Showing Posts For Tommyknocker.6089:

Living story?

in The Edge of the Mists

Posted by: Tommyknocker.6089

Tommyknocker.6089

hopefully, players can kill other players while completing this version of LS. It would be a completely new dynamic to the game and I think worth trying.

Welcome to the living story, grievers welcome edition.

Dhuumfire Change Petition

in Necromancer

Posted by: Tommyknocker.6089

Tommyknocker.6089

I vote to remove it completely from game!

Got my vote here too, until it is removed, we will still have traits changed/adjusted to suit it. Lets just forget this failed experiment and get on with making us attrition as was intended in the first place!

Feature Build Balance Preview

in Profession Balance

Posted by: Tommyknocker.6089

Tommyknocker.6089

Necromancer:

We never asked for dumbfire in the first place, although we got it; for a attrition class this seemed a strange addition. Then fear got nerfed due to it being OP in conjunction with a trait we never asked for. Now the same trait is being allocated into uselessness with being only used in conjunction with DS (1).

Can’t we just get rid of dumbfire and re-examine the class? Someone there must see by now it is/was a failed experiment.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

…snip
Can even leave watered down versions of these bosses that are on level with the zone they are in that can be completed like most other world bosses and make special instances with the lvl 80 high cooperation versions with the option to join them as a single party and get grouped up with other parties like regular dungeons or with a full organized group.

I would be fine with just the watered down versions being bosses in the open world without having to segregate them (and players) into instances. The original iteration of these bosses were indeed way way to easy where most players could afk the battle and collect loot. The balance team still needs to make adjustments though as making the players become better is not the way to make these events fun IMO.

Open raid content doesn't work!

in Guild Wars 2 Discussion

Posted by: Tommyknocker.6089

Tommyknocker.6089

I have nothing against open world raid style events, however I think ANet has a ways to go before they get the right formula for them.

For the marionette, they must reward completion differently, If I complete the second phase but others do not, it would be more fair to reward me a second chest (only up to a second though). Thus allowing for the feeling of accomplishment even when the event fails.

Secondly they need not strive to make things “a tad” more difficult than the average, and instead assume the oppose it true. Basing the toughness of the fight on above average players will result in below average results in most cases in a group environment among strangers.

If you want players to find temporary events fun, you must make it so that they can be done with a 50 percent success rating even if it means giving up some of loot for fun.

As for the wurm and teq, they will need to be done on a more regular basis with normal open world players to even be considered an open world event, as they sit now they will be done so rarely (reset sometimes) it was just a waste of dev time to create them IMO. To this end you may as well make them instanced.

(edited by Tommyknocker.6089)

Molton Alliance Pick Idea!!! 20% Chance

in Black Lion Trading Co

Posted by: Tommyknocker.6089

Tommyknocker.6089

Better idea, give ANet a chance to apologize for an obvious PTW item slipping into the gem store so they can remove it and move on.

If not, then I don’t see it ending well, as the original idea was to give players the convenience of not having to buy gathering tools perpetually. Nowhere in the game is there a pick that can harvest sprockets, hence this in not convenient, it is however giving an advantage.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

…snip Just because you’re not skilled enough to get some reward from challenges doesn’t mean you need to complain about it to everyone. If you want it get better, if you don’t then go back to pve land. All the achievements around this event don’t even require you to complete the marrionette. You can finish the meta without doing that….

Just so you’re clear here the two events that were added are in pve land.

Also, forcing casual players to conform to “getting better” or leaving will result in a very empty world.

edit: clarity

(edited by Tommyknocker.6089)

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Still no win after 20 tries!!! I never die and always complete my platform. Why is my enjoyment held hostage by baddies? Why do I have to afk for an hour in Main server just for a better chance because overflows are terrible?

Right with ya there. After 20ish tries with only one platform loss, I’m not thinking “I should get better” I’m thinking “I’m sick of this kitten, I’ll just go play something else”.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Three attempts are my limit. If I can’t kill a new boss in three attempts, I turn my focus to preventing others from completing the content. A single player with a proper strategy can shut down an entire group on Tequatl, Marionette and Wurm.

May I ask what you gain from that behaviour?

Are you so bad a loser that if you cannot gain a lead in a board game right away, you’ll just try to ruin it for everyone else, too?

It’s fun. There isn’t very much solo content this update so I have to create my own. And this isn’t a turn based board game. That’s a very poor example. I’m just bringing a little sandbox love into the world of Tyria. Player-created content and what have you.

If you think what I do is bad, I would shudder to see you in a real sandbox mmo, such as Eve Online. A game where taking players hostage, extortion, exploiting, joining corporations (guilds) in order to tear them apart from the inside through lies and deceit are all considered valid PvP play styles.

My only hope is that while making us strive to be just a little better, ANet takes into consideration that there are players such as we see here among us. And I must thank you for letting yourself be know so as the developers can see that there are some that will go to such lengths to diminish the enjoyment of others.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

I can see your point of making players reach for the success, but you have to know that some classes (necro) can’t dodge more than twice and certain bosses (3rd) require a great deal of dodging (even the stickied guide calls it an evasion test).

Also the problem with making all players reach for the stars is that those that don’t want to reach, will ground those that can and do. My success rate thusfar in both OF and main has been a dismal failure (0 for 20ish), although I have almost always completed my platform (exception boss 3 once) we still fail.

I’m not asking for a large nerf, but if success depends upon not getting a bad roll of the dice it can lead to just enough frustration as to cause players to not bother with it after they complete the AP’s. If these events are to be fun for all they need to be just on the high end of skill and not IMO beyond it.

Second Phase Wurm - Only 2 minutes of DPS?

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

I’ve never failed it because of the time limit and I am in PVT gear.

I have however watched it fail many times due to some players not knowing the mechanism of the fight or when to dodge. IMO The time limit is arbitrary in this case.

I’m confused…how could you have never failed it due to time-limit when no one has succeeded in it yet? That would imply that it has ALWAYS been failed due to the time-limit. Or are you talking about the Caledon wurm and not the three headed one?

Sorry for the miss post, I was referring to the marionette and posted to the wrong topic.

Second Phase Wurm - Only 2 minutes of DPS?

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Posted to the wrong thread.

(edited by Tommyknocker.6089)

This update = you are now wealthy

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Although the marionette mobs only drop key pieces and you need to defeat many towers to gain entry to scarlets lair, I too found the loot to be a nice change of pace for ANet.

My hope is that this new paradigm will make more players actually continue doing the marionette for the entire two weeks and not die down as most (all) others have done in the past.

So, what shall we name our new wurm? :)

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Don’t, Even, and Bother…

but those are just the names I personally use.

Already reduced play count at wurm

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Marientte is for regulars/casuals. Wurm is for hardcore. I don’t have an issue with this.

Me either, my only problem is that the wurm is staying and the marionette is going away. I actually enjoy the marionette, whereas I have already decided the wurm is not for me.

Positive feedback based on Marionette fight

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Of the two new bosses, I would much prefer we keep the marionette and throw the worm back to the fishes. I know even with the failure (death) and the long timer, I will still be doing this one for the entire two weeks due to the fact it is fun. The wurm however has already earned it’s place alongside Teq as an event I will avoid.

Honest feedback for future boss encounters.

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

I disagree about the NPC, I actually like it that we (the players) need to figure out what to do, thats just natural. Today we stuff games with tutorials and hints and whatnot so that all players immediatly get what to do, but sometimes trying and failing some times is just as much fun as being told what to do.

Thanks all of you for the feedback. I will respond to this one though, as in, I firmly believe that there are many ways to implement such a feature to the players. Seeing as there is no native voice chat ability in GW2 it behooves ANet to make clear what we should be doing within a major boss fight. I realize that discovery is the bread and butter of good MMO’s but in this case leads to the last point I made above in that killing your player base over and over again because they are unsure what to do is not how it should be done for such a large scale event IMO.

The “lore master” (might even be an ancient tome) could be well hidden behind puzzles and need to be sought out within some archive somewhere thus being part of the chain of events needing to be done to start the boss fight. I am not asking ANet to hold our hands here, but being forewarned is to be forearmed.

Honest feedback for future boss encounters.

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

I will try to make this as concise as possible so as to give insight into what I feel will make future boss encounters fun and memorable to the masses.

First and foremost, if you are going to have major fight mechanics, there NEEDS to be an npc about, call him a lore master if you like, somewhere in the world that can give “insight” as to how the fight should be progressed. Directions to said lore master before the fight should also be a priority. In lieu of a voice client, this is a must IMO.

Secondly try to make all the different parts work. Having a single person have to fight a champ when he gets a bad roll of the dice or relying upon all the guys of the cannons to be competent is just insane.

And lastly I realize that the opening encounters with bosses were auto-attack fests, but IMO the pendulum has swung to the other extreme. I enjoyed the marionette fight, and IMO it is just difficult enough to be considered a difficult “boss”. Teq and the wurm require far to much organization to complete and that is why they are will only rarely be done. Something that an MMO should strive to do is keep people wanting to work together, NOT force them to be together (on a timer) as these tend to do.

To this end, the hourly triggers have to stop. I joined this game with the knowledge that their would be dynamic events that could/would be triggered by the players. These hard coded timers only make it so that players must stand around for large lengths of time, usually not playing the game in order to not be stuck in an overflow. I realize that some may gather/roam, but I myself and I’m sure others just tab out and do nothing (watch TV) till the event pops. Give us large map scale events that require pre-events to lead to the main event similar to the some found around orr.

In conclusion, I do like having varied and difficult encounters as they are a nice challenge, but please make the new events (bosses) not just be a timing issue, or make us jump through hoops to complete, I assure you as a DM with many years of experience, giving your players a challenge is good, killing them perpetually is not.

Food for though, and I am sure many many players will disagree with what I have said here, but I only see Teq (and I’m sure the wurm too) done by the elite few in a guild or at reset anymore, and to me this just seems like a waste of dev time. Even if the loot was not as good, I’m sure they would see more traffic if made to be more fun.

TL;DR: I entered words above.

New patch is not epic at all

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Just be patient, the next patch will surely be epic! /s

This patch was epic. The boss fights are fun. IT is just the horrific timed spawned and overflow/none instanced design that is causing a lot more frustrations and angers among the playerbase.

Boss fight mechanics good, waiting for an hour in map, not so good.

Also until ANet incorporates a voice client into the game, I see no reason for them to design content that requires such co-ordination. I know for a fact that when I am trying to stay alive, dodge red circles, and in general use my keys to the best effect, I don’t have the time to type unless I want to die a horrible death thus hurting my team.

Anyone get this new LS to actually start?..

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

It is on a long timer, similar to Teq. So basically another “go watch a movie” to keep your place so as not to be put into the overflow.

Only MMO I have ever played where most of the action happens after waiting for an hour or more…

Sooooo... anything gonna happen anytime soon?

in The Origins of Madness

Posted by: Tommyknocker.6089

Tommyknocker.6089

Great, another event on a long timer… Teq isn’t bad enough?

My suggestion for what it is worth is to make it an instance where those that are interested in doing it can sign up. Once the limit is reached have them enter en-mass so that they can do other things while they wait (similar to the WvW queue).

Jan. 21 Interview with Colin/Mike Z

in Guild Wars 2 Discussion

Posted by: Tommyknocker.6089

Tommyknocker.6089

…snip
“The Jungle Wurm encounter is sort of on par with the level of coordination, gameplay and skill that Tecoatl required. It’s kind of our next giant, open-world mega-encounter where hundreds of people come together and try to overcome. Because of that difficulty, it’s got some pretty awesome and unique rewards on it [like] unique minis you can only get from the Jungle Wurm. There’s a new sub-set of weapon skins, and there’s a lot of really awesome rewards that come off of him compared to other bosses in the world.”snip…

So overflows then.. awesome news
Nice to know I won’t get a chance to do this one either unless I am willing (I’m not) to wait an hour in a map for it to spawn.

Make toughness reduce condition damage

in Profession Balance

Posted by: Tommyknocker.6089

Tommyknocker.6089

Toughness reduces clearly direct Damage, it should not also reduce Condition Damage, otherwise would be Toughness too powerful.

Condition Damage should be reduced minimally by Vitality.
Say for example, every 20 Vitality points, Condition Damage should get reduced by 0,275%

Means if you have 1500 Vitality for example, your Condition Damage that you receive, will be reduced by 20,625 %

With more Vitality than 1500, the range of Condition Damage Reductino that way should range between 20 to maximum 25% or so, what would be the case at a Vitality of 1820 around.

That way would become Support/Control more balanced to pure Damage builds and receive more importance.

I like this idea, it could also just reduce the duration based upon the amount of vitality you have in much the same way. Either way it would make having a high vitality worth something more than just more health.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Tommyknocker.6089

Tommyknocker.6089

Ok let me get this straight.

They make us take a month (more of less) to make a complete set, They replace our MF stat with nothing in one update and now they gut our critical hit percentage by almost 20%….

Thanks for making me waste the time to try and have a few defensive stats that complement my damage ANet?!?

BTW I want a full refund for my 2 sets of celestial (different runes), 3 ascended celestial weapons and 2 trinkets. If this change was meant to hurt the zerger builds it seems to me that you are punishing the wrong crowd!!

if they nerfed power mancers

in Necromancer

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Tommyknocker.6089

I firmly believe that ANet watches the high end PvP play with such vehemence, that they fail to see that 99% of their playerbase is no where near as skilled as these players. To add insult to it these few players are what the entire class changes are based upon and thus anyone that makes even a single mistake gets punished.

That said, as for nerfing the (minor) dps we have, it depends largely on how many powermancers are in the top tier and how loudly other classes complain about us. If we had a skill that could annihilate (100b) anything and everything in PvE it would never be fixed as ANet don’t even go there to look apparently. As it sits though, our current DPS is safe IMO, even though you will still get the ferocity nerf, as is dumbfire (unfortunately).

(edited by Tommyknocker.6089)

Necro info from Livestream

in Necromancer

Posted by: Tommyknocker.6089

Tommyknocker.6089

Gave up on vitality/life siphon at about the same time as I started playing my warrior more often. As the other changes are to dumbfire, that I never used and minion master that I never liked, it seems I am once again out of luck for anything useful with these (hopefully) incomplete notes.

The days of free online gaming may be over

in Guild Wars 2 Discussion

Posted by: Tommyknocker.6089

Tommyknocker.6089

Yet another reason I am kitten glad to be a Canadian.

However if they do ever decide to pull this kitten on us, there are plenty of single player games available. Never played WoW because they charged a sub.

Basic Ore Node Pack

in Black Lion Trading Co

Posted by: Tommyknocker.6089

Tommyknocker.6089

I must concur with the general consensus here. Had they been rich nodes (guaranteed daily) or a complete set of all nodes, they might be worth the cost in convenience. As it sits now even if silver and gold skyrocket to the heights of silk, their normal harvest rate is pathetic and this player would much prefer to just mine them as I see them in the open world.

Thanks but no thanks ANet, I bought the unlimited tools and unlimited salvage kit (see the correlation) but I won’t fall for this one at this price.

CDI - Character Progression - Summaries

in Guild Wars 2 Discussion

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Tommyknocker.6089

Housing would have to be my boiled down choice. I realize that it might be considered in most games to be a waste of time to implement, but if done right, could branch out to be so much more. Crafting and finding blueprints/trophies among treasure troves would add so much depth to the game without adding anything vertical to it. If these housing areas, could be visited (outside unless made public) by all it could turn into a way to make the housing areas much more social and may even promote block parties.

The way housing is implemented currently (home instance) may be a lovely way to give us mining nodes, but does nothing to add personality to our characters. If you want to expand on the personalities of your characters, other than vanity gear this would, to me, be the best way to go about it.

Official state of skill lag and server optimizations

in Guild Wars 2 Discussion

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Tommyknocker.6089

My lag in WvW since the xmas patch has gotten insane.. 4 to 5 second delays on utilities and 1-2 seconds on weapon skills. I have always run on max settings in the past with only a minor (<1/8 second in heavy zerg vs zerg) delay on most skills before this patch happened. BTW could you do ANYTHING about the 15 second loading times in LA (I’m on an SSD too). I realize that having a “pretty” LA for Xmas is all nice and all, but that much of a delay, I may as well not even bother going there.

CDI- Character Progression-Horizontal

in CDI

Posted by: Tommyknocker.6089

Tommyknocker.6089

My top 3:

Housing, done right with the ability to place anything anywhere. The hook system is just to constricting. The ability to craft furniture through tinkering also gets my vote here.

Wardrobe is a given for my second choice, I have so many back pieces now that I will never use on my main it is just a pain to keep them. Being a pack rat though means if I make an alt I will kick myself if I throw it away.

For my last choice I would have to say new utilities and elites has to get my vote here. With the ability to earn them from critters that use them against you (similar to the drinking contest) would rock.

I will add that I would love to see fishing added, but as most games that have added it have done a terribad job. I only want to see it added if it becomes more than just a point and click fest requiring some skill with afkers needing not apply.

Guild Wars 2: #Solo ?

in Guild Wars 2 Discussion

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Tommyknocker.6089

the game worlds are so empty we solo enough as is dont u think….

Some of us, me included, like to roam about solo. And if asked why I would prefer this over a single player game I have just to point out that those games may see one or two updates every year or so; usually a few patches and nothing more. This game not only has frequent updates, but with the holiday events it gives this old guy the feeling of the holidays he doesn’t get at home.

Back on topic, play what feels right to you, I took 3 classes to 80 before I found what fit for me. Good luck in your search, and remember there are no wrong ways to enjoy yourself here.

(edited by Tommyknocker.6089)

Coolest staves!

in Guild Wars 2 Discussion

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Tommyknocker.6089

I love my Xanthium (bottom row)…

http://argos-soft.net/GW2/WeaponGallery/index.php?weapon=12&skinID=109dab9&lang=en

The picture is borked though, as it has a nice blue glow about the staff when wielded only. Btw this little gem is going for about 500 gold on the TP when you can even find one there.

(edited by Tommyknocker.6089)

Class woes in WvW

in WvW

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Tommyknocker.6089

I fight and kill Necros in WvW with relative regularity on my Ranger…only well played ones give me a hard time and I still rarely lose to them. People tend to generalize far too much on these forums. Take 10 different players with the same build/setup and you will have 10 different ways to approach the fight

I run 20K hits/3K armor in medium with Empathic Bond/Poultry Lemon+Melandru/SoR so hardly weak to burst or conditions…

Best post of the day.

As different people with different ways of approaching things, we tend to have different ways of doing things differently. On my necro I have owned and been owned by rangers, same goes for warriors. If you add in the fact that some of us play when tired and/or high the reflexes can go to pot (literally).

Class woes in WvW

in WvW

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Tommyknocker.6089

Please play a necro in wvw then come talk to us. Stability can be attained only though elites (no access to healing, utilities etc), 30 points into soul reaping with foot in the grave, and/or 1 second on well of power (cannot use in plague form or lich form or death shroud). You cannot escape AT ALL when you are outnumbered you are left with no other option than kill or be killed. I will admit that the dumbfire was a bad move for a class that was suppose to be attrition, but that particular build is not the good for survivability. When you cannot get away you had better be tough enough to survive more than what that build offers.

Oh and as the previous poster has said, signet of malice does not exist on the gw2 necro. Oh and if you are getting your kitten handed to you in 3 seconds by any class maybe learn to use a bit of vitality and/or toughness with your build. I hear there even foods that can reduce condi duration by up to 40%. I laugh at most necro’s since I switched to a warrior shouts heal build/soldier rune that can actually escape when needed.

Edt: I see you changed it to signet of sprite, to which I still repeat get some protection, and the big bad necro will become a minor annoyance.

(edited by Tommyknocker.6089)

Spotted a rare creature today in game

in Guild Wars 2 Discussion

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Tommyknocker.6089

For some reason nearly all Anet players I see are Rangers.

I’ve been tooling around on my Ele & Necro today.

Yea, I would go back to playing my necro too if I had the ability to use a dev menu for getting around.

Let's talk about attrition

in Necromancer

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Tommyknocker.6089

Every time i see a zerg coming at me while on my necro I see that roadrunner episode where the coyote holds up a sign saying help.

It generally ends as well for my necro as it does for the coyote.

Suggestions on making us less PvE viable

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Tommyknocker.6089

DS(4) Life Transfer now drains all allies (up to 5 of course) to replenish your own health pool.

Suggestions to nerf necro.

in Necromancer

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Tommyknocker.6089

Erased Dhuumfire from history. This whole spell was an illusion created by Queen Jennah for fun to celebrate Halloween. Necromancers never could burn their foes. And Dhuum would never lend his power to humans.

True that. If they wanted to make us more viable in the PvP arena they could have made it a torment effect. Doing a complete backtrack on most of the previous changes wouldn’t hurt either. Sometimes a cliff was our only way of escape in WvW, and it’s not like we didn’t lose all our life force when we had to do it anyways.

On Topic, I can’t think of any nerfs ANet hasn’t already subjected us to, hence why most days I prefer just playing my warrior.

Abandoning Necromancer

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Tommyknocker.6089

Already switched mains to a warrior, tons of stability and mobility Forgot what it was like to actually survive, and when needed, to get away. I guess if i wanted true attrition I could have gone with guardian, but their mobility isn’t much better than what I had grown sick of with the necro.

Who cares about mini's ?

in Guild Wars 2 Discussion

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Tommyknocker.6089

I don’t collect them either nor will I until they become more than just fluff (polymock).

For me they are a nice addition to the game only because ANet makes some mad $$$ off them and thus we get the benefit in patches and content.

12/06/13 - MAG/YB/SBI

in Match-ups

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Tommyknocker.6089

We seem to have far to many PvE achievement hunters on our server. Makes it hard to hold onto anything when a patch is released and by the time our population gets their AP’s they lose interest in even trying to get back our stuff. This week is just sad for SBI.

EDIT: although I do commend those few that did come into WvW this week (Tuesday and beyond) and try your hearts out against far superior odds. Well done.

(edited by Tommyknocker.6089)

targeted because of no mobility skills [WvW]

in Necromancer

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Tommyknocker.6089

Yep and his is why I just dusted off my warrior. I can play a full turtle build with soldiers armor and runes, and still be more mobile than any necro out there.

I have over 2k hours in my necro and will still run him in WvW zergs, but until I see real attrition or mobility I will keep him on his shelf.

game vs forums

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Tommyknocker.6089

Definitely game. Semi-retirement does have it’s perks.

My 1st precursor dropped today and it was...

in Guild Wars 2 Discussion

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Tommyknocker.6089

Funny. My friend got Venom just yesterday off Jormag’s claw.

So sad when you get a water precursor.

They could make them so much better by just giving an effect. Footprints etc above ground would work so long as you don’t have another legendary equipped.

But as they sit, underwater legendaries are the forgotten step children of the family.

Injustice in Season 1

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Tommyknocker.6089

I honestly hope that other than the dolyak finisher they only give bloodstone dust, blues and greens. With the overachieving saboteurs and spies running rampant currently, it would be worthwhile to me to get nothing just to see them get the same for their actions.

Toymaker Tixx is Going to Kill Scarlet

in Living World

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Tommyknocker.6089

Breaking NEWS:

Scarlet found stabbed multiple times with what appears to be a candy cane dagger. Suspect is described as a rather jolly asuran surrounded by a golem and his hoard of princess dolls and other toys.

If found please don’t approach as he is considered armed although not really dangerous. This is due to the fact that he isn’t wearing any socks as he gave all his away last year.

Ideas to repopulate the world

in Guild Wars 2 Discussion

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Tommyknocker.6089

Introduce treasure hunts that gives a chest similar to a champ bag, but with a chance of a unique rewards such as new skins. Have maps drop off random mobs in the area(s).

Dec. 10th Balance Preview (Necromancer)

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Posted by: Tommyknocker.6089

Tommyknocker.6089

So nobody agrees with my assessment, so be it. Would not be the first time I have been disagreed with. For now though I will start playing my warrior because even with the nerfs on the 10th they can still get away when needed. For those of you that are happy with the necro the way it is, I truly hope you keep enjoying the class, and I am not being sarcastic, I just find that the class is no longer for me. Thanks for replying anyways.

(edited by Tommyknocker.6089)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Tommyknocker.6089

Tommyknocker.6089

TBH there are only two ways in which to “fix” the necro at this point.

1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.

2) Make us truly fearful to get close to, DS 4 and 5, could have been this, but they fall short by needing a long recharge before they deliver their minor damage.

Until either one of these two are seriously looked into, then tweaking a few numbers on our weapons/utilities/traits will still make us the first target in any match.

The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.