Showing Posts For WEXXES.2378:

Can we get a teleport to commander?

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WEXXES.2378

This would never happen, but if anything, the commander must be out of combat, and can only port in 1 person every 5 seconds.

Nicest community?

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WEXXES.2378

Also, those who say disabling your own chat, using block and what not, no, that tells me YOU don’t understand what caring about the community is about, because blocking people out is a selfish fix.

No.

They’re being pragmatic. You have three options really:

  • Grow thicker skin and don’t let it bother you. Offense is taken, not given.
  • Block the source of the unpleasant noise so you no longer have to hear it.
  • Stick to your naive ideal principles while continuing to give power to words that have none.

If you directed these options to me specifically you did not understand what I was saying.

The PvP community is toxic, and has been getting worse. That’s pretty much it: no solutions or trying to push ideals anywhere, just pulling out my experience with it all.

For some reason, I left out a huge part of that statement concerning added penalties and what not, and that they don’t understand that to care about the community, you need to stop caring about it so much and just have fun with what you got.

I actually had no issue with your post until that last bit that started lashing back at people offering you realistic solutions on what you could do, given that you had already seemed to give power to those words that didn’t have any.

People also need to be able to distinguish between “stop being useless” and “go die in a fire while your dog gets cancer”. While you may allow your feelings to get hurt by both, only one of them would be considered actionable.

Edit: Nevermind, just understand that the last part was basically saying “Do what you can with what is given to you, and stop caring so much and it’ll be better”.

(edited by WEXXES.2378)

Nicest community?

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Posted by: WEXXES.2378

WEXXES.2378

Also, those who say disabling your own chat, using block and what not, no, that tells me YOU don’t understand what caring about the community is about, because blocking people out is a selfish fix.

No.

They’re being pragmatic. You have three options really:

  • Grow thicker skin and don’t let it bother you. Offense is taken, not given.
  • Block the source of the unpleasant noise so you no longer have to hear it.
  • Stick to your naive ideal principles while continuing to give power to words that have none.

If you directed these options to me specifically you did not understand what I was saying.

The PvP community is toxic, and has been getting worse. That’s pretty much it: no solutions or trying to push ideals anywhere, just pulling out my experience with it all.

For some reason, I left out a huge part of that statement concerning added penalties and what not, and that they don’t understand that to care about the community, you need to stop caring about it so much and just have fun with what you got.

(edited by WEXXES.2378)

Nicest community?

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WEXXES.2378

I’ve been around the dreadful place for years and whatever hopeful optimism for the PvP community is uttered here is, while not completely false, is pretty inaccurate. PvP community is incredibly toxic.

I play pretty regularly, definitely not casually, and spanning through many games that include arena like PvP: GW2 has some of the worst.

Granted, you will rarely see this if you play regularly or never speak at all. If you practiced a bit in PvE with your class, chances are you won’t be entirely terrible at it, and will be able to avoid a lot of negativity.

But how dare people try new or fun things in hotjoin! It’s hotjoin, for kittens sake. It’s not even unranked and people expect the greatest players that match their own skill level…

I tried out a troll condi thief, perma stealth, perma dodge roll build and despite being able to occupy 2-3 enemies to a single spot at a time for 4 minutes+ they still have the need to tell me I’m useless and a failure. That’s the kind of people I meet often in PvP. Just angry people. This causes them to stop playing and then blame others even more and it’s just toxic toxic toxic.

I don’t do ranked and unranked often, but from the times I do, there is always someone that needs to open their mouth and whine.

In many other games, people at least try to tell you what you are doing wrong or how to do something right. But here, that never happens when its class specific. “Try running P/D instead” or “what kind of build is that?” is often replaced by “lol so bad” and “cute, please keep trying”. It’s not like I’m trying to win, I’m just trying out random stuff and trying to have fun or I’m new. Btw, this is in hotjoin, where it shouldn’t even matter who’s winning.

Keep in mind: I never try to start anything, I never do random emotes (unless its a friend) I don’t do trolly

I could write a book with all the crap examples of this community yet can barely fill a page with any good stuff. The E-Sports scene is a joke, the community for the PvP side is worse than krait, and over the last two years I have only seen it get worse, rather slowly.

Yes, pretty much all competitive games have something like those kind of people. But in GW2, there’s way more people that only focus on trying to get on people’s nerves or have ultra jotun egos than I normally see.,

Edit: Also, those who say disabling your own chat, using block and what not, no, that tells me you don’t understand what caring about the community is about, because blocking people out is a selfish fix.

(edited by WEXXES.2378)

"Hobosack" Change: Recent?

in Engineer

Posted by: WEXXES.2378

WEXXES.2378

Went on my engineer for once, but the first thing I noticed was that changing kits would not mix your backpiece with the hobosack. It just disables the backpiece altogether now.

Normally it would show both at the same time if you used an attack on a kit, but I can’t seem to make it show anymore.

Is this new?

Lets talk about sustain

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WEXXES.2378

To all those that answered my question: thanks!

[Suggestion] Spawn alts in home instance

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WEXXES.2378

Would be cool if you could open their inventory as well by pressing F on them, so you don’t have to keep going back and forth to your bank (it’s the same thing, just more time efficient).

Let's get down to business.

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WEXXES.2378

I want my wizard hat!

Lets talk about sustain

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WEXXES.2378

I’m a bit new to necro: they have sustain problems? Can someone explain?

I thought deathshroud acted as a buffer for your cooldowns, including your heal. If you healed, went into deathshroud and stayed in it for 10 seconds, then its as if your heal had 10 seconds off because you weren’t taking damage during that time when relevant to your health over time.

If you used consume conditions, then were in deathshroud for 25 seconds, your consume conditions would be ready to use again, and relevant to your health per second, it’s as if you did two in a row, no?

(edited by WEXXES.2378)

confusion/retaliation

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WEXXES.2378

Retal / Confusion is a necessity in many builds, against builds.

Necromancer Specialization Name prediction.

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WEXXES.2378

class quests? oh that would be awesome. but very unlikely.

I’m pretty sure there will be. You don’t just get to whatever you want automatically. Think Colin mentioned something like it in PAX.

Not enough icy armor pieces/outfits

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WEXXES.2378

Everything right now is either fire / jungle theme. Wait till Jormag starts getting wrekt by the zerg trains.

Necromancer Specialization Name prediction.

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WEXXES.2378

Going by how Marjory got her sword, I guess when we go to the maguuma jungle we will undoubtedly find pact members who wish to be avenged but remain as spirits, and so our specialization will fuse vengeful souls into the greatsword to rend your enemies with.

Avenger? Reaper? One thing’s for sure, we haven’t gotten 2 word class names ever, in both GW1 and GW2.

In GW1 all classes could use any weapon

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WEXXES.2378

Give it time for the world of Tyria to rediscover their lost abilities.

Backstab Victims Please Read

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WEXXES.2378

Welp, as much as people like to cry about it:

Has backstab been nerfed hard yet?

Has stealth been nerfed hard yet?

I don’t recall either of these happening or will happen.

Condition Damage for PvE: Overflow

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WEXXES.2378

I like the suggestion, I think there is something to it. It’s the one suggestion thus far I’ve read that wouldn’t be a huge problem in PvP. So kudos there.

This debate with Raine is fairly infuriating because you guys are arguing two different things but using the same words.

Raine: ramp up time is the trade off for dots
Wexxe: ramp up time is still a problem

So the issue here is that condition damage is inherently backloaded and direct damage is inherently frontloaded. That’s a given. In almost every other game with viable DoT pve DoT specs, the DoT has a higher top end. You give up a fast start for greater max damage. The problem, as Wexxe points out, is that in GW2 you have the drawback of ramp up time but the max damage is ALSO lower so its objectively worse.

Raine’s point is valid and correct so long as they buff condition damage to the point where a fully min/maxed condition toon with the full time needed to hit his ramp up has higher DPS than a berserker. This is a big change to the current system and hardly a given.

The problem is, as Wexxe described, two-fold. You need to buff condition damage so that a fully min maxed character has greater dps with condition after his ramp up time, and you need to account for groups that have multiple condition classes.

If you want my opinion, I would suggest that the easiest way to buff condition damage is a pve/pvp split where Might stacks granted 30 power (as it is now) and 45 condition damage in PvE. This would be better, in my opinion, than a straight buff to condition damage itself.

Condition Damage can never exceed berserker because it relies most on 1 gear stat: condition damage. A dire set would become overpowered. Thus condition damage, as much as it does now, is fine. Taking PvP into consideration, condition damage is on the verge of doing too much damage. Changing numbers right now isn’t such a good idea.

You also have to account for the raw damage that hybrid builds can dish out, and then it becomes a choice of how to deal damage: do you want high critical damage or high constant damage?

What my suggestion does allows what Raine wants: damage tracked by player. It’s just that its done differently in a way that works with the current system. What his does requires a ton of work re-coding many things and rebalancing condition damage values and could possibly screw up PvP balance and probably won’t help condition damage become just as good as the other setups because its a change and not an addition.

There’s still the trade off of ramp-up-time: in a condition damage group of 5, you still can’t immediately pull out the high ends of damage in condition, but it won’t be as slow as hybrid described.

There’s also the fluctuation of stacks: You cannot have a constant flow of 25 stacks going without dropping once. Once this system is in place, as soon as it hits 25 stacks the conditions will stop replacing older stacks, allowing it to tick down. So if you burst 5 seconds of 25 stacks of bleeding at once, you’ll have 5 seconds to do bleeding overflow damage before stacks are going to be consumed again.

All this system does is take LOST condition damage and allows the player to use it: as a result, condition damage in PvE is useful and in PvP it hardly affects it because there are such little cases of lost condition damage that isn’t cleanses or dodged.

It’s also a lot easier to balance as well because overflow damage is separate from the main system and can be adjusted by multiplying it by a decimal to reduce the damage totals.

If you separate the conditions to be tracked and managed by player, you also lose that sense of teamwork you can pull out. You, the player, are the only one who can mess with your conditions: that’s boring to a certain extent. Even power builds require some team effort of might / vulnerability stacking. And so, condition built groups would need team effort to apply and maintain their conditions to the maximum without it dropping.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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WEXXES.2378

What i was pointing out is that bleeds have 25 stack that will temper how it will fare in any party play.
Burns have only 1 stack and way better individual damages then bleed which mean this proposition will advantage a lot classes that burn a lot (Guardian, ele and Engi). Burn will become a burst condition with stack ready in second.

Yes and No. You’re right that burns have better individual damage, in fact, its the best condition to deal damage without any other gimmick to it (confusion).

Burns, which was stated in my post and on the wiki, actually have 9 stacks, but only stack in duration. They are still stacks, mind you. Any burns applied by the 9th stack are ignored, which tells me they keep track of it.

Burns also have less availability to them and are often found on skills with CD’s, usually from 6 to 15 seconds. Bleeds are found on many auto attacks. There’s also the fact that bleeds can be applied in multiple stacks with their duration on a single skill (Pin Down, Blunderbuss), further increasing their damage potential. In the end, 25 v 9 stacks based on their availability is already a fair enough gap between both.

Condition Damage for PvE: Overflow

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WEXXES.2378

You guys miss the point: I’m not trying to fix the issue. I’m trying to turn the issue into something new and unique for DoT mechanics in GW2. Of course the simple solution would be to somehow make each condition per player and not grouped up into an enemy: but that’s not going to happen anytime soon. I repeat this 398538641 times but no one seems to listen. If you know your suggestion is already attempting to break technical limits, why do you persist on it?

My idea utilizes the cap limit and turns it into its own unique mechanic while greatly boosting group condition damage where it doesn’t exist without changing individual small group play or PvP at all.

So, if you know your solution is going to break technical limits….

What technical limits are those? Are they the technical limits that prevent WoW from accounting for damage over time by player? No, that’s how they do it—they are somehow breaking GW2’s technical limits. My position is that there is no technical reason for NOT accounting for all damage by player. And, since accounting for all damage by player is the only thing that will ‘fix’ condition damage, this is significant.

There are no technical limits here. I do believe that A-net has painted themselves into a technical corner, but they simply need to fix it. ’I’m sorry but the computer can’t do that’ worked well in the 1960’s, but it’s not going to fly in 2015.

My solution doesn’t break technical limits. It’s a single calculation for damage, like you said, is just damage. It converts incoming condition damage without a need to store anything because its immediate, like regular damage.

World of Warcraft usually has a max of 5-8 debuffs per player. In a 25 man raid, we are looking at less than 255 debuffs tops.

GW2 needs to track more than 93 per player if what you are suggesting does go through. Right now, its per enemy.

It also destroys PvP because of burning and poison. Do you not realize if they are managed by player it actually multiplies their potential damage? Merely having 2 people apply burning now has 2 instances of burn that keeps ticking. Burn would have to be nerfed to account for multiple scenarios which doesn’t help PvE and doesn’t help PvP either due to WvW battles ranging from 1 to 40 people.

The reason why WoW isn’t destroyed by this is because you have active, useful mitigation stats and active healing which can counter their effects. In GW2, you can hardly argue that regeneration is the answer. Should regeneration stack too? That’s more things to track, and makes PvE way much easier even with 1 regeneration from a healing power build.

Also, WoW’s combat system doesn’t use aim assist, which is way less taxing on servers than GW2 that uses collision based projectiles which can interact with objects and AoE based things (Wall of Reflection is an example).

Condition Damage for PvE: Overflow

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WEXXES.2378

some extreme condi builds and skills make extreme high condi damage (10-20k condi damage). Tho it is spread trough out 20+seconds so it only ticks for 1k dmg per second…if this would hit as overflow damage youd expect to deal 20k dmg in 1 hit.

i know some zerker skills hit for 15+k dmg yeah ok, sure…but that damage is physical damage that requires high amounts of power, high amount of crit chance (luck to be able to hit that crit chance as much as possible) as well as a high crit damage % multiplier.

Condi damage ignores all crit % and dmg,it also ignores armor and ignores the level differences and glancing blows…..

in other words… bosses that cant be crited such as tequatl would be better off fighting with a TVCdmg gear. Youll last longer, take less damage, and the entire zerg spams their spammable condi stacking skills till they see the cap hitting the roof. Then they start hiting their 20 seconds bleeding , 30 second poison and 25 s burning skills…and you end up spiking the boss down with masive pure armor ignoring damage.

How about adding a debuff on the target when it gets a condi cap that makes all condi damage 25% stronger against him instead?

so that the new conditions applied deal more damage even tho they will last less since they will get replaced soon after?

For world boss overflow damage can be reduced by 50% or something through the use of defiance, which all world bosses have. Remember, its a single formula, not some wild mechanic.

Condition Damage for PvE: Overflow

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WEXXES.2378

You guys miss the point: I’m not trying to fix the issue. I’m trying to turn the issue into something new and unique for DoT mechanics in GW2. Of course the simple solution would be to somehow make each condition per player and not grouped up into an enemy: but that’s not going to happen anytime soon. I repeat this 398538641 times but no one seems to listen. If you know your suggestion is already attempting to break technical limits, why do you persist on it?

My idea utilizes the cap limit and turns it into its own unique mechanic while greatly boosting group condition damage where it doesn’t exist without changing individual small group play or PvP at all.

[Suggestion] weaker heals

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WEXXES.2378

Zerker is actually harder to play. Only reason its like how it is now is because people got used to the content 2 years later.

Condition Damage in PvE: A Solution

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WEXXES.2378

The biggest problem for Condition Damage in PvE: in any content that has 5 or more people, your effectiveness with condition damage drops, to the point of non-existent. Trying to fix it in various ends ends up destroying balance or is just not possible with the limitations.

The Solution
Deal damage when applying conditions over the stack cap. The damage is not based on the 25 stacks of bleed or what not but rather on the stacks that are attempting to be applied. Conditions should no longer replace older stacks, making it harder to maintain max stacks. I call it Overflow Damage.

The system is relatively simple, I’ll use bleed as an example:


If Bleed Condition Cap is already met when trying to apply more bleeds, it will use this formula to deal a set amount of immediate condition damage:

((0.05 * Condition Damage) + 42.5) * Stack Amount * Duration of Condition)

So, 1700 condition damage would cause 4,463 bleed overflow damage immediately if attempting to apply a 5 stack bleed of 7 seconds. The first part of the formula is the same formula for each stack of bleeding.

Burns and Poisons actually have a stack cap of 9, for duration only, and can also be capped.

Confusion overflow follows a different formula as it does not take into account duration of conditions.:


((0.5 * Condition Damage) + 130) * Stack Amount

This is actually about 10% of what 25 stacks of confusion damage using your stats would be.


-Does not upset PvP balance, especially sPvP and small group play. This only applies beyond maximum condition stacks, which is incredibly hard to do in PvP or WvW.

-Brings condition damage closer to the power damage meta, yet keeps far enough behind to make it so hybrid builds are balanced and condition tank builds still do significantly lower damage than berserker, which would be fine.

-Makes doing world bosses and any group activities of 5+ people worth doing as condition damage main, and in some situations, even better.

-Doesn’t violate the cap limits and actually encourages the design of the stack caps. Anything that suggests creating separate instances for players or increasing/removing the cap is not possible due to the server having to track hundreds of stacks per enemy.

-You still need to be applying as much conditions as possible to deal optimal condition damage. Now its just not in vain.

-Because of that, support builds that stack ‘fluff’(low damage, high duration conditions) could be a thing as well to allow high condition damage users to deal high amounts of condition damage.

Bulk post with all my examples are > here <

Any discussion on this is welcome.

Edit: Fixed a formula, it’s correct now.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

In terms of your response to @Pandaman it is actually much simpler. You get that condition damage is damage over time—good. However, there is no need to introduce the notion of stack(s). It is simply an amount of damage delivered over a number of ticks. If you want to introduce a concept around stacks, fine, but it is not inherent in the discussion of damage over time. In a non-trivial fight there is no need whatsoever for there to be a marked difference between direct or damage over time in terms of the amount of damage delivered.. And, if all damage were managed by player we wouldn’t be talking about condition damage here.

Before I go any further,

Did you read what my idea was?

Also, the theme of condition of damage is what I was talking about. Damage is damage: the only differences is how it looks and how we deliver it. In GW2, this isn’t the case: damage through conditions are managed per enemy and not by the player. You want it to be the latter but that’s never going to happen since it directly violates the current design. What I’ve suggested keeps within the design’s boundaries.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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WEXXES.2378

@Hayashi, interesting.

Actually, this suggestion of mine does not kill server load as it uses a direct formula, as follows for bleed:

If Bleed Condition Cap is already met when trying to apply more bleeds:

((0.15 * Condition Damage) + 47.5) * Stack Amount * Duration of Condition)

So, 1700 condition damage would cause 10,586 bleed overflow damage immediately if attempting to apply a 5 stack bleed of 7 seconds.

If there is any confusion: it does NOT use anything that has to do with the stack of 25 ticking down on the enemy. The game simply reads the information, plugs it in, does the damage: simple as that.

I don’t expect a red post either, because for most suggestions and stuff they don’t bother but might read them if enough people get on it.

@Pandaman

I tried searching for similar posts but nothing came up. Hmm.

I read it, but the problem with that is that it digresses from the nature of condition damage, which is basically damage over time.

Also, in that same post, Frost Spectre pointed out the problem with it as well:

“Should it prioritize conditions applied by players with high Condition DMG and Condition Dur. That high powered conditions are more likely to burst.
Should there be a threshold for burst, that prevents lower stat player’s conditions from bursting.
Should it keep the condition stacks still on the target, while weaker (As in, applier has below the trigger threshold cond dmg and cond dur) conditions will never trigger burst, but maintain the stack, and any additional condition with high cond dmg + dur will always burst over them, dealing “direct damage”.”

There’s just too much stuff to deal with and its kind of weird how your stacks just blow up for something that is supposed to be sustainable damage.

What I’ve tried to do is make it as simple as possible without destroying any mechanics and keeping all limits and issues in mind, save the replace old stack effect.

Condition Damage for PvE: Overflow

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WEXXES.2378

What is there to stop players from attempting to run low damage, long duration conditions rapidly so that other team members can effectively burst down a target with high damage, long duration conditions via condition overflow?

In my head (and please correct me if I’m wrong or seeing it from the wrong perspective), is that with condition overflow, all the possible damage dealt over time could result in massive bursts (spikes). Players could attempt to “game” the system because high damage, long duration conditions mean long ramp up times to reach their full damage potential (the total listed damage over time on the tooltips) and that means it takes more time.

This ramp up time could be circumvented but purposely having other players run low damage, long duration conditions to fill up the cap with “fluff” (my personal term on the action) and then allow the main condi damage players go to town with the now converted direct damage.

1) Nothing, that would be a valid strategy. Like support builds, they don’t really pull their weight in damage but rather allow members of their team to do as much as they can.

You also have to remember, in PvE, if you manage to pull out every single condition overflow you still wouldn’t match to tier DPS due to cooldowns and ramp up time, but you could probably get a lot closer.

I don’t see anything wrong with fluff, because with support builds, that’s exactly what they do anyway, such as stacking might and vulnerability without doing much damage themselves. For conditions, it would be stacking might and fluff.

So no, you aren’t wrong, you could exactly do that but unfortunately finding a way to apply that many stacks that last that long is rather difficult.

Condition Damage for PvE: Overflow

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WEXXES.2378

Ramp up time is the trade-off around damage over time. It is not a problem, it is a trade-off. Let me try this again. Damage can be delivered directly or over time. The amount of damage is the key, that is, sustained damage. If you account for all damage by player you have accurate sustained damage by player (what we are seeking here). No distinctions around healing or cleanses have any bearing whatsoever on this—it’s just damage done by a player. When damage is managed and accounted for by player all the problems around condition damage go away. I don’t know how to make this any more clear.

I forgot to mention: Even if were to be the “solution”, condition damage in PvE would still be too low due to their long ramp up time, only to reach a peak CDPS that is barely half of what power based builds can do for each individual player. Then, in the post linked in the ramp up time section of my post, you have people disagreeing with the suggestions made there to solve that issue.

Unfortunately, individual stacks unique to a player can’t be done anyway. The game would have to track a potential 93 stacks of damaging conditions per player which just won’t happen, and that doesn’t include vulnerability, which also stacks, and boons.

Got any other idea that doesn’t involve ignoring limits?

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

There is actually a solution to this problem. And, there is no need to invent concepts to account for condition damage. Simply manage condition damage like any other game does it—by player. This is why you can have, say, an affliction warlock in WoW topping the charts in sustained damage (It’s actually happened in the past.) The damage over time there is managed by player, not by some artificial mechanic like condition caps. The only solution, and the simple solution, is to manage all damage, direct or over time, by player where it should be managed.

There’s a reason why this post is so long: I’ve included a lot of the basic suggestions and such, and why I wrote in the first few lines to read the issues part before saying stuff like this.

No, we can’t do that because it kills PvP. And even still, you have incredibly ramp up time which will become the new problem as people no longer share stacks, and at this point, this is a lot more work and a lot more different than merely using a simple formula to deal a single instance of damage.

It absolutely will not kill PvP, no more than it kills PvP in WoW. Damage over time presents a trade-off in playstyle. I learned about this experientially when I killed an unholy Death Knight in WoW only to die of his dots a few seconds later. There are many advantages, especially in PvP, to damage over time.

However, what we are talking about is sustained damage. Whether delivered front-loaded as in direct damage, or over time, it’s just damage done by a player. Damage by a player, whether direct or over time, can not kill PvP. I know this because I’ve played other games that know how to account for damage. A-net initially agreed with this but cited server performance as the reason they couldn’t do this. The simple fact is that all games with this distinction account for all damage by player. And, that is the only solution that will work.

Nope, still goes with the issues I listed, assuming A-net isn’t lying.

First off, you are pulling an example out of an entirely different game.

Next, you are basically increase the bleed cap, which again, we can’t do. How so?

Imagine two warriors stacking bleeds. If each could apply 25 stacks of their own bleed, then you are basically increasing the bleed cap to 50, except with each and every player you are increasing the potential cap higher and higher, whether or not they use bleeds. At least they get to actually deal condition damage, right?

The part where it kills PvP comes due to healing and cleanses. You’d have to significantly buff cleanses to make it work, but it won’t, because the amount of individual instances of each and every debuff will make it impossible for either the person use condition damage or taking it.

While it may not be an issue for bleed, it will most certainly be with poison and burning. Burning is a strong condition, but only if you are the only person using it. Since it will no longer be shared, be prepared to take 2-3 instances of burn, along with whatever the enemy chooses.

In an additional note, we do not have healing or tank roles in GW2. In WoW, you can have a constant stream of health that out-heals the damage being taken. Also, Affliction Warlocks, if I recall, do not have stacking debuffs: you instead refresh multiple single-instance debuffs.

Lastly, your suggestion still doesn’t help the main problem I tried to address: Group PvE content. There is the issue of ramp up time, which only happens if one person has full control of the conditions (which was also included in my post, which you most likely didn’t read. I covered a lot of stuff.) Ramp Up Time is not an issue in groups because they share the condition stacks. It’s also not an issue in WoW because it takes very little to manage and the fights can be a lot longer. So maybe it won’t outright kill PvP but it won’t do much good either.

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

There is actually a solution to this problem. And, there is no need to invent concepts to account for condition damage. Simply manage condition damage like any other game does it—by player. This is why you can have, say, an affliction warlock in WoW topping the charts in sustained damage (It’s actually happened in the past.) The damage over time there is managed by player, not by some artificial mechanic like condition caps. The only solution, and the simple solution, is to manage all damage, direct or over time, by player where it should be managed.

There’s a reason why this post is so long: I’ve included a lot of the basic suggestions and such, and why I wrote in the first few lines to read the issues part before saying stuff like this.

No, we can’t do that because it kills PvP. And even still, you have incredibly ramp up time which will become the new problem as people no longer share stacks, and at this point, this is a lot more work and a lot more different than merely using a simple formula to deal a single instance of damage.

No one here has even looked at my idea yet or said anything about it…

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

Why are we doing this again? CD simply is NOT a good choice for World Bosses.

If you join a group and add some power to your equipment (Sinister), you will get the reward….move on.

There have been dozens and dozens of threads and suggestions on this getting “fixed” and there does not seem to be an easy one available to Anet (keep in mind they have to balance CD in PvP at the same time).

I think you posted in the wrong post, as this is supposed to make CD useful in PvE and keep balance in PvP, those “dozens and dozens of suggestions” I have ruled out in the post as they don’t even fix the issue.

Nice suggestion with the sinister, but instead why not just go soldiers, since you won’t be doing any condition damage anyway? Trying to share any amount of condition stacks at a world boss results in most people doing almost no condition damage at all.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

(SNIP)
But enough of that, let’s see some real numbers:

TL:DR

No one is going to spend 10 minutes reading all of that you might want to sum it up a little.

It’s in the the first few lines, lol.

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

Thoughts and Arguments against Overflow
The nature of condition damage is damage over time by use of debuffs: this just looks like a reskin version of power damage. Keep in mind, you are still utilizing damage over time by maintaining your condition stacks: by capping it, you break the limits and begin to deal massive, competitive damage.

Wouldn’t this make this stronger than power builds in world bosses? A simple solution: Cause overflow damage to deal 50% less damage or something on world bosses, since you cannot crit them and crit essentially doubles your damage when crit capped: if you are condition capped fighting a world boss, you should also equally face the penalty of halved damage.

“Tell me why this wouldn’t be overpowered”. Its still weaker than Berserker based builds. With overflow damage, a condition damage group may potentially be better than berserker in certain fights, especially with new content coming up, but since maintaining stack caps will become harder, its highly unlikely it will outright overtake it. Also remember that a single cleanse of bleed stacks would screw with the DPS, whereas power based builds can keep going with ease.

“This still won’t help condition damage builds achieve as much damage as power based builds”. That depends, actually. With overflow damage, I’m pretty sure Sinister gear would become incredibly strong contenders for an equal to berserker: high power damage mixed with high fluctuating condition damage (you aren’t guaranteed overflow for all attacks due to stacks needing to be maintained), if done properly, may even out DPS berserker in some situations or builds for certain classes (Berserker Warrior and Guardian, definitely going to still be dominant than their condition counterparts).

“Why not just increase the armor on enemies and reduce their HP?” With distributed condition stacks, this won’t help you at all. Your still going to do measly condition damage, only now even the power builds will do measly damage as well. The difference: Power builds damage remain constant no matter how many people there are, whereas if you have a big group of condition damage users, you still become useless. Right now, mobs like Mordrem Husks do die faster to conditions than power damage, but their TTK for condition damage will remain closely the same whether you have 2, 5, or 20 people due to condition stacks, whereas if you had a group of 20 power builds, that husk will probably die much sooner, in which this idea of changing up enemy stats doesn’t help for anything that for larger groups of people: something overflow damage does. A group of 20 condition damage users could spike down a husk with ease if they coordinated a condition bomb for burst overflow damage.

I know I missed some points, and would like to hear from the rest of the community on the faults of condition damage.

Thank you for reading! I will look over this post again and try to fill the holes I may have left.

Edit #1: Removed some of the stuff above for space, it wasn’t too important and if someone asks I can just repost it.

Some have pointed out in other places that there could be abuses to this in PvP. For example, Guardians with their virtue of justice which could potentially apply 5 stacks of burning on a single target. While in a real situation I don’t believe it’ll be that easy and even if they did that would be 5 people or objects(guardians can have spirit weapons) targeting a single person without hitting anyone else, and to me that’s going to hurt regardless of overflow burn or not. Also, a single condition cleanse after receiving multiple burns could basically make that pointless. There are also very few burns in the game for PvP to have long burning durations to cap the stacks out, so only a build with little to no condi cleanse would suffer greatly to a condition build, which would do bad and die fast against condi builds anyway in direct confrontations.

Also keep in mind these high numbers I listed are basically PvE situations only. In PvP, you can’t use food and utilities, plus the actual condition damage would be lower due to PvP amulets instead of PvE gear. When comparing the two, its about 25-40% lower depending on class and sigil choices.

If worse comes to worse, you can always use a separate formula for PvP to reduce the overflow damage by 50% or just not have it in there at all: this is an added mechanic, unlike 90% of the stuff suggested below, that doesn’t change anything important that current exists in the game.

As for world bosses, yea, that could be a bit too much considering you can’t critically hit them. You could make it so that ALL condition durations are reduced by an amount to make it difficult to maintain all full stacks for a zerg as well while keeping the overflow damage reduced (since most overflow damage is based on duration as well.) This is already done with weakness IRC.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

Real Examples of Overflow Damage

Using this setup , we have a necromancer with 2784 condition damage, 70% condition duration, 20% bleed duration (edit: non-trait or sigil, I somehow overlooked this), and 33% scepter condition duration in exotic gear. If you put 20 might stacks and full weapon stacks on:

Blood is Power, if done at 25 bleed stacks, would do 22,167 damage immediately, yielding a DPS of 720.88 from that skill alone. Keep in mind, this is an almost fully group buffed necromancer. In an normal situation without these buffs, it drops down to about 16,372.

Scepter auto attacks Blood Curse and Rending Curse would do 2,180 bleed overflow damage.

Grasping Hands 6,844 damage. Corrosive Poison Cloud 1,337 (lol) damage per tick if poison is capped.

Plague Form bleeds would do 1,074 damage per second.

In addition to that, your share of theoretical bleed stacks would do 933 DPS in bleed alone.

So, while fully buffed, you can achieve about 9K peak Condition Damage DPS alone, as a necromancer, provided the bleed stacks are capped immediately. Though realistically, it would be a bit lower, maybe about 7k due to condition stacks and what not. Either way, in a 5 man group, this is a huge improvement and definitely not laughable yet still lower than power as a pure condition build. Ramp Up Time could also be very random due to party setup, so that may further lower your total DPS. As long as you run condition damage as your only offensive stat, this kind of damage is fine. Should you go sinsiter or rampager, you’d probably be able to achieve close to meta DPS.

Also remember that since 25 stacks are harder to maintain now that older stacks are not replaced, these high damage numbers may be lost into the stack, and so its up the player to use their conditions appropriately
.
Some other numbers thrown together from different professions and conditions:
Buffed and Stacked Condition Damage Engineer, about the same stats as the necromancer example but focused on burn duration (53%!):

Pistol offhand Blowtorch: 15,379 burn damage
Rocket Kick: 13,328 burn damage
Incendiary Ammo: 7,177 burn damage for 3 hits
Flamethrower Napalm: 2,051 burn damage per tick
Flame Turret: 5,126 burn damage every 3 seconds
Bomb Kit Fire Bomb: 5,126 burn damage
Concussion Bomb: about 9,117 confusion damage

Buffed Warrior:
Sword Auto: 4,180 bleed damage
Flurry: 9,996 bleed damage
Riposte: 24,718 bleed damage
Pin Down: 32,715 bleed damage

As you can see, pretty high numbers for those who stack condition overflow damage. And lastly, the difference and references to power based builds or non-overflow mechanics:

A fully buffed greatsword warrior’s One Hundred Blades can yield, on average, about 42,582 damage on demand. Their auto attacks can hit to upwards of 4-5k each. I did basic calculation so these numbers are a bit innacruate, but not far off (in fact, I think people can do more damage than that).

*That same 32,715 bleed damage pindown, with overflow, would do 32,715 damage regardless of overflow. The most important fact about overflow damage is that the total theoretical damage dealt is still the same if this were to be applied as a stack and you waited out the duration. *The difference is the DPS: normal use yields a DPS of 1073 provided you can secure 6 stacks of bleeding over 30 seconds, and one is a guaranteed 1,309 DPS in overflow damage.

Overflow Damage is there to reward people to keep attacking with conditions and to make group PvE viable for those who use condition damage builds, while keeping PvP and small scale balance the same. We did not increase condition damage in any way, we did not increase stacks or create new conditions, we gave an option for condition damage builds to keep up with power based builds yet still retain the setups, strengths, and weaknesses of condition damage.

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

As we get more and more people, the stacks need to be split.
A group of 5 buffed condition damage users, might stacks and everything, would yield about 11,300 of 5 bleed stacks (bleed stacks split among the 5), burn and poison over 10 seconds. Add in vague power DPS and you could get around 1.5k DPS in total.
And just to put things into perspective, a group of 25+ people, condition damage or not, your condition damage could potentially be 0. Yes, 0. If conditions are capped 24/7 you will not be able to use conditions, period.
Unfortunately, even if you are by yourself, chances are you will be able to achieve maybe 12-15 stacks of your own bleeding tops, and maybe some burn and poison here and there: still a loss of DPS from an already low competitive DPS. If you are really unlucky, you will have a group of 4 people who apply conditions non-stop, causing you to have the DPS of a 5 man condition damage group.
Strange, isn’kitten why, as a condition damage dealer, should you dread people who help apply conditions of their own? Why should more condition damage dealers cause less condition damage to be done per person?

The Arguments
Power based builds require 3 stats to be effective and achieve their high numbers: power, precision, and ferocity. Condition based builds only really need 1: Condition Damage. While condition damage users could invest in things like precision (for apply conditions on critical hit) or condition duration, most gear allows condition based builds to invest in a defensive stat. With the addition of Sinister, it is more than possible to have pure glass cannon condition damage: unfortunately, as shown, that will never be the case.
Condition Damage is in a hard place to change: in small group PvP, condition damage is in an excellent spot and has strong presence. In larger group fights, most won’t take condition damage because of the mass cleansing that occurs. While I believe a strategically timed condition bomb could achieve max stacks easily, their use is still capped and doesn’t bring out damage fast enough to even matter.
So: We can’t increase caps, we can’t increase damage numbers, and we can’t add more conditions, and if we do any of these: bad things will happen and it won’t truly change anything.
Not looking good at all.

The Idea of Overflow Damage
While I do believe this could potentially make condition damage good in PvE, maybe even meta in some cases, I’m not a god and thus would like any perspective that I may have missed concerning such a mechanic.

What is overflow damage?

This is a mechanic that only takes place when the conditions reach their cap. Normally, if you apply conditions when the stack or duration is capped, it will only replace the oldest stack, causing potential damage to go to waste.
With this new mechanic, it will no longer replace the oldest stack, and instead, deal condition damage directly based on the number of stacks being applied and the duration of it, with confusion being the exception.

For example: if you use an attack that applies 3 bleeds over 7 seconds with 2600 condition damage, that should deal 3633 bleed damage in total. With overflow damage, if you do that same attack on an enemy with bleed stacks already capped at 25, you will deal 3633 bleed overflow damage immediately.

The same applies to burn and poison: These conditions have a stack cap of 9, but only stack in duration. By achieving the 9 stacks, your future burn and poison applications will deal their damage immediately so long as the enemy has their stack capped.
Because conditions no longer overwrite their older conditions, maintaining capped stacks will be a bit harder, but as a result, you can achieve immediate, high condition damage that can be used normally by groups.

Confusion works a little differently: applied confusion stacks after it has capped will cause confusion to proc for 10% of its stack damage per stack applied. This is because confusion does not count duration in its damage, and thus, would still remain useless overflow or not.

As for torment, overflow damage will only increase if the target is moving.
Overflow damage is still considered condition damage and therefore is not hindered by armor or protection. If the target suddenly becomes immune to conditions, overflow damage will not work on it either.

In small group PvP, or any sized group PvP really, achieving max caps and then further applying high stack, high duration conditions is incredibly hard yet without overflow damage it does pretty much nothing. So, PvP wise, it doesn’t do much: if someone is able to cause max condition caps on you that quickly, the problem wouldn’t be overflow damage as that would end up killing most people anyway.
In group PvE, where max condition stacks is more than normal, condition damage users can actually do go damage.

But enough of that, let’s see some real numbers:

(edited by WEXXES.2378)

Condition Damage for PvE: Overflow

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Posted by: WEXXES.2378

WEXXES.2378

Edit: I might just make a new post that’s super short because people have a hard time reading huge walls of text

Do you want to be effective using condition damage builds in PvE group content?

I’d appreciate it if you guys could leave an opinion on the matter, maybe even your own ideas (after you read the issues part, so we don’t keep repeating the same stuff over and over again) and what could possibly be done to make it better for our condition damage comrades in PvE.

Here, I have come up with something that may allow such builds to thrive.

TL;DR: My idea is this: Applying Conditions after the cap is reached causes condition damage immediately. This is called Overflow damage.

The rest of the post explains the issues of condition damage, what the suggested mechanic is, actual numbers, and thoughts on other stuff about it. If you don’t care much for numbers and stuff, feel free to skip the 2nd post.

The Issues
With some googling and forum stalking its clear that many people agree or believe that:
1) Condition Damage’s main issue is the cap limit. This includes conditions like burning, which only 1 person could potentially be using at a time. This is the biggest issue on why going pure condition damage in group PvE content a total waste.
2) Increasing the cap limit or adding more conditions will solve the cap limit. Unfortunately, we cannot raise the cap over 25 for server reasons. Even if we could, it still wouldn’t be good enough to cater to content that may potentially have 10+ people. It becomes inconsistent if you make it for only certain enemies and it just isn’t a good solution, explained later down the post.
3) Ramp Up Time (explained a bit here) causes condition damage to be too slow to achieve its peak DPS and will always be much slower than power based builds. This is an issue whose problems can’t be proved: in some cases, for an all-power party we are able to stack bleeds and cap out burn and poison durations to the max in little under 3 to 4 seconds, yet some parties we hardly get any burns or bleeds. For sure, on a smaller scale, it could be a problem, but don’t tell me there’s ramp up time when world bosses are involved.
In that same post linked in Ramp Up Time, the talk about why condition damage can’t have competitive maximum DPS is true. Unfortunately, it is also true that condition damage can’t have good DPS without bonus power, period.
4) Increase the damage for conditions. You can’t do this because the damage curve concerning the amount of people in a group will skew too high the fewer people there are. There are also issues of upsetting balance between PvE and PvP, but as seen with confusion, you could have seperate values. This doesn’t help the issue that in group PvE content conditions are terrible.

Condition Damage in Group PvE Content
Here I use an example of a somewhat fully buffed condition damage user who has a value of 2600 Condition Damage: This is more than achievable through the use of might stacks, exotic gears, weapon stacks, food and utilities. Using the damage formulas for bleed, burning, and poison, the three most common damaging conditions, we can see the bulk of most condition damage.
In an ideal, unrealistic situation where one person has control of the conditions, we are able to achieve decent numbers over a span of 10 seconds: the average cooldown of most damaging abilities. With 20 stacks of bleeding from a single condition damage dealer using those stats mentioned we get 34,600 bleed damage, 9,780 burn damage, and 3,440 poison damage over 10 seconds at its peak: a total of 47,820 condition damage, yielding a bit less than 4.8k DPS. If we include possible power damage dealt while applying conditions, we could tack on about 1-2k DPS, considering we have almost 0 additional power from gear or traits and only have might to work with. But even with the vague power damage bonus, it is nowhere near the competitive DPS of power based builds, nor could you achieve it fast enough to make it really count, but its still decent. Also, this situation is highly unrealistic, as many classes naturally apply conditions, whether they are built for it or not.
Bump the number up to 2 people: now, you must share the stack limit. Again, a highly unrealistic scenario where these people have control over the condition stacks: each person gets either 12 or 13 stacks of bleeding, and basically half the damage of burn and poison assuming they are both equal in condition damage and using the stats shown above. About 12 stacks of bleeding alone gets your around 20,760 bleed damage: about 60% of the potential bleed damage you could have done if you were by yourself. Already, a huge loss in DPS.

(edited by WEXXES.2378)

Toughness and aggro

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WEXXES.2378

two options:
1) learn to dodge and active defend. Then you wont need toughness gear when solo.
2) accept that with high defence gear in group play, you are useless if not a meat shield.

Pretty much this.

Suggestion to revamp condi

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WEXXES.2378

Because stone can’t be damaged by fire. You could argue that the wood parts could burn up or the tar melts, but then there’s the question of " why do earth elemental take bleeding damage " ?
Causing certain conditions to deal more or less damage is highly possible as most fire elementals are immune to burn.cm

"HoT is not an expansion."

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WEXXES.2378

But if we are talking about GW expansions, then map wise, it is tiny….

Don’t forget the z-axis we have in that game. Dry Top and Silverwastes appear small on the world map, but with all those areas on top and below and each between, this would be a kittenload larger if they’d spread it just into a flat area. And in the video it appeared to be even more an explitation of the z-axis

It’s still small, considering an expansion sized map(s), especially of GW1, could take an hour or two to run through it all with builds specifically made for movement, yet in GW2 it would take like 30 minutes tops (if there aren’t any hindering events) for both dry top and silverwastes combined.

If you want to talk about Z axis, then its sort of not fair either. Technically, I could have an infinitely tall room that is only 2×2 meters and say “there’s so much space!” but the actually field of play is pretty much 2×2.

So for this, like they said at PAX, you’d have to use the playing fields they described: The top, the ground, and the underground. Using Dry Top and Silverwastes as an example, most of the top area of Silverwastes is for achievement climbs only, and the underground is basically just a jumping puzzle and nothing more. Dry top underground has very little to it.

So yes, those two areas are also small. But lets say silverwastes, as a whole, has equal playing field on both the top, ground, and underground portions. This would mean that it would only be as big as about 3/4 of Brisban Wildlands ground level. In reality, its more like less than 2/5th.

[Suggestion] Grandmaster Trait Tweaks

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Posted by: WEXXES.2378

WEXXES.2378

1) Withering Precision (Curses, XII) Apply weakness(5s) on critical hits (20s CD)

- Increase weakness applied to 7 seconds, reduce cooldown to 15 seconds.

2) Unholy Martyr (Blood Magic, XIII) Draw conditions from allies while in death shroud, gaining life force each time a condition is drawn.

Conditions Transfered: 1
Life Force: 5%
Number of Targets: 1
Interval: 3s
Radius: 600

- Add new function: Tainted Shackles (Death Shroud 5) also transfers conditions from nearby allies to yourself.

Number of Targets: 5
Range: 600
Duration: 4s
Pulses: 3

- New tainted shackles effect will also proc the life force gain.

3) Renewing Blast (Soul Reaping, XIII): Life Blast heals allies that it passes through.

- Add new effect: Increases projectile speed and size of Life Blast by 50%.

or

- Change function: Life Blast heals allies around the target.
- Works like Water Blast (Elementalist Water Staff 1)
- 180 Radius
- Can only proc once if traited with Unyielding Blast, healing allies around the first target hit or when the projectile “ends”.

These suggestions are not meant to overhaul them, they are simply added to help their functionality. I’m sure they were added for a reason, but in their current state its either way too hard to use or doesn’t really do anything.

(edited by WEXXES.2378)

Shield of Absorbtion

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Posted by: WEXXES.2378

WEXXES.2378

Guardian Shield #5 only lasts for a little under 2 seconds, whereas the tooltip suggests (and in the past) 4 seconds.

Recreation:

1) Use the skill

How about <3

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Posted by: WEXXES.2378

WEXXES.2378

Maybe next year.

Or the year after that.

Or maybe in GW3.

Or GW4.

Until something changes, my views on GW2’s future will remain at an all time low to not be disappointed every time something is announced.

will other stats in pve ever rival berserker?

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WEXXES.2378

This question again:

No, because the only true role that remains from the trinity is DPS and berserker is the best way to do it.

The real problem with the Bell choir game

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WEXXES.2378

Its not like you lose gold trying… just keep at it and you’ll get the hang of it.

Also, if you really don’t know, talking to the NPC tells you exactly how to play it (even the camera control).

Wait until the note disappears into a white flash, then hit it. 99% of the time it will work, the rare 1% where it just doesn’t do anything or explodes early doesn’t do much.

"Play How I Want" Is Gone

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WEXXES.2378

Here’s a problem:

Veterans will stay. The issue is new players. To bring in new players, you’d have to change or add stuff because if it stayed the same since the beginning its not going to help.

You’ll ask why they didn’t do either and they will say they already had. Whether or not it was the right things doesn’t change the fact they did add and change stuff.

Again, its the result of poor choices. We have seen proof posted here that ArenaNet likes to dump nearly finished content and restart to make something completely new.

Why Wvw fails to attract players

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WEXXES.2378

No, loot is not the only thing.

I have skipped WvW many times in the past simply because of match ups. What’s the point if there is good loot if I can’t even get any of it because everything is being zerged 24/7…

The longest I had to go without WvW was 2 months. 2 months of crap match ups and if I had switched servers then the promised loot would be nowhere near good enough to make up for it.

Guild Wars 2, the repetitive mmo?

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WEXXES.2378

The biggest difference with GW2’s repetitiveness is that it repeats every like… 30, 40 minutes?

The fact that people try to dodge a lot of content just to get the reward in the new map is proof enough that the design is flawed.

the Great Fix (for the meta)

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Posted by: WEXXES.2378

WEXXES.2378

Once again,

The meta can never be fixed, nor should it be. Only the overpowered and underpowered needs to be fixed. Balance should always come around in a full circle and not end somewhere. For every build, there should be a good counter to it, but not a hard counter.

[Suggestion] Shield Buffs and Fixing

in Guardian

Posted by: WEXXES.2378

WEXXES.2378

Either way, it was 4 seconds before, now its actually almost 2s. Broken until proven fixed.

Making other PvE stat combos viable

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WEXXES.2378

Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.

This is the most false thing I have ever heard.

I’d like to see someone take all the hits without dodging once and beat it with no outside help.

The only reason why said person would be able to do such a thing is because theres 4 others that might take a hit or boons and stuff. That and the damage ends up killing the boss before anything bad might happen too quickly.

Since evidence of it has already been posted in this thread, telling me its the most false thing ever comes off pretty funny doesnt it?

Yea, because its wrong. Like you stated, can face tank, no dodging need. Also, one of those “evidence” is using a bug that no longer works (Spider Queen). Try that with permanent poison and taking 15% of your health a second. Remember, you don’t need to dodge anything because defense stat OP right?

Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.

Show me someone fight Frost from CM while taking every hit.
Do 50 fractals and facetank everything.
Facetank Tequatl.
Do it.

Edit: I’ll admit it can make some things really easy but at what price?

Honestly, I don’t think its the gear: it’s the dungeons and content need revamping. Also need new dungeons.

(edited by WEXXES.2378)

Suggestions: Small things

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WEXXES.2378

- Turn the Sanctum Harbor WP around
Ok i’ve made a post about this before but it really does annoy the hell out of me. Every time i WP in to use the mystic Forge, i’n facing the WRONG WAY! Can Anet just turn us around …. PLEASE!!!

This one I agree with. I think it’s simply an artefact of LA being destroyed and (partially) rebuilt – originally it was quite likely anyone using that way point would be heading out to the harbour so it made sense to point them in that direction. Now it’s exactly the wrong way for most people. So it would be really helpful if it could be changed.

The rest of the list, even though it probably wouldn’t take much time, I feel like it would be a waste for devs to do them. Especially the new slayer titles. Unless they have reason to believe that there is a lack of players in these areas and that 16AP (from a fairly grindy achievement if you actually focus on it) is an effective incentive for the people who currently aren’t doing it then there’s not much point.

1) Open Program

2) Locate WP

3) Rotate 180

Done…?

Watching until the end of 2015

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Posted by: WEXXES.2378

WEXXES.2378

Yea, the NA/EU publisher for Black Desert was announced. Congrats. xP

#Update
Apparently, the information we got from PA is wrong. Daum just told us that 2016 is still the scheduled year for the release.

Whoa… GG….

Which is why OP said end of 2015.