Showing Posts For Teckos.1305:

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

What about animations pack for weapons be it attacks, standing animations ..3.2.1..0…-1…

Exclusive Tournament of Legends only mini...

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Posted by: Teckos.1305

Teckos.1305

Well when you guys are complaining on the forums pretty sure there is some guys really into miniature forming his team for TOL.

Exclusive Tournament of Legends only mini...

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Posted by: Teckos.1305

Teckos.1305

I don’t agree with the OP. WOW feel so good to be constructive.

Defiance

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

copy pasting one of my preview post on a similar subject:

I did used to write about this topic in the dungeon forum and I still stand my point Defiant is not that bad of an attribute in the current state of gw2.
With a few alterations to the way it works it could lend to encounters(5 man-ish) where cc have a consequence.
The fact is that even if defiant was removed I would not be such a big deal destroying the boss asap is still a better tactic than stun locking (time wise), in lage events and trains zerg would still effortlessly kill the champ and the overall way to play of the mass would not be affected.
I will illustrate the alterations i would make to Defiant i will give an example.
a 5 man boss has 3 stacks of Defiant.1, each time it is CCed it loses on stack, each 3 second it gains one back, now he has one attack with the potential to wipe the party he uses each X. To counter it you have to 1. prepare a lot of dodges, blocks and invulnerability skills or 2. interrupt the attack.
With just this you changed the way the whole group face the boss each time it charges is wipe move the players will be able to deal with it by using 4 CCs during a 3 seconds window.
Add to this a few “rewards” for interrupting this move like +7% damage dealt or a 4 seconds stun on the boss and you have even more interesting ways to play around the boss as a groups: use the highest burst abilities only after the move is interrupted …
…they can do so much…

Stacking

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

You guys talk a lot about player stacking when the bigger issue is the fact that a group of mob will stack in an improbable corner.

Why all the rangers

in PvP

Posted by: Teckos.1305

Teckos.1305

I have noticed a lot of other Rangers recently also, and none of them play the GS/LB build that well either. Then there is that guy who plays zerk LB/SB…gotta love him.

that’s me!

Solo Play: Warrior or Guardian?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I would same guardian cause you will have much more options than warrior bot offensively and defensively.

One handed hammer and Two handed axes

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

think that the one handed hammer is called a mace.(well gw2 has next to no satisfying mace skins)

pff, all the mace skills suck beyond believe, the skin is the least of my concern.

also, a mace IS NOT the same as a hammer, do we need a sesamstreet episode about the difference or are you guys smart enough to handle that little lesson on your own…..

Humm dunno what you are talking about but mace main hand for guard and warriors is viable in pvp

Guild wars 2 combat & where is my AI at.

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

On pets and especially rangers.

If you have some free time you should make a quick stop in the ranger subforum, quick enough you will identify the two main complaints of the rangers.

  • The sword auto-attack.
  • The pets.

There is a huge risk factor when toying with the pets, the AI. If they have a weak AI, they become easily exploitable, they hit the air and use their skills in a disorganized way, but if the AI is too strong the player will tend to use the pets in a fire and forget way, with a minimal interaction and as a consequence a poor gameplay.

There is also another problem, the pet F2 skills. Most of them have a really bizarre cooldown*cast time to utility ratio and utilities in general: rangers have a lot of pet and each of them should bring something unique.

Finally some of their passives, especially movement speed and basic attack range(for melee pets) cripples them and it is even more obvious in pvp.

Now my propositions:

For the first problem I am thinking about a training system.
Pretty much a limited scripting: for each skills the pet have the ranger can customize a limited set of rules for it use. An example of a rule: River drake —→ Tail swipe(blast finisher) —> at 300 range from a fire field go in and use.

The second problem comes from a design issue: the 2 second daze from the pink moa will in most case be used as an interrupt it must be as responsive as possible so having a 1 second cast time is quite counter productive a lot of these examples can be found and i don’t feel like enumeration. There is also a lack of diversity with the ranger’s pets we have some CCs, some boon application, some heals, some conditions and some really interesting skills like the stalker stealth and the hyena pack, ranger need more of these some projectile block / reflect and area denial.

For the passives I think each race should bring other thing than their stats, and we start with movement speed. Birds should be fast they should have a pursuit potential, while a drake should be slower but have a lot of cleave and the ability to stand their ground. Lastly a small increase of the range value of most of the melee pets basic attack could make them hit much more reliably especially in pvp.

Well that’s all feel free to give your feedback, and if a mod comes by i think the thread should be moved into the profession balance subforum.

Stacking needs to go.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

seeing all the outrage from the few changes with spider queen(which can be burned down in the middle of the room), i doubt it.

COF P1 boss will wreck pugs.

It’s quite ironic considering spider queen doesn’t even come in melee range unless you los her.

Just to make it clear (just in case the irony comes from the fact that i was talking about melee cleaves) I used the SQ example to illustrate the fact that people will wipe on anything even while kiting.

Stacking needs to go.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Pugs will just kite, snare and dps from range. Not really an improvement for them.

seeing all the outrage from the few changes with spider queen(which can be burned down in the middle of the room), i doubt it.

COF P1 boss will wreck pugs.

Stacking needs to go.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

bosses lack high frequency cleaving melee attacks

And I am so godkitten glad they do.

Why?

Well how do you see a boss with high-frequency aoe attacks working in GW2 at all?

The tactics you’ll have left, depending on the DPS the boss does, will be:
- kill it before you outrun of invulnerability/dodges/hp, which changes nothing
- chain protection and waterfields which is a change of sort but I personally don’t see a lot of fun interaction here
- outgear the damage – no fun at all
- abandon all hope and kite it around the place.

We had Watchknights do this although they also required stability. I don’t think a lot of people had fun meleeing them.

Or! coordinate spikes.

That’s sort of included in the “abandon all hope” since you can take hits and deal damage, then kite around regenerating. If attacks were not aoe with strict agro system then we could add a strategy of coordinating personal invulnerabilities with party damage to the above ones. But if we’re speaking of aoe cleaves with current pretty random agro system it’s way less viable in such situation.

Well you are not supposed to facetank the mob it cleaves, this move is the automatic defense against high melee pressure. the goal is to control the amount of damage done and the way its dealt.
The key is to control how long, a group of player can maintain it’s highest dps output(melee dps), with a few cleave"auto attacks"(so here we a limiting the amount of time a boss spends recovering from it’s previous move) in between the key moves, first stacking will become a high risk/reward maneuver, fighting a boss will be naturally phased (offence/defense)and a lot of other changes in the way pugs will apprehend a boss.
So gameplay wise it’s much more interesting.

Guild wars 2 combat & where is my AI at.

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

A little bump on this thread i will start posting again (probably on warrios or ranger).
And as a little present a video presenting how a good AI can change gameplay (in skyrim/not my video ).

(edited by Teckos.1305)

Stacking needs to go.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

bosses lack high frequency cleaving melee attacks

And I am so godkitten glad they do.

Why?

Well how do you see a boss with high-frequency aoe attacks working in GW2 at all?

The tactics you’ll have left, depending on the DPS the boss does, will be:
- kill it before you outrun of invulnerability/dodges/hp, which changes nothing
- chain protection and waterfields which is a change of sort but I personally don’t see a lot of fun interaction here
- outgear the damage – no fun at all
- abandon all hope and kite it around the place.

We had Watchknights do this although they also required stability. I don’t think a lot of people had fun meleeing them.

Or! coordinate spikes.

Stacking needs to go.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

I am so kitten sick of stacking.

It effectively ruins all the dungeon content in the game. No more fighting the boss as it was designed. Nope, gotta all sit in a weird corner watching my cooldowns go off. Oh, and this time it decided to magically not work, so we have to go try it again.

I know all you professional dungeon runners are in love with the idea of cheesing down content to get it done faster, but for all of us that actually enjoy fighting bosses and doing PvE content, stacking is killing our love for this game.

I just have to wonder why ANet lets this kind of thing go. Why are they just enabling their playerbase to just cheat their way through dungeons? Doesn’t that go against everything game designers and developers are supposed to stand for?

I don’t know. I’m just so kitten sick of cheesing my way through every bit of content in this game.

“Magically not work” he says.

Sounds like someone who has no idea why people stack.

I’ve stacked perfectly multiple times in a row and sometimes it just doesn’t work. That’s probably the worst part. If it worked 100% every time I’d understand but basically people are gambling on the system breaking and sometimes that doesn’t happen and the boss creams you because, guess what, you’re all just standing in one spot.

You know, like what’s supposed to happen.

Explain to us why groups stack:

hint #1 – it’s nothing to do with exploiting bosses.

1) People stack because they are using melee weapons and have no choice but to stay close to eachother. Melee confirmed exploit.

2) People stack because they want to break line of sight and force mobs to them and prevent ranged attacks. Environment confirmed exploit.

3) People stack because defensive utility such as wall of reflection has a small AoE. Surviving Not having healers confirmed exploit.

4) People stack because they can buff eachother. Banners confirmed exploit.

5) People stack because they want to cuddle. Love confirmed exploit.

meh! people stacks because bosses lack high frequency cleaving melee attacks.(aka because Anet let us do so)

How fix defiance

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

“INTERRUPT ARMOR!”

Living Story Reward track

in PvP

Posted by: Teckos.1305

Teckos.1305

Other examples:

LS track
Fractal track
Soloqueue track
Teamqueue track
Weekly track
Monthly track (with big final reward)

Fixed!

One handed hammer and Two handed axes

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

think that the one handed hammer is called a mace.(well gw2 has next to no satisfying mace skins)

Unlisted Dungeons Change

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

So just one thing to the guys at Anet if you want to do something, do it right so now the champion commander in SE p1 will agro with Tazza, but as soon as Tazza teleports out of her leash range her she can now fight out of it but the commander still get reseted.
What was the point of this change…
The problem if Tazza teleports out of her leash range she can be fought out of the designated area, it’s a day one issue we know it. Do you guys even care?

Nerf mistforged weapon price

in WvW

Posted by: Teckos.1305

Teckos.1305

fractal weapons probably take about as long to get a full set

I’m missing shortbow focus axe warhorn and probably some underwater. Got all others. I can guarantee I haven’t been playing for 4-5 years.

Well do you even “FRACTURE” brah.

A Designer's viewpoint: Defiance/Unshakable

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I did used to write about this topic in the dungeon forum and I still stand my point Defiant is not that bad of an attribute in the current state of gw2.
With a few alterations to the way it works it could lend to encounters(5 man-ish) where cc have a consequence.
The fact is that even if defiant was removed I would not be such a big deal destroying the boss asap is still a better tactic than stun locking (time wise), in lage events and trains zerg would still effortlessly kill the champ and the overall way to play of the mass would not be affected.

I will illustrate the alterations i would make to Defiant i will give an example.
a 5 man boss has 3 stacks of Defiant.1, each time it is CCed it loses on stack, each 3 second it gains one back, now he has one attack with the potential to wipe the party he uses each X. To counter it you have to 1. prepare a lot of dodges, blocks and invulnerability skills or 2. interrupt the attack.
With just this you changed the way the whole group face the boss each time it charges is wipe move the players will be able to deal with it by using 4 CCs during a 3 seconds window.
Add to this a few “rewards” for interrupting this move like +7% damage dealt or a 4 seconds stun on the boss and you have even more interesting ways to play around the boss as a groups: use the highest burst abilities only after the move is interrupted …

…they can do so much…

will we see a ready up in fractals lvl 50?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I want to see them do lv 50 dredge.

[PVX][Ranger] Let us micro manage our pets.

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

It’s all in the title.

Damage Meters and Inspect Commands

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

If playing how you want infringes on someone else playing how they want, nothing will ever be solved. Inspect someone and see they have their own build and aren’t zerker, kick right away without even saying anything. Am I doing it right?

Also DPS meters? Really? In a game that basically just consists of 5 man groups of all DPS, I don’t think DPS meters are needed in the least other than to stroke Berserker’s kitten and the need to see the big numbers. And yes, I understand you said nothing about Berserker, but that is honestly how your post comes off.

I just have one thing to answer they play how they want I play how i want but we don’t play together.

Elites in needing of rehaul

in PvP

Posted by: Teckos.1305

Teckos.1305

All of the elites you have listed are used in top 1000 PvP effectively in some way except for Mortar.

Tell me more about your top 1000 tome of wrath action.

triple warrior cheese op

in PvP

Posted by: Teckos.1305

Teckos.1305

<sarcasm>triple warrior team is so powerful, we 500 – 0 the other team!</sarcasm>
oh wait we’re on the 0 team …

tl; dr warriors are not overpowered.

SOOOO lyrical.

Any ETA on Fractal Leaderboards?

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

wait for it……….

TDM vs Annihalation

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Posted by: Teckos.1305

Teckos.1305

Well the day of the patch i have been in a custom arena where the points were set so the match end after 3 kills the respawn timer was at max value it worked pretty well.
Now what we need is for anet to support these game modes (with a queue or at least some hotjoin 2v2 and 3v3 arenas).

Sounds awesome! Did people disengage back from the circular arena in the middle to the sides too much? Was it a matter of whichever side gets the first kill? Where there any issues with stealth, bunkers, or glasscannons? Was 3v3 too much of a “zerg” with too many particle effects, or did the teams manage to utilize teamwork in a good manner?

Well i found it really good not a lot of particle effect, group stealthing, switching focus etc. I did not stay encounter any full bunker team. We did not move as a zerg we had some individual action(flanking) but also some group action(stealth initiation, combo finishers),and the fact that it is not a on point fight, gives the opportunity to try many other builds.

TDM vs Annihalation

in PvP

Posted by: Teckos.1305

Teckos.1305

They don’t need to actually introduce Annihilation itself. They could essentially “create” it by allowing custom arena owners to turn off respawns, and set the point value such that a full wipe of one team = win the game.

Well the day of the patch i have been in a custom arena where the points were set so the match end after 3 kills the respawn timer was at max value it worked pretty well.
Now what we need is for anet to support these game modes (with a queue or at least some hotjoin 2v2 and 3v3 arenas).

Guardian power/CC Spirit weapons build Video

in Guardian

Posted by: Teckos.1305

Teckos.1305

OK i think i just found one viable build while theorycrafting a lot.
same distribution as your build jebro but with diff traits and/ runes etc.

http://gw2skills.net/editor/?fVAQNApdRlsApKoFBxZI8DNh8QlZY0iVPBBwDgZUsFA-TJxHwA42fAZZgBPBAAHCAA

it is a bruiser version(tanky dps):
so i take:
Greatsword/mace + focus.

  • purging flames + the consecration mastery and absolute resolution in virtue for the condition removal.
  • I take bigger symbols + healing symbols in honor, since i have to take 6 in zeal, and these symbols are the base of your bruiser ability.

For sigils it take battle and energy on both weapon sets, and i take runes of the warrior for the -20% swap recharge which synergies extremely well with sigil of energy and honor 3 (heal on dodge).

I take a cleric amulet for the healing aspect of the build and with the 6 points in zeal i have enough power to do good damages.

The greatsword and mace were chosen for their ability to provide on demand symbols.

try the build pretty sure you will like it.

Please reduce Waypoint costs

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

Where is you Kiel now?
#teamGnashblade

Rune of Strength - Can we expect a nerf?

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

So because this rune is good its overpowered ? Are we really supposed to use garbage runes? All classes have access to those runes I don’t see how it can be overpowered.
Maybe cleric gear is OP? Heals too much lawl.

good? it does not come close to the standard take rune of ice 7% damage when the enemy is chilled , chill is the hardest to stack condition(in duration), here we have a easy to stack(in tine and intensity) boon already increasing the damage but also putting a near permanent 7% damage on every enemy he attacks(unlike the other rune just dealing dmg to the chilled enemies).
If the rune encouraged having high stack of might to be used at it’s full potential (+0.X% dmg per stack of might) I would consider it well designed cause it induce shift in the gameplay but in it’s current state it gives too much for no efforts.

Tank/DPS Guardian is it possible?

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Posted by: Teckos.1305

Teckos.1305

tip: on point fighter with symbol build(mase+X/gs or staff).

4 Warr 1 Engi

in PvP

Posted by: Teckos.1305

Teckos.1305

Honestly.. I wish staff would just mute/ban people like you. Stop clogging forums with toxic threads like these.

Just another thread crying about how you get beat by someone and that automatically makes them OP. Learn to play your class and stop moaning about everyone elses.

They were funny at first, now they are just tiring.

How is this thread “toxic”? It’s just bad; stop using buzzwords.

Because it’s putting a negative image on the classes OP described. People should play what they enjoy, not what’s best.

Courtyard: good for 3v3/5v5 nothing else

in PvP

Posted by: Teckos.1305

Teckos.1305

iT would really be nice from anet to add solo/team queue for 3v3 and 5v5 on courtyard, or at least make some(a lot of) hotjoin servers.

Now that Dumbfire is gone....

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

no
/15 charat

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

This is why i consider cc irrelevant. Except in some rare cases where the incoming damage is not concentrated on one hit (ac’s howling king, well if it was not hard countered by a pillar)

You consider CC irrelevant because of your misconceptions of what experienced groups do with their CC skills. It sounds to me like you don’t even want it to be relevant despite me demonstrating examples otherwise. If you don’t want it to be relevant, just say so. All I’m saying is that CC can make boss kills extremely efficient and can be the difference between a wipe.

Well it seems like in your post you just mentioned the very few examples of encounters where using an interrupt might be more profitable than on block, as i was mentioning.

And to clarify some things: if the warrior breaks is aa chain whether to dodge or to use mace 5 he is losing dps, if a thief switched from d/d to s/p on a boss he is losing dps, this is why I consider the use of an (non rotation breaking) aoe aegis or reflect much more important, first by their instantaneous nature but also by the fact that the set of encounter in which they are the prime choice is bigger than the one in which CCs are.

Finally I can admit that the use of the world irrelevant might be inappropriate due to its radical nature, so I will replace it by anecdotic.

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

You CC the golem so that it doesn’t one-shot your squishies. You CC the tar to stop it burrowing underground, spawning all of the adds and inflicting a minute of burning on your team. And like I said, your tanks and healers in trinity games are intended to maximise DPS by allowing the DPS to maximise their uptime in doing their rotations. CC and support in this game to exactly the same thing.

Ok correct me if I am wrong. Your argument is that interrupting an attack is relevant cause it can protect the group from heavy damages.
I say that it is not that relevant ‘cause first of all a simple dodge can nullify the damage.
But since we are in gw2 and we want to maximize the dps interupting the boss is much more appealing, but in this environment an instant cast aoe aegis is much more efficient, the warrior does not stop his rotation to use mace 5, the thief does not switch to s/p to use pistol 4, they do not even have to care about the stacks of defiant to come. This is why i consider cc irrelevant. Except in some rare cases where the incoming damage is not concentrated on one hit (ac’s howling king, well if it was not hard countered by a pillar).

NB:we are still talking about a decent group.

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

what have you demonstrated? CC would have a meaning by itself if i was for it was used to interrupt for example a party wiping attack from a boss, but in pretty much all case it is as anecdotic ad an aegis popped by a guardian again in a decent group, it just made use avoid losing dps by dodging, it is all to maintain the dps as high as possible.

So you want casuals like me to constantly wipe? That’s not what was promised.

yes /15 char

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

, a decent group does not use its utility to survive but as a mean to increase the overall group dps.

That is precisely what you do in a trinity game.

Why does the tank hold aggro? To allow the DPS’ers to do their rotations. Why does the healer heal? To keep players up so they can keep up DPS and the tank can keep holding aggro.

It’s all to make DPS easier.

My mind is literally blown at seeing basically every single person below my post (I even provided two links of control being relevant) completely ignoring it by saying damage is the only thing that matters when I have demonstrated that is completely incorrect.

It’s completely mind blowing.

what have you demonstrated? CC would have a meaning by itself if i was for it was used to interrupt for example a party wiping attack from a boss, but in pretty much all case it is as anecdotic as an aegis popped by a guardian again in a decent group, it just made use avoid losing dps by dodging, it is all to maintain the dps as high as possible.

(edited by Teckos.1305)

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I really wish the people who have just now said DPS is the only thing that matters actually read my post, it would help dispel the notion of GW2 just being a pure DPS game, but it feels like people actually want the game to just be DPS rather than educating themselves on how the game actually isn’t just pure damage and that you can make strong use of control and support at the same time.

Well this is were I am not totally agreeing with you gw2 is pure dps, the only forms of support we see are here only for one thing make dpsing easier ,why does a guardian used is reflect in melee range of a boss, why does a thief uses pistol 5 on mob pulls why does a warrior only brings banners of discipline and strength, a ranger spirit of nature and spotter all of this is to increase the dps, even when a guard uses an aoe aegis on the group it is to avoid interrupting the group dps(by dodging), in the current meta offensive support is the way to go, a decent group does not use its utility to survive but as a mean to increase the overall group dps.

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

The issue with the developers increasing the difficulty of anything in this game is that casuals will cry about it. I’m not saying that I would not prefer a more challenging AI, but that the mass population of gw2 struggles to even do things like the Marionette without having their hand held. And it has been made quite clear that the developers are trying to tailor the most of their content toward casual players. Heck, they won’t even implement a combo field priority system because they only think 1% of the players would even know what it means.

I dislike the trinity. That’s why I play gw2. There are plenty of trinity games out there.

And this is my principal problem with the devs and the community people think that they should be able to do anything and to get everything by doing anything. And there i take the wow example they have some extremely “casual” content but on the other hand they have a lot of polished and challenging content for those seeking it. In gw2 we have reached the point where players cripple themselves to get challenged and this is a huge issue.

Holy Trinity Is Called "Holy" For A Reason

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

-snip-

My ranger is my 4th alt and it’s pet doesn’t die because I know how to manage it.

But whatever. You can’t have the trinity placed into this game without heavy consequences and a major overhaul of the entire game. So every argument you have is invalid, if you refuse to accept that truth.[/quote]

First of all I consider the trinity a good system that has proven itself, and a lot of people on these forums have a misconception of what kind of gameplay can be achieved with the trinity.
But the trinity is not needed to create a great combat gameplay, my problem with gw2 is that the actual combat is simply no good not even as an “action mmo”, every aspect of the game could be made much more important and in fact in some exceptional encounters for example sc80 embued shaman 2 players show well a lot of reflect but also use of control and even “tanking” with the guardian being mainly focused, but no need for soldier gears(even if i am pretty sure the guard invested in toughness) or melandru runes just a institutional build, and a near perfect execution. All the devs have to do is to create good encounters they don’t even need good AI just some decent scripting of the encounter. But are they even trying to?

(edited by Teckos.1305)

So Mesmer Lockdown

in PvP

Posted by: Teckos.1305

Teckos.1305

I actually play this build but with null field and condi/boons exchange and staff instead of sword/sword (srly having the ability to remove so many boons is incredible)

CDI- Fractal Evolution

in CDI

Posted by: Teckos.1305

Teckos.1305

A post i made earlier seems to have its place in the scenario description I will post it again.

Escort fractal:
The goal of this fractal is to escort a NPC, there is nothing blocking the player progression into the zone it can be freely explored also different itinerary are available.

Mandatory event:
Escort a merchant and his 3 dolyaks through the plains.
Enemies will spawn during the course of the escort trying to kill the dolyaks and the merchant.
If a dolyak dies it cannot be revived.
The merchant can be revived.
When the event finishes:

  • gold reward: 3 dolyaks alive.
  • silver reward: 1-2 dolyak(s) alive.
  • bronze reward: no doluak alive.

Choice making:
At the beginning of the fractal players will be able to talk to the NPC and choose the itinerary.

Optional/random events:
Camps of bandits located outside of the escort routes.
Each camp is guarded by an enemy/group of enemy, the combat difficulty varies.
The camps can be destroyed by players and then captured to ensure the bandits wont come back.
The camps/event which will be up are decided as soon as the fractal is loaded.

Link between the optional and mandatory events:
If a camp/event is up bandits belonging to this one will be patrolling in a certain part of a certain itinerary.

With all this we end up with a fractal introducing quite a lot of mechanics:

  • Since the escort wont start until an itinerary has been decided, and the occupied camps aren’t revealed until explored bu the player scouting to know which itinerary is the most appropriate.
  • Each camp having different enemies to deal with deciding if cleaning the camp or going through the patrols is the most profitable choice to do.
  • With additional reward tied to the dolyaks count at the end of the fractal spliting the group to protect the escort while dealing with the camps might be a good idea.
  • The combination of camps at the start of the fractal being chosen aleatory each run through this fractal feels a little different.

Well is hope that with this example I clarified my proposition enough.

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Fractal-Evolution/page/21#post3722669 The original post with more description.

Collaborative Development: Ranger Profession

in CDI

Posted by: Teckos.1305

Teckos.1305

Specific Game Mode
PvX.

Proposal Overview
Make the longbow providing a interesting long range gameplay.

Proposal Functionality
CHange to the longbow weapons skills.
#1&2: are not changed.
Introduction of arrow preparation mechanic:
#3: replaced by prepare explosive arrow, the next 4 longbow attacks deals aoe damages when a foe is touched.(aoe damage purpose, low cd, low cast time)
#4: replaced by prepare chilling arrow, the next 3 longbow attacks chill the foe for 1.25 seconds.(kiting purpose, low to medium cd, low cast time)
—only one kind of preparation can be used by the ranger at time, they overlap.—
#5: replaced by stable position, the ranger is rooted or slowed for a maximum of 8 seconds, the arrows velocity is increased by 35-45%, the slow/root can be canceled by using the skill one more time.(high risk/reward mechanic,moderate to long cd)

Associated traits: eagle are trait is replaced by longbow mastery, making preparation skills prepare 2 additional arrows, and reducing the movement penalty on the new #5 skill.
Associated Risks/constraints.
Complete revamp of the weapon gameplay.

(edited by Teckos.1305)

CDI- Fractal Evolution

in CDI

Posted by: Teckos.1305

Teckos.1305


I’m sorry, but can you please explain again? I don’t understand you proposal.
You say you propose to “Tie progressing into the fractals to dynamic events,” which sounds like mandatory events to me. However, in the risks you state that the events are optional. Also, I think “capture and hold” is already implemented in Urban Battlegrounds/Ascalon. So I don’t understand what this “brutal change” is.

I hope this helps you in stating your proposal more clearly. It would be bad if we miss a good idea because of some misleading words.

First I would like to excuse myself since it seems that in an attempt of making my post as short as possible, I made it quite hard to understand.

In “Tie progressing into the fractals to dynamic events”, I use dynamic events to refer to the structure used by the developers to create content.
Then I the Events in 2 categories:

  1. The mandatory events which must be completed to succeed the fractal.
  2. The optional events which are not required to finish the fractal.

By tying the fractal completion to events, it becomes much easier to create unique encounters(=/= fights) thanks to the structure ability to have a wide variety of success conditions.
The optional events would randomly start during the progression into the fractal each of them having it’s own probability, the goal is to make running the same fractal several times feels less repetitive. The risk here is to have these events being completely ignored by the players due to its optional nature, and this is why I proposed 2 solutions to this problem:

  1. make them provide additional reward only at the end of the fractal
  2. have these events interact with the mandatory ones.

To clarify a little more on how much of a change it can be I will provide an example to illustrate the system proposed.

Escort fractal:
The goal of this fractal is to escort a NPC, there is nothing blocking the player progression into the zone it can be freely explored also different itinerary are available.

Mandatory event:
Escort a merchant and his 3 dolyaks through the plains.
Enemies will spawn during the course of the escort trying to kill the dolyaks and the merchant.
If a dolyak dies it cannot be revived.
The merchant can be revived.
When the event finishes:

  • gold reward: 3 dolyaks alive.
  • silver reward: 1-2 dolyak(s) alive.
  • bronze reward: no doluak alive.

Choice making:
At the beginning of the fractal players will be able to talk to the NPC and choose the itinerary.

Optional/random events:
Camps of bandits located outside of the escort routes.
Each camp is guarded by an enemy/group of enemy, the combat difficulty varies.
The camps can be destroyed by players and then captured to ensure the bandits wont come back.
The camps/event which will be up are decided as soon as the fractal is loaded.

Link between the optional and mandatory events:
If a camp/event is up bandits belonging to this one will be patrolling in a certain part of a certain itinerary.

With all this we end up with a fractal introducing quite a lot of mechanics:

  • Since the escort wont start until an itinerary has been decided, and the occupied camps aren’t revealed until explored bu the player scouting to know which itinerary is the most appropriate.
  • Each camp having different enemies to deal with deciding if cleaning the camp or going through the patrols is the most profitable choice to do.
  • With additional reward tied to the dolyaks count at the end of the fractal spliting the group to protect the escort while dealing with the camps might be a good idea.
  • The combination of camps at the start of the fractal being chosen aleatory each run through this fractal feels a little different.

Well is hope that with this example I clarified my proposition enough.

CDI- Fractal Evolution

in CDI

Posted by: Teckos.1305

Teckos.1305

Proposal Overview
More gameplay diversity.

Goal of Proposal
Even if most fractals take place in different areas, make us fight different enemies, in the end it is all about killing to progress, which makes the experience very repetitive
so even if the surrounding is different in the end there is no real gameplay diversity especially combat diversity.

Proposal Functionality
Tie progressing into the fractals to dynamic events, the trick here is to vary the objective of these events (capture and hold, steal an item in the enemy base, escort…), but also to make the experience tied to choices made by the group (EX: in an escort which route to take) and finally have minors events which could start randomly make all the experience more rewarding(gameplay wise).

Associated Risks
The principal risk would be that it would be a brutal change in the habits not only for the players but also the designers(used to the actual model).
The optional events could be ignored if:
– not well implemented.( solution: ties the random events to the progression
events)
– not rewarding enough.( solution: bonus reward a the end of the fractal)

(edited by Teckos.1305)

Is ele really that terrible...?

in PvP

Posted by: Teckos.1305

Teckos.1305

The spot eles took previously was the spot that warriors currently take up.

I would rather fight an ele than hambow warrior.. JUST SAYING.

you def don’t know what you are talking about.

On Ascended Gear

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

yes it does give your stats a boost, but you don’t NEED it to do any content.
Therefor it is completly optional

ps: U used a warrior as an example……..u can be in Masterworks and still be fine in any of the end game content using that class.

Take your masterwork wearing warrior to wvw please.

Yeah, don’t post silly things, thank you.

Well you guys like to give the berserker example well take you full ascended berserker warrior to wvw you will sure be useful…