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[Suggestion] Some changes to some Corruptions

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Posted by: WEXXES.2378

WEXXES.2378

I would love a corruption which would be an upkeep skill which increase the damage of the whole party (but as you said not through might) but you loose life/life force for the whole duration. This would fix the problem of necromancer to be “too tanky to have a high DPS”.

Making it use life force instead of applying conditions would be awesome as well, but I didn’t want to deviate too much.

Anyone seen a new Tooltip on R-Shroud#3 ?

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WEXXES.2378

Wouldn’t the counter play be condi removal and the ability to dodge the initial application? Having 90% chill uptime is good punishment for the lack of ability to dodge a super slow weapon.

Wouldn’t the counter play to my damage build be blocks and the ability to dodge the damage? Having them take all my damage is good punishment for the lack of ability to dodge. /s

Addressing the Design Flaws of Necromancer

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WEXXES.2378

#3: Deathly Chill: This trait is fine for now, but give it a proportional condition damage scale of about 0.2, keeping in mind that chill stacks in duration and not intensity.

how exactly does this thing work atm?

does it deal the damage whenever chill is applied, like halting strike? or per second?

the wiki suggest it scales with power

Its every second of chill I believe, just like the fear trait. I think this is why the chill stacks were reduced to 5.

As for the healing in DS, the point is that you can still keep and offensive while having a defense up. To be healed normally during it is incredibly OP. You’re supposed to be punished for turtling. Most classes who can turtle cannot even attack during it or have a very, very long CD.

To those who’s DS lasts only seconds from a full one, you put yourself in a bad spot to begin with.

(edited by WEXXES.2378)

[Suggestion] Some changes to some Corruptions

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Posted by: WEXXES.2378

WEXXES.2378

This is mainly for PvE, but I can see it working for PvP as well. Corruptions are something that people don’t like to use mainly due to the fact that their effects are lacking.

I try to keep it simple, but the descriptions are long because there are some explanations. I’ll try to bold the changes.

First, I just want to start by saying I try to keep the fundamental uses of corruptions but actually make them practical to use. Let’s begin:

Consume Conditions: It’s strong as is. A common theme with corruptions I’m going to make is that everyone suffers what you suffer as the act of corruption (which is what its kind of supposed to be… I think).

I believe it should be changed to 1 vulnerability per condition you consume, and it applies to your target enemy as well. The more you suffer, the more the enemy suffers. It also does nothing if you didn’t consume any conditions to begin with.

Blood Is Power: I think it needs a little more that goes beyond might, which is easy to cap out when paired with other classes.

This would be done by making its effect an actual effect (like an aura). The new Blood Is Power would grant +240 Power and +240 Condition Damage (numbers can be changed), the equivalent of 8 stacks of might, for 8 seconds. The benefit of this would be that it goes beyond the might stack capabilities. I believe classes that cannot stack hefty amounts of might can compensate with these kinds of effects.

Also considering a lot of necromancers can already reach 25 stacks for themselves… BiP makes it even less appealing to take.

The 30 seconds of bleed(x2) needs to be 8 seconds of bleed(x5) on 5 nearby enemies in a 240 radius and 4 seconds of bleed(x5) on yourself. If you are using it to condi transfer the enemy will definitely feel it. It’s still the same damage taken, but its a lot more practical. This also makes the range consistent for both allies and enemies which feels a lot better.

Corrosive Poison Cloud: is generally an unpractical and unwieldy skill to use, like hallowed ground. The first change would be to make the *AoE positioned on you so it follows you around. *GW2 has the tech for that kind of thing now.

The second thing for change would be the timing. it procs every 3 seconds for 12 seconds, which feels really bad. It needs to proc every second for 4 seconds.

On bosses for small groups, its now a reliable 6 seconds of weakness rather than an on-off kind of thing with the current version.

Corrupt Boon: needs a little extra. It’s mostly fine as it is but its incredibly useless when the enemy doesn’t have boons at all (PvE). Instead of applying a condition to yourself, it will also convert 1 boon on yourself to a condition and apply that condition to the target enemy as well.

This allows you to use your own boon as a condition, which can be useful or not in some cases. This part is heavily tied to the trait for corruptions.

A stun break on this skill could be nice as well.

Epidemic: When paired with a condition bomb class, its possible for this to be incredibly strong. At the same time, it could be better in use. To me, its mostly because of the cast time of 1 second. This means a lot of fear effects can’t be copied as well which would make this skill a lot more useful if it was instant cast.

To add some more functionality to this skill, making it a stun break would be nice.

Plague: is strong as is. I think the bleeding for Withering Plague (the #1) should apply bleed(x1) stack for 15 seconds, rewarding those who keep the enemy within it longer and making it much stronger for condition builds in PvE.

Master of Corruption: (Trait) I think this trait could have been a bit more unique.

In addition to what it already does, minus some minor changes: “Using corruptions when over the condition threshold(5?) transfers the self-applied condition to affected enemies instead”.

Changes to some effects:

Blood Is Power: Torment(x4) for 5 seconds (same amount of damage as original)
Corrosive Poison Cloud: Cripple for 4 seconds.
Corrupt Boon: 1 addition boon on self is converted.
Epidemic: Copies 1 condition from the enemy to yourself.
Plague: Converts initial stability into fear for 1 second.

This means when you are over the condition threshold your blood is power applies 10 stacks of bleeding and 4 stacks of torment. Your corrosive poison cloud will apply cripple to everyone in it so its easier to keep them inside for the duration (which, surprise, is also 4 seconds now). Corrupt Boon lets you turn your boons into more condition damage. Epidemic could potentially make a condition on an enemy even worse. Plague form used under heavy conditions will fear enemies nearby when you activate it.

These condition applications from the trait alone are on use only, so pulsing things like plague and corrosive poison cloud will only do it as you press the button.

Any discussion?

RS#2 + Path of Corruption

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WEXXES.2378

RS#2 has kitten cooldown, i believe it can multihit too.

So every 5 seconds, you can corrupt 2 – 6 boons. (assuming you can be very lucky and hit 3 times with it, if it can’t multihit it’s “just” 2 boons every 5 seconds)

I’m not even mad! Bring it!

compared to that it almost feels like path of corruption for dark path needs some love

1,200 range unblockable homing projectile with shadowstep vs non-targeted 600 range “leap”

No.

A Plea for Death's Charge

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WEXXES.2378

It’s a mobility skill, people wanted mobility, now you want the ability to cancel the mobility? Fickle crowd.

I don’t think it was meant to be something to hit people with, but rather a gap closer. You’re not supposed to use it at melee range, you use it when the enemy is trying to get away from you.

Life Blast

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WEXXES.2378

Life Blast has homing, something few projectiles have. The skill placement on its own has a lot of traits tied to it. From a single lifeblast it is possible to have it give you might, burn enemies, pierce, and apply vulnerability. Unlike the other 2 choices, all necromancers get life blast, so you can be a full melee-mid range person and still have ranged options.

Unblockables very blockables

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WEXXES.2378

If you have any proc effects that could be it too. Some classes have immunity to CC effects upon receiving them. Sometimes you gotta un-equip the trait and put it back on.

I'll cry if this happens..

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WEXXES.2378

They won’t. The changes to mechanics do not introduce different mechanics. Druids will likely have something to do with their pet skills, Thief will likely have something to do with steal / initiative, all of the others pretty much have the same mechanics, and warrior will retain their adrenaline + “burst” thing.

Make Necromancer viable!

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WEXXES.2378

I really really would love just one reliable blast finisher that isn’t a mark that has to be tripped to trigger. Maybe the reaper 5 greatsword skill instead of the stun on it make it a blast finisher. Maybe one of the new shouts could be a blast finisher.

Bone minions?

That activation time tho.
First the 1½ cast time to summon and then the 2s delay on the actual combo blast after using Putrid Explosion.

That’s useless for a lot of short duration fields.

Its a pretty low CD for a double blast finisher and no field lasts shorter than 3s to begin with. You can also have it pre-casted since they are minions.

Necro is plenty ‘viable’. Ele/Mesmer/Guardian levels of awesome? No, not really, but most Necros are terrible and don’t even have a clue what tools they have available to them. Never mind how to use such tools. Quit reading Lordrosicky threads. He’s mostly bad and clueless.

“Can an experienced Necro help me with my Axe/Focus Spectral condi build plz plz plz!?! I’m having trouble picking traits.”

/sigh

This is how I feel about most necromancers who talk about their “balance”. They describe what they want with necromancer but really they are just describing other classes while attempting to keep the ‘death’ theme, most of them pretty much describing engineer (active defenses, group support, fields, condition bombing, mobility, stability).

If you want to be the so-called viable class, go play it. If you want to play necromancer, play necromancer. Regardless of what anyone says necromancers are able to do high damage, survive well, and can get through content fine. Not speedrun level fast, but if you know speedruns, they tend to be very specific about everything and it just happens that necromancer is not part of it.

(edited by WEXXES.2378)

I think people underestimate reaper

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WEXXES.2378

Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.

Dagger auto chain takes almost 2 seconds (including the after delay to start another attack) of your DPS time. In this time, you can do a base amount of almost 940.

Gravedigger takes almost the same amount of time and deals 1,520 (Probably more like 1,200ish base) and has no CD hitting targets lower than 50% HP and hits 1 more target than dagger does.

I’m almost positive gravedigger will have better power scaling.

Make wells add damage somehow

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WEXXES.2378

I’d actually make corruptions do that, since wells are already a huge source of AoE damage.

Isn't 1500 a bit too high?

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WEXXES.2378

I just wanna point out to all those “Rangers” here that the LB acually has had a range of 1800 pretty much ALWAYS U just had 2 trait it before (1800 with AA thanks to drop)

This is actually true and has been for years: the fact that they have much longer distances to fire than it is intended.

Seriously…. There are so many plays, soft and hard counters to range in this game, not to mention the fact that ranged weapons do far less damage then melee ones. Usually its the absolute trash tier players that complain about longbow.

In PvP the difference is about 25% and its much safer and easier to do DPS from range.

Is taunt working as intended?

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WEXXES.2378

This is the only class that has access to this type of CC so far.

As of right now, it is un-blockable and un-evadable. Is it supposed to be like that?

[Video] Condi OUTNUMBERED WvW Roaming

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WEXXES.2378

But each necro must find it own way to get “equal” to others classes mechanics.

This again.

Necromancer does not got access to so many condition applications because they get access to a unique damaging condition and the fact they can manipulate it so well also justifies it as well.

Not only can you play as a condition necro, but you also have a huge advantage against other condition users. Condi thief can literally go kill himself.

@Necros, beta 1.

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WEXXES.2378

I’m okay with shouts having a cast time. You guys seem to forget we can easily strip boons like stability and have good amounts of CC no matter what build we take to be able to get long casts off.

What’s kind of dumb is that shouts may potentially have no stun break on ANY of them. They should have a stun break on ALL of them, (or at least 2 of them). There’s very little reason to give up certain slots for something that doesn’t have a stun break. A full shout necromancer is severely kitten without the ability to stun break. If they are going to have long cast times, they need to justify the ability to even use them or get rid of the cast times.

The highest damage I've gotten

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Posted by: WEXXES.2378

WEXXES.2378

In dungeons/fractals in a meta group (minus myself, because necro) I was able to hit 12-15k’s axe 2 easily, with 8-10k focus hits (in total). Pretty decent.

Nerf mesmers 2015

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WEXXES.2378

PU definitely needs that stealth duration crap removed but other than that… nah.

Ranger Bugs (Updated)

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WEXXES.2378

Pretty sure the F2 taunt trait is not supposed to be unblockable / unevadable. At the moment it goes through pretty much anything.

I honestly would rather wait a little longer

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WEXXES.2378

I would wait a few weeks or even a month longer if we could get some new or forgotten stuff to do until Heart of Thorns comes out.

Super Adventure Box is obviously the first to come to mind. I heard there was a lot of broken stuff due to some changes. Please fix ASAP.

More Desert Borderlands “tests”, maybe even frequent every 2-3 weeks, to the public on live servers, even if changes they want don’t make it to live servers. This would help the WvW community get their thoughts and criticism together better for its official release. The last thing the WvW scene needs is more stuff the developers designed that the players don’t enjoy.

Old story content repeated. Now’s a good time to just relive past events in Tyria with the tower of nightmares, marionette, etc. Who cares if it doesn’t make sense story wise because at this point it doesn’t even matter. If anything, the people who enjoyed it get to do it again, the people who missed it get to actually do it especially new players, and people who don’t like it or don’t want to do it don’t even have to.

Make new, mini content. Things that don’t even have to do with the story. Maybe quaggans had the bright idea to march upon the citadel of flames for whatever reason. Maybe add a random crazy jumping puzzle instance that’s kind of like SAB but much shorter. Maybe add racing or gambling or whatever.

Why have anything like this? Let’s take a look at the incredibly new content we enjoyed in the last “few” months:

December 2014: Wintersday Events

January 2015: Vinewrath Bosses

February 2015: Lunar New Year (Dragon Ball) (Basically Nothing)

March 2015: Nothing

April 2015: Nothing

May 2015: Nothing

June 2015: Nothing

July 2015: Nothing

August 2015: ???

Are mesmers really that OP?

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WEXXES.2378

-Burst combined with PU is a bit too high, it shouldn’t 1-shot ppl just alone.

-The random blindspam trait is really unskillful and should be removed from the mind wrack and daze shatter, they already have countless defense mechanisms.
—-
Other than these, mesmers are fine.

Agreed.

WvW Golem EXPLOIT is widespread

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WEXXES.2378

I dont know about you guys, but i want see people being banned for abusing this bug. Its an exploit people doing on a PURPOSE.

I’m not someone encouraging the use of this exploit but if you ban people for this you’re talking about 50%+ of the WvW playerbase.

This is something unfortunate but has to be waited out.

Hope it does get fixed asap, as of right now its just… weird.

(edited by WEXXES.2378)

[Suggestion/Discussion] Anti-Stat mechanics

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WEXXES.2378

I disagree with you 100%. Sounds to me like you were runing in zerker mode next to some people that werent and got owned as intended.

If they impliment any of this sort of stuff the game will become more DPS centric, instead of less DPS centric as it will become even more pointless to run any build other then DPS.

Stale DPS meta is part of the huge problems in this game and you want to make it worse ? It needs the opposite, it needs to hit squishies harder and bosses need higher defenses to outlive the bursts and some AI with some mechanics need to be at play, not just pop in for few secs = dead boss.

You know where you can find harder hitting mobs in GW2? Surprisingly it is in sPvP …

Even the HotM has much more engaging enemies.

[Suggestion/Discussion] Anti-Stat mechanics

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WEXXES.2378

I disagree with you 100%. Sounds to me like you were runing in zerker mode next to some people that werent and got owned as intended.

If they impliment any of this sort of stuff the game will become more DPS centric, instead of less DPS centric as it will become even more pointless to run any build other then DPS.

Stale DPS meta is part of the huge problems in this game and you want to make it worse ? It needs the opposite, it needs to hit squishies harder and bosses need higher defenses to outlive the bursts and some AI with some mechanics need to be at play, not just pop in for few secs = dead boss.

Sounds like to me you read half of it then posted.

I also don’t run zerker, far from it. Have you ever played in a party full of tanks? It’s the easiest, most uninteresting way to deal with anything that could have been difficult, and will probably hold true in the future if the content is truly challenging as they say.

“It needs the opposite, it needs to hit squishies harder and bosses need higher defenses to outlive the bursts and some AI with some mechanics need to be at play”

It’s in my original post minus the bosses needing higher defense. Think it through: if you put higher defenses, it will make builds not focused purely on damage suffer even more, making it even more DPS focused.

Enemies need more active defenses than passive ones. There needs to be guaranteed attrition so its harder on squishies no matter what build you take, especially the ones that just put up block or mass evades all the time.

If you didn’t know, making things hit harder will just tip the scale the other way, and we run into the same problem again.

[Suggestion/Discussion] Anti-Stat mechanics

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WEXXES.2378

Like the player, the NPC need more active defenses and anti-stat attacks, things that are meant to be a hindrance to certain builds, and when I mean anti-stat attacks I don’t mean anti-stat enemies. Each enemy should these kinds of abilities that can deal with different players and not just one kind just like players can, such as:

- Abilities that ignore armor and deal modest amounts of health. Against squishy classes, this will feel like a normal hit as always, but against high toughness characters it will hurt a lot more relative to what you are used to taking.

- Abilities that deal % health will make high vitality characters feel the pain a lot more than those who have like 12,000 health.

- A new effect called Dampen that is not a condition that reduces outgoing healing by like 66%, so you are still able to heal yourself fine but not others, making it a hindrance to characters with builds focused on healing / supporting others.

- Attacks that are unavoidable, so you can’t block or dodge these. They wouldn’t do so much damage that it would kill players constantly but it would force the use of healing abilities if playing “perfectly”, especially for DPS focused players.

- Active defense such as dodging or blocking when the focus of too much damage done often (within every 10 seconds at least).

- Much more unpredictable ability use. Even things like the wyvern fight could greatly benefit from this to make it much more challenging and intuitive. If it could fly twice in a row, players would be forced to deal with the mechanics at least once (because as of right now its ridiculously easy to just save CC for it every time).

Not necessarily asking for this stuff specifically but these kinds of things needs to be paired with enemies that can behave similar to the dummies in the HotM. If every mob could be like that in HoT and in future content, PvE would be a lot more challenging in the long run.

What do you guys think that will make content more challenging but not favor certain builds all the time?

(edited by WEXXES.2378)

No tank, No healer, No trinity

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WEXXES.2378

Honestly content just needs to be harder to justify having other builds that are not entirely focused on just damage, making a full damage party incredibly hard to do because of mechanics and not just have the boss stand there and take it all the time.

This doesn’t necessarily mean bumping up the HP. Like the player, the NPC need more active defenses to balance it out.

Improvisation is too rng

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WEXXES.2378

Maybe if it recharged 1 skill guaranteed by chance instead of 1 kind. Would still be RNG but at least you know 1 of your available skills will get recharged.

(edited by WEXXES.2378)

Some suggestions for better balance

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WEXXES.2378

To be honest, not a lot of the necromancer is actually that bad as people claim… on paper at least. In practice, its a lot different than just merely trying something and saying its terrible.

I’ve done turrets on engineer waaay back when they were broken and people were complaining about it all the time and I tried to make them work after weeks of playing it so I know how it feels for something you really like to be sub-par and unappreciated (balance/fix wise) for years.

I try to expand on these skills and traits so they have either more utility or whatever while keeping in mind what the necromancer should and shouldn’t have. These proposed changes won’t completely solve the problems necromancer may have but it can put them in a better light.

Scepter (Main Hand)

Feast of Corruption (#3) – Life force generation increased to 5% per condition. Additionally increases the duration of 1 condition on the target by 2 seconds.

Paired with fear, immobilize, or chill immediately followed by this, it can be strong(er). This ability feels incredibly lacking considering it to be a condition dominant weapon.

Utilities

Summon Bone Minions – Cooldown reduced to 10 seconds, cast time increased to 2.5 seconds.

Summon Bone Field – Cooldown reduced to 12 seconds, cast time increased to 2.5 seconds.

Summon Flesh Wurm – Teleport Range increased to 2,000.

Summon Shadow Fiend – Cooldown reduced to 15 seconds, cast time increased to 2.5 seconds. (Due to it granting life force)

Minions generally die a lot in PvE. They also die a lot in large scale PvP. Instead of having a terrible downtime, I think having a much lower CD but longer cast time could make them a lot more usable in both modes yet balanced in a fair fight. Flesh Wurm remains unchanged in cool downs in favor of giving it something like a thief’s shadow trap for an escape but not higher ‘mobility’.

Signet of Undeath – Now generates 1% life force on skill cast. New Active: Channel for 3 seconds to partially revive up to 5 allies by 10% per second in target area. Cooldown reduced to 45 seconds.

A bit more useful passive. The active would be cool to see: something that helps reviving but isn’t meant to fully do it for a much lower cool down. You could use it to revive someone while running towards them, or pull many allies using transfusion then run away while reviving using signet of undeath.

Spectral Wall – Grants stability (3s x 1) instead of protection.

This not only gives necromancers some stability, but group stability at that. Group protection generally comes from wells to begin with. This makes taking the spectral trait much more worth it.

Epidemic – Behaves differently with new effect. Copies 2 conditions on yourself to the enemy, then spreads its conditions normally and then applies vulnerability on yourself.

Truly useless in a 1v1 situation with anything. Now, especially when paired with other corruption skills, it has better situational use.

Elite

Summon Flesh Golem – Cooldown reduced to 30 seconds, cast time increased to 2.5 seconds.

Same reasons as other minions.

Traits

Master of Corruptions – Recharge of corruption skills is reduced by 10% per condition on you.

Makes the self condition application make a lot more sense and a lot stronger for corruption skills.

Weakening Shroud – ICD removed.

In case they take the DS cooldown reduction trait, makes it a lot better.

Parasitic Contagion – Poison is 50% less effective against you.

This is something that increasing the actual % would make it overpowered, yet reducing it would make it underpowered as there is no target limit. A new effect could make it worthwhile, something that may help your self healing which in turn helps the healing from the parasitic contagion in some way. It also helps if you are someone that doesn’t take consume conditions (which is basically immune to poison)

Unholy Fervor – Vulnerability is 40% more effective
_ Making your damage and conditions deal 10% more damage if they have 25 stacks, regardless of having an axe or not in addition to the 10% bonus for axe._

Death Shroud

Dark Path – Now marks the target it hits for 10 seconds. Upon re-activation, it teleports you to the enemy, chilling nearby foes.

A bit better mobility as you can have it planned before hand in case the enemy decides to leap away (using this as a chasing skill is terrible and almost never works as one). Also allows teleport stomps on certain classes while in death shroud. The projectile is still the same, the range is still the same, the difference is that you can hold your teleport for later.

That’s pretty much it. Explanations tied to each suggestion.

My Necro is Bugged?

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Posted by: WEXXES.2378

WEXXES.2378

Downscaling perhaps?

Summon Bone Minion blast finisher

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Posted by: WEXXES.2378

WEXXES.2378

Goes off waaaaay too late, like 2 seconds too late per cast.

Reproduction: Just do it in any combo field.

Clarification on chill changes

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WEXXES.2378

Like most boons and conditions, those that only have 1 effect regardless of stacks will only stack in duration.

Chill used to stack to 9 ( I think) instances of duration, in which any more would not add more duration to it.

For example, 4s + 5s + 1s + 2s + 2s = 14s of chill out of 5 stacks maximum.

Most people who care about this are angry because after the 5th chill stack the rest you apply are ignored.

Dynamic Event Bugged

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WEXXES.2378

https://wiki.guildwars2.com/wiki/Stop_the_jotun_from_stealing_back_their_ancient_weapons

This one is stuck at 18% with 10 weapons left and there is nothing going on at the camp. Nearby seems to be a corpse of a Jotun that never disappears.

Should be an easy fix.

Edit: Other maps don’t have the problem. This map instance does: 64.25.38.246:0

(edited by WEXXES.2378)

All armor broken -> unrevivable

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WEXXES.2378

That or they automatically get teleported to the nearest waypoint WITHOUT being revived (keeping the armor broken idea in mind). Still get the prompt to waypoint. Kinda like how if you log out in WvW you end up in LA or something dead.

No need for crazy scaling algorithms that might get wonky.

For dungeons, it would bypass it and send them to the beginning waypoint.

For Fractals, same thing. Beginning area where everyone first enters the fractal.

Also, they should be removed from any rewards they would obtain from the event if this were to happen to them. It wouldn’t affect people who died, WP, and tried to go back.

(edited by WEXXES.2378)

Rework "Last Refuge" minor trait

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WEXXES.2378

Last Refuge: Gain Invulnerability and Resistance for 1 second upon taking lethal damage and use blinding powder. 60s CD.

So now it is a minimum of getting 2 shotted for taking this line.

(edited by WEXXES.2378)

"yawn" no content again

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WEXXES.2378

@OP,

I don’t know who you are but it sounds to me that you haven’t explored all game modes to their fullest if you are still lacking content to consume.
1. Are you rank 80 in PvP?
2. Do you hold any records for speed clearing dungeons?
3. Is your WvW rank over 1,000?
4. Have you maxed out all achievements?
5. Do you have all the legendaries?
6. Have you achieved 100% map completion on more than one character?
7. Have you taught new players how to play the game?
8. Have you met a group of people you enjoy playing with?

The open ended nature of the end game in Guild Wars 2 means you have to come up with personal goals to motivate yourself to continue playing the game.

First off, you don’t need to go hardcore to see what the game has to offer. A rank 10 in PvP has basically seen all that PvP has to offer, and rank 50 in WvW has probably been to all the borderlands and all of EB. Some of those points don’t even matter or will make the game even more boring.

There are two things I don’t agree with in GW2: the “open ended” nature of the “end game” when the game itself is a theme park MMO, and the fact that most of the things in GW2 feels heavily emphasized on short term play times (silverwastes is a 40min-ish style of PvE played in rounds basically, and even then, many people like to skip most of it.)

Healing Power

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

@ Wexxes, this was before a bit of the AI change but here you go
https://www.youtube.com/watch?v=vNMltxyvAvo

Doesn’t count because that person is using an exploit to completely remove the most dangerous part of the boss.

Show me someone sitting through that poison AoE and not caring about anything and still living and then I’ll agree its overpowered.

(edited by WEXXES.2378)

For Developers, Suggestion Collection: LR

in Thief

Posted by: WEXXES.2378

WEXXES.2378

Maybe use blinding powder when CCed? Wouldn’t most thieves want stealth at this point? You couldn’t really reveal yourself since you got CCed, and would prove to be a good emergency based passive as CC is usually followed by tons of damage.

Healing Power

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

healing power and defensive gear is overpowered.

Do this with spider queen in AC without dodging or moving solo then I’ll also agree its overpowered.

[Suggestion] Concerning Adventures + Music

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

because in that case, Anet would have to add first the playlist for “Adventures”, so that the game would know, which customized music the game should play once you start in the game an adventure if thats it, what you meant ^^

This.

There is no playlist for guild missions, for many boss fights, for adventures, etc. I already knew about the music changing thing but there has to be something if you want to replace it. How do you replace an OST that doesn’t exist?

Musical Harp will unequip itself?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Not judging here, but how could anyone stand to sit in one place playing a harp for an hour?

Scripts + AFK

Thief will get torch or focus?

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

Feathered head piece, order of whispers scepter, no blurred dodge – not a thief.

Edit: Upon further watching its using necromancer auto scepter at 2:46

(edited by WEXXES.2378)

[Suggestion] Concerning Adventures + Music

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

You know, that it is possible here in GW2 to hear whichever music you want?
You can replace the music you want to hear with the OST from GW2.

You cannot replace something that isn’t there. Which further pushes my point.

[Suggestion] Concerning Adventures + Music

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

Just a small thing about music, but when I was playing FFXIV there were these things called guildleves. They had their own distinct theme which made it a lot more exciting than it should of been.

I think GW2’s adventures or anything similar should have their own exciting theme while an adventure is active. Right now, to my knowledge, it does not have anything.

For those who don’t know what guildleve theme sounds like: https://www.youtube.com/watch?v=lYqOKw5NzY0

Of course, the music would be in the theme of GW2 but I think Maclaine could do a spot on job with this and it would be easy to implement (replace theme when adventure starts, fade out when it ends).

In fact, a lot of things in GW2 could use some sound updating. A lot of stuff sounds so bland, like when guild missions start or during some champion fights (which usually have nothing).

[Merged] Clarification on teleport skills?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

A lot of people are freaking out over this, but I haven’t seen any attempts to even get an answer.

Many skills that use teleporting to move the character will not activate if the target is not in range (probably the ones that require target or can deal damage while moving you).

This change that has been leaked to be coming up in the next patch, and a lot of people I know are freaking about it.

Will it just simply say we can’t do it if there is no pathing, or it will still function normally?

This could either be a huge buff or a huge nerf to many teleporting skills.

A huge buff, as in, there are many times where you try to teleport to something but you end up teleporting in place and getting nowhere, and your skill would go on CD. With this change, will it prevent you from using the skill in the first place, and thus prevent a wasted cooldown?

Or,

A huge nerf, as in, you must be in range of the target as well, which means many gap closers can no longer work out of range. This would mean you can’t use it how it is currently used.

Currently most skills will teleport you on a valid path as close to the target possible using the range available.

Based on translations and stuff, I strongly believe its the former that will happen, as it could be quite gimmicky and frustrating to waste a skill without even knowing it will work and such a change was necessary to ensure a less frustrating experience.

Which is it? Or is it neither?

[Suggestion] Crafting for the living world

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

With mastery coming to Heart of Thorns, I thought it would be cool if there were new crafts that are solely meant to interact with the living world in a pseudo form of mastery:

Construction – Leveling this allows you to create and help build worksites, repair defenses, and other things using resource packs that are crafted with existing and new materials. Higher level construction may grant unique abilities while carrying resource packs, allow faster construction, and creation of better resource packs.

For example, using elder wood logs to create a wood resource pack that you carry in your hands (replacing your weapon skills) that you carry over to where you need it by foot.

Fishing – Leveling this allows you to go fishing as an active activity (no AFKing). Higher levels of fishing allows access to more abilities, better handling, etc. Fishing could be used to help NPCs get some food supply, make raw gold, etc. You can craft rods and bait.

Example: Using bronze ingots and rawhide string to craft fishing rods (weapon kit) which have charges on them (1 per attempt), and bait using existing materials and new ones. Use the abilities on the fishing rod to catch fish.

Salvaging – Leveling this allows you to salvage items that are much larger than mere equipment such as wreckage and ruins. Higher salvaging allows you to dismantle blockades (in this case, thorns), blow up obstacles using hand crafted explosives, etc. You can craft explosives (carried as a weapon skit) and greater salvaging kits (not for items).

Example: There’s a wall of thorns blocking the way or a cracked ruin wall. Bring explosives to it and blow it open to see whats inside. Salvage wreckage for any supplies that can be saved to bring back to NPCs.

Of course, none of this is required to advance into anything but I thought it would be cool to have stuff like this.

A unique teleport glitch bug

in Bugs: Game, Forum, Website

Posted by: WEXXES.2378

WEXXES.2378

I have found a reliable, 90% way to re-create this now.

I don’t want to share it publicly for obvious reasons, so if ANet needs more info I will give it.

I believe it has something to do with movement physics and the way servers work.

Trapped in Virtual Tyria as Your Character

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

3 Words: Falling Damage Bug

It can strike at any time, even when you are si

What do you think Spec's will lose?

in Guild Wars 2: Heart of Thorns

Posted by: WEXXES.2378

WEXXES.2378

I believe specializations just give more choice. It’s just a way to add new things, including a new profession mechanic and weapon, but instead of just slapping on new skills that seem random, they actually have a certain theme to them.

Judging from how things work already, I have 3 things I am certain about (using Druid / Ranger as example):

1) The ranger base class does not lose anything, only replacements, in terms of profession mechanic. Based on what we saw, you still keep the pet, so I’m guessing something that is not the core of the class will be swappable.

For example, Warrior’s Adrenaline, Necromancer’s Life Force, Mesmer’s Clones, Thieve’s Intiative. These kinds of resource things will stay. Engineer Toolbelt, Ranger Swap Pet, Warrior’s Burst Skill, these things could be changed or swapped out. Maybe Engineer loses their toolbelt and gets something based on their weapon / elite instead? Maybe Warrior gets a different kind of F1 mechanic.

2) Traits and stuff will stay the same. You cannot take them all, and some are completely useless (taking scepter traits when you do not use one). I assume it will work the same.

3) You can use your old weapons. Which, again, go back to #1 and #2.

Since we are getting only 1 specialization at HoT launch, specializations will look like upgrades but honestly anything that allows more options to an existing pool of choices is an upgrade. As we get more and more specializations only our options merely grow.

They said they were like 2nd classes, and they should be treated kitten. You are still a ranger, it’s just that you have access to Druid / Beastmaster / Skirmisher / whatever they release and so on (the rest after Druid I made up for examples sake).

A unique teleport glitch bug

in Bugs: Game, Forum, Website

Posted by: WEXXES.2378

WEXXES.2378

Keep in mind, ArenaNet, that this is kind of hard to reproduce but when done in certain situations it can make some people seem immortal.

By turning quickly during certain actions you can cause your character to move very, very slowly while holding down the W button. To everyone else, however, you are running at full speed. This causes a bunch of problems server side as they see mobs attacking thin air.

If you do anything but hold W(or move forward, meaning no turning even 1 degree) it will make it look like you teleported all the way back to where you really are.

It’s the same glitch that happens with Dolyaks in WvW when they suddenly jump forward or your targeting is way off, but a player can reproduce it as well.

unholy sanctuary suggestion

in Necromancer

Posted by: WEXXES.2378

WEXXES.2378

Neat idea but sounds like allot of extra calculations for the server to do.

Regen / (Current Health / Total Health)

A really basic one that increases regen based on total health lost.