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Today I decided to start playing again more actively. I created a new character, used scroll to level 20 and started playing. During first 15 minutes I opened trait panel like 3 times to plan my traits and see where to put my next points only to remember that nothing is available until level 30. Then I remembered that even at level 50 I probably won’t have any meaningful traits available.
Today I decided to stop playing this game actively.
Actually most fractals are day.
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I feel as if they stripped a whole layer of depth and strategy, and then pronounced it as an improvement. It isn’t an improvement. It’s a barren wasteland, devoid of depth. I do not feel like I have to pay attention to what the boss is doing, other than dodging an occasional attack (when stacking in a corner isn’t completely trivializing the fight that is).
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Try soloing a dungeon without paying attention to what bosses are doing. The biggest problem GW2 has that the game is really easy, not that we don’t have a trinity.
I know it increases armor from testing against Ballistas but good that you also got the same result.
I was just curious whether you had 7% or 8% on WvW tab.
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I haven’t been following your math very closely so forgive me if I say something something.
IIRC, tooltips round the values while actual damage floors. Results in one damage difference in some cases.
Based on my tests, some WvW defender values increase armor by (Defender – 1)/100*Armor. So 7% bonus should result in 1.06 more armor which means 5.7% damage reduction. I have only tested this for values 1%-5% (and 1% worked correctly so 1% Defender = 2% Defender). Based on your test, did 7% work as it should?
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In my opinion we should automatically get in combat if we get close enough to any enemy.
Well, if you solo, you are already making it artificially harder. Just up to you how far you are willing to go.
No dodges, no damage taken, only melee skills, must hit at least every 5 second (to prevent kiting).
Spider Queen man mode.
About this Turmaine bug, do you still get conditions from his form?
You don’t even have to dodge if done properly.
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Just don’t be surprised if Defender bonus doesn’t exactly work like you think it should.
I have been pretty lucky with the forge. Both my legendaries only needed one precursor. Unfortunately didn’t get Eternity.
Easy. 4 guys focus grubs, one guy (healer) tickles Lupicus. 20 min phase 1.
If you want to experience dungeons as intended you have to 1-3 man them.
Well, at least all info for Nokk can be found on gw2dung… oh.
Eventually I getThauma on my Fractal research run and then everything will be known.
Afaik, Gravelings are counted as ghosts.
Oh really? I stand corrected then. Then it really doesn’t make sense for AC to not occasionally drop the ghost slayer potions.
No, he stands corrected.
Afaik, Gravelings are counted as ghosts.
I was under the impression that gravelings were considered demons. Please don’t take my word for that, though, its been so long since I heard it and I don’t remember if there was any data to back it up.
(On a related note, the sigils of demon slaying seem to have had their bonus change to +damage against elementals. Since there are sigils of elemental slaying with that bonus, it’s a bit redundant, although as they’re both mostly useless, I guess it doesn’t matter much.)
Also tested Demon, no effect.
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Numbers add up instead of showing different numbers if one skill deals damage fast enough.
So that 5500 – 7000 is the total damage dealt by the skill.
I hear yah on this.
The meta players say "we have tons of build variety.
Then I get on my Thief and see all are as close to 6/6/0/0/2 as possible (the only deviations are 5/6/0/0/3 and 5/6/0/3/0, and they’re for Thieves who want to run at tad safer at the cost of some damage), Shadow Arts, our most supportive line is considered useless.
Utility choices? If we’re skipping, stealth. If we’re fighting, Signet passives.
Venoms, Traps and Tricks are all considered useless.
Weapon Choices?
Skipping is Shortbow
Trash Mobs and Adds is Sword/Pistol
Boss is Dagger/DaggerThe most optimal way to play the most mobile class in the game in PvE is to move as little as possible, only dodge when necissary. Rukittengnet build and just DPS.
The skips are there but they’re more just a one not trick.Let’s move onto Runes, this game as tons of them. What’s optimal?
Scholar and Strength. The meta only allows for a runeset that is basically a glorified ruby orb and the rune set that has been so overbuffed that it’s the taken over PvP and PvE. (And is likely due for a nerf, then we’ll be back down two one rune set. Oh joy, glad I don’t have to think about that)Build diversity in the meta my kitten.
If only complaining achieved something. I see zero ideas in your post.
When I said this I had two ideas in mind:
- The first one was a long range sniper of sort but of reason posted above it would be easely countered.
- The second idea was a trap room/hallway with a boss doing nothing but snares until you get in his face and then you can easily kill it. The point would be that the traps would completely surcompass active defenses through numbers and variety. Like you have projectile traps ,spike traps, mines, flamethrowers,… . The respective defenses would still work but there would be so many that the player/team cannot take all of them for the entire fight, at most they could specialize in one or two but not all.Afterwards I realized that the ranged idea would just be a gear/build check. So to solve that I thought of leaving ‘safe zones’ (a wall , a room not trapped,… ) so that the player/team can recover. People who are more tanky then can move on quicker through the fight while more glassy specs have to take a breather in the ‘safe zones’.
What would happen if half were tanks and half glasses? Would tanks need to wait until glasses catch up? Or is the boss a pushover which can be quickly killed even by 1-2 tanks?
If tanks have to wait because they can’t take down boss on their own then mix of tanks and glasses would have the slowest kill time. And full glass might be still faster than full tank if boss has high enough health.
However, if the boss is really weak then it wouldn’t make much difference if it didn’t exist at all. So you would have an encounter entirely relying on defensive stats (puzzle). I’m personally fine with this but would this really solve anything? If the time difference is really significant then enough people would be required to have both armor sets.
The idea was a bit more dynamic. Let’s say that every 2K damage the boss in total lost would result in the boss receiving a stackable buff that reduces damage. The buff would disapear after a second so you would have several degrees of damage reduction based on the current damage output. Gearing more dps would still do more damage just very little.
The idea behind it is to shift the risk/reward ratio in such way it would promote a bit more defensive playstyles. Full dps would still be optimal in the reward/time ratio but the risk would be so high it would not be worth it.
I would label this as a gimmick as it’s very close to the encounter completely ignoring your offensive stats.
Also the risk might still be very small if you can easily kill the boss without any defensive stats.
Yes I know of what you speak and I think that the full dps setups are still prefered not because that boss but due the other bosses.
As long as the bonus damage doesn’t ignore your offensive stats then glassy players would have to stand there shorter (than tanks) as they can kill the boss faster.
To clarify, above is for PvP builds, not PvE.
Personally I use shift, q, e, r, t, 1, 2, 3 ,4 ,5 for skills and shift+1 for adrenaline so they are closer than default 1, 2, 3, 4, 5, 6, 7, 8, 9, 10.
Weapon and dodge on mouse thumbbuttons.
Can you define “some damage”? If tanks can’t kill them fast enough they lose their only advantage (tankiness) because the enemies get stronger. If they can kill them fast enough then damage specced players have plenty of free time which they can spend only on kiting (close to zero damage taken, depends on enemy skills and terrain).
Even if total damage taken would be equal (tanks tanking, damage specs kiting), damage dealers would have an advantage because they can burst down enemies easier (thus recover from mistakes). With tanks if you make mistakes you suddenly have buffed enemies and not much you can do about it.
In my opinion just having strong enemies which respawned after some delay would work fine (while being a simpler system). You could burst them, sustain them or kite them. With burst you would take lots of damage but have lots of time with reduced pressure. With sustain you would take some damage and have some time with reduced pressure. With kiting you would take least damage but no time with reduced pressure.
Doesn’t that favor damage? If they get stronger over time you want to kill them before they get strong enough. Kiting is really easy in PvE so damage specs could probably just range them down.
But yeah, time gated encounters kind of equalizes different builds.
Perhaps I should try to update this at some point.
Don’t worry. Most enemies are gravelings and spiders so the potion wouldn’t even have any effect.
I’m really interested to hear ideas of encounters where tanking would be a better strategy than a full damage with reasonable difficulty and without gimmicks.
So no stat ignoring environmental weapons or boss killing itself if you tank its hits.
I personally think it should be a party wipe if the NPC dies.
Give every player a single commander point. For some reasonable price (like 1g) you are able to give it to another player (and also take it back). With enough points (like 10 – 20) you get access to the commander tag.
Also, more points you have, more bigger your tag gets eventually devouring entire Tyria.
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dps down on mobs while filming it
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Sounds like an exploit.
Yes I agree. They need to compensate people and reset everyone to 20.
I think having a huge list of challenges would be more successful. With one option there is always a risk of stalling and with more options more people would find an interesting option for them.
Challenges should give different amount of internet points depending on the difficulty so people could also make easier challenges.
One problem is that it’s pretty hard to figure out good challenges. They easily become really tedious.
But I would like to see if other professions can do man mode Spider Queen.
It’ll mostly depend on where the Queen decides to spit her aoe poison fields to. WA = too strong.
It might be possible on engi/mesmer/thief/ele(fgs…) if you bring a specific loadout, though it might be hard without using any ranged skill.
Poison is where you put it
. I probably would have been able to do it even without WA (walked out of them a couple of times). Just less risk and makes a faster kill. And I also had to bring a specific loadout.
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One problem is that it’s pretty hard to figure out good challenges. They easily become really tedious.
But I would like to see if other professions can do man mode Spider Queen.
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So am I a really bad player when I died like 10 times when trying to solo Spider Queen without dodging and with melee skills only (and eventually got it done without taking ANY damage)?
Maybe my character should have been sent back to tutorial for some basic training?
it doesnt have to be a penalty like that anyhow. The Point is to negatively reinforce death, or postively reinforce living in certain circumstances.
lets say the dungeons, had challenge mode.
greater rewards, or special rewards.
conditions for success are;
cant die/limited deaths
reward scales based on time to complete
amount of unique enemies slainOpen world version might be like, a running buff to rare item drop rate, (that effects chests) that gets lower with each death, and gets worked off with experience gained. (like GW1 but with item rarity/gold bonus instead of hp/mana reduction.
the precise implementation is up for debate, but the idea is, make people want to live.
and lets be honest, you might be the man, but if you could solo the whole dungeon without dying, you would be more of the man.
Sorry for wasting your time but not actually interested of discussing this seriously.
So am I a really bad player when I died like 10 times when trying to solo Spider Queen without dodging and with melee skills only (and eventually got it done without taking ANY damage)?
Maybe my character should have been sent back to tutorial for some basic training?
Currently there is no death penalty armor repair was only one but they removed it. Waypoint costs are cost to travel not rez you don’t see increased cost if you are dead. Death effects has large impact on game play. If you can repeat until you win i think it takes away from the prestige of wining honestly. If you think a few silver is something to fear when people are making 100s of g a week i think you are really getting your priorities wrong.
How about a death in a dungeon should comprise of 20% of the final reward of the dungeon.
So if I’m in a dungeon full damage melee while rest of the group stay at max range with PVT and I happen to get downed once and nobody moves an inch to get me up, I’m the bad player who should get lower reward?
TL;DR: I want everyone run tanky gear and stay at max range.
But sure, if I get double/triple loot for doing twice/thrice as much damage as someone else.
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I actually agree with OP in most of the things he’s said.
It’s the primary reason why I want nothing to do with PvP on this game… there is nothing exhilarating about knowing that I gain nothing and lose nothing on the outcome of the fight I’m in. I want to risk not yawn.
In PvE the fact that you can die as many times as you want with no consequence other than having to waypoint (or wait for the others to get ooc if you’re in a dungeon) leads me to believe that part of the reason there are so many people reluctant to care about getting better at the game is because they’re not encouraged to. Players won’t care about survival if they don’t lose anything from death.
There’s a lot of upsides and downsides to games that have loss associated with failure, so it’s worth discussing instead of immediately dismissing like so many others have been on this thread.
Every pug secretly stacking passive defense and running away at first sign of wipe doesn’t sound very enjoyable to me.
If you can’t do it you can always find a friend or a “friend” to do it.
GS Mesmer should be able to get the biggest number.
He said somewhere he is making a completely new version.
Ye, Warrior is very easy to play because of high passive defense and simplicity.
Defense in this game refers to armor gained from gear. Ascended values are 1271 for Heavy and 967 for Light. Simple math gives 31.4% more defense on Warrior, not 100%. With armor values it becomes 16.1% more.
Each Frenzied Blast deals about 9k – 10k damage to a glass Warrior. Of course if you use PVT-gear or something similar it will be less. With bad luck even two hits can kill you. Even with 7k damage, taking 4 hits would mean 29k health.
Healing Signet is 362 hps, not 368 hps. To get 390 hps you would need 8% bonus which is the second last tier (far from average).
Omnomberry is 325+ hps ONLY if you proc it every time, hit exactly after cooldown and get critical hits all the time. 66% chance already puts it to 214.5 hps. Then with 93% Critical Chance it becomes 200 hps. Then with WvW bonus you can get it up to 220 hps.
So perhaps 500 hps which results in 5k in 10 seconds. And if you get hit multiple times you are looking at 30+ seconds.
All Elementalist heals have 25 s or less cooldown. Perhaps you should start your Might stacking rotation bit earlier. Also not very fair to compare a heal with damage and a blast finisher to a heal with only healing. Also very convenient for you to forget Omnomberry and WvW bonus in this case.
Stacking is a symptom, not the issue. It’s a result of enemies not being a threat.
How sure are you about things like this?
The warrior has twice the defense
2-3 projectiles of an aoe without dying
just recover in the next 10 seconds to full
exactly 60+ seconds to recover 3/4 of your hp
Which it overall is, relatively to other professions.
I’m interested of hearing your definition of “risk” and “reward” in solo setting.
10 times as much risk sounds like a hyperbole to me.
At least I support all of their recent changes (excluding bugs of course).
No animation. You just have to feel when it’s coming.