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2. Reflect projectiles. Currently, some of the boss big damage is in the form of projectiles. While it can also be dodged, reflection is preferable as it gives gives extra, if not big, dps.
i prefer to think of reflection as defensive rather than offensive
and i dont think its the sole cause of class favouritsm in dungeons
^ I agree with this assertion – Reflects should be considered defensive rather than offensive. The mistake is that ANET didn’t incorporate a characters power / skill damage multiplier versus base damage of the attack to be reflected.
Phan, if ANET changed the amount of damage reflects do – as in attacks reflects do around 1k damage instead of full boss damage(10-50k) would you be OK with reflects?
Also Phan – I’d like to know how you propose aggro control and grouping enemies in preparation for small AoE?
We do the above – I’m just trying to illustrate a point – the fact that if you aren’t speced and geared to tank you can’t take more than 1 hit, even if speced if you don’t mitigate damage from vet or normals you can still get 2 hit. Tactics I understand is very important in fractals, and 1 slip can still wipe a team of veteran players. This is what f30+ is. f26 is more forgiving, but not much more.
I’m also trying to assert f26 isn’t a cake walk like Rising Dusk claims, and that unless you are a pro with an entire special team build and only run with that team, you SHOULDN’T take magic find armor. In f26 I wouldn’t be caught dead without my soldiers / knights / cavaliers / cleric armor on. The only part i would go MF would be maw level.
But I suppose Rising Dusk is being passively elitist :P
So Rising Dusk, you mean you don’t get 2 hit in Grawl / Asca?
How much armor are you running?
What class are you running?
I’m not saying its impossible to do f26 without wiping, I think its just hard enough with exotic armor and ascended accessories and full tank gear.
In f26 – the party I run periodically wipes maybe once or twice in a full fractal set. We are very lucky if we have no deaths at all. Keep in mind we are experienced fractal players with several alts to f20+ and have done over 500 fractals.
I really am curious as to your build and team build so I can emulate it and go easy mode on f26.
Sweet ANET finally fixed culling issues!
I think its great to put placeholders / low res models, as I don’t care who I’m hitting in WvW as long as I know they are there.
Its super nice to have the high res models for dueling and WvW RP (I have no idea if WvW RP actually exists in higher tiers). But I’d trade that to be able to see 1-50 placeholders and genericly clothed invaders to deal with.
Good job guys and gals at ANET!
OP, I have had experiences with multiple different team combinations – many with only medium armors or lower. The only reason why the team fails is due to build synergy or someone making a major mistake. I personally think if a person is not willing to swap builds / traits before a dungeon, or during a dungeon, also not willing to equip a 3rd or 4th weapon set at times is foolish to think they can finish a dungeon just as good as a coordinated team. TEAM COORDINATION is the most important aspect of dungeon running – an ideal team just has a ton more leeway and knows exactly what to expect from one another.
Running 2 mesmers in a group allows them to cycle through some of their very powerful skills such as feedback and temportal curtain. It also increases the amount of targets that mobs hit by a factor of 2. Rangers help with their pets aggroing as well, but really shine in trapping for AoE. Thiefs are very very good for single target DPS and avoiding damage from mobs.
Combine all elements in the defend mag path 2 room:
Mesmers on clone duty – do NOT use shatters (utlize the clone on kill give a random condi to all in 300 units), using temporal curtain to first cripple the assassin then using it again to pull the other mobs so the team can hit the assasin uninterrupted. Mesmers can swap to GS for the cripple on throw, but staff is better in that you phase retreat, chaos storm, and chaos armor (CS + whirl = mass confusion which will kill mobs in 5-10 seconds).
Rangers on trapping / light AoE duty – pets used to tank swapping out as nessesary, traps used when the mesmer temporal curtains mobs so that the mobs can be chilled / poisioned and eventually killed by 2x light ranger AoE
Thief on main target DPS dodge tanker – As the main DPS the thief must stay alive and dodge often (caltrops on dodge helps here) and after mesmers use curtain the thief should unload, spin2win or chain the dagger storm skill.
Those tactics should work with substantial self heals and some consumables (YES use consumables please).
Out on a limb here:
Crazy Asura from Uncategorized Fractal, due to his cute but sometimes deadly golems. The fact that his agony attack can be reflected back to him but him being invuln is really neat.
Hey Kuldebar – although I don’t agree with many of your points – particularly with trash mobs and terrain use – I see your POV. I only minorly disagree with terrain tanking a boss (engies, rangers, and eles benefit from being smart about terrain placement).
I’d like to play your advocate here and suggest ways ANET can fix them.
Trash mobs in dungeons – Yes they are harder to kill than vets and give little to no loot. To solve this issue ANET can award tokens at the end of a dungeon run based on what events the group did, how many mobs were killed by each player ect. This would be amazing in that the more you kill the more tokens you get. I’d say a full clear should award around 120-200 tokens, where as a bare minimum should award 20 tokens. Bringing in a “dungeon reward counter” could help, with each point corresponding to 1 additional token above the base 20, optional events giving 10-20 more points, trash mobs giving 1-5 points per clear. This will also help stem the “kick at last minute” issue where some guilds kick PUGs for thier guild mates (it will reduce the guildies’ rewards to a minimum, or nothing at all depending on the counter system).
Trash mobs being terrain tanked – Terrain is very very important in an open world environment for ranged characters or high CD summoning classes (such as engies). To solve the issue where an entire team can use a simple rock they jump up on to avoid melee mobs ANET could make the mobs first regen and then camp where the players are at (with the invuln tag on them so the players can’t kill them). If the mobs are engaged in player to mob fighting (not NPC / turret / pet / summon) then they will maintain the ability to take damage.
Bosses being terrain tanked – Some dungeons allow you to use a wall to block Line of sight attacks from bosses which in turn reduces the damage your team takes. Others have small rocks which you can jump onto from above or below which the boss can’t access. ANET could solve this in the same way as suggested above for trash mobs being terrian tanked. Additionally to deter use of walls ANET can make the boss melee a bit bigger or ignore walls as well.
For all terrain points I’d temper it with the ability for players to reach invuln ledges so that the main classes which benefit from them have more options to fight – I’d hate to tell rangers eles and engies off to “L2P” when ledges and ranged is a viable strategy in both game and RL.
Lets step back a bit and try to keep our “ratings” of tactics out of this.
I’d much rather debate with OP about what is and isn’t trivialized by LoS and relfects.
LoS allows you to stack otherwise spread out mobs into a smaller ball of foes for which you can easily AoE for maximum effect. Note that the AoE limit of 5 still applies. Saying that LoS trivializes combat is in fact valid when combined with other combos such as WWWGG face tanking. Saying that LoS in general trivializes combat without face tanking is not. How is an AoE damage based character with a 100 radius ranged AoE supposed to use thier “weak” AoE to full advantage? Aggro control, thats how. Simply put in GW2 there is NO way to clump mobs like in GW1 by running away in a flat plane ect other than to use LoS or Temportal Curtain (Edit and Binding Blade). There are MANY instances where you CANT LoS mobs and have to just be careful – these mobs at the bane of small AoE classes such as engineers and dagger eles.
(I support the use of LoS for aggro control as GW2 has no other current methods to stack certain mobs, besides temporal curtain)
Tank-Spank, also known as group face tanking is where you get 2 guardians with certain skills and at least 1 warrior with certain skills and stationary melee mobs (preferably clumped mobs). This is a very viable strategy but is indeed overused – but this is where guardians and warriors really shine. What is trivialized by Tank-Spank are clumped mobs who do not move out of pbAoE. Simply put – if ANET didn’t want use to pbAoE they would do the pbAoE nerf that they did in GW1 (2 packets of the same skill hitting the same monster causes the monster to run away). The main issue you have against Tank-Spank is that monsters DON’T avoid AoE like they did in GW1 (but GW1 AoE was horribly over powered at times). Tank-Spank is VERY bad versus high damage AoE (Giant Lip) and is ineffective if monsters move around alot. I see your point on this and admit one day ANET may do the same AoE smart mobs that GW1 has.
Reflects, a tactic available to thiefs, mesmers, and guardians is a way to introduce 1:1 damage mitigation and output in 1 skill. Yes I understand it is powerful – but it only works on ranged skills. The fact that it does 1:1 damage with the higher level monsters doing 10k damage per shot is in fact an issue. I like the damage mitigation more than the output actually and think that the damage reflected could be some fixed value based on the skill used and power vs the enemies toughness. Reflect can be changed to be more defensive, less offensive.
So all in all I aggree with 2/3 of your points, in that 1: Tank-Spank works well due to AI not running away from pbAoE (the question now is, SHOULD they) and 2: Reflects at 100% damage makes a dual skill – instead of a defensive skill (it should still do some damage)
Edit: Made to add binding blade and get rid of the funny happy face
(edited by VoxShatterfall.5470)
Mini, I say cliffside is not too bad (30 mins on 1 fractal I think is expected). But I agree with you there – 2 hours for F30 only gets you around 2-4 gold per run. Considering most farming gets you around 3-4 gold per hour fractals aren’t really worth the time.
I do feel doing some of the fractals is a waste of time – like snowblind which isn’t too hard but doesn’t have many good drops. Heck I even feel that swamp is a somewhat a waste due to only facing a puzzle at the beginning and a boss after that. Bottom line is if we are allowed to choose, I’d pick Ascalon 3x every fractal run.
Crush, that would be awesome – make it so you can talk to grast for a 1 time use shield bundle which he sits on the sidelines to make for you instead of charging into fight the boss.
If such a change is made – this is how it will affect us:
The team has 100% control of when the shield goes up, has to interact with a NPC to get the shield ability, has to place the shield correctly so the party doesn’t die or the NPC outdoes die.
Hey there – I just wanted to ask if its intended that vets ranked mobs get a speed boost of some sort immediately after an immobilize ends.
I was in a fractal group in Grawl Fractal and we continually saw the Vets suddenly speed up after immobilize wore off. Other methods of CC was fine, where they would start moving at regular speed.
I haven’t tested this against other vet mobs yet.
Guys, I’m sorry for asking – but PLEASE quantify whether or not dueling is bad for WvW progress.
Saying its bad or good is not constructive.
This should be a discussion on what ppt effect dueling has.
Minoru, are you kidding? SoS has not enough EU coverage to beat SoR and JQ except for times where oceanics go 14 hours of WvW. SoS Oceanic T1 guilds are tired of the 14 hour wvw days and are moving on. SoS americans are having a heck of a time holding ground vs JQ and SoR amer presence (they continue to do a good job for SoS, I am glad for them) but lets face it, SoS cannot compete with JQ or SoR for numbers off oceanic time. SoS has a huge oceanic population and has superior coverage during that time, where as SoR and JQ have great coverage forcing SoS to pick and choose battles more carefully. What I feel happened was JQ has much more organized guilds during oceanics that make a great difference so SoS is limited to less than a 50 ppt lead during oceanics which are made up during EU and NA for JQ and SoR. No body can blame VOTF or the other guilds from wanting a break in the madness for a better rounded server.
This just means SoS will need to go to T2 for a while till SoS recruits more NA and EU guilds.
forgot to add- argue about my math and methods for quantifying certain ppt effects.
I directly quantify server effectiveness to PPT – if there is another metric in this we can discuss it here as well.
I don’t think we are having an objective discussion here – as neither side wants to really value each of the valid points made earlier… (pro C is taken out due to it not really being a plus for WvW)
Dueling Pros:
A) helps improve morale
Morale is a very important factor in WvW especially for smaller servers with heavily used guilds and teams. Downtime formed in WvW allows cross server relaxation with adequate difficulty to “decompress” from stressful situations. Stress as reported by a University’s students ranked higher as an impediment than sleep difficulties to students (it may be safe to say a correlation between sleep ineffectiveness can be made to stress ineffectiveness). Without effective sleep one gets around a 80% effectiveness and has the possibility of making a major mistake once an hour or catastrophic mistake once every 8 hours. With unmanaged stress the same could apply. Catastrophic = player out of commission on a critical duty assignment – this can lead to a camp being taken or a few other players getting wiped (cost 5 players or 10 ppt). Quantified we call unmanaged stress per player up to 10 ppt for up to 10 important duty posts (camps, towers, keeps, and armies) leading to a 100 ppt deficit. Dueling can (not does) help manage stress and increases outcomes on important duty posts for participants. With Dueling I estimate that up to 50 ppt can be recovered for stressed out players who have important duty posts (if all 10 duty posted people participate in dueling).
B) helps to refine 1v1 1v2 2v2 and small group synergy and tactics
Team efficiency is VERY important for small party raids and objective seeking. Each small party can easily maintain 5 ppt by capping camps before a tick, this is up to a maximum of 15 ppt (3 camps captured before tick). Small party training can help a small group score victory over defenders of camps on an equal number basis – improving ones combat efficiency by 50% (personal view) leading to a 50% more damage, or 50% mitigated damage by foes. This in turn decreases fight time of Small v Small battles to around 1-2 mins instead of 4-5 minutes for random teams making a single strike team more effective at flipping camps by around 33%. This would lead to a 5 ppt gain overall.
Dueling Cons:
A) takes up space on the world without giving defense / offense to the world
WvW can accomodate around 600 players per the 4 maps meaning around 50 players per team per map. 10 duelers for each side would cut effective numbers to 75% strength lessening the ppt gain or defending their ppt gain. Attacking armies effectivness will be around 75% strength where as defenders may suffer as much as a 35% strength equivalent (when a world army is spread out to cover all of its assets). This will directly hamper large ppt by important posts by up to 5 ppt per post (same as pro A, there are 10 important posts). This is up to a 50 ppt deficit.
B) generates no income for the world (supply running / badges / blueprints)
Damage and efficiency from sieges is very helpful for siege and defense, simply put you can’t just throw bodies at a solution which requires siege. Siege allow 1 person to be as effective as a party of players (5x strength efficiency). Note that with this said a player who participates in wvw resource runs / contributes badges to the cause can generate up to 1 siege an hour upping their effectiveness of a single person by 400% for a 30 minute duration (for defense at least). This leads to an effective strength increase of around 4% for a server of 50 players or more for a lower population server. Inherently shaves minutes off a siege or can contribute to stopping a siege. Considering that a siege can net around 10 ppt and having 5 more minutes lets you attack more targets (most good sieges take around 15 minutes to do with enough sieges or 20 minutes without) thats an effective gain of 3 ppt or 3 ppt deficit to the other team. This requires at least 10 players to contribute 10 sieges per hour.
Anywho – the bottom line there are costs associated with doing dueling.
Not all stressed out duty post players will participate in dueling, in fact I think only 20% may conduct dueling – this does not bode well for recovery of points with a 10 ppt recovery of deficit combine with a 5 ptt of capping efficiency for a +15 ppt (up to).
Conversely not all duty post players will abandon their posts to go duel, the deficit for this alone is around 10 ppt, and enough seiges are donated for the war effort per hour for the 40 left over players that the 10 players are not missed much.
So in my book:
Dueling contributes up to 15 ppt where as diminishes 10 ppt for an assumed dueling population of 10 per server.
Well I say if ANET rules against it they will implement a “coexist disabling” rule where multiple worlds players all in a spot will be highlighted in a dynamic event – that would be ANETs way of saying dueling isn’t allowed.
I do disagree with you saying B is unnecessary: there is no way to do build and tactics training on a small group scale other than to be thrown into a fire in current WvW objective seeking.
I say C is rather unnecessary as it is indicative of an outside problem not a WvW problem (I don’t say it shouldn’t be done, I’m just saying that this pro does not help a world whatsoever).
I do also think we need to really clear up how much damage a dueler actually does to a server via points A and B, how much does 20 slots really take up? How much is 1 badge worth for combat effectiveness keep defense and siege offence.
Well good for ND and Merc as they worked hard in WvW the past few months.
BG is a prime candidate for Oceanic WvW guilds to transfer to as BG has very good Amer coverage and ok Euro.
SoS has a good mix of many different guilds but lacks a strong presence in euro which SoR and JQ now has. Ultimately it became unfun for WvW rounds against them and I feel T2 should be more fun (though we need to make space for T1 via BG who has the best chance of going to T1).
I remember hawking commander orders out for jedahs a while back and trying to herd them WvW cats around (we are much better these days) and Merc and ND will be sorely missed!
See you around.
Well Lopez doesn’t refute the validity of JPs or PvE dynamic events in WvW – his only argument is that WvW duelists hurt WvW scores and progress.
For all you JP+PvE users I’d like to add in that structured WvW dynamic events give WvW players and a world clear advantages – Badges and Blueprints (and Vet defense / attack mobs).
I think we need to clearly point out the pros and cons of dueling in a WvW zone and whether or not it actually hurts a server as Lopez is saying.
Dueling Pros:
A) helps improve morale
B) helps to refine 1v1 1v2 2v2 and small group synergy and tactics
C) is the only PvP option for cross world interaction other than WvW
Dueling Cons:
A) takes up space on the world without giving defense / offense to the world
B) generates no income for the world (supply running / badges / blueprints)
Those are the 5 pros and cons I can see – discuss now people
This would be a fun idea for commanders.
I’d also advocate that the commander squads carry the commanders guilds flags as well. I think it would make WvW herding cats v2.0 more efficient and understanding of the armies by guild type not by commander name.
Case in point – about 1 month or so ago when BG / JQ / SoS were fighting in EB, SoS went on the offensive with 2 main armies – one based on Commander Patone and the other based on Commander Randall. It was too confusing to be using “get on Randall / get on Patone” so we named the two armies by their function – Patone was on main army duty, while Randall had over 15 commanders with him and we dubbed them Commander army. Things like this help the WvW community by making easy to join adhoc groups which are established.
By having a preset “army” group provided with the commander and squad flags this will really help organization.
Well the issue here isn’t that you want them to transfer for free – its that they WONT transfer unless it is free (for them at least). Paid Transfers helps make WvW a bit more stable (yes I said it), and is a lesser evil to control player population.
I can understand if you don’t have a job or if money is tight, but making transfers free again both impacts player population and WvW – both of which can cost ANET money in the long run.
Ideally a free to play game has quite a few servers to support their population, but by business model they profit from having less server load.
You may not care that ANET has to buy a hundred thousand dollar server rack that can / will only support a few hundred players. You may not even care that to support more than 1k players ANET may need to spend one million dollars on a server rack. To you, your cost is what ANET says you have to pay. Simply put, understand that ANET needs to manage server population and even out WvW as best as they can to keep costs down. In the long run a free transfer system will stack a server with too many players at one time (read into the supposed 12 guild JQ transfer before the 28th jan patch).
Sorry it sucks, save up 30 gold and buy a transfer when you can.
I think Nels is just sick and tired of being forced to do something he doesn’t normally do, that which he doesn’t find fun doing.
I love doing the different dailies more than the last dailies, but Nels has a point.
If you like doing dungeons and no other content then you should be able to achieve the daily in the same amount of time a map completer can. If you are an orrian farmer then you should be able to complete laurel daily while not having to go back to LA or the other cities to do it (a trivial 3 silver I know). ANET isn’t forcing us to do unwanted content, but Nels point is that some of the dailies are not fun to do, and he advocates more generalized dailies.
Although I agree with Nels, I feel the daily select able achievement fix coming end of this month will fix most concerns (possibly it will be “achieve any 5”) and will be much loved by any person.
I think if possible we should instead turn attention to giving ANET more ideas for new dailies which we think is productive than comment on how a particular daily is unintuitive.
For the record – to get this achievement I have been known to stand in front of 5 Moas waiting for their aoe shriek.
Well Zumy, patience does not grant us a precursor.
We may well play for 5 straight years with no results.
Take for example my RNG misfortune with Ascended rings in Fractals – 26 daily attempts 0 rings to speak of. At a daily drop rate of 30% thats about 1/10000 that a gamer like me would have NOT recieved any rings. Yet there are hundreds of thousands of players doing fractals, so I’m not alone.
The chances for precursors are even slimmer – just from the mystic forge and anecdotal evidence (from rumors of course, the best way to get your information) its around 1600 sets of exotics or 4000 sets of rares (4x individual items).
Given that the “average” player gets enough T5s and other gold, materials, and drops to make/obtain 10 rares a day. The average player can make 2.5 rare attempts per day. The mystic forge ISN’T meant to return a precursor after 4000 rare tries, but on “average” CAN return one. On average a normal player will take 1600 days to get a precursor through this method (amounting to around 4 years and 4 months of gameplay).
Who knows what the drop rate is for mobs – but the earning rate should be similar to that of the mystic forge (in time). Given that assumption it should take around 4.5 years of drops for an average person to get a precursor from a drop (not from the dragon chest) at around 250 eligible mobs which the average player kills per day (unless you do RP in LA) for 360 days a year – that’s around a drop rate per mob of 1/400k.
Same thing goes for Dragon chests – 4.5 years of doing it daily around 3 attempts per day at 360 days per year. Odds are 1/4860 tries.
With all of these methods the average person CAN get 3 precursors in 4.5 years of work. The questions remain though – What are the real drop rates, Whats the spread, and Will there be a guaranteed way to get a precursor in the future?
But back to the topic – announcing any change in inventory in the future is not something ANET should do – it will adversely affect prices by speculation. ANET should announce the change in inventory after it has happened. I don’t buy the idea that more information on future change in inventory will help the market as the market should only be driven by actual supply and demand, not stock pilling.
Take the prices that butter and chocolate hoarders impose on chefs now – I understand that butter and chocolate was artificially low priced due to massive supply and that speculation will eventually properly price them. I don’t like the prices with the two consumables and I am against this tactic but it has a positive outcome (legitimate market manipulation, no futures based trading). I just don’t think players should be able to corner a market based on what ANET says will happen in the future when other players want to finish their legendaries and NEED the precursors. And this is why ANET isn’t releasing information about the inventory.
Well if I were in charge of keeping the game economy in check I’d make no statements to make sure that the price neither drops nor raises due to speculation.
Remember speculation in markets is usually a bad thing for low inventory items, it will always harm investors and buyers – best to just leave it at that and say “we are watching and cannot comment”.
Thanks John, I feel you are doing the right thing (at least 3 of my friends are going for dusks atm) and I feel that market prices should be driven by supply and demand not by speculation (for low inventory items at least, but for high inventory items speculation helps to stabilize prices).
I don’t agree with your reasoning, as a player with 6 characters on my account changing fractals to account bound on progress and rewards would be horrible.
Fractals are not limited except the hard cap at lvl 40 – I just meant for drops or rewards – a lvl 1 fractal alt will not get a lvl 10 fractal reward for doing level 10. I don’t feel that leveling alts is a huge deal – it would be much more of a grind to only get 1 daily per 10 levels per account than 1 daily per 10 levels per toon.
I do agree that Maw targeting non player allies is bad (you forgot turrets). I’d advocate fixing that before gimping multiple alt players.
It depends for the guild group I go with and how greedy we feel at the end.
If we get low drop fractals (Underwater, Snowblind, and Cliffside) then we normally go for the kill all option. If we get no drops from the infamous great drops fractals (Asca, Dredge) then we probably will go for the kill all option. If people feel they got their money worth of drops or we had a hard time getting to Maw then we skip.
Keep in mind that the guys I party with make tones of money from dungeons and CS farming so that fractal runs aren’t really profitable in comparison. So saving 5 mins is worthwhile to them.
I just agree because I do fractals to level my fractal level, get relics, get rings, or get mists materials – so no harm done if I skip 20 -30 mobs.
Well mate, FoTM is technically a dungeon even says “enter explorable mode” on going into the portal. I refrain from changing the dungeon entry but list that it is a special dungeon. A glamour spell which isn’t affected by fast glamour recharge isn’t not a glamour, just a bug in what it is considered as.
I list FoTM as being special in that it has no story mode, has upward level scaling, isn’t counted as a dungeon for the monthly, gives no influence, and has few dynamic events.
When are you getting kicked? If its before the team has the right to let you know you are too low. Personally I’d take a lvl 80 alt and swap in your lvl 38 at the end (it doesn’t add a burden to your group, and the boss fights are pretty tame once you know what to do). We do this in our guild alot – players A and B have low level alts and we do a 1-2-3 run, they go on thier mains and do up till the boss, the other players and I wait 2 mins for them to load and presto, they get 1/2 – 3/4 level from that 2 min wait on my end.
I say don’t be discouraged – just go on your main and then switch to your alt (making sure to tell the group about this before you do it).
Heck if I’m on when you are gimme a holler, we have guild groups interested in AC at least 4-5 times a night (and the 2 hour layover between characters helps).
George – the challenge you are looking for is the “new challenge feeling” the shiver down your spine as you see something completely new both in what the effect does and what you have to do to counter it.
I’m not hardcore like you are – I’d prefer static AI and optimizing the team build to perfection to the point where we can do AC P1-3 in 35 mins.
But I recognize the gaming high you crave. I play TF2 pubbies for the same high, but I don’t get much lasting enjoyment from it these days.
Anywho what would be awsome is a random boss skin and class with random boss mechanics attached – take the best boss mechnics from each and every boss (alphas AoE , Jormags 5 second fear, FL hieros 5 second knockback into lava, kohlers pull aoe condi) and randomize it. So a risen asuran brute can have 1 major ability such as the FL hieros 5 second invuln knockback but at the same time have 5 minor abilities such as clock for 10 secs and regen, flame blast, mass daze, and knock down on hit.
Think of the possibilities, with only 3 utilities and 1 elite to cover all possible situations you would need all 5 party members to overlap and cover the entire spectrem.
Wouldn’t that be exciting? You CAN’T predict what move the boss will use next unless it used it before, and you would get a brand new boss EVERY time (save for random similar bosses due to statistical anomalies).
They could call this “Dungeon unknown” and put it in southsun or something.
And yes I’m 100% serious about this dungeon mode – it would allow teams to increase their teamwork synergy for elite speedruns ect, at the same time as letting hardcore players get their new boss high.
You also seldom do events (Asca fractal has events) in fractals.
Influence wiki page was fixed to not refer to dungeons specificly, where as there is support for renaming the dungeon entry for fractals as a different type as the functionality to count the fractal runs as dungeons simply doesn’t exist.
I’ll make a page modification right now to account for this.
Remember this same issue for ANET’s stun immunity in GW1, it just mean’t cant be knocked down.
You can currently do F31 on any character – its just your AR limiting you.
Just don’t tell the group your reward level.
It doesn’t matter what class you are running as long as you have the AR and know how to run it in fractals.
The only issue here is reward, your alts will not reap the rewards of your ranger – this is entirely intended. Given that awards for fractal dailies are character bound as well this is a fair tradeoff.
I know it sucks to level all your other characters to F30 but understand it forces you to learn a professions place in fractals. And Yes certain professions are better at certain fractals (I personally have seen many “non-ideal” / non-wwwgg groups do well with a mix of ele engi thief ranger and necro) but thats a given with refects and mass blocks only available to 3 or 4 professions and being sheer hp/invuln tanky limited to 3-4 professions as well.
Well playing devils advocate, the reason why ascended items are not, or should not, be open for TP / trade is that it undercuts the exotic market.
Exotics sell for 2 gold primarily because they can be salvaged for ectos.
Even if ascended items could be salvaged for ectos they would inherently take the place of exotics on the market price point.
Exotics then would need to cost less to be attractive for those who want to equip those exotics, otherwise they would buy the ascended gear.
My suggestion is make them have a different category of binding – “Cannot be sold or mailed” use of this will open up ascended gear to your guildies but not affect market what-so-ever. (I could be wrong in that a black market will support this)
in Suggestions
Posted by: VoxShatterfall.5470
Well Kol,
You don’t see little kinder-gardeners running around with adult sized backpacks do you?
Although I would like the backpack size bigger for assurans, this might cause some problems with zooming (especially with indoor battles / back to the wall).
Simply put keeping the size to scale on player height is much easier / safer than changing them.
What would be cool is a resize back pack size option in the hero menu (it would customize the player height for backpack scaling only).
Well Debs, like the OP I am horribly OCD about max stats and having an optimal build.
The point is that:
a) OP is willing to put in 8x time to get laurels for each of his alts
b) Laurels are account bound and are awarded once per daily / monthly
The bottom line is that the OP is saying he should be able to use his extra 7x time to progress to get max stats. Just as a 1 alt-er can get a full ascended set (backpiece, rings, and amulet) in 1 month or less, the OP wants to be able to put 8 months of game time into 1 month to get all his alts the full ascended set.
There was not alot of talk to change the daily to character bound and laurels character bound, this way a person like the OP (and me) can put in more effort and get a linear amount of reward. Sure I still advocate a cap on the daily reward laurel per character, but I don’t advocate the favoring of 1 alt vs multiple when the multiple alt player is putting in more time.
I’m seriously considering changing my grenade control engi to that of the bomber man variety.
The question is if its worth it in WvW (since I can’t solo most classes in a fair fight anywho)?
I was thinking of going 20 (III, VIII), 0, 30 (VI, VIII or IX, XI), 0, 20 (IV, VI or VII or X)
The whole point is provide 180range of around 300 healing or so per 0.5 sec while doing PvD or ninja pulting. Kits used would be med kit and bomb kit, utilizing the kit switch to cause speedy kits or kit refinement to proc, and then primarily using bomb for weak pbaoe and heals.
From a real life engineer to the community… anyone think its viable?
That is so unfair – I should have taken a firefly reference…
Should we make a book out of each of these and attempt to explain which skills where used and where in each of the WvW maps they happened?
That would be kinda awesome, making a picture book from each of these “stories” with the captions listed, then giving back to ANET to decide what to do with it.
I think that may be vastly interesting but I’m not willing to put much effort…
A queue of 50 minutes? Holy mother…
Haha – Xylla and I have nearly 1-2 hours of queue on oceanic prime time.
Someone in the german forum said it is not FIFO, but FIRO (First in, Random Out
).
And even if I never measured that, it completely fits my experiences.
That would make total sense, a grab bag of sorts, the server wouldn’t have to make lists filled with placing, simply instead ask who still needs to get into WvW and selecting a random player from those that answer.
Xylla, I really enjoy EB battles and WvW in general, it does kinda suck at the top we (JQ and SoS) need to wait for the fun bits to happen. Btw you NORDs can be tenacious in tower defense, it makes it much more meaningful when we fail siege or capture a tower.
But yes, I’d rather a structured queue system so we can play WvW!
You were in EB stonemist castle guard duty renewing siege timers
Left Sorrows furnace, never transferred back
I was a WvW Drifter with a fear of repairin’
Confused why we 1v1 duel when it never lasts
I bow “How are you today,
Would you like to have a duel?”
The moment when I can see them
Oh God no, I can see them now.
Do you remember, I was standing there on that manger
You bowed back at me for the first time.
You made a dueler of a transient drifter’s careful ranger.
This was the first WvW I’ve seen shine.
One respawn and we’re meeting for a duel again,
And there’s a 1v1 challenge on GW2 guru forums.
You learn my techniques and you figure out my build
You say we’ll never get steam rolled by randoms.
But we got repairs to pay,
Keep getting guilds kicking us out,
When team chat was all ridicule,
Oh God no, this is what I worried about.
Do you remember, I was standing there on that manger
You bowed back at me for the first time.
You made a dueler of a transient drifter’s careful ranger.
This was the first WvW I’ve seen shine
Do you remember all the uncloacking avatars around that manger?
You saw me stand befuddled for the first time.
You made a dueler of a transient drifter’s careful ranger
This was the first WvW I’ve seen shine.
And I recall that roll
Two-thirty AM (GMT)
As my HP was slipping right out of my globe
I logged onto GW2 forum to rant on culling and you logged in after me
Raged myself for the troll comment
‘cause there’s too many forum drones
Then you posted by surprise
You typed, “I’ll never face you alone.”
You said, “I remember how you looked standing on manger
And every time I use a cloak, it’s 20 v 1 time
I wanted to change a transient drifter’s careful Ranger.
Zerg is how we make WvW shine.”
P.S. play TS’s mine music and sing along!
OK so I’ve used portals extensively in dungeons and some in JPs – heres some advice which may help you utilize portals more effectivly:
The range is based on a straight line from the entrance to exit – this includes the Z-axis.
In your “compass mini map” zoom out until you loose terrain detail then dial it back in till you get terrain detail back. Anywhere on even grounding will let you create a successful portal pair with the entrance or exit at your location anywhere you can see on your mini map.
Unlike other teleport skills you don’t need line of sight, just you physically tossing both the entrance and exit down in their locations. Using a map or dungeon WP allows you to go on the other side of the “really big wall” or help your team mates clear an instant death button pressing puzzle (here’s to the balls o flame in CoF path 1, and the lasers in CoE path 1 and 2). How I use it is almost 90% of the time to save time in a Fractal when someone falls and dies in “cliff side” and “uncategorized”.
Portals do not despawn on use of a WP or even on character down. If you map travel into another instance yes it will despawn. I have mixed experience with character defeat and the portal despawning.
The words entrance and exit don’t really mean anything, as the portal is a 2 way wormhole. Thus on the instant death traps you can clear thru without armor and not waste the activation on an accidental set of deaths longer than 1 min so that you place the entrance on the opposite side, use the WP and create the exit on the entrance side of the death trap.
Portals can be used thru obstacles which have invisible thin walls – if your teammate is stuck in one toss a portal entrance down on the invisible thin wall and put the portal exit in an area which is clear of debris.
Portal recharge will only occur after the portal exit is placed and expires or the uses are met. If you made a mistake you can force a recharge (but not a despawn of the portal) by simply swapping out the secondary with another one. The fact that the despawn doesn’t occur doesn’t matter, as the portal will NEVER recharge faster than the 60 sec it lasts for.
Portal duration is 60 secs after which it will despawn, once you place the exit you have 10 seconds to use it or 20 total transports (both ways) before it despawns (whichever occurs first).
Since I already posted in another thread about this I might as well here so people who aren’t able to get the last few JP discoveries in a timely fashion can get it.
Copypasta begin:
OK a few things to note – JP discovery occurs when you start a JP on a server shard which you havn’t started before OR when you start a JP after completing it on a server shard. For each of the JPs in LA there are definite “start” thresholds for when you cross them count as a discovery, for two of those JPs you can manually walk out of the “start” threshold.
Now the above is very important to understand, because what you will next do is a bit… interesting. Ever since Lost Shores came out we started seeing LARGE populations of players hanging out in LA, it is good and bad for reasons I will not explain here. Many servers are stuffed to capacity with the players in LA that force you to an overflow when you enter LA with your character. Now, by my estimates during a busy time (even with wintersday) there are at least 20-30 overflow shards of LA in existence. When a player first gets into LA via login / warp from a different map the OF shards put that player in a random OF based on server load. This in turn creates a situation where you can continually log in and out in order to cycle thru around 10-15 of the shards in around 20 relogs.
Combining the two sets of information : “start” a JP on OF shard G, move your character to outside of the start zone, relog arriving at OF shard D, “start” a JP on OF shard D, move your character outside of the start zone, so on and so forth.
By doing this with up to 2-3 characters on the 2 easily doable JPs in LA you can achieve 30 discoveries in no time.
(note that I use an SSD so yeah, my load times are very fast)
ALSO – doing this WILL put additional strain on the login server (to be fair it will put strain on your HDD as well), IF too many of us do it it might cause some issues for other players. (this is the reason why I didn’t reveal this sooner)
SO – don’t do this unless you are absolutely desperate to get the last handful of JP discoveries.
Just to give a heads up – I finished this monthly requirement in about 30 mins – after around 30 mins of figuring out when it triggers.
You may all say I hax but truth be told I was able to complete it after figuring out how the “start” credit occurred. My explanation here should not detract from discussion here that the monthly should not include JP discovery again (I am against forcing people to do content that might be otherwise impossible for them to do).
OK a few things to note – JP discovery occurs when you start a JP on a server shard which you havn’t started before OR when you start a JP after completing it on a server shard. For each of the JPs in LA there are definite “start” thresholds for when you cross them count as a discovery, for two of those JPs you can manually walk out of the “start” threshold.
Now the above is very important to understand, because what you will next do is a bit… interesting. Ever since Lost Shores came out we started seeing LARGE populations of players hanging out in LA, it is good and bad for reasons I will not explain here. Many servers are stuffed to capacity with the players in LA that force you to an overflow when you enter LA with your character. Now, by my estimates during a busy time (even with wintersday) there are at least 20-30 overflow shards of LA in existence. When a player first gets into LA via login / warp from a different map the OF shards put that player in a random OF based on server load. This in turn creates a situation where you can continually log in and out in order to cycle thru around 10-15 of the shards in around 20 relogs.
Combining the two sets of information : “start” a JP on OF shard G, move your character to outside of the start zone, relog arriving at OF shard D, “start” a JP on OF shard D, move your character outside of the start zone, so on and so forth.
By doing this with up to 2-3 characters on the 2 easily doable JPs in LA you can achieve 30 discoveries in no time.
(note that I use an SSD so yeah, my load times are very fast)
ALSO – doing this WILL put additional strain on the login server (to be fair it will put strain on your HDD as well), IF too many of us do it it might cause some issues for other players. (this is the reason why I didn’t reveal this sooner)
SO – don’t do this unless you are absolutely desperate to get the last handful of JP discoveries.
And yes there are more quirks about the overflow shards and login system which we can use to our advantage like this, but we shouldn’t.
Well understand that the video guide takes around 8-12 minutes of actual time to get from point lion to the chamber top (not including the time it takes to make a new char and run them over to southsun entrance).
IF you get all the ori nodes at once, thats around 16-21 ori (one regular, one rich), atm its around 2.5 s per ori, that totals on average 45s per run.
1 run is conservative 15 mins of time with the 5 min character creation / warping built in.
Total net gain per hour is around 1.8 gold.
Total Karma used is 433.44 (or around 4-8s equivalent) per run or 1733.76 (17-34s equivalent)
Note that conversion from karma to gold is 1 way with 1 karma = 0.5 – 1 copper (acceptable trade as shown by exotic karma merchants)
Total player benefit around 1.5-1.6 gold
If you had a friend along it would cost them the time as well – especially if they already did the ori run before hand – it would half the gains
That’s a pretty bad farm right there, if anything it would be done if you wanted mystic weapons requiring hundreds of ori.
Also taking a look at the pick its 602 karma for 25 uses, of which an ori pick set is 4s for 100 uses – master pick is 24.08 karma per use and ori pick is 4 copper per use – this exchange is a 6 karma to 1 copper (much worse than the 1 karma to 1 copper exotics can be). You end up paying 600% of the copper for the master pick as opposed to ori picks (I know you can use mater picks at any level).
Imo, in any case this is so not worth the effort.
Portal in PvE – its absolutely amazing when helping guild / team mates get to where you are in a JP / location especially in a Dungeon (cough FotM) or Rough PvE area. These days I’m tempted to main bar it due to its general usefulness.
The only reason I don’t main bar it is because of 3 consecutive stun breakers.
Your icy glare was eyeing they two of us, both in fancy leather. You wouldn’t take a bow for an answer and immediately rushed towards me with that hunger. As I split from my ally’s location you chased me down. I figured that you were looking for at least a single screaming victim tonight. I tried desperately to fend off your advances but you could tell I was becoming more and more used with each incantation of your magic. Right as your flame would pierce my armor my dear ally came in to stun you with her beauty. I couldn’t believe she would help me against an invader such as you. Together we fought with tenacity against your ravaging assault. We were within points succumbing to your shocking lashes until you finally relented. You were used and forced to retreat in a haze of mist. But we wouldn’t let you off with a few bruises, it got my heart pounding that we both would finish you off. A few grenades of joy were all it took for you to explode and my ally arrived at your location in a flash to send you off appropriately. As I arrived to see our handy work I thanked my ally with several mango pies and some good elonian wine. Although we were intoxicated on our way to stone mist castle, we knew we would never need worry about a man’s touch again.
I’m sorry you are offended :/
I tend to think SoS has alot more random manpower during oceanic, and I tend to run into alot of oceanic players in PvE as well as WvW.
I vouch for DC and EMP being in Oceanic as we faced them a great many times.
Merc One Tsym all in oceanic too (Tsym actually taking alot of the euro slots staying up to local time 4 am).
I agree with you saying JQ having coverage, its evident that they do due to not loosing massive amounts of towers during off peak times.
Either way I’m super interested in the coverage, even tho I like just WvW randoming I’m really interested in the numbers game and what guilds are where.
was it the only one you linked?
I know that if you link several things, the 2nd or third item always is a plural but no 2x on it ect.
I think we need more research than this to make a good conclusion as to whether not Ques are FqFi or LqFi
The que times are rather annoying in the grand scheme of things especially for prime time WvW
Trying to bring this back on topic…
I think the OP is trying to say that when a person is unable to utilize “expected” twitch response their character directly suffers, and that he / she doesn’t agree that a player should be penalized for their lack of response.
The OP recognizes the very integral part that twitch response plays in GW2 and that it is not optimal for some gamers.
Take GW1 for example, twich response was not needed for 6/8 of a balanced party, where as your prot, heal, or int would use twitch to do their jobs. Twitch in GW1 was relegated to damage mitigation, of which up to 2-3 players would require Twitch.
Back to GW2, without the healer / prot part of the trinity (or a weak role) EVERYONE needs to do twitch in order to participate in damage mitigation. This is what the OP is saying, that not all players are good at Twitch thus those players are penalized.
There will be a ton of people who say “learn2play” but simply put some people are not reactionary and want to skill spam. To require all players to participate in the information overload, micromanaging, and reflex testing game-play which is twitch response is not optimal according to the OP.
I agree with the OP to an extent, and that simply too much twitch response game-play drains my mental energy (I play mostly spamming classes, but I have played Mesmer and Prot / Heal monk EXTENSIVELY in GW1 as damage mitigation). I’d much rather puzzle based game-play such as JP integration seen in Fractals rather than have to go on information overload. I realize that without a healing trinity using a universal twitch response method is very desirable for damage mitigation.
I disagree that dungeons need to change to accommodate players who arn’t good at twitch.
Instead I recommend that there be an auto dodge button to press to completely avoid a certain affect yet stay in the same place (so you don’t fall off the cliff ect.) and not have to worry to much about clicking in an obscure place or doing a double tap. Simply put make the twitch response easier to achieve by players who have trouble with twitch response game-play.
o.O
“Trouble going is a sign of … you know…
Please see your doctor immediately for a quick exam”
But really if you need more than 15 mins in the wash room… probably talk to your doc.
Thanks!
I always thought JQ was great on EU coverage – I guess not so much.
I know you HB work hard during EU to cap SM – it shows for our NA guilds from SoS who have to attack 3 places to get it back
^ what saucer said.
Usually a team of close nit people wont do that, but I have had instances where the team leaders internet cut out and we all got kicked out on maw :/
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