weapons

in Crafting

Posted by: Strill.2591

Strill.2591

I doubt that. I’m on Henge of Denravi and managed to get it. The queues for enemy borderlands are almost always the lowest.

There need to be more ways to get precursor weapons

in Crafting

Posted by: Strill.2591

Strill.2591

Badges are trivial. Do the jumping puzzles with 5 characters at every opportunity and you can get them within less than 2 days.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Until I see a group go at it who actually tries to DPS him and not sit around dead or rezzing ignorant wastes of space on the ground, I’m holding off my judgement as to whether the event is too difficult solely due to the priest’s HP.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Please don’t twist my words. I never said that reviving downed players was bad. Reviving downed players is totally fine. It’s reviving DEFEATED players that is the problem. Whenever I run this boss I see about half the people either sitting defeated during the fight, or rezzing people who are defeated. I know that if we had these people actually contributing we’d be able to succeed.

Temple of Balthazar Breeds Anger and Resentment Between Players

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Arena Net’s policy regarding events is that a player should never be able to intentionally cause an event to fail. That is not true with the temple of balthazar.

Because the event is a timed DPS race, everyone’s first priority must be to deal damage to the boss at all times. If anyone is defeated, they should immediately waypoint and run back in order to deal more damage to the boss. Playing defensive is not an option because if the priest is not killed within the time limit the event fails. However, most players are completely ignorant of this and treat it like any other event. This includes attempting to ressurect defeated (not downed, DEFEATED) players. Because of this, one defeated player can prevent three other players from dealing damage to the boss, greatly reducing the chances of the event’s success since one player resurrected slightly faster than if they walked back is worth far less than the damage the ressurrectors could be doing if they continued to attack. Furthermore, attracting ressurectors just leads to the ressurectors all getting killed themselves by a stray AoE. Essentially, a defeated player is a trap. It lowers the group’s DPS, and makes other players more vulnerable.

Ultimately this disconnect between how to do events normally and how to do this event causes the players who understand the event to become frustrated with the others, and creates a lot of discontent and anger between players.

Please change the temple of balthazar to be within your design goals so that players cannot cause events to fail. The simplest way to do this would be to prevent defeated players from being resurrected at the temple of balthazar. This would make it so that players are not tempted to waste their time resurrecting defeated players, and make it so that it is clear to players that they should run back if they wish to continue to participate.

(edited by Strill.2591)

Why I Think GW2 Will Not Stand the Test of Time

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

You do realize that having the best stats is not the only reason people play MMOs right? Prestige is also a big factor, and it’s why I’m 90% of the way to my legendary weapon even though it provides no statistical advantage.

You would do well to take an economics course and learn about economic utility. Then you might understand why some people prefer WoW’s power progression and others prefer GW2’s aesthetic progression.

Let's Start the Karma DR Dialogue

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

The global game economy affects the player’s everyday experience, too, though. So if the DR is in place to help protect the game economy, they are trying to protect the player’s experience. I’m not saying it’s a perfect system, but it’s simplistic to think that the player’s experience will be unaffected if the game economy goes south.

Karma and all items associated with it are untradable. It cannot influence the market.

[Mesmer] List of bugged abilities and traits.

in Mesmer

Posted by: Strill.2591

Strill.2591

Spear:
Feign often fails to teleport you back to your starting location, instead leaving you at the end of your attack or partways through your attack. It sometimes succeeds only for the player to rubberband back after teleporting.

Feign does not maintain relative camera angle, making it very disorienting.

I'm seeing a lot of sadness about Scepters. Here's a 101 on them if it's a weapon you've never really used.

in Mesmer

Posted by: Strill.2591

Strill.2591

The first skill chain could certainly be sped up a bit (though the people saying it takes 4-5 seconds to get a clone are really overstating it). It’s silly to say “you can get more clones with sword + dodge trait”, as the dodge trait can be used with scepter to get even MORE clones than any other weapon + dodge trait.

But unlike Sword and Staff, Scepter clones have no secondary effect. Consider that any weapon can make enough clones to fuel shattering, so those additional clones from scepter + dodge trait are only good for their secondary effects, of which scepter has none. Even Greatsword clones hit three times per attack making them better for Sharper Images. Scepter Clones are by far the weakest clone.

(edited by Strill.2591)

Dynamic Event Karma Reduction System

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Yes, they are responsible and need to respond but at the same time I’m sure they don’t intend to hurt their customer base… what company would like to do that?

Lots of them. Take DRM used by the music, film, and video game industries for example. Look how much pirating it took before we got Netflix and Steam and iTunes. I can absolutely accept that ANet is doing this to hurt us for some stupid ignorant or lazy reason.

World First Sunrise

in Crafting

Posted by: Strill.2591

Strill.2591

Other than getting the precursor, there’s very little RNG involved if you use the 1x Mystic Clover recipe rather than the 10x recipe.

So Temple of Balthazar, what about it?

in Dynamic Events

Posted by: Strill.2591

Strill.2591

1. The NPC sells Obsidian Shards, which are required to make legendary weapons. It’s the only vendor that sells them.

2. Normally you must kill the risen priest within the allotted 8 minutes.

Mystic Salvage Kit Is Soulbound

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

The Mystic Salvage Kit says “Account Bound” but is actually soulbound.