Showing Posts For Trakarg.2095:
I know it’s been buffed once before. I only recently started my necro, but, after coming from playing a ranger and an elementalist, the speeds of this projectile still feels absurdly slow. It’s nearly impossible to hit a moving target with it.
The lich form auto attack also seems to suffer a similar problem.
Does anyone else think these projectiles still need to move faster?
Arenanet doesn’t want us to grind? That’s bullkitten. If they didn’t want us to grind, they wouldn’t have implemented gargantuan, mindless grinds (See legendaries for one example).
In fact, let’s examine legendaries more closely. They aren’t difficult to get. They are just time-consuming due to all the mats you must GRIND out. The only thing that’s legendary about legendaries is the length of the grind required to get them.
So, I wonder, why did Arenanet implement legendaries in the way they did? They don’t want us to grind, so why make us grind? Why not make legendaries have legendary, lore-rich quests that involve difficult content? Oh, right, because Anet can’t design such things due to laziness, unwillingness, or simply an inability to design meaningful content in a game without the trinity.
The complainers in this thread must be new to MMO PvP. My rogue in WoW could not only permastealth without having to execute a combo several times perfectly, but also stun lock the other player when I jumped them. Have you also not seen torch mesmers?
Stealth in WoW also broke on damage. Additionally, rogues could not re-stealth in combat nearly as easily/often as thieves in gw2. As far as I know, WoW rogues could only vanish once every 3 minutes or so. Twice every 3 minutes with preparation.
If you really want to make things WoW-like, let’s have thief stealth break on damage.
Hey, the light armor looks like kittening kitten on males, especially on charr.
Obviously, though, it looks great on females. For kitten’s sake Anet, spend more than two minutes designing the light armor on men.
Putting in fair armor design for both genders would be asking videogame designers to be something other than atrociously sexist. Now isn’t that a bit naive of you?
is that with juggernauts chrome effect?
looks quite quicksilvery and not healthy for a plant at all-
better consult a doctor… erm a botanist!
Nope. It’s just what the twilight arbor medium armor looks like. No juggernaut!
Agreed. Everything should be able to be dyed. Back pieces, weapons… But back pieces would probably be an easier start.
I would love to use the flower backpiece on my sylvari, but it doesn’t match his colors at all, and I do not want to change him. Here’s a pic of my sylvari to show how much the flower would clash XD
See the title. Being able to group with the enemy promotes behavior in WvW that should not be tolerated.
It has been so for as long as I can remember. It sucks, but I find it no different from thieves finishing you in stealth, various classes doing it with stability or mesmers doing it with blur thingy. Not a bug.
It is a bug. The stealth can be countered by AOE and various other things. However, the mist form makes the executioner completely immune to any sort of interruption.
You raise an interesting observation about mesmer distortion in this regard as well. While a great deal harder to perform adequately (as a mesmer would need a fulls et of clones to get enough distortion), distortion should also interrupt/cancel an execute. Execution should not be uncounterable. Stability is fine, as it is a boon that can be purged. Stealth can be countered with AOE knocks and other such things.
Distortion and mist form should lock out execution for the duration, as they have no counter. Any other such abilities should also lock out executions as well.
This can be performed in mist form, or mist form can be activated without interrupting the execute. Either way, it’s surely not intended, especially after the recent changes to disallow things such as healing while in mist form.
Any open NA servers?
(edited by Trakarg.2095)
Word is that this new flame and frost instance will be a limited-time deal, much like just about everything else that’s been added to the game lately.
This is a bad, bad move. How is this game supposed to look like it’s growing and being developed if nothing ever stays? Person A quits before flame and frost. Person A decides to come back after Flame and Frost has been turned off. Person A sees no new content. “Boo, this game doesn’t get development at all!”
I know that it, personally, leaves a bad taste in my mouth when we’re given content that so much dev-time was devoted to only to have much of it be temporary. Please ensure that at least the 5-man dungeon is permanent.
It’s already decidedly going to be removed in the May patch, so there’s no requesting or changing the mid of A.Net.
The whole idea of Living Story is A.Net’s objective for this game. They’re not going to add tons of bloat content to the game, only to have it played once and never touched again (see every pre-85 raid/dungeon in WoW right now). Content here will get used up in the story arch it belongs to, then it will be ended and the next story arch of Living Story starts again.
Bits and pieces of previous story arches stay in for a long while. Lion’s Arch still has yet to finish the Light House build from the Karka invasion back in November. The fountain in the middle of the city took roughly 4 months to be built back up after it got destroyed in October.
As for if someone leave before the content started and then comes back after the content ends, then they’d have missed that content but have been here for the new content. They’ll be here for whatever new Living Story is effecting the game at that time.
P.S. I think you’re ignoring the other content added besides the temporary content. There’s been new sPvP maps, the custom arenas release Tuesday, spectator mode is getting in, Fractals have been added, Guild Missions are amazing fun, WvW ranks added, new siege weapons incoming, many new Dynamic Events have been speckled throughout the game’s world, Southsun Cove has evolved every patch since it was found. There’s been tons of regular content added beyond just the Living Story content, blinders need to be removed to see it.
That’s nice, but it doesn’t change the fact that there is no practical reason to remove an instanced dungeon once it has been introduced. We haven’t removed any story dungeons, even though the story in all of them is considered “complete.”
Yeah, too bad the new dungeon is more temporary bullkitten. I don’t see why it can’t jus stick around in the game like the other dungeons do. Who cares if the story is “finished?” Doesn’t mean we can’t keep going back to Arah.
The thing with this temporary stuff is they’re well on their way to having a year of “temporary” stuff that can be available every year at x time.
I know flame and frost isn’t a seasonal holiday, but it could be used as such.
It wouldn’t make sense as a seasonal thing. And there have been other temporary things that have not/will not comeback, like that whole ancient karka thing that I actually ended up missing.
But, it still stands to reason that this new 5 man dungeon should not be temporary. I agree that all the overland content should go away, but the instance that it’s all culminating too should be permanent.
Word is that this new flame and frost instance will be a limited-time deal, much like just about everything else that’s been added to the game lately.
This is a bad, bad move. How is this game supposed to look like it’s growing and being developed if nothing ever stays? Person A quits before flame and frost. Person A decides to come back after Flame and Frost has been turned off. Person A sees no new content. “Boo, this game doesn’t get development at all!”
I know that it, personally, leaves a bad taste in my mouth when we’re given content that so much dev-time was devoted to only to have much of it be temporary. Please ensure that at least the 5-man dungeon is permanent.
9/10, I like her expression. It looks realistic and mature without the glowy eyes.
Here’s my guardian.
9/10. The mouth is a bit too puckered.
If my PVE healer/support elementalist gets broken due to sPvP bullkitten I will be extremely frustrated. A-net, if you nerf the elementalist healers, nerf the base values and increase the scaling with healing power.
The reverse is more likely. Ele heals already have very high scaling.
God forbid there is one class in the game that can make at least some use out of healing power.
If my PVE healer/support elementalist gets broken due to sPvP bullkitten I will be extremely frustrated. A-net, if you nerf the elementalist healers, nerf the base values and increase the scaling with healing power.
Guess you will still be able to support your team with regen and small team heals, but the large aoe healing will be toned down, you can still play power ele with 20 fire , no I’m not joking, you can dish some serious dmg with the right power spec and still be moderately survivable
Right. I should have to completely re-gear my elementalist and respec him because A-net’s balance decisions are bullkitten.
I would love to have more than a 15% uptime on an enemy thief in WvW. Alas, stealth seems to be borderline permanent…
If my PVE healer/support elementalist gets broken due to sPvP bullkitten I will be extremely frustrated. A-net, if you nerf the elementalist healers, nerf the base values and increase the scaling with healing power.
Essence of the Brand
Focus
It creates a glowing, purple crystal “glove” (clawed) around your hand/forearm rather than an actual held weapon. Overwrites the armor piece there, visible while out of combat. Probably has cool particles and may replace abilities with purple, crystalline effects. Maybe a low chance to encase an enemy in a brand crystal on attacks.
Yes. Let’s nerf AOE. Meanwhile, thieves staying in uncounterable stealth permanently is perfectly fine.
I tried a confusion build but it damaged so infrequently every 1v1 pve fight took far too long.
I wonder about perhaps making confusion do x dmg per second, and +y damage when the target uses a skill in that second. For example, confusion could do 20% of the per-skill-tick every second, and then somewhere between 75%-100% of the regular damage instantly or by clockwork when they use a skill.
That way it does consistent damage over the short time span, still punishes for skill use, and assists players in pve.
This is an interesting idea. I like it.
An excessive buff could potentially ruin WvWvW, it is already pretty OP since it uses PvE mechanics. Maybe decrease its damage but increase its duration like stated above. But giving it more damage/damage per second is a big no.
It’s possible to give it more damage in solely PvE simply by changing how mobs attack. make them hit more often for lesser damage. Increasing the duration but decreasing the damage per tick of confusion won’t make confusion any better in PvE.
I dont say theres nothing wrong, i just said it is already buffed.
Doesn’t mean it can’t get another, especially when it’s so desperately weak in 99% of PvE content.
Confusion already hits 2x in Pve/WvWvW…
Clearly you haven’t used it in PvE if you think there’s nothing wrong.
Does Confusion need a buff in PvE? YES. Double duration and half damage please.
Simply making it so mobs auto-attack faster and lowering their damage per strike would be a good solution. Their current attack speed makes no sense.
Oh please everything but that. That’s the best way to destroy aegis and blocking mechanic. Don’t make my mesmer happy by making my guardian sad.
That wouldn’t be much of a buff though.
It already does more damage in PvE. Right now, the problem is that WvW uses PvE versions of skills, so making Confusion powerful enough to be competitive as a build’s main focus in PvE would make it OP in WvW.
Simply making it so mobs auto-attack faster and lowering their damage per strike would be a good solution. Their current attack speed makes no sense.
I wouldn’t want to imbalance WvW, as I know confusion is already plenty strong there. That was an idea I was having as well, making mobs attack faster, but do less damage per attack. Confusion would trigger more often, and it would get no stronger than it already is in PvP.
I never realized how little mobs actually attacked until I started using a mesmer build that makes heavy use of confusion. Now, confusion is certainly fine in PvP, but is there any way it could be modified in PvE content?
Those in control of the orbs get stats in health. However, to be in control of the orbs, your team is already the dominant team anyway. They do not need MORE stats with which to dominate. Instead, have the orbs give magic find, gold find, and karma gain.
Outnumbered teams get magic find and gold find. This does not entice more people to join. It does nothing. Instead, outnumbered teams should get stat bonuses to try and level the playing field somewhat. As it stands, currently, one team can start dominating, get stronger from the orb bonuses, and only dominate more. Other team gets discouraged, and they stop queueing. Then they get a piddly magic/gold buff that does nothing to help them.
0/10. The changes made are diametrically opposed to the reasons stated for making such changes. They literally contradict each other.
It’s absurd, really. “Hey, we don’t want you to feel like you’re grinding… So let’s make it more of a grind? Durrrrrrrrr.”
You don’t want the dungeons to feel like a grind… So you make the grind longer? Lol. Your changes and goals don’t match, Anet.
Of course you’re supposed to grind for gear. That’s why the gear is there. And if one dungeon is too advantageous over the others, perhaps Anet should have the dungeons that take too long give more dungeon tokens to compensate.
The amount of tokens needed for a set of gear is ridiculous. Additionally, the fact that each dungeon has a different set of tokens is unimaginably stupid. I need twilight arbor and my friend needs citadel of flame. We’re kind of screwed. Regardless, though, this much blatant grind is the hallmark of a lack of creativity.
Dungeon tokens should be shared amongst all dungeons, and the amount of tokens required to purchase gear should be lessened. The explorables I’ve tried so far (CoF and TA) aren’t particularly hard or interesting, which makes the need to run them so many times all the more tedious.
How do I get this, aside from paying the ridiculous prices on the broker?
Condition damage/toughness/precision is an absurdly difficult stat combo to get. AFAIK, it’s only available (in exotic form) for 42k karma per piece, an unreasonable amount of dungeon tokens (from dungeons that no one wants to do) per piece, or from Khilbron’s set.
Logan.... (Spoiler, only read if you've done Twilight Arbor story mode)
in Human
Posted by: Trakarg.2095
Rytlock and Logan are both immature, whiny babies.
It’s the best mesmer heal… so I don’t think it’s weak.
Lol what? Compare it to ether feast. If you still think it’s better, you’re a bad mesmer.
My friend needs gear from Citadel of Flame. I need gear from Twilight Arbor. Another friend of mine needs gear from Arah. We can’t help eachother without hindering ourselves.
This is bad design.
Hi everyone.
I moved the thread to this section as it seems to me it will receive more attention from other players here.
Except it was posted in the bugs forum because the rabid prefix cannot be crafted nor found on random loot like other item prefixes. Surely that’s a bug.
Condition damage/toughness/precision gear is absurdly hard to get at 80 compared to most (if not all) of the other stat combinations. If I want a full set of it, I need to find Khilbron’s (wherever the heck that junk drops), or grind my life away for dungeon vendor pieces.