Showing Posts For digiowl.9620:

Vertical Camera Offset

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Meh, i would love to see the slider go even further. Shoulders and head only should be a option so we can actually look around.

Fine transmutation stones

in Suggestions

Posted by: digiowl.9620

digiowl.9620

I don’t mind the fine stones except for the whole arbitrary cutoff at 79. So if a item is level 79, no matter the rarity, it can be transmuted with normal stones. But if it is level 80, it can be white or exotic it does not matter one bit, you need fines either way…

Combat roles, no trinity...

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Dunno why people read this as asking for a return to rigid profession roles, aka trinity.

GW2 not the game I'm looking for?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

even back in the day drilled formations beat the onrushing horde unless the formation was badly outnumbered. That is how the Greek phalanx and later the Roman legions did so well. Never mind that with the firearms available in GW2 you could try for Napoleonic formations.

Has anyone tried Sylvari Engineer?

in Sylvari

Posted by: digiowl.9620

digiowl.9620

I actually find the mastiff to be a nice distraction while i bring on the hurt via kits. a walking plant with a flamethrower, quite the mobile paradox

Too huge nerf to elixir gun.

in Engineer

Posted by: digiowl.9620

digiowl.9620

And that may be Anet’s real problem. They made WvW conceptually linked to PvE proper, and so can’t seem to make things act differently there vs the rest of PvE. I suspect they didn’t anticipate that WvW would be the huge PvP thing while their sPvP slowly withers away…

GW2 not the game I'm looking for?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Well Anet were trying to drum it up as esport material, but seems to have not been able to deliver fully because the release may have gotten rushed to get out ahead of a certain other games expansion.

In any case, Anet’s ongoing vendetta on bunker style builds is an indication that they still have sPvP in mind regarding balance.

Too huge nerf to elixir gun.

in Engineer

Posted by: digiowl.9620

digiowl.9620

Honestly i feel that Anet could buff heals across the board in PvE, but leave it as is in PvP. Anet seems to have a vendetta against bunkers in sPvP that ends up making anything but perma-swiftness glass cannons pointless in PvE.

GW2 not the game I'm looking for?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

This is not a game designed for PvP.

Except it is, but that part is accessed under sPvP. WvW is not the PvP mode that Anet will focus on or balance towards, or at least that was their statement around the launch (actions since have muddied that claim).

colored inventory squares

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Please make the squares for special bags like invisible have distinct square colors.

This so that when the inventory is set to not divide the view into bags, you can still tell what squares are for the different kinds of bags.

GW2 not the game I'm looking for?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

2: Map Completion:
If things are killing you in one shot, you may have set yourself up as a glass cannon, and if that is the case, well then yea, that is going to happen, push into stats that help with taking hits and that will be a problem of the past.

Other way round, he complains that there is no challenge in going back as he just carves right thru the opposition. Best guess, he is playing some kind of warrior. The amount of carnage a well placed spin can do is gratuitous…

Weapons Stats on Kits

in Engineer

Posted by: digiowl.9620

digiowl.9620

Given the current Anet pattern of only doing changes during events, i guess it won’t happen until January at the earliest…

target info plaque issues.

in Bugs: Game, Forum, Website

Posted by: digiowl.9620

digiowl.9620

Recently noticed that the addition of the PVP icon in the top left toolbar results in the target info plaque getting forced down into the main view area on non-widescreen displays. This then results in a loss of effective view area.

Also, if you are using a ground targeted skill the plaque interferes. The end result is that the targeting circles ends up under the characters feet whenever the mouse hovers over the plaque.

Would it be possible to either fold that toolbar in two on narrower screens, or allow us to hide buttons we do not plan to use? I know that there is a “small UI” option, but that makes the trading post unreadable!

Or maybe just move the target plaque down so it sits above the health circle, as most of that area is wasted by my character thanks to how the camera is centered.

I don't like Champions that One-hit kill you

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Well.. with a lot of bosses, they hold their weapon over their head when it charges, which is covered up by their name, the target symbol and all of the attack numbers & critical blood splat.

Ah yes, that.

I have noticed that since the PVP icon was added, non-widescreen setups results in the target info drooping down. Never mind that if you try to use a ground targeted ability from afar and you happen to mouse over said info, the green circle end up under your toons feet.

Thoughts on the Class balance philosophies.

in Necromancer

Posted by: digiowl.9620

digiowl.9620

I worry that a lot of the issue can be found in their more general tank vs spike vs DD vs DOT. Tank is nonviable right now, as you can’t really take a spike to the face and laugh about it. Spike and DD overlap so much that i wonder why they broke it down that way, and DOT can be cleared out in a myriad of ways. End result is that the game has ended up being all about DD spikes, something that we know warriors and thieves excel at.

Proof the Minion Master is a viable build

in Necromancer

Posted by: digiowl.9620

digiowl.9620

I would use the wurm more if i could quickly pack it back up like a engineer can with his turrets. Not that turrets makes much sense in this game given how fast paced it is. They take time to set up, and can quickly be outrun.

Stop wearing out my right mouse button!

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Agreed. And also maybe make it possible to hold down a skill button so that it triggers on refresh. Would save engineers from wearing out their keyboards (if the reduced damage didn’t already “fix” that).

need latency icon

in Suggestions

Posted by: digiowl.9620

digiowl.9620

May also be useful for fighting champs and such, so you can tell if that 1 hit down was a bug in windup or a networking issue.

Power/precision/vitality gear. Just add it.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

While I personally wanted this for a while, I also realized that nearly everyone would use that stat combination if it existed.

If true, that just demonstrates how useless defensive measures beyond circle running really are in this game.

Should City Waypoints be free from anywhere?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

In a few months, I’d be surprised if anyone can actually finish the game due to lack of people wanting to do Arah’s story mode. (It’s not very fun… and not very rewarding unless it’s your first time.)

I stopped the personal story on my main the moment i noticed it was pointing me towards a dungeon. I had previously glanced inside the catacombs story on solo to see if it was possible to grind that and found that even a common mob was a real pain. And while i enjoy the milling about in LA i am not much of a people person in small groups.

Edit: I would not mind going to Orr more often if i could actually borrow the gates from other factions (tho i suppose that would make non-whisper gates pointless). Being with the order means a trek thru 3 load screens and a fair bit of overland to reach fort Trinity. Given it’s location, i am surprised the order didn’t arrange for a back door into LA…

(edited by digiowl.9620)

I don't like Champions that One-hit kill you

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

The only solid way, imo, would go against the Anet mantra of playing the game, not the UI. Champions Online plays similar to GW2, in that you have mobs with powerful attacks and a block mechanic you as the player need to engage. Two vital differences tho:

1) Given the games comic book theme the massive attacks are signaled by a classic comic book sound bubble along with a windup on the mob.

2) with the defense being a block rather than a dodge, you can hold the button down from the moment you notice the graphic rather than time it so that you dodge at the end of the windup to be sure you do not get hit. (They also allow the same act to break CC effects and make you immune for a couple of seconds)

I sometimes wish i could replace dodge with a sustained block if i played a toon with a shield as offhand. But doing so should root me, only protect the front arc, and should make me unable to attack. Meaning it would be useless against AOE, enemies that circle round and so on.

At least then i would have some way to take a breather without having to run circles.

Edit: btw, CO block is not perfect damage immunity. Only a sharp damage reduction.

Confusion is a false choice

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Thing about confusion is that it has a nasty ramp up. While bleed needs 10 stacks to match burning, confusion will hit that in 3, depending on your own attack rate.

Get hit with 25 while wielding weapons that has sub-second auto-attacks and you really feel the hurt. But get hit with only one or two and perhaps a slow weapon and you barely notice.

Btw, i would love for retaliation to actually do damage based on the incoming damage. right now it is rarely worth the effort to keep up.

I don't like Champions that One-hit kill you

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

While it was not one shot, i ran into a event boss that would be doing melee across the room one second, and with no warning jump across the room, do massive damage and knock me over the next. Each time he would take about half my health, tho thankfully someone else participating always managed to draw his attention so i could recover.

Another time i was fighting that ice beast at the end of the svanir fort chain, and i swear it was doing normal attacks that took half my health with no warning.

In both cases i was backtracking from higher level areas, meaning that i was fighting with above level and gear for the zone.

A-net may just as well give us proper FPS controls so that we can really circle strafe these beasties if they want us to be always moving to avoid their attack arc.

I guess they threw all their effort into sPVP balancing, and conjured up some cheesy mob mechanics that would enforce us playing the same way in PVE. End result is i can’t take two steps before having to rearrange my weapon choices, utilites and traits to counter the behavior pattern and attacks of the mob up ahead, and pray that it will not pull with it some other beastie with a different setup nearby.

About the only fun big fight i have had that was not a plain zerg with the mob forced in to a corner and ground down was the devourer outside Ebonhawk. This because i found out i could use my Engineers shield to bump the rock back for some nice damage. But even so it took a while and a lot of dodging…

Btw, what is hilarious is that people call anyone playing the numbers as lazy when it is about defense. But when it is offense they are happy to stack the crits in their favor.

Please bring henchmen and heroes back.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Anyone know if there is something like the ogre pet whistle for lower level characters?

The whistle is limited to L59+ toons…

Anyways, i find myself thinking about the hirelings system from DDO.

I don't like Champions that One-hit kill you

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Thing is that as long as there are variable HP and armor, never mind a profession that has the highest of both, there will be a residue of trinity in there. but with the aggro being what is it, nobody that know they can take a hit can, in a controlled fashion, attract the attention of the boss mob to protect the rest.

And i would say the game leans more on outmaneuvering than outlasting as there is no way to reliably to the latter without first doing the former.

And from personal experience going heavily into toughness and vitality makes little difference from going glass cannon. What will keep someone alive is quick and reliable access to aegis, blind and weakness if they plan to actually get in the mobs face. If not, learn to love running in circles with a ranged weapon.

GW2 depth of combat discussion?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Clearly not enough depth.
GW2 feels like a multiplayer Bayonetta with statistics.

Been calling it DMC the mmo for a while now. Tho i wonder if SF2 the mmo may fit as much, with the focus on split second interrupts and dodges…

Necro - Class balance philosophies

in Necromancer

Posted by: digiowl.9620

digiowl.9620

One the thinks that bothers me now is we all can agree that the current Necromancer doesn’t fit very well with their philosophie about the profession so it needs more time. Okay.
But wait a second, didn’t they tell us more than once before the game’s release that they were not including secondary professions and more game PvP modes to have a better balance on professions? And they included weapons to have a better way to balance builds and less skills than GW1 to have a better balance?
Oh boy, that sounded so good to be truth. The truth now is we still have a lackluster profession 3 months after the launch and if you see the balance patches and don’t want to cry or laugh after doing it, you sir deserve my full respect.
But hey! We rock now underwater! Thank you so much AN

More and more i think their problem is that DS and such are inherently bunker-ish, but they want to eliminate bunkers as a viable build because it leads to static sPVP play where the focus will be on keeping the bunkers standing on the capture points.

So they try to do anything and everything to force us to move…

Name the sigil that is 30% of Grenades please

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Special Note: 1v1 grenade engineer vs other class, engineer will always lose if the other person is kyting due to lag time between targeting and actual boom. Grenades are more a defensive weapon, and this change just weakened our defence.

Grenades are in a sense the ultimate example of how Anet can’t make up their minds about this being a action game or not. The controls make is near impossible to use grenades while both the toon and the target is moving like they were dueling in a FPS.

this is actually very easy if you use the Combat Mod, which is perfectly legal and wont get you banned.

sadly however yes the Grenade kit is lacking an auto-attack function

Just wish Anet would actually put that mod into the game proper. But i guess that would be an admission of fault on their part…

Name the sigil that is 30% of Grenades please

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

My impression was that alongside the 30% PVE reduction they reduced PVP by 15% from its already reduced state, making it in line with the now reduced PVE state.

Give us a weapon with cleave!

in Necromancer

Posted by: digiowl.9620

digiowl.9620

There are two offhands that bounce, dagger 4 and focus 4. Tho the primary use for focus 4 seems to be up close regen stacking…

Necromancer bugs compilation. (discontinued)

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Actually, it is only the buff tooltip that is bugged…

Class balance philosophies

in Engineer

Posted by: digiowl.9620

digiowl.9620

“Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

“Elementalist
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”

Am I the only one who sees something wrong with this?
It seems to me that not only the engineer is a bad copy of the ele, but that it’s meant to be like this… :/

From a flavor point of view it kinda makes sense, in that the engineer do by chemicals and tools what the elementalist does by incantations. Doing so will inevitably be cumbersome as long as they want to maintain some kind of steampunk flavor, as the alternative is to go out and out Star Trek.

Class balance philosophies

in Engineer

Posted by: digiowl.9620

digiowl.9620

The moment a hybrid tax shows up, it screams poor game design. Gw2 does not support being average at everything. It supports being good at one thing. Go bunker, go glass cannon, or go home.

And even bunker is only partially effective outside of straight up PVP.

Skimpy clothing preference

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Do you forgot the armor and such from the leggings simply because the clipping issues? Or have i overlooked some checkbox?

Name the sigil that is 30% of Grenades please

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Special Note: 1v1 grenade engineer vs other class, engineer will always lose if the other person is kyting due to lag time between targeting and actual boom. Grenades are more a defensive weapon, and this change just weakened our defence.

Grenades are in a sense the ultimate example of how Anet can’t make up their minds about this being a action game or not. The controls make is near impossible to use grenades while both the toon and the target is moving like they were dueling in a FPS.

action game with rpg controls...

in Suggestions

Posted by: digiowl.9620

digiowl.9620

If Anet wants us to run in circles all day, make aim follow mouse, give the ability to lock the mouse look, and make target target lock optional.

The dodge mechanic is actually really nice. If you were able to just sit there and take damage, you would eventually end up classifying certain professions (most likely Guardian) as a tank, which would bring us back to the trinity of tank-healer-dps.

Err, no. What would happen was that every profession could optionally build towards more or less tanky. Now even the supposed more tanky has to keep running in circles between healing refreshes because the DPS of even a common mob of equal level will flatten you if you don’t.

The trinity is when each class/profession in the game have a set role as either tank (being able to hold aggro and survive it to some degree, with the current aggro mechanic of GW2 tanking is virtually impossible under that definition), DPS (anything and everything in GW2 at the moment because even going all in with the toughness and vitality lines, never mind the healing power line, have no substantial effect), and healer (pretty much self explanatory).

With the current respec system of GW2, and that all profession have abilities that could be used in either role, being pidgeonholed as a single role would be impossible. Except that right theory and numbers do not line up and reducing DPS to increase ones ability to heal or endure just means you nerf your damage output.

Either that or at least give us the option to stat into healing or defense that actually matters enough for us to stand and properly place those ground targeted abilities without getting half the health chewed away.

Personally, I turned off the ground-targeting circles from the menu. This results in my ground targeting skills firing off where my mouse is when I click the skill. Same is true for skills where you select a movement direction, such as Whirlwind Attack.

Except i like the circle. I helps me aim them AOEs to catch as many mobs as i can in a single attack.

And this is the root issue. The game feels like it is in a halfway point between action game and traditional RPG. It has the player involvement of a action game, but the controls of a RPG, meaning that i feel that much of the time i am fighting the controls as much as i am fighting the mobs.

terror builds the new fotm

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Ah, the new and improved D(own) S(ate).

action game with rpg controls...

in Suggestions

Posted by: digiowl.9620

digiowl.9620

The more i play the game the more it feels like a action game with the controls of a traditional RPG.

If Anet wants us to run in circles all day, make aim follow mouse, give the ability to lock the mouse look, and make target target lock optional.

Either that or at least give us the option to stat into healing or defense that actually matters enough for us to stand and properly place those ground targeted abilities without getting half the health chewed away.

Necro - Class balance philosophies

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Meh, what is supposed to keep everyone in the game alive is movement. By that i means we are more or less forced to trying to keep out of the attack arc of whatever we are fighting because our heals and other abilities are not supposed to keep up with the damage done. I don’t mind using dodge and movement to get out of heavy hits and AOEs, but having to constantly circle simply because anything else is suicide becomes draining in the long run. Especially given that for such a action oriented game the controls are still very traditional RPG.

Either give the option to actually trait into healing abilities that make a difference, or give us honest to deity action controls. This half and half results in the player fighting the controls as much as the opposition.

Necro - Class balance philosophies

in Necromancer

Posted by: digiowl.9620

digiowl.9620

I suspect their reference to poison in regards to attrition is for its healing reduction effect, more than its DOT.

Not that it makes much difference as healing matters less than your ability to stay out of the enemies attack arc.

Necro - Class balance philosophies

in Necromancer

Posted by: digiowl.9620

digiowl.9620

Honestly it seems as if they think we auto-regenerate LF alongside health between fights.

The only way the attrition thing can be true is if they define attrition as being able to continue fighting after taking the opening alpha burst to the face.

In the end there is imo no true attrition in this game thanks to healing and armor level mattering less than ones ability to circle strafe out of the enemies front arc of attack.

(edited by digiowl.9620)

Slingshots

in Suggestions

Posted by: digiowl.9620

digiowl.9620

LOL!

I thought this thread was about lingerie.

how did you think this was about underwear

A “slingshot” is the name for a very, very small piece of male underwear.

A close relative to the mankini?

Holy Trinity > Unholy Quadrinity?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

End question is if this is supposed to be a action game or not…

December 14 patch notes - Feedback

in Necromancer

Posted by: digiowl.9620

digiowl.9620

For me the biggest huh is their necro philosophy.

The only thing that may have any interest is their poison claim. This in how they worded it. Best guess is that they focuses on poison not for its straight up damage (Burn and bleed have that beat easily) but for the 33% heal reduction. not that i think heals are potent enough in this game to matter much (and heals are unheard off in PVE, but i guess Anet’s focus is on sPVP).

Multiple disables? Nope. Only if fear counts as a disable can we get anywhere close to that claim. Blind perhaps? Nope, no better.

As for movement disables? Only one that comes to mind is dagger #3. The rest are movement reducers, not disables. 5 in total across chill and cripple. Tho i guess if we stack both on a single target we get as close to disable as we are going to get outside of straight immobilize.

As such, i see a massive disconnect between the supposed necro and the actual necro in play.

Btw, i never noticed that vampiric triggered on allies. Guess that shows how ineffective it is…

Patch Notes?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

The dec 3rd holds multiple entries, including the one for the 5th.

Skimpy clothing preference

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I guess one “solution” would be to introduce one or more color that would turn the section sheer.

Orr is dead

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Anet should really have moved the FOTM staging area inside the gate. So that whoever wants to group up for fractals do not hang around LA. In essence making them behave like WvW, where if you want to participate you step thru a gate first.

Combat roles, no trinity...

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Never mind the whole down state thing, except that trying to help anyone in that state is apparently a big red flag to any mob within aggro range.

Orr is dead

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

They should add a weekly achievement + reward for Orr to encourage people to play it.

Or perhaps guilds can earn prestige by capturing and holding waypoints.

Skimpy clothing preference

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I want more skimpy armor for men and more bulky armor for women. When I roll my Mesmer, I want to put him in the miniskirts my Ele suffers through.

Male mini skirt, also known as kilt