Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Everyone needs to keep in mind that rangers can shoot up to 2200 distance. Not the 1500 as stated in the tool tip. However, warrior’s rifle shoots exactly what it says in the tool tips.
How is this fair anyways?
I really like our off-hand shield being capable of reflecting those long-range shots especially during rapid-fire. We also have a bit of a beefier health pool, so it isn’t hard for us to get in range while staying at an acceptable health level.
To be fair, if you are getting opened up by a ranger at its maximum range anyways, he already has the jump on you and you are at a disadvantage.
My biggest issue with ranger is actually that unblockable/undodgable taunt that seems to be working as intended if I read a dev post correctly. That’s annoying even with our stunbreakers.
I STILL catch thieves in blinding powder while I am in Zerker Stance.
Honestly though, it’s a rough matchup unless you either outlast their major blindspam or catch them as they try to enter stealth. The best response I can give is that unlike Mesmers, Thieves have a couple more tells on where they are, you can almost always stay on them if they pop into stealth immediately when you are about to hit them but get blinded.
Oh, and have some cleanse vs Poison especially, a good thief will conserve at least 1 attack of poison after your initial counter-cleanse to reapply but a lot of thieves always want to try stacking the poison high just for it to get cleansed through a weaponswap.
Hey guys remember that time when we could get all our hero points easily in WvW before this?
Jeez, they should go back to those times.
In the raid instance you are put into combat, so Legendary Armor can’t flip stats anyways.
If anything in gw2 is grind I’d hate to see the people with that opinion play any other MMORPG. XD
SWTOR and WOW are less grindy than GW2.
I won’t comment on the current state of WoW as I quit that game at the very end of WotLK.
However explain how SWTOR is less grindy than GW2? Do we want to talk about the Gear Treadmill? Weeklies and Dailies? Perhaps PvP commedations? Even some of the reputation cosmetics? Even with KotFE coming out, I don’t expect any sort of changes in this design.
good alternatives? what the game promised at the launch.
cosmetic grind, no grind for the BiS, just story, living story and events.just make ascended tradeable, much more common as drops…and leave legendaries as is it now, no matter as it’s a skin.
This is the only thing I would accept.
Until that moment..no gw2 nor any other mmo.
Game even at launch had full dungeon skins behind massive token grind.
The game is still entirely cosmetic, BiS ‘grind’ if there was one is entirely subjective, and I hope they improve more than ‘just story, living story and events’ like WvW, SPvP, End-game PvE content.
Ascended being ‘tradable’ would break its own components market as well as render crafting useless given the amount of current crafters out there capable of supplying the same product. I can see more common ascended drops in certain instances, and I am not sure what you mean by leave legendaries as it were, but I assume you mean keep what HoT is bringing and that is Legendary Crafting.
GW2 is probably the closest thing to a non-grindy MMO you will find out there, while still able to sustain a profitable business model that has players playing. Asking for more universal rewards quickly leads to less playtime spent per player, less spent money per player and thus a negative revenue game.
Your argument isn’t even a little bit accurate because ascended gear is not a 12.5% increase in damage, it’s a 12.5% increase in STATS, which translates to significantly less than a 12.5% increase in damage.
Can we get a final, notarized result on what the actual bonuses are? I’ve heard at least 3 different versions in this thread alone.
Someone did the math back in April.
https://www.reddit.com/r/Guildwars2/comments/31wbip/ascended_vs_exotic_gear_comparison_spreedsheet
And Dulfy says the stat difference is 5%.
So if you forged weapons and trinkets, one set of numbers entails a just under 2% difference between one person having a set of ascended armor vs another person having a set of exotic armor.
Dulfy says 5%…but that is just raw stats.
Let’s be even more accurate and assume a full DPS group of 10 players (not going to happen given the want for more healing/CC/tank capabilities) and one player does not have ascended armor but only ascended weapons and trinkets.
That person is affecting the raid’s effectiveness in an ideal scenario by a 0.2% effectiveness (full raid exotic is running at 98% versus full raid ascended is 100% given the 2% margin AND given the devs were testing under a full ascended environment).
One fifth of a percent. That’s how much it matters. Given what we saw from the beta testing, I suspect both the devs underestimate us, and we underestimate ourselves.
OH, wait, what if you are one of the only 5 DPS in the group’s comp?! Well I guess the negative impact of your exotic only armor doubles!
Oh heavens now your exotic armor negatively impacts at a 0.4%! SHUT IT ALL DOWN WE GOT TROUBLE NOW!
What a joke. The only way the effectiveness starts showing up is when a majority of the raid is running Exotic, but by then the raid group should be accepting that many of them aren’t running full armor, but at least they have Ascended Weapons which matter a hell of a lot more and cost a hell of a lot less than full armor.
Presumably because you enjoy it more. If you don’t want to, then that’s fine too.
No one enjoys difficult things without something of value added to it. We call people who do enjoy such difficult activities without any tangible reward masochists and I can safely assume the overwhelming vast majority of players in GW2 are not masochists.
There are other games catered to those individuals. Just as there are other games catered towards rewarding everything through any activity.
Back to the issue at hand, I cannot see how people can perceive things like Masteries as a grind, when it is flexible in what you can level up first, how you can level up the mastery, and where you can level it up in (at least within the Magumma Jungle, but I like to believe people won’t get all crazy about not leveling their gliding while doing Core game map completion on a level 80).
Just when Arenanet finally adds some substantial end-game content do players not want it any longer.
It’s all sensationalized nonsense really. There is absolutely zero chance there won’t be raid groups being formed purely around exotic gear. The community is weird like that, heck I won’t be surprised if players start messing around with RARE level 80 gear just because they can.
This game from its inception has done nothing but promote cooperation rather than competition in its PvE content. Everyone wants the same loot in the end, and groups are going to be made with both the ‘strictest’ gear sets asked for, the most relaxed gear sets asked for, etc. All these issues about ‘Grind’ or ‘Raid Rewards’ are a community situation we will address when the time comes.
Given the current state of the game though, with many friendly guilds both small and large, I don’t see a switch flipping on in every single person to be an absolute kitten to each other. There’s no way that will happen. The senseless paranoia here just needs to stop.
You guys might be arguing the same point here and I agree, once you start getting down raid bosses to a science the same 10 people can walk into there and start failing less or not at all.
But that’s just one puzzle, you know those 9 people with you are doing the puzzle correctly, what if one of them gets sick for a week and you bring someone else in? Perhaps they are more experienced at one role you have already gotten down and you have to flexibly adjust your raid, or maybe they have zero experience and you are going to give them the full Raid Tour as it were…
Just like any other mode in this game, Raiding is another means for players to socially gather and take on a challenge…course this challenge is high-end PvE content for 10 players but you get the idea.
The original plan for ascended gear was to offer progression through infusions. One day ascended will become a requirement, but at that time, it’ll also become easier to acquire.
Raids could easily require ascended gear by simply offering new infusions. If they’re trying to appeal to traditional raiders, they’re going to need vertical progression.
The only thing they need to do to appeal to us traditional raiders isn’t vertical progression, it is progression utilizing:
- Wonderfully entertaining and difficult encounters that have us coming back for weeks or months even after defeating the encounter once.
- The current status quo of progression through unique and appealing skins
- Not creating a gear treadmill like other MMOs and to an extent, what Fractals have. Raids should be done strictly through a mixture of builds, skills and gear stats, not specific infusions. No one liked Potion Gating in Vanilla WoW or BC.
1200 is perfectly fine with the Rifle.
…Though the idea of the projectiles moving faster had crossed my mind, but keep Killshot the same speed.
They won’t. It was a misnomer it wasn’t meant to be required rather ‘recommended’ as I am almost 100% sure the Devs did all their internal testing of raids before they announced it to us in said gear. This gave them the false assumption while tuning it to Ascended that Exotic would be out of the question to attempt the content.
We have seen this is not the case. Stop spreading the idea that it will, it won’t.
Dungeons may not be run for gold anymore but exactly because of the unique rewards, they will remain relevant for a long long time to whoever needs the skins.
Yes thanks to the exclusive rewards they will remain relevant, I never said otherwise. The question is for how long. I gave the example of Arah Story Mode, it’s a one time reward to finish the story, so it’s not the same as explorable mode dungeons that have loads of skins to acquire, but it is an example of an exclusive reward being the only reward in some piece of content. And what about Story modes of other dungeons? They have the “exclusive” reward of allowing you to unlock PVP tracks and start Explorable mode dungeons, but they aren’t being run all that often.
All I’m saying is that while those exclusive rewards will keep dungeons going for a time, it won’t last forever, just like those other forgotten parts of the game, the story modes. And tokens aren’t used only to unlock skins but to also buy items then salvage them, so at the moment combined with the excellent gold rewards, Dungeons are a very good source of income, as well as having great exclusive skins. We don’t know what will happen if one part of the equation (the income) is reduced. We’ll see how it goes and if those exclusives will be enough or not.
I’m not against dungeon exclusives, I just don’t think those alone will be enough to keep dungeons relevant in the future.
The only thing relevant about Dungeons in the future will be their dungeon tokens to get the Gifts for Original Legendary Crafting. Whether that be the original intent of said dungeons rather than just another gold farm is entirely in the air, but as long as that incentive to craft any of the first set of Legendaries exists, they will still be run.
The issue I am most worried about though will be to what extent are some dungeons never run, the gold incentive being dropped hurts a lot of the incentive to do fast clears of Arah for instance. I suppose we will see guildmates and friends helping each other out for earning Legendary tokens, but at this rate SPvP might be a more alluring option for the solo player.
Not that expanding the tokens into SPvP was bad in the first place, the SPvP environment was so disjointed from the rest of the game they needed to include its own reward tracks for certain exclusive rewards. I don’t think at the time there was any means for SPvPers to get legendaries otherwise until they implemented the earning of tokens there.
For all the people claiming so hard that they are representing everyone: here’s a poll on the WvW forums that are being officially recommended by Anet for anything related to matchups, thus quite a lot of people at least know of this forum and is representative of at least a portion of hardcore WvW players. It is not representative of the whole WvW whatsoever but I mean, if we’re gonna assume we speak for the majority of people let me at least show you what this side thinks of it.
So please, just stop presenting your opinion as fact for everyone. It is NOT reality, it is your point of view.
And at this point they have come back on the first decision to please the ones asking for more weekend time, still not good enough for the community and worse because it’s not in prime time anymore, so revert back with added note of will be thinking on it. This is not a personal attack on WvW players, come on. Stop with the bullkitten.Also as far as personal opinion, I’ve always been of the school of thought that if my schedule is too busy and doesn’t allow me to do some very specific things; it’s on me and not anybody else. I shouldn’t try to bend it to my own schedule. This is not a point for or against the reset change so please don’t twist my words here.
Oh man, whose that awesome guy with the Rorschach image? Seems pretty rad..
I believe that as long as this Saturday night reset is not a permanent change, rather just a temporary one to help bring about a better reset time than Friday was, many would be happy for it.
…Just don’t take more than a few months to flip it off Saturday, I believe you might already be having players leave even after a month, anything more than a quarter of a year…might be far too late.
You’re confusing “Grinding is not fun” with “Anything not fun is grind”.
Both statements are true.
So bending over to pick up a $100 bill found on the sidewalk one time is a grind because it isn’t actually fun?
Sorry but the term grind requires repetition, usually monotonous, in this context:
“Digital Technology. (in a video game) to perform a monotonous task repeatedly in order to advance a character to a higher level or rank:
You have to grind for hours before you can embark on the main story mission.”http://dictionary.reference.com/browse/grind
“A word used in any MMO representing the repetitive actions taken in order to make the character stronger. "
http://www.urbandictionary.com/define.php?term=Grind
?“difficult or ?unpleasant ?activity that is ?tiring or ?repeated too often:”
“a ?difficult or ?boring ?activity that ?needs a lot of ?effort: "
Question!
Does anyone see Hearts by their design as a ‘Grind’? If so, could you explain why they are or are not a ‘Grind’, and examine the similarities and differences between doing Heart Activities and doing everything in the Magumma Jungle?
I just want to steer the conversation back to the topic.
I wouldn’t say we are in a bad spot, we can do a lot.
Most of the complaints here are long-held issues we have as a profession. It doesn’t mean that we can’t win as a Warrior, but many of us feel like we are being left out of the good stuff.
If they ever made Fast Hands baseline, you would probably get us Warriors gushing out raw happiness for weeks.
I believe Action Camera reduces how much you can see behind you compared to Normal Camera.
I don’t think something like this will be restricted in SPvP at all, rather as a toggled option it serves only to benefit everyone who wants to use it, or chooses not to much like how players choose to avoid autotargetting, or set up different options for Ground-Targetting.
You can push it back a week. My monthly D&D game is that saturday and I fear I will have a nerd implosion due to overstimulation and lack of sleep.
The only way that could be more nerdy is if you were using custom modules like ‘Monster Hunter’ as a base.
LUCKILY, I thought ahead. I won’t be taking the 23rd off, as I anticipate anything from server crashes to impressive bugs. I’ll simply come in from work, and attempt to log-in and do my HoT stuff hours after the possible Launch shenanigans.
But given that GW2 is a very casual orientated game in general (relative to other MMOs) and it’s not at all hard to find people, even launch-day players who have multiple level 80 characters, who have never done Fractals or even a normal dungeon it’s not hard at all to believe that a significant chunk of the playerbase will never even attempt a raid, and will therefore be unable to get legendary armor.
If legendary armor is akin to legendary weapons in that it’s simply a fancy cosmetic with infinite stat conversion then the exclusivity is a minor quality of life difference at worst that already exists. It’s already difficult to obtain legendary weapons for the average player. Some players, like myself, aren’t even interested in acquiring one. They were designed to be something players work toward acquiring over the life of the game anyway, but many people aspired to own one as quickly as possible.
This.
There’s a surprising amount of complaints about this Legendary Armor that players don’t even know what it looks like yet, the only inferences we have is that it has a sort of ‘Alive’ effect hinted in one of the news posts about it.
And then the manner of its quality which we could argue a million times over about how convenient it really is, is but the first of many. Given the track record of how Arenanet spreads the quality of equipment across game-modes, its possible to infer that Legendary Armor will be seen elsewhere in the game. For the sake of promoting the first raid of GW2, this particular Legendary Armor is put into it as a carrot on a stick.
I have to go find it somewhere, but I believe a dev mentioned that they wanted to steadily increase the playerbase’s prowess in the PvE environment especially, to make players better without them noticing it. That was ages ago though, was it Colin? I can’t remember I’ll go find it.
You have zero idea what grinding is.
/thread
Clearly, this is to improve the state of WvW. Think about it!
- Reset Night is changed, community goes into an uproar.
- Players that are most impacted, the OCX and SEA guys who lose essentially half the weekend, play less on the servers they represent.
- “Night-capping” on NA based servers drops significantly across the board, matches become tightly tuned on how timezones closer to NA play out..
- Close match-ups that normally would wind down on Friday before reset suddenly turn into overnight final pushes before the Saturday Reset.
- Arenanet successfully tricks us all that this was a good change as it deals with ‘Night-capping’ as they promised, and is a ‘breath of fresh air’ into how reset nights play out.
Having some sort of deja vu going on here. I feel like I should stop it but I am always amused by conversations that lead to no conclusion for anyone.
But you don’t answer the idea that the requirement is kitten.
In the end we’re still all up in arms over a dev saying something stupid that they had to 80+% retract.
The dev didnt have to say it.
You miss the point
A 10% advantage at something that is hard is a 10% advantage. A 5% is a 5%It will always be easier to do the same content with the same players if they have better gear. If the content is actually hard this translates to more success and an easier time to do it.
It would be unreasonable of me to suggest people not ask people to put their best foot foward by having good gear. Everyone not geared well makes raids harder and longer for the other 9 guys.
Yes some people dont mind, but those are altruistic people, expecting and requiring altruism from others, while you bring less to the table is not loved by many.
Short version ascended will be player expectedb etiquette for raids so ascended aquisition should be less of a long term grindy goal than it was designed to be
This is true…in the case of pugging the content. It’s extremely likely guildmates and friends will encourage Ascended but not outright ostracize relationships for it, due to how negligible it is.
I understand what you are saying Phys, but another point to bear in mind is that once the content becomes easier to clear due to the mechanics becoming more understood, the requirements will drop universally. I don’t see the first raid after a year having pugs request anything more than Exotic Gear with the proper stats and runes, and simply asking for ‘Experience’ or ‘Will explain fights’.
For now, we will likely see your predictions, but over the course of the year to follow HoT we will likely see things turn easier until the next raid is released.
…Yea…I don’t know why I copied his typo….
Weird.
I like the idea of being able to get the materials to make a legendary by playing the game.
I LOATHE the idea of needing to acquire tons of Gold bound, expensive, materials to make one. After building Kudzo, I said “never again.” I hope the new legendary weapons don’t require us to buy 1000s of T6 materials… Please, lock the legendaries behind fractals, WvW, PvP, Dungeons, Open World Content, and Raids. Just don’t lock them behind a Gold sync. I don’t have time for the Gold Sync which I consider, extremely boring.
Think the gold sink will be to a lesser extent on the Magumma Legendaries, the core game ones are probably going to be the same though.
I too thought I wouldn’t make another legendary after Howler back in the day, but then I accidently made Colossus in the Forge so that turned into something to work towards, and then with just zounds of materials in my bank I just decided to buy Dawn and work on that.
GW2 doesn’t quite point you in any directions, you might not feel the same a few months down the road when your tastes might slightly adjust to think ‘Actually, I do want <insert legendary here>’ and start progressing towards it.
I will say daily log-in Laurels helped bring a chunk of those gold costs down though…
(edited by Sykper.6583)
A lot of so-called raiders don’t actually care about raids, either. They care about being “better” than others, or getting loot faster. Give them a challenge with poor loot, or a way to bypass it entirely to get the loot, and watch what happens. They’ll face it once or twice, then avoid it at all costs.
This is true. Everyone exhibits a degree of selfishness one way or another when improving their own characters. GW2 has perhaps the least selfish playerbase simply due to how the quest/loot system works, with it being cooperative rather than competitive. This is one of the distinctions we need to specifically address when it comes down to new kinds of content coming into the game, and whether or not it will really cause a split in the community. Some people blow this extremely out of proportion in either direction, and oft will repeat the same circular reasoning back and forth forever.
That happens regardless of any marginally difficult content that ‘requires’ a group (I know dungeons can be done solo, but we know what their intent was).
The onus is definitely on the players, and the entirety of how raids will be carried out is on us most definitely. The degree of which toxicity will occur though, is still completely up in the air. We can only go with what the community is doing right now, how groups of friends and guilds are working with current content.
Fairly certain people can figure out alternative methods for getting DPS numbers without an in-game tool. GIVEN this game’s flexible combat system I am going to assume what will kill raiders isn’t going to be the enrage from a lack of DPS, but a failure to do encounter mechanics properly, forcing downed players to get rezzed or having the boss do some mechanic that makes it take no damage or whatever.
Besides, Food and Utilities are easier buffs that make a very similar difference in DPS in an encounter as well, not sure if anyone outside of Speed-runners pop these in every piece of content but a good first step for new raiders would be to get these foods.
Lol, I’m not “derailing” anything, I’m just following the flow of the conversation. These elements are all inextricably connected.
((looks at thread title))
No… I’m pretty sure this thread has nothing to do with reward structures.
Ascended gear is, and has been, part of GW2’s reward structure for years. This thread references a requirement (not saying that I agree with the assertion of said requirement) for top tier equipment rewards from old content in order to completion certain new content.
This thread has everything to do with reward structures.
The title is also misleading as Arenanet later confirmed the non-requirement for Ascended for raids. If the thread were renamed ‘Ascended Gear to be Recommended for Raids’ this entire discourse would have been much shorter and less stressful.
The reward structures for equipment that is recommended is less problematic than equipment that is required, no?
Sorry Lux, I can’t agree with the notion you want to post here.
They have every right to express themselves in whatever fashion they can, but to outright shun them for their opinions however they construct them is wrong. If you want to ignore their arguments completely and discuss future content with other forum posters that is fair but do not advocate for malice.
Amazing change on the Spear of Justice! Thank you!
It’s possible they might put the shards under the PvP Daily rewards as well, in case the supply is way too low or the sheer amount of reward tracks required is too many.
This…was more of an overview than review really.
Not to be mean, but you only really outlined what the Berserker does without actually giving an assessment of the traitline. That’s why people might see this thread and be a bit underwhelmed by the content.
Interesting.
With SPvPers having this tradable, they now have a highly demanded item they could sell to the big pockets of PvE players. This…is actually really smart and helps out SPvPers who wanted another source of income aside from just reward tracks. What matters is what the price will be when it stabilizes, will each one of these shards be worth akin to a T6 mat or higher or lower?
Very curious.
If you only get 2 for finishing a whole track they’re going to be MUCH higher than a t6 mat. More akin to a desirable Lodestone. 2-3 gold each would be my guess.
….Actually that makes sense when you really get down to it. 2-3 gold each is nothing too intense for PvEers to grind out in open world if they absolutely abhor doing SPvP. What’s probably going to influence the price is not the SPvPers who are going to be getting these all the time, but the players who like all modes and want to dabble more in SPvP just to get those extra shards to sell on the market.
And the best part is that these will always be desirable for players who want to craft their precursors, which I could argue is a majority of players across all modes, and that it helps SPvPers earn a source of income outside of chests and match silver. I can’t consider what downside there is to this, it makes SPvP even more profitable.
Furthermore, we can probably assume the WvW tokens are probably the same though I imagine those might be significantly less costly given the popularity of game-modes.
Interesting.
With SPvPers having this tradable, they now have a highly demanded item they could sell to the big pockets of PvE players. This…is actually really smart and helps out SPvPers who wanted another source of income aside from just reward tracks. What matters is what the price will be when it stabilizes, will each one of these shards be worth akin to a T6 mat or higher or lower?
Very curious.
((looks at dungeons))
((looks at open-world farming festivals- er, I mean “events”))
The Devs for this game don’t have the slightest idea what “top tier” players are capable of. Let them tune it for “all ascended” gear… If the first raid boss hasn’t been reduced to a roflstomp within 3 months that people are doing in all yellows just because they’re bored I will be STUNNED.
Hmm. Players killed it a man short in 5 hours.
Yeah. Not finding GW2 “challenging” group content all that intimidating.
Going to be a bit optimistic and assume the difficulty will continue rising quite heavily from the first boss onwards.
The first encounter might need to be tuned a bit better though towards the tougher end unless they intend on making the 2nd boss a brick wall.
Pretty sure Tongue Boss Guy will be like that.
Wow.
Is there literally no end to what players will complain about?
Two things:
- Stop spreading the propaganda that raids will require a gear-check to enter, the Vale Guardian in the Beta can be reached without any Masteries and there is a comfortable amount of buffer on its enrage timer with the ‘First Beta Kill’ posted on these same forums to do it in full exotics. Much like the rest of Heart of Thorns you will be progressing with Masteries and the continued acquisition of Ascended Gear which supports your efforts to explore the rest of the Raid Content. Also the Arah Dungeon if you did not know takes up the majority of Orr in the Open world.
- Do you really know how big Tyria is? To even such you are losing ‘chunks’ of map content is a gross overestimate of what’s to come, even moreso when the full map isn’t even available yet.
No one is bothered by this, and some of us are disgusted by this thread.
When you said close pulls at low percentages, were those with respect to the Enrage Timer or just pure mechanics and damage were abundantly punishing your group?
Probably ought to know if the Raw Damage Builds (both condition or direct damage) were the difference or if you could have brought 1-2 people with bulkier, supportive set-ups to absolutely prevent downs or wipes.
Over the attempts we had pulls that were close and failed to both. Right before the kill we got him to like 0.1% and failed because we had too many people down from the mechanics, but we had a few people up when the enrage timer hit.
Honestly it was a mixture of both. In the end though we had about 1;10 left on the enrage timer when we killed him. I am sure you could take more supportive classes if that is what your group prefers. Min-maxing damage and safety of future mechanics is going to be very important.
I had the commander tag as an engi in our first attempts and it was staying on someone else. Looks to be similar to the previous system of highest toughness.
Gratz on killing it.
I believe this to be correct. The Vale Guardian himself seems to agro on whoever has the highest toughness. During the split you get a buff for which pillar you are closest too. Each guardian will agro to someone who has the buff that corresponds to their color.
Nice information on the attempts and the Actual kill – Enrage Timer, going to presume the raid likely had full ascended (given the vendor in the raid instance) then.
I can also dig the idea of locational and buff-orientated aggro like the Slime from Aetherpath.
I really would want an actual attempt myself on the content though but this is excellent information nevertheless, I both thank and congratulate you on this constructive raid feedback from an actual kill! Hearing you getting hyped is making us all a bit hungry for more I imagine!
Well, at least our Berserker Icon is pretty friggin awesome. Competes with Herald imo.
When you said close pulls at low percentages, were those with respect to the Enrage Timer or just pure mechanics and damage were abundantly punishing your group?
Probably ought to know if the Raw Damage Builds (both condition or direct damage) were the difference or if you could have brought 1-2 people with bulkier, supportive set-ups to absolutely prevent downs or wipes.
This has probably been mentioned a thousand times, but I too find the druid extremely useless and not having any place in PvE whatsoever. A well timed block from a guardian does way way more than all the healing in the world from all the druids. If you want to support your group defensively, that’s great, but you’ll still do much more with blinds, soft CC and blocks. In the rare cases you need healing because of unavoidable damage, as mentioned above, water fields should suffice perfectly.
Anet can try as hard as they can to artificially shift the PvE meta, but unless they completely remake the game from scratch, the principles are already so deeply rooted in the game, that I don’t see it changing in any way.
Blinds I believe only affect the Breakbar on certain champion mobs not bosses, I could be wrong and maybe the mob will miss its next strike. There are already mechanics being made unblockable (though they do have mechanics that can be blocked or HP soaked, so optimally ‘Metazerk’ groups will just coordinate 2 people to save their blocks), and soft CC doesn’t apply the conditions ‘effect’ on Breakbar mobs however a crippled mob will still give raiders benefits from having traits catered towards Cripple if that makes sense.
I am almost certain there will be certain encounters requiring the persistent external healing that protection, blinds, blocks, weakness won’t work on, but we will see. There’s a lot of unknown involved with raiding, but given the smallest taste from the raiding done thus far, they are definitely thinking about how to spread out the builds to cover everything from making Direct Damage alone not viable to freaking Boon Stripping.
What if Dragon Hunter’s F1 spear ability pulled an enemy to you? Drop your traps, pull someone into them, they can’t get out.
Or would that be too gamebreaking / un-fun for the person on the receiving end?
This is something I believed is need to make all trap builds a viable play style in GW2’s fast dynamic combat. The can still use a dodge, movement skill (leap teleport…) to escape trap’s effective radius still only receiving part of the overall effect. The main aspect of a pull or taunt is that it helps guaranteeing trap triggering which can be important for some traps & your survivability.
Aye, I suggested this back in the BWE2 feedback, along with Wings of Resolve not interrupting channels so you can do a mid-air True Shot if you played your cards right.
…but the Spear Pull would be really solid to integrate Traps, you can even serve it as part of say Big Game Hunter.
Wow some serious knee-jerk here. At no point did anyone say it was required.
the dev litterally just said thaton twitter. before retconning it on reddit.
No, I read the twitter :
@blacklionchest Earlier wing bosses can prob be killed by top tier players in mix of asc/ex. Last boss should be full asc.
Doesn’t say it’s needed.
Yep, but it does say that the dev in question thinks that not having full ascended on earlier bosses makes the fights uncertain for top tier players (hint, most of the raiders will not be top tier, even if they consider themselves skilled). It also strongly suggests, that the dev thinks that not having full ascended on the last boss will likely end up in failure. Even if you are top tier.
Which can be countered by past instances of devs thinking the community wouldn’t be able to topple challenging content for months (TT, Tequatl). They have been wrong before, they have underestimated the playerbase quite a few times, how is this any different?
They can project that full ascended should be the requirement for the final boss, but it won’t be. Players will get better, even marginally every single day the content is done and repeated.
When the content can get done in full exotics, players won’t have any issues bringing the bare minimum provided they have the mechanics of each encounter done right.
Couple thoughts:
- An NPC that you need to support/heal that provides a certain buff to your raid or debuff to the encounter boss to make the fight successful.
- The bomb mechanic from the first boss (where you have to damage split by standing in it, or everyone takes a nuke lol) is a solid way, it can also be blocked too so that’s a really nice mechanic.
- Retaliation on a mob that also negates (or more menacingly, reflects condition damage) during a few phases in the fight is another method, that can be controlled by players simply waiting for self-healing, but Enrage Timers do exist in raids and they might have to keep doing damage to make it.
It’s kind of hard creating mechanics for healing, we should make a thread dedicated to ideas around it. Maybe even put ideas on mechanics on Crowd Control and Damage Soak.
You also acknowledged that its bugged so why call for nerfs on something that hasnt been properly tested?
Because even if it doesn’t bug out it can still kill people with 1 shot or at least take off 80% of their HP. With all the other factors it is considerably better than kill shot, which I thought was not the intent of these skills as they only need 10 adrenalin to activate.
…Outside of its current bugged status where it is literally hitting it’s target twice over (I think it is involved with on Crit Sigils like Sigil of Fire, would have to test) Primal Bursts provide either an altered variant or better version of the regular burst skill. Gunflame has a splashed explosion tied to its impact on the first target plus a pierce however Killshot does a bit more damage in the pierced line for instance.
The entire design behind going berserk is using it in a manner that is productive, as popping Berserk at a bad time such as wanting to use the immobilize on Sword Burst but you are currently enraged, is a trade-off.
That said, to ask for a nerf to Gunflame when it has brought back Rifle Builds, is ludicrous. If you want to nerf Gunflame appropriately, I would suggest making a much more apparent animation when Gunflame is activated, as right now to fight against it one has to save either an evade or a blind. I don’t say block as true Gunflame users like myself are running Signet of Might to make our shots unblockable to devastating results.
[BUG] Gun flame is hitting twice on a single target.
I’ll share my thoughts on the new berserker later.
Darn, I wasn’t sure if I was the only one noticing this.
I actually thought it was due to the enemy’s pet or friendly minion nearby proccing the explosion before the pierce.
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