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[Ranger]Nature's Vengeance for Spirit Nature

in Bugs: Game, Forum, Website

Posted by: anduriell.6280

anduriell.6280

Hi, the trait Nature’s Vengeance don’t work when the elite skill Spirit of Nature it’s killed.

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[Ranger] Vigorous Spirits trait seems broken

in Bugs: Game, Forum, Website

Posted by: anduriell.6280

anduriell.6280

Ah ok, thank you for clarify that. The cool down it’s not explained anywhere, I knew about the 9 sec cool down in fire spirit because I saw it in some forums. In guess stone spirit has it as well.
I think the “bug” then it is not to state the abilities cool down from the spirits.

That “feature” make spirits less than useful, having in mind that they have a life span of about one minute max if they don’t get killed before, and their abilities aren’t triggered because of the cool down feature. Mostly annoying to have to spawn the spirits during long fights for so little help.

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Trading Post Sell Bug

in Bugs: Game, Forum, Website

Posted by: anduriell.6280

anduriell.6280

yeap, same here.

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[Ranger] Vigorous Spirits trait seems broken

in Bugs: Game, Forum, Website

Posted by: anduriell.6280

anduriell.6280

From the last patch the Vigorous Spirits seems broken, i can’t get the water spirit to heal although is supposed to be a 70% chance. I have 70% chance critics, and the spirits does not activate so often.
Looks like it keeps 30% chance activation although i have the trait activated.

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losing connection in group events

in Guild Wars 2 Discussion

Posted by: anduriell.6280

anduriell.6280

Actually the same is happening to me. And when i log back few seconds later there is nothing there, no the event, no anything.
I just asking. Would be that difficult to keep the player in the same instance so at least could keep playing?
This situation is really anoying and discourage keep playing.

This is happening from the last patch i don’t know what did you guys broke, but fix it pelase.

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Couldn't you properly fix the necro ???

in Bugs: Game, Forum, Website

Posted by: anduriell.6280

anduriell.6280

I have a necro that i did stop using from a year or so, because of the such awfull bugs that plage this profession. I still see that the minions are still behaving dumb not atacting when they are supposed to.

But now i also see that the minions get KILLED INSTANTLY when you enter or LEAVE some areas. I mean, it’s anoying that a bone minion get killed, is 10 seconds wait, but when happens to the meat golem that’s really crap.

I mean other games like ArcheAge does not have this nasty errors for so long… Could you fix this already?

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Necromancer sucks.. Sucks really bad.

in Necromancer

Posted by: anduriell.6280

anduriell.6280

Yeap, actually i chose this class because of the minions management. To use it as a burst damage class i think there are others classes that works much better and are more rewarding.
To use conditions you have to do sustain damage but the necro is too slow and too weak to stand/avoid direct burst attacks (i’m not talking about buff the player using sigils in armors/weapons) the necro is simply not suitable to do dungeons for example.

I’ve seen some power builds/condition builds that may work, but as i said the attractive of this class is for me (and i guess for most people) is the minions.
However my point is that this class looks broken (however the reasons) and i think it needs urgent fixing (in some way or another).

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Necromancer sucks.. Sucks really bad.

in Necromancer

Posted by: anduriell.6280

anduriell.6280

  • Flesh Wurm : i don’t play with that, if i wanted to use turrets i would have chosen the engineer. I don’t know if it has some real use, none of the Minion Master builds i’ve seen make use of that skill.
  • Flesh Golem: this should works the same way as Bone minions. Could be a signet that you use to mark an enemy and when it dies you get your golem. The Charge ability is cool but the knock down effect is too short to be useful. The enemies should stay down a little bit longer like a second o 2 seconds more. Right now the Golem overthrows them and instantly they are up and attacking you again (because the Golem went to get some pizzas to another map).
  • Lich, Plage, Geth Forms : I don’t like the idea of a Necromancer transmuting into this. We have already the Death Shroud skill that give us that. I could set those up like summoning with the time limit that is already there. Players then would be able to choose between a something more stable like the Golem or something more powerful but short-lived.

Also i could “fix” the Death Shroud skill, there are some incongruences in the skill set for that skill.
For example, there is no point of having Dark Path skill when the attacks are ranged. For that i would add a new skill for melee attacks the same as there is Life Blast. They could be auto-swapped when you are attacking in melee to keep it simple. Less damage but faster or more damage/faster but use more life force with each blow.

I would do some changes in the rest of the skill set but those were the most annoying and discouraging aspects of the necromancer that i could see.

I know this is a long text and most probably is going nowhere because as is understood Anet doesn’t show to care to much about this class, but i have to get this out of my chest. I’ve been playing the lion arch events and i could see all the faults and bugs that this class have that you can’t live so intense on the open world because it has more pace between battles. Not being able to get into dungeons/any event with Necro is desperately discouraging and that can make anybody to stop playing this game.

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Necromancer sucks.. Sucks really bad.

in Necromancer

Posted by: anduriell.6280

anduriell.6280

This rant is going to be long and English is not my main language so i apologize in advance for any eye bleeding i may cause but i think it worth the reading.

First i want to be clear that i love the idea of necromancer class, i have one at level 80 and although play it is like pain (so much that i stopped playing the game for months) i have hope in any moment the developers will give this class the attention desperately needs. But because the Necro hasn’t got as many hit points as the warrior or the same DPS it depends strongly in minions or became a moron that cast bleeding at the end of the group (o die continuously).

Minions AI. The worst bug in history of the mmorpgs.
Yeap. There are a lot of threads saying this, also is common knowledge that minions AI gets worst and worst with every update. Right now they are like vegetables that its only use is for bringing all the foes to you (thing that you don’t want to happen with the necro).
I think the problem the developers are facing (i want to think this instead that they simply don’t care) are that you are walking around with a small army of minions that have the magnet ability to attract foes. So they are facing two problems: If they go to hit anything that moves around you they could get you into battles you didn’t want. If they get into passive mode (that what is happening now) they won’t fight when you need them to.

I think a good way to resolve this on the simplest way is to do two routines for foes detection. First: area around the necromancer. Necromancer and not the minions to save processing power and also no avoid the minions to go travelling to see the world. Any foe inside that area should be attacked if the minions are not busy. That should solve the flat electroencephalogram looking problem. Second: When a foe is actively selected attack that foe. I don’t know how GW2 handle events, but it seems right now it get fired when is a commanded attack (from the keyboard/mouse). It should work also with AUTO attacks. Any time the necro is attacking the minions should have the same target. So with this the “We’re looking to the beautiful sky” while you are dying shouldn’t happen any more.

About the Necro: A summoner with a fancy name?

I like the classes that have minions, it’s fun to play (unfortunately not in this game) and also give you some pace if you are playing alone. Unfortunately i think for the shake of simplicity the Necro looks like more like a summoner and less how a necromancer should be. I mean, the minions have all the name and looks but the way it’s done could be applied perfectly to any summoner/mage. You click a button and from nowhere you get a Flesh Golem in the middle of the dessert. That could be to applied to summon an elemental or whatever you like. I think that is a little bit a lazy design from Anet.
Actually i think (and this is my taste) the Necro could be more unique at the time of summoning minons, what also could be a way to avoid a overpowered class.

  • In this case, Bone Minions skill i would replace it with something similar of Reanimator trait. But without the time health loosing, and keeping the actual limit (i think) of 5 jagged horror. When that limit is reached no new jagged horror is summoned. The skill could be like a Signet with the ability to active it to make them explode (would need to adjust the damage though because they are now like 5 of them). Because the only way to get more of those is killing new foes, that should limit the real effect on bosses while exploding.
  • Bone Fiend: i can’t get a good idea what this is for not i can relate this minion to anything. Gets to die really quick and the Immobilize thing doesn’t properly work most of the time. I guess the dev wanted to put in a ranged minion, but this one i don’t see that works. A ranged one is a good idea, but instead of immobilizing targets should put conditions, something related to plague or sickness(vulnerability, poison, slowness or any combination it suits). The same but with Aoe for active ability. So even if it keeps dying quickly at least could have some usefulness. Also i would change the aspect for another type that actually is recognizable as death/necro . This could be summoned like now (magically appearing)
  • Shadow Fiend: This one i plain annoying for me. It should be silent and i would change the appearance (a floating globe?). Could look like a shadow of a our PJ same as Memer does with the illusions but in gray. Also i would change the useless blind ability and replace with terror. Could be summoned same as now (magically appearing).
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How to All Make Dungeons Playable

in Suggestions

Posted by: anduriell.6280

anduriell.6280

Actually i think the way to aproach this is with rotating groups of monsters found in the dungeons. For example, after some weeks empty, some groups of bandits could get stablished in one dungeon. After the miniboss/group of bandits in that dungeon are defeated 30 times the bandits could “leave” that place, to be occupied by a clan of trolls. This could force the farmers not only to explore more but also will give a better “living world” feeling. Shouldn’t affect the game balance also.

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