Showing Posts For digiowl.9620:

Unlocking skins in wardrobe

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

No, you have to equip/bind, destroy or salvage the item to unlock the skin.

So, getting a weapon with a new skin and then tossing it away gives you the skin?

Destroy as in : right click on item “destroy” and the item disappears but you unlock the skin. You’d use this option for karma items that you cannot salvage or sell to a vendor.

Or cram it in the toilet and see what comes out…

Flamethrower Damage Counter

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Posted by: digiowl.9620

digiowl.9620

Ehehehe……….

Flippin pyromaniac midgets…

Wheelock Rifle; My Unobtainable Love

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Posted by: digiowl.9620

digiowl.9620

Funny how i managed to buy the one pack without HOTN back when i got GW1…

[Suggestion] Cap conditions by source.

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digiowl.9620

I am not quite sure about the source for this, but i think the current cap is a engine thing put in there for SPVP reasons and spilling over into the other game modes. Hell, i sometimes suspect that the only mode that counts from game mechanics and balancing team point of view is SPVP, and the rest of us can take a long walk on a short pier for all their care.

As for my suggestion, it would be on any mob that currently get Unshakable by default.

Can anyone really see through the clutter?

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Posted by: digiowl.9620

digiowl.9620

You must not have played World of Warcraft

You can adjust interface in WoW, it’s much more clear. In GW2 I’m just smashing buttons in zerg because there’s nothing you can do.

WoW’s interface can never be adjusted to the level to could be called clear or even close to it.

Gonna have to disagree with you there. My old Raid UI provided me with all the information I could want, easily and readily without obstructing my view. Couple that with better camera options (further zoom options) and the fact hat you can pretty much tweak ALL of the UI to be where you want it and have it look how you want means it has far more potential than the GW2 UI. The attached screenshot is mine from before I quit. A quick google search for clean wow ui gives a plethora of sleek and simple UI that users have built from themselves. The power of modding I guess.

Reminds me of the companion statement to “play the game, not the UI”.

Something about how you could turn of the 3D engine completely in GW1 and still play the game because all the relevant data was in the UI.

Those two in combination make me wonder if PVE is a artist driven project, and we are locked into the zoom and such to show of their handiwork on models, maps and graphics FX.

Honestly tho, you can’t have it both ways. If they want us to look at the world, they need to trim down the number of cooldowns to monitor to the bare metal. But at the same time Jon Peters have stated that having permanent camera look was too “action oriented” for where they wanted to go with the game.

Sorry Arenanet, it can’t be both ways! Either keep the UI and skill count to a minimum so that everything is within easy reach (action game). Or give us a sprawling UI that makes us ignore the world when in combat (RPG).

Can anyone really see through the clutter?

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digiowl.9620

these new telegraphs are pretty helpful. Now I can at least tell when somethings coming and where its gonna hit. so I big thank you to anet on finally giving us a real ring and not that crappy thin line on the ground. Even if I can’t help but feel you got the idea from Wildstar’s telegraphs

Its a start, but they really need to get their timing requirements checked.

With the LA knights for instance, you needed to dodge not when the circle appeared but when it vanished (that is, when the knight jumped). If you dodged when you noticed the circle and thought you were in the clear you were in for a nasty surprise.

And this is a issue that has been with the game from day one.

Take a trip to south west Queensdale, and try the blocking training there. Even tho the attacker have a couple of seconds of tell, she will switch target at the very last second. This effectively makes the tell a distraction rather than a aid.

And the same thing happened when daily achievements were introduced, and people tried for the “dodge” one. You actually had to wait for the very moment of the swing to dodge, so that you got the evade popup. If you dodged the moment the tell came you were not counted as actually dodging the attack, and so you could easily think it bugged.

wings of dwayna skin to easy, thanks to pvp

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Posted by: digiowl.9620

digiowl.9620

Hey guys,

I had the Wings of Dwayna bow skin unlocked before the Apr 15th patch (from a chest or something). When I go to the bank to look at the wardrobe, I see it unlocked as well as the other PvP skins that I had unlocked, but when I try to use the skin through the Hero panel, the Wings of Dwayna bow skin along with the other items that were unlocked in PvP do not show up. Am I missing something?

I thought skins from PvP could now be used in PvE, or did I read something wrong? I’m excited to use the longbow skin since it was too expensive/grind for me through the PvE method, but now it doesn’t show up when it comes time to transmute.

Thanks in advance.

Are you sure you have the right kind of bow selected?

As best i can tell you have one shortbow and one longbow equipped, with the currently active weapon being the shortbow. As such, it will show shortbow skins.

Notice how the bow in the second weapon set is sporting the same icon as the one in the top right of the longbow skins collection.

[Suggestion] Cap conditions by source.

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Posted by: digiowl.9620

digiowl.9620

Putting in special mechanics like that would result in them splitting the server code between SPVP and the rest. Not going to happen.

More likely is that they put a special mechanic on the big mobs that do something with the conditions when they hit some kind of trigger, as that can easily be introduced in PVE without any server code changes.

new chat filter by default (pls change that)

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digiowl.9620

Heh surprise surprise…

Seems blocks based on game language setting, not the language actually used by the player in chat. So if you play with the interface set to english and type for example french in the chat, everyone with english interface will see it but nobody with french interface.

Talk about fixing the wrong issue…

I really do wonder if the whole megaserver thing is a cost cutting measure, as it reduces the number of partially filled instances that are running.

DGC 1: Movement skills as "skill-shots"

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digiowl.9620

Reminds me that early on I was wondering of all those that praised the GW2 combat system was either playing multi-signet builds or playing with multi-button rodents (or one of those gaming “keyboards” with thumb stick).

Engineer turrets... sigh...

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Posted by: digiowl.9620

digiowl.9620

Meh, turrets are overcomplicated.

Scrap the overcharge, scrap the detonate, make the turrets have a built in “bleed” to limit their active time, make their attacks perform as if overcharged from the word go, and make the skill recharge start at use.

Their current incarnation belongs more in TF2 than in GW2, especially when one consider that the tool kit autoattack is supposed to repair them…

DGC 1: Movement skills as "skill-shots"

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digiowl.9620

While gw2 was still being made, I think arenanet was playing with the idea of having a combat system without targeting. Unfortunately they decided against it. I can’t remember their reasoning

I suspect it is the same reason that Jon Peters gave on Reddit for not having the option to toggle mouse look, “it made the game too action focused”.

Except that i for one find the game right now to be a action game with a awkward control scheme, thanks to the number of AOE circles and such i have to keep dodging during most events. May as well give me mouse aim and turn the game into a third person shooter, so that i can circle strafe that big bad until the cows come home…

Seemingly they don’t want us to stand still during a fight, yet they don’t want to make a “action game”. They can’t have it both ways!

This post probably best defines the issue: GW2—with the movement available to players—plays sort of like a 3rd-person shooter, but the targeting system just gives everyone a clumsy aimbot that only works well on selected targets. Not only does this make it difficult to juggle multiple targets, but it also makes the combat unfair and not necessarily enjoyable or rewarding for either the attacker or the target.

In the end, the only thing that GW2’s targeting system truly accomplished was to lower this game’s skill ceiling to claustrophobic levels and frustrate the development of fluid combat and player control. The targeting system filters the vast majority of player skill out of the act of striking an opponent. Moreover, given that the vast majority of ranged damage (whether it be leaps, projectile-based attacks or even direct-to-target teleports) must pass through this filter in order to hit reliably and can only strike single targets.

This all combines to make juggling targets, making effective snap re-targeting decisions and capitalizing on positioning something that is not only far more difficult than it should be but also far less rewarding in general because the game typically plays itself for the operator from the moment that a ranged player selects a target.

The so-called “Combat Mod” (I’m not sure if it’s still in use or not) was an interesting development for GW2, because it not only gave the player a reliable means to snap target with single-target ranged attacks, but it also just gave the ranged player’s attacks a reliable path by fixing the camera positioning (the ranged player always knew where his attacks would go even if he didn’t have a selected target). However, despite those innovations, the Combat Mod did manage to make AoE-centric play-styles somewhat more frustrating to use because it fixed most attacks to a single lane directly in front of the player.

I find the Neverwinter targeting system interesting in all this. It uses what I want to call a “hot” crosshair. If you put it on top of a valid target it lights up. Start attacking and it locks to that target. It sometimes gets iffy when there are a mix of target sizes, but for the most part changing targets is as easy as letting go of the attack button for a moment, move the crosshair over and press the button again.

Downed State-Elephant in the Room?

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Posted by: digiowl.9620

digiowl.9620

So long as that burst exists we need the downed state.

Now whether or not we should remove the extreme burst as an option is an entirely different debate.

It’s absolutely relevant as you clearly noted a relationship between burst and down state.

It seems you’re saying we “need” down state because burst exceeds normal human reaction time, so I’m asking you: do you think that’s a rational approach to game design which also aims to distinguish players based on their knowledge and adroitness (skill)?

I wonder if what we are seeing is a conflict between accounting for player skill, and making SPVP a spectator sport. This because one argument for discouraging bunkering was that it made for a static, and therefore boring, game to spectate.

Thing is that if you have multiple skilled people fighting over a point, you may well get a extended dance of trusts and parries. And so the devs crank up the DPS until every fight became a case of defeat from 1-2 hits to maintain the pace of the game.

but that would allow for one side to steamroll the other if they focus on range or stealth. And so you get down state, allowing for a “exiting” last second recovery and turnaround of momentum.

I think soon after launch someone either here on the forum or on Reddit brought up a post from the blizzard D3 team. Something about how wild swing of the health globe resulted in people virtually ignoring it in their builds. Instead either going for DPS to kill the enemy first, or heals that would refill the globe from any state.

We are seeing something very similar in GW2. I watched a video of a engineer soloing Lupi, and quickly noticed how the health globe was constantly swinging between quarter states.

Never was there a sense of attrition where he was staying in there while the globe was ticking down, trying to do as much as he could before backing off to recover.

Instead the globe was constantly swinging between 25% and full, almost as if Lupi was doing damage in percentages.

Downed State-Elephant in the Room?

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Posted by: digiowl.9620

digiowl.9620

revival in WVW seems to make defunct a vital aspect of real wars, supply lines.

And i am not talking about yaks, but about troops making a push beyond the front line. This opens them up to encirclement and destruction.

But not so with revival, as unless the whole blob is wiped in one fight it will be right back at full strength in a matter of seconds.

targeted ranged direct damage kit?

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Posted by: digiowl.9620

digiowl.9620

Mostly i am looking for anything that gives me more ranged DD options than hitting #1 and going AFK.

DGC 1: Movement skills as "skill-shots"

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Posted by: digiowl.9620

digiowl.9620

While gw2 was still being made, I think arenanet was playing with the idea of having a combat system without targeting. Unfortunately they decided against it. I can’t remember their reasoning

I suspect it is the same reason that Jon Peters gave on Reddit for not having the option to toggle mouse look, “it made the game too action focused”.

Except that i for one find the game right now to be a action game with a awkward control scheme, thanks to the number of AOE circles and such i have to keep dodging during most events. May as well give me mouse aim and turn the game into a third person shooter, so that i can circle strafe that big bad until the cows come home…

Seemingly they don’t want us to stand still during a fight, yet they don’t want to make a “action game”. They can’t have it both ways!

targeted ranged direct damage kit?

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Posted by: digiowl.9620

digiowl.9620

The whole long/mid/short may work in SPVP, but it makes crap all sense in PVE. There you are either long or you are melee, thanks to the banzai behavior of the AI…

DGC 1: Movement skills as "skill-shots"

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Posted by: digiowl.9620

digiowl.9620

Reminds me that grasping dead was meant to be a line of skeletal hands early on. But supposedly ANet went with the GTAOE because people had trouble hitting thanks to lag.

And with the current camera system skill shots become a crap shot, imo.

targeted ranged direct damage kit?

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Posted by: digiowl.9620

digiowl.9620

Every time i go into a larger event, i find myself wishing there was a option to plinking away with the rifle.

Yes yes, there is grenade kit. But having to hammer my 1 key to death becomes tiresome pretty kitten fast. Also, it is virtually impossible to maintain DPS between all the FX and models milling about and the big bad constantly shifting aggro target…

And flamethrower? Forget it. May as well go melee given the “range” on that thing. One itty bitty lag spike and all of a sudden i am face to face with something dangerous.

Downed State-Elephant in the Room?

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Posted by: digiowl.9620

digiowl.9620

Or some kind of shield wall stance.

We can body block projectiles, but that makes for little use when the enemy can just rampage right past.

Pulling off something like the roman shield formations would be a interesting change of pace.

Bunker Down

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Posted by: digiowl.9620

digiowl.9620

PvE wise the grenade-kit comes in handy when you want to stay ranged to a boss

I wish. Trying to keep that AOE circle on the boss in the middle of all the FX smog is a pain in the wrist…

Game Updates: Balance, bug-fixing, polish, Sigils

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digiowl.9620

I just want to be sure…
Before patch there were two stats, one for power and one for Attackrating (including base dmg of the weapon), after this patch Attackrating is missing… if i change my legenday to a green weapon, i dont see any changes, except the few stats in power etc…
so is it true that anet forgot to integrate the weapon damage in this new system?
were is this stat now? if this stat is missing, we all lose about 1k AR… this is a huge damage loss… i can now wear a green weapon instead of my legendary or a ascended one?
Is this working as intended? instead of 9k dmg i now do 3k? I know crit damage was nerfed but normal hits also? :o this cant be true…
hopefully i get an officiel answer

Attack (average weapon damage plus power) was never used for anything beyond stat page filler.

The damage formula from the start was your weapon’s damage roll multiplied by your power stat, that then got divided by your target’s defense stat. Said defense stat was target armor plus target toughness.

Turret bugfix list

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Posted by: digiowl.9620

digiowl.9620

Did turrets get their health buffed to match the buff that every other summon got a few patches ago?

lolno

Seriously if anyone thought turrets were suddenly going to be a magical second player at your side, you will be sorrily mistaken.

Its just now that they are working as intended: which is very good!

Yeah unfortunately they have yet to fix the inherent weakness of all pets in the game still waiting on that.

The chance of that happening is on par with them toning down the need for immunity frames in PVE. Meaning, bordering on nil.

[PvX] New (switchable) weapon slot skills

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digiowl.9620

Best i can tell, keeping specific skills on specific slots are done so that people can’t just keep hitting them in sequence. Soon after launch ANet rearranged one of the Guardian weapons because it was found you could hit 234 to get combo field and finishers off. So they swapped them around so players had to go 243. Meaning, the difficulty is as much in the UI as in the opponents. I sometimes wonder if they intentionally put in unergonomic elements in some silly attempt at promoting this nebulous concept of “skill”.

Ha, balance updates...

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digiowl.9620

- Also, stat window, no more attack stat !? since the begining i’am using that to have an global idea of my damage and now its gone because of their ferocity thing !?

what the hell.

Supposedly it was worthless, as the damage formula is weapon roll multiplied by power, and the sum of that divided by targets defense stat (made up of armor plus toughness).

Turret bugfix list

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digiowl.9620

I really do wonder what kind of spaghetti code there is that powers the turret system…

Opinion on engie grandmaster traits?

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Posted by: digiowl.9620

digiowl.9620

Not sure if worth it. 3 of them behind temple events, and one is some wreck somewhere in Sea of Sorrows?! Or i can burn 12 gold and 80 skill points…

Not sure if this was an improvement over the old system…

Ha, balance updates...

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digiowl.9620

Still trying to figure out if ANet is trolling or not by giving a vague direction to a chest in a wreck in the sea of sorrows…

New armour . . .

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Posted by: digiowl.9620

digiowl.9620

At least you don’t look like a makeshift norn when donning any of them…

Ha, balance updates...

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digiowl.9620

Actually it is 3 gold and 20 points pr trait…

What made anet turn against their Trinity?

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digiowl.9620

The mechanics are there to build the character you want.

The encounter mechanics, however, either just deem them unnecessary or make bringing certain things along a hindrance.

Pretty much. When dungeon runners can with full honesty claim that having any in the party run a defensive build ups the risk for everyone, you know something is badly messed up. Logic dictates that having someone in a defensive build should reduce risk, not increase it.

What made anet turn against their Trinity?

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digiowl.9620

Seems that most of this thread failed their reading comprehension test…

And i don’t think it has been a conscious decision, but instead a bunch of little unintended consequences that has snowballed since their initial concept stage.

for instance, Defiant is pretty much a “oh snap” addition to counteract stun locking on big mobs.

And a large part comes down to trying to balance PVE and PVP at the same time, while mobs pretty much ignore game mechanics.

All in all, i think GW2 has been 3 parts hype, 1 part substance so far. And most of that substance is focused around PVP. GW2 is in essence a MOBA with PVE bolted on in attempt at getting a larger recruitment ground, and perhaps appease some suits that didn’t see any money in the MOBA esports….

My opinion about mechanics in GW2 PVE

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Posted by: digiowl.9620

digiowl.9620

The basic problem with PVE is that the mechanics are not made or balanced for PVE. They are centered around SPVP, but the mob and even design largely ignores this.

ANet heavy handedly enforce “active combat” in PVE by making mobs follow an attack pattern of plink,plink,NUKE. If you dodge/block/kite the nuke, you are golden. If not you better hope someone will revive you or be ready to start over. This pretty much nullifies defensive stats, while the very same stats are very important in SPVP.

And the less i say about the abomination that is Defiant, the better.

Also, something like a third of the skills of all professions are focused on capture point defense/denial. Those rarely if ever come into proper play in PVE because you are either fighting a big bag of health, or trying to get from A to B. That means offense offense offense.

As for combo fields, interesting idea but the implementation stinks. This likely because of “play the game, not the UI”. End result is that you can’t really tell if or when a field is up unless you happen to be on voip with the caster, and he yells out each time one pops. They are virtually invisible in the FX smog, are hard to tell apart, and have painfully short durations.

Right now the only thing that separates the professions in PVE are that some have to tap dance all over the keyboard for the same benefits that others get with their autoattack…

Feedback regarding Conditions

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Posted by: digiowl.9620

digiowl.9620

For PVE, simply this:

Put a a effect on larger mods (champion grade and up) that will make damaging conditions flare (doing damage to the mob) and reset their stack upon reaching a threshold.

on PVP, something a bit different:

make #1 on “condition” weapons refresh durations, but not apply new ones.

This means that the attacker have to spend one or more of their cooldown skills to put conditions on the target, making any cleanses the target has equipped have a bigger impact on the overall fight as the conditions cleansed will not be right back the very next second.

Feedback regarding Conditions

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Posted by: digiowl.9620

digiowl.9620

The problem in PVE is that hard cap on stacks.

Given that this mostly happens when a group is fighting a single big mob, said mob could have something applied that make maxed out stacks flare and reset. This allowing conditions to be and alternative to DD crit spam.

In PVP, the problem seems to be how easily attackers can refresh conditions after a cleanse. Meaning that there is no tactical plays to be had.

This is a harder nut to crack, especially with weapons that constantly apply conditions on #1 chains (never mind condition on crit traits in combo with high crit builds).

And the issue seems to be exasperated by damage and control being intermixed under the condition umbrella, and that most cleanses only remove a few conditions at a time.

Honestly not sure how to go about it.

Feedback regarding Conditions

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Posted by: digiowl.9620

digiowl.9620

Anyone who thinks that conditions are in a bad spot has been playing too much PvE.

To be fair, PvE should also be a focus of balance. It is what the majority of players spend their time on, after all.

The problem with basing balance decisions on PvE is that the hardcore Fractal Runners will optimize whatever ANet throws at them and something will always be the best option. The elitism will exist no matter what.

Never mind that the problem with conditions in PVE is not the damage output, but the hard cap in groups. It is just too easy for a group to max out a cap without even trying, thus leaving the condi spec to not contribute.

What could be done was to apply a special effect/condition on larger mobs, much like how Unshakable is a special boon, that will make individual damaging conditions pop/flare with a solid amount of instant damage and then reset that stack.

We have seen that ANet can in theory create this given the effect found on clockworks in the latter half of the LA invasion.

But then i would also like to see Defiant tossed, and replaced with a mob boon that puts control skills on longer cooldowns. This much like a recently unveiled mesmer interrupt trait. This avoids stun locks without harming the whole group with a single wild control effect (they all too often accompany heavy direct damage skills).

Stat Combos

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digiowl.9620

I would love to get people thoughts on what stat combinations they would like to see added to the game?

Actually I’d like to see all stat combos removed and stats given purely through traits (but without fixing them to lines). They make gear an unnecessary grind… if you want an example of what it should be like, go check Guild Wars 1.

Reminds me of a thought i had before the wardrobe system came to be, about being able to use crafted insiginia as consumables to change the stats combo of a existing item.

This because insigina, unlike armor, stack. And being a consumable it would be irreversible and so it would be a resource sink to a degree.

PvE Conditions ignored again?

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digiowl.9620

The boon/condition system seems to be tied up with the server load balancing, and the GW2 server farms are very tightly balanced.

Also, the overall game mechanics seems to have been developed for SPVP first and foremost. And the rest is then limited by that.

End result is that mobs are custom professions with special boons/conditions applied to provide mechanical “spice”, and so limited in functionality by the assumptions made when the base code was laid out.

What i like to see is twofold.

1. that the current Defiant “boon” is replaced by a system similar to the new mesmer grandmaster trait, making skills that currently trigger defiant instead go on longer cooldowns. Thus one badly applied control effect do not punish the whole group, but only the individual player. It should also avoid stun locking in zerg situations but still allow a skilled controller to make effective choices during a fight.

2. create a special condition for large mobs that will trigger when damaging conditions hit certain tresholds, wiping that condition and doing solid damage to the mob. We can see some inkling of this in the recent LA boss fights, where damage goes up with conditions at one stage and down in another.

Stat Combos

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digiowl.9620

I would much rather see non-DPS combos get a reason to exist in PVE, before adding more noise.

Upcoming blog: Removing Restrictions.

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digiowl.9620

Heh, reminds me that Rift allows any class to wear any armor in their cosmetic slots. I have seen some crazy photos of mages in heavy plate…

title length counter

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Posted by: digiowl.9620

digiowl.9620

when entering a tweet on the Twitter website, i get a counter in the corner showing when it gets too long. Could we get something similar for forum titles?

[PVE] replace Defiant with variable cooldowns

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Posted by: digiowl.9620

digiowl.9620

Right now, Defiant punishes whole groups for one careless use of control effects.

What if instead, the cooldown of skills with control effects were made longer when hitting stronger mobs?

The baseline cooldown would be tuned for PVP, but when hitting large mobs that today gets protected by Defiant the cooldown would be longer. This would reduce control spam without hurting everyone because one guy facerolled the keyboard.

Solution to the GW2 Trinity Design flaw

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Posted by: digiowl.9620

digiowl.9620

IMO, the problem is twofold.

1. defiant allows one guy to hurt the rest, intentionally or not, by making the big bad immune to control at a bad time. This is pretty much contrary to the rest of GW2’s design, where there is no fights over mobs or farmable resources.

2. there is little to no way to gear for anything but DPS or defense. And the tradeoff is lopsided towards DPS (meaning you get very little additional defense for a big cost in DPS).

First off, lets move the control cost from the mob to the character. Lets say you spam your control skills without thinking, this should reduce your effective control ability vs trying to use them when they count the most.

Second, change the math on boons and non-damaging conditions. So that building for them makes a viable option vs going DPS and relying on the default numbers.

Unshakable and Defiance ~ The bane of PvE

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digiowl.9620

High level fractals are not representative for how most of the game is played, for better or for worse.

Unshakable and Defiance ~ The bane of PvE

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digiowl.9620

How about this for a insane idea:

Rather than putting something on the mob when CCed, put the skill used into a longer cooldown depending on what got hit.

Meaning that if you snag just trash mobs, the skill is right back up to use. Snag a legendary on the other hand and you may be looking at that cooldown for some time.

The baseline cooldown would be set for PVP uses.

End result, skill spammers only hurt themselves and not the whole team.

Slowly.... slipping toward the holy trinity

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digiowl.9620

Jack of all trades, master of none? Except that straight up distilled DPS trumps all…

Slowly.... slipping toward the holy trinity

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digiowl.9620

Trinity was removed and wasn’t replaced.

it wasn’t really removed, they just removed two thirds of the trinity roles to be available to players.

they left the DPS role to played by the players.
walls and pillars play the tank role.
dodges, blocks and going out of combat are doing healers role.
thats why the game is boring.
they TOLD, they removed the trinity. the didn’t. so playerbase had to work around it.

Both wrong.

Tanking is now Control, and this comes in two forms; damage control (Weakness, Hard CC, body blocking projectiles) and movement control (Cripple, Immobilize, Chill, Hard CC).
DPS, no matter what game with combat in, will always be DPS.
Healing is now Support, whether that be helping prevent your allies from dying (Aegis, Protection, Regen, Reviving, Condition Removal) or helping them do their job (Might, Fury, Swiftness).

I think the problem of control is twofold.

One, most of the control effects are tuned for SPVP rather than PVE. End result is that you have to stack the hell out of them to gain the CC that most games grant you with one or two skills. Just observe the PVP panic once ANet allowed immobilize to stack in duration, and they found engineers to be a stacking machine via net turret and rifle.

Two, how easily a accidental control can refresh a whole defiant stack. This because various skills have a almost cosmetic control effect added on top of its damage.

Also, body blocking may have been a thing if one could actually obstruct the movement of mobs. But i have seen time and again mobs run right through zergs because for some reason their aggro has flagged some straggler with a ranged weapon as THE target to attack. Only to have the very same mob take one or two swings at their target before doing a 180 and go right back into the zerg.

And the spiky nature of mob DPS makes body blocking not really worth it. Either the target can take the hit no problem, or anyone taking the hit ends up downed. Meaning that body blocking will result in someone having to be rescued from down state no matter what.

Support on the other hand suffers from blandness. The protection from a support guardian and a zerker guardian only differs in how long it lasts. Meaning is that support is not something you can really build for.

And that makes me think that a serious issue here is that the build choices, at least in PVE, is only a sliding scale between bunker and (glass?) cannon. There are no other dimensions to move in, as the CC durations are so short that going 100%+ onto duration barely makes the numbers move. And boon duration is even worse (mixing 3 sets of 2 runes to get 45% longer boons?!).

End result is a sliding scale between kitten (bunker) and uber (DPS), with control and support as confetti.

Flame Jet Ideas.

in Engineer

Posted by: digiowl.9620

digiowl.9620

The main issue i have with flame jet is that it targeting seems to mess it up.

If my target moves, the jet FX moves with them but the actual attack cone seems to stay in place. End result is a disconnect between where the attack seems to happen and where it actually happens.

It seems to snap back into place when i move the camera tho.

Crazy thing is that i don’t recall ever seeing that problem with Fumigate, but then i don’t think that attack tracks the target.

It is one of those weapons that makes me wish that the targeting and camera mechanics of GW2 were more like what you have in Neverwinter.

All Hope is not Yet Lost. New Build Options.

in Engineer

Posted by: digiowl.9620

digiowl.9620

Thing about bombs is i don’t think quickness makes them blow up any faster. It just makes you place them faster so that when they do start to blow up, you have more of them going pop for a little while.

Also, 3 seconds of quickness seems painfully short unless you make sure to always knock your foe into something (a issue i have with using big ol’ bomb as well, as it throws my enemy out of the blast radius of my other bombs).

Rifle auto change pls

in Engineer

Posted by: digiowl.9620

digiowl.9620

I have no problem with the current auto attack. For autoattack I go into kit’s either way.
Next to that your suggestion is pretty much…bad…
Let me explain:
The rifle is an engineer weapon made for enemy controll, high bursts. It is not designed to be a weapon to remain distance, and to as much damage on a long range.
If you want a weapon that does descent ranged damage go into grenades.

If only i didn’t fear for my keyboard every time it do. And trying to align it with the mobs are a pain with the current camera limitations.

BTW, it’s a shotgun firing these:
https://en.wikipedia.org/wiki/Shotgun_slug