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Balance changes

in Guild Wars 2 Discussion

Posted by: Thedenofsin.7340

Thedenofsin.7340

As a person who plays the mesmer quite a bit, I can state that giving Thieves and Mesmers Torment is, generally, a bad idea!

These classes, along with the Elementalist, are very slippery and mobile classes, requiring opponents to be equally mobile to stand a chance of defeating them. Giving them access to a condition which punishes an opponent for pursuing (or running away from) these classes is entirely too much.

I’m sure the developers already know what I just stated, but I am uncertain if they have really played through the implications of this.

Torment can be used to punish an opponent for acting both offensively and defensively. It can be used to help pin down an opponent and help you escape from one.

Fundamentally, I have seen the ArenaNet developers try hard to push GW2 players in ways that force them to become better at the game. One of the most, and perhaps the single most, important aspect in PVP is learning how to move and position yourself well. Creating a condition that punishes movement of any kind seems counterproductive to that goal.

I think giving Necromancers access to Torment is an excellent idea, or for any class/build that is limited in mobility.

If Mesmers and Thieves get Torment, then basically ANet will have to balance Torment around the damage it does while a person moves. Doing anything otherwise would be pretty silly, and I think that would really marginalize the effectiveness of the DoT for classes like Necromancers.

Dont call the mesmer mobile -_-

Portal, Blink, Decoy, Prestige, Swap, Phase Retreat, Mass Invis and Temporal Curtain. The Mesmer is quite mobile in a fight.

Balance changes

in Guild Wars 2 Discussion

Posted by: Thedenofsin.7340

Thedenofsin.7340

As a person who plays the mesmer quite a bit, I can state that giving Thieves and Mesmers Torment is, generally, a bad idea!

These classes, along with the Elementalist, are very slippery and mobile classes, requiring opponents to be equally mobile to stand a chance of defeating them. Giving them access to a condition which punishes an opponent for pursuing (or running away from) these classes is entirely too much.

I’m sure the developers already know what I just stated, but I am uncertain if they have really worked through all the implications of this.

Torment can be used to punish an opponent for acting both offensively and defensively. It can be used to help pin down an opponent and help you escape from one.

Fundamentally, I have seen the ArenaNet developers try hard to push GW2 players in ways that force them to become better at the game. One of the most, and perhaps the single most, important aspect in PVP is learning how to move and position yourself well. Creating a condition that punishes movement of any kind seems counterproductive to that goal, on the whole.

I think giving Necromancers access to Torment isn’t a bad idea, as they have intentionally designed Necromancers to be limited in mobility. However, I still think Torment is not good for the game in principle.

If Mesmers and Thieves get Torment, then basically ANet will have to balance Torment around the damage it does while a person moves. Doing anything otherwise would be pretty silly, and I think that would really marginalize the effectiveness of the DoT for classes like Necromancers.

(edited by Thedenofsin.7340)

Dragon ball empty...

in Dragon Bash

Posted by: Thedenofsin.7340

Thedenofsin.7340

the other team leaves and we either wait 25 minutes or lose?

not fun

Attachments:

Sylvari Mesmer is the best thing ever.

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

Grasping Vines is awesome in WvW. I’ve used it many times on those OP elementalists. They RTL + mist form, and I’ll Blink + Grasping Vines and drop a Chaos Storm on them. Gives my group enough time to get on top of the elementalist and crush em.

Is a mechanical autoclicker bannable?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Are you sure about this Gaile? The sticky states the policies are made clear in the User Agreement. The User Agreement explicitly states software, not hardware. That’s most definitely a piece of hardware.

Or are you saying this is a “cheat”?

Does this mean that a person who uses a mechanical device to simultaneously operate multiple keyboards (i.e. multi-boxing mechanically) is also operating against the ToS?

Siege timer

in WvW

Posted by: Thedenofsin.7340

Thedenofsin.7340

Are you also going to fix traps so that they cannot be set while in stealth? It’s horrible in its current form.

thief nerf required in www

in WvW

Posted by: Thedenofsin.7340

Thedenofsin.7340

@Jacklo.4230
Look here how easy thief can solo group:
https://www.youtube.com/watch?v=ACOxV5CA52w

And here we have the same old video again.

Yup Yishis is very good, far better than your average player.
Know your class (and your opponents) half as good as he does and you’ll have no trouble from 99% of thieves.

However, this is a pretty poor example of a Godlike Thief.

First fight shows him chasing a small PUG group with no buffs/food, running with their backs to him, one of which decides peering over a cliff and shooting down below is a good idea. The others don’t even appear to be fighting half the time. then a trickle of others join, most up-levelled.

Second fight is 1vs2 at the ruins. The thief decides it’s better to try to rez his buddy than to fight and shows zero skill afterwards.

The rest of the video is pretty much 1v1.

None of the opponents gave a good fight and the group coordination was pathetic.

This video just shows how bad most WvW players actually are.

OK smart guy. Pull up some videos of every other profession soloing a group of 5-8 people.

I challenge you to pull up a video of 1 other profession doing this.

Excuse me! Do you have a moment?

in Last Stand at Southsun

Posted by: Thedenofsin.7340

Thedenofsin.7340

It was about that time that I noticed Robert was 80 feet long with large teeth and was a creature from the Paleozoic era.

Traps?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Is it working as intented that Traps can be placed while in stealth, without breaking stealth?

And what about placing a trap and then blinking/shadowstepping away, which results in you finishing the trap from a distance?

What about both of those together?
Remote stealth trap placement underneath a zerg?

What about the massive advantage Thieves have in placing traps and using them as an effective tool in WvW compared to other professions because they can place traps in an enemy zerg?

Hi again everyone,

I will say we want there to be play with the traps, but placing the traps while in stealth has very little counter to it, so we will be evaluating whether we would like to change this implementation. Thanks to everyone for you feedback and concerns.

Hugh

You don’t play your own game. You should do it or make a test server so we do it for ya. Since you don’t realise or even have the knowledge of what each class is able to do when implementing anything.

I have to agree with the sentiment of this poster. I don’t think ArenaNet has the bandwidth to adequately test these changes. A beta server is a must.

Given how a thief can effectively use these traps in a manner which the developers have explicitly stated is against their intended design, I’d strongly suggest supply traps be disabled in WvW until a fix has been made.

The Zerg Soldier - WvW Build

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

It’s a shame focus sucks for roaming, solo and small groups unless you’re using a shatter build. The phantasm just doesn’t do enough damage otherwise due to it being stationary.

I end up feeling naked without the reflect temporal curtain in big fights, and naked without a better offhand when I run into a group of 2-3 I might otherwise be able to handle if I had my staff+sw/sw setup.

If you are Sylvari, you can use Grasping Vines.

The Zerg Soldier - WvW Build

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Very interesting build. Have you considered dropping 10 points in Illusions and go 30 points into Inspiration to pick up Restorative Mantras? Then swap out Null Field for Mantra of Pain and put it on auto-attack. Restorative Mantras gives out a nice 2k aoe heal periodically. Having 3+ mesmers putting out 2k aoe heals every 5 seconds or so seems like it could have a significant impact.

Update on Arrow Carts in WvW

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Posted by: Thedenofsin.7340

Thedenofsin.7340

<snip>
We intend to change the arrow cart upgrade line to bring the numbers more in tune with what we intended the whole of siege weapons to be, but we felt that it would be unfair to make that change until we were able to provide all players with a reset of their spent World Ability Points, allowing people to reallocate them however they choose. To that end, we will not be making the adjustment to the range of the upgraded skills until we are able to implement a one-time reset of said points.

Is there a problem with making the arrow cart adjustments now and promising players who have invested their points in that trait line they will get a refund later?

It seems to me that fixing the problem now will resolve the gameplay issues, and promising players a trait refund later will keep them from getting terribly upset that their points are wasted.

Update on Arrow Carts in WvW

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Are you certain that the arrow cart damage is where you want it? As it stands now, two arrow carts raining down on a gate renders flame rams useless, as no one can stand in to operate the device. They literally make Burning Oil useless, as AC’s can do more damage and are vastly more difficult to destroy.

Perhaps you should reconsider adding upgrades to flame rams. Like a 3rd button that temporarily raises a deflective shield to deflect projectiles / arrow cart damage. That way rams are still somewhat viable and Burning Oil remains a decent option as it could pierce the flame ram’s deflect shield.

(edited by Thedenofsin.7340)

A guy who thinks too much

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

You’re right. You think too much.

Will tPvP Ever Reach E-Sport Status?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

1) Technically speaking monthly patches are far faster than any other MMO but they need to be patches of substance not sprinkles. Also bugs should never come under patch release…they should be fixed asap and not considered apart of " what we have to offer this coming patch ".

2) I agree but Anet have stated in the latest “SOTG” in april etc that they 1 intend to ditch the monthly patch updates as evident by the may 14 or may 17th patch ( can’t remember what date it was due for ). They said bug fixes and features will now not wait for an end of month patch and will be released when ready.

3) This is one of the biggest issues atm, but anet has a slight advantage in that being free to play there is no cost to try out the game in say 8 months 3 months 2 years etc.

4) alot of talk about conquest = bad….i disagree here….the one thing that made WoW fail as an esport regarding arenas is that theres no reason to force a fight….what resulted was 5-10-50 resets a match. Having a system where victory isnt determined by just kill the enemy is a must for esports when it comes to team games. League has it in that you kill nexus thus making for epic split pushes and comebacks etc.

GW2 has it in node captures etc…the downside is I feel some things definitely do need to be tweaked. Conquest itself though is fine.

Finally….never forget it takes most popular games time to develop into what is acceptable for esports. EG : League of legends 18months – 2 years.

I agree with most of what you said. #1 however, I do not. Take a look here: http://forums.riftgame.com/official-rift-news/patch-notes/

Substantial bug fixes and gameplay changes that arrive at a rate of 1 or more per week.

LoL was a slow burner, building up in popularity over time. GW2 does not have that luxury. Though there is no cost to play the game once purchased, there is still a cost associated with getting lost players back. ANet needs to entice those players to come back, which means they better be doing their homework as to why their current player base has been leaving.

Signet of Domination worth getting now?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

I disagree. That signet has as much condition damage on it as a full set of Exotic condition runes. That’s nothing to sneeze at. The stun is also situationally very useful.

Signet of Domination worth getting now?

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

It’s great now.

Will tPvP Ever Reach E-Sport Status?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Here we are, 9 months after release, and I think it’s safe to say GW2 tPvP still has not achieved ‘e-sport’ status.

My question to you folks is: will it ever? I am having a hard time thinking of reasons why it will (in fact, I cannot come up with any), but can only come up with reasons why it will not.

1) Long update cycles

Updates to the game arrive every 4 weeks, which is an incredibly long time to wait for an MMO. Other MMO’s release updates on a weekly,bi-monthly, or sometimes even a daily basis. It’s hard to imagine an e-sport game staying viable for long if the competitive nature is compromised by a missing feature or bug that will not see a resolution for 4 weeks.

2) Bug fixes – or the lack thereof.

There are still many, many weapon/ability/trait bugs out there that have not been resolved. It’s hard to picture the game being taken seriously when there are so many bugs such as this. Given that it’s been 9 months and some of these issues have been around since game launch, it seems unlikely this will get fixed in a timely manner.

3) Lack of interest/Lack of a player base

Again – it’s been 9 months. Many top players have already moved on to other games due to the lack of progress. Typical gamers move on to the next big thing and don’t look back. How is ArenaNet going to try to win some of that core group back?

Rank 1 Player is inactive.

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

We’re aware of this, and plan to address it absolutely.

I don’t think it’s fair to punish people who are inactive for a month at a time. Arenanet doesn’t seem to have any issue with letting gameplay-breaking bugs sit around for a month before releasing a fix – I don’t see any reason why a high ranking player can’t sit on his rank until ArenaNet fixes some problem they introduced that adversely affected his/her gameplay and, ultimately, his/her rank.

Seems reasonable to me.

Did phantasmal zerker get fixed this patch?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

As far as we know something did go wrong. We can’t reliably get it to display all of he damage floaters, but we have tried to test if the damage is lower or it just doesn’t hit and we have never seen that error I our debug setup which shows attack areas. I may try and make a bad pic tomorrow to show what I mean.

While you’re putting a picture together, can you tell us what your plan is for the Mesmer Scepter and Phantasmal Mage (torch 5 skill)? Confusion has been nerfed to nothing more than a speedbump in sPvP and WvW. The current state is such that no one is creating builds that focus upon it. This means the mesmer scepter is, once again, an absolutely useless weapon (scepter 1 does a power attack, scepter 3 does a condition attack – this weapon is schizophrenic!).

Also you nerfed retaliation damage in WvW in the last patch. Given that the Phantasmal mage’s primary benefit was to stack confusion on its target and give retaliation to allies, the recent nerf made the iMage really, REALLY, undesirable.

Curious, are you cognizant of the fact that now confusion builds are non-existent in all 3 areas of the game (WvW, sPvP and PVE)?

Flame & Frost - I found it underwhelming, personally

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Posted by: Thedenofsin.7340

Thedenofsin.7340

So you not liking the rewards (the gloves are pretty cool in my opinion) makes F&F automatically suck? I’m sorry but you have your opinion and I have mine, and mine is that F&F is (was?) an enjoyable piece of content.

The rewards were one of the problems I mentioned. You seem to want to focus on that one thing and discard the other salient points I made.

Put simply, large parts of the story are not much fun. The fun parts are the minority in this story. The dungeon, while fun the first few times, gets tiresome and the rewards for running it are not very good. The final reward for finishing the quest, the gloves, are quite unsightly.

I don’t think it’s a stretch to say this could have been much better, and I don’t think it’s much of a stretch to say it could have been accomplished easily. Here’s a thought on how it could have been done differently:

- Start a quest that leads you to search for clues on what’s happening in Shiverpeaks.
– When you are there you run into a makeshift medic tent and you help to provide triage to wounded/dying refugees.
– You heal Braham and he asks you to go with him to Hoelbrak to talk to seek aid.
– Rejected, you and he try Black Citadel. Encounter Rok.
– 3 of you take back Craigstead: reward – F&F theme armor skin
– 3 of you then go do the hatchery: reward – F&F theme armor skin
– some clue from the hatchery sends you to go rescue character “X”, who will then inform you about what’s going on and the weapon’s facilities
– go rescue character “X”
– run MWF: reward – one piece of F&F themed gear, one guaranteed rare drop a day
– finish the quest line – reward: F&F theme armor skin and 1 random exotic weapon
– end of F&F (when the big baddie is revealed) reward: F&F theme weapon skin

There are two basic differences here:
1) The focus is changed and the player is now, continuously an active participant in all stages of the story
2) more, and better, rewards

Flame & Frost - I found it underwhelming, personally

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Posted by: Thedenofsin.7340

Thedenofsin.7340

I agree that the gauntlets are ugly, and I will probably not use them at all. BUT. Is it really all about the rewards? Surely having a good time is very rewarding in itself (this is a general statement, as some people do enjoy the game and still whine about the bad reward).

The game is not just about the rewards. It’s about engaging gameplay. The lost and found story did nothing to make the gameplay engaging, nor did it really immerse you in the story. It was a boring diversion. It stunk.

The Living Story contained a lot of different quests/events, which in my book makes it very rich. If this is not your cup of tea, and you are only in for the reward; Why would you play the game at all?

It is my cup of tea, but I don’t think this particular cup of tea was brewed well at all. Let’s take an example from another game. Rift was an MMO that had a few “epic” quest lines. These quest lines had few voiced parts, but they:
1) were extremely lengthy (20-30 sub quests is probably the norm)
2) tied into the storyline of the game well
3) made you feel like you were either the central focus or a very active participant in the goings-on
4) included a mix of solo and group play
5) provided a nice (not BiS) reward(s) and some nice cosmetic items

Frankly I think that GW2 would be better served with their Living Story if they focused less on “Refugee Steve and Missing Agent Fupa” and did more to make my character feel like he/she is changing the Living world through his/her actions. Also, there should be a nice reward for it!

Flame & Frost - I found it underwhelming, personally

in Flame and Frost

Posted by: Thedenofsin.7340

Thedenofsin.7340

Underwhelming

That’s the word that best describes the Flame & Frost Living Story. I feel it could have been something really fun and special, but in the end really didn’t amount to much.

Scavengering around two maps and gathering lost items from a group of redshirt refugees that you don’t care about (and never will) is not the least bit enjoyable.
The “dead drop” communications were only slightly more interesting, as they at least tried to frame the context of the subsequent story.
The instanced fights with Rox and Braham were decent enough and made you feel like you were a part of the action. This was decent.

The final dungeon was, and is, fairly well put together with a good end boss mechanic. However, the rewards in the dungeon are BAD. Just bad.

After completing everything, the final reward is: a pair of ugly gauntlets. Very underwhelming. In retrospect, had I known the gloves would have been as ugly as they are (I’m speaking about the light gauntlets, since I haven’t seen the others), I never would have bothered with any of the questline, and ultimately I don’t think it would have made a difference.

While I liked the dungeon and a couple of the bits of this story, the overall saga was very clunky and uninteresting with rewards that left something to be desired.

Flame & Frost: BROKEN!

in Bugs: Game, Forum, Website

Posted by: Thedenofsin.7340

Thedenofsin.7340

Just found all dirt covered objects and devices in Deissa Plat on the Northern Shiverpeaks server. Yesterday, all snow covered objects and devices in Wayfarer could be found on Devona’s Rest server.

Confirmed dirt-covered objects on Northern Shiverpeaks.

Returning player Doing F&F

in Flame and Frost

Posted by: Thedenofsin.7340

Thedenofsin.7340

Are you playing, or just your dong?

What are you running in wvw now?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

What are you running in wvw post-confusion nerf?

Did you stick with confusion?
Shatter?
Phantasms?

Tell us

Thief.

Arrowcarts [merged]

in WvW

Posted by: Thedenofsin.7340

Thedenofsin.7340

To be a little clearer. The fixes to arrow carts will be coming quickly. We are already putting those in and testing them. Those should bring them more in line with what we expect them to be.

This is great. Can you now revert the massive nerf to confusion? The change (-50% damage reduction) killed it, and builds that use it, in sPvP. That same change has killed it in WvW as well. Over-the-top changes of this nature are orthogonal to any claims that GW2 is trying to promote build diversity.

NPCs cursing and setting off the filter

in Flame and Frost

Posted by: Thedenofsin.7340

Thedenofsin.7340

Dredge?

/15char

Confusion Nerf Way Over the Top

in WvW

Posted by: Thedenofsin.7340

Thedenofsin.7340

Confusion is a condition punishes players for not paying attention. A modicum of skill can all but negate the effects of confusion, not to mention condition removal abilities.

That being said, cutting confusion damage by 50% has reduced build variety in WvW and effectively made the condition nigh useless. A pure confusion build that does nothing but stack condition damage now puts out pathetic damage.

The sPvP condition damage nerf was, and is, bad. As can be seen in sPvP, builds which highlight condition damage are non-existent. It is a very poor decision to give condition damage the same nerf as in sPvP.

ArenaNet needs to revert this change.

confuse nerf isnt that bad..

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

It’s way over the top for WvW. It makes these builds as effective as they are in sPvP (which is not effective).

Bad change is bad. Revert the nerf!

Gaming references found in the SAB.

in Super Adventure Box

Posted by: Thedenofsin.7340

Thedenofsin.7340

Josh you think in future worlds we’ll get a better primary weapon than the stick?

Yes. Every skill slot has 3. So there will be two more primary weapons.

Dig Dug PUMP!

Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Thedenofsin.7340

Thedenofsin.7340

Gating a solo story line with group content is like forcing PvP players to do PvE content. It just doesn’t make sense.

On a broader subject, I’ve never thought that grouped content in MMOs is an effective way to tell any story. Good stories have always been personal, not crowd, experiences.

Reading a book a personal experience. Even if you see a play or movie with a crowd, you are NOT interacting with that crowd (unless you’re incredibly rude lol).

I’ve always been mystified by the attitude of MMO devs that throwing a group at a storyline makes the experience better when they have know that doing anything with a group distracts from the story.

I disagree. I believe a large and involved story, such as this, should be a mixture of PVE content: solo and group, instanced content and world encounters. It’s an MMO, so the basic expectation is that some percentage of the game is truly multiplayer.

Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Thedenofsin.7340

Thedenofsin.7340

Hello! Thanks for starting this thread. :-)

As one of the designers for the Molten Weapons Facility, I would just like to say that one of our chief concerns throughout the development of Retribution was to address this very issue. We worked hard to ensure that the dungeon experience we have crafted is not simply possible to complete by groups of all different skill levels and compositions, but more importantly that it is lots of fun and rewarding for everyone. I understand the concerns about jumping into a 5-man instance if you’re more accustomed to solo play – in fact as a player I typically share those feelings, so rest assured that such concerns have been and continue to be addressed firsthand by our team!

Flame and Frost has so far made use of many of the different types of content available to players of Guild Wars 2. There have been open world dynamic events, solo instances, scavenger-hunts and achievements. In this case, with the culmination of Flame and Frost, given all the tools in our tool kit as developers, a 5-man instance was really the thing that made the most sense for us to pursue, as it enabled us to best tell the conclusion to this story arc in the way that we wanted.

We’re paying careful attention to this balance of content types, and the Living World teams will always strive to offer a variety of content to our players on a regular basis, and to make that content as compelling, and accessible, as possible.

Speaking personally, I hope you’ll join all of us on the Flame and Frost team and give the Molten Weapons Facility a try when it releases next week!

I’m excited to try it out. However, I’d like to say the Living Story has been somewhat underwhelming so far, and this is the kind of thing I really enjoy.

If I were to point anyone to a game where they got the ‘story’ right, I would tell them to take a look at the epic questlines in the game Rift. They’re huge questlines that are aligned with the larger ‘world’ progression, require a little multi-man play, but are mostly solo-able. The end rewards are worth the effort: good gear, nice cosmetic/costume stuff and titles! The stories are great, too!

Lava in Sunny glade !

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Are there going to be achievements for completing hard mode?

Of course!

Yay! All hail Josh Foreman, the Sausage King of Chicago!

For the expansion..

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Posted by: Thedenofsin.7340

Thedenofsin.7340

For the Expansion…

I want no new content, classes or abilities. I’d like the expansion to make GW2 work as promised.

Things to improve

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Keep in mind we’ve only done world 1, and haven’t got our hard mode working yet. Things will be getting much more difficult. At some point I think most people will have to use easy mode to complete the game.

If the point is to make the mini-game progressively difficult to the point where most people cannot complete it, then why bother having a hard mode at all?

Why Do I mini-sprint in SAB?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

I’ve noticed that my character will mini-sprint after landing or standing still. The sprint is about 1, maybe 2 steps – just enough to screw with your timing.

Is this intentional?

The inevitable WvW Confusion nerf

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Posted by: Thedenofsin.7340

Thedenofsin.7340

As the title says I think its only a matter of time before confusion is nerfed in WvW. Personally I think it’s fine and actually forces people to run condition removal, but as I’ve seen with the Engineer forums, there’s a high likelihood it will get nerfed. I would really like to see a statement regarding this from ANET to see if this will happen or not.

If a glass cannon thief unstealths and I do nothing for 3 seconds, I die.
If I get 20 stacks of confusion on me and do nothing for 3 seconds, I take 0 damage.

…and you want to nerf confusion?

Things to improve

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Posted by: Thedenofsin.7340

Thedenofsin.7340

It’s not so much something to improve as an oddity. Two things I’ve noticed.

1) When I ran SAB on my Norn Guardian, the camera appeared to be fixed at max distance. This made some of the jumping a little more challenging.

2) Having run through this instance on a Norn, Sylvari, Human and Asura, I can say the instance is much more easily accomplished using an Asura. I have no idea why this is, but it’s what I’ve observed. I seriously doubt this has to do with the comfort level of playing as that race, as my Asura is level 2 and my other characters are significantly higher.

Special items that are super hard to get… will most likely be stuff that stays in the Box. Otherwise the amount of community outrage would shake the foundations of the earth.

Just remember what old Jack Burton does when the earth quakes, the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big old storm right in the eye and says “Give me your best shot. I can take it.”

Are you going to do something about thieves ?

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Posted by: Thedenofsin.7340

Thedenofsin.7340

We’re reviewing Warriors and Elementalists as well. Perhaps we can get into that another time and in a different thread, though. As this thread is about Thieves, let’s keep it on track.

“People in the low tiers will always have trouble with something.”

Sure, but we still need to consider how the new player experience is going to be. Particularly when it comes to Thieves.

I can tell you two things that are absolutely true:

1) Any new player walking into hotjoin is going to be immediately put off when they get trounced by a thief. (provided they aren’t playing as a thief)

2) Perma-stealth thieves are insanely over the top in WvW. It’s not fun playing against a player that is invisible 90% of the time and can leave a fight whenever they feel like they may not win.

The inevitable WvW Confusion nerf

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

No.

/15character

All Who Hate Retaliation

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

Here is a pic of retaliation of me (balanced Ele) vs my guild leader Hidden (phantasm Mesmer).

I am not saying bunker Ele is balanced, but even he admitted this seemed OP.

Over 80 hits. That’s like 220 damage per tick. Hardly OP. Now, if the elemental has a reliable way of gaining retaliation with little or no cooldown, then you do have an issue. However, the issue is with elementalists being OP, not the ability.

[Guide] PvE Supporting Phantasm Build

in Mesmer

Posted by: Thedenofsin.7340

Thedenofsin.7340

I’ve been running something similar:

http://tinyurl.com/cc2dqg6

10/30/0/20/10

However, I run sword+pistol and GS. Also, I go 30 points into dueling to get 4% more damage per readied mantra. This allows me much of the same flexibility as the OP’s build. The thing I really like about this build is that Empowering Mantras have the power to turn my utility slots into damage slots. If I end up in a PUG with a support guardian or ele, I can swap out for more mantras and get up to a 16% damage boost from mantras, which is really substantial.

Are Zerk Warriors that much better in CoF P1?

in Warrior

Posted by: Thedenofsin.7340

Thedenofsin.7340

When run correctly, they are much better. “Much” is the operative term here, and it is relative.
4 Zerker warriors can cut your CoF p1 run time down by up to 50%. On my mesmer, I’ve seen them cut down the 1st boss in a single time warp, and drop the last boss by 50% in a single time warp.

However, 50% is really not that much time when a typical group can run the instance in roughly 12-15 minutes. A decent group can do it in 10-12 minutes. A well-run mesmer/zerker group can do it in about 8 minutes.

If you intend to heavily farm the instance, saving 4-7 minutes per run adds up quickly. However, for the typical player looking to run it 1,2,3 times – it really doesn’t matter much.

Condition damage has gotten out of control

in PvP

Posted by: Thedenofsin.7340

Thedenofsin.7340

Fighting a full glass cannon mesmer, bleed damage was on top of mind wrack and others, by a large margin. Not sure if the death thingy is bugged or what and is showing wrong damage, because that must be impossible.

It’s extremely unlikely. A full glass cannon mesmer will do very little condition damage aside from some bleed damage from the duelist and maybe 3 stacks of confusion from a shatter.

Where's the Duck?

in Super Adventure Box

Posted by: Thedenofsin.7340

Thedenofsin.7340

What Can I Buy To Get More of THIS Content?

in Super Adventure Box

Posted by: Thedenofsin.7340

Thedenofsin.7340

Oh, and whoever came up with this idea deserves an EXTRA SPECIAL something in their paycheck this week!

Why 250 and not 255?

in Super Adventure Box

Posted by: Thedenofsin.7340

Thedenofsin.7340

Curious why the max bubbles is 250 and not 255? #FF ftl?

What Can I Buy To Get More of THIS Content?

in Super Adventure Box

Posted by: Thedenofsin.7340

Thedenofsin.7340

This idea is absolutely brilliant! I love it and want more of it. Are there any items in the shop that I should buy that will roughly translate into: “ANet – please take my money and use it to make more of this stuff!”

?

WvW Rankings! Whats your current Rank?

in WvW

Posted by: Thedenofsin.7340

Thedenofsin.7340

A thief is the highest rank in WvW? Nowai!