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The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

Damage stats multiplying on top of themselves is a problem, that’s true. Defensive stats cost exactly the same point by point in your stat budget, but since they don’t multiply with each other their ultimate effect cannot ever be equally great.

Defensive stats do multiply.

For every point of toughness and vitality you have you increase your EHP (Effective hitpoints)

All of that comes in before we even talk about healing which is another way to have more EHP.

The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

Healing runes, sigils and traits are only in the minority if you count them against all other runes, sigils and traits. Count them against things that give a benefit to blinding, blocking, reflecing or dodging and you’ll find that the game has an overwhelming bent toward healing in the support category. Let’s not forget that healing is the only support mechanic that has an entire stat and gear sets devoted to it either.

Saying that only one rune “directly affects outgoing healing” by completely ignoring all runes that provide you with healing power is an extremely dishonest definition of what constitutes directly affecting healing as well.

How is this dishonest.

When you take your argument about support being for the group one must naturally ignore the innate bonuses and looking solely at what it does for others not for oneself.

To do that would be dishonest.

Or would you rather we do the all encompassing approach and analyze every supportive aspect in the game and come back to the same conclusion that healing is the minority ?

Lets go….

If healing is the primary then

Why do we have the following in larger numbers

- Blinds, Invlunes, aegis, stealth, vigor, fury , banners, shouts, conditions (vuln specific)….

additionally why can someone overload their bar with multiple of the following and yet only take 1 direct heal.

Lets assume that you’re going to say that this is dishonest and doesnt include weapons. Okay…

Of all the weapons how many have healing innately on them ?
Of those to which classes are they associated with ?

If your answer to any of those is less than half, congrats it’s not a primary mechanic.

The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

The primary support mechanic for multiple classes is providing heals, it’s also the only method of support that has it’s own associated stat, runes and sigils.

If that all didn’t exist and was replaced with specs that throw around blindness and reflects and other active support abilities, and you could spec your character up to specialize in those, yea, I would be with you completely.

However, the reality is, the majority of support mechanics in the game are focused on healing, we are getting even MORE healing abilities with Heart of Thorns, and that just kind of makes me think that just maybe healing should be good for something.

The primary support mechanic is healing ?

Since when where and why ?

Last i checked the primary support mechanic was not getting hit. Active damage mitigation not reactive.

Show me where this is a thing in the current game. I’ll acknowledge healing exist, but to label it a primary is off point and utterly wrong.

Traits, runes and sigils do exist to amplify healing but if you were to actually quantify the numbers of those that exist compared to those that don’t, you’d find healing runes sigils and traits to be the minority.

In fact out of all the traits for every class you’re lucky to find 2 on any single class that amplify outgoing healing to allies. Compare that to the remaining 43 traits …. and you’ve already been proven wrong.

Lets talk runes next out of all the runes, only 1 directly effects outgoing healing Superior Rune of the Monk.

Sigils show the same thing only 1 increasing outgoing healing Sigil of Benevolence.

How is this a primary thing when clearly it’s an afterthought as shown by the design process ?

The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

Show me where you need stats to support and maybe we’ll be going somewhere…..

Show me any content that when designed with tanking in mind wouldn’t break the current system of active damage mitigation.

Until then calling others out for logical fallacies when you, yourself are using several the most egregious being Ignoratio elenchi serves nothing for this thread or any discussion you wish to have.

People have shown you, that it is possible to build tanks and healers. They are equally as effective when it comes to their designed roles. However, they are not equal when it comes to dealing damage, and that is perfectly fine. The reason is because this game isn’t designed to have tanking and healing as a primary system. The primary systems for maintaining yourself and your group are active systems, not re-active systems. Dodges, blinds, blocks, aegis, invulne skills, etc… all exist on more frequently than healing for this reason.

To claim that opening the game up to more players is what your change will provide is questionable. What stats do you have that show this ?

Furthermore, how can you be certain that opening the game up in such a manner would bring in people who will be retained. Ultimately that is the end game for any business.

Right now it seems you are grasping at straws to make this game more appealing for you, because you actively refuse to swap from the archaic trinity system and as a current player and as shown by many other players within this thread we see absolutely no good that can or will come and you have yet to show this which leads to your argument losing all validity or credibility.

Have a nice day.

It has to be said: THANK YOU Helseth!

in PvP

Posted by: TexZero.7910

TexZero.7910

you’re not wrong that some drama is good.

Sports however is like politics, there’s some lines you just dont cross.
You can be classy and be like toker or helseth and just say your better, that’s fine. Being belligerent isn’t though and the moment that happens on stage expect someone from Anet to step in.

100% complete game

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Posted by: TexZero.7910

TexZero.7910

Considering WvW achievements, I don’t believe it is even possible.

This is correct.

It is mathematically impossible to complete 100% of the achievements in this game due to those existing. Even assuming someone had the willpower to do it yakslapper alone would take something like 7 years of playing at an average pace.

Well, considering yaks spawn like every 5 minutes, and granted you are at a camp and NO ONE EVER interrupts you nor do you take the camp just let yaks respawn, than you can kill 24 yaks per hour. That means you can get Yakslapper in only 41666 hours pure playtime. That’s only 1736 days, which is 4,75 years.

Of course, that is playing 24/7 without ever working, sleeping, eating or living.

Realistically, if you go for the achievment, you can get in ~ 20 years (by playing say 8 hours a day and doing Dolyaks for 6 hours straight). Of course, remember that no one should interrupt your Dolyak spawncamping.

At a a casual rate, granted you are a WvW player you should have this done in 150-200 years (give or take a few decades).

And then. You get 25 achievment points.

Ps.: And you know what? Yakslapper imo isn’t even the worst.

It’s the only one that matters, no one cares about SMC.

100% complete game

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Posted by: TexZero.7910

TexZero.7910

Considering WvW achievements, I don’t believe it is even possible.

This is correct.

It is mathematically impossible to complete 100% of the achievements in this game due to those existing. Even assuming someone had the willpower to do it yakslapper alone would take something like 7 years of playing at an average pace.

[Suggestion] Player Stacking combos

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Posted by: TexZero.7910

TexZero.7910

Here i thought this was going to be cross combos akin to the Tales franchise….

secretly its another mounts thread.

The Hitpoint System is Outdated.

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

What if it is equally powerful as what’s currently meta? The ultimate goal of game balance would be that people can bring whatever kind of character they like to a group and their success depends on how well they play their individual role, not on how mindlessly they copied the builds on metabattle.

Why should it be ?

There’s this thing out there called trade-off

You’re giving up damage, to do more healing. Why should you give up damage, to deal more damage than someone who has built for it ?

Healer + Tank, ever a possibility?

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Posted by: TexZero.7910

TexZero.7910

Are you seriously going to say you cannot specialize in support and still deal damage ?

If you stat for damage you will deal about 5 times more damage than if you stat for healing and survivability because of how offensive stats multiply on top of each other.

You can have an 80% crit chance, double the crit damage, and almost tripple the base damage as a non-DPS character while still being able to apply boons, aegis, and whatever other support functions exist.
Or you can give all that up for having about twice as much healing power that nobody needs.

So, no, you cannot reasonably specialize in support right now. Any group that cares at all about how well people play and how fast you’re clearing content will not have you along, because you lose very little of your support power as a DPS specialist, but you lose practically all of your DPS as a support specialist, and the extra healing isn’t even needed.

and here is the core issue with your argument….

You want healing power to be all encompassing and think healing is the only form of support.

Stop thinking this way and you’ll come to embrace that you can support using any stats out there.

Want to support a group not die as a theif ? blind trash mobs, use cc to drop defiance etc….
Want to support a group as a guardian ? use virtues, blinds, aegies, stability, condi cleanse etc..
Want to support a group as a necro ? Use wells to stack vuln, convert boons, heal allies and prevent them from bleeding out should they ever go down.
Want to support a group as an ele ? Use glyphs to apply vuln, blind, have good uptime on might and fury by placing and blasting fields, destroy projectiles or even reflect them
Want to support as a mesmer ? Mantra heal all the allies, bring reflects, haste etc….

Im done providing you the numerous ways you can support and look at this, none of it required even touching stats.

Stats != Support

Stop trying to equate the two.

Healer + Tank, ever a possibility?

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Posted by: TexZero.7910

TexZero.7910

People who want to play support want to play specialists. They don’t want to be a DPS machine that can throw out group support abilities, they want to be so good at support that they contribute to the fight even if their DPS is low.

Are you seriously going to say you cannot specialize in support and still deal damage ?

You completely missed the point. The point is that OP wants to play a pure support. He doesn’t want to worry about causing any damage at all. And he wants that playing style to be worth as much in a group as a dps specialist.

Unfortunately for him, to make it possible without breaking way too many other things would require a complete rewrite of the combat engine from ground up.

You missed the point.

You can still play a pure support and not give 2 iota’s about what stats you have on.

You can play support naked if you so choose to do so. Support isn’t tied to stats, it’s tied to what your class can bring to the table to assist the group.

WvW Invitational Statement from John Corpening, game director for World vs. World

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Posted by: TexZero.7910

TexZero.7910

(Ok, I admit, at least he didn’t ask for comments as to what the problems of WvW are, but this is the extent of the progress over 2+ years.)

Could be worse he could have made a post 2 years ago saying achievements are being reworked…..

3 years later.

New Legendaries and Materials

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Posted by: TexZero.7910

TexZero.7910

T6 will likely remain how they are, they are just too easy to acquire for them to spike in value, metals could spike and I personally know a few people who made stockpiled certain metals over a year ago when they announced new ascended mats that would have some “future” use.

They will become easier to acquire if the beta’s and open world rewards revamp was any indication.

The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

Faster attacks wouldn’t solve the problem. Unless you lose so much health that you die without healing there is still no need to bring a healer, and getting killed unless you have a healer would get us right back to the trinity, so that can’t be the answer.

The entire point of faster attacks is just that, to make it so players either have to spread damage out so their own self heals are relevant or have a meaningful source of outside healing. But that leads to another issue entirely like….why should anyone be forced into bringing a healer ? Let alone having to play around having a heal forced specialist in a game designed around active mitigation of damage.

We the players have tools to avoid damage and in some cases tools that allow us to take 1 more hit (vitality, stances, aegies etc…). It is ultimately down to the players to use their skills accordingly to live. Is that such a bad thing ?

I’d much rather move far and away from stat crunching the game to a game where i as a player see rewarding combat on screen regardless of stats. I should be rewarded for avoiding that 1 shot, reflecting that big damage nuke etc and so far the game does just that.

Healer + Tank, ever a possibility?

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Posted by: TexZero.7910

TexZero.7910

People who want to play support want to play specialists. They don’t want to be a DPS machine that can throw out group support abilities, they want to be so good at support that they contribute to the fight even if their DPS is low.

Are you seriously going to say you cannot specialize in support and still deal damage ?

Have you never played a guardian, ele or warrior ?

Last i checked providing increased group sustain, reflects, aoe condi clears / stunbreaks, boons etc are all support. You know you can do all of that naked if you so chose. No one is forcing you to play any stat combo. But trying to say that you cannot support due to damage gear is laughable.

WvW Invitational Statement from John Corpening, game director for World vs. World

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Posted by: TexZero.7910

TexZero.7910

I’ll believe it when i see it……

Or stability changes are reverted, whichever comes first.

The Hitpoint System is Outdated.

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Posted by: TexZero.7910

TexZero.7910

The only things stopping healing from being a thing is its poor interaction with vitality, and that most content has only slow attacks which can be avoided entirely/reflected/etc.

The last thing really isn’t even an issue as that is support working as intended. The first is a built in limitation to actively discourage giving people high base healing and heal scaling so that they don’t trivialize content via Heal sponging.

And realistically, there’s no problem with vitality in this game either. It works as intended. You either have it and you live, or you don’t and you die. Using vitality to work around boons and cooldowns is a bad idea as most cooldowns are balanced for the raw power that skill provides. Last thing you want to see is a warrior using rampage plus your cooldown reduction idea to perma CC you. Or is it….Maybe you’re into that.

Healer + Tank, ever a possibility?

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Posted by: TexZero.7910

TexZero.7910

It’s almost like the people forget that support can be done without sacrificing stats.

Your characters kits determine the type of support you bring, be it offensive or defensive. Even Necro’s who have the worst “group utility” still have the ability to support if it is needed.

If you want to support, no one is stopping you. However what you are stopping is your own ability to support a party while still contributing to damage which is the truest form of support this game has going for it.

PvE/WvW/PvP players thoughts on cost of WTS?

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Posted by: TexZero.7910

TexZero.7910

People think Anet doesn’t advertise well because of the way they release information in drips and drabs. But that’s part of promotion. They release a bit here and a bit there and every time they do, the MMO sites pick it up and write an article about it. Every time Anet announced a specialization it’s on the front page of massively, mmorpg.com etc. That’s half that battle, but PvPers don’t necessarily go to those sites.

I thought it was because their ads tend to be on the terrible side of things? As in someone might watch it and the response is “what the hell are they trying to sell?”.

One of the video ads they released just before GW2’s launch was in that category.

you mean this one ?

PvE/WvW/PvP players thoughts on cost of WTS?

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Posted by: TexZero.7910

TexZero.7910

do you think the time spent on LS benefits all players? because i can tell you how much of that me and the majority of the pvp community has played. none.

different sections of the community require differnt things. pve needs LS so they can wind their brain down after work, and the pvp needs a world tournament. gw2 not having worlds for pvp would just be a joke.

But Anet doesn’t fly 15-20 PvE/WvW players twice a year out to a trade show to play a game at a Twitch booth at a cost of over $70,000 twice a year. Once again I refer you to this thread on how much people in the PvP forum seem to care about WTS and PvP. It’s up to 25 posts now after 4 days.

https://forum-en.gw2archive.eu/forum/game/pvp/World-Tournament-Series-Cologne-Brackets/

Yes, WTS seems to be the future of GW2 and will lead the path to making the game better. I’m glad Anet is spending over $100,000 a year on it. We will all, PvE, WvW, PvP benefit from it soon. Or not. I don’t have access to how much WTS benefits us all. So I am probably very wrong.

The equivocation from this is strong.

That is merely a post showing the brackets, which a vast majority of PvP players and stream followers already knew. Additionally there’s nothing gained from posting in that thread show mentioning that is utterly irrelevant.

If you want to even try to use that thread as a tool for gauging interest what you should be looking at is the views. Even then that is unreliable seeing as forum goers are a small fraction of the community.

PvE/WvW/PvP players thoughts on cost of WTS?

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Posted by: TexZero.7910

TexZero.7910

I’m glad PvP is getting some attention.

It needs more attention that it is currently getting.

I would personally love to see Anet’s staff size expand to a point where they can actually say they have 20+ people working exclusively on PvP and PvP related balance.

Same for WvW.

World transfer to t2

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Posted by: TexZero.7910

TexZero.7910

This change was what a number of threads on the WvW forum called for, server population based on WvW activity numbers.

Well, they got what they asked for. I hope they are happy with it.

The only servers that are remotely close to accurate though are T1 and Yaks Bend.
The other T2 servers have had a bleed out recently as they don’t want to deal with the server politics and stuff that is happening.

It will take time for that to show up though on Anets new server pop algorithm

Celestial is a special snowflake

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Posted by: TexZero.7910

TexZero.7910

In case you didn’t spot the sig I main ele and necro, do you think I want cele nerfed lol?

The stats are the problem. I’m kittening tired of looking at every build and thinking “this would be better if I just went cele instead”.

Cele is literally mathematically better for no reason. There’s nothing to argue there. It’s just a fact.

Funny before the “Spec patch” you weren’t running Cele necro, no one was. Remind me what changed again ?

Cele was nerfed and Your Classes Kit was BUFFED.

Ergo, cele is not the issue, the Class kits being overloaded is.

Celestial is a special snowflake

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Posted by: TexZero.7910

TexZero.7910

It’s been nerf batted so many times.

Can we seriously stop blaming the combination of stats and look at the real problem, the overloaded kits the 2 classes have that abuse it.

Please be careful with rescaling Toughness

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

Isn’t it lovely when the elemental’s autoattacks are a ranged ice spike that hits for over half your health?

That fractal is just painful when you’re with incompetent people that overaggro, can’t pull together and DPS the elementals fast enough, and where nobody but you tries to renew the flame.

Don’t forget the blizzard that almost obscures the animation, and of course, the particle effects of 5 other players plus swirling winds, wait….. what swirling winds? SURPRISE KNOCKBACK!!!!

That’s another issue entirely that needs to be fixed. Enemy AI sharing the same cast animations as players while at first a good idea, needs to be toned to have a different color or something.

Another thing that needs to be fixed is mechanics being nulled for the the sake of artificial difficulty. Unblockable attacks, Knockbacks that ignore stab, etc… Those need to be thrown out

Remove Mai Trin

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

There is nothing fun about this fight. I’ve been rolling it way too often lately. It’s gotten to the point that every time I think about playing fractals I expect to roll this fight.

I rarely die on this fight. It’s just that for some reason it’s really annoying and exhausting.

I feel like the imbued shaman is worse, though that may be because I’ve had more groups fail at the shaman than Mai Trin.

I love Imbued Shaman and I cannot remember the last time I had a group wipe on it. The secret is necromancer dominates that fight.

I’ve never had a group above scale 30 that didn’t wipe at least once on the shaman. And how does a necromancer dominate that fight?

snipped.

You’re also missing the part where chill makes him basically immobile and unable to reach his target.

Please be careful with rescaling Toughness

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

i dont mind rescaling of mobs if its done to be more linear growth from 1-100.

As is there’s a giant spike in power from 1 to 30 and again at 31 to 50 when it comes to mobs in fractals.

1-30 are fairly laughable, outside the 1shot mechanics, which are fine. But then you come across mobs like the ice elementals in snowblind fractal and are pretty much forced into having high blind up time or reflects which limits a fair bit of dungeon class diversity.

(edited by TexZero.7910)

Fractal Rewards in HoT

in Guild Wars 2: Heart of Thorns

Posted by: TexZero.7910

TexZero.7910

i mean im no collector of fractal skins i have a set of duplicates in my bank but so far im missing the following

Greatsword, Torch, Axe, Dagger, Shortbow, Scepter. (Underwater weapons excluded cause reasons)

That being said like the above poster i have had 6 Focus drops….. and other duplicates including Hammer, Rifle, Sword, Shield etc.

While i think reworking fractals rewards is a fine idea, i think they need to first look at where those items are most useful.

Why is "Ready Up" so under utilized?...

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Posted by: TexZero.7910

TexZero.7910

Oh, now you’ve done it…

…Actually, nothing of mine is cookie cutter (as cookie cutter builds are far too easy to counter considering they mostly run on incredibly PREDICTABLE patterns; yes, quick/minor tweaks are not only rather acceptable but encouraged if, of course, those tweaks don’t in turn undermine the rest of the build’s well thought out synergy) [Condi, DPS, CC, etc…], at all; you must’ve missed the “thought out, tried n’ true, tested to and through the blue” part (gotta love wordplay)

But yeah, you obviously don’t know me or my builds, at all (good luck tweaking for me or my toons if ever we meet there sucka); THEY ARE ALL PERSONALLY THOUGHT OUT, TESTED, TWEAKED, RE-TESTED AND TESTED AGAIN… (just for good measure)

I don’t do these tweaks based on who I’m facing; I do them based on what I’d noticed in the prior match…People like you really should just be struck by a bus, it’d clean up the gene pool so much faster; kitten this world and it being made for morons

Ok now dumb dumb, I’ll try to explain this one last time before I give up on that logic reflecting dome of yours entirely:

1) Build the build
2) Test the build (NO RANDOM TWITCH TWEAKS DUE TO LACK OF CONFIDENCE IN WHAT YOU’VE BUILT AND/OR WHO YOU’RE FACING)
3) Tweak build based on it’s strengths/weaknesses; leave the strengths, tweak the weaknesses…

So simple. So very very simple.

You are a shining case of why people love PvP.

Would you care to wait a bit more for better play, more organization, teammates who actually look at the enemy rosters and adjust ? No…go hot join, seems like your kinda mode anyway.

Since you really are pretty much hitting the rage post full on, i have nothing more to say since your opinion is yours and you are not willing to listen to any forms of reason. Continue being right all mighty keyboard slayer, you win this round. Now wait for an new challenger like the ready up button.

Are Anet trying to destroy WvW for good?

in WvW

Posted by: TexZero.7910

TexZero.7910

The complete silence on the fallout from the golem event is pretty unacceptable in my opinion though. I would expect a word on any event of the sort regardless of outcome.

What do you wan them to say?

Sjeez, it was a one-week event.

How about a simply apology for the inherent lack of communication while the forums were basically left to be on fire ?

Or communicating anything about the various bugs and the abuse thereof during the event.

How about the same treatment PvE gets when a bug is reported that is gamebreaking, (Hotfixes)….

But no, we got silence. Which is unacceptable. Even during this “All Hands on Deck HoT shipping” time i’m fairly certain you have people in PR for a reason and community managers who are supposed to be there to talk to the community. How about some form of actually giving WvW players an outlet and understanding of who does what as right now the understanding is we dont have a true WvW team. We have “competitive events team” whose primary focus is PvP and Esports marketing.

…… Jeez it is too much to take 5 minutes of a day for people i suppose.

Why is "Ready Up" so under utilized?...

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Posted by: TexZero.7910

TexZero.7910

Huge PS: Anything one can create in 1min will be complete and utter rabbit turds compared to something thought out, tried n’ true, tested to and through the blue…
…Obviously

And where and how exactly are they going to test things out. Last i checked the NPC’s in the mist are trash.

So unless its in a live match it’s never going to be tested. I guess you just like using cookie cutter stuff and aren’t as versatile as you claim to be.

Please Remove/Change Agony Resistance

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

It already is account bound. It comes on ascended gear, not exotic, which is acount bound, I switch around items on my toons, depending on what I want to play quite often.

Mind if we change MF to work this way?

Of course you would because it would be incredibly annoying……………………….

Not really, infact im still annoyed at the change to MF.

I hate that the gear and trinkets that i had were pretty much negated due to the ignorant minority on the forums and it looks like the same crowd is in this thread.

If you want to do higher level fractals, put in some work get some AR and do it.

Why is "Ready Up" so under utilized?...

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Posted by: TexZero.7910

TexZero.7910

…………What exactly is there to prep other than a quick toon swap, quick build tweak, and/or mere “Home” “Mid” “Far” calls? (All of which should only take seconds)

Edit: Any major “preps” should be done before ever entering a match

That’s great that your are faster than a teenager on prom night, not everyone is you.

Some people actually put some time and thought into the opportunity cost of each trait swap or amulet they use between matches as you’re not likely to see the same set of players every time.

Why is "Ready Up" so under utilized?...

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Posted by: TexZero.7910

TexZero.7910

why wouldn’t you take that free 1 minute of prep time and use it to tweak your build or swap characters ?

I think that’s the real question here.

Great Fractal change but I have one ISSUE.

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

Still don’t see any reasonable explanation as to why a different time commitment changes difficulty.

You’re worried a bunch of casuals will join your PUGs, fine, I think it’s worrying for no reason but hey you can worry. But, please explain yourself as to how something that takes 15 minutes or takes an hour has any affect on difficulty.

I have explained that numerous times but you’ve been oblivious to it.

Why on gods green earth do we need “END GAME” content to take 15minutes ?
The length should not be an artificial timer designed that way. The content should remain in the state its in because it separates itself as something unique, not every other dungeon that already exist that can be done sub 5 minutes.

I think you’re coming from they hyper casual camp here where if you can’t no one else can and that’s the worst possible approach to designing something that is supposed to be for those people who absolutely want to dedicate time and energy learning something which is what END GAME type content should be. Notice they are removing one of those crucial things ?

(edited by TexZero.7910)

Great Fractal change but I have one ISSUE.

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I don’t really agree with end game dungeon content being open to people who arent willing to put in 1hr at a time.

There’s plenty of other dungeons for those that can only commit 20 minutes a day.

And once you wipe few times per fight, that 1 hour becomes 3-4 hours.

And opening up the availability only increases the odds of wiping as you have more people who generally don’t actually care to learn the fights or the mechanics joining because they can.

IE dumbing down the content. Maybe the phrase dumbing down is hurting peoples feelings and its more of Watering Down or Lowering the Barrier to entry. Either way for “End game content” do you really want every joe and sally in there ?

Because people who don’t have much time in the game surely spend a ton of time to get ascended and AR and work their personal reward levels up, and then do fractals where they’re gonna spend most of their time dying… yup that’s what a person who isn’t up to spending over an hour on something will be doing.

It’s simply making things more convenient to play. It’s not changing the difficulty at all. Sure I can choose to avoid the harder fractals but hey, if you’re worried about dumbing down so much, do the harder ones, you can bet the baddies won’t be doing those levels and you can have your own little play ground.

You mean like all the people who played fractals at their inception and first rework ?
Those guys who put hours in to learn and optimize the play time ? No way…who would have guessed there’s people out there that actually put time into things and failed only to not give up and wait for someone else to show them how to easymode it, then come to the forums and complain that it’s not easy enough.

Fractals as is, are easy. The time commitment isn’t that much unless here’s the kicker, you’re new. If you party with people who know what they are doing and actually support eachother your runs wont take longer that 45 minutes for a 50.

That said I fully intend to do the higher level ones at release so i can get ahead of the casual crowd that will cause your new “30 minute runs” to be an agonizing 2hour affair.

Great Fractal change but I have one ISSUE.

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I don’t really agree with end game dungeon content being open to people who arent willing to put in 1hr at a time.

There’s plenty of other dungeons for those that can only commit 20 minutes a day.

And once you wipe few times per fight, that 1 hour becomes 3-4 hours.

And opening up the availability only increases the odds of wiping as you have more people who generally don’t actually care to learn the fights or the mechanics joining because they can.

IE dumbing down the content. Maybe the phrase dumbing down is hurting peoples feelings and its more of Watering Down or Lowering the Barrier to entry. Either way for “End game content” do you really want every joe and sally in there ?

(edited by TexZero.7910)

Giving WvW a "Win" mechanic

in WvW

Posted by: TexZero.7910

TexZero.7910

“I am getting a bit tired of seeing this line thrown about. There exist lots of PvE in WvW, if you removed it, WvW wouldn’t work at all, since it is designed to be a hybrid between pure PvP and PvE. Remove all guards and lords, and dolyaks and enjoy the map.”

no problem there, camps would have to generate supplies in towers / keeps directly (while still granting to players) and wvw would play out exactly the same except for the npc you kill before capping and the loot you get. the pve is pretty irrelevant for wvw, the npcs only matter a bit if you are running solo.

You always begin solo if you join an empty border to roam. Which will happen no matter the tier you are in.

Some PvE aspects are needed to keep WvW from being boring to anything but a 50 man zerg or guild raids. NPCs are also critical in giving you warnings about player movement around their camps and keeps. No NPCs at camps mean no one could even try to protect them from small groups, they’ll just flip.

Removing features from a gamemode people enjoy usually isnt a good idea. I have enough reservations about the new border to even consider making WvW glorified sPvP.

And none of this has any bearing on the fact that i said

“We dont need MORE PvE in WvW”

We legitimately need LESS as to actually actively promote people getting out of the keeps for a change. Make them interact with the map and the players in a meaningful way.

Adding a farce of a “Win-State” determined by killing a PvE mob, does nothing to add to gameplay.

I mean lets look at Eternal Borderland for example. There’s 4 Champions that spawn, Hylek, Harpy, Grub, Arboreal Tree Spirit. How often do people go out of there way to kill these unless there’s absolutely no one around ?

They add no value to gameplay and in fact only take away from it as it requires that people move to places of low traffic and kill a creature who has no impact on the map or the objectives that players should be fighting over.

You didnt say what I quoted and what I responded to.

Saying it doesnt add to gameplay is like saying meatballs in spaghetti&meatballs doesnt add anything to the meal. Sure you may absolutely love spaghetti and only eat that, but many people like the complete package and no matter how you look at it the meal would be less if you remove them. I cant argue with you there. Maybe for you NPCs doesnt add anything to gameplay.

Personally I think WvW would be empty without them. Yes, even the champions. They are completely pointless and rarely killed, but they make the maps seem more alive rather than just a terrain map with some static objects that’s in the way of players fighting.

Again please explain how adding a “Raid like NPC” for a win condition is needed for a large scale Tower Defense mode ?

Because i’ve yet to see any compelling argument for adding this as the OPs nonsensical claim about their being no “Win-State” was already debunked.

There are clear Win conditions in the mode, there’s clear ways to play the mode. Either you PPT till your Karma levels are over 9000 or you go out there to have good fights. Pretty sure no legitimate players head into WvW for the compelling PvE content.

Great Fractal change but I have one ISSUE.

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I don’t really agree with end game dungeon content being open to people who arent willing to put in 1hr at a time.

There’s plenty of other dungeons for those that can only commit 20 minutes a day.

What does time have to do with it? Why should any type of challenge be hidden behind a time requirement?

I did that whole hours of raiding thing, I very much enjoy the shorter times newer games require of me. it allows me to pop in and complete something then bounce out if I need instead of being locked in (unless I want to abandon my team and the rewards I worked towards earning).

I think 15-30 mins is a perfect time. Want to take longer, well then do another! See you always have that choice to grind multiple fractals over however long you want, but if you make them take an hour or more then those that can’t devote that time are simply left out. Not because they can’t handle the challenge, but because they can’t guarantee their time.

It’s about the willingness to put in the time and effort.

I know life is annoying and often times not fair, but dumbing down the barrier to entry is not the right way to go about getting people in.

Giving WvW a "Win" mechanic

in WvW

Posted by: TexZero.7910

TexZero.7910

“I am getting a bit tired of seeing this line thrown about. There exist lots of PvE in WvW, if you removed it, WvW wouldn’t work at all, since it is designed to be a hybrid between pure PvP and PvE. Remove all guards and lords, and dolyaks and enjoy the map.”

no problem there, camps would have to generate supplies in towers / keeps directly (while still granting to players) and wvw would play out exactly the same except for the npc you kill before capping and the loot you get. the pve is pretty irrelevant for wvw, the npcs only matter a bit if you are running solo.

You always begin solo if you join an empty border to roam. Which will happen no matter the tier you are in.

Some PvE aspects are needed to keep WvW from being boring to anything but a 50 man zerg or guild raids. NPCs are also critical in giving you warnings about player movement around their camps and keeps. No NPCs at camps mean no one could even try to protect them from small groups, they’ll just flip.

Removing features from a gamemode people enjoy usually isnt a good idea. I have enough reservations about the new border to even consider making WvW glorified sPvP.

And none of this has any bearing on the fact that i said

“We dont need MORE PvE in WvW”

We legitimately need LESS as to actually actively promote people getting out of the keeps for a change. Make them interact with the map and the players in a meaningful way.

Adding a farce of a “Win-State” determined by killing a PvE mob, does nothing to add to gameplay.

I mean lets look at Eternal Borderland for example. There’s 4 Champions that spawn, Hylek, Harpy, Grub, Arboreal Tree Spirit. How often do people go out of there way to kill these unless there’s absolutely no one around ?

They add no value to gameplay and in fact only take away from it as it requires that people move to places of low traffic and kill a creature who has no impact on the map or the objectives that players should be fighting over.

To the FotM Devs, please read!

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I dislike the daily changes. I personally enjoy running 50,40,30,20 daily. It gives me something to look forward to doing and limiting that is silly.

I also dislike opening up the barrier to entry on fractals by making it a 1 and done deal. That to me will only encourage the wrong kinds of players to enter in to what anet has called end game dungeons.

There’s casual dungeons out there like AC / SE / COF etc… Fractals does not need to become that experience.

Hopefully they reconsider it.

Great Fractal change but I have one ISSUE.

in Fractals, Dungeons & Raids

Posted by: TexZero.7910

TexZero.7910

I don’t really agree with end game dungeon content being open to people who arent willing to put in 1hr at a time.

There’s plenty of other dungeons for those that can only commit 20 minutes a day.

Giving WvW a "Win" mechanic

in WvW

Posted by: TexZero.7910

TexZero.7910

We don’t need more PvE.

We need less siege, less PvE, revert stab changes, and limit rally mechanic.
Then they can work on rewards and achievements that are meaningful.

Average Time to Build a Waypoint?

in WvW

Posted by: TexZero.7910

TexZero.7910

Assuming a lot here, double worker, Increased Supply on that are never flipped this is the minimum it would take.

Bay

Cannon: 11 mins
Wall: 15 mins
Gate: 30 mins
Mortar: 22 mins
WP: 44 mins
Fortification: 1 hour

Hill

Cannon: 13 mins
Wall: 16 mins
Gate: 32 mins
Mortar: 26 mins
WP: 52 mins
Fortification: 1 hours 4 mins

Garrison

Cannon: 19 mins
Wall: 23 mins
Gate: 46 mins
Mortar: 38 mins
WP: 1 hour 16 mins
Fortification: 1 hours 32 mins

A quick-and-dirty healing power fix

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

So do you plan on gutting nomad gear like they did to travelers with this or is there something else you’ve thought up as a solution ?

So.. is HoT good for us?

in PvP

Posted by: TexZero.7910

TexZero.7910

Anet had 300 employees in 2013 and probably less now

Not true, they have more employees now than at launch. I’m to lazy to find the video with colin saying this but its out there on record.

How to disable skill tool tips?

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

the option to remove it is to stop skill clicking.

Re-do your keybinds so you never have to use a mouse for anything other than camera control.

Also one option to never get a headache again is to decapitate yourself.

I asked about this ages ago, they won’t change it. GW2’s ui/overlay elements are all about invasiveness and clutter, not being able to see GW2.

Wish they would replace the pointless skill effects box with a ‘Show/Hide Massive Tool Tips’ box though.

I mean if you want to go to the extreme sure you can decapitate yourself.

My point was that its far faster to push buttons than scroll your mouse everywhere, and you’ll notice a drastic increase in your actual player skill if you rebind your keys instead of clicking but hey continue on looking for a fix to a non-issue.

4/9 revealed, no repetition of elite weap

in Guild Wars 2: Heart of Thorns

Posted by: TexZero.7910

TexZero.7910

Yes we do mate how quickly people forget.

check the 37:45 mark in that video link

And are we sure they’ve not changed it?

I’ll admit, it’s not likely they’ll make it something else. But, this is ANet. They change plans all the time.

This is some first-class goalpost-shifting.

It’s not goalpost shifting if its a direct quote from their livestream. The notes of which can be found here → https://www.reddit.com/r/Guildwars2/comments/3eh7gd/tempest_elite_specialization_livestream_notes

How to disable skill tool tips?

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

the option to remove it is to stop skill clicking.

Re-do your keybinds so you never have to use a mouse for anything other than camera control.

Projectiles should pierce 5+ targets

in Guild Wars 2 Discussion

Posted by: TexZero.7910

TexZero.7910

Only if we agree to remove melee cleave limit of three and bring it up to unlimited targets.