Showing Posts For Thedenofsin.7340:

Scarlet as good guy, erm, girl, erm, plant!

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Then why try to kill everyone?

GWO reviews the Wurm bosses

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

It’s clear ArenaNet is not making the game we want to play.

ArenaNet is not listening, so the only thing to do is to not spend any money on gems, drop this game as soon as Wildstar or TESO comes out and let the game die quickly.

GWO reviews the Wurm bosses

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

We had our try at the Wurm bosses, but the final verdict does not look good. I enjoyed the new Tequatl battle (even though it scales badly), but this is a whole new can of wurms, pun intended.

Simply unplayable. See our live review of the battle in the picture below. No one was able to hurt a single one of the wurms, because the performance was so bad, and the mechanics so poorly conveyed.

Apparently lessons not learned:

  • Make content playable on lower spec CPU’s. FPS matters.
  • No more one-hit kill mechanics!
  • Explain the mechanics of the battle in-game, instead of trial and error.
  • Make it scale for lower amounts of players
  • Don’t spam trash mobs all over the arena, along with circles of death and hundreds of players!
  • Platforming + heavy performance issues = Unplayable
  • Team Speak is NOT a GW2 feature. Stop designing content around it.

Agreed. The first time(Teq 2.0) I could excuse due to lack of experience. That being said, they still should have fixed it.

This time, it’s just incompetence, or some combination of incompetence and pride.

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Given that high-level players have nearly all given up on Mesmers in competitive PvP, what is your rationale for nerfing the class further? i.e. is there a very sPvP-viable spec that players simply aren’t using? If so, what is it?

(edited by Thedenofsin.7340)

Necromancer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

So you tell us to post 1 question while you ask 3. Ok.

Hi all,
Please post your question (1 question per post please), and I will periodically update the OP with a list of most frequently asked questions.

Learn to read.

(edited by Thedenofsin.7340)

Why Fix Chaos Storm Before iWarden?

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Nope – not fixed

Do not make scepter 1 useless plz

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

As far as I am concerned, clone-death builds give Mesmers a semi-viable side bunker build that comes at the cost of practically no group support.

I think the build is fine as-is.

Why Did the Worm appear?

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Maybe she wants to corner Tyria’s Spice market.

(edited by Thedenofsin.7340)

Why Did the Worm appear?

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Is that true?

Is that why she put the thumper thingies down? If so, why are they scattered all over the world?

Why Did the Worm appear?

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

So what’s the reason behind the worm’s appearance?

And why the silly fembot?

What are the reward drops for bosses?

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

2 blues and a green!

Jungle Wurm Strategy

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

You also have to kill all 3 heads within 10 seconds of each other.

Supcutie's Comprehensive PvP Shatter Guide!

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

Great stuff, man!

Wurm fight is a waste of time

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Because the only reason to play video games is if it gives you rewards. Definitely nothing else. This is elite content. Same as Tequatl.

So they spent a ton of time and resources on content that, in two weeks, only 70 players will be doing once a week.

Wurm fight is a waste of time

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Because the only reason to play video games is if it gives you rewards.

The reason to play video games is to have fun. If OP doesn’t find the kind of content being implemented in the Living Story, and there’s nothing new being offered by Living Story, wouldn’t it behoove him to speak up?

Yes, but he can do so without letting his emotions cloud his intentions.

He’s playing video games to have fun. Having fun is a means by which you achieve happiness. Happiness is an emotion. Evoking an emotion is the destination, not the by-product.

He should be emotional when he’s saying he’s not having fun!

Necromancer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Hi all,

We know the feature patch (FP) is incoming sometime in early March. In preparation for that, let’s post in this thread all Necromancer-related questions we’d like the developers to answer with their preview post.

The idea is for someone like Grouch to take a look at this thread, then go to the developers and say, “OK, when we put together the preview thread for Necromancers, the community would like some answers related to the following: X,Y,Z…”

Please post your question (1 question per post please), and I will periodically update the OP with a list of most frequently asked questions.

Please scope the questions to be Necromancer-only: no questions about gear/sigils/runes/etc. unless you’re talking about a Necro-specific bug associated with said gear.

Thanks!


Questions thus far:

Will the utility cooldown bug when exiting DS (and other transormations) be fixed in the FP?

With the Dhuumfire rework, will the other changes made to offset Dhuumfire’s potency be reverted or re-examined in the FP?

The consensus is that Signet of Vampirism is an inferior heal under all circumstances. Will there be any changes to it in this FP?

Can you explain the vampiric nerfs and provide additional context. It seems that you are nerfing Necromancer sustain when Necromancers are supposed to be the attrition class? Is the intent to ensure Necromancers do not have a viable bunker build?

Why are Necromancers not be allowed to revive, stomp, etc. while in Death Shroud (aside from exploiting a race condition)?


(edited by Thedenofsin.7340)

Gear: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Hi all,

We know the feature patch is incoming sometime in early March. In preparation for that, let’s post in this thread all gear+stat-related questions we’d like the developers to answer with their preview post.

The idea is for someone like Grouch to take a look at this thread, then go to the developers and say, “OK, when we put together the preview thread for gear changes, the community would like some answers related to the following: X,Y,Z…”

By gear+stats, I’m referring to runes, sigils, armor, stat changes, legendaries, etc.

Please post your question (1 question per post please), and I will periodically update the OP with a list of most frequently asked questions.

Please scope the questions to be gear/stat-only: no questions about dungeons or professions, unless you’re talking about a gear/stat-specific bug associated with dungeons or professions.

Thanks!

(edited by Thedenofsin.7340)

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Full Phantasm builds are not viable in WvW or PvE dungeons, primarily because the Phantasms die too quickly. In sPvP, I’ve personally seen warriors face-tank a full Berserker Phantasm and passively heal to 100% in between attacks.

Developers have previously alluded to Phantasm builds being viable. What do the developers see in Phantasm builds that the currently currently does not (or is the situation reversed?)

Are there changes incoming that will positively impact the viability of Phantasm builds in PVE/PVP/WvW?

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

The current philosophy in the meta is that thieves are a better fit into the meta than Mesmers. This is exemplified when you look at high-ranking tPvP players and teams.

What do the developers believe needs to be done to make Mesmers more meta-viable in tPvP?

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

A while back one of the developers mentioned they were looking into improvements for the Mesmer scepter. What progress has been made on updating/improving the scepter?

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

A while back one of the developers said they were going to completely redesign Mimic. What progress has been made for this redesign?

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Will Illusionary Warden be fixed by the balance patch?

Mesmer: Feature Patch Preview Questions

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Hi all,

We know the feature patch is incoming sometime in early March. In preparation for that, let’s post in this thread all Mesmer-related questions we’d like the developers to answer with their preview post.

The idea is for someone like Grouch to take a look at this thread, then go to the developers and say, “OK, when we put together the preview thread for Mesmers, the community would like some answers related to the following: X,Y,Z…”

Please post your question (1 question per post please), and I will periodically update the OP with a list of most frequently asked questions.

Please scope the questions to be Mesmer-only: no questions about gear/sigils/runes/etc. unless you’re talking about a Mesmer-specific bug associated with said gear.

Thanks!

Questions thus far:


Will Illusionary Warden be fixed with the feature patch? (and why did you prioritize fixing Confounding Suggestions over fixing iWarden?)

What exactly is the reasoning behind making any change at all to Deceptive Evasion or the clone-death condition traits? Mesmers aren’t considered part of the meta in PvP and are not dominating PvE and WvW like a certain other profession.

Players feel Mesmers are veil/portal-bots in WvW, Time-Warp bots in PvE and not meta-viable in sPvP. What are the issues the developers currently see with Mesmers as far as viability in the various aspects of the game?

A while back one of the developers mentioned they were looking into improvements for the Mesmer scepter. What progress has been made on updating/improving the scepter?
************************************************************************************

(edited by Thedenofsin.7340)

So...no pvp changes this patch ?

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

Josh,

I understand the balance changes will occur in the beginning of March. Based upon your build cycle, I believe that means these changes need to be locked down sometime in the next 3-3.5 weeks.

Can we get some preview discussion threads going soon? There are quite a few people who have concerns the upcoming sigil and rune changes.

For example, will a fire+air sigils, married with a thief backstab crit, insta-gib players?
Are you nerfing Sigil of Energy?
Will Lyssa remain in its current (OP) state?
If you don’t want mix-n-match runesets, why even bother having 6 runes? Why not just simplify it to a single rune?

Why Fix Chaos Storm Before iWarden?

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Illusionary Warden is completely broken and has been since the developers decided to “improve” it’s performance.

I looked at the patch notes and I see a fix for Chaos Storm/Confounding Suggestions, but nothing for iWarden.

If you’re going to fix something on the Mesmer, why would you prioritize fixing Chaos Storm before fixing iWarden?

It's a big one,

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

That’s what she said!

First Failure at Marrionette

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

Giant Marionette too hard. Need to summon Giant Robot Car

I nickname this update "Tyrian Rim"

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

No, the giant robot is to fight the Tarrasque that comes in the next patch!

An Asura approacheth

in The Origins of Madness

Posted by: Thedenofsin.7340

Thedenofsin.7340

KNEEL BEFORE SHOD!

[PvP] Immobilize stacking is not fun!

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Agree with the OP

Patch Tomorrow?

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

All balance changes mentioned in the Ready Up livestream should be added tomorrow, although, they stated there’s a slight chance there will be some revisions. Also the devs have stated that there will be many more balance changes that weren’t announced during the live stream session.
I’d drop a link but I’m on my phone.

No. The balance changes are not until March.

What new stat combination would you like?

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

+Power
+Crit
+Vitality
+Toughness
+condition damage

aka, +Warrior

Mesmer:Nerf Critical Infusion & Energy Sigil?

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Will the upcoming balance patch include nerfs to both Critical Infusion and Sigil of Energy?

I’d like to know, because I believe nerfing both would have a substantial negative impact on Mesmer viability.

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

I still don’t understand why they are nerfing a profession that is not even in the meta, nevermind dominating it.

[PvP] Ele's Meta-Viable? Give them Revealed

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Giving elementalists a readily available way to debuff enemies with revealed would be a solid boon to the profession and introduce more build diversity.

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Roy,

Another very experienced player suggested letting clone-death procs be blockable. Consider that as well.

I’ve heard on numerous occasions, from the developers, that they prefer to let the ‘meta’ settle before they make changes.

Given that Mesmers are currently only skirting the perimeter of the meta, and this build has never even made it to the meta, why the change?

Also, can someone clarify what the devs mean when they refer to a “cheese spec”? I get the impression the developers apparently consider clone-death builds to be “cheese” but HS warriors are not.

(edited by Thedenofsin.7340)

sPvP Suggest: Fully Customizable Custom Arena

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

The only downside to this is that you first have to read all your tooltips before you enter a match to see what that arena has set your skills to.

…and that’s not much of a downside!

What you describe would be the issue initially. Imagine when the config specs become commonplace. All you’d need to do is read “Custom Server X: Tourney Ruleset 2.1” and you’d know what’s there.

You could easily work around that by adding an info page for each custom arena.

Honestly, if this existed in-game, I’d buy and run 3 or 4 custom servers myself.

(edited by Thedenofsin.7340)

[WvW/PvP] - Everyone Hates Dhuumfire...

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Dhuumfire was a bad design idea. It was completely overpowered when it was first implemented.

Currently it’s powerful, but not out of line given the state of Necromancers.

With the next patch, it will be completely useless.

From bad-OP to bad-UP. It’s still a bad idea.

Again, just like Healing Signet, I can only imagine the reason why it still exists is because some balance developer is too proud to admit they made an egregious error.

It’s another example of where the knowledgeable player base was right and the developers were wrong.

(edited by Thedenofsin.7340)

[sPvP] Moa nullifies a whole necromancer spec

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

All that needs to happen is EITHER pets disappear but return after (like ranger pets) or just kill the lets but not trigger a cool down so they can be resummoned right away which is STILL crippling because it takes 7.5 seconds to summon a full bar of pets. That also has to be factored into how now works right now. Currently its 10 seconds of taking all damage to the face, 16-60 second for pets to come back and a total of 7.5 seconds resummoning them all and having no pet leeching that whole time which is ALL of a minion master’s survivability. We have no protection, block, vigor, evades, mobility, etc… And no stu breaks if shadow fiend is used over Wurm and Wurm is a pre-casted stunbreak. So guess what. Stealth moa even kills our one and only possible stunbreak. X.x

No, all they need to do is have Moa not despawn pets. Ranger pets don’t despawn when Moa’d. Necro pets should not either.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

It proves that people believe that the announced change is insufficient and that more needs to be done to fix an overpowered class that can do too much for the ability it requires.

And that they are frustrated what they (correctly) perceive as a stubborn unwillingness on the part of Arenanet to accept that they’ve created a situation where one class dominates most of the others.

Bunker : Guardian > Warrior
Support and healing allies : Ele/ Guardian > Warrior
Solo roaming in WvW : Mesmer > Warrior
Single target damage ( PVP) : Thief / Mesmer > Warrior
Single target damage ( PVE) : Ele/Thief/Guardian > Warrior
Might stacking: Ele/ Guardian > Warrior
Utility ( PVE – blocks, reflects, boons): Guardian> Warrior
Condition damage: Necro/Engineer> Warrior

Explain to me again how warriors do too much for the ability it takes to play one?
Also playing a warrior RIGHT in HIGH-END situations is difficult. It’s the in-between areas where the class is simpler than others but then again as I’ve posted above it cannot specialize as well.
Or are you going to ignore that now and just rant on about the 30/30/30/30/30 4 weapon set build?

Warrior > Guardian
Warrior > Ele
Warrior > Mesmer
Warrior > Engineer
Warrior > Ranger
Warrior > Thief
Warrior > Engineer

Stop with the silly arguments. Everyone knows warriors are overpowered. Hell the developers about 4 months ago acknowledged they overbuffed warriors. Every competitive player knows it. Every developer knows it. The only people who do not either are immensely biased or are bad at sPvP. Or both.

Jesus, look at the dev posts in this thread. They even acknowledge they made a mistake and overbuffed warriors.

The only reason why they are suggesting just an 8% decrease is that someone on that developer team is too proud to admit they made an egregious error.

[sPvP] Moa nullifies a whole necromancer spec

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Agreed. I think Mesmers should use it all the time. Maybe then ANet would do something about it.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

My Mesmer (full zerker gear) once landed an iZerker on a Warrior while he was just standing there and attacking a gate with his longbow in WvW. By the time the iZerker did another pass the Warrior’s signet had already healed him back up to full.

So he could simply ignore the iZerker because his passive signet+ passive regeneration (Dogged March) was enough to keep him at max health.

This happened to me as well. Warriors can literally ignore an iZerker entirely.

sPvP Suggest: Fully Customizable Custom Arena

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

I’ve played this game since Beta and watched the sPvP in this game go all over the place in terms of balance.

After watching the most recent PvP balance preview and reading the feedback left by many of the high level players, it appears the sPvP game ArenaNet is making is not the ones these players want.

So, I’d like to offer a suggestion: Allow the player base to adjust many of the profession parameters via their own custom arenas. Put the knobs into custom arenas to adjust spell coefficients, proc durations, enable/disable Utilities or Traits, etc.

That will give the players the ability to balance the game according to what they believe is correct, and also allow them to do it much more quickly than ArenaNet does.

If players had this ability, we would have seen Dhuumfire and Healing Signet dropped to reasonable levels in days, not months. We would have had some of the Elementalist nerfs reverted months ago.

Tournaments would have been more diverse, and we probably would have had more of them.

This would also probably have spawned a balance team populated by the community who would have developed agreed-upon rulesets for playing the game. There could be different rulesets for tournaments, pugs, and dueling. These various rulesets could have differing parameters for various skills and abilities to help balance out the game.

(edited by Thedenofsin.7340)

[Mesmer] iWarden, lets balance by fixing

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Agree. There’s no excuse for this. It’s simply bad programming.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

This is addressed to the dev on the left during Ready-Up:

Let’s assume 30hps is the difference between Healing Signet and Healing Surge. However, Healing Signet is not skillful play, and there is no skillful counterplay.

Healing Surge can be interrupted and you can poison the heal. You cannot interrupt Healing Signet and, unless you plan on giving all professions access to 100% poison uptime, you cannot poison Healing Signet.

The skillful counter to HS is BURST DAMAGE. Is it that hard to figure out?
If you burst him down said warrior cannot heal.

That’s not a counter. If you dole out 22k of burst damage you counter any class. That’s along the same lines when you hear people say “just use poison – it counters HS”. Poison counters all healing, and, last time I checked, every class doesn’t have a weapon that allows them to dole out poison with 100% uptime.

I’m not saying burst out 22k. I’m saying slowly take some hp down and then burst around 10k. I’ve seen thieves do this so many times it hurts.
Or is it that there are no builds on any class that can damage more than 400 damage per second?

I see this same argument over and over again. And it’s just as poor this time as the first. Your argument assumes that warriors are doing 0 dps, which is false. Warriors will do 4-500 dps, and will have 2-9000 more hp than their opponents.
This means that an opponent would have to do 1000+ dps to win.

In short, your argument is completely baseless.

reduced damage for thieves

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

OP, what you don’t realize is that this is a buff to thieves, not a nerf.

The class that benefits from this change the most is the one who possesses only a small window of opportunity in which they can be killed.

That class is thief.

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

@OP: ANET in general is making EVERY class simpler to play. They have been buff a lot of the no skill passives recently and nerfed the skillful play. Examples:

Passives
Heal signet
AOE damage

Nerfs:
Vigor

They need to make the game easier to understand and harder to execute in order to get bigger in e-sports. Futball (Soccer) is the worlds most popular sport in large part because it follows the principals of being easy to understand and hard to execute.

Agree completely. Futball is also the world’s most popular sport in large part because it’s one of the cheapest (1 ball required to play).

Anyway, this change, and the entire line of thinking, needs to be aborted.

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

^Agree with this guy 100%. It’s a bad nerf to nearly every Mesmer spec.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

This is addressed to the dev on the left during Ready-Up:

Let’s assume 30hps is the difference between Healing Signet and Healing Surge. However, Healing Signet is not skillful play, and there is no skillful counterplay.

Healing Surge can be interrupted and you can poison the heal. You cannot interrupt Healing Signet and, unless you plan on giving all professions access to 100% poison uptime, you cannot poison Healing Signet.

The skillful counter to HS is BURST DAMAGE. Is it that hard to figure out?
If you burst him down said warrior cannot heal.

That’s not a counter. If you dole out 22k of burst damage you counter any class. That’s along the same lines when you hear people say “just use poison – it counters HS”. Poison counters all healing, and, last time I checked, every class doesn’t have a weapon that allows them to dole out poison with 100% uptime.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

Right now warriors dominate, absolutely dominate, tPvP, WvW and PVE/dungeons.

Guild Warriors 2

Why? Because they have high damage, high sustain, high mobility, high armor, great condition removal and lots of AoE, and they are incredibly easy to play.

If you were a developer on the balance team, how could you possibly stand up and be proud of your work?

It’s a farce.