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Alleged leaked patch notes. 10/15

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digiowl.9620

“Metal Plating: Damage reduction has been increased from 30% to 33%.”

Survivability of turrets: Fixed.

/sarcasm

There was also a general health increase on minions (mesmer excluded)…

Strong Mobs vs Numerous Mobs.

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

We had numerous mobs during open world events at launch, more characters equalled more mobs. Just meant more loot for whoever was first at laying down the AOE.

The problem, imo, with numerous mobs in this game when soloing is that there is no alternative to AOE spam. the character side CC downright stink for anything beyond 1v1 duels. It may even nullify dodge if there is enough of them around. Never mind if they have a CC or more in their arsenal, as we do not have defiant available (stability is frankly a pale imitation).

Sadly so far strong in this game simply means a slightly bigger model, and a extra 0 or two on the stat lines.

Why do grenades have no auto cast?

in Engineer

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digiowl.9620

My thinking is that ANet could give us the ability to hold the relevant keyboard key down to have the skill repeatedly fire to wherever the AOE circle is placed.

Then we keep the skill shot aspect, and save us from wearing out body parts and hardware.

I already accomplished this using a simple script. Holding down the #1 within the gw2.exe process now results in the key being mashed repeatedly. My finger’s never felt better

I suggest you guys try and do the same, no game is worth carpal tunnel, but with this you can have your cake and eat it too!

Been considering it, except i don’t feel like tempting ban hammer faith.

Top 5 things to fix

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2. Targeting – At the very least explain to us how the game prioritizes targets. Auto target should pick the closest foe, if there is no foe then an available neutral target closest to the player. What actually happens seems to depend on where you are, sometimes using the next target picks a mob way off in the distance sometimes it picks the one that is beating on you. Either way, the next time you try to target, it will not do the same thing.

Best i can tell the system uses a line down the center (pointing the camera straight up or down seems to have no impact) of your screen to pick a target. If it is within 1200 range and closest to that center line it will be picked, even if something else is closer to your character but further off to the side.

But on top of that it takes line of sight into consideration. So if the center of the mob is behind just enough cover, a mob further from the mentioned line will get picked.

To further complicate things, attacks go off even when nothing is in range of the camera aiming. But those happen in whatever direction the character is pointing. And whatever that attack hits will become your target.

In all honesty they should just have given us permanent camera controls and a crosshair for picking targets. Right now the game behaves like a odd merge of a third person shooter and a RPG.

Turret Brainstorming

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Hrm, would I be the only one who’d hate “short term turrets”?

I want a firebase. That’d be the unique thing about them after all. Plus enough have played Team Fortress 2, it’d be intuitive.

Sure, works fine for SPVP and WVW defense. But in PVE you have to keep picking them up or blowing them up (if they survive that long) because the fights move around so much.

Endgame PvE: Difficulty comes down to dodging

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digiowl.9620

Try having an Australian ping of 250 minimum. I really dislike the difficulty revolving around dodging as the main damage mitigation especially due to this. You need even faster reflexes than other players to be able to handle the delay in enemy tells because you can be hit and knocked down half way into your dodge roll. There is a huge difficulty disadvantage to anybody playing on a non-local server.

With some additional irony from the wiki:
http://wiki.guildwars2.com/wiki/Interrupt

Note the Trivia section:

“Interrupts as they existed in Guild Wars are not as prevalent in Guild Wars 2 because of their dependence on low network latency to be used effectively.”

Endgame PvE: Difficulty comes down to dodging

in Guild Wars 2 Discussion

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digiowl.9620

And a final one for now.

As I said in the dungeon forum about support:
We need to get away from boons, CC, heals and support conditions on our autoattacks.
https://forum-en.gw2archive.eu/forum/game/dungeons/Useless-supports/first#post2816835

You cant call stacking might and vulnerbility with every Autoattack support. Only if you have to invest traits/sigil/runes… for support we have the skills 2-0 and F1-4 and on 1 only damage no bonus effects only finisher.

In my oppinion, all the autoattacks needs to be reworked and get rid of conditions, CC, boons and heals. except of bleeds and burns, because these are needed for Conditionbuilds and dont play a support role. When this change is made, then we can start talking about support.
I would go a step further and give the banners a health bar, making them a tactical element and not “fire and forget”.

Another issue is that there is virtually no difference between support provided by someone dedicated to the task, and someone doing it as a side effect of their DPS rotation.

This because so many boons, and quite a few non-damaging conditions, are fire and forget with fixed values (except duration).

Endgame PvE: Difficulty comes down to dodging

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digiowl.9620

No, it promotes using reflects to kill bosses even faster and bringing a guardian along to spam aegis.

That is because the design of reflection is borked from the outset.

Consider it next to retaliation, its closest relative.

Retaliation actually require you to be hit, and the damage done is based on your power rather than the attackers.

Reflection on the other hand use the attackers power (tho apparently the reflection source’s precision and critical multiplier) and do no damage to the target. It is one more of ANet’s esthetics over mechanics designs, as it actually turns the very projectile around. It sure looks good, but screams “balancing nightmare”.

SO, Here it is Zojja's Musket

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Anyone have the skin for Mathilde’s Revolver yet?

Heh, a name more fitting to an artillery piece than a revolver

Turret Brainstorming

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digiowl.9620

On #2 i earlier came up with this:

When we pick up a turret, have it show as a “charge” on the boon line, allowing us to redeploy it somewhere else. Also, while we have said charge the toolbelt skill remains in its detonate form. If so used, the explosion will be centered on the engineer.

What new spells do U want in the big update

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Turn the mortar into either a rocket launcher or a gatling gun, and give it limited charges (ammo) similar to the elementalist conjured weapons.

Something interesting:

in Engineer

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Perhaps ANet should drop the buggy channel and instead build it as a short windup single attack.

The Lament of the Engineer

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Two things. 1: Engineer build variety is exactly nul in PVE. Throw out all of the arguments and you’ll see that it is all zerker builds in PVE because everything else is completely useless. 2: engineers do take three times the effort to do anything. Take the AOE heal of the turret for example, you have to drop overload and then do a finisher and explode the turret before you get the same healing most classes get with simply dropping their equivalent AOE heal. I realized this while playing my Guardian yesterday. It’s seriously that imbalanced.

and before another leetist comes on here and tries to justify making a weaker class more difficult to play for the sake of making it more difficult to play let me explain something, it’s a game, we shouldn’t have to get carpel tunnel to play our class effectively nor should we have to do twelve things to the warrior/guardian/ranger/necro/elementalists 1 thing to do the same effective damage output in PVE or PVP. It’s a complete farse to even be arguing that. This class needs major work and nerfing conditions is the last thing it needs. It needs serious buffs especially in PVE.

The problem is that if you make each individual part/kit match the other professions in performance, a good player can clear the field as he is in essence running a one man party.

The Lament of the Engineer

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digiowl.9620

15 for the healing burst overcharge. Never mind hitting the 3 second firing window.

The turret itself is 20 sec recharge unless you pick it up (forgoing the blast finisher).

What new spells do U want in the big update

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Posted by: digiowl.9620

digiowl.9620

- give us some kit with lasers or thunders.. like asuras we see around the game

Lightning coil (can’t call it Tesla coil, as that would be a Earth reference).

Zappy goodness and sparks everywhere

Problems with Engineers and Legendaries

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The problem is that Kits have dominated the toolbelt as our class mechanic.

That is because the tool belt…well….sucks. Of all the class mechanics in the game the tool belt is the least interesting and inspired. It basically amounts to a few more utility skills (that aren’t as good as normal utility skills) and that we can’t select. Seriously, would anyone, ever, waste an actual utility slot on Ignite Ammo? Honestly? Burning damage on one attack? And the only time you would actually need it is if you’re using a rifle and don’t have the incendiary powder trait, and in that event you’re likely running a power build so a condition application is worthless.

But making a case for why we need a difference profession mechanic is an entirely separate thread. Feel free to make it.

Next 3 actually.

http://wiki.guildwars2.com/wiki/Incendiary_Ammo

But yeah, they are hit or miss. I kinda like the tool kit wrench and the grenade kit barrage, and the elixir gun now has a stun breaker on top of its regeneration (thumper turret tool belt skill also has a stun break, and a 1 second stabilize).

NERF Fort Engineer Video

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Bombs and pistols, seems to sum up my PVE engineering life.

Tho i seem to run all kits, as i find turrets too static, potions too situational, and gadgets not worth the bother.

Can’t make up my mind about second pistol or shield tho. I so want to like the shield, but those skills…

Thank the 6 Gods.

in Tequatl Rising

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Five gods* Kormer doesn’t count because she took what wasn’t hers

-_-

My expression exactly when various NPCs gets mentioned…

Why do grenades have no auto cast?

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Option 4: An autoattack onto the position of the mouse-cursor could be good though (if it could be toggled off). The only solution that sounds at least feasible.

Yeah, i guess that is a alternative to my thinking. Tap skill once (when marked for autoattack) and it will continue to fire on recharge until tapped again.

Just hope the AOE circle stays visible while the autoattack is turned on tho, to help with the aiming.

I wonder if there will be many confused bug reports about such a feature btw…

Engineer Bugs compilation

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digiowl.9620

Forceful Explosives
Bombs and mines have a larger explosion radius.

This is the vaguest trait description ever. Tooltip description should instead read:

  • Bombs and Mines have their Area of Effect increased by 50%
  • (Balance opinion) I personally believe that this trait increases the radius too much, whilst the base radii of Bombs and Mines is largely useless without it. A middle ground between the two should be found.

On that note, i have noticed that i often can hurt mobs with the increased blast radius even though they are not within autoattack range. Meaning that the auto-attack range is slightly shorter than the improved radius. Not sure if it is using the old radius as range still, or some middle ground between the old and the new.

Why do grenades have no auto cast?

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My thinking is that ANet could give us the ability to hold the relevant keyboard key down to have the skill repeatedly fire to wherever the AOE circle is placed.

Then we keep the skill shot aspect, and save us from wearing out body parts and hardware.

Then again, i am starting to think that ANet has made the UI of the game overly cumbersome specifically to promote “skill”. This perhaps with the thinking that if you can come out ahead while bogged down by the UI, you are more skilled than the rest…

Why does bleeding stack to only 25?

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And yet, condition damage is considered OP in PvP. People are complaining about the necromancer — yes, the necromancer, the group vying for the Least Welcome in Dungeon Parties (losing, perhaps, to the SB/LB/bear ranger).

Simply put, characters have much lower health pools than mobs and only so much access to condition removals. Meaning that it can be devastating once landed in any effective manner.

Then again, you can to some degree see the same in PVE when the characters are on the receiving end. Reef drakes, wintersday dolls, and most recently clockwork horrors, all spam confusion. And PVE confusion is twice the strength of SPVP confusion. Meaning that a 25 stack of PVE confusion is the equivalent of a 50 stack of SPVP confusion.

What new spells do U want in the big update

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digiowl.9620

A direct damage/condition damage/support/control option for each weapon skill slot.

Meaning that each slot would have a popup menu like the utility slots, providing us a choice of 4 skills pr slot. All centering around variations on the theme of that slot.

All too often it feels that anything but #1 is so situational that i can just as well run in circles while the autofire spams #1 at my selected target…

Macros?

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digiowl.9620

Even the skill layout is convoluted, likely to promote “skill”.

They even rearranged the Guardians Greatsword skills once because it was too easy to just hit the numbers in sequence and work up stacks of retaliation.

In essence, the current layout of weapon skills are specifically designed to be inefficient. Same with recharges and such are hidden behind weapon/attunement/kit swaps.

All likely done in some attempt at promoting this elusive “skill”, especially in the PVP e-sport field.

In essence, the game is a third person action game masking as a RPG.

Super Boom Box

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The default volume is very low, and it may be that people have adjusted the “in game instrument” volume down to avoid the trumped griefers.

Why does bleeding stack to only 25?

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digiowl.9620

Why don’t they just make it so bleeds only tic dmg once per second x the stacks, why the hell would they make bleeds tic seperately? That’s just wasteful.

100 dmg per bleed, 5 bleed stacks = 500 dmg per second, instead of 100 × 5 dmg per second.

Simple.

And no this wouldn’t make dmg OP in PvE all of a sudden….. if mobs die too fast then you balance their armor/HP so it balances the dmg between power/conditions, since conditions ignore armor, lowering armor and increasing HP brings power dmg closer to condition dmg assuming condition builds do more dmg.

The popups we see are just window dressing. The game runs a single timer pr mob affected by conditions, that each second calculates and applies the damage done. This has been observed in that condition builds that have conditions lasting longer than a whole second sometimes see multiple damage ticks and sometimes not.

[Idea] Sword Engineer

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digiowl.9620

Since staff has five skills, and staff is mainly a magical weapon? A staffgineer would look like an air-attuned ele tbh.

So? We are in essence replicating the flexibility of elementalists via technological means anyways.

Hobo Sacks: A Terrible Fashion Statement

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digiowl.9620

At least, not that we’re aware of. They were sparse with details on the new LS segment, after all. We’re also not aware of whether our Turrets will even be able to attack Tequatl, as they have been incapable of doing so for quite some time, but that’s something else that makes the devs seem to be ignoring us.

Supposedly turrets will now attack anything we are attacking.

Something interesting:

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I was always under the assumption that skill coefficient is just the damage listed in the tooltip when naked divided by 916; at least that was always correct when I did some number crushing.

http://wiki.guildwars2.com/wiki/Guild_Wars_2_Wiki:Skill_formatting#Skill_effects

*Level 80
*All trait points refunded
*No buffs that give stat bonuses
*No equipped armor or accessories
*For weapon skills only, equip a max-strength weapon with no upgrades

Not sure how to interpret that last one tho.

Clockwork mobs *groan*

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Ah yes, sorry about that. I am mainly running engineer these days. This provides me with one non-melee option for dealing with nightmares, the flamethrower. Except that it has a range of around 400, so the thing can take 1-2 steps and be in melee range. Heck, it would not surprise me if its spin attack is about the same range. And this depends on me slotting the flamethrower before going in.

As for horrors, my real problem is their confusion cone. If you are in melee range, you can’t really dodge out of it by dodging backwards. Heck, i am not even sure if you can dodge out of it sideways. And while i know logically that i can dodge through the horror, every gamer instinct i have screams that it is crazy.

The real problem tho is not the attack itself, but the number of confusion stacks it can produce. It seems to me that whatever dev came up with them (and the reef drakes, never mind the wintersday dolls) are more familiar with SPVP confusion than PVE confusion. Confusion in PVE hits twice as hard as confusion in SPVP, meaning that a PVE stack of 8 do the damage of a SPVP stack of 16. And even actions like heals and dodges trigger confusion damage.

And the reaver issue is lag related indeed. When a wave of them ports in just as you get a lag spike, you may find yourself facing multiple spreads going off in your lagged face. But a single one can also be nasty if there is any kind of wall nearby. This because the mines do not vanish like most projectiles do, they bounce back. This leading to a concentrated grouping on the ground. The very same walls may well limit dodging options. Meaning that reavers are manageable fights on flat open ground, but can quickly turn nasty anywhere else. And we do not get to pick on what terrain we fight them.

And yeah, most of my troubles have been after having a sub-event finish, the zerg rush off, and me suddenly finding myself faced with the leftovers. Technically, taking out individual clockworks, even after a finished sub-event, will advance the main event. But the ingrained instinct seems to be that once the medal dings, nothing more is to be gained and one should rush off. Never mind that i don’t think i have seen a single invasion successfully complete now that the living story has moved on.

Never mind that the scaling of meta events seems borked. I witnessed a untouched aetherblade sub-event start out with all veterans, simply because the farming zerg was rampaging around. I was standing there looking at the mobs idling for several minutes before the zergs vanguard reached the location. Leading me to wonder if all sub-events in a meta-event are scaled up based on the number of people participating, not just the sub-event they are participating in at the moment.

Meaning that once a zerg is in motion, never mind multiple such, it may well be impossible for smaller groups to take out other sub-events and so advance the overall meta-event forward.

(edited by digiowl.9620)

Is Pressing Dodge & 1 Better Than a Trinity?

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digiowl.9620

Personal player skill with the use of timing,CC and support abilities is better than the holy trinity, yes.

I agree, but cc is worthless in PvE. So it comes down to just timing a dodge and auto attacking.

CC isn’t useless in PvE. It is useless against bosses though but not against thrash mobs and veterans. You can slow, chill, poison, stun, daze, blind, torment etc. If they made condition builds more viable CC would be much more appreciated and also do something about CC on bosses.

Slow and chill are soft CC (and one of them is only really useful against melee mobs), blind only acts on a single attack (never mind that we have a whole subset of mobs that are by default immune), stun and daze do not have the duration to be utilized properly (you can’t daze/stun and melt a mob like you can a opponent in PVP, because of the larger health pools mobs are granted), poison is just a weak burn because few if any mobs heal, and torment is not a CC as mobs don’t care about the damage they take (stand still and it hurts, move and it hurts even more).

Is Pressing Dodge & 1 Better Than a Trinity?

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digiowl.9620

Personal player skill with the use of timing,CC and support abilities is better than the holy trinity, yes.

I agree, but cc is worthless in PvE. So it comes down to just timing a dodge and auto attacking.

Never mind that most boons (and quite a few conditions) are stack on duration only, meaning that the only difference between a dedicated built and one doing it as a sideline is that they last a second or two longer.

Oh and there is also the issue of greifing. ANet went out of their way in the initial PVE design to limit how the game could be griefed. Things like mobs corruping boons could potentially be used by a griefer by continually granting whatever boons the mob triggers on, and so on.

(edited by digiowl.9620)

Is Pressing Dodge & 1 Better Than a Trinity?

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digiowl.9620

^ like vigor on crit.

Game is overly simple and too easy. The combat style is better than trinity. But its implementation is not.

That may be another issue, the number of traits and runes that have on crit procs.

This means that you can run zerker and still get various benefits because you can drive the crit chance so high it becomes your new normal. Hell, just look at the mess that was life steal on crit food. It made GS warriors outperform necromancers life steal.

Engineer Bugs compilation

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digiowl.9620

Actually, it would be the animation. The tooltip for flame jet give a range of 425 (fumigate 450).

Engineer Bugs compilation

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digiowl.9620

There is currently a bug with the “Deployable Turrets” trait allowing turrets to be detonated whilst they are in mid air, and then once again when they land on the ground.
The Mid-air detonation does not cause a Blast finisher, nor does it deal damage like a normally detonated turret does, however it does proc the “Static Discharge” trait; Allowing for a double discharge if turrets are detonated right before they hit the ground.

I’m also going to go ahead and re-link Anymras’s Turret Bug list, for completeness purposes. That list has been acknowledged, however, when it comes to fixing Engineer bugs it seems that only when a bug is posted on the PvP forums ; or when it potentially nerfs us, that it is fixed in a timely fashion.

Sums up ANet’s attitude to skill and trait maintenance perfectly. If it is not mentioned on the SPVP sub-forum, it does not exist. Gotta love their e-sport kitten…

Something interesting:

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Lost in translation?

Tequatl Rising

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Once more a pile of bodies on the reactor bridge?

Is Pressing Dodge & 1 Better Than a Trinity?

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digiowl.9620

Meh, make Defiant a time based thing. And make pull skills grab aggro.

Having the boss run right back once he stands up form a pull makes doing so borderline pointless.

Maybe that is what i find so annoying right now. Once fighting is initiated we are always on the reactive side to what mobs do, with no real option to take control of the fight for longer than a few seconds (if that).

Sure, coming out of a fight where you were balancing on the brink of defeat can be fun form time to time. But when this is every kitten fight above a 1v1 of starter zone mobs, it becomes tiresome.

I for one find a fight i won because i managed it properly more satisfying, than one i won because i out-DPSed or out-reactioned the opposition. If i out-DPS i wonder why i was fighting in the first place. And if i out-reactioned i feel exhausted and in over my head.

Top 5 things to fix

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digiowl.9620

3.Separating PvP and PvE. Conditions like confusion need to work differently in PvE and PvP, because they just don’t work in one or the other.

Confusion in PVE is actually twice the strength of PVP confusion. But it seems mob designers are not aware of this, as seen with the recent clockwork mob that piles on confusion every chance it gets.

The difference is supposedly because mobs in PVE hit less often than characters do, and so having the same damage would make it worthless against mobs. But right now it also makes any mob that stacks it painfully dangerous past 2-3 (4-6 in PVP terms).

IMO, they could simply make mobs hit more often. This would also make retaliation more effective, and put more pressure on chain-evaders.

7:11:3:191:101 error FIX ?

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Supposedly ANet runs a dual set of servers to allow for no downtime patching.

This by patching one set, directing new logins there, and patching the other set once it has been emptied of players.

What i wonder is if one of the sets have a networking issue somewhere.

This because i had the issue during one living story update, not another, and now it is back again.

The symptoms are that the game will at some point freeze up (no skills triggering, no npcs moving and so on) and either it will catch up (indicating that the packets are buffered somewhere) or the server will boot me to character select with a :191: error.

Mouse losing focus -right click to turn not working [Merged]

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Come one ANet, just give us toggled mouse look at a crosshair to use as pointer already. Would save so much grief compared to the current mess.

Last time you had the oh yes! feeling?

in Guild Wars 2 Discussion

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barely dodging a karka roll.

[Idea] Sword Engineer

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digiowl.9620

Heh, and just today i was checking out some weapons i looted while poking around Ascalon. A steam axe and a electric torch. Either would from a style point of view fit perfectly with the steampunk engineer.

The Lament of the Engineer

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digiowl.9620

I don’t know if it is sad or hilarious that throwing the toolbelt wrench do more damage on a shorter cooldown than throwing the off-hand shield.

Yes yes, there is the CC part of the shield throw. But frankly, CC means crap all outside of PVP because mobs simply have too much health.

It’s not even about the CC. The shield is a defensive weapon, damage isn’t it’s forte.

And imo it sucks even at that. ANet seems to horribly afraid of PVP bunkers that they are gimping anything defensive into worthlessness in PVE.

Is Pressing Dodge & 1 Better Than a Trinity?

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digiowl.9620

1. crowd control, what crowd control? Most of them are 1-3 seconds in duration, with cooldowns in the 20-60 (or sometimes even higher) range. CC do not exist in this game, what we have instead are PVP combo starters/beakers masking as CC. Only when a mass number of characters are spamming their “CC” can you maybe control mob, and those situation are automatically denied to us via Defiant.

2. aggro is at present unpredictable to the point of being a RNG. Meaning that there is no way to organize. Aggro is more than tank and spank. Once you have multiple mobs running around, aggro management joins CC in turning a supersized bar brawl into a military engagement.

Light armor pants for females

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Could be that they have trouble coming up with armor that blend well in the waist area, and the “skirts” are there to cover that up.

Has ArenaNet abandoned underwater combat?

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digiowl.9620

Personally i dislike the underwater combat because;

1) Heavily Unbalanced
2) Z axis
3) No, seriously, heavily unbalanced, it has been 1 year since release and the game is in a really bad balancing state, and now you want to make it worse by adding more stuff to take into consideration?!
4) Cant seem to be able to get my point across clearly so I will say it again; game is really unbalanced, underwater is even worse.
5) Cant finish off players there, rangers are impossible to kill, mesmers can put and keep up 25 stacks of bleed in less than 2 seconds, you cant hit thieves, eles get rolled, guardians are so meh….etc etc etc

Never mind buggy leashing. Oh, and necromancers turn into GS warriors…

Endgame PvE: Difficulty comes down to dodging

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digiowl.9620

I’ve said this many times, and I’ll say it again. Guild Wars 2 devs should look at Realm of the Mad God http://www.realmofthemadgod.com/

It’s a simplistic flash game similar to GW2 in that you have open world bosses that are challenging. Yes, the more people playing, the larger the zerg. However, they are actually quite hard to kill, and many people die. One of the main reasons being they shoot out tons of projectiles so there’s no way you can stand still and spam 1. It’s fine, however, to spam 1 and move around skillfully.

What’s fun about it? Being able to take down difficult bosses when so many others have failed. The game’s fast-pace also adds to the fun and challenge. That is what I think GW2 needs: a faster pace. It needs faster-moving dragons so zergs can’t just stand around in the same spot and spam 1. Make them shoot out more projectiles, and make sure they don’t have a blind spot, a “safe spot” where people could stand and spam 1 all day.

Also note: this doesn’t require bosses to have so much health that it takes 1 person hours to solo. I say make them have less hp but make it harder for people to take down that hp. Right now, it just feels like the game is catering to the casuals. And while it might sound good to the casuals, it’s simply not challenging nor fun for the average gamer.

No no no! ROTG gets away with its pace because it is a 2D free aim shooter. Meaning that your attacks go where your mouse pointer is, independent of your movement direction. Also, there is no slowdown for strafe or backpedal. You can change direction on a dime with no loss of movement speed.

Also, you only have two attacks and perhaps a couple of consumables to keep mental track off. Not 10+ skills (around 20 for elementalists and kit engineers).

Endgame PvE: Difficulty comes down to dodging

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I thin it’s even more hilarious seeing how some people find even dodging hard.
Example, – Liadri. All the whiners.

Dodging on its own is not hard. Dodging while fighting a camera that going wild on every last map outcropping and a targeting system that loves to aim for anything it should not however…

Right now the control scheme is a overly complex hybrid of classic MMORPG and TERA/Neverwinter style action MMORPG.

IMO, Cryptic did it one better with Champions Online. There you had a active block, that you could keep up to forgo attacking but gaining massive amounts of energy/mana and reduce incoming damage, that could also be used to break out of knockback/immobilize (and made you immune to same for some seconds).

Note tho that the block did not make you impervious. It just sharply reduced incoming damage. So you could not sit behind the block all day, but you could buy yourself a breather.

Lol I never even bothered with using a shield skill in champs, in pvp you got crippling challenge spammed to death so your block was never up anyhow, or they just used something like DW/2GM and bypassed the shield altogether. The exception for pve was parry on a melee build since it increased your dodge while attacking.

note: i don’t do PVP in MMOs.

I was more thinking about the basic implementation of it being one “oh crap!” button that could both get you out of a CC situation and provide you with a sustained defensive stance while you reassess your situation.

GW2 do not have this. Instead it is spread across multiple buttons, and the ability to temporarily go on the defensive is only available by running in circles like Benny Hill.

The Lament of the Engineer

in Engineer

Posted by: digiowl.9620

digiowl.9620

I don’t know if it is sad or hilarious that throwing the toolbelt wrench do more damage on a shorter cooldown than throwing the off-hand shield.

Yes yes, there is the CC part of the shield throw. But frankly, CC means crap all outside of PVP because mobs simply have too much health.