I personally feel this games combat is more entertaining to watch when you are fluidly avoiding attacks. So absorbing damage in death shroud doesnt lend to that. Also i hate being forced to do that while playing necro. Especially as it doesnt work so well on lvl 80 stuff because they usually have additional effects on the attacks like conditions or CC or so much damage that you lose most of your lifeforce in one hit.
Here https://youtu.be/K4U4bUt-xlE is a version without getting hit. Some mistakes and weird stuff but does the concept seem ok?
Almost soloed AC story Cave Troll on level 33 necromancer with kittenty gear without dodges or health loss. Then I totally messed up when Troll had like 0.1% health (dodged instead of DS). He died and I couldn’t even retry.
Could any experienced necromancer comment whether this would be a worthy solo or if I’m doing something horribly wrong? I would rather not to fight the RNG just to embarrass myself.
If you wonder why I didn’t use minions that’s because they bug him. So you can (almost) afk kill him.
I say, Nah! It’s too boring to watch :<
Hmm, from my perspective it’s about same as that Spider Queen solo with warrior. Getting hit on Death Shroud makes it lame?
What did we just talk about this?
gasp being snarky about this, you, of all people! You show consistency that is unmatched by most guides out there. I don’t think I’ve ever seen words like “about, I think, I’m not sure, but…” on gw2dungeons.net.
I was pondering whether to put /s at end but I decided it’s more fun this way.
But yeah, it’s slightly annoying to actually test stuff and document them, just so it can be ignored again and again. In this case, the information about Archdiviner’s attacks has been there for a like a year.
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I am not even sure if this is a bug, just see it that way that the projectile attack has two components. The first component are the (reflectable) projectiles, the second component is unreflectable (but dodgable/blockable) and hits immediately when he does his animation. And i am pretty sure that only the targeted player gets hit by it.
i am pretty sure
What did we just talk about this?
Ty for the constructive feedback! All excellent points. I’ve added the black outline for future text edits, as well as the wanted consumables. I’ll definitely leave the serious stuff for the objective section, and come up with a different way for the funny stuff. The pauses/slows for tells is a very good idea, I’ll add those in as well, and I’ll use gw2dungeons.net for confirmation on specifics. Thanks again!
For most updated info you should use the development version: http://gw2dungeons.net/dev/
Just no guarantee that it will work all the time.
Almost soloed AC story Cave Troll on level 33 necromancer with kittenty gear without dodges or health loss. Then I totally messed up when Troll had like 0.1% health (dodged instead of DS). He died and I couldn’t even retry.
Could any experienced necromancer comment whether this would be a worthy solo or if I’m doing something horribly wrong? I would rather not to fight the RNG just to embarrass myself.
If you wonder why I didn’t use minions that’s because they bug him. So you can (almost) afk kill him.
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You can always research stuff and make guides when you get bored with the actual game.
Sure, reducing the Power Scale naturaly already nerfs the base damage, but in a different way, than it does by just simply reducing the Base Damage without affecting the Power Scale.
By making a change also to the Power Scale, you affect with that all Players, that are heavily build into maximising Power, so for example Zerker Eles and Cele Eles that get through it also a decent amount of Power.
By just reducing only the Base Damage of a Skill, you don’t simply affect only specific Builds, but you affect this way practically all builds, regardless of your Stat Point Build the same way.
So by adding a change also to the Power Scale, you make sure that this Balance Change affects Power Builds stronger, than the other Builds and that was also my intention with that proposal that Eles that use Power Builds get stronger affected by this change, than a player with a more defensive Stat Build that doesn’ use so much power, but rather plays Condi Build instead or critical hit build over raw power…If reducing both factors in the end is really needed, is just somethign that you can know only, if these changes get tested out to decide, if its already enough by just reducing the Base Damage, or if its better to affect stronger Power Build Users for the game Balance by reducing also the Power Scale in the Calculation, like proposed for Dragons Claw from 3,75 to 3,5, what isn’t really THAT much now …but could be simply enough to make the needed difference.
Skills still don’t have a base damage.
Based on current rules, even resetting the cooldown is banned.
So at the moment it’s an automatic rejection if:
- No guardian POV is provided.
- Trait Indomitable Courage is swapped while Virtue of Courage is on cooldown.
- Trait Absolute Resolution is swapped while Virtue of Resolve is on cooldown.
I would expect that elite spec thing to get fixed.
So how do we detect if a guardian uses an extra Aegis?
Which traits cause skill cooldowns to reset?
You guys should do some actual tests about it. I would if I wasn’t so busy with stuff.
I don’t think approvers have made a single decision so far. Any issues have been voted on or dictated by me.
Current list is:
Rising Dusk (Rising Dusk.2408) ????
Deathly (ShadowRX.9024)
Spoj (spoj.9672)
Jerem (jeremlloyd.6837)
Fennec (Fennec.2961)
Zui (Zui.9245)
I don’t think you are the right person to talk about the fairness of voting.
What did I do now? And it’s not a question of fairness, I don’t doubt your intentions or integrity it’s just my observer’s opinion of the matter.
And yes, we agreed on votes only being used to clarify/classify things as issues if they come up and not change existing rules or create new ones.
I apologize if I have got this wrong. But I just find your comment bit weird when you personally had no issue with voting on behalf of a non-existing guild.
But yes, you are correct. I will remove [HeX] too.
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I have added the proposed rules to http://gw2dungeons.net/Rules. Also other meeting decisions are now in effect, including the change of record vC-HotW-P3-3-59-Restricted to restricted. The site is middle of some major changes so I can’t yet update everything (like ruleset names).
Votes are no longer used for rule changes. Only to clarify things. I assume written rules will be only changed by meetings, is this correct?
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I don’t think you are the right person to talk about the fairness of voting.
Based on the last week’s vote, [HeX], [LOD], [qT], [vC], [SC], [DnT] and [rT] have a vote.
Which means the meeting had 5 of 7 guilds represented. I will make the required changes when I get home.
Edit: No [HeX]
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Btw, are you guys aware that whenever forums bug out you can manually reduce one from the page number in the url and everything works?
Would anyone be interested of recording a roleplay video of each dungeon path? It should include all cutscenes, dialogue and key parts of the dungeon.
Are we describing things, or just running through silently killing things and doing the required events?
For example Arah p3.
- Move to NPCs
- Go through all available dialogue (either zoom the text or make the text by yourself so it shows better).
- Select path (have dialogue volume high so everything can be heard easily, also write the text on screen). Talk to NPCs if they have any dialogue.
- Fast forward to Crusher.
- Show the roleplay of Wraithlord. Display text like “Defeat Wraithlord’s Crusher”.
- Fast forward the kill.
- Show any after roleplay / dialogue.
- Fast forward to Mage.
- Show the roleplay.
- Fast forward the kill.
- Show any after roleplay / dialogue.
- And so on…
I think with the dialogue, etc. it wouldn’t be required to explain anything.
One explanation is that orders have different strengths. In some dungeons developers have used a high strength so they won’t get overridden.
It got bugged while ago. Just dodge when going through them.
Would anyone be interested of recording a roleplay video of each dungeon path? It should include all cutscenes, dialogue and key parts of the dungeon.
You mentioned that the “move to target” triggers multiple times. Does it happen once per player or something like that? I don’t recall them pathing all the time.
He means the command is given another time when other players pass the same threshold. Ie. He passed the threshold in cm so the mobs got the command to move to him, but they hadn’t pathed for their first time, so each successive player got the same command over-writing the previous command until I was the last person to pass it, so they pathed to me(Tormented).
Except that clearly isn’t true for all cases as he explained above. So I’m curious where is the line.
You mentioned that the “move to target” triggers multiple times. Does it happen once per player or something like that? I don’t recall them pathing all the time.
I have heard about this mysterious Simin bugging quite many times but haven’t experienced it myself. I will add it anyways.
Lupi’s autoattack? His dome? Did we ever find out if those were intentional or bugged? He also still teleports to the far side of the room and will use other skills during his shadowstep making the animations effectively non-existent.
No idea. I consider them mechanics at this point.
Do we consider the fact that in coe laser jumping puzzle, the double panels can be done by a sinle player activating a single panel (but standing inbetween the two) a bug?
That’s an exploit. not a bug!
On my tests about downed state mechanics, I noticed that the increased downed health from Salsa foods don’t do anything.
This can be easily tested by having your cursor on healthbar, getting downed and quickly checking the new maximum health.
1) Without food, your downed health is tripled.
2) With food, your downed health is still tripled.
Also stuff like the 2.5% downed health degeneration and heal by Bandage stays same.
It not working kind of ruined everything :/
Shame it gets downvoted when the whole thing goes over people’s heads.
Legit tank and healer build for PvE
https://www.reddit.com/r/Guildwars2/comments/3g0ss5/legit_tank_and_healer_build_for_pve/
This skill can be activated while in mid-air.
We have a winner.
Nice one.
I have no idea what you are trying saying. If it’s the usual bullkitten crying I don’t have much patience left for it.
One of the concerns was who should be having the decision power. I decided to move over that decision to the voteholders.
At the moment there is a vote on about the current voteholders at http://gw2dungeons.net/Voting.
In future, any guild can apply for the position and a poll will be made about it. Similarly voteholders can propose demotion of another voteholder, if case a guild turns inactive. Obviously I will try to filter any jokes/trolls.
Weth, has everybody chimed in on this vote yet?
6 have voted so far.
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19 different skins. If each takes 20 pristine relics you would need 380 pristine relics in total.
After patch, you can get 3 pristine relics daily by doing 9 different maps. So you can farm all skins in 120 days by doing a total of 1140 fractals.
Pre patch, you can get 5 pristine relics daily by doing 20 fractals. So you can farm all skins in 76 days by doing a total of 1520 fractals.
100 or 250 pristines might make sense if the skin had any prestige.
That’s the problem with RNG skins. Hard to get but don’t really mean a thing.
So any opinions on the design of this http://gw2dungeons.net/dev/AC1 ?
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I’m pretty sure they are only making the starter levels easier.
So you’re allowed to immob Fimbul/Subject6 again, and not allowed to do the Molten Facility speed up trick?
Yea
such a fickle community we have here
Glad it’s all figured out finally (right?).
It’s not final yet. They didn’t have the majority of decision makers there.
@Jerus This Ruleset is not done for such issues, it’s done to have a clear point for every issue so there is a clear definition for out of bounds and for inactive bosses. With this ruleset you can prevent future issues or even issues coming up with hot.
It was already clear. This was just some people spending some effort to get what they want (which is perfectly acceptable). No need to sugar coat it.
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The idea was to sort teams, not individuals players. How would that exactly cause drama? The value can easily kept hidden if needed.
The problem with random teams is that if any team gets lots of high end players they basically win the tournament. Also I’m bit worried about too casual people joining. Would people enjoy playing with tanks/bearbows?
#BearBowTeamWins !
A good way to ensure that not every high end player end in the same team would be ponderation (not sure about this word in english u_u)
Give each player a “weight” according to their skill level (the higher the skill level is, the higher the weight) then randomise with the rule “have the same average weight per team”. There is an algorithm for that, don’t remember the name…
The problem with that is high end players would end up with 4 bearbows (people who are just there to have fun). I’m bit worried whether it would be fun for both parties.
And if you have a way to weight players then you have a way to weight teams too. I just think it will be more enjoyable when you play with likely-minded people.
The idea was to sort teams, not individuals players. How would that exactly cause drama? The value can easily kept hidden if needed.
The problem with random teams is that if any team gets lots of high end players they basically win the tournament. Also I’m bit worried about too casual people joining. Would people enjoy playing with tanks/bearbows?
One of the concerns was who should be having the decision power. I decided to move over that decision to the voteholders.
At the moment there is a vote on about the current voteholders at http://gw2dungeons.net/Voting.
In future, any guild can apply for the position and ask for a voteholder to make a proposition. Similarly voteholders can propose demotion of another voteholder, if case a guild turns inactive. Obviously I will try to filter any jokes/trolls.
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The gambits are tricky since not everyone will be streaming. It’s impossible to tell if someone is using first person or HUD.
—
Weth, i like your last idea about gambits and the numerical value, but i think it will be very hard to get balanced.
Well, it’s not like we can achieve balance in any way. For example while random teams would be fair, teams will be far from balanced.
Thanks for all the ideas. I have say that some of them feel bit too complicated. More moving parts it has, more likely it will break.
Anyways, I was thinking of having 3 events. One to promote record running, one to promote tournament play and one purely for fun.
1) Monthly dungeon.
Promote record running and hardcore competition by giving a reward for the best times. Could also give some kind of internet prestige points for an accurate guild ranking.
2) Bimonthly? gambit tournament.
Premade teams. 2 weeks before tournament registration closes. A poll is made for each team. Some people give numerical value and then the average/median is used. This number would get updated after match.
A secret list of gambits is made. Every gambit is given a numerical value by the same poll method.
At start of each match, teams would get gambits based on their numerical strength.
Does bimonthly seem too often? With lots of teams there would be lots of organization.
3) Weekly? fun
Stuff like dungeon trek, boss challenges, etc. This needs lots of organization so have to find a volunteer.
Does that sound ok?
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I don’t really agree with end game dungeon content being open to people who arent willing to put in 1hr at a time.
There’s plenty of other dungeons for those that can only commit 20 minutes a day.
And once you wipe few times per fight, that 1 hour becomes 3-4 hours.
You can do swamp over and over. You just progress with daily achievements. Also selling will be a pain because you have to sell after every fractal instead of 4 fractals.
What about having premade teams but each team were given a numerical strength value? Then based on this value, teams would get gambits.
So high end guilds would get severe gambits when against casuals.
At the moment you can get a fractal skin from something like scale 10. After patch you need at least scale 51.
Yes, people can do scale 1, 2 and 3 each day for one pristine relic. 20 days for each skin.
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Why does the current grindy way of easy levels have any prestige?
My explanations and opinions:
Progression
The biggest improvement is increased accessibility. With reduced run times and map selection, it’s much easier to play fractals casually. While accessibility doesn’t matter much for the veterans, it will help us in the long term because more people play the content, more likely they update it.
The map selection is a big improvement for the hardcore community. Record running got much easier which means we will probably have a fractal tournament at some point. Also making guides and practicing is easier.
The progression is bit questionable. You can progress by doing the same scale over and over. Unless they do a good job with instability balancing, some scales will be much easier than others. People will find these easy scales and repeat them over and over for progression, especially if there are any exploits. While levels 90+ will probably be really hard, some of them will be easier than the others.
The daily achievement system discourages doing same maps over and over but we will see whether this has any meaningful effect. I expect that there will be several easy scales which people can run for both progression and daily. One way to fix this is to track which scales you have completed so only completing new scales would increase your personal scale.
Difficulty
The biggest improvement is the increased instability difficulty. This forces people to adapt and think instead of repeating same tactics over and over. It’s also good that they reduced the progression grind (100 new runs / 4 = 25 old runs).
I think scaling toughness, precision and other stats is a mistake. Increased toughness only means that people have to grind/get ascended condition gear. Yes, the meta will change but it will be as exclusive as the berserker meta. The precision change means that enemies will randomly deal +50% damage, even more if the ferocity is touched. When enemies already deal a very high damage, the randomness decides whether you live or die when you get hit. Yes, this makes weakness better but it only reduces the probability.
Daily rewards
I don’t really like how these work. This basically means people will find the 3 easiest scales with different maps on 50+ and run them every day for the achievement. I think the daily achievement should force specific maps or scales.
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I don’t think we have enough topics about fractals yet /s. So here is one more where I have tried to catch all the possible information.
Note: There are some speculation. They are marked like this.
Progression
- Completing a fractal run requires only one map instead of 3 normal and 1 boss maps.
- Each scale is connected to a specific map. Whenever you play that scale you will always face the same map and the same instabilities.
- Amount of scales increased to 100.
- Personal fractal level increases by doing a higher scale.
- Fractal levels won’t be reseted.
- Fractal leaderboards (details unknown).
- Fractal masteries gives access to additional dailies, new infusions, and instance-specific buff items or challenge modes
Difficulty
- End scales are supposed to me much harder then what we currently have.
- After scale 50, other enemy stats like precision and toughness increases.
- New and more interesting instabilities.
- Higher levels have multiple instabilities at the same time.
- End scales probably need more Agony Resist.
- New challenging achievements. Old achievements will remain.
Daily rewards
- Daily fractal bonus chests replaced with daily achievements.
- Scales 1-20, 21-50 and 51-100 have their own achievement.
- You need to do 3 different maps to complete the achievement. Total of 9 different maps to complete all achievements.
- Reward: A pristine fractal relic and chance at the fractal weapon skins, ascended equipment, infused rings, and more.
- New daily scale achievement. Probably included in the current daily achievement.
Fractal drops
- Every fractal gives a lock box called fractal encryption, which can be traded. A fractal encryption key is required to open it.
- Fractal encryption keys can be bought with stabilizing matrices.
- Opening a fractal encryption randomly gives a Mini Professor Mew, new ascended aquatic-breather recipes, high-level crafting materials or something else.
- Harder and longer fractals give more rewards.
- New randomly dropped fractal crafting materials.
Other rewards
- Cat golem miniatures: Evolve Mini Professor Mew with an ingredient found in fractals.
- Fractal weapon skins: A skin of your choice can be bought with pristine fractal relics, after you have reached scale 51. Probably 20 required.
- Golden fractal weapon skins: Can be acquired only from high levels (51+ or even more). Can be transformed to another golden weapon of your choice in Mystic Force.
- Fractal skin collection: New reward added.
- Legendary backpack: Start with a simple backpack and improve it (probably uses current Fractal backpacks). Do challenges, timed bosses and complete collections. Needs stuff from Fractals and other places. Needs balls of dark energy and stabilizing matrices.
- Salvaging ascended equipment: Needs a specific Ascended Salvage Kit. Can be acquired from the fractal vendors and other sources. Different result based on equipment type. All have a chance for a ball of dark energy.
- Salvaging ascended rings: Gives stabilizing matrices.
- New consumable: Stacks with other consumables. May not work outside fractals.
- Titles: Probably one for reaching scale 50 prepatch.
Sources:
- https://www.guildwars2.com/en/news/the-brand-new-fractals-of-the-mists-legendary-backpacks-ascended-salvaging-and-more/
- https://www.reddit.com/user/Anet_Goremond
- https://www.reddit.com/user/mikezadorojny
- https://www.reddit.com/r/Guildwars2/comments/33cu1u/spoilers_unannounced_release/
- http://ca.ign.com/articles/2015/08/06/gamescom-2015-guild-wars-2s-mastery-system-takes-you-from-canopies-to-crafting
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I already have a full ascended sinister gear-set for my engi, because of WvW…
My body is ready, and i welcome this change.They specifically announced that group-roles will be more distinct and support gets a bigger role. And to defy the zerker stack-meta, it’s only logical to mess with their dmg output directly by scaling up toughness.
On the long run, this will also allow Necromancers & Rangers easier access to Fractals, since both are lacking in group-support (welp, spotter is still kinda nice), but come with powerful condi-builds, hence get better dps than guards, warris & eles against high values of toughness. Ele might still be high up in terms of dps, since they can stack burning the easiest currently, but it wears down as fast as guardians’ and leaves them with almost no condi-output. Not to mention that their attunements lock them out from effectively combining their condi-dps, due to short duration of both their bleeds & burns.So yea, engi becomes more than just a supporter, and necros & rangers will suffer less discrimination at higher fractal levels.
Could you explain how the condi stack meta is better than the zerk stack meta?
If they got rid of all path specific RNG then it could simply track your best times on each level.
If not, I guess they will just track the amount you have done them…