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Increased Bleeding Stacks

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Condi’s have always been capped in sPvP and still have an integral part in the meta. They are very strong against certain matchups(condi pressure from double engi is huge). This should tell you enough about how bad it would be in sPvP if there was no condi cap.

Also your math is wrong when calculating the condi’s. 7k dps from 3 condi classes is not really accurate. You have to take into account if they had high might with most condis stacked on them. In that case it would probably be closer to 8 or 10k, not 7. 25 bleeds alone with might can do close to 3500 damage per second.

Let’s look at the math a little more closely:

we’ll assume 100% uptime of max stats of bleed, burning, poison, and 10 stacks of torment. This is far higher than anyone could ever achieve, but it will be a good illustration for you. This of course is assuming no build up time, no cleansing, and no defenses used.

Numbers taken from: https://wiki.guildwars2.com/wiki/Condition_Damage

damage per second/attack per stack = Base Damage + (Factor * Condition Damage).

Max condition damage with full ascended is currently ~2000 + 875 for 25 might stacks (lower in PvP, but again we will try to help you out by using PvE stats)

Bleeds: 42.5 + (0.05*2875) = 186 per stack = 4650 dps
Burning: 328 + (0.25*2875) = 1050 dps
Poison: 84 + (0.1*2875) = 371 dps
Torment: 32 + (0.0375*2875) = 140 per stack (10 stacks) = 1400 dps

total condition user dps from any number of sources = 7471 dps

I will even throw in the ~300 dps you do from direct damage applying the conditions to give you a grand total of:

7777 dps. Of course when you factor in build up time, and cleanses this number plummets drastically.

This of course is well above what is reasonably possible, but I was giving the edge to condition users.

I won’t bother doing the direct damage calculations. you can head on over to the ele forums where they have done extensive analysis of direct damage builds if you are interested.

Your math used a condi damage number that is ~246 lower than what is possible — at least for a mesmer. One of my memser WvW builds with full might stacks would be at 3121 condition damage.

Bleeds: 42.5 + (0.05*3121) = 198 per stack = 4950 dps
Burning: 328 + (0.25*3121) = 1108 dps
Poison: 84 + (0.1*3121) = 396 dps
Torment: 32 + (0.0375*3121) = 140 per stack (10 stacks) = 1490 dps (2980 if moving))

That makes the damage 7944 (9434 if moving), which falls into the ~8-10k range for damage form the post you quoted. I did not include the ~300 dps for direct damage.

Of course, this is all hypothetical and in reality cleanses make that impossible to maintain for 100% uptime. However, a mesmers can come very close to those numbers during well set up condi burst. They can also stack on 15 confusion for that burst. With the listed condition damage that would add 7475 per skill use.

Confusion: 65 + (0.075 * 3121e) per stack = 4485 damage per skill use. (It would do significantly more damage in PVE).

I do not usually count confusion in damage potential of builds because only really bad players will spam skills once a spike of confusion is sent at them.

I’m not sure how you are getting quite that high…though I suppose it is possible if you have 25 stack sigil, utility buff and food buff and possibly some infusions.

Of course if you look back at my original post (I cut it to make the post character limit) I was the one that quoted 9k as max dps for condition users. Which was the point. Max dps for power users is ~12-13k dps. And that is real achievable dps, not the imaginary dps that we are using here.

Personally as a necro, I have NEVER seen my bleeds go above 4k per tick. I would love to see kitten of someone actually managing that. It might be possible with the VW buffs on a solo husk champ, maybe? Of course no class that I know of can keep 100% uptime of all those conditions at once. as a necro I can get to the 25 bleed cap in bursts, but the average is ~19. I also have very limited access to burning, and am capped at 5 stacks of torment even with the sigil. I can get 100% poison uptime, though.

But in the end, even just removing the cap would be a monumental achievement for condition users, as we would at least be competitive in the game instead of dead weight. If we get additional changes as well then that would be even better. I think giving conditions the ability to crit in some manner would solve most of the problems.

No Dungeons No Cash

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

It’s really too bad, with action based combat you can make some really spectacular dungeons… just look at Wildstars dungeons, they were phenomenal. If you took GW2’s open world systems and wildstars dungeons you’d have the perfect game.

Remember, people really struggled with GW2’s dungeons at launch. It is only after running the exact same dungeons every day for nearly 3 years that we think they are incredibly easy. You know exactly where to stand, exactly when to fire attacks and exactly where to go. I bet there is someone out there who could run AC blindfolded at this point.

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’m very curious as to how you got these figures. How do you calculate 13K vs. 9K DPS? Is there some source for this that we can look at?

In particular, I am skeptical regarding the numbers for ascended gear. A 20% damage increase from exotic to ascended seems incredibly high, especially given that ascended is generally regarded as having about a 5% increase. Further, with the stat spread being consistent across all sets, a difference between a 7% and a 20% gain just seems very out of whack.

I’d love to take a look at some numbers and get a better grasp on where you are coming from.

See my previous post for the condition damage dps calculation.

The reason zerker gets such a big boost is because of the damage calculation formula.

Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)

Then you need to add in crit chance and crit multiplier:

Average damage = Base damage * ( 1 + Critical Chance * ( Critical Damage – 1 ) )

Upgrading from exotic to ascended gives you a 5% increase to weapon strength, power, crit, and crit damage. All of which are multiplied together

So essentially you end up with:

Base Damage = 1.05*(Weapon strength) 1.05 Power * (skill-specific coefficient) / (target’s Armor)

Average damage = Base damage * ( 1 + 1.05*Critical Chance * (1.05* Critical Damage – 1 ) )

Lots of simplification… divide by standard formula and you end up with :

% increase = 1.1025 + 0.055*basedmg*critchance/avedmg

I’ll assume 70% crit chance and 220% crit damage ( you can plug in more accurate numbers if you want) and that gives us:

1.135 or a 13.5% increase. So yes it seems I was a little high in my direct damage estimation.

However condition still just scales at 5% since there is no multiplicative calculation for its damage.

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Direct damage can be dodged/blocked/blinded/reduced and require the player to invest in 2-3 trait lines and the player becomes more and more fragile, the more he tries to increase that direct dmg.

By Comparison a condi user, invest in a single trait line and the condition dmg cannot be dodged, blocked or reduced, meanwhile the condi user can invest in tank stats without losing DPS

It’s several times easier to apply condi dmg than direct dmg…..this change is extremely bad…extremely

Odd I didn’t realize that conditions were immune to dodged/blocked/blinded… oh that’s right they aren’t… so that’s a wash…

They are immune to protection, which gives them an advantage, but then again they don’t benefit from vuln, which puts us right back to a wash.

Conditions can also be cleansed, which given how long it takes to build them up is a significant disadvantage, there is no equivalent for direct damage.

I think the misconception comes from the over time aspect of the damage. If a thief hits you with his sword you take 3k damage instantly. if you dodge/block/blind it you take 0 damage. If a necro hits you with his scepter you take ~100 dmg right away, but then you take 2900 damage over the next 5 seconds. The total damage from those attacks is exactly the same. If you dodge/block/blind the scepter attack you also take no damage, just the same as if you’d done it with a normal attack.

Direct damage users can also invest in a single trait line and take defenses instead, there is nothing stopping them from doing so. Conditions have a lower max dps since they don’t have those extra stats to increase their damage. (see my previous post) so yes they can be tankier but they also have lower damage potential. It may not be perfectly balanced, but it is pretty close.

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Condi’s have always been capped in sPvP and still have an integral part in the meta. They are very strong against certain matchups(condi pressure from double engi is huge). This should tell you enough about how bad it would be in sPvP if there was no condi cap.

Also your math is wrong when calculating the condi’s. 7k dps from 3 condi classes is not really accurate. You have to take into account if they had high might with most condis stacked on them. In that case it would probably be closer to 8 or 10k, not 7. 25 bleeds alone with might can do close to 3500 damage per second.

Let’s look at the math a little more closely:

we’ll assume 100% uptime of max stats of bleed, burning, poison, and 10 stacks of torment. This is far higher than anyone could ever achieve, but it will be a good illustration for you. This of course is assuming no build up time, no cleansing, and no defenses used.

Numbers taken from: https://wiki.guildwars2.com/wiki/Condition_Damage

damage per second/attack per stack = Base Damage + (Factor * Condition Damage).

Max condition damage with full ascended is currently ~2000 + 875 for 25 might stacks (lower in PvP, but again we will try to help you out by using PvE stats)

Bleeds: 42.5 + (0.05*2875) = 186 per stack = 4650 dps
Burning: 328 + (0.25*2875) = 1050 dps
Poison: 84 + (0.1*2875) = 371 dps
Torment: 32 + (0.0375*2875) = 140 per stack (10 stacks) = 1400 dps

total condition user dps from any number of sources = 7471 dps

I will even throw in the ~300 dps you do from direct damage applying the conditions to give you a grand total of:

7777 dps. Of course when you factor in build up time, and cleanses this number plummets drastically.

This of course is well above what is reasonably possible, but I was giving the edge to condition users.

I won’t bother doing the direct damage calculations. you can head on over to the ele forums where they have done extensive analysis of direct damage builds if you are interested.

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Firstly, its very cool that you are aiming to remove the condi cap in pve and maybe make some things more viable.

What I must add though is that removing the cap in somewhere like spvp or wvw would completely break the game unless somehting else was changed about condis. Condis’ do have their place in sPvP, thats obvious.

In WvW they also have their place. Its in small scale fights where because of the stat bonuses, they are stupidly strong. It doesn’t need to be buffed because its not viable in large scale fights. Damage condi’s have no real place in large scale fights but soft cc’s(chill, cripple, immobilize) absolutely do(also blind).

except they wouldn’t break anything because they are balanced exactly the same as power builds except with a cap.

1 power build can do ~5k dps to a player in a 1v1
2 power builds can do ~10k dps to a player in a 2v1
3 power builds can do ~15k dps to a player in a 3v1

Currently:
1 condi build can do ~4k dps to a player in a 1v1
2 condi builds can do ~7k dps to a player in a 2v1
3 condi builds can do ~7k dps to a player in a 3v1

After the change:
1 condi build can do ~4k dps to a player in a 1v1
2 condi builds can do ~8k dps to a player in a 2v1
3 condi builds can do ~12k dps to a player in a 3v1

So no it wouldn’t break anything, it would finally balance it somewhat. condi builds are still at a dps disadvantage due to poor stat scaling, lack of crits, and condition cleanses.

The one advantage of condi builds is that they hit all classes with equal dps since they are not affected by armor. However that amount is lower than what power builds hit for across the board.

Spend a point, then grind xp to use

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Posted by: ZudetGambeous.9573

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Not really feeling this aspect of the mastery system. When I unlock a new mastery skill by spending points in it, I want to use it, not grind until I gain enough xp to level to be able to use it.

Maybe it’ll be better when the game is actually out, but this first part many of the events weren’t giving xp and only the wyvern event gave substantial xp.

It seems only some of the masteries operate like this (i.e. the mushroom) while others give you something instantly with more unlocked on leveling.

I agree that spending a point should always give you something, even if it is minimal. However this also depends on how many points are ultimately available. If you are gaining points and levels every 10 minutes then I can understand the wait. I think it will be hard to say for sure until a full beta is available.

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

…we have said for a while now, we know that the current stack cap creates problems for condition players who want to work together. What you saw today was the first test in solving some of these problems. Keep in mind, it is not necessarily final and absolutely not the entire plan.

A question:

Do you anticipate whatever solution AreanNets settles on to be delivered prior to HoT’s release like the current stability changes or to be held to coincide with the expansion?

We don’t know yet, but the goal is to have this BY HoT at the very latest. I don’t think we would hold it if we felt it was the right solution, tested it well and felt it was balanced.

This is great news! can’t wait to see the full changes you guys have got! This has got me very excited!

Increased Bleeding Stacks

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Could this be a breakaway from berserker only meta?

I sure hope so

Unfortunately no.

Optimal group zerker builds at maxxed at ~13k dps

Optimal condition builds with no stat cap are at ~9k dps

Additionally they have a longer build up time, frequently have their damage cleansed off bosses, and most importantly only scale off of 1 stat instead of 4.

Upgrading from exotic to ascended zerker gives you a ~20% dmg increase. Upgrading from exotic to ascended rampagers is ~7% dmg increase.

If you use a hybrid build with sinister you can get ~12-15% increase, but still not the scaling of zerker and at that point you are no longer using a condition build anyway.

However I will say that this change is very exciting. It makes condition builds at least viable for open world content, and gives them a chance to actually use their potential instead of being less than useless.

Condition stack increases PASSED 25!!

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I just hope people realize that the cap was only 1 part of the problem. condition builds still do 20-40% less damage overall than zerker builds for various reasons. Plus they still don’t work on objects, can’t crit, and scale 3-4x slower than zerker stats.

If everyone flocks to condi builds things are not going to get easier.

Condition stack increases PASSED 25!!

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Imagine the first boss after the change that transfer the conditions back at the players.

Well of Power → 30 minutes of might, fury, swiftness, and protection… sounds good to me lol.

61 stacks of Bleeding in the Stress Test?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I really wonder how the server will handle and epidemic on -several- 70+ stacks of conditions though

I would like to see that happen

I would say there is a 99% chance that it is changed to only transfer your own conditions.

Stress Test = story? how disappointing....

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I just hope revenant gets a few beat downs with the nerf bat before launch lol. Otherwise what I saw looked pretty good overall.

61 stacks of Bleeding in the Stress Test?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

OMG OMG OMG… if they are finally going to fix conditions then I will never ever say a bad thing about HoT ever again!!!!!

So... where are the dungeons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Well at least we know now why gaming companies are being so absurd… people keep demanding that they charge more and more money for less and less content… how absurd.

I'm... probably right, but...

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This is a stress test. you will be in a small part of one zone with 10,000 other people, and you will mostly just crash over and over again I suspect. That is the point of a stress test, they keep loading up the server until it breaks. Then they see what breaks, optimize it and repeat until they’ve optimized everything they can, then they set the population cap at a point where it won’t crash with the optimized settings.

So... where are the dungeons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

So if people think that dungeons are just too expensive to develop, that would imply this expansion should be very cheap since it doesn’t have them. I can’t imagine spending more than $20 for this expansion if there are no raids, no dungeons, no new race, and the zones are as small as they seem to be.

Everything about this expansion seems to be about saving money instead of building a better game. I’m afraid that the terrible failure of china’s launch has them scrambling for cash grabs instead of really building up the game.

So... where are the dungeons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This is a game that has an active combat element. There is active defence. Its common for games with this kind of combat to be doable by less than intended numbers of players if they have above average skill and reflexes. If anything thats good design. Artificially limiting players has never been considered good design. Why is this game any different?

I think it’s good design to not artificially set number of player limits either but I think what we have in GW2 goes way to far. Team content is about relying on teammate to finish content. If content designed for multiple players can be soloed, I think it’s too easy. I would also say it’s poorly designed too; if you don’t need team support to do teamed content, then it’s not a team, it’s just 5 guys trading agg and soloing. We can’t even reliably hold aggro, so it’s not even THAT complex of a team interaction.

I find it ironic that the better you are as a player, the less of a ‘teamplayer’ you need to be; I guess that’s a consequence of the lacking trinity and every man is an island philosophy. It’s just unfortunate that the dungeon design doesn’t change with it. WE end up with 5 guys soloing in the same instance. That’s where dungeons in GW2 fail to me … if you’re good enough, you can’t just ignore the fact you’re playing with 4 other people. The dungeon design in this game is so 1-dimensional. It’s actually pretty lame dungeon design if it’s meant to cater to the idea of co-operation and support from teaming. It’s just not hard enough and it’s simple.

This is the problem I have had with GW2 since the beginning. There is pretty much no situation where I want other players around. In every dungeon and open world encounter I would be significantly better off if I was alone. The other people are there, but i’m not really playing with them, they are just there so things die faster.

If there was an option to duplicate my character 5x and have 5 of me stacked together I would take it every time. Other players offer nothing of value to me except that they might be dead weight that I have to carry.

Every dungeon, world boss, and encounter in the game can be solved by having more dps. I was hoping the devs would introduce some challenging instanced content in the format of dungeons so that this would finally change. It is a necessary evil of the super casual open world, but it doesn’t need to be like that in instanced content.

Please undo the Thrasher change!

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Posted by: ZudetGambeous.9573

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The new Mordrem Thrashers are really annoying. They have gone from using strategy to defeat to must burst them down with zerker gear or you’re dead.

Before the patch you could strafe and attack and avoid their ground spike attack. This meant if you were smart and used all cast while moving attacks you could defeat them without a problem.

However after the patch these are completely unavoidable without dodging or blocking. Even running straight ahead with swiftness still gets you hit. I’m not sure why this was changed, but now it is just another enemy dps race, kill it before it kills you.

Does GW 2 have the most crafting mats?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Nothing will ever rival SWG’s crafting system.

There was: Metal, minerals, meats, vegetables, grains, skins, bones, enhancers, and probably some i’m missing.

Metal alone has steel, and copper and iron, and aluminum and every metal you could imagine.

Then on top of that the mats all had stats with 8-10 different stat categories. Cheap mats were used to mass produce disposable items, while the very rare high quality metal was only used in custom made weapons with enhancers.

There was a time when I was a carbineer/ranger that doctors would hire me to track and hunt birds for avian meat which was used in high quality buffs. I would be paid a per pound amount and a tracking fee.

GW2 is mostly like a child’s ball pit by comparison.

So... where are the dungeons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

So you think they’re doing it as a loss leader for that mad mad eSports money?

It’s a better reason than ’they’re just stubborn jerks’ but it still seems occam’d to me by “they believe PvP drives retention and isn’t too expensive to support”

Considering they’ve given out close to $1,000,000 in prize money I don’t think anyone can claim that PvP isn’t expensive.

The devs desperately want this game to be an Esport, but it never will, and they are wasting valuable money that could be spent on actually making the game better, instead of just giving it away.

[Suggestion] Putting a CAP on Currencies

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

you realize, if you find the currency more valuable than the items that you can exchange for it, you are very separated from logic?

The only value the currencies have is what you can trade it for. Thats it. You are basically saying people just like having a high arbitrary number that has no use for them. Which is probably true, but it is also pointless.

I guess I should say that people value the future value of the currency more than what they can exchange it for.

For example, karma can easily be turned into gold. However most people don’t convery karma to gold… why? well they either think karma will have more uses in the future, or they don’t think it is worth the effort to convert it. Time is also a currency, and the most limited one at that.

Sure maybe I can get 2g/hr converting karma, but I can get 10g/hr doing something I enjoy more. The end result is that I have a big pile of karma. Putting a cap on it will make me spend time in game doing something I don’t like so that I don’t feel like I am missing out. As it is now, I can keep playing the game how I want and eventually spend the karma when I want, how I want.

next week's blog

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

My vote is for new legendary weapon skins… I really want to know what they will look like…

[Suggestion] Putting a CAP on Currencies

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

So many bugs with March 16th patch

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There must have been a ton of background changes… I just don’t understand how they could break so many different things with such a small patch…

Shadow Dye Kit

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I wonder how high the price of shadow abyss dye will rise in the tp?

Just some math for the gold-gm vs gold-dye conversion:

Assuming you have a fair chance for all 25 dyes and you buy 25 kits for 2.5k gems.
The gems would cost more than 400 gold, with the conversion rate from the previous days roughly 340 gold.

In addition you pay more in the tp for the non-gambling but get other dyes on the other hand if you gamble.

All in all I would expect the dye to go up to around 300+ gold very fast in the tp.
Did I miss something or is now a good time to buy the color while it is cheap for some gold instead of gambling lots of gems?

Dyes are hard to predict since there is supply from multiple sources.

Technically you have an equal chance to get abyss dye yet it is not 300g. It is all about perceived value. There are more Shadow Abyss dyes on the TP then the others yet it is 10x more expensive.

Shadow Dye Kit

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

RNG is never going to pay off for you. Just grind grind grind and then buy off the TP.

This isn’t one of those “other” MMO’s where you have to earn your rewards. Here it is just mindless grinding until you can buy the item.

Upcoming Dye- Shadow Abyss

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These are all so close to each other… can you even tell the difference between them outside of the super brightened preview screen?

The leather armor I wear on my main doesn’t take colors normally. It’s a lighter fabric for some reason. Black shows up as a dark purple. Midnight Fire is a dark red. Even Abyss is only a dark grey. I’m using Charcoal because it’s the closest thing to black that isn’t tinted to an actual hue that I could afford. Shadow Abyss is the first color that is legitimately black for the whole thing.

I have a similar situation on my Norn. Her chest and pants are from two different sets and they react to color differently, such that I’m stuck with her main color being grey because I have to use two different shades to gain the same color throughout. Shadow Abyss removes that problem by being the same shade of black regardless of where it is and what it’s on.

Unfortunately, though, I can’t afford one, so it really doesn’t matter for me.

interesting… I wonder if they help the nightmare of colors that is luminescence armor…
That armor hates dyes…

So... where are the dungeons?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

GW2 delivers fun .. not grinding

Not sure if being sarcastic or not..

Nope i’m not sarcastic.
The OP made the point -> the WHOLE content of nearly any other MMO is nothing but grind to gain access to new content which is grind again

These dungeons are generally what keep people playing the content as they search for new gear and master the encounters…

- i would like to add that you have to do the same things again with every alt you create

GW2 offers you optional stuff to hold you in the game that you don’t have to do if you don’t want it.
It is confirmed that there will be challanging content and we know nothing about it atm but we can be sure that it won’t be like the other MMOs. So the comparison the OP did is not useful and the OP shouldn’t expect something like he mentioned .

Is there an equivalent in HoT? What will keep us playing after we finish the story 2-3 weeks in?
I just haven’t seen any info on this, i’m sure it is somewhere, but I can’t find it.

There won’t be any Dungeon-gergrind-treadmill. Im Sure we’ll get dungeons but they won’t do the main part of holding us in the game – gw2 never worked that way.
in PVE it will be mostly focused on Masteries (jeez there can be so many possibilities) / Collections (like the Silverwastes one for the Carapace gear) / Precursor-Hunting and of course dynamic events with new chains and bosses (like Vinewrath or the wyvern). Also the challenges could play a bigger role.

So it will definitively not be like other MMOs – the biggest comparison we could do should be the Silverwastes as the Devs mentioned that Orr once was planned like SW in much bigger scale with bigger impact for the map and the map-mechanics.

wow you really bought their hype hook line and sinker…

You go on and on about how GW2 does not have grind then proceed to list:

luminescent armor (have to grind the same content 40-50 times to finish collection)
masteries (must grind to get ALL of them to complete the content, they are not optional)
precursors (must grind 1000g by running 500+ dungeons)
Vinewrath (currently farmed continuously in full grind mode)

Those are all far worse grinds than anything offered in WoW… in WoW you need to do a dungeon 3-5 times to get the gear you need, then you can do another dungeon… in GW2 you need to do a dungeon 30+ times to get a full gear set. GW2 is significantly more grindy than other MMO’s, I want it to be LESS grindy by offering dungeons like in other MMOs.

Revert Camera Changes

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t see the problem in that video? He is arcing arrows over a wall… isn’t that exactly how an AC is supposed to work? Previously you were screwed over by the camera and the crappy AOE placement of AC’s. you don’t need to be able to see the target to be able to shoot at it…

Upcoming Dye- Shadow Abyss

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

These are all so close to each other… can you even tell the difference between them outside of the super brightened preview screen?

Teragriff OP

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I just wish the width of the charge was more in line with reality. I’ve dodged twice in a row away from the line and I still end up flailing around like a drunken turkey because the terragriff that is 900 range away still somehow KD me… The hitbox on those things is insane.

Also the fact that those tiny little vines block projectiles is kind of annoying… when they are charging their hit box is the size of a barn, but heaven forbid you try to attack them when they are standing on the vine… then magically their hit box is smaller than an asura hit by a shrink ray. they get full 360 degree protection when they are standing on those vines somehow.

If those two things were fixed then I think they would be fine.

How does streaming work?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Well now it is just continually crashing the launcher… time to disable it… you think they’d try testing it before implementing it…

Bugs from 16th Patch [Compiled]

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

-StreamingClient does not work. Had to download entire patch in order to play the game.

How does streaming work?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Have you hit the Log In button? I actually got confused because I usually hit that so automatically fast that I forgot I hadn’t done so when getting this patch. You should be able to Log In while the red bar is progressing, at least I could do so in previous patches.

The Play button won’t work if you’re not Logged In.

I am indeed logged in, I doubled checked that… I also double checked the tag, it appears to be spelled and formatted correctly.

Lich Form Nerf

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Reading the patch notes I saw that Lich Form only grants 1 stack of stability every 3 seconds. All of the other elites grant 3 stacks every 3 seconds, so why not Lich? This nerf (assuming that the patch notes are correct) is really pushing me to use Flesh Golem instead of Lich Form.

I wouldn’t recommend that. Flesh golem hasn’t worked for 6+ months. He doesn’t ever attack, ever, for any reason. He is just an extra large mini pet.

How does streaming work?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

So I added the -streaming client tag to my shortcut as requested, and a new “playable” indicator showed up on the download screen… but it appears to be just for show?

nothing happened when I past the bar and I still can’t play… ideas?

Attachments:

So... where are the dungeons?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Wasn’t dungeons something they are backing away from?

Talks about dungeons from 4:15
http://www.youtube.com/watch?v=umpR6LhBhW4

I think this quote sums it up: Source (found while researching about the dungeon team for this thread).

Anet is not currently working on any dungeons content and has no plans to develop dungeons further.

Well that was when LS was “the future” and they were focusing on that. Since that died horrifically, I expected them to go back to more traditional methods. They are doing a traditional boxed expansion, so I figured they would probably have some more traditional content to go with it.

As others have pointed out they did say there was going to be “challenging group content” hopefully we hear more about that soon.

So... where are the dungeons?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t understand where people are getting the idea that dungeons are a “small” part of the game. Even after running the exact same dungeons for 2.5 years it only takes me ~5s to get a full dungeon group. To get a full PvP match going takes 5-6 minutes… it takes hours to get a SW map to the point that people actually want to join in, and then they immediately leave again once it finishes.

I would argue that dungeons are the most played aspect of the game.

Boycotting HoT Content until its released

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

That’s your prerogative, but when mats are 100x more expensive then you can afford, and groups won’t let you play with them because you have no idea what you are doing, don’t come complaining on the forums. We did the research and put in the time to buy what we needed beforehand and learn the encounters for smooth runs, so it’s not our fault you are left behind.

Your best bet is to learn all you can about the open world content and don’t look at anything story related, that way you get to see the story at release but you aren’t stuck having no idea what to do or where to go.

Halloween is still going on :O

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Maize balm is a great way to make money. even with the slightly increased costs, you can still double your investment very quickly. There are plenty of spots to farm, and no heart requires killing only ambients so don’t listen to anyone who says you are preventing heart completion or some such nonsense.

Profession most broken and least played?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’m not sure why necros are defending how bad they are… you are only hurting yourself. I’m sorry if you think you are doing real damage, you aren’t. Roll an ele, learn to play it well and then compare it to your necro. at best necro does 60-70% the dmg an ele does, and brings none of the utility.

If you really want necro to be better you should discuss how to make it better, not defend that it can “get by” with what it currently has. I can “get by” dungeon runs naked with a level 1 sword on a warrior, that doesn’t mean I should have to.

Profession most broken and least played?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Least Played: probably mesmer or engineer

Most broken: necro hands down. They offer very little support, 0 mobility, broken conditions, and 3rd tier power based dps.

Sure you can play them just fine, you probably will stay alive longer than everyone else too… but that is because you don’t do any damage or offer anything to the group so enemies just ignore you. I will say, they are pretty great for taking down slingers in SW solo, but if someone else comes and uses up all the condition slots then you are back to being useless.

WvW no longer required for world completion

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Yes because the one thing this game needed was even easier legendary weapons…

Please don’t go through with this, you should be adding to world completion, not removing it!

So... where are the dungeons?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

In a typical boxed expansion, the majority of the repeatable content is in the form of dungeons/raids. Generally for a $40 expansion you will get 8-10 dungeons with 8-10 additional hard modes, and 2-3 raids. These dungeons are generally what keep people playing the content as they search for new gear and master the encounters…

Is there an equivalent in HoT? What will keep us playing after we finish the story 2-3 weeks in?

I just haven’t seen any info on this, i’m sure it is somewhere, but I can’t find it.

New defiant and condition damage

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Yeah that seems unlikely… they can’t even fix the existing conditions, I can’t image they will have all new functionality for conditions…

I know personally I love fighting teq on my condi character… when he is stunned I do a wopping 300dps… Pretty sure my ele hits 30,000 dps, but hey, 300 is good too…

The Mystic Treasure Chest

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

2/10… would have been 8/10 if you left that last sentence out, much too obvious with that last sentence in there.

Thief, Ele, Necro, or Mesmer

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Well if you don’t want ele then I would say none of those.

Warrior or Guardian are your best bets. They do lots of damage and have lots of survivability.

There are no trade offs in this game. In most MMO’s having more health and more armor means you have less mobility and less damage, but GW2 chose not to follow this idea. Warrior has the highest armor in the game, the highest health in the game, the highest mobility in the game, the 3rd highest support in the game, and the 3rd highest damage in the game. (All for PvE, things are more balanced in PvP).

Your best all around and easiest to use class is the warrior. Guardian has less health and (slightly) less damage, but offers better support. Ele and thief offer the best damage, and high mobility, but less health/armor. Mesmer/Engineer offer middle of the road dps, good utility, but lower mobility and health/armor. Ranger offers above average everything, but not the best at any one thing. Necro pretty much offers you nothing that can’t be done better by someone else. They have no support or utility, low dps, and the worst mobility in the game. They are very tough though, so you get to watch your character be useless for longer.

Next Game Build: Update

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Thanks for letting us know! looking forward to seeing this patch.

just tell us the weapon list already

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

You answered your own question… they aren’t going to tell us yet because people would buy out all the weapons and skins that revenant uses and jack up the price to make money on the expansion.

They will release the list slowly over time to keep the economic impact small, and keep the hype train going.