Showing Posts For Teckos.1305:

Why won't my friends play Guild Wars 2?

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Posted by: Teckos.1305

Teckos.1305

Your friends have terrible tastes in gaming.

Don’t know dude gw2 is pretty flat.

CDI- Character Progression- Vertical

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Posted by: Teckos.1305

Teckos.1305

One thing to keep in mind how our system works is you can’t mix heavy, medium and light armor together the way we lay out the texture means these items can never be mixed. After that while it would open up some options you always have to be careful with making profession all feel the same. This is all ready a big struggle as we want all professions to fill multiple roles but it’s important some professions have weakness that they can overcome if you let your weakest character be a toughest as your toughest then they both lose some some of what makes them different

Hi Izzy, now that you are back can we talk about horizontal progression.

My feeling on the mater is that while you can add new elements to the game, if there is no compelling way to obtain then in game, they will never feel like a achievement (i don’t feel like i progressed I just retrieved something).

About the cosmetic progression there are some possibility, not being used like: animations and pet/summonable models.
For gameplay changing progression, it seems like runes/sigils could have a real impact on the way your character is played(in and out of combat). Also adding new skills is a god idea but there is a confrontation, between those new options and the available cookie cutter builds, for example the new warrior stance is a incredibly good skill which require effort and situation awareness to be used efficiently, but what is the point on using this when healing signet/healing surge are able to give me better heal i a lot more scenarios I am better off playing with those, except if i want to add some artificial difficulty to my game session. So what is the point in adding new skills, ways to fight if the actual game let you do better with builds that are easier to use(there should be easy builds but they shouldn’t be this strong ), I primarily see 2 ways to deal with the problem add skills that are flat out better than the present ones (wich would create a power creep), or rework/design new encounters to be played “better”(i really don’t know which notion to use) with more engaging skills.

What's your most favorite or hated toy foe?

in A Very Merry Wintersday

Posted by: Teckos.1305

Teckos.1305

I really like these enemies an the way they fight, they have a really good AI.I don’t know which team designed them but props to them , I would really like to see the other mobs made that smart.

Do DE rewards need improvement?

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Posted by: Teckos.1305

Teckos.1305

yes De reward need to be changed, because right now a lot of problem in the open world content is due to this.
Let say that for example that dynamics events give a currency, based on the difficulty(lot of factors place in a chain , reset timer etc) ant the participation(which would need the present system to be reworked ) in the event which would be exchanged for rewards like skins , mini , even laurels.
Also the champions should be considered as DE, maybe still have their boxes, but have the even reward scaled in function of the champ toughness, and even the number of players participation( for examples if 50 peeps are on one champion the gold tier of reward is unobtainable), this would push people into playing in small to medium size groups, and even have people organizing “hard to do good” events with rewards worth the effort.

Are players downscaled enough?

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Posted by: Teckos.1305

Teckos.1305

Highlighted your problems, it’s not a downscaling fault, it’s the class balance fault, like i stated earlier in this topic…..

OK i’ll give example with all classes: not about tankiness cause only a few have the ability to kill while afk. But If i play exotic berserker In any downsclalled (implying that my physical health is not threatened) content with:
guardian : I need 2 AA chains with any weapons maximum (maybe 6 AA with staff/scepter).
warrior: AA overkill.
ranger: sword,short/longbows AA.
engineer: bombs, grenades (here #2 and 4), riffle AA.
mesmer: sword AA(which are supposed to hit for really low amounts), gs maybe a zerker then shatter or #2.
elementalist: for staff fire AA, scepter/X fresh air combo, D/X fire/air AA.
necromancer: dagger AA, weel of power if you are this type of guy.
thief: AA to death.

So i don’t really see how it is unmanageable to other than certain class, they all have a really glassy build. But due to the stat advantage they are able to attain while downscalled they will just wreck faced even multiple faces at once.
I don’t feel like writing about condition builds, but just to give an example rampager ranger with traps (yeah i like those) will AA pretty much any mob in downscalled open world content without even feeling threatened (it was my principal solo champ build ).

Are players downscaled enough?

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Posted by: Teckos.1305

Teckos.1305

Some people seems to think that it is just about the fact that we can destroy enemies while downscaled, but i don’t think it is the only problem if i start playing a really tanky build, I can AFK and make my warrior immortal (even in lv 80 zones), have my enemies kill themselves If they attack my guardian , have my pets kill them if i play a ranger, and this is only if i afk, if i start to play except in really rare case i simply wont die(even while playing zerker).

Are players downscaled enough?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

So your saying, Anet should grief the legit new players in these zones so it isnt as easy for you, with your legendary and ascended armor vs little newbies who still have level 5 white gear on at level 30…yea…

Not asking for mobs to be stronger just for me not to bee that tanky / offensive. As you say with my exo and ascended item i completely roll not only through downscalled content but also max level zone (except for some particular champions)
and even group content.

Are players downscaled enough?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

So it is all in the title, one thing players expected from gw2 was the downscaling system in open world making going back to low level areas challenging and rewarding. But the problem I remarked is that even while downscaled (to avoid the one hit problem) our players are still wrecking balls. If i play a zerker build I am able to 2-3 shot enemies while being able to eat a lot of attacks, and this problem is also present if higher level areas: with the stats we can achieve through for example exotics most mobs will be literally a faceroll to kill, while we definitely out damage them they don’t seem to be able to retaliate.
I now kind of understand why slaying unworthy enemies while leveling felt a lot better than killing enemies at max level, fighting a bunch of lv 28 centaurs at level 28 with lv 27 greens feels much more engaging than auto attacking undeads , grawls and icebroods to death with a grossly overstatted charracter.
So my point is that anet should rethink the result players can reach when using best in slot gears and also re implement the downscaling system, if they want it to be engaging they need to make going back as an higher level character be about having more tricks up your sleeve, not about brainlessly inflicting affliction, pain and desolation in the enemies troops.

Arken's post about the state of pvp.

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Posted by: Teckos.1305

Teckos.1305

all in this game needs to be toned down: damages , condition application, condition removal , dodges …

Custom League, who else will do this?

in PvP

Posted by: Teckos.1305

Teckos.1305

1. I really would like to so you trying to kill a bunker guard without all the classes/builds you just banned(will be a lot of fun for the guard).
2. no stealth openers come on this is the only way we can have surprise attacks.

CDI- Character Progression- Vertical

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Posted by: Teckos.1305

Teckos.1305

Weapon skins are not as hard as Armor which is why you see more of them, but there are still 19 weapons and we’ve found partial sets are not everyone fav thing. We do think there is some fatige to a slot. For example if we added a weapon skin every week the number of people who would care about each new weapon would go down quick. Which is why we try and rotate which slots new art comes out.

Gloves, Boots, shoulders and Helms are easier for armor but still take a while, Coats and Leggings are the most expensive.

Back items and weapons are faster to make but you need to make a lot of them

Hi Isaiah, would like to know If you guys are considering thing like new animation packs (changing the way playing your character feels) and, summonable pets reskins.

For gameplay progression, do you guys consider adding new runes and sigils that will actually change the way you play your character in and out of combat.

And lastly what do you think about character development through choices (like in personal story), affecting the way the game is played. An example with the order: introducing an order hierarchy system, players would be able to buy order exclusives consumables (soul/Account bound) they can use in open pve, and also start some specific events, participate in some order bound assignment and scavenger hunts.

Of course all this would also require a change in the way the game try to spread the player through the entire open world, but this would probably be the subject of another CDI.

CDI- Character Progression- Vertical

in CDI

Posted by: Teckos.1305

Teckos.1305

From reading the topic I, remarked that when we talk about horizontal progression the most discussed examples are skins (cosmetic) and new skills. I don’t really see a talk about gameplay progression (well a little bit through skills and their acquirement).But, gw2 have others powerful tools to change the way we play our characters but they are used in a really timid way(i wont talk about new skills cause they are pretty much covered in the rest of the thread).

First the runes and infusions, they are element, could add new ways to play the game but the variety is too narrow, all we have is stats, on hit effects, on skills effect(which could lead to a lot of variety). There is still a lot of room to explore: on weapons, while gathering, on combo finishers, OOC movement changing effects ;double jumps? yeah that might be a bit too much but there anet has a lot of thing they can add, and even if they are able just with one element of design. And i really want the devs to see how powerful they options are and to make the most out of them.

Guard Patch Notes

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Posted by: Teckos.1305

Teckos.1305

Shattered aegis was better before than what we have now really its nearly the equivalent of a retaliation tick.

brace yourself condi Warriors are coming....

in PvP

Posted by: Teckos.1305

Teckos.1305

Brother the 10th of the last month we shall emerge stronger than ever, our cursed brother which for months overshadowed us in now living his last hours and shall perish in pain and agony.
Fellow warriors, master of arms, proudly raise your pair of swords and trust the cord of your bows, shall your necks feel the chains of your rabid amulets.
Fear not the menace of the diamond skin, the metal of our sword will cut through this gimmick like the wire through butter. ’Cause today star a new age, and in every tavern our enemies will shake in fear and torment, while their friend bleed and burn from our hits. No condition shall pass through our stances , no hit shall damage our health, and no one shall escape our sight.
So fear not my brothers, start the march and let the smell of Roquefort take over the battlefield.

Purchased 2day,can't get into it :(

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Posted by: Teckos.1305

Teckos.1305

Why are people comparing this to Diablo?

because the combat is as spammy ?? And even more brainless?

Is Lyssa Balanced?

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Posted by: Teckos.1305

Teckos.1305

Yeah, condinuking shouldn’t have any counter. /sarcasm

A rune set should never be a replacement for a counter-build. If you’re saying that Lyssa allows you to run a build that is oblivious to condition professions because it acts as a condition counter, then it definitely is overpowered.

In my opinion we should have a runes being a lot more important to a build an this for most of the runes. Now I am not saying that lyssa aren’t super strong but that we should have more rune sets changing the people play the game.

A good boss encounter design for players

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

So what do you think about the most recent dungeon boss encounters? The ones in Twilight Arbor?

I’d say they’re on to something already. As you’ve said, the Slick & Sparki encounter already has quite a few of these elements. The Clockheart has big, telegraphed attacks as well, and phases. Oh and interrupts work extremely well in that encounter, though by now, the interrupt plan as a strategy is seen by most as a relic from the past.

I think that they are making some good progression in this area.

However:

I think dungeons need some challenging unskippable non-boss events.

In GW1 most of the challenging content came in the form of difficult events. Groups of enemies that had a lot of variety. Some ressurecters, some casters, some healers, some interrupters. Sometimes led by a champion.

Fighting these groups would often be harder than fighting bosses. (And often the end boss would come with a lot of these strong adds.)

(Eternal Grove HM/Slavers Exile HM/4 Horsemen UW HM/DOA HM/Winds of Change HM) All these were fairly difficult for most groups and this was due to the ‘trash’ mobs more than due to the bosses.

In GW2 we get to interact with mobs & lieutenants all the time. But the defiance mechanic of bosses and champions throws a way a lot of the skills we can use in combat. Mob fights allow for more interaction. (Which might be why most of these fights are too easy right now. Even if not skipped.)

I suggest bringing up the strength of trash mob encounters, perhaps even replacing some of the ‘inbetween’ bosses and making them mandatory. Have the enemies come at us, instead of us coming at them. They would be ‘dynamic events’ scaled to be difficult enough for 5 people in dungeons.

I think the new TA is really a step forward taken by Anet.
As you say, this new path implement a lot from this model Clear telegraphs, big models, artificial roles (ooze, shield break ). Slick and sparky might be the best encounter of the dungeon with a very good pace and a lot of phases in the fight, while the others ones might be lacking in term of polish.

For the encounter with strong enemies groups, I thin that Anet need to first of all work on a better AI, if the enemies could avoid being stacked in a small corner it would be a good start. If the enemies could also coordinate spikes, disables i could make very interesting encounters, last a group of enemies needs priority targets(strong spikers, buffers etc) , but in the end it,s all about AI.

Dungeon super mobs!

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

I disagree that it is ok, it is clearly a broken mechanic. Depending on how many people are attacking a boss, he receives that many stacks of defiant.

So players that use CC, spend the whole fight taking down those Defiant stacks, only to get 2 seconds of fear on the boss, and then all his Defiant stacks are back.

This has to change.

I think you just showed the 2 principal flaws of defiant the fact that it stacks with the number of players attacking the boss, but also the fact that stunning bring so little to the table that players are better of dps-ing. But at the moment if think that the most important issues isn’t that we have to deal with 5 stacks of defiant (in Dungeons) but that stunning the boss isn’t much help to the party.

Dungeon super mobs!

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Just a matter of implementing Defiant better. The current version simply doesn’t work right. Stun locking of course shouldn’t be possible. Not against bosses, and not against players. But to make bosses immune and resistant to entire game mechanics, is not only lazy, but it breaks the combat system. It makes classes that rely on control skills and conditions a joke, when facing a boss.

Bosses should be affected by CC and by all conditions. They should not be immune to anything, or else the game favors DPS over the other mechanics (which is exactly the state of the game we have right now).

Well in fact i think that defiant as it is might be a ok mechanic not perfect (dat lapsus) but pretty solid. The real problem is that there is no real impact full reward for stunning/interrupting a boss. You will only get a few seconds of “calm”. So even if you could stunlock a boss it would only come in handy if you have a group of 5 warrior running a pretty specific build. But it Anet decide to make stuns work a different way on bosses in dungeons (skills to interrupt, fatigue system …) even with the actual imperfect system it could change the way to play an encounter.

(edited by Teckos.1305)

A good boss encounter design for players

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Hey people, I created this topic to get feedback on a boss encounter idea/template specifically designed for a group of 5 people.

First of all lets examine GW2 combat. The model here is a semi “action combat” one,
and is not designed around the trifecta (Tank/Heal/dps), the was to put more pressure on a player to ensure his own survival.
So going away from the precedent model might be good, but it also requires encounters to be tweaked and designed around this new model. The actual problem with Gw2 is I think that the encounters are still designed with an old model in heads,which would lead to pretty abusive way to play the game (didn’t say exploit don’t jump on me).

Now lets build the model.

First of all a encounter isn’t just about the enemy or the group of enemy the players will be facing but also about the environment in which it is taking part. The area must incite the players to use some mechanisms (Ex: soft LOS, positioning).

The enemy:
The players must know what they are facing, before adding some specific mechanisms to the encounter the encounter must be as clear as possible:
– the boss must be visible: have a bigger character model.
– his important abilities must be really well telegraphed.
Lets now add the mechanics. The goal here isn’t to have specific mechanics but to stay at a higher level of description.
*Adding artificial roles to the encounter: The goal here is to change the dynamic of the encounter, two application of this method are the ghostbusters phase in AC path 2 fight against the ghost eater and the ooze management in the fight vs Slick & Sparki.
*Multiphase Encounter: Here the goal is also to change the pace of a fight but in another fashion, the subtleties of this method are the triggers to the start of a new phase, inducing\suggesting gameplay changes to the players.One last thing it shouldn’t only be about empowerment phase the should also be ways to trigger phase with a weakened opponent.
*Engaging abilities: Abilities that would force the players to react to them here it isn’t just about dodging , these abilities would need to be countered through triggers(interrupt, small scale events.).
*Finally a intelligent stat distribution: This is a way to tweak the efficiency of some builds and gameplays in a encounter. Exps: lot of toughness + protection(boon) with a decent health pool reduce the efficiency of Berzerker build, lot of power + retaliation punishes spam heavy gameplay.

All the above must be used in a intelligent way and could really make a change to the state of groups encounters in Gw2. But one thing that definitely need an improve is the AI, even with the best encounter design poor AI could make it degenerate from the intention of the designers.
I would love to have as much feedback as possible so if you want me to elaborate more on some of the concepts i would be happy to. Also if you think that there are some high level elements which would increase the power of the model feel free to put them here.
Thx for your attention.

See Enemy on Minimap in Tpvp

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Posted by: Teckos.1305

Teckos.1305

It only displays players in combat, so it won’t show any ganks coming. This is also the first time I’ve ever seen anyone call ganking an essential part of esports.

When i say ganking it more about element of surprise and this is a big part of most team based e-sports(mobas , Cs). Bun even if u are only displayed on the map while in combat you are most of the time in combat in gw2 so IMO the surprise factor is suppressed.

The Gw2 dungeons again....

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

. Control and conditions first and fore most. Defiant/Unshakable needs to be changed, and the condition cap needs to be resolved.

I really think that the solutions to control would really be pretty easy to implement but might also be pretty unforgiving.
Some examples:
-Boss with ability that player should interrupt (those should be really telegraphed ) .
-Interruptions changing the boss phase (for example in the edge of the mist live stream there is a elite griffon switching between Air and Land phase ,being invulnerable in the air and stuns prolonging the land phase. In fact there are a lot of really interesting mob mechanics in the Edge of the Mist live stream(pretty ironic that wvw team seems more able to create interesting small group encounters )).

See Enemy on Minimap in Tpvp

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Posted by: Teckos.1305

Teckos.1305

destroying the already limited gank possibility. Pretty neat for a game aspiring to become an Esport.

Best way to make gold?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

chooooo choooooo chooooooo

WvW & Ascended Weapons/Armor [merged]

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Posted by: Teckos.1305

Teckos.1305

I still find it ironic that people use WvW as an excuse against Ascended equipment. They cite statistics, percentages, and such, but fail to remember one important thing… and that is that the one on one encounters do not matter in a mode of play that’s designed around group siege warfare. In the end, in WvW, the server with the biggest zerg wins.

False. Havoc squads can impact the capabilities of a team severely. If your massive Zerg is in EBG then you can have enemies slipping in to take down your keeps very quickly in the borderlands. Taking supplies is always devastating towards holding fortifications, and a small group nabbing frogs or dredge can create a nuisance.

And even then. Why do you think commanders ask for might and boons before a big engagement? Because that extra DPS can devastate a Zerg. Knockback, zone control, and all these things can break up ranks and make a Zerg much less ineffective when you’re blasting your enemy targets allover the place preventing them from stacking in place.

Zerg play is very key, but do not underestimate the small things. Don’t underestimate damage percentages, don’t underestimate extra might, don’t underestimate the power of casting stealth, invisibility, portals, blinds, aegis, and all these things. They can change a battle completely. I for example tend to carry ballista prints so that when my server is capping SMC and the enemy is holding up, we can throw down ballistas at the entrances and use a guardian to keep them trapped inside while we block out their push from the outside and prevent any dead from coming inside. What about tapping keeps to prevent enemy reinforcements from returning as quickly? That’s highly key too.

Seconding this. I’m part of a havoc squad, rebel guild, ‘troll society’ and it’s extremely important to have the best gear available there. We often fight up to 3 times as many enemies (3v9 yesterday, finished them all).

What I think WvW needs:

  • Option 1: Downscale ascended to exotic stats.
  • Option 2: Let us play WvW-Only characters, that can have BiS gear and level 80 without cost.
  • Option 3: Upscale exotic armour in WvW to ascended.
  • Option 4: Delete PvE gear from WvW, allow players to get their PvE skins for free and unlimited from a database.

I feel like your organized havoc squad would still have the same effect on overall PPT if you were running around in all exotics. Organization, teamwork, and experience play a much more significant role than stats.

Against ignorant zerglings we would most probably… against other organised havoc squads that did have exotics… don’t think so.

no offense, but that sounds like a cop-out.

“dang! that other havoc group only beat us because they have ascended!!”

I’m sure if that situation actually happened, there would be a lot more significant things that determined the outcome of that fight. And more importantly, regardless who won the groupvgroup fight, the effect on PPT would still be non-existent or insignificant.

I disagree. It only sounds like a cop out because you think ascended gear doesn’t matter.

in the big picture of WvW, losing a group v group fight because a group had ascended gear isn’t going to matter when your server’s primetime zerg rolls through the borderland that evening.

So everyone keeps telling me. You will never convince me, I will never convince you. One of us in wrong. Meh.

Ascended gear is a pretty significant and desirable upgrade for an individual. But in WvW, an individual is insignificant and undesirable.

Ascended gear is significant on a micro scale but WvW functions on a macro scale, so the overall effects of people having ascended gear, when roughly the same % of the enemy server population has ascended gear, is insignificant.

This is the truth, words of wisdom.

Guardian December Patch Preview

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Posted by: Teckos.1305

Teckos.1305

what about our tomes and spirit weapons

Collaborative Development Topic- Game Modes

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Posted by: Teckos.1305

Teckos.1305

So first of all i think we would need some arena type modes to increase the number of players in PVP. I would say both 3v3 and 5v5 to give the players enough room for build and meta development (cause 2v2 warrior + mesmer anyone…). I also think that instead of an elimination system arena should be about a number of respawn (with a minimal cooldown) maybe with respawn management?
Last arena is all about map design and with gw2 combat plain grounds should be avoided the map should not even be symmetrical, to create great maps messing with layers, environmental hazard, and spawn point location would create great potential.

Why are traits roman numerals and not images?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

How about just numbers rather than Roman numerals? No one writes their build in Roman numerals, and it’s easier to process “7” than “VII” .
.

In my head it was it’s easier to process seven than seven … see what i did there.

Collaborative Development- Request for Topics

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Posted by: Teckos.1305

Teckos.1305

PVE:
1.Encounters (mobs AI/ group AI/more compelling Dynamic events).
2.Overflow system for organised hard world events.
3.Guild mattering in pve (contested etc)

Best and Worst of GW2 Releases - Year 1

in Living World

Posted by: Teckos.1305

Teckos.1305

best:
Inspector Noll Encounter(mechanically the best encounter in gw2 )
FOTM
Southsun Cove

Worts:
F&F prelude

Romanticist vs Pragmatist

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

did you guys know that los-ing is mentioned in the gw2 strategy guide?

TSS is full, (maybe 3rd guild?)

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Posted by: Teckos.1305

Teckos.1305

would like an invite

I'm getting so tired of this...

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Posted by: Teckos.1305

Teckos.1305

I am ok with the dulfy thing for the rest I rest it really hurts me to say so but
what about uninstalling.

Well, that is a first.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

“Stack here”

Clearly this is some sort of scumbag LoS tactic. And when I say tactic I mean exploit that is unintended and you should be banned

“Run when I stealth”

Stealth is another unintended game mechanic which inadvertently enables people to skip trash mobs. Clearly stealth exists so you can pop out of it and take those PVE mobs by surprise… *not to run past them like a filthy exploiter.

“I will portal, wait here”

Portalling is just another way of saying ‘You people can’t even run past the trash that I just did.’ Which means that even though you were clearly exploiting the game by skipping mobs that need to be killed for their precious blue and green loot, the rest of your team was respectable and wanted to stay behind and play the game how it was intended (probably wiping every so often along the way, because it’s not fun unless it’s a challenge)! and yet you forced that elitist attitude of yours on them anyway and tried to portal them past!

“Stack on Lupi when he does his AOE, I will feedback it”

Firstly you stacked. Big no no because stacking is hard and requires cognitive function beyond that of a normal pug. You must think you are extremely smart to force people to your will mr elitist! Likely they did what you wanted, and had to bow to your oppressive demands or else they risked failing the super hard boss which they had probably wiped on countless times and would never get their dungeon master title flaunt around in LA. They were left at your mercy and you made them stack, which as discussed above, is not only hard, but exploiting. Secondly. You used feedback. Feedback is another skill that is often used for exploiting by dealing back the boss’s damage to make the run faster. You see the real intention of feedback was to provide a pretty purple bubble that makes people feel reassured and comfortable while they ranged attack things in their pvt gear. You used it for evil intentions, to fool them into actually meleeing something.

“Don’t run into his bubble” (they were actually doing this)

The bubble is there for a reason. It’s there to deal damage. If the boss is not dealing your party damage then you are clearly exploiting. They were simply enabling the boss to use his mechanics on them and you once again tried to step in and stop them.

There you go. I hope you understand now why you were kicked Guang.

come on try harder

Guardian Burning Damage

in Guardian

Posted by: Teckos.1305

Teckos.1305

did you use kindled zeal
or staff 4 before checking?

Obligatory 'best name I've seen' thread...

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Posted by: Teckos.1305

Teckos.1305

My sylvari
Feuillage Pesant french for oppressing foliage.

manual avtivation of Delayed on-kill sigils

in Suggestions

Posted by: Teckos.1305

Teckos.1305

Right now these sigils (conjuration, sanctuary and demon conjuration) are activated as soon as the the 26 stack is acquired making them pretty counter productive most of time so my suggestion is about making the activation manual when the player reaches the 25th stack hes able to activate the effect of the sigil by pressing the assigned key.

More fire themed equipment...

in Bazaar of the Four Winds

Posted by: Teckos.1305

Teckos.1305

That’s the point. I personally don’t know any mature players who like this
style of gear.

Hum pretty sure I’m quite mature (aged if you prefer) still i like having a fire themed toon (in fact my warrior is full cof expect legs with firebringer) and enjoy the fact that i can improve this effect. Now you can complain about the fact that there are not enough diverse skins ATM but the fact is that the reward system is just launching and well plenty more skins to come (especially since leg/hand/head skins are pretty easy to make).

Raids and housing coming to GW2!

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

link not working

GW2 +Rift==WoW Killer

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

“wow killer” lowl
focusing a mmo on on “killing” wow wont make ot a good mmo make a game with good mechanics etc and i you think that any mmo will emerge and just drain an imense number of wow subs you’re wrong. If wow has to die it’ll by itself.

Keep increasing that difficulty.

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

i think they should rework on the way players are downscaled because right now a lv 80 being lowered will 2/3 shot mobs in lower level areas i they could make the character a little bit stronger(considering the fact that players can get exo and even ascended tiers) than people one recommended area level.

Gw2 down?

in Account & Technical Support

Posted by: Teckos.1305

Teckos.1305

same problem here

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

cause they don’t find it fun?

GW 2 #1 mmo of 2013

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

i really like the fact that it is written “our” mmo of the year

how would you rework the explorable dungeons

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

6. Hire a dungeon dev team.
7. Set up a test realm.
8. ???
9. Free QA, feedback and profit, or something.

I think that you have a big point here(a circle eh…) we actually have no dungeon dev team which really is at this point bad we are playing a mmorpg and dungeons should definitely be looked at there should be a team working on it, listening to player feedback
and actively address the issues

how would you rework the explorable dungeons

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Hey people. As a mmorpg player i really love doing instances/dungeons with a small group and was really exited by the way gw2 advertised explorable dungeons, but yeah “reality hits you hard bro”. Well after anet mentioned that they would revamp the actual dungeons and did a pretty good job with the boos in AC (especially with ghost eater) I again got all pumped up and expected to see dungeons being revamped pretty fast well after all those months nothing happened and we don’t even seem to have more info about it.
So i decided to make this thread so people would post they primarily what they would like to see as changes to dungeon encounters or even the system as a whole.

So i’ll go first.
I would really enjoy the actual system to be explorable which would mean something exiting and surprising, and I will in a first time explain what i think could improve the exp mode experience.

First of all the I would redesign the way the instance works no paths, well I am not abolishing the path system but am making making it more discrete one, so a group enters the instance do the couple of preliminary event (if presents) then reach the npc group here they can chose to help one of them to reach a certain route and complete the npc route and get their tokens usually the “path run” would end here but lets say that you decided to help X npc first you would be able to come back to the camp and help a second npc in his route then a third one etc all this without the need of reseting the instance. well it wouldn’t change much from the actual system but lets now add a priority mechanic if npc A route is completed first npc B & C etc routes reach level 2 as a difficulty level and we go on till all the paths are done.By difficulty level i don’t mean mobs with an absurd amount of hp or damages(of course those are needed) but more mechanics involved like new aoe shapes or adds popping reflection skills and cc. Well a good example of the design would be for example cof p2 last encounter if it is completed first well we have the usual encounter if second the Gaheron is nearly revived his avatar is now able to damage putting more pressure on the group if done last he’s revived and now the fight takes 2 stages kill him them put him down forever.

The question is why would the player struggle even more well doing the paths without resetting the dungeon will give more reward one after the others (mf buffs etc) and if all the paths are done cheer you get a daily chest(like jade maw’s one with maybe unique skins).

So we are done talking about the structure, the base. What could we add to the dungeon making them even more exiting which isn’t reward. I think random random events like the troll these thing are welcome and these event should add something from a simple unique drop/skin (players need to feel like this was special) to a buff for the whole adventurer group (like the mf,gold or even hp regen or stats boost of course only inside the dungeon).

finally one thing I would like to see is the possibly to incorporate some kind of mini/hard jumping puzzles requiring team/single player effort and timing to get the team to a hidden chest, a totem that will buff the team or even npc helping the group.

In conclusion I think that all these changes would make the dungeon experience more exiting and enjoyable: while not punishing casual or non skillful(don’t take it pejoratively) players it would reward players which have more implication and would even create more links between players you could start to play very often with a player because hes able to one shot this really hard jumping puzzle and give this mf buff to the team and it could even give birth to dedicated player groups.

well i hope you enjoyed my block and am waiting for your feedback/suggestions.
NB:i didn’t put the thread on the suggestion subforum because i really wanted dungeons enthusiasts to read it and give their feedback and maybe one day some dev would stumble upon our ideas and brig them to the dungeon designer team.

Getting Frustrated & Disappointed With GW2

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

So many threads like this… So why start another?

So the same person can make a reply saying he’s wrong, GW2 is the best game in the world, and which mmorpg don’t have grind. And start making comparison to every other mmorpg and tell you how great GW2 is and how every other game is more grindy.

And in fact he’ll probably tell you, you are playing the game wrong.

ahah saw what you did there let the Vhammer hit the floor.
but seriously I THINK that the main problem with gw2 atm is the lack of replayability
seriously a mmorpg content will get extinguished pretty fast cause well it isn’t infinite and if you want the content to attract players who already went through it you will need 2 things the experience and the reward.
so the experience (what the player feel after going through the content mostly the combats and the puzzles) will have an impact on replayablility if it is the same after 20(or player X limit) runs the player will get bored and the same if the experience feels too ‘easy ’(here i am talking about the combat well dunno if easy is the right word).
then you have the reward if one activity offers something unique well the player interested my this reward will feel attracted toward this activity. But there is a balance that needs to be set between the experience and the reward if the if the first is really enjoyable but the second aspect is missing: well it might get some players to do it over again numerous type but most players won’t the second case(+reward -experience) will get a lot of players doing one activity it may seem good at first sight but really it isn’t cause this king of design tend to have a really bad effect on the overall economy and community of a mmo.

Now lets look at gw2 at first we really didn’t tend to see any of the 2 extreme(in fact it didn’t seem like there was some kind of balance) but actually the second case is slowly appearing ie: world bosses chests and southsun mf buff, and I really feel like the game would take an irreversible route if this kind of system tends to impose itself.
what i think anet should do is to look back at their initial ideas: first the combat; make beating the same boos feels at least a little different for each fight give them better AI and a lot (a awful lot) of patterns this alone would make the playstyle get very diverse.
Second the rewards; gw2 was supposed to be all about skins why would you stop adding more (not talking about living story related BOXES) make dungeons bosses drop a specific(unique) weapons/skin make a jumping puzzle chest reward with a unique recipe,same for ALL the world events, guild puzzles etc.
Finally the overall experience (i’ll specially talking about dungeons cause this is the thing i do the most) here simply add random elements a random event (like troll) with exclusive reward a final chest dropping a key which is able to open a secret door with more loot ore a micro jumping puzzle with a boos in the end adding more random event will seriously spice the thing up a little and this really is needed to get players to enjoy doing content over and over again.

Arenanet Workshop

in Suggestions

Posted by: Teckos.1305

Teckos.1305

i feel like this post need more attention so i post

Some ideas for Warrior sustainability.

in Warrior

Posted by: Teckos.1305

Teckos.1305

you want survivability 2 ways to go shout heal which is great for pve with soldier set or the one i like the most the “support CC regen like a bows warrior” i play in pvp i the main thing with this build is the fact that you will get near permanent regeneration up time (runes of dwayna ) with and incredible cleanse through war horn converting condition into boons(quick breathing) i use healing signet it comes pretty handy and helps me proc rune if teammates need regen or if i don’t have regen up (being unlucky with passive proc and not taking slows which is pretty rare). I may link the build if you are interested.

(my total regen comes from signet + regen (through runes traits and condi conversion)+ adrenal health => you dont need a lot of healing power since AH doesn’t scale with HPower, signet scales really badly but you could consider a little cleric gem for a stronger regen while focusing on other Offensive/defensive jewels ).

(edited by Teckos.1305)

Arenanet Workshop

in Suggestions

Posted by: Teckos.1305

Teckos.1305

this is one of the few suggestion i have found really interesting and for cause:
having this kind of option will help the game by increasing the dynamic of the community, picking the interest of professional and amateur modelers and of course adding new in game content accessible via craft, dungeons, even mystic forge,gem store and even jumping puzzles. The best thing about it is that Anet would have a complete control on the items being added to the game and really get a lot of diverse and unique skins.

the main problems is like stated but some developers making armors skins is a really time consuming process cause you need to make male and female models then race specifics variations. So i really see this starting with weapons , backpack maybe even hats and gloves then with the process growing adding the possibility (when the modelling community is established enough)to create new armor sets.
well but for such a design to be implemented in gw2 we would need devs to really get involved with the community and the release of these tools.