I clarified the rule to:
Party members may not switch character or re-enter the instance.
There you go: http://gw2dungeons.net/Search#Ascalonian+Mage
http://gw2dungeons.net/Rules has current rules.
How many seconds exiting dungeon would save?
It would be pretty bad if runs were dictated by whether the game was on ssd/hd or whether there were lots of people outside the dungeon.
I might have faith and positive opinion if
- Dungeons / fractals weren’t ignored for so long
- Last update (Fractured) would have been better
- We had any substantial communication
I will be genuinely be amazed if they manage to add good fractal masteries without expanding fractals at all. At best it looks like a way to lure casuals into fractals.
If someone has forgotten what mess Fractured was I can give a short summary.
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So any bets what fractal masteries will be like? Making easy content even more easier?
I think Sparkles also died few times when I did it. It took some time to get him up because there were so many sparks.
How long did you try it? And did you try dying?
I don’t recall having any issues with that room. Either I got lucky or you unlucky.
The random elements are not objectively bad.
They are bad for hard difficulty because eventually your ability to progress depends on getting right fractals.
My suggestion also included daily fractal quest with random fractals which would be equal to current daily rewards.
Its ok, and even reccomended that some facet of a game be beyond a single players control.
I think it would be fine however to let people select fractals for some type of limited fractal mode, but the main progression and rewards should be based around having to adapt to the unknown.
It’s not really unknown once you have played fractals few times. You know all available options so there isn’t really anything to adapt.
It’s a fact that with high enough difficulty the ability to progress is solely dictated by which maps you get. That’s something I don’t see worth recommending.
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The random elements are not objectively bad.
They are bad for hard difficulty because eventually your ability to progress depends on getting right fractals.
My suggestion also included daily fractal quest with random fractals which would be equal to current daily rewards.
I can totally see another fractal level reset over the horizon if they change the instabilities. Prepare yourselves.
I don’t really like mind getting reseted but what I mind is
- Getting reseted without any real reason
- Not a single word from a developer explaining the situation
- Getting a worse system in return
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I don’t think there should be multiple ways to get the same thing. That always leads one being favored unless they are carefully balanced which requires lots of participation from developers.
What I’m saying that current instability system doesn’t work because people can just choose the path of least resistance and skip them. Similar gambit system wouldn’t also work because people would just pick the best gambits.
Personally I think we need fractals 3.0 with active community involvement during development. We have here lots of experienced players who can point out any problems before any development even begins. At least for me it was pretty obvious that instabilities wouldn’t work as planned.
I have few times mentioned my idea and can expand it if needed but here is a summary:
- Create separate progression for every map (split up RNG paths)
- Connect different instabilities directly to specific maps
- Intensify / add effects further you progress
- At end of progression open up a new scale with numerically stronger enemies
- Add daily which requires doing specific level (= path & progression combination)
- Give a fractal weapon / tonic / etc. at end of progression
- Add fractal weapon sets with different colors for higher scales
This would:
- Shorten minimum time needed to progress
- Allow playing / practicing any maps
- Remove RNG from progression
- Allow more interesting and meaningful instabilities
- Allow near infinite progression while keeping it expandable
- Give lots “meaningful” of content with different instability combinations
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No really cares that to get decent bag space you have to do stuff like mules, guild banks and keep items on mails?
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As for I prefer the higher DPS: can you quote me the exact part when I said that ?
Here you go.
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I will always prefer someone with a lesser pen, if he sign better than the other one (aka a bit more tanky gear & bit less DPS but usually alive & usefull).
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At this point you are probably like “no no no, I’m not a evil elitist, I’m a good guy”. Unfortunately you mentioned the magic word “useful”.You want your teammates to be useful. That’s exactly how toxic elitists think in this game.
What’s the usual goal in this combat oriented game? Killing stuff. How do you kill stuff? You do damage. How do you do damage? Use proper builds and stay alive. How do you stay alive? Play properly and support each other.
Support is only useful if it allows you to do deal more damage (or to complete a goal) . So when you want people to be useful you usually either want them to deal damage or help to deal damage.
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I just don’t buy into p2w having a set definition that doesn’t evolve and that’s agreed upon. Is there a valid dictionary that says that it’s specifically limited to certain scenarios? Is there a standardized criteria that has been agreed upon that something must meet written somewhere?
I’m really not trying to adapt it to portray a negative connotation. I am simply applying logic to the discussion.
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Good luck with that. For most people definition means same as their own opinion.
I have actually researched this quite a bit and checked dozens of p2w discussions on various games. To conclude, p2w means same as “artificial difficulty” or “cheap tactics”. It’s just something which the person doesn’t personally like.
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A proper DPS meter would actually show how bad stacking warriors is.
A proper DPS meter wouldn’t just show how much damage your character is dealing. It would show how much offensive support you give, how much defensive support you give, how much control you give and so on.
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Ok, so I need to include GW2 wiki on my future posts.
The truth is that if you are measuring the size of the pencil, no matter how you sign your name, the bigger pencil will be bigger.
This game doesn’t give you extra points for style or friendship.
Two player with big pencil – tiny resistance aka (zerk)
One not able to sign his name (spending his time on the ground).
One able to sign his name (being usefull).I will always prefer someone with a lesser pen, if he sign better than the other one (aka a bit more tanky gear & bit less DPS but usually alive & usefull).
You always get points for style & friendship.
What points? Imaginary points?
Then why would you care about a dps meter? You can still get your imaginary points.
You seems to be unable to reply to the first part.
So has for the imaginary point part; I always feels good when I helped a fellow player in one way or another because isn’t what MMO are about ? “playing with people” ?As quite a number of people have stated give someone a tool and he will be misused in many way aka WOW gearscore & inspect function from other MMO.
I will always thanks Anet to not have implemented this kind of thing in GW2.
So if you got a DPS meter you would suddenly turn from a nice guy into a monster?
Also you even said it yourself that you prefer people with higher DPS.
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I wish I could understand Reddit. Sure, all kind of research and info is a nice thing but for most people that new information is pretty irrelevant. Yet still 500 upvotes. Can anyone explain?
I could probably deduce the rule with more information about your rotation and timings.
AC 1 3+2 -> CM 123 -> TA Up Fwd -> Se 1 (2tokens) 3 (2tokens).
Assuming everyone does roughly the same rotation there is probably a global DR system for all dungeons. So that’s why exact times are needed.
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I think they should just disable chat and make all other players invisible.
Then you dodge.
I could probably deduce the rule with more information about your rotation and timings.
The truth is that if you are measuring the size of the pencil, no matter how you sign your name, the bigger pencil will be bigger.
This game doesn’t give you extra points for style or friendship.
Two player with big pencil – tiny resistance aka (zerk)
One not able to sign his name (spending his time on the ground).
One able to sign his name (being usefull).I will always prefer someone with a lesser pen, if he sign better than the other one (aka a bit more tanky gear & bit less DPS but usually alive & usefull).
You always get points for style & friendship.
What points? Imaginary points?
Then why would you care about a dps meter? You can still get your imaginary points.
The truth is that if you are measuring the size of the pencil, no matter how you sign your name, the bigger pencil will be bigger.
This game doesn’t give you extra points for style or friendship.
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I would expect blind to work after the bar is gone which would make it much more stronger than most control skills.
That won’t be the final output. Things with only one + probably won’t be mentioned.
I’m thinking of improving the general tips on the site a bit. Ideally after reading them players would know current state of the game, what are expected from different professions and how to do basic stuff like stack might / stealth.
Here is my summary for profession:
Elementalist:
* Damage: +++
* Offensive support: Might (+++), Fury (0 / +++), Vulnerability (+)
* Defensive support: Anti projectile (++), condition removal (++)
* Utility: Control (+++)
Engineer:
* Damage: ++
* Offensive support: Vulnerability (+++), Might (++)
* Defensive support: Anti projectile (++), Blind (++), Immobilization (++)
* Utility: Stealth (++)
Guardian:
* Damage: ++/ +++ (reflection)
* Offensive support: Quickness (+), Vulnerability (+)
* Defensive support: Aegis (+++), Stability (++), Blind (++), Anti projectile (+++)
* Utility: 0
Mesmer:
* Damage: +/ ++ (if phantasms survive) / +++(reflection)
* Offensive support: Quickness (++), Vulnerability (+),
* Defensive support: Anti projectile (+++), Stability (+), Condition removal (++)
* Utility: Boonstrip (+++), Control (+++), Portal (+++), Stealth (++)
Necromancer:
* Damage: ++
* Offensive support: Vulnerability (+)
* Defensive support: Blind (+), Immobilization (+)
* Utility: Control (+)
Ranger:
* Damage: ++
* Offensive support: Vulnerability (++), Fury (++), Spotter/Frost Spirit (+++)
* Defensive support: Anti projectile (+), Condition removal (++)
* Utility: 0
Thief:
* Damage: +++
* Offensive support: Vulnerability (+)
* Defensive support: Anti projectile (++), Blind (+++)
* Utility: Control (+++), Stealth (+++)
Warrior:
* Damage: + (PS) / ++
* Offensive support: Banners (+++), Might (+ / +++), Fury (+)
* Defensive support: Revival (+), Condition removal (+)
* Utility: Control (+)
How does this look like? I’m bit unsure about lots of things so any opinions are welcome.
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Sounds good for me.
Yes, but that’s not really relevant.
Do Irukandji still respawn before 2 tentactles are killed? Or can you kill them before Maw awakens?
Are you serious or are you just trying to mock me?
Welcome to the forums. Snark > constructive discussion, and reading is an exploit.
Ok, I admit I acted bit hastily. I give my sincere apologies to the original post if he didn’t insult anyone on his posts.
That’s quite likely because I didn’t read any posts in this topic. :P
I wonder how people managed to finish dungeons when game launched. No veterans for help. No guides to look up. Somehow we still managed.
the dungeon running community as a whole was very different in their expectations. Zerk parties were rare, and didnt run most paths.
just avoiding cof was enough to avoid most speed groups.Lfg didnt exactly exist, so it represented a smaller part of the whole. (it was an offsite tool, not everyone used)
People had often shouted to find members, which ended up being people from your server/community. Thus making kicks less common as you were likely to see these people again and again. Kicks were generally a last resort, instead of the first option.
Basically most of the people dissatisfied, wouldnt be disatisfied with how it used to be, because a general party, usually was a general party, without too many expectations other than the group would try to work together to beat the dungeon.
The real problem is that now general non specific groups are rarer, and half the people still expect people to be doing speedrun type tactics, just not as good at it, or slightly sub optimal builds.
Essentially whats left of the dungeon running players is not something that a new/non meta player is going to be able to experience in a positive way
I’m not sure if I would label spending like 2 hours wiping on Subject Alpha “a positive way”. Or having to give up on a dungeon like AC exp because we couldn’t beat Kholer.
I wonder how people managed to finish dungeons when game launched. No veterans for help. No guides to look up. Somehow we still managed.
If you have meta builds and have read guides you are already way ahead of most “speedrun exp only” groups. As long as you got enough AP so they don’t blame you for their own mistakes.
I really hate those people who put something like “p1” or lfgs at all. What if I want to do p2 or even a different dungeon or just don’t want to see your lfg? Why people are so picky and force their ways on others?
When I started this game I used soldier runes.
I also soloed Lupicus.
Ok, I allowed bugging her on solo to please solo players. But I still think that it would have been better if rules were based on factual reasons.
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We can’t make a rule set for every individual player. It would be really easy if there was a single rule set everyone agreed on. Unfortunately that’s not the case.
Some people talk about bugging orbs. I have yet to see any evidence of an orb which couldn’t have been avoided. Sure those may exist but that’s then very rare.
Feel free to chalk all of my comments on orbs up to l2p. I can barely see her tells, much less distinguish/react to them :P I just go by the AoE’s appearance to avoid orbs, and sometimes it hits before the circle appears when you teleport. Doesn’t mean a better player couldn’t learn the tells
Ye, orb is quite shady with its weird hit box. On my attempts I also got hit once in a while but all were my mistakes.
I don’t really mind allowing bugs but I strongly oppose dumping down encounters because of l2p issues. Sure, it may feel annoying when she moves around and you can’t do a robotic max dps rotation with full dps spec and may have to think about other elements like sustain, mobility, positioning and even tactics. Also you might have a chance to show skill and creativity.
Some people talk about bugging orbs. I have yet to see any evidence of an orb which couldn’t have been avoided. Sure those may exist but that’s then very rare.
Yes, we can allow it because that’s what solo players want. But I have to warn that rules may move back and forth because a reason like that is very unstable.
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I really don’t think this strategy is an exploit in any way. In another thread Wethospu you said, “I would say boss must be able to use his offensive attacks. Does that sound fair?” Belka can use all of her offensive attacks while she is stationary. I don’t see any reason to make special rules for her. It’s not like the targetted wall on Lupi or the reflector gun on Wahlen where you can kill the boss instantly. I really don’t see any reason to ban this strategy. Like I said, it just makes the fight slower without adding anything of interest or value.
Are you serious? So moving to certain location after the fight has started which causes half of the mechanics to disappear is a perfectly legit strategy?
How would you people rate classes’ capability of:
1) creating fire fields
2) blasting fire fields
Positive factors being amount and least impact on actual gameplay. For example blasts finishers on weapons are better than on utilities.
Ok, so I tested the encounter quite a bit. I was able to kill her 5 times plus lots of testing on warrior without any surprises. Few pointers:
- You can get out of combat without bugging her or making her teleport to start
- Orb has a clear animation so you can for example interrupt Rush or not teleport when she is about to shoot
- Orb visuals are bugged but what else would you dodge?
- Knockback has no tell so avoiding it is pretty random
- With proper positioning you can avoid getting knocked to pots
I seriously wish I could understand your reasoning. It would make this all much simpler. The way I see it that not bugging her opens room for tactics and skill and bugging her makes it just a robotic dps rotation.
Yes, there is some rng involved but so is in all encounters. Sure, you may get insta-orbed in some really unlucky case but it’s the first fight anyway.
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Does anyone have any info on the comparable real value of scaling damage vs power increases? (When considering trait choices, for example)?
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Damage equation is skill coefficient * weapon strength * power * modifiers.
So for example 10% increased damage is same as getting 10% more power, 10% stronger skill or 10% higher weapon strength.
Since skill coefficients are stable and people often have same weapon strength what you really care about is power * modifiers.
We just need a proper way to show experience.
If you really want your opinion count I suggest avoiding ridiculous hyperboles. But I will check out the encounter later today for solo rule set.
Also I’m bit curious, would you guys really stop running the path if Anet fixed the bug?
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Also spider hatchlings.
They work against hatchlings.
Fixed that.
I have disallowed it for now so you can’t bug her. If someone strongly feels something else we can vote about it.
