It’s pretty skillful to stand still and tank hits without any reaction.
Here is the reality on dps meters.
You can come up with a million and one theoretical reasons why they would be a good thing, but in practice (with years of anecdotal evidence), they have proven to be toxic and create hateful gameplay time and time again.
—
So does this feature called chat.
Could you say which enemy you are using for your tests?
DPS meter would create a tiny localized black hole which would rip your heart out of your chest and turn you into a cold dark minion, often referred as an elitist.
We’ve got enough elites kittens in this game, I certainly don’t want to have more reason to complain and discriminate.
Nice example of respect and tolerance, certainly not toxic.
(edited by Wethospu.6437)
Just checked lfgs for AC. People are enforcing triple warrior groups.
They’re allowed to play how they want, are they not? What’s the problem?
They don’t play how I want.
Just checked lfgs for AC. People are enforcing triple warrior groups.
This meta has to end.
I kind of miss times when people kicked you for meleeing Lupi and when people thought Scholar was a waste.
“soloing a dungeon in soldiers takes more skill“ – Are you serious ?
Have you ever soloed a dungeon, have you ever compared berserker to soldiers !? I don’t know what you see as skilled but being able to facetank more hits isn’t skill for me.Honestly, this one is a candidate for the statement of the year!
It is actually easier to solo in berserker in many occasions. Those thugs that heal in CM? have fun dealing with that without the damage. Pretty much any encounter where quick take downs are preferred, full berserker is the easier option, the harpy destroyer in the grawl fractal is a good example of this.
Mossman is way easier in full zerker just for the sheer fact that you can kill the wolves in fewer hits.
And that is why berserker’s is preferred. You don’t want to drag on fights in GW2. You want to finish them as quickly as possible before your defensive skills and dodges completely run out.
—
If defenses run out how people can solo bosses when fights last at least 400% longer while they have at least 50% less defenses?
I think the focus should be on making auras, control and half of the conditions/boons more useful. Not trying to make us grind more gear.
I’ve seen mobs above Level 80 for a long time. I did notice the Level 81 mobs in the Far Silverwastes and there were only two of us doing the event. Still, they seemed no more difficult than others…maybe it took 5 seconds more to kill them? I’m not sure, but they all went down without much fuss.
All in all, level 81 enemies are like 10% harder to beat than level 80 enemies. What “harder” means in this case is up to the interpretation.
Yes, this meta has to end. I want back 4 W groups.
I am surprised that we managed to salvage the dungeon forum. Credit where credits due.
Just promise them some gems and they can mark it as a profitable.
I honestly don’t really appreciate destroying the dungeon forum community. Feel free to move it to bottom of the page but please leave it.
I promise to buy 800, no, 1600 gems if you do this.
As much as I like this program, i’m horrofied about the fact that most of the known players that would apply to it are in my opinnion toxic players that will encourage berserker gear to do things “fast and efficiently” instead of encourage players to find it themselves.
In my opinion it’s more toxic to call people toxic. Anyways, I think specialists shouldn’t consider any group of players toxic. That job is for moderators.
So every reasonable and logical topic will either get buried or invaded by a huge crowd of definitely not disrespectful players.
I thought nothing was off the table
E-sports is everything so I guess that leaves nothing for the rest.
Even better, they will let us find it out all by ourselves!
Also known as, no patch notes.
It looks to me as though the only people complaining about the removal of instance ownership are path sellers and people who are disrespectful to other group members. Sounds like it’s working as intended.
It definitely isn’t disrespectful to completely ignore my LFG message and join my group when not fitting what was politely and clearly asked. And it definitely isn’t disrespectful to call me idiot and toxic when I politely ask to join another group without any requirements.
Not to mention that it definitely isn’t disrespectful to join mid-run and kick everyone out with help of a definitely not disrespectful friend.
Patch info here (official info underscored):
Dungeons
Fractals
Discuss!
(edited by Wethospu.6437)
Well that was fun. One slight mention that gs mesmer isnt all that great for all aspects of pve and a swarm of white knights appear enraged and determined to make clear the importance of tagging mobs above all else. Calling tagging the one niche its good for obviously tickled them the wrong way.
Guardian staff is the best weapon in the game because its the best tagger in the game and 80% of content is tagging. /s
/s = serious. Correct?
Stuff with internal downscaling formula don’t seem to get affected.
It seems like conjures are not affected by scaling!
For example fgs(+125power) gives me the full 125 power in AC
Power before using fgs 720
Power with fgs 845
That’s good to know. I will test that later. Should wreck lvl 2 areas. :P
Here is the data. Keep in mind that lots of things are estimates and things are very likely rounded at wrong places. Anyways, this should give you some basic idea what’s going on.
Too long, didn’t check: Lower your level is, more powerful signets, banners and might stacks become.
First section shows scaling and attribute caps for every level.
Second section shows scaling for an individual might stack using a formula from wiki. These values are upscaled to level 80 so you can compare them to the usual 35 power per might stack. Also their relative strength is provided. For example might stacks are about 70% more effective in AC exp than in Arah.
Third section shows scaled power and total power with might stacks. This is needed for later section.
Fourth section shows how signets and banners scale. It shows their attribute per level based on formula from wiki. Like with might stacks, these values are upscaled to 80 and their relative strength is provided. For example in AC exp, signets give 66% more attributes and banners give 156% more attributes.
Fifth section shows how effective Signet of Might actually is. In my scenario, Signet of Might gives 7.3% more damage with 0 might stacks and 5.4% more damage with 25 might stacks at level 80. For example in AC exp, same values are 12.5% and 7.7% which means Signet of Might is about 50% more effective.
Sixth section shows how critical chance scales. Critical chance gained from precision is calculated with scaled precision and using a formula from wiki. Then this is compared to level 80 value. For example precision gives 6% more critical chance in AC exp. Also critical chance with base chance and fury is provided.
Seventh section shows effect of Signet of Fury. For example in AC exp, Signet of Fury gives 75% more critical chance compared to level 80 (14.9% vs. 8.5%).
And what’s the use for all of this? No idea.
Or just accept that not everyone is capable of factual discussion and instead get offended when faced with negativity. You can argue all day long how you are right but truth is that most people won’t accept it if they don’t like how you present it.
Optimal doesn’t necessarily mean fast clear times. You can also optimize for roleplaying.
Actually now when I think about it, I’m not 100% sure of what I said. I haven’t done P4 for a long time and my notes aren’t that clear.
I’m pretty sure that 45 seconds is a global timer. So you have 45 seconds to pull sparks and deal more damage than she healed.
But then there are two possible cases
- If after 45 seconds she is over 50% she won’t disappear and timer stops, instead she waits until 50%
- If she ever gets over 65% timer stops and she disappears at 50%
Hopefully someone can test or knows which one it is. It’s pretty easy to test, just do a fast spark run, wait 45 seconds and see if she disappears over 50%. Alternatively do a really slow spark run so she gets over 65% and then burst her really hard. Extra points if you also verify that 45 seconds timer.
If Simin has less than 65% health she disappears every 45 seconds. If Simin has more than 65% health she disappears at 50% health.
—
Though now I’m curious whether every class would have enough evades to get through Lupi without using block skills. Anyone want to make a video series?
Necromancers say hi.
Very casual topic. You are not a true PvF elitist unless your posts make someone cry or rage.
I hope you guys are aware of attribute caps at this point.
run pistol off hand on thief, put paralysation sigil on it and use headshot when lupi is about to aoe.
You can thank me later.
4 seconds later when he uses it again and wipes half of the group?
Lol the secret is out. Surprised that one has been kept quiet for so long tbh.
It has been public on gw2dungeons quite a long time already.
But yeah, they better fix it fast to prevent interrupts breaking the whole game.
(edited by Wethospu.6437)
Miku, why so casual?
I’m pretty sure they listen but that doesn’t mean they would do anything about it. We are a minority here. Why would they waste their time only to improve our gameplay?
They have already tried to please us and the masses at the same time. We got fractals and we got fractured. How great that actually went? I’m pretty sure they see that as a waste of time.
Dungeons and fractals only get updated if they are really confident that they get popular. In other words, every bearbow, cleric staff guard and rifle warrior must be able to enjoy the content. How great that content will be then?
(edited by Wethospu.6437)
Personally I would also fix selling and kicking by making a system which would track which players did which events/bosses. When dungeon gets completed all participating players would require their rightful rewards.
So if for example you solo a dungeon you get 500% reward or if you get kicked at end you would still get ~80% reward while the new guy would get ~20%.
And then replace static reward system with dynamical system which would track runs globally and personally. Rewards would get balanced based on global runs. Personal tracking would be used to prevent farming (like current daily reward). Playing too much same path would reduce rewards for days or even a week but it would gradually return back to normal.
(edited by Wethospu.6437)
Sorry but I dont get it. People that want to be carried wont reduce their reward… Anf more importantly, this system will encourage not learning the fights.
Ultimatly if you want more challenging content, why not to add a system like fractals where you can increse the difficulty levels?
By the way. Whats the reasoning for capping the fractals max level?
It’s for new player experience. Ok, actually the goal is to get dungeons popular so maybe devs start caring about them. And what’s more popular than a casual content? Ultra-casual content!
Why wouldn’t reduced rewards encourage learning the fights? Of course penalties have to be harsh enough.
(edited by Wethospu.6437)
Yes, it needs a proper implementation so it’s always bit risky. In that case I would add that if any bosses are killed with buffs on, those buffs became default for new players.
Copying my reddit topic here.
tl;dr: Add an option to reduce own personal reward while increasing own personal strength.
Most of you have probably checked lfg for dungeons and seen numerous requirements about experience and gear. Sure, you can make or join a group for new guys but that’s a recipe for a bad dungeon experience since everyone is clueless. Ironically getting to decent groups would be a good way to gain experience and gear.
What I propose is an anti-gambit system. At start of every dungeon there would be a powerful skritt magician who would offer you various buffs in exchange for shinies. Each buff would increase strength of your character but in return reduce your end reward.
For example you could reduce damage taken by 50% or increase damage dealt by 100%, each reducing reward by 50%. If you take both, your end rewards get reduced by 75%. There could also be stuff like permanent stability, condition immunity, etc.
These buffs could be activated at any time so if Lupicus wipes your group too many times you can come back with increased strength. Naturally activating any of these prevents you getting any achievements.
What this system achieves to do:
- Allows anyone to experience dungeon story / encounters regardless of their skill level
- Prevents weak groups getting stuck and having to forfeit whole dungeon
- Encourages experienced groups to take newer / weakly geared players
- Allows developers to increase dungeon difficulty
A little something to wrap your noodles around:
An elementalist in full exotic soldier has an effective health on par with a naked warrior.
Please no jokes like that here. Some people may actually take you seriously.
Yes it is if you know how to dodge those hard hiting bosses. If youre gonna wipe youre gonna wipe anyway even with or without protection.
Ye, ‘just learn to dodge’ … pathetic mentality
Based on your youtube you still have that to learn
I think Phalanx build is like a Healing Signet.
Make all burrows appear at the same time!
It’s ok, that thread has 400 comments and 250 votes. I actually made a comment with math in there and now I can’t find it because thread is too kitten big… Anyways, you did you job, the gw2 reddit community is now informed whether they like it or not. Guess you can call that a success. XD
Yeah, it got bit more popular than I expected. I guess I have to continue to use misinformative topic titles.
Unfortunate part is that most comments are so crap.
Yeah you got it right. But I doubt they are going to understand anything no matter what I say. Not sure if they even understand their scientific method.
(edited by Wethospu.6437)
I think reddit is a good way to train your patience.
Worst part is I still don’t have a clue what they are trying to say, except that I’m an idiot of course.
(edited by Wethospu.6437)
Perhaps I should update tactics on gw2dungeons. :P
Oh no, I dared to post about attribute caps on reddit. As expected, half of the people have no idea what I’m talking but think they do know better.
Oh my god i was dieing inside when i was reading the responses in that thread. “This info is pointless we already knew this”. “Why inform newbies, they should know better”. I dont even….
I found that thread very useful. Pretty much noone knew about attrib caps.
Yeah, some stuff is so kittened I seriously have no idea how to respond to it. But I’m glad you found it useful, worth of it then.
But it was a good call back to reality. I had somehow restored my faith to humanity but luckily it’s gone now.
(edited by Wethospu.6437)
Oh no, I dared to post about attribute caps on reddit. As expected, half of the people have no idea what I’m talking but think they do know better.
Topics like this always make me think about making huge topics how to fix lots of stuff and make PvE more interesting and require more coordination for efficient clears. But then I ask myself, why bother?
Imagine if you had to:
- Balance between direct and condition damage
- Stack more than one boon and condition
- Use active stuff to get highest damage instead of passive/half-passive
Anyways in my opinion a glass cannon party shouldn’t be able to mostly take DPS traits and utilities while going on full frontal assault against the boss. Instead, bosses should last long enough and deal reasonable pressure so unless players are extremely skilled they would have to back down to regenerate during the fight or equip enough defensive traits, utilities or gear.
For example:
- Skilled glass group: Uses smart movement, position and active defense to avoid most of the damage. Can equip mostly damage stuff and kill boss fast (at least 2 minutes).
- Average “stack” glass group: Pressure too high, wipes at boss. Needs more defense to sustain.
- Average tank group: Can equip damage stuff and clear boss as fast as average glass group. Can also equip defense stuff to make it even more easier but take longer.
- Bad glass group: Wipes all the time.
- Bad tank group: Needs defense stuff to survive.
But then game would be too hard and most players would cry oceans.
(edited by Wethospu.6437)
