Showing Posts For digiowl.9620:

Fun doesn't have to be hard

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Fun is indeed subjective. For me, the game would be more fun if there was alternatives available to rolling around in the mud all day (aka dodging).

Interrupts and blocks don’t cut it, as frankly their cooldowns are 3+ times longer than a dodge (never mind a vigor backed dodge) and have even bigger timing issues than dodge has.

Light armor pants and leggings

in Players Helping Players

Posted by: digiowl.9620

digiowl.9620

This is by far the best armor gallery. Also, gw2armor.com is pretty horrible with either the site background colors and armor dye colors.
http://gw2armorgallery.com/

Nice for looking, but not so much for figuring out where the heck they can be found.

Tho i guess you can always cross reference with the wiki:
http://wiki.guildwars2.com/wiki/List_of_armor_sets

Any Necros Play Solo?

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Funny thing about wells is that they in essence require you to stand still and take a beating. Try to dodge and you pulled that mob group off the well, loosing quite a bit of DPS in the process. This while the rest of the game is basically built around player keeping on the move and dodging…

Your preferred combat/movement setting?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Having the autoattack stop on change can be a lifesaver in this game, because the mouse look bugs out and will likely hand you a random target at any given moment (never mind that someone seems to have hooked the tab targeting up to the RNG).

Any Necros Play Solo?

in Necromancer

Posted by: digiowl.9620

digiowl.9620

This game has made defense so player “skill” focused that any sense of difficulty hinges on your finger dexterity and reaction time.

And that is before we try to account for differences in player side hardware, like multi-button, scriptable, rodents or specialized “keyboards”.

Spikeroot fruit/infinite stun

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

To reiterate, reply, and bump this thread. For all the people saying use stun breakers to avoid this.

1. Not all professions have access to the multiple stun breakers.

2. You can’t spam stun breakers like they can spam spiky fruit. Not a viable option.

Sorry.

It’s best to just ingore the trolls/ignorant people that post non-sense like that. Same people that answer every post about something overpowered with ‘learn to dodge’. Just like dodging, stunbreaks are a very limited ability. You can’t break every stun, and you can’t dodge every attack.

Actually, you can in theory dodge every 5 second. That is, if you keep vigor going the whole time…

Spikeroot fruit/infinite stun

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Any likely effective counter will see the person throwing them pull some kind of vanishing act and wait for a easier prey.

Btw, the fruit is in essence free if one feel like taking the time to harvest them.

Also, only warrior and guardian have easy (2 non-elite utilities) access to stability, and 2 more have 1 utility each that grant it (ranger have a signet that grants it to their pet, but not themselves, unless there is a trait i am overlooking). And most of them (guardian and warrior included) are sub 10 second duration with above 30 second cooldowns.

That is quite expensive counters to what is in essence a weed.

Spikeroot fruit/infinite stun

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

In part these things are in the game because one dev did not talk to another.

In part they in because in PVE the stronger mobs have Defiant. This turn the fruit and similar items into nothing more than a consumable, one shot, interrupt, especially in larger events. This because Defiant reduce or hard counter incoming CC, and scales with the number of toons involved in the fight.

In essence the professions are balanced around quick, decisive SPVP fights, and to make PVE fights seem more massive ANet have given the mobs large health pools and special abilities to compensate. But WVW exist in a odd intersect between SPVP and PVE in that it is PVP using PVE rules and gear.

End result is that stuff that are at best a nuisance for big mobs become a experience breaking WMD in WVW, because the profession do not have the innate resistances that said mobs have.

Grenade Kit Auto-Targeting

in Engineer

Posted by: digiowl.9620

digiowl.9620

Meh, what ANet could do was introduce the ability to hold a button down to repeat a cast. Or go even further and introduce sustained skills, skills that stay “up” as long as the button is held (hello any and all blocks).

Final Rest - Current Theories

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Posted by: digiowl.9620

digiowl.9620

Could be it was not intended to be this hard to find, but a combination of elements have lead to it being more rare than expected.

At this point i think we should focus on out of the way events or event chains that are not regularly farmed.

BTW, i had a look at the Plaza of the Lost Wisdom. And if it is there, i can understand why it has been “overlooked”. The pact team rescue event was crawling with risen acolytes related to the event, all within a enclosed area with limited entry.

And on that note, there is supposedly a Champion Risen Turtle down there. But i can’t find any data on such a creature elsewhere in the wiki.

Unshakable, an Useless Mechanic?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Hi everyone,

You might find these articles of the wiki useful for this discussion
http://wiki.guildwars2.com/wiki/Defiant
http://wiki.guildwars2.com/wiki/Unshakable

In short, Unshakable will grant the boss as many charges of Defiant as players are in the area. CC skills remove charges of Defiant. Once at 0 stacks the boss is susceptible to CC, after which the charges refresh.

As stated above the players can coordinate to have it at 0 stacks so they can prevent deadly attacks.

Hope this helps in your dungeon runs. As always, we ask you all to have a civil and constructive discussion.

Thanks

The problem is it’s a terrible uninuitive mechanic and largely unnecessary too. I don’t recall a single boss aside from the Dredge Fractal, where interrupting or CC is even necessary.

My big issue with Definat is that way it refreshes. From one second to the next he’ll have back all his charges and CC becomes impossible again. It’s just not a good system.

Why not have Definat charges replenish more seamlessly at say….1 charge every 5-10 seconds.

Either that or simply reduce the duration and effect of all CC by 70% vs. all bosses. Whatever you do it can’t be worse than the current Definat mechanic.

Actually the defiant charges don’t reset until a successful CC is used on the boss, Unfortunately, so many players just spam CC skill for DPS that in unorganized and larger groups the window of opportunity is pretty much impossible to take advantage of. I actually like defiant but I agree with you, it needs to have a different reset mechanic, the current one is completely unintuitive, and pretty much boils down to 1 in every X control skills is actually useful.

And they spam it because the CC provided in a fight against trash mobs (and they rarely come alone) is pointless compared to the added damage. This because the cooldowns are so long that you can’t CC a mob out of the fight while dealing with his companions. and so the other options are to burst him down to reduce the amount of incoming damage that way, or kite the bunch of them around the place while spamming AOE.

Unshakable, an Useless Mechanic?

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Posted by: digiowl.9620

digiowl.9620

In the past month of dungeon runs for armors for several of my characters, I have noticed that a lot players, not just newly joined players, but also experienced ones, don’t know what these are or don’t pay attention to them.

What what are?

These passive buffs on champs should not be overlooked. With good coordination and communication. Parties can use CC skills to interrupt a lot of boss attacks to either stop a deadly blow or making the kill faster.

So why aren’t people paying attention to them? Is it because it’s not explained in the game? Or do people simply choose to ignore them?

For one I don’t know what you mean with CC skills. If you tell people “Use CC Skills!!!” perhaps they don’t know what you talk about.

Crowd Control. Stun, daze, knockdown, anything that will stop a mob (or toon) from doing something for some time.

Thing about GW2 is that the CC effects are very short in duration compared to just about any other mmo out there. This because they are designed for PVP use, not PVE. This because they are also interrupts, providing ways to stop that toon from doing his massive channeled attack or break that combo chain. In essence they are to be used more like combo breakers in fighting games than classic mmo crowd controls.

Problem with this is that they become virtually useless as a survival tool during PVE roaming. And thanks to the defiant mechanic on bosses (to about them being CC locked, meaning that people can’t have them continually knocked down or similar) people lack any real incentive to remember that these abilities exist if they do not provide some damage source.

This is then compounded again by having most of these skills having cooldown/recharge timers that are 10 times the duration of their effect. Meaning that you may be able to daze that trash mob for 3 seconds out of every 30 seconds, or interrupt a boss attack every 30 seconds.

This while it takes 10 seconds to go from no dodge to 1 dodge, or 5 seconds if you have vigor going (and various professions have traits that grant vigor on critical hits and other activity, meaning that they can have it going virtually constant).

Unshakable, an Useless Mechanic?

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Posted by: digiowl.9620

digiowl.9620

Defiant and Unshakable are undoubtedly two mechanics that are terrible.
They encourage spamming of your abilities rather than timing them.

Even then there’s no point in interrupting and controlling enemy foes that are unshakable. Because every encounter is simply too easy and relies on the health of the enemy rather than interesting mechanics.

In solo situations yeah but in group situations, no.
If everyone just spams their CC skills you will never manage to time interrupts of boss skills.

Thing is that solo experiences are what builds up reflexes that later will be applied to group situations. Meaning that as long as one can’t make effective use of CC in solo, because frankly they suck as CC and are designed more as PVP combo breakers, one will ignore their existence in group unless heavily prodded about it by others in the group. And said prodding will not happen because the whole group has had the same solo experience.

Unshakable, an Useless Mechanic?

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Posted by: digiowl.9620

digiowl.9620

Because the open world experience teaches them that damage spam is the only thing that matters.

1. control effects last too short in open world to matter when you get 2+ mobs chewing on you. You simply can’t use them to divide and conqueror a mob group.

2. control effects and interrupt are interlinked.

3. interrupts can happen even when defiant is up, but the control effect will not. Meaning that the interrupt popup is the only indication that the control effect did anything at all.

4. it is easier to hit the dedicated dodge button when that big hit starts winding than try to remember that control skill x with that long cooldown can interrupt it (and pray that it is off cooldown since the last time you touched it). Never mind that there are zero traits that will half the cooldown of such skills, while vigor halves dodge cooldown.

End result is that by the time they hit a dungeon, most people have forgotten or ignore the interrupts because they so rarely had any use for them (except if they happened to also do some damage).

If people could more reliably control effect lock one or more mobs, then they would pay more attention. This because then there would be some incentive over the usual AOE spamming, dodging kite that most non-zerg fights devolve to.

i think it was a mistake not to have a healing profession

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

GW2 is all about prevent damage than restore damage, this is totally different to most MMO we used to play. Reason behind the low healing effectiveness is to force players to either dodge or use interrupt to counter the deadly hit from enemy.

All well and going in a 1v1 fight. But 1v2+ and the idea of interrupts mattering much goes out the window. This because of pure mental processing needs to make effective use, rather than simply spam, those interrupts. At that point you are simply better off defaulting to a AOE spamming kite.

i think it was a mistake not to have a healing profession

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

My Ele can burst heal 50-70% of the average WvW player’s health, as well as provide many long lasting boons.

As for Healing power, it is plenty powerful. My Ele is able to burst heal himself 14k+ every 30secs, and 9k+ every 10secs. My thief can regenerate at about 1.5k health/sec. Both majoring in healing power, and both impossible without healing power.

Well as i stated, elementalist is the one profession i know of that get a 1/1 payout (on 3 skills) for the points put into healing power. I do wonder about the claimed regeneration numbers on the thief tho (outside of counting the initiative spending heal as regeneration).

This game needs more skills

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Meh, as long as ANet insist that we play PVE by sPVP balance it will favor (AOE) DPS over anything else. This because the game still do the classic PVE thing of throwing waves of mobs at us while the CC and support/healing is laughable within such a scenario. End result is a endless DPS kite.

i think it was a mistake not to have a healing profession

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Meh, what the game really needs is for healing power to actually make a difference. The problem right now is that the game is balanced around sPVP but hardly anyone come to the game to play that.

Healing power should count for 10 times what it does right now in PVE, where most formulas where healing have a impact at all they operate at 1/10 or 1/100. Just about the only place where they do more is 2-3 elementalist skills.

This because PVE share sPVP balancing, and sPVP balancing is done to avoid bunkers holding points for extended periods.

Also, there is very little noticeable difference between boons you apply yourself and boons applied from someone that has dedicated themselves to do so. This because outside of might there are no boons that are intensity stacked, and so the only difference is how long they last once applied. A protection from any 3 professions all protect for 33%, they only do it for different durations.

Meaning that points not put into power, precision or critical damage get very poor return on investment. You simply can’t trade DPS for less risk in this game. You just gimp your DPS and either retain the same risk, or worse yet increase the risk as mobs get more time to beat on you.

Supportive/Healing Roles During Events...

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Posted by: digiowl.9620

digiowl.9620

With my elementalist i focused healing/support but at lvl 80 im to weak to play alone and i take ages to kill mobs, now i respeced and make more balanced i few support skills and 80% attack and critical…. is the better way. Do you want help your friends in gw2 the best way is do alot of dmg to kill mobs very faster….. XD you got no rewards for heal…
Now i m offencive got better rewards on events, WvWvW and very easy farm mobs

I would not mind that it took longer, except that you feel just as much at risk as if you go heavy on the DPS. As such you are only switching between longer time or shorter time at risk, not more or less at risk.

Predict the balance future re: warriors

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Posted by: digiowl.9620

digiowl.9620

Warriors seem fine in PvP, they should leave PvP unchanged. In PvE warriors need some major nerfs. No class should have the best armor, the best HP and the best damage, it leaves no reason to ever bring another class. The whole point of having light armor classes is that their vulnerability means they get higher damage, if they get rid of that then they are just a liability.

Of course that isn’t what will happen. Anet only cares about PvP balance even though that is only a small part of the game. They will just keep buffing warrior until 99% of PvE players are forced to play warrior alts. I already gave in and made one, the OPness is hilarious, you can just steamroll everything, you don’t even have to think about it.

Sure warrior is boring as kitten, but when you can kill things 3 times as fast, take on twice as many mob’s as other classes, don’t ever need to worry about dying and get more credit for AOE events then any other class, then for making money that just leaves playing a boring warrior.

I don’t think they would try to remove the tank/healer/dps thing on purpose and then be like ‘Good gods, people can do a dungeon using only one class!’ somehow.

True. But part of the claimed reason for doing away with the trinity was to avoid the “need a healer” type LFG waits. But the end result is that you now have all but a few profession getting excluded on the spot, because some appear to get things done faster than others. And shorter fights mean more loot pr unit of time.

About Flesh Wurm?

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Would be nice if wurm could be packed up like a engineer turret for less cooldown than blowing it up with a teleport.

Predict the balance future re: warriors

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Posted by: digiowl.9620

digiowl.9620

If you want to know why GS warriors are generally not used in PvP it is due to the fact that your opponent there has a brain and can and will get out of your way when he/she sees 100b coming.

And the mesmer is the inverse. In SPVP they are king because their clones mess with the very human aspect of the opposition, while in PVE they are thin skinned bombers.

Supportive/Healing Roles During Events...

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Posted by: digiowl.9620

digiowl.9620

People have to realize that playing support in GW2 means doing both healing/buffing AND damage at the same time. There is no reason to do only one thing when you can do them both.

Yea sure, except most buffs make zero difference from self-applied buffs (except might, as it is intensity stacking) outside of lasting longer. And healing gives so poor a bang for the buck that you basically have to either go all in not bother at all. I think there about maybe 3 skills that give a 1/1 payout between healing power in and actual healing out. 2 of them are found on a single elementalist weapon. The rest are 1/10 or worse.

Warriors, warriors everywhere

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Posted by: digiowl.9620

digiowl.9620

Funny how people keep referencing WVW (or even SPVP) when clearly this is a PVE (dungeon) problem. It is a clear outcome of how the trinity breaking mixed with the continual vendetta on bunker builds is affecting the group PVE experience.

Supportive/Healing Roles During Events...

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Posted by: digiowl.9620

digiowl.9620

In before the “no trinity!” shouters.

Sadly, the only support effort the game directly recognize is helping people back up when downed or defeated. And even then the only recognition is a bit of XP (and perhaps a laurel now that it can show up as a daily).

Predict the balance future re: warriors

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Posted by: digiowl.9620

digiowl.9620

I would prefer they keep warriors the same, and change dungeon fights to actually require utility rather than pure DPS. Given that this would require a 100% overhaul of dungeons (for the better – no more trash mob skipping, more more damage sponge bosses) and I highly doubt anet can be bothered to do this, we can expect just a damage nerf. At that point I’ll stop doing pve altogether because anet are convinced that their idea of walking up to a boss and hitting 1 for 10 minutes where utility is useless and every class is the same but just does damage in a different way, is “fun”.

It is a side effect of their trinity breaking.

First of they wanted every profession to be able to fit in, rather than have each profession be a set trinity role.

Secondly tho they tried to avoid bunkers in SPVP, and so made static defenses and heals less than effective on a individual basis (but pack 5 shout warriors in a tight formation and suddenly you are constantly being healed for 15000-30000).

Third they made controls less about control and more about denying your SPVP opponent the use of that critical skill via interrupt timing.

End result is that anything other than DPS on a individual basis is a waste of effort. Notice that the shout warrior heals as a side effect of his boon providing shouts, not as a primary build focus. His primary task will still be DPS with the shouts primarily there to boost that, not keep him alive. The crazy numbers above only show up when you have 5 shout warriors overlapping their shout areas and using 3 shouts each.

You see something similar with guardians, where applying boons (something that happens with nearly every weapon swing rather than a focused effort) also heals.

Point is that warrior, and to a degree guardians (and perhaps engineers, tho i am unsure how recent patches has affected the DPS on explosives kits) can be built to incidentally heal as part of their DPS activity.

You do not find this as much with elementalists. Water is the lowest DPS element, and swapping between them is a non-zero cost activity even when fully traited for it. Never mind that juggling 4×5 skill recharges, 3/4 being out of view at any one time, is a while different ballgame from 5 weapon skills plus 3 shouts that are always in view.

Thieves have to forgo attacking to heal (heal while stealthed).

Mesmers could be using their illusions to avoid damage, if the mobs reliably targeted them. And the same goes for Rangers and pets. But even so the damage dealt out, and the pets/illusions inability to avoid said damage, means that they will quickly vanish.

Necromancer is a mess all their own. They have the pet issues of rangers, their vampiric traits (in theory mixing DPS with self-heal) are outperformed by sigils and consumables (meaning warriors and guardians can benefit just as much), and death shrouds only reliably attack has less DPS than all but one of their weapon sets (never mind that said poor DPS gets even worse if the necromancer allow their life force to drop below 50%, and that both time spend in the shroud and damage taken while in it reduce life force).

So all in all, the trinity breaking has made the warrior the king of self-sufficient DPS.

(edited by digiowl.9620)

Predict the balance future re: warriors

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Posted by: digiowl.9620

digiowl.9620

Warriors are probably the most balanced class in the game, and they should remain pretty much untouched and all classes should be balanced around it (buffs or nerfs whatever is needed to match them to warrior level). That’s how I’d do it if I were Anet.

Warriors are weak on party support, but are a single target monster with only melee AoE.
Seems balanced to me.

Well, the longbow has like… two and a bit AoE’s. So warrior ranged AoE is sort of like engineer melee, which I think comes down to hitting something repeatedly with a spanner.

Or blowing them up with massive amounts of gunpowder. Kinda nice that confusion do not require that your opponent actually hit anything, so layered applications of smoke and concussion are working combination.

Loosing out on stats because of your class

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Posted by: digiowl.9620

digiowl.9620

Also, any guardian worried about dying to a thief needs to learn about vitality and retaliation. Don’t forget about aegis and dodge along with the wall/dome skills either.

Vitality sure, but retaliation? Last i checked, retaliation do not reduce damage done, only do damage to any attacker (based on the targets power no less, so the same damage is done to a thieves alpha strike or the elementalists autoattack).

Loosing out on stats because of your class

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Posted by: digiowl.9620

digiowl.9620

Sadly for ANet PVE, WVW and SPVP play like 3 different games.

in PVE the enemy is dumb as a brick. Anything short of a dragon can be pushed into a corner by a zerg and basically DPSed into the ground, even with things like Unshakable in play (it basically does nothing against random application of controls as part of the DPS chains, while making a mess out of coordinated applications of same). Never mind basically standing there to take the full GW warrior channel. warriors also get a boost out of the same weapon being a AOE of sorts even on auto attack, making the handling of trash mobs not require kiting.

WVW is a different beast because gameplay is highly variable. You can’t really tell if someone is a upleveled newbie or a 80 in anything short of exotics. Never mind that fighting more than 2 human enemies massively change how you can approach a fight.

SPVP is different from both again, because now you have limited teams, all at best possible gear and all skills at the ready. End result is that the playing field is mirror flat.

The really crazy thing is that what seems to be what ANet focused their balancing around is the game type least played, and the one people reference continually for their balance argument is the one with a 1001 invisible variables affecting the balance experience (and ANet claimed they would never bother attempting to balance for).

In essence, how ANet expected the game to be played, and how it is actually played, are two very different beasts indeed. And ANet is likely scrambling to catch up and rework their schedules to accommodate that difference.

Warriors, warriors everywhere

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Posted by: digiowl.9620

digiowl.9620

Warriors are wanted because they have max base health and armor(why? No one knows) on top of some seriously insane(why hasn’t this been balanced yet?) DPS before you even account for gear/spec.

It has not been balanced because the play style of a warrior is how ANet wants the game to be played, highly mobile and player reaction focused in its defense. As such, anything that leads to a more static play style in other professions will be nerfed until the players of those professions either adopt said reaction focused defense or quit playing completely.

Elite skills feel too much like ultimates

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Posted by: digiowl.9620

digiowl.9620

I dunno why they put a time limit on the necromancer Lich transform. It has no inherent healing capability, and at present it can use most of its ability exactly once before dropping back out. This because the cooldowns on those skills are as long as the duration of the transformation itself. Never mind that it makes you stand out like a sore thumb and lock you out of any utility skills.

In all honesty the game feels like it had a design change mid-development, from a more traditional MMORPG to one more action oriented. This because various elements seems tacked on or hastily modified to foster a more action oriented play.

Losing track of cursor + terrible tab targeting

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Posted by: digiowl.9620

digiowl.9620

Lately it seems that at some point i can no longer target enemies with a mouse click at all, leaving me with the near random tab targeting as my only option. The game seems to still register my clicks, as i can use it to manipulate the game interface, but i loose all ability to select targets using the mouse.

How do you feel about the combat system?

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Posted by: digiowl.9620

digiowl.9620

as right now the abilities (especially weapon abilities) are best if you spam then whenever available

That’s not true.

Example: a ranger with a shortbow.

Weapon skill 1: does more damage when you are behind a target. Only staying in front of your enemy spamming it isn’t its best.

Weapon skill 2: fires 5 arrows that poison targets. The second to best use of this skill is when it can hit multiple enemies, or hit an enemy multiple times, which isn’t achieved by simply spamming it. The real best use of this skill is to hamper an enemy’s healing, by using it right before the enemy is going to heal itself, due to the way poison works.

Weapon skill 3: is a dodge. Spamming it is the same as spamming dodge.

Weapon skill 4: cripples target. Spamming it on a ranged enemy is more often than not useless. The skill is used best when kitting a foe, not when it’s spammed.

Weapon skill 5: it’s an interrupt. Again, spamming this one only avoids its strong effect.

I have the feeling not too many people really understand GW2’s combat system.

All well and good for small battle (s)PVP, but most of it is pointless for larger battles or PVE.

And that may well be the games largest problem. The skills and such are balanced out for SPVP, where the upper limit is two sides of 8 players. This gives multiple opportunities of small groups showing off fancy skill use.

But SPVP has largely been a flop in terms of interest. This because there is a hard seperation between SPVP and PVE. And most people jump into PVE first to get a feel for the game, and there the play style is very different.

But because the skills are balanced around small PVP encounters, and the PVE world loves to throw waves of mobs at you, most of the fancy fingerwork ends up as not worth the effort.

I recently poked around as mesmer, trying out scepter/sword. Two of the skills in that setup are blocks. But to use them i have to time it so that the incoming attack lands in a 3 second window. And i can’t really hammer the skill on reaction as the animation has to play out before it actually blocks anything. Never mind that even if the skill did nothing it would enter a 10 second recharge. So why even bother?

And lets not forget about Unshakeable, the champ and higher special mob ability that makes knockdowns and such virtually useless.

Basically PVE teach people to ignore half their skill set because they are overly situational or become neutered when they could actually be useful. And so we default to spam as much damage as quickly as possible to drop the mobs before they drop us.

(edited by digiowl.9620)

naked zergs rule

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Posted by: digiowl.9620

digiowl.9620

This video is proof that:

passive defenses are virtually pointless in this game…

dictating how we play

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Posted by: digiowl.9620

digiowl.9620

It is a choice to decide to do the dailies, no one is forcing you or anyone else to complete them.

Just like it is a choice to acquire Legendary weapon skins.

I do not feel forced into doing any of these things, if i want the reward for there completion then i will work on completing it.

Legendaries are pure cosmetics. Laurels however provide a way to gain acended items that has a small, but non-zero, stat increase vs exotics.

Revamped Orr = more fun for this player!

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Posted by: digiowl.9620

digiowl.9620

One thing i am learning from all this is that one players insanely difficult is another’s snooze fest. Can’t say i envy ANet trying to make the game fun for that wide a spread…

Mainly because the different classes and builds actually play very different. I.e. depending on your class and spec,you can eventually handle a lot of enemies or a few which are very strong, but they may respawn instantly once they’re down, leaving you no time to recover.

Perhaps. But independent of that the game focuses heavily on active defense.

Meaning that there are very little room for a build that do not require the player to continually run in circles, time dodges, blocks and interrupts (calling them controls are imo a misnomer) to within a second, and keep a internal by the second count so that he knows when his alternate, out of view, skill set is recharged and ready for use.

Meaning that if you are weak on any of those, the difficulty quickly skyrockets. I ever so often wish we could opt for a more “sustained” kind of blocking. This in that rather than having a 2-3 second window where the block has any effect, you hold down the block skill and, forgo any other actions, while waiting for the opponent to attack and run into the block.

I wonder how many blocks i have wasted, or not even bothered attempting, because i was a half second too late or too soon (meaning the block dropped right before the expected attack actually came).

In essence i find it quicker to just focus on grinding the enemy down than try, and likely fail, being fancy with blocks and interrupts. End result is that nearly half the 1-5 set goes unused on the weapon sets i try out.

Revamped Orr = more fun for this player!

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Posted by: digiowl.9620

digiowl.9620

One thing i am learning from all this is that one players insanely difficult is another’s snooze fest. Can’t say i envy ANet trying to make the game fun for that wide a spread…

Revamped Orr = more fun for this player!

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Posted by: digiowl.9620

digiowl.9620

One thing to keep in mind about “old” Orr was that the mob spawn system was apparently broken, spawning two (or maybe more) mobs pr point rather than one. This was acknowledged by the devs in a forum thread regarding mob spawn issues. As such, the current Orr is more in line with how ANet had originally planned it.

Daily: Thank you.

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Posted by: digiowl.9620

digiowl.9620

honestly i feel that the game tries to do two thing at the same time and in the process ends up being neither fish nor fowl.

On the one hand we have things like dodge, blocks and short duration controls that are more there to interrupt someones big gun than actually control in the classic sense. This while forcing us to monitor the enemies animations rather than some UI indicator. the combination almost demands a fixed, up close, over the shoulder or first person view.

But on the other hand we have things like ground targeted, channeled effects that demand we stand around. for these to be used effectively we need to have a drawn back, strategic view of the ongoing events to properly place them. But when doing so we loose the detailed needed to dodge, block or interrupt incoming attacks because the enemies becomes indistinct blobs.

In essence we have a game that wants us to play it like a action game, but where the UI and controls are firmly classic MMORPG in their nature. end result, imo, is that we fight the UI almost as much as we fight the enemy.

Revamped Orr = more fun for this player!

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I just hope that they make another zone like the original Orr. Life threatening situations everywhere and having situation awareness to avoid some groups of mobs. It was challenge, frustrating, and felt like a high level area. Since everyone has already experience that Orr is now just for farming.

Southsun Cove?

Ascended amulets and ascended items overall.

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Posted by: digiowl.9620

digiowl.9620

I just want to remind you that this topic is NOT about Warrior and his regeneration. This goes especially to Suddenflame. Please, stay on topic and be constructive about it.

Sorry. I ended up picking up that issue because i thought the numbers claimed where wrong, and so a poor basis for claiming that ascended items with healing power would be overpowered. I still think it is a poor argument as the difference between exotic and ascended appears to be less than 100 and so end up producing less than measurable increases because most healing skills gain 1/10 or less from healing power (if it has a impact at all).

Ascended amulets and ascended items overall.

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Posted by: digiowl.9620

digiowl.9620

All I’m reading in this game is dooms-day and nay-sayers. Give Anet time! You guys aren’t even giving them adequate time to flesh out the game you’re just like, “GIVE ME WHAT I WANT NOW!” and when they don’t you QQ.

TLDR; good things come to those who wait.

Let me guess, you use none of the missing armor sets?

If we were asking for a new map, or something huge and time consuming to create, then I agree ‘more time’ is a valid statement. We are talking about armor sets that already exist in the game, how long could it possibly take to add another few types of rings, amulets and back pieces when they were adding all the others ones to the game? No one cares if they share the same graphic, we care that they do not exist at all.

If for some reason it does take time, and we need to give it more time, then ANET can tell us about it, tell us the reasons and give us an indication of how long we have to wait. Instead we have complete and utter radio silence on the topic, and that is why folks are getting annoyed. More time my bass.

The main issue i see about having the rings, backpieces, and amulets with Healing/toughness imbedded in them are incase of the characters like my warrior. Without ascended gear i am able to take run into a WvW zerg and not die while taking them out. On top of it when i did the math calculations for my regeneration i get 608HP/sec so if they add more healing to it then my regen would just start to get crazy.

Unless i am missing some values, the highest regen pr sec you should see is 293 health pr second. That is using the formula from the wiki on regeneration and the exotic gear numbers from the affix page from same.

http://wiki.guildwars2.com/wiki/Regeneration
http://wiki.guildwars2.com/wiki/Affix

You are missing many regeneration for a warrior. Healing Signet, Regeneration, Banner of Tactics, Adrenal Health, Armour + Accessories + Weapons

Which by the Hero Panel (cant look at it right now) gave me if i remember correctly 983 (cant remember if that is with or without banner yet). Banner is giving Regeneration fyi.

120hp/s from Adrenal Health (360hp/3secs),
Regeneration: 130 + (0.125 * 983) per second = 252.875
Healing Signet: 200 + (983 * 0.033) per second = 232.439
add those together and you get 605.314hp/sec

This is even with Melandru Runes in place.

http://wiki.guildwars2.com/wiki/Adrenal_Health
http://wiki.guildwars2.com/wiki/Regeneration
http://wiki.guildwars2.com/wiki/Healing_Signet

I so hate it when the game references heal over time effects that do not involve the regeneration boon as “regeneration”! Makes keeping track of it all so darn hard!

Ascended amulets and ascended items overall.

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Posted by: digiowl.9620

digiowl.9620

They have to be very careful with stats. I think Ascended items were not originally in the overall plan and they don’t really fit. You cannot give all stats or you could push things like Crit % chance over 100% or make healing so strong you can outheal anything or toughness so high you take virtually no damage or health pools so high that you can literally tank the boss stood in his face.

With the current numerical differences between exotic and ascended, not going to happen. Also, crit chance can already hit 100% (or at least the high 90s). As for healing, it is nerfed out of the gate except for a few water elementalist skills. This in that healing power rarely translates 1:1 into healing, instead it is 10:1 or lower. Meaning that you can dump 1000 extra points into it and barely see 100 extra health come out the other end, if that. In a end game where a single attack can be measured in 1000s of damage done, that kind of extra healing is a fart in a hurricane.

Ascended amulets and ascended items overall.

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

All I’m reading in this game is dooms-day and nay-sayers. Give Anet time! You guys aren’t even giving them adequate time to flesh out the game you’re just like, “GIVE ME WHAT I WANT NOW!” and when they don’t you QQ.

TLDR; good things come to those who wait.

Let me guess, you use none of the missing armor sets?

If we were asking for a new map, or something huge and time consuming to create, then I agree ‘more time’ is a valid statement. We are talking about armor sets that already exist in the game, how long could it possibly take to add another few types of rings, amulets and back pieces when they were adding all the others ones to the game? No one cares if they share the same graphic, we care that they do not exist at all.

If for some reason it does take time, and we need to give it more time, then ANET can tell us about it, tell us the reasons and give us an indication of how long we have to wait. Instead we have complete and utter radio silence on the topic, and that is why folks are getting annoyed. More time my bass.

The main issue i see about having the rings, backpieces, and amulets with Healing/toughness imbedded in them are incase of the characters like my warrior. Without ascended gear i am able to take run into a WvW zerg and not die while taking them out. On top of it when i did the math calculations for my regeneration i get 608HP/sec so if they add more healing to it then my regen would just start to get crazy.

Unless i am missing some values, the highest regen pr sec you should see is 293 health pr second. That is using the formula from the wiki on regeneration and the exotic gear numbers from the affix page from same.

http://wiki.guildwars2.com/wiki/Regeneration
http://wiki.guildwars2.com/wiki/Affix

Toughness, Armor - Power,Attack

in Players Helping Players

Posted by: digiowl.9620

digiowl.9620

Dunno how accurate it is but i reversed the math.

take the tooltip damage, multiply by 2600, divide by power, compare the result to the reported stats of the weapon.

Btw, i think the numbers found for each skill on the wiki are based on naked character with no trait points spent holding a white level 80 weapon. So if anyone feel like crunching the numbers i suspect we could add a entry for coefficients to that.

(edited by digiowl.9620)

Trinity?

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Posted by: digiowl.9620

digiowl.9620

What’s so wrong with a tank being a tank and a healer being a healer? That aspect of this game sucks IMO…

There’s nothing wrong with it in games built for it.

However, I think it’s slightly unreasonable for people to come to a game without it and to go ‘I don’t like it, so change it’.

I am not sure if it is about liking it or not, but that rather than finding some dynamic masterpiece they find a incoherent mess.

I have no problem with the game optionally allowing everyone to just banzai DPS thru. But notice i said optional. Right now it is in essence mandatory, as doing it any other way can’t really happen as there is no way for a party to take real effective control of a situation.

One part of this is that controls do not control. They perhaps interrupt a few massive attacks and then it is back to dodging and kiting until the skills recharge. And the opaque aggro in the game reinforces this. There is no clear cut way to say that any one party member will be singled out by the mobs.

Another is that support do not support. Just about every boon in the game is a all or nothing package. Meaning that the only noticeable difference is how long it lasts. And said difference is most likely limited to single digit seconds.

Meaning that building anything other than heavy DPS just leads to a lackluster DPS rather than some optional alternative group dynamic.

Res-Rushing Removal

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Posted by: digiowl.9620

digiowl.9620

Could be they downed under conditions that made it dangerous to attempt a rescue.

Ascended amulets and ascended items overall.

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Posted by: digiowl.9620

digiowl.9620

Face it, ANet want the defensive side to rest on the player rather than character numbers. As such, things will benefit dodge, block and interrupt over heal and passive damage reduction.

Trinity?

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Posted by: digiowl.9620

digiowl.9620

What’s so wrong with a tank being a tank and a healer being a healer? That aspect of this game sucks IMO…

People fear spending hours waiting for that one must have healer to show up so they can do their 5 minute run. This because in other MMOs leveling a healer is a thankless task and so few do so. Something that should not be a problem in GW2 tho as the would be healer could run a offensive build during leveling.

But as we see from various game elements, ANet wants us to limit our party assistance to rez and boon spreading. Never mind that focusing on boons over DPS makes little difference as most boons are duration only (might being one of the few, if not only, exceptions) and so the impact is minor.

So if you do boons you do it for your own use and anything affecting the party will be incidental to that. Same goes with healing.

Trinity?

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Posted by: digiowl.9620

digiowl.9620

With the random aggro, I still don’t think the trinity would work for this game. If you want to play glass cannon you’d better have stealth skills.

That is one issue, another is that “control” effects are not really controlling anything in PVE.