Showing Posts For Tman.6349:

Healing Signet complainers read this

in PvP

Posted by: Tman.6349

Tman.6349

I mean bro, Healing Spring is absolutely ridiculous it gives regen AND vigor AND condi removal all in one skill to all their allies and it’s a water field and it has a shorter CD than Healing Rain! Nerf!!

Healing spring does not give vigor and comparing it to healing rain is simply rediculous. You’re trying to compare a healing skill to a weapon skill. A weapon skill that can be traited and ALSO happens to have a group wide passive regen in the same trait line that isn’t a boon and therefore CANT even be removed or corrupted, not to mention this same atunement has access to plenty of aoe heals and condi removal. Ranger has few condi removals and a heal w/ 15 sec regen and remove 5 conds over time (assuming you can stay in it for the entire duration mind you) is by no means op or in need of a nerf. This is apples and oranges and completely out of context and with your cry for a Nerf seems very dishonest.

Class archetypes + idea for soldier prof

in Suggestions

Posted by: Tman.6349

Tman.6349

All this talk about dragoons and FF comes to mind? O.o Am I the only one that ever played the epic game, ‘The Legend of Dragoon’? What an amazing game…lol…I’m getting a bit nastalgic.

New dungeon or cluster of dungeons.

in Suggestions

Posted by: Tman.6349

Tman.6349

I was thinking about logging in right now to play for a bit but am torn between GW2 and doing the dishes/cleaning house. truly sad the game I originally bought and loved is so far gone after playing GW for almost 9 years now

New dungeon or cluster of dungeons.

in Suggestions

Posted by: Tman.6349

Tman.6349

These dungeon paths do exist and tbh the majority of the player base really wants nothing to do with them if we’re gonna be realistic. With the soaring prices of everything in the game and the rediculous inflation in the economy since launch (that still continues to this very second) players are being seemingly forced into a mindless system of acquiring as much gold as they can in the shortest amount of time. Honestly people DID the TA path BC of the achievements attached to it and the LS meta reward not BC they were looking for some epic or diverse challenge to have a good time. People who want a challenging experience requiring teamwork go to FotM as it has ALL of the things you mentioned. The ‘regular dungeon’ crowd are generally people who want fast levels, fast gold, and fast loot and don’t want to be bothered with the mindless scourge of the GW economy known as the Champ Train. Unless forced by some search for achievements/titles, most generally want nothing to do with the dungeon paths you’re referring to as,though they may be fun, the rewards are crap in comparison to the time/skill invested. Sent tried to refine this problem and even it out when they needed dungeon rewards a while back but I can’t imagine the criteria they used as rewards are still imbalanced as ever (speed clears that offer the same 1g as paths that take 1hour+.) Now for the general person who doesn’t care for being rewarded for their time and just want a fun team experience (I’ll concede your premise for the sake of arguing) there are several paths that offer the ‘average player’ a decent challenge and require teamwork. SE path 2, TA Aetherpath, CM path 2, HotW story, etc. Now the strange thing here is that, despite your claims of a community wide demand for these exhausting, time consuming, low reward (just for fun lol) dungeon paths, these are the very paths that are neglected and avoided at all costs and most don’t even consider them an option when they are trying to decide what to do. Outside of a guild group, these paths are ghost towns and I promise it has nothing to do with fun/challenge factor. The community is moving toward a personal greed mindset to such an extent that they will fervently defend zombified content like the Queens Champ Train (go read that thread and see how rabid our community is toward acquiring easy wealth). With this attitude the Devs are given the impression that they are on the right track which is a truly sad state for things. Just recently I was needing to pick up 1 player for some CM clears and at least 10-15 people had no idea what CM was and had no clue that there even was a dungeon there. Finally, a level 50something guardian joined the group to “give it a try”. He was fairly new to the game and had never done a dungeon before and had only been out of Queensdale to follow a few story quests that lead him out of the zone and to visit LA. He was level 50 and had almost 30g!!! He had never been to any of the other races cities and didn’t even know they were there. He had never ran a dungeon and had no clue how fun and rewarding and submersive they could be. He had no clue that there even were lower level dungeons and had assumed they were all endgame (completely unaware that there was one in the very zone he had spent his chars life in.) I have 8 geared 80s and have played since launch and I remember having to work very diligently for my wealth and dungeons were very lucrative and ‘in’ before they needed the rewards and made them account bound and everyone was doing them all the time, even the tough ones were worth it to complete on several toons. Nowadays, any level 2+ noobcake can hop on the train and get lvl 80 exotics worth 2-5g or more like they’re going out of style, and with the least effort of any activity in the game. My conclusion is there are several outlets for good dungeon experiences but half the pop doesn’t know they exist and the other half don’t care and have trained their dog/cat/younger sibling to farm gold for them in queens while they go play BF4 or basketball or fold laundry or any other thing that is more engaging/fun.

"pause auto-attacks" hotkey

in Suggestions

Posted by: Tman.6349

Tman.6349

There is…its called Stowe Weapon Good luck and have fun

300 silk per day? Needs to be 150

in Suggestions

Posted by: Tman.6349

Tman.6349

The easier method you propose is actually much more complex than the system we already have and at level 80 leather and cloth armors drop like crazy and can be easily salvaged for tons of silk (that’s how we got the surplus in the first place and has been the system for obtaining these mats since launch) so their is no need to change that. As for the other tiers apart from salvaging different loot bag drops contain tons of these as well. Your opinion aside, torn rags etc are NOT clothes/gear and how the mobs “made” them to drop them in the first place is silly and a non point O.o if a mob drops an exotic sword I don’t assume the mob actually crafted it in order to be able to drop it. There is no way to ‘gather’ leathers and clothes, there never has been, and there won’t be. It must still be acquired in the same manner as everyone who has crafted before you since day 1 of the game. Personally, I recommend farming them from events where you can tag/kill tons of mobs in a short time in order to salvage your mats I.e. dungeons, scarlets attacks, champ trains, etc. This method will also supplement your gold at the same time so you can buy some of the other mats that you need. Good luck and happy grinding

Edit…I do agree that 300 is a lot though. Just a couple months ago they changed the refining recipes for silk and elder logs to dispose of some of the surplus of these mats. I don’t think that that was a smart decision as it didn’t work and now with the release of the new asc. recipes it has only served to be a pain in the ssa

(edited by Tman.6349)

Guild management tools

in Suggestions

Posted by: Tman.6349

Tman.6349

GLs Have talked about this at length as well as a host of other things we’d like to see for management, organization and other QoL addition. A “smarter” Guild stash deposit/withdrawal system is another one that has garnered a lot of attention.

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

I really don’t think this post needs any visibility as it is not a fundamental k with the game that you’re trying to shed some light on to better the community. Rather it is a part of the game that is fine with the exception that it doesn’t cater to the game you’re trying to make out of it? There are numerous reasons why nonlocal, party, map, team and guild cats would have a rather broad range. I do agree that people should not purposefully attack others and curse them in game. Thats no good IMO. But that has nothing to do with changing the range of emotes for everyone so you won’t be inconvenienced. “MMOs are an escape from reality afterall”….“I can see your emotes from an entire block away…..it seems a tad bit unrealistic” lol Part of having freedom doesn’t include the freedom to oppress other peoples freedom. Shy of reporting personally directed vulgarity and/or attacks….Sent hasn’t deemed you entitled you to take ownership of any area of the game. Play however you chose to and ignore the rest that doesn’t fall into your narrow criteria for enjoying the game. RPers aside I’d like to see Sent fix the game they sold to me before fixing the game others have created for themselves. On a side note, as the OP of this silly thread id debate you were the one trying to garner attention.

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

Every RP hero needs a RP villian right? lol

(edited by Tman.6349)

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

You can find plenty of solitude in your home instance or any of the dungeons or other areas of the game that are exclusive.

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

So you feel you should have a personal area in the game not subject to the opinions or presence of other players to intrude on “your turf”?

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

Mainly that there are real problems in the world. Emotes can be filtered out as well. But I can hardly imagine why anyone takes map chat trolls so personally that it would ruin there whole game experience when GW has so much to offer outside of jackazzes that have nothing Better to do than troll the chats. Life has many more trials and tribulations to offer than trivial things like jerks in a video game. That’s all. Sorry for my lack of compassion on the issue as I should have had a much more heartfelt approach to the dire situation. I guess thinking about my grandmother dying of cancer in the hospital clouded my judgement a bit. My apologies.

Emotes and Ignores, an RPers problem.

in Suggestions

Posted by: Tman.6349

Tman.6349

You don’t HEAR ANYTHING at all so that whole premise is laughable. However, the fact that you actually blocked somebody’s text is less than adult, but to have such an attitude toward reading the name of this person you obviously loath so much that you are here complaining about reading “John Smith cheered” and stewing over it and actually expecting Sent to make a fundamental change to THEIR game to cater to your psychological trivial rubbish shows a level of immaturity I can’t even fathom out of anyone over 8 years old. Get over it. Get over the animocity. Get over yourself. Maybe the developers should be fixing bugs and mechanical flaws and not babysitting silly whiners who search diligently for reasons to be angry about nothing in life…just maybe. There are people without jobs, without homes, people who’ve lost loved ones in tragic accidents. And your world has been shaken to the core from READING “Joe Six pack is sitting”? Wow

Split (don't kick) Dungeon Parties

in Suggestions

Posted by: Tman.6349

Tman.6349

Good idea Stars its almost as if you read what I posted here already ;p

Auto-stack guild bank deposits

in Suggestions

Posted by: Tman.6349

Tman.6349

Agreed this gets so old….well over a year old in fact O.o

QoL: Right Click Use All

in Suggestions

Posted by: Tman.6349

Tman.6349

THIS THIS THIS THIS THIS THIS THIS THIS!!!! When the heck are we gonna get a “use X number of item Y”? likewise, why in the world am i still buying items from merchants one at a time? 8-bit games on the NES solved this long ago O.o If i want to buy 50 bloodstone shards from the temple merchant, why do i have to click 100 freaking times to do so? why can’t i buy a stack of booze from a karma npc to work on my Thirst Slayer title? Currently it takes about 4 times as long to buy and use the drinks as it does to farm the karma/gold to get them in the first place!!! O.o This is just another huge opportunity for Anet to implement a QoL feature that would probably not take more than a few minutes to program and would make the game so much more user friendly.

Split (don't kick) Dungeon Parties

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Posted by: Tman.6349

Tman.6349

I rocked my level 17 ranger all the way to fracs level 9 when FotM first launched. The elitist mindset is an egocentric epidemic predicated on false assumptions combined with a superiority complex that is sad. I think “if your so great” bring along that underleveled and prove it by going a bit above and beyond. I’ve carried an entire subleveled party through CM explore once. They ranged from 39-44 and one was only level 27 lol wiped one time the whole dungeon. p1 for context though post-exploit nerf though.

More infos for guildleaders

in Suggestions

Posted by: Tman.6349

Tman.6349

This this this!!! GW1 had this system and it was very useful in oh so many ways of relieving some of the stress of being a guild leader. I personally would like to have a ‘GL only’ statistics page that includes: days since last time member logged in, days since last time member represented, number of guilds member is currently in, and any other relevant information. (I had another important one but forgot and will edit this as soon as i remember.) Also GW1 had a great system where the last member to logout was moved to the top of the ‘offline list’. That by itself would be very useful, as deleting the bottom 10-20% (or whatever depending on guild size) was a relatively safe way to manage guild rosters though GW1 had a low max member limit so wasting slots was not acceptable for guilds, but you couldnt halfazz it in 5 different guilds either. O.o Which is just a crazy, chaotic, and overall detrimental “freedom” for the health of guilds and encourages “Sam’s Club/Costco” guilds leaving the smaller ones very little room to grow.

New Exclusive Racial Classes

in Suggestions

Posted by: Tman.6349

Tman.6349

I like this! It is very similar to my idea of allowing only certain Races to ‘crossclass’ with only certain professions….I just never posted it because I finally realized it had not one shred of originality to it and is completely impractical. Dang it! Why did I have to sober up that night…

New Exclusive Racial Classes

in Suggestions

Posted by: Tman.6349

Tman.6349

Norn Pentent: What if Necromancers had “Save Yourselves” only it draws damage
instead of conditions.

New Exclusive Racial Classes

in Suggestions

Posted by: Tman.6349

Tman.6349

Asura Laureate: Let’s take Mesmers and turn their illusions into Guardian Spirt
Weapons.

New Exclusive Racial Classes

in Suggestions

Posted by: Tman.6349

Tman.6349

Sylvari Dreamwalker: What if a Sylvari Thief and a Sylvari Necromancer had a baby?
/sigh

New Exclusive Racial Classes

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Posted by: Tman.6349

Tman.6349

Charr Bombard: Charr are a militant race that specialize in mechanics (i.e. the tanks
and attack vehicles you see scattered in the Black Citidel.
You’re basically describing a Charr Engineer with Killshot.

New Exclusive Racial Classes

in Suggestions

Posted by: Tman.6349

Tman.6349

Human Inquisitor: “a frontline caster in light armor that uses the class mechanics of warriors and guardians combined”….i’m assuming this is satirical…

Open world Duels [Merged]

in Suggestions

Posted by: Tman.6349

Tman.6349

Yes! Players being able to duel is a very great idea! Open world dueling seems ok i guess, but i still can’t think of a better place to implement Player vs. Player duels than in PVP where it already exists through custom arenas or spvp arenas where there are instances specifically advertised for dueling only. The best place though by far that i’ve encountered to duel is right here on the forums where players ‘duel’ other players over silly ideas and opinions as well as players ‘dueling’ the Anet team over bugs, terrible implementation of content, and an overall lack of response from or acknowledgement of persistant and cumbersome bugs and game mechanics. So now I welcome a duel to the death over the desire for silly/trivial new ‘extras’ vs. creating and polishing a solid game foundation above all else. Enguard!

Adding a /Roll Command

in Suggestions

Posted by: Tman.6349

Tman.6349

This deserves no attention from the Anet team and is a silly idea at best. Hundreds of bugs exist in this game and many of them have been around since launch. Well, nvm, I can see how this would alieviate many of those problems and add a grand new dynamic that i’ve heard much of the community clamoring for…so i retract my former statement that this is completely stupid as it might even bring back many of the thousands of players that have abandoned the game due to all the unrefined game mechanics that still persist to this day. +1

Split (don't kick) Dungeon Parties

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Posted by: Tman.6349

Tman.6349

Easy fix: don’t pug.

Cheers!

This isn’t an easy fix. It’s not even a fix at all. This is a very ignorant statement that completely skirts/is blind to the fact that there even is a problem. Next time you want to offer some ‘advice’, try to make it constructive and on topic instead of ‘if you don’t like it don’t play’. So tired of seeing rediculous posts like this. First of all, the game is built around the idea of community and helping each other out and, therefore, PUGs are a great way to make new friends and have social encounters outside of the ‘clique’ that you play with every moment of your GW2 experience. Second, not everyone has the opportunity to play their desired content with a group of guild members as different people do and don’t like different game content. Most of all, your elitist ‘advice’ (as you percieve it to be) completely ignores the fact that this is a broken part of the system and could use some Dev recognition and an appropriate solution as right now it is exploiting others work and time only to rob them of it and pass it to a friend. I was taught “if you don’t have anything nice to say then say nothing at all”, but now I will offer you this little nugget: “If you only have something ignorant and unhelpful to say, then keep your psuedo-intellectualism to yourself.” Cheers

Fractals of the Missed

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Posted by: Tman.6349

Tman.6349

i like this idea as well. i just started playing the game recently and i don’t think it’s fair that i don’t have access to cool things that day 1 players have been rewarded with just because they’ve spent well over a year in the game and made time in that year to persue rewards that were offered in content that was announced as temporary, so ANET there is no arguing the fact that i’m entitled to the same rewards and would very much appreciate, in fact, i demand that you cater to me and my situation even if it would completely destroy the prestiege of these items that i so desire. thanx for your understanding of my desires to have what i want when i want and i look forward to the influx of mail i should recieve soon for all these great rewards that i wasn’t around to aquire in the same manner that the rest of the community did. i’ve also heard that Abyss Dyes used to only cost 5g back before i had the time to farm gold to buy them so if you could also make that happen for me i would enjoy that as well. Also karma used to be much easier to aquire before i was around so if you could add a meager 500k karma to my account and a couple hundred laurels i ddin’t get the chance to earn, you would get a big thumbs up from me.
Thanx in advance for seeing things my way and i will be checking my mail diligently over the next few days. Great game btw.

(edited by Tman.6349)

Split (don't kick) Dungeon Parties

in Suggestions

Posted by: Tman.6349

Tman.6349

Pax is right. The amount of abuse this would get…lol…I can’t even imagine how this went from a fleeting idea to being an actual proposition. I’ll set your ‘pros and cons’ aside and instead offer this scenario…
Guild X runs a dungeon to the end boss. The original host stays and the rest of the group splits. The other 4 pick up another player/guildie and kill the boss. The collect their rewards and leave. The original host invites the other 4 back into the instance and then repeat the same process over and over and over and over and over and over and over and over….etc. The surplus of loot and gold into the economy from this would make everything in the game nearly valueless.

I’ve seen a LOT of terrible ideas in these forums but this is in the Top 5 worst (detrimental in fact) of all of them. I rather think we should follow Occum’s Razor and perhaps do away with the ‘dungeon host’ mechanic and come up with something new there. Perhaps the scenes show a random party member or somthing. As far as kicking people, I think it should be a 4v1 criteria first of all with two restrictions: said party member must remain inactive for a period of time (say 3-5 mins. of inactivity or something similar) AND/OR can only be kicked BEFORE a certain checkpoint of the dungeon. (i.e. before completion of 25% of the dungeon path) I don’t have exact details for the system/implimentation but i think this is/could be a much more practical solution to both of these problems.

all weapons to all classes

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

The complete headache that this proposal would cause is too much to be practical. This idea would amount to nearly an expansion worth of content. The animations to go with all these weapons, the weapon skill sets themselves, the huge amount of new traits that would have to be jammed into the trait lines in order to augment the new weapons and skills, and last, but certainly not least, the huge expenditure of testing and balancing that would have to go into such a massive addition to the current system would take ages and we’d likely be seeing new professions added to the mix before such ideas could be implemented. This brings me to the point that it would be much easier to just implement a new profession than to undertake the mission of making all weapons available to all classes. Plenty more diversity can be achieved with the existing setup through new traits, utilities and other skills, or any other vast number of ideas apart from taking away the unique bag of tools that each profession brings to the table.

all weapons to all classes

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

[…]Ranger rifle[…]

Rangers should NEVER, EVER get firearms. Harpoon guns usually work without powder mechanisms (e.g. strong rubberbands), so those are just in the limit, although it would have been better if it was an underwater crossbow.

The limit is the theme. ‘Ranger’ comes from “to range”, not from “ranged attack”. They aren’t also something like Texas Rangers, they should not go around shooting anything that moves.

Rangers are supposed to range in the wilderness without startling animals. Their theme specifically bans complex technology and firearms.

Ranger does not come from “to range” and has nothing to do with ranged fighting. O.o Ranger actually comes from “Ranger” the title/person. One who is a traveler (usually as some sort of officer, official, or “warrior”), hence their affinity to nature and having a pet companion. Lone Ranger, Texas Ranger, Park Ranger, etc. are not people who use bows and arrows. In fact, historical, fantasy ‘Rangers’ most often weilded swords and shields or spears (Aragon the Ranger ring a bell?) Wilderness Survival, Nature Magic, and Beast Mastery all highlight this exact thing very well as a ‘traveling warrior’ who is in touch with the very earth that he roams. A Ranger is no more ‘one that must use ranged weapons’ than a Guardian is ‘one that must stand at a post and guard a door’.

(edited by Tman.6349)

Two-handed weapons --> Two upgrade slots

in Suggestions

Posted by: Tman.6349

Tman.6349

I see a lot of peoples confusions about 1h vs offhand vs 2h weapons and the sigil debate, but I have yet to see anyone explain WHY it is this way. Most think its a real problem and unfair BUT let me point out a few differences so you can see why the system is not as broken as everyone thnks it is. I will use 1h weapons as a control to make my points clear.
—Offhand weapons include torches, shields, foci, and warhorns
OH weapons have roughly 10% less weapon damage than 1H weapons
*OH weapons have 2 powerful skills on them with fairly lengthy CDs
*OH weapons can be traited to benifit both of these skills
*OH weapons can carry only ONE sigil
—1H weapons include mace, sword, pistol, scepter and dagger
*1H weapons have medium weapon damage we’ll use as our control
*1H weapons have a rapid auto attack skill and two ‘better’ skills on short CDs
*1H weapons can be traited to benefit skills 2 and 3
*1H weapons can carry only ONE sigil
—2H weapons include greatsword, staff, hammer, longbow, shortbow, and rifle
*2H weapons have roughly 10% more weapon damage than 1H weapons
*2H weapons have 5 skills comparable to a 1H and OH weapon set
*
*2H weapons can be traited to benifit THEIR ENTIRE SKILL SET*
*2H weapons can carry only ONE sigil

In conclusion: OH weapons have the least weapon damage but have powerful skills
1H weapons have average damage with average skills
2H weapons have the most damage with a balance of skills

Therefore 2H weapons are balanced with only 1 sigil due to the fact
that they have the highest weapon damage and the skill set can be
modified by a single trait.

I hope this helps anyone who has questioned the disparity between the lack of a second sigil slot for 2h weapons. The problems of naming them is void a nonpoint
as the weapon sets themselves are inherently balanced by these standard rules.
No changes are needed to the sigil slots or the weapon sets themselves, as they are balanced in this manner and the stat distributions of the sets are nearly identical.

Once again, I hope this has finally put a concrete answer to this debate/problem that
many assume exist between the weapon sets. In fact, even without the second sigil slot, 2H weapons are actually a bit more powerful in the ease of modifying them to
their max potential. Good Day and Good Gaming Friends.

Raids, gear progression and subscription

in Suggestions

Posted by: Tman.6349

Tman.6349

in the spirit of the OPs ideas, I have some I’d like to propose of my own…
*epic new dungeons that cant be reached
*invincible bosses
*random permanent bans every hour on the hour
*new and exciting WoW Bosses, Classes, and a pay to win system
*a new grind intensive build system where you craft new balanced skills similar
to the process of Legendaries
*Fees attatched to the subscription for not logging on for at least 6 hours
a day ($3 maybe)
*Khoala Bear enemies that replace the Dragons of Tyria
*some new areas accessible only by the invite of The Council of Elitists

These are my main dreams but, it’s quite an undertaking so maybe just a couple at a time to ensure quality and happiness of the community.

*short of these changes I would compromise with a deportation of all WoW Fanboys
and their terrible, egocentric ideas

(edited by Tman.6349)

Let's talk weakness

in Suggestions

Posted by: Tman.6349

Tman.6349

Dear Anet,

I chose to run a maximum damage build with none of the utilities many others use to balance out their builds in order to be more viable. I did this with the sole purpose of being able to roll over every bit of content in your game with little to no challange. My world has been recently torn apart when I came across a counter to my build and this has really upset me. Usually, i just like to run wrecklessly head first into any battle
and to decimate anything in my path b/c i like to see big white numbers and dead bodies. After running into this counter to my build, it turns out that steamrolling every mob i come across isn’t always possible. This is just unacceptable as i refuse to change any of my tactics nor do i appreciate a challenge. You have made a completely broken mechanic that is now forcing me to use evades, condition cleanses and situational awareness in order to be effective. This has got to come to an end as i can’t fathom changing my ways in order to play through the content that you have provided me for free for well over a year. I’m positive that every other player in the game feels the same way as I do as I have confirmed with the community that my build should have no weaknesses ( ) and while there are plenty of skills at everyone’s disposal to counter this broken mechanic, all have agreed that I should not be subject to it as the rest of the community is. So right now i’m at a crossroads of whether i should just quit the game altogether. I truly hope you will take time out of running your massive company to adress this issue I consider very unfair, so that i might be able to dominate every aspect of your lovely game with little challenge or effort. Thank you for your consideration and I diligently await your reply to adress this issue.
Yours Truly,
Brutus the Self Absorbed

P.S. I would also very much appreciate it if in the next patch you could buff the base damage of all warrior skills by 50%. Thanx in advance!

(edited by Tman.6349)

Cape and Mount!

in Suggestions

Posted by: Tman.6349

Tman.6349

ok i’m gonna try to use some simple logic here so bare with me….

Capes- GW2 obviously liked the idea of being able to personalize your look to show off your guild. So what they did was instituded their own ‘system of capes" and they’re called Guild Armors, Guild Backpacks, and Guild weapons to show off your guild emblem. Then to ‘put a face with a name’ you get to rock your Guild Tag right above your head. So the ‘guild cape system’ does exist for all intents and purposes, minus a flowing curtain hanging from your back which would be very much in conflict with their SLOTTED back pieces, as capes were not a stat-bearing piece of gear.

Mounts-This is just rediculous and personally i’m tired of hearing all the mount fanboys talking about how epic flying on a pet griffon would be. With that said, let’s elaborate on why they have NO place in GW2. GW2 IS NOT AN OPEN WORLD!!! It consists of of INSTANCED zones which would render flying mounts basically usless (unless your “epic mount” is just gonna fly/run from one portal to another to enter the next zone. lol O.o Another real kicker is that GW2 is BASED on community play (let’s not have that debate here plz) and players on mounts running around to nodes i guess (or wth ever you think you’d have a reason for one would be) would completely bypass the DEs and other content where YOUR FELLOW PEERS just might need some help to complete. It would also take away from the majesty of the beautiful world the Devs have designed for us all to explore. WPs are VERY functional in this aspect in that you HAVE to eplore the world in order to unlock them for faster travels later, once activated. Another point is that mounts are personal and discourage partying up for the open world content. Last, but not least, (although there are plenty of other reasons) they clash with GW lore of Asuran Portals and the idea of Tyrian technology that allows instintaneous travel from one location to another. Okay, that wasn’t last…GW2 was touted to be the ‘break the mold’ MMO to forge its own destiny, and taking a completely useless and impractical implementation of one of their biggest rivals would lead a lot of people (especially GW1 veterans) to seriously question Anets future intentions of being its own game and following the tradition of its forefather of innovation and being the counterculture to the humdrum systems implemented in every other MMO.

Summary- “Capes” is just a nastalgic word that truely means nothing and GW implemented their own system of REPRESENTING your guild in an even more in depth and practical manner. “Mounts” are silly and serve no roll, purpose, or reason for existance in GW at all, period. If you want a pet creature to call your own, make a ranger and give your ‘mount’ lol a unique name.

*Devs, feel free to copy/paste this wherever you’d like! It’ll save you a few minutes I’m sure. : D

(edited by Tman.6349)

Human Cultural Armor in the Gem Store [Merged]

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Tman.6349

Well, you’ve argued semantics and successfully proved me wrong in a way that does nothing to support your argument. You win the Internet.

Oh, wait. There was context for this discussion that goes beyond changing could to would or vice versa. Sorry, we’ll have to reset the Internet and erase everything that happened since your post…

I’m sorry, I didn’t intend for the sheer complexity of my semantical confoundery to obscure my actual point, which was that Anet can and should rollback the armor. But they won’t.

p.s. I bolded the important bits just for you so you don’t have to decipher any obnoxious linguistic subtleties. I would have expected a little more wit from someone with a play on “misdirection” as an account name but I may have misjudged.[/quote]

maybe you were ‘misdirected’ b/c surely the name is a play on “missed erection” ;D
all kidding aside, i can’t even imagine how this made it through any kind of screening process w/o any consideration of the impact this what this has done for proud wearers of the incredibly expensive t3 gear. It has to be transmuted to exotic stats and then adding in the purchase of new runes or salvaging used runes you’re talking a price of 150G+ for race specific armor only to see, some time later, all of Tyria wearing your prized armor at 1/3 fo the price as it is a skin that can be directly applied to existing gear. i really can’t understand how this happened or imagine what this means for the future of cultural armor/skills. cultural weapons were a joke from the start with slight color variations available to all with easy accessability but they’re cheap and bought with karma anyway but t3 armor is just not ok imo

(edited by Tman.6349)

Human Cultural Armor in the Gem Store [Merged]

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Tman.6349

maybe i’m just an old-timer…but does anyone else remember way back at launch when people were transmuting cultural armors several times and were able to equip them different races then the ones intended? Then ANET made a REALLY BIG DEAL about it and said that it was unintended and cultural armor was designed to create more diversity among the races. and then you know what they went ahead and did….THEY SOMEHOW FOUND A WAY TO ROLLBACK ALL THOSE CULTURAL ARMORS AND REMOVE THEM FROM THE GAME!!!! Maybe somebody from the Dev team took notes that day and can recall when, how, and WHY said incident occured and was resolved….but who remembers those olden days anyway…

Disconnecting when entering dungeons

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Posted by: Tman.6349

Tman.6349

I tought they woud deal with it by now… ALOOOOOOOOOOOOO anet, anyone? I shoud copy/pasted their standard message

we are aware of the issue and we are buzy counting money

i was combing through here pretty frustrated and looking for answers with no luck. i have to say though this gave me a very good belly laugh. thank you spiritus for the chuckle ;D

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

MESMER

  • Confounding Suggestions – We will merge the old functionality with the new functionality. It will now have 50% change to stun on daze and increase daze duration by 25%.

Can you take a look at Temporal Curtain (focus 4). It currently has similar behavior to the Symbol of Swiftness Guardian staff 3 attack in that it gives a massive amount of swiftness if you have not, and little (or rather, nothing) if you already have the boon.

Since you are changing SoS to grant a constant 4s of swiftness per tic, can TC get an update to something similar as well? I can’t count how often I’ve lost out on a huge mobility boon because I had 0.5s left on the last one.

i think this might be their counter to HUGE zergs running around the map invisible with just a few mesmers in the party but idk but that can be done in other ways though too but maintain swiftness on the entire group is a priority to do so. also most guardians on this thread think this Symbol change is rediculous and i agree as staff is so crucial for getting from point a to b with the guard and is taken at a HUGE disadvantage of damage JUST mainly for this single skill. Asking a guardian to stand still for 4 secs in order to get maximum advantage from this skill just seems counterintuitive to what this skill does in the first place but eh. i’d like to see it something more like: gives 10 secs of swiftness. 50% effective if you already have swiftness. i think this would still give an incentive for guards to stand on the symbol for a bit while getting supplies etc but would still maintain overall movement in the field w/o feeling so kitten as the proposed change will force most guardians (the FRONTLINE) to carrry ‘retreat’ OR stay at the back of the pack and arrive late to most battles crippling their effectiveness

(edited by Tman.6349)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

We are thinking Anet has no clear ideas.

The Thief must hit hard and avoid being hit. This is his role.
That is the definition of the Profession. What are you thinking Anet?

Go here and read it:
https://www.guildwars2.com/en/the-game/professions/thief/

Thief
Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.

Yes Yes Yes!!! This is what i’ve been screaming since the first time i ever heard about thief being OP. The thief is based off the model of the ASSASSIN from GW1. An ASSASSIN that strikes from the shadows quickly and spontaneously and leaves it’s victims lying in a pile while disappearing back into the night. Granted some abusive mechanics have come up with certain thief traits, saying they’re OP because they killed you is just silly. They are not support. They are lone wolves designed for NOTHING more than killin VERY fast. They don’t need to be turned into some DPS garbage. Their weapon sets are all designed for bursting and suprprise and that is what a thief excells at along with being very hard to track/hit. My ultimate point is all these sillies that get ganked roaming in WvW/PvP by thieves and then go QQ to anet about how thieves are to powerful is ludicrous. Yes they’re supposed to be very powerful in a 1v1, that’s were they’re meant to excell hince the low hp/defense for zerg fighting or overall support tactics of the class. The bottom line is, if you get ganked ROAMING around in WvW by a thief, you probably deserve it.

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

Part 2/2

Some traits, no matter how much you buff them or move them in the trait trees, will never be attractive. Some people brought up on down traits or falling damage traits. Just get rid of these completely.

The falling damage traits are designed to be swapped in during WvW. They do their job, and they do their job well.

Just because you don’t WvW doesn’t mean they should be removed.

nobody ever said anything about removing them. if you look at my post IN CONTEXT that he is referring to you’ll see that my proposal in NO WAY does away with the falling traits and, in fact, improves on them very much and makes them more viable for builds than just a “jump off cliffs” on-the-fly kind of trait AND makest them viable in other aspects of the game as well as honing the mechanics of them to be more consistant/useful

*edit: sorry i didn’t notice that SpurnShadow had said to remove these traits completely. that is, i agree, a terrible idea as they do have their uses. if you read my post which brought the subject up in the first place i’m sure you’ll agree that my proposal would make them much more effectve and less situational/game mode biased

(edited by Tman.6349)

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

a lot of thief feedback here but one other thing i’m wondering about stealthing and the “revealed” debuff is is it somehow accidently tied to boon duration or is it just completely bugged b/c often i will try to use a stealth ability several seconds after the ‘revealed’ debuff has vanished and, whoops, i’m still IMMUNE to stealth for some reason and now taking huge damage after i just burned my last defensive mechanism
:( this is very frustrating against pve mobs that like to gang up on thieves b/c of thier low toughness/hp pool and when stealthing is what you depend on for defense the unreliability of the debuff timer is incredibly frustrating when it comes to stealth management. i hope you can look into this or the thief community can provide me some feedback if they encounter the same problem as i haven’t tested it with diff boon durations or -cond durations but it seems like a very chaotic mechanic from my experiences

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

A word on traits that require the player to be downed to activate the benefit — I’m wondering how much of the player base actually uses them. No one intends to go down at all because that’s one finisher or a few auto-attacks away from being out of the fight. Unless there was a trait that gave you immunity to finishers or mobility while downed (like the drowning state), I don’t really understand the point of traits that give you an effect on rally, higher health or higher damage when you’re downed. It seems counter-intuitive (I’m lookin’ at you, Retaliatory Demise and Chaotic Revival).

i feel the same way about the falling damage traits. they are really only usefel in WvW and that’s it. i’d like to see them something like Procs when you take 33-50% of maximum HP from a single source. Falling damage is decreased by 50%. this way they would still have the same effect in WvW but would have a little more incentive to take against siege, huge boss attacks, huge 1-shot crits, etc. this would also help them proc when you actually need them and not just when you take 100 falling damge O.o and then go on CD. just my idea though to make them more viable elsewhere in the game

(edited by Tman.6349)

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

is Master’s Bond, which could be really excellent trait, always gonna be a trait that punishes pet swaping yet remain in a trait line that is built around swapping pets rapidly? imho these stacks applying to the ranger and remaining though pet swap would be a HUGE boon to the amount of damage a pet takes/dishes out but as it is this trait is rarely used as it is completely unrealiable with the terrible pet AI as the pet will often run directly into huge aoe/burst attacks and can’t be stowed permanantly.

also i think that Shattered Aegis as it is has great senergy with fiery wrath and is very effective for bursting even with low cond damge. removing its burn is going to kill that senergy. granted there are other classes that provide burning, ele is the only reliable one for the Fiery Wrath trait and Fire Eles are few and far between anyway and not always in a party. if we’re going to shoot for increasing Guardian damage i don’t think that making Fiery Wrath less useful in an attempt to make aegis do any kind of direct damage will achive that. i run a GS with Shattered Aegis and Fiery Wrath and LOVE the damage increase it gives me while still being able to maintain a somewhat defensive build. please reconsider this change to Shattered Aegis for synergy’s sake. the true problem with Shattered Aegis is that Guardians dont really have any viable cover conditions and with aegis on along cooldown generally the burning is easily removed. Perhaps making it something more like Shattered Aegis: When an Aegis ON YOU is removed, your next 3 attack skills apply Burning for 3 secs. this would i think help with the burn removal that is the guardians bane with the Fiery Wrath trait but still balance Shattered Aegis in 1v1s as right now it is more powerful the more lopsided the fight is in your favor (applies to Aegis you give to allies O.o) and that just seems silly thanx for your consideration

(edited by Tman.6349)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Tman.6349

Tman.6349

Traps

-Merge Master Trapper(V) into Corrosive traps(II). Mainly because the amount of trap related traits are very few on thief, and standing alone are rather weak for their long cd. Also traps don’t seem to have much attention aside from shadow and ambush. Add new trait in Acrobatics ,“Powder traps”, traps create a smoke field when triggered. Field duration 3 seconds, 3s blind per pulse (1.5 seconds per pulse resulting in a max of 2 hits miss).
-Swap Combined Training(X) with Potent Poison(V). Change Potent poison to “Diseased Traps”, Traps spread the conditions of the foe that triggers it to their allies. (occurs immediately after it is triggered, to apply the trap conditions as well). Along the lines of epidemic, the goal being to make aoe conditions on thief more rewarding, the bleed on sb is rather weak and caltrops can be avoided quite easily or even ignored in larger groups.

Others
-Slowed pulse, change to apply 10s regeneration if you take 10% of your max health in condition damage. ICD of 15 seconds.
-Improvisation, transfer 1 condition you are suffering from to your foe when you steal along with its current effects. Take away the full rng effect of this skill, and thief doesn’t use bundles.. so sorry to break it to you.
-Power shots, also add increased range to sb and Harpoon gun. 100 just so we can spec to be long range, closer to being on par with other professions, who get 1200 range on land.
-Merge Fleet shadow (VI) into Fleet of Foot(VII). Change Fleet of foot to remove 1 condition when you evade an attack with an ICD of 8 seconds. More options to remove conditions outside of stealth using the next best tool thief has to survive, dodging. Perhaps it can have no ICD but swap places with Hard to catch (useless skill atm). It would be rather strong at that point and Should require a heavy investment but pay off for non-stealth builds.
-Hard to catch, change to break stun and grant stability for 1 second on incoming disable. Same ICD. Whether it moves down or stays in grandmaster, the random teleport WHICH btw proc’s even if you have stability, is just horrendous considering the errors shadow stepping runs into across uneven terrain.
-Merge Long reach (VI) into Bountiful Theft (VII). Long reach is NEVER taken over the numerous other major traits that by far exceed its use.
-New trait “Refreshing signet” signet’s maintain their passive effects for a short while after being used. (5 seconds?). This mainly ties into SoM, and justifying its active but also works well on Assassin’s signet, since 15% bonus dmg is actually incorrect in its own way, because you lose the power it grants.

yes the pistol MH is kinda garbage and PP thieves don’t use it for damage, we use unload and only auto while we wait for our HUGE ini. expenditure to regenerate. ALL pistol skills have crazy ini. costs in comparison to the damage that they do but that’s exactly the thing i’m worried about with this patch is stealing and meld with shadows are my main two ways of being able to keep up with the redic amount of ini. that pistols drain. with this nerf i will be able to attack 4 times LESS a minute and i’m not OP by any means already. i guess we can just throw the baby out with the bathwater and hopefully one day we’ll just scrap PP altogether

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

So basically thieves are getting stealth nerfed because they are the class that is able to escape while leaving you unsure as to whether they have escaped or are still there… Forget the fact that’s what thieves and deception classes are MEANT to do. Forget about balance; it’s not just taking away their ability to escape without being seen, but also taking away the ability to effectively escape at all. At the end of the day, people don’t like losing. They don’t like feeling robbed of a kill or standing around not knowing what to expect whether that’s part of the game with regard to that class or not. Forget the fact that the escapee HAD to escape from you; forget the fact that you are taking their damage and surviving, and made them run. “Nonono they are OP not me! Don’t nerf my defence/healing, nerf their mobility so I can win!”

The main problem with stealth is that there is no counter you can use to get rid of it. It’s not a boon, so it can’t be stripped, and a blocked attack doesn’t pull the one in stealth out of it. It also drops the opponent’s target and makes it impossible to see any damage done to the one in stealth or gauge location outside of a melee auto-attack (which is pointless to use since it leaves you open). This makes it ridiculously OP, and combined with the fact that stealth can easily stack to 15+ seconds, it’s way too much.

It needs counters…such as blocking the attack taking the person in stealth out of it, or certain ground set trap type skills getting rid of it when set off. This makes it so hard counters include Ranger traps, Necro marks, Thief traps, and ANY block from any class are counters. There, stealth is fixed. Then we can do what is truly necessary for Thief by buffing its stats and other abilities.

What you fail to realize here is that with those 15+ (not really but whatever) secons of stealth a thief can’t do anything but run or stand/reposition. As soon as the attack they break that stealth and leaves themselves vuln WITH NO OTHER DEFENSE for 4 secs. Granted the peramstealthing idea is fine to do away with i agree but this is going way beyond that. High damage thieves are extremely fragile and can be taken out in one or two hits with their low hp pool and defense. Stealthing and evade is all we have for viable builds. The real problem is the player community abusing profession mechanics but b/c of them all other thieves that run “normal” builds are gonna suffer a lot with this patch and that’s for certain. I run pistols and use stealth to get away from melee and repostion myself. I don’t use permastealth tactics at all and i use evade in between my “revealed” debuff to stay alive (hopefully). The most important thing i have to deal with is initiative management in order to have any productivity as every pistol attack has a very high initiative cost and doesn’t do a whole lot of damage. This ini./sec “buff” is trash compared to the amount of ini. that pistols drain in about 4 secs and w/o stealth/evade i’ll be standing around taking damage to the face wishing i could attack or do anything really. Pve players don’t get 20+ zergs in dungeons etc and this is gonna make thief the “SR past these guys” class with little other production.

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

So basically thieves are getting stealth nerfed because they are the class that is able to escape while leaving you unsure as to whether they have escaped or are still there… After this patch, unless something changes, the ground will not be far below Thief.

To solve the issue of permastealth they only had to rework stealth stacking. Instead of this they have decided reworking initiative micromanagement…and touch vigor speed…
These changes generate a fuddle, just a couple of builds will survive.
P/p thieves are buried, moving assasin reward to grandmastery avoids them to use shadow rejuvenation, reward and ricochet at the same time, bread and butter of most p/p builds….
Killing options is not the way, improve the grandmastery traits in acrobacy and trickery without destroying lower traits.

Best,

Haltair, one of the Twelve Shadows

they already gave thieves the stupid revealed status and gave rangers a way to bring thieves out of stealth. why does everyont want thieves nerfed to the ground. as a main thief i would like all you QQers to know the thief is getting harder and harder to play in PvE and stealth is a HUGE parth of our productiveness there for defense and offense. lowering our Ini. pool control and our stealthing ablities AS WELL as our evading capabilites is gonna lead to “lfg whatever dungeon…..no thieves plz”. i really don’t like that this game is balanced around pvp and wvw whiners while pve just has to “deal with it”.

Sir, whatever complaints you have regarding PvE hate, play a ranger for 1 month, and you will love your thief.

That revealed debuff rangers have is on a 40 second CD, requires the ranger to have the thief targeted and grants only 4 second revealed. It is simply a gimmic. It has no, and i mean, no real value in competitive PvP. It is also a waste of utility space as it requires the ranger to spec for anti stealth builds. And the anti stealth builds are completely useless against anything that does not use stealth. Meaning, it will destroy mesmers and thieves, and die horribly against a underleveled bunker guardian.

I have 8 fully geared 80s of all professions sir. And i do play my ranger daily and love it. Ranger is so incredibly powerful i can’t even believe they keep getting buffs. It’s just crazy. The problem with rangers is that closeminded ppl role them and don’t know how to build a proper ranger. My ranger does insane damage, can outtank most guardians or warriors, and can move around/dodge like a maniac and almost never has condititons. The problems with ranger is one of build diversity/vision and not fundemental profession problems like everybody screams all the time. Good sir.
*by your saying running an antistealth build and then dying against a guardian….it seems like you’re looking for a “goldylocks build” that is great against everything and still does huge damage. this is what i’m seeing a lot on this thread is “save me! do this/that to save MY BUILD that i always use w/o considering anything/anyone else” which is very sad. the fact that so many ppl run full zerker specs with very few support builds is just sad and not how the game is designed to be played which brings me back to your point that “antistealth” build DO exist at a cost, “antibunker” builds DO exist at a cost, “anticondition” builds do exist at a cost. The bottom line is that their are options if everyone didnt get their builds from stupid youtube videos and actually use their brain for whatever situation they are prepared to deal with but a “jack of all trades” build just isn’t viable and asking Devs to nerf CORE mechanics of other classes so everyone can more easily demolish them WITH their CURRENT setup is just hogwash and sad and pathetic. so tired of hearing nerf this and nerf that. how bout bringing the game up instead of toning everthing down into a trite “politically correctect” pile of crap

(edited by Tman.6349)

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

Devs!!!! PLz PLz PLz Plz do something with Master’s Bond!!! You want to increase rangers viability? This is a great and ez place to start. Granted the pet AI is garbage, we still have “call back” and “pet swap” to get them out of trouble AND that is where this trait is rendered useless when i could be a GREAT tool for augementing ranger/pet dps. What you’ve done here is made an incredible sounding trait with a low point investment and place it in a trait line that ENCOURAGES pet swaps, and then you have tied a stipulation to it that it will be rendered useless if you swap your pet!!! O.o
This is just crazy to even think its ok. Please change this trait. Put the stacks on the ranger and allow through swapping or lose it altogether and try something else because pet swapping is so important for keeping our pet alive as the run blindly into massive aoe spikes and whatnot. this 10 pt invest could really be great for power builds if this fundemental flaw would be removed or changed.

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

So basically thieves are getting stealth nerfed because they are the class that is able to escape while leaving you unsure as to whether they have escaped or are still there… After this patch, unless something changes, the ground will not be far below Thief.

To solve the issue of permastealth they only had to rework stealth stacking. Instead of this they have decided reworking initiative micromanagement…and touch vigor speed…
These changes generate a fuddle, just a couple of builds will survive.
P/p thieves are buried, moving assasin reward to grandmastery avoids them to use shadow rejuvenation, reward and ricochet at the same time, bread and butter of most p/p builds….
Killing options is not the way, improve the grandmastery traits in acrobacy and trickery without destroying lower traits.

Best,

Haltair, one of the Twelve Shadows

they already gave thieves the stupid revealed status and gave rangers a way to bring thieves out of stealth. why does everyont want thieves nerfed to the ground. as a main thief i would like all you QQers to know the thief is getting harder and harder to play in PvE and stealth is a HUGE parth of our productiveness there for defense and offense. lowering our Ini. pool control and our stealthing ablities AS WELL as our evading capabilites is gonna lead to “lfg whatever dungeon…..no thieves plz”. i really don’t like that this game is balanced around pvp and wvw whiners while pve just has to “deal with it”.

Dec. 10th Balance Preview - Updated Nov 6th.

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Tman.6349

“Guards: Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.”
That’s a sucky change. Not only are you not “fixing” the addition of swiftness from the symbol if you already have swiftness, you are reducing the base swiftness applied?

How is this helping your stated goal of “We do feel that damage guardians are not as powerful as they could be.” An extra 4s of AOE swiftness would have made them OP? Biggest issue for damage guards is in-combat mobility. Adding more damage isn’t helping you if you can’t catch what you are trying to hit.

If at least the 4s would stack additively for the duration of the field it would still serve some support roles, like speeding up yaks.

I think you misread it. They are saying that instead of 8 seconds of swift or one additional if you already have it, that it will now give 4 secs of swift per pulse, so if you stay in it for 3 pulses you will get 12 secs of swiftness.

The problem with this is it requires you to stand still while using your mobility skill! O.o