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"Take Root" concern and inquiry...

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Posted by: TexZero.7910

TexZero.7910

Well yeah I’m a Mesmer main and my Glamours(TW) that used to spread random conditions now grant resistance and super speed plus timewarp effects ten people now.

Chrono is a tank/support role in raids and my skills were changed to reflect that ignoring how it effects other modes. Thus I have to fall back on to racial skills for my condition builds because mass wastes time and the other elites are counterproductive to torment and confusion.

You are cherry picking really hard here to scapegoat raids. The change to remove glamors giving random conditions came before raids. The change to timewarp was stupid but it wasn’t a raid only decision, WvW also played a role in that.

For proof of Changes – https://wiki.guildwars2.com/wiki/Game_updates/2015-06-23#Inspiration

SV release – https://www.guildwars2.com/en/news/enter-spirit-vale-on-november-17/

Can’t blame everything on your favorite scapegoat. Please stop trying to. No one here is going to deny Anet and balancing is as good as the NFL and handling Social Issues.

"Take Root" concern and inquiry...

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Posted by: TexZero.7910

TexZero.7910

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Take root isn’t a problem in any mode it’s the god awful class elites. Look at Mesmer we used to spread conditions through glamours but it was removed and now we have no condition based elite and necros with their lich nerfed and the other classes. Mobs need to die quickly and so many of our elites are group based fone tuned for raids in the prelaunch balance patch. When your class elites don’t do anything to speed up your killing people will grab something that will. The topic has been discussed to death and merging take root isn’t going to make people use their class skills again. Same goes for utilities because some classes are taking racial utilities over their class skills too.

Balance in the game needs to be more than merely raid meta there are too many useless and broken skills and skills turned useless through balancing. The reason for the surge of racial skill usage is because racial shave been exempt from class balance over the years. We didn’t have so many people using racial s to this degree in the earlier years . Not in dungeons fractals or WVW heck I used TW to cap camps back then because of the old condi spread when roaming.

Edgy response my friend.
Counter-point, ever wonder why their were so many sylvari necro’s and thieves in WvW ?

While yes elites across the board are underwhelming, that doesn’t exclude one from being too strong for it to be a racial skill.

I don’t think its edgy at all in fact during the AMA we had yesterday on Reddit this very topic was brought up with a dev. You can check there because their was a community response and it was overwhelmingly that the main issue is our core class skills being lacking. But to your side the dev did say they’d look at take root but it’s the exact same response they’ve given in the past if I remember correctly.

As for Mes and Necro in WVW I only see people using take root to cap the Mesmer is in abundance due to portal and the necro because epidemic is still viable. There classes that are used in WVW and they only seem like their in abundance because the perma stealth thieves have all but disappeared.

I’m not saying take root doesn’t need to be looked at but rather currently people would just switch to the next best racial elite. Instead of Sylvari necros with take root we may have human necros with hounds of Balthazar or Char with warbiund. I hear asura already use technobabble for break bars but I cant remember which classes had so little CC they choose to use it.

At any rate I typically recommend reading the post content AMA even though some of their responses are the same each time like WVW questions. A person can see the latest thoughts on this topic and get a beat on the pulse of how things are going elsewhere. More importantly the like and dislike feature is actually visible unlike these forums so how the population leans on any topic is visible.

The edgy response came from you blaming raids for the balance concerns. It’s cute, but wrong.

Also, i read the AMA they said they have no plan to disable it from modes. They probably should disable them in any mode not open world. But hey, that would be the smart thing that opens up each gamemodes meta diversity as opposed to restricting it to Sylvari or bust.

"Take Root" concern and inquiry...

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Posted by: TexZero.7910

TexZero.7910

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Take root isn’t a problem in any mode it’s the god awful class elites. Look at Mesmer we used to spread conditions through glamours but it was removed and now we have no condition based elite and necros with their lich nerfed and the other classes. Mobs need to die quickly and so many of our elites are group based fone tuned for raids in the prelaunch balance patch. When your class elites don’t do anything to speed up your killing people will grab something that will. The topic has been discussed to death and merging take root isn’t going to make people use their class skills again. Same goes for utilities because some classes are taking racial utilities over their class skills too.

Balance in the game needs to be more than merely raid meta there are too many useless and broken skills and skills turned useless through balancing. The reason for the surge of racial skill usage is because racial shave been exempt from class balance over the years. We didn’t have so many people using racial s to this degree in the earlier years . Not in dungeons fractals or WVW heck I used TW to cap camps back then because of the old condi spread when roaming.

Edgy response my friend.
Counter-point, ever wonder why their were so many sylvari necro’s and thieves in WvW ?

While yes elites across the board are underwhelming, that doesn’t exclude one from being too strong for it to be a racial skill.

"Take Root" concern and inquiry...

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Posted by: TexZero.7910

TexZero.7910

The problem with Take Root is the fact that it outclasses every single elite for a condi spec when dealing damage. This goes against the fact that race should not matter for game play concerns and I have met people who have rolled new rangers just to have take root for the extra 2k DPS it provides. Now if you’re using it for the invuln part of the skill, I wouldn’t worry about it.

Edit: It is a raid problem, not a WvW one (though it could be, I don’t really play WvW).

It’s also a WvW problem.

It’s a 3 second invuln with absurdly high damage. No other elite has this kind of overtunned offense and defense in one and is also restricted to race specifics.

Official Episode 5 Feedback Thread

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Posted by: TexZero.7910

TexZero.7910

Map Design – Good. Simple enough to just run for story, but complex enough for explorers to get a few rounds of excitement in.

Narrative – Bad. Deus Ex Machina’s abound and it’s literal Deus Ex Machina’s at that. For the story to jump the shark that hard with no build up is really unfulfilling as a player. My personal opinion is that this whole sequence of events starting back at episode 3 really needed to be expanded into probably double the episodes we have covering it.

Gameplay – Combat gets a pass, nothing innovative or extremely noteworthy. The targeting reptiles recolor is a decent touch i guess.

Mastery – Probably the most fun i’ve had with one just due to the sheer freedom of movement.

AMA’s – Still don’t see why this is happening the day of the patch instead of perhaps on a friday, infront of twitch chat……

Favorite Guild Wars 2 character/NPC?

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Posted by: TexZero.7910

TexZero.7910

Scruffy.

It did more with far less than any other character.

Looking to start raiding

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Posted by: TexZero.7910

TexZero.7910

With legendary armor coming out finally, I am slowly making my way back into the game. When the raids first came out I jumped in and was all for it but hit the brick wall of my guild not wanting to change builds or get the proper armor. As I come back now, I’m more wondering what are the most sought after classes/roles out there right now? What no matter how hard you try you just can’t find that one thing? right now money is not an issue, and I do plan on waiting until the patch tomorrow to see what the nerf hammer hits, and if it hits anything. Also any quick tips that you wish you had when you started raiding would be nice.

It’s unlikely that a nerf hammer will come tomorrow. Anet likes to separate content and balance patches.

Cairn heart achieve is a pain !

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TexZero.7910

I’ve found its easiest to get if you designate yourself the kiter.

Then its just about personal responsibility. Sure doesnt change the fight for the rest of the group, but it’s convenient to know.

Guild Wars 2 worth coming back to right now?

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Posted by: TexZero.7910

TexZero.7910

I dissagree with that crafting asc armor now is cheaper. And the game isnt anymore grind than what it was prehot. To Op i’d say the game is good if playing casually at your own pace and you can slowly start doing pve if you want or just pvp or w/e really.

http://gw2crafts.net/

Look at the prices just to get to the point where you can craft.

Then you need to make the ascned level crafting mats if you do it with the cd it takes a long time if you buy your way though it its a lot of gold. How is crafting gear not cost a lot and or fast?

Then there the rng drops from pve best bet is high level fractals that need ascned armor to even do.

GW2 is not made for new players any more. Something got to get fixed or the community only going to age and never grow.

How is it less for new players than before ? You previously couldnt get into fractals without te asc armor so the first set was always the one you crafted. We cold argue that getting enought gold to get asc armor now is slower due to dungeons being nerfed but the fractals should be quite an ok method of making the needed gold aswell as farming the dungeon paths to get that ez 5g. Also it is highly possible that the recipes gw2 crafts has for 500 are utdated i heard from wp that there are some ecto recipes that are much cheaper and easier and you get 500 with less of a cost. Coul they make it even easier? Ofc they can buff dungeons and since dungeons are already easier than prehot newer players can start from there and start climping on fractals but even tho i want that i dought anet will do that.

Inflation and the lack of ppl running low level open world content.

Have you tried stepping out of wvw and doing fractals ?

They literally turn out ascended weapons and armor pretty much 1-2 every week.

Raid Guild

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Posted by: TexZero.7910

TexZero.7910

Sorry, i used to run a guild group during that time but most people have moved onto games that have more content.

I don’t think there’s many NA guilds that i’ve seen that have weekend runs at that time. Most try for the weekday monday being the most prevalent.

A Plea for a Raid Story Mode

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Posted by: TexZero.7910

TexZero.7910

The concept of fun doesnt strike you huh?

It does, but it’s in no way impacted by existence of different level of difficulty modes. Or rewards being available by other means.
So, my point still stands. If it’s really about that, why such a strong opposition to other mode suggestions? Are some players’ fun really going to be so much negatively impacted if other players will be able to have fun as well?

Yes, yes it will.

Multi-modual design is a nightmare for balance that leads to easy modes being so trivial as to not be fun. It also leads to even less build diversity at the higher tiers of content as it has to be tunned so aggressively. Additionally it restricts combat design as you cannot have a complex easy mode raid meaning certain mechanics that could be feasible in a single mode raid would never see the light of day as it would mean completely rebuilding the raid encounter.

So to answer your question it absolutely can hurt others.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

And the segregation is here already, multiple modes, instead of making it greater, actually help to make it less dividing.

Actually it does the opposite as proved by literally every game you hold on your pedestal.

Multi-modual divides the player base into multiple smaller groups that very seldom interact thus creating a nightmare for balancing content and classes as well as hindering product development because they have to design around the basis that things cannot be complex.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

I don’t think anyone deep down can say that there is no problem with the “LI system” and say that this whole “you need x amount of LI to even start Raids” is a good thing.

I can say the LI system is fine.

Players using that data inappropriately is not. But that’s true of any metric system.

A Plea for a Raid Story Mode

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Posted by: TexZero.7910

TexZero.7910

I hope the story mode crowd gets the youtube video experience they are searching for.

It’s clearly not about playing the mode and the story for them, it always comes back around to rewards. It should not reward jack all if its going to exist.

It’s more clear that you dislike any notion of a storymode than that it’s clear what everyone who likes the idea wants.

Really ?

Everyone, that’s a word i feel you’re using wrong. Not even the “everyone” you speak for know what they want. They claim it’s story, but then they talk about LI and Rewards. They claim its Story, but then don’t go read up on it as that’s all that’s required for a story. They claim it’s story and yet somehow want the mode to shift to easier combat.

It’s never just story, you me and the dead ghost of Eir all know better than that.

The real issue with raiding as a raider...

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TexZero.7910

But we all need to do a better job of not belittling the opinions of others (and we all have to accept that our personal stances are just that – opinions).

The real problem with threads like these is that no one is going to change their mind over these discussions. There’s nothing new that can be added to this topic, and it has been discussed a thousand times before (oftentimes with the same people present). As a result of all of this, about the only thing that these threads really tell ANet reliably is that people are divided on the topic.

And that is perfectly fine. People are welcome to their opinions.

For those that do not feel there is anything more to say – there is no one forcing them to continue discussing it.

But at the same time, the fact that those people no longer want to discuss it doesn’t mean the conversation has to stop. It is a topic many, including myself, are still interested in discussing, even if there is some repetition in that dialogue.

For me, that is partially to make sure the topic remains relevant and visible to both the community and Anet, but it is also to make sure anyone new to the forums sees the conversation and can weigh in with their opinions.

It remains an important topic for some of us.

There’s a difference between visibility and beating a dead horse.

There’s discussion for making holistic changes, then there’s i need the world to revolve around my uniqueness.

At the end of the day, the easy mode crowd needs to realize that and stop beating a dead horse. You’re becoming as bad as the “mounts” crowd.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

Yeah, im pretty much done with the asinine logic being presented here by the we want an easy mode crowd.

I’m sorry but when i’ve raided with people who have some serious debilitating conditions and those who can’t make a set schedule all the “excuses” being used are laughable.

It’s time to stop making excuses and just raid. Seriously.

And again to address the topic properly, i do agree there’s a problem with group finding but this is symptomatic of the entire games base design. Remember LFG didn’t even exist at launch (for all you saying how casual this game is). I’ve see better casual designs from F2P (cashgrabs) that have better Guild/Group finding tools than this game has current and had prior to its inception.

A Plea for a Raid Story Mode

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TexZero.7910

So some of us are very interested in the new raid wings but we have never had a chance , for our reasons, to actually play them. Everyone is asking for experienced people with lots of li’s and they are just kick us out. Cant see why raids cant be like dungeons.They should have 2 modes, 1 exp and 1 story or if that cant happen why cant we have scaled difficulty??We are missing so much content and its super lame.

Won’t happen. Story modes for dungeons are as dead as your story mode for raiding would be.

Too much investment for a story mode when you can get all the story you want from youtube/twitch/wiki.

If you want to raid, go raid.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

You know what other system puts the onus on the player ? The one we currently have, that has ONE mode. You know what the benefit of that is ? Everyone who raids is in the same pool which means you have a larger playerbase to link up with. If you cannot handle this don’t go blaming the system. It’s the player.

So giving players a wider number of raiding options is somehow a BAD thing? You have a pretty interesting logic.

You sure have some fun ways of using really horrible logical fallacies there.

Let me just use your logic for you.

Show me 10 people who would regularly organize an easy mode raid and do it.

Right…. Case in point.

The problem you guys who perpetually scream for an easy mode is, 90% of the time don’t bother organizing or finding the right group of people to raid with. The other 10% is people who want the rewards for half the work. I’d be generous and say there’s people who want story but those people simply don’t exist. If they really just wanted story they’d use the internet and watch the raids from a streamers PoV or look up all the juicy story on youtube.

Seeing as all of that is the case nothing anet does will please you guys. Not a “easy” mode which would only serve to segregate the community even further than what you claim it has done. So please spare us the sob story, raid or don’t. The ball is in your court.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

A multi tiered system puts the onus on the players looking for that kind of content rather than relying on others to form the groups. It gives them more control over how they experience the game. It gives them an option that doesn’t include being carried – making it easier for harder core raiders to identify and work with the players who do actually want to learn and progress.

I also think it’s worth bringing up since it was in a blog post today – the idea of raids consuming only a small amount of ANet’s time and resources pretty much went out the window with the Legendary Armor blog post today. The writer specifically talks about the huge amount of work – even rewriting core system – that went into developing it. That pretty much negates any argument that this is a niche corner of content that doesn’t affect developmental resources for the rest of the game.

You know what other system puts the onus on the player ? The one we currently have, that has ONE mode. You know what the benefit of that is ? Everyone who raids is in the same pool which means you have a larger playerbase to link up with. If you cannot handle this don’t go blaming the system. It’s the player.

Also heavily overreaching with that straw there buddy. The resources that went into making armor != the same resources used to create your 3 maps and PvE stories. They are separate teams.

Are you sure using "Flashpoint" a good idea?

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Posted by: TexZero.7910

TexZero.7910

ANET,

you do realised that DC Comics has a comic book named “Flashpoint” right?

Are you sure you can use that word and not get sued for it?

You do know its a common word. And Flashpoint in the DC universe means Flashpoint Paradox. Shortening it is dumb.

GvG in Instanced maps with Open World content

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Posted by: TexZero.7910

TexZero.7910

WvW is dead. Just let it die like the half implemented and supported mode it is so we can focus on quality content.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

Lets not go down the new mode = accessible. It’s not, it’s just diluting the pool.

I disagree. There is a very clear reason why other successful raiding MMOs utilize multiple modes. While there are some minor issues with them as there is with many things, they go a long way to solving the accessibility issue. They open the raid experience to people who would otherwise be uninterested or excluded.

Yes, more structure and better grouping tools are good things and should be continual goals, but it still doesn’t address the big issues related to accessibility.

The multiple mode system doesn’t fit here. We aren’t pushing some new gear treadmill which incentivizes any mode higher or lower.

If you cannot do a raid because of your personal skill try improving, after all this is raids are end game content. As is current raids aren’t even that hard. If you were to compare them to the same games you’re holding on a pedastool you’d see that these raids are akin to those raids “Into” version.

Sorry if that annoys you but it comes down to players gotta play at some point or the game may as well be a movie and we all saw the horror that was the warcraft film. Lets not repeat that mistake okay.

The real issue with raiding as a raider...

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Posted by: TexZero.7910

TexZero.7910

Lets not go down the new mode = accessible. It’s not, it’s just diluting the pool.

While yes accessibility is an issue, its a core problem with the game that needs to be solved. There’s a completely lack of a structured way to find a guild that’s best suited for the individual players experience. Fix that and you fix a lot more than just the problems with raids, but WvW and even PvP.

Raid population

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Posted by: TexZero.7910

TexZero.7910

I think this entire thread can be summed up with haters gonna hate.

So many misconceptions from people who clearly don’t raid and need a scapegoat for their dying WvW.

Suggestion: Use dodge to reduce fall damage

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Posted by: TexZero.7910

TexZero.7910

Traits
Rune set
Air keep buff
Gliders

Not sure there is a need for this idea.

In WvW for example, theres no room for falling dmg traits and theres no gliding possible. Why should i pick a traitline only for a useless trait. I was asking for sth completly different

No room you say ?
https://www.youtube.com/watch?v=SvCW_pl9Uzc

That was 2 years ago and is still viable today. It’s always possible to exploit player stupidity.

Torch on Rangers seems a bit overpowered.

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TexZero.7910

It is and I know, for I play both.

Both what? There are 9 classes in the game, not two, you know.

Seriously, just look up the lazy versions of rotations for power engi and staff thief, for example. PS (both power and condi) have it easy as well (with condi having really respectable damage on top of important partywide buffs). Scepter/torch guardians are relatively easy as well. And I’m not even going to comment on condi mesmers…

Basically only eles and condi engi are left with complicated rotations now, without having the sufficiently good lower-effort ones.

Basically, for parity, you wouldn’t want to nerf rangers. You’d want to buff the condi necros (the scepter ones, not the gs kind, that build is a gimmick not really applicable to 99% of groups due to problems with condi fields) and make the ele rotations easier.

I main ele. And I don’t want my rotations easier, there are enough classes for that, including the ranger. One of the reasons I still prefer to play my ele is the way it plays and the rotations involved. I want, however, to have proper reward for harder rotations.

Please don’t. Difficulty of execution should be a non-factor when it comes to balancing raw numbers, Elementalist is already rewarded through having better flexibility, support and cleave potential when playing a dps role.

a non factor ?

I’m sorry, it should absolutely be a factor alongside everything else mentioned. Cleave/Support/Durability all of it needs to play a role in balancing otherwise we end up back with the lolnecro or lolele meta’s again.

Balance Changes That Would Improve Raids

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Posted by: TexZero.7910

TexZero.7910

Something else I consider problematic is racial skills. I enjoy that racial skills exist, but the fact that every condi class should roll sylvari is dumb.

I think it would be good to be able to complete a quest that explores each of the different races and allows you to ‘attune’ with whichever race you want. What I mean by attune is, it would allow you to use human skills as a norn, or whatever combo you want. But you only have access to one race’s skills at a time. So for example, you can’t bring battle roar (char utility), and take root (sylvari elite) on the same character.

Also why can’t rev use racial skills? Its just one more strike against condi rev.

This just goes to show that racial skills were a bad idea to begin with and should be disabled in raids & fractals, heck maybe even in WvW as well.

New to Raiding?

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Posted by: TexZero.7910

TexZero.7910

. In fact for a new raider, I think wing 4 is a very good place to start. Cairn, mursaat overseer, and samarog are all pretty easy. Vale Guardian imo is a bad boss to start on, because 4 players are responsible for what is essentially a group wipe mechanic.

Good luck!

I tend to disagree. Wing 4 is bad for a beginner due to it being mostly reliant on 2 characters in total, thus not teaching or enforcing good group diversity and teamplay. Wing 1, especially VG does this near perfectly and doesn’t enforce bad gameplay habbits.

Is Anet going to Pax West 2017?

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TexZero.7910

Asking now because the badges go on sale soon and unless Anet will be there, I will not be buying/going to the event. They have given us a heads up in the past.

The PAX site usually books attendees way in advance of even ticket sales. If there’s a publisher / studio / or person of interest attending they would have announced it before the start of ticket sales.

Why Was the Frost Gun Disabled?

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TexZero.7910

This time you really can blame necro’s.

It was the only way for them to get significant DPS and that’s clearly not allowed.

Nerfing Taimi

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Posted by: TexZero.7910

TexZero.7910

Any one who hates Taimi watch or enjoy Jimmy Neutron ?

I’m on the opposite side of that? I saw snippets of Jimmy Neutron, and I found it pretty irritating. Snipped.

And what would you say caused the most annoyance ? The voice, personality, art style, juvenile humor ?

Genuinely curious here, because they are voiced by the same person and have nearly identical characteristics to a fault.

Nerfing Taimi

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TexZero.7910

She’s pretty annoying for sure. Seems far better suited to a children’s cartoon. And I like dumb, goofy cartoons well enough but the cuteness just seems out of place here. We’re up against ancient dragons and evil cults, kitten .

Show of hands here….

Any one who hates Taimi watch or enjoy Jimmy Neutron ?

(edited by TexZero.7910)

Torch on Rangers seems a bit overpowered.

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TexZero.7910

I’m pretty sure Engi Blowtorch is around 19k dmg on a 12 second cooldown, no?

Plz no nerferino blowtorch.

Adjusted the audio on the Beastslayer Rifle.

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TexZero.7910

hey i already unlocked the skin but didnt test it out on a char yet

Can you tell me how it sounded like?
Did it have an actual gatling gun like sound?

It sounded exactly like healing turret. So no, it sounded nothing like a gatling.
Their foley guys probably didnt get time to do work for it like they should have.

Deimos Tears no longer strip aegis CM, why?

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Posted by: TexZero.7910

TexZero.7910

i suppose its hard when a tear pops up for someone from the group to go and deal with it.

Depends on when it happens, especially in CM.

You have to remember in CM there is no ward, so for now people are using the Precog Strat as it seems easiest to execute. Sure there’s other ways for people to get around this like bringing a self invuln skill (most classes have atleast one). But why do that when you can have precog up all the time anyway.

Balance Changes That Would Improve Raids

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Posted by: TexZero.7910

TexZero.7910

I’d much rather Might and Fury be the go-to damage increasing boons, and things that give +10% damage and similar abilities removed completely.

Again though this isn’t needed. You only have to cap how high damage modifiers can go.

If its 10% from food and 10% from any other status/non-boon source, then it doesn’t matter if every class has 10% damage modifiers. People will take whatever works best for them/their group.

A cap like this is bad design. It’s counter-intuitive and obscure – it says X gives you 10% more damage but it actually doesn’t because Y already gave it to you. Not to mention introducing such modifier pooling would require rebalancing pretty much the whole game.

Really it is now is it ?

So our entire boon system is somehow counter-intuitive ? Because guess what, its the same stuff different name working the same way.

If you’re thinking that making a BOON that just gives +% damage you are an idiot. Might is the flat power increase. We don’t need a second one that does the same thing.

….and if you could read, you’d notice that’s not at all what i said. We currently have status’ that give +% damage(GoTL). All you have to do is make those ubiquitous and make them function the exact same way boons do now. Does it matter who gives you might, prot or quickness ? No. They are all capped. Guess what you do when you add a new % damage modifying status. You do the smart thing and put them all into a status category called damage amplification that caps at whatever number you want to assign (likely 10% given the state of GoTL).

Novel concept….

That’s not intuitive for the player at all though. You’re just telling people that “oh this is a massive power boost, but in secret, either through the tooltip on the buff itself or in the trait, it doesn’t stack with any other increases like it. Or there’s a hard cap.” At that point you might as well just make it into a new boon for the sake of clarity. Effectively Might 2.0 when the game doesn’t need it.

Just Nerf Grace of the Land, and make it stack might, competing with Phalanx Strength. If a new “healing” profession comes out people are still going to bring druid for the most part because of the simple fact their druids are already geared appropriately.

How can you even remotely call this not intuitive ?

How is might from guardian different from warrior or ele or any other class ?

Now then when we get to the point where there’s more global damage amplification status’ they should be treated exactly like we treat boons. It doesn’t matter who applies it they have a cap of whatever the developers decide it goes to. You know what else happens with boons when you apply more than the max stacks right ? If you don’t please refer to the wiki as i’m really tired trying to explain the obvious to the oblivious.

People know when might stacks reach the top. 25.

People would have far more difficulty understanding if you put a hard cap on buffs that grant %Damage that aren’t those simplified boons.

Druid: Grace of the Land, Frost Spirit Aura, Glyph of Empowerment
Tempest: Harmonious Conduit
Daredevil: Bounding Dodger
Dragon Hunter: Big Game Hunter
Berzerker: Always Angry, Bloody Roar

Superior Rune of the Scholar (6)
Seaweed Salad

I’m sure I’m missing quite a few of those %Damage boosts.

Let’s say we add a healing profession, or another elite specialization that provides a buff similar to grace of the land. If left alone as is: raids would take both the druid, and the new buff, creating power creep.

If changed to what you’re suggesting: only one buff at a time, or a % cap on that, then how would the game communicate that fact to the player? A tooltip on the buff/trait? It would not be elegant. Would it be reclassified as a boon? Also a terrible idea. It would effectively be Might 2.0, a completely redundant and unnecessary concept. It would also cause bloat on tooltips, not necessarily a huge problem, but something I’d rather not see all things considered.

Which is why nerfing Grace of the Land into a might-stacking mechanic would both ratchet down the power creep and provide alternatives for raid compositions.

You’re also missing the important part of them being applied via other classes. Only one class in the game can currently do that and it. I also already stated from status effects only. Please keep up.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I’d much rather Might and Fury be the go-to damage increasing boons, and things that give +10% damage and similar abilities removed completely.

Again though this isn’t needed. You only have to cap how high damage modifiers can go.

If its 10% from food and 10% from any other status/non-boon source, then it doesn’t matter if every class has 10% damage modifiers. People will take whatever works best for them/their group.

A cap like this is bad design. It’s counter-intuitive and obscure – it says X gives you 10% more damage but it actually doesn’t because Y already gave it to you. Not to mention introducing such modifier pooling would require rebalancing pretty much the whole game.

Really it is now is it ?

So our entire boon system is somehow counter-intuitive ? Because guess what, its the same stuff different name working the same way.

If you’re thinking that making a BOON that just gives +% damage you are an idiot. Might is the flat power increase. We don’t need a second one that does the same thing.

….and if you could read, you’d notice that’s not at all what i said. We currently have status’ that give +% damage(GoTL). All you have to do is make those ubiquitous and make them function the exact same way boons do now. Does it matter who gives you might, prot or quickness ? No. They are all capped. Guess what you do when you add a new % damage modifying status. You do the smart thing and put them all into a status category called damage amplification that caps at whatever number you want to assign (likely 10% given the state of GoTL).

Novel concept….

That’s not intuitive for the player at all though. You’re just telling people that “oh this is a massive power boost, but in secret, either through the tooltip on the buff itself or in the trait, it doesn’t stack with any other increases like it. Or there’s a hard cap.” At that point you might as well just make it into a new boon for the sake of clarity. Effectively Might 2.0 when the game doesn’t need it.

Just Nerf Grace of the Land, and make it stack might, competing with Phalanx Strength. If a new “healing” profession comes out people are still going to bring druid for the most part because of the simple fact their druids are already geared appropriately.

How can you even remotely call this not intuitive ?

How is might from guardian different from warrior or ele or any other class ?

Now then when we get to the point where there’s more global damage amplification status’ they should be treated exactly like we treat boons. It doesn’t matter who applies it they have a cap of whatever the developers decide it goes to. You know what else happens with boons when you apply more than the max stacks right ? If you don’t please refer to the wiki as i’m really tired trying to explain the obvious to the oblivious.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I’d much rather Might and Fury be the go-to damage increasing boons, and things that give +10% damage and similar abilities removed completely.

Again though this isn’t needed. You only have to cap how high damage modifiers can go.

If its 10% from food and 10% from any other status/non-boon source, then it doesn’t matter if every class has 10% damage modifiers. People will take whatever works best for them/their group.

A cap like this is bad design. It’s counter-intuitive and obscure – it says X gives you 10% more damage but it actually doesn’t because Y already gave it to you. Not to mention introducing such modifier pooling would require rebalancing pretty much the whole game.

Really it is now is it ?

So our entire boon system is somehow counter-intuitive ? Because guess what, its the same stuff different name working the same way.

If you’re thinking that making a BOON that just gives +% damage you are an idiot. Might is the flat power increase. We don’t need a second one that does the same thing.

….and if you could read, you’d notice that’s not at all what i said. We currently have status’ that give +% damage(GoTL). All you have to do is make those ubiquitous and make them function the exact same way boons do now. Does it matter who gives you might, prot or quickness ? No. They are all capped. Guess what you do when you add a new % damage modifying status. You do the smart thing and put them all into a status category called damage amplification that caps at whatever number you want to assign (likely 10% given the state of GoTL).

Novel concept….

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I’d much rather Might and Fury be the go-to damage increasing boons, and things that give +10% damage and similar abilities removed completely.

Again though this isn’t needed. You only have to cap how high damage modifiers can go.

If its 10% from food and 10% from any other status/non-boon source, then it doesn’t matter if every class has 10% damage modifiers. People will take whatever works best for them/their group.

A cap like this is bad design. It’s counter-intuitive and obscure – it says X gives you 10% more damage but it actually doesn’t because Y already gave it to you. Not to mention introducing such modifier pooling would require rebalancing pretty much the whole game.

Really it is now is it ?

So our entire boon system is somehow counter-intuitive ? Because guess what, its the same stuff different name working the same way.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I’d much rather Might and Fury be the go-to damage increasing boons, and things that give +10% damage and similar abilities removed completely.

Again though this isn’t needed. You only have to cap how high damage modifiers can go.

If its 10% from food and 10% from any other status/non-boon source, then it doesn’t matter if every class has 10% damage modifiers. People will take whatever works best for them/their group.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

To me, it feels as if you miss the point of CrimsonRipper’s 3). I don’t think it’s about damage reduction abilities (like protection, distort etc.), but about reducing or eliminating damage increasing modifiers like GotL, Scholar runes and all that stuff. That would probably be a worthy endeavour, but I doubt ANet will ever do it.

As to the uniqueness argument – I agree, that one should be buried, never to be resurrected.

Thing is you don’t have to reduce anything, just cap it. Then anyone can bring whatever utility is needed and it wont matter. If the maximum you can modify outgoing damage is 20% then it won’t matter who brings it it. It will just shift who can play what and who brings what within your set group.

Can't earn XP without raid track

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

No, what stops the player from getting this reward is sheer stubbornness.

You don’t need to slay a boss, you literally just need to complete escort, which again, is easier than all the other tasks you have to do max your account progression through masteries.

If you really hate the idea of having to use simple teamwork in an mmo to unlock max account progression, and can’t even be bothered to do escort, go earn 100g (open world pve players should have no trouble doing this) and buy a single raid kill. Earning 100g isn’t any more grind than all the stuff you have to do to max your other masteries.

There are many paths to this goal, you can be a serious raider, you can do what is essentially an open world pve event, or you can grind about 100g using your favorite farm spot.

I cannot upvote this more than once. But dear lord keep preaching.

Balance Changes That Would Improve Raids

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Posted by: TexZero.7910

TexZero.7910

you missunderstood point 3 and on point 2 it will take away the uniqueness of the class which is the main argument against giving gotl to other specs nerfing it is simply better

Are we really having this argument after Revs got alacrity and nothing changed ?

Are we really going to sit here and say, We need to up the baseline power of classes when not 3 months ago the word of the day for these forums was Power Creep ? Seriously, damage reduction in its current form is fine even if more classes get access to it.

Looking to come back - raid question

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

First bit of advice. Never be a one-trick when it comes to raiding, especially in a pug setting.

Regarding Thief vs Ele…. Thief can compete with them as far as dps goes. It just lacks the same utility.

As far as picking up mesmer to tank, see first point. Even if Thief is your 2nd assuming you decided to walk the tank road, get a backup ready because mesmer is limited slotwise in raids.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I really find it odd that Warrior is the only class that has no limitation on might-stacking aside from critical hit, and how they generate might to begin with.

I suggest the future approach to profession balance and elite specializations would involve the following:

1. Homogeny amongst similar effects/traits: Phalanx Strength, Shared Empowerment, Empowering Might.

2. Change Grace of the Land to grant Might Stacks, perhaps 3. A similar ability: HGH for engineers, should produce similar results.

3. Reduction/removal of %Damage traits. Increase the baseline power of various profession skills to compensate. Then consider scaling of various abilities.

4. For Elite Specializations: have them supplement or expand upon roles various professions don’t normally cover or have trouble covering. They should be designed with niche roles in mind. Scrapper is somewhat a great example of this: Great in WvW/sPvP, not as strong in Raiding/PvE

1) Only if there’s no limit like with PS currently

2) How about we don’t. Instead why dont we just rename it and put a max cap on bonus damage modifiers to 10 and then give it to other classes.

3) Again how about no. There’s no point in changing Damage Reduction as its all multiplicative anyway and you’ll never hit 100% (barring that one bug that was fixed).

4) Scrapper is a bad example to use. Engineer already had a tanking spec that was fleshed out. That’s why Scrapper has had to be changed and have it gutted for PvP and PvE. It’s literally the worst example you could have pulled.

Rename "Retreat" and "Save Youselves"

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

Retreat.

No sir, I just advance in opposition.

Sab w1 z2 bauble achievement bugged?

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

Don’t forget the baubles in the shortcut.

This.

You have to double back for w1 z2 a few times. Not only for the Wurm, but also for the giant tree.

Improvements needed for guardian healer

in Guardian

Posted by: TexZero.7910

TexZero.7910

Just want to point out that you have a few numbers confused. Especially when comparing to Soothing Mist which has a 1.0 (not 0.1) scale on HP. That’s before the trait is taken into account as well.

Somewhat incorrect.

The soothing mist scale of 1.0 is over the 10 second duration of the buff, not per second.

edit: I’m wondering if the scale on resolve is over the 3s duration, or per second now though. I didn’t check that. Which may further justify a slight raise in that scale. Particularly at least to keep the hp scale/sec the same with a duration increase from BP.

I’d have to math it, but i’m pretty sure the scale is not based on time but on how much it increases per point of healing power.

IE soothing mist takes 100% value from healing power, while Resolve takes .06 or 6% of your total healing power into account.

Yes, soothing mist heal is increase by 1.0 * healing power.. over the full 10 second duration of the buff. Which is 0.1 coeff/second.

If it was raised by 1.0 on each tick, soothing mist alone could heal for more than 1.5k/s, just from healing power alone ( not counting base healing, or any other outgoing buffs). Which it does not.

As I said.. I didn’t think to check if virtue of resolve is scaling in the same way ( I suspect it is). Though I still wouldn’t justify much above say 0.06 (coeffs/second) vs soothing mists 0.1/s due to other effects available with the virtue. However that might actually be a coeff ( with the current 3s buff) of 0.18 (up from 0.06).

If the duration were to be raised, the coeff would have to rise in line- to maintain the same heal/tick.

Again though Soothing mist tick isn’t 1 per 10. The duration of the buff is 10 seconds if you swap. It ticks once every 3 seconds. So even using your version here its a .33 coeff not a .1

What is your /age?

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

9434 hrs across all characters

Server Dead ... Anyone there? Anet send help

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

Welp, was going to finish SAB dailies then suddenly nope.

Cant win them all.