Showing Posts For docMed.7692:

Menu Issue - Blank Gem Store

in Account & Technical Support

Posted by: docMed.7692

docMed.7692

Clearing the cache fixed it, much thanks.

Menu Issue - Blank Gem Store

in Account & Technical Support

Posted by: docMed.7692

docMed.7692

Hey Ashley, haven’t checked this for a few days; thanks for responding. I’ll test this out later today - I do want to note; I am able to access TP and all other menu’s associated with this section other than the Gem Store & Currency Exchange menu’s. Nonetheless I’ll try these out and let you know how it goes, thanks!

WvW 4 [tM] vs 9 (4 [RIOT] + 5 lv80s) Vid 6

in Community Creations

Posted by: docMed.7692

docMed.7692

Wait; so you guys don’t want to fight 5v5 sPvP and consider WvW builds to be ’real’ builds? Interesting... dire, perplextity, inflated stats, roaming buffs, food/oil; etc - All are counter to what many in any competitive scene would consider ’real’ builds. In fact most consider WvW a cheese fest. Either way I personally don’t care where we 5v5, but I’m just a bit confused why you are interested in taking the path with the most resistance, especially one that lends itself to interruption from outside forces (i.e. zergs/roamers/etc); just sounds like a lot of excuses.

"Most" is subjective since you are probably talking about Spvp player which doesn’t even account for 1% of the total WvW player base.

Cheese is everywhere and that includes Spvp - condi/ai spam anyone?

Are we really getting into a discussion about the merits & state of WvW balance vs sPvP balance; really? Is there honestly any question here to how they both operate or their comparative states? This is common knowledge.

WvW 4 [tM] vs 9 (4 [RIOT] + 5 lv80s) Vid 6

in Community Creations

Posted by: docMed.7692

docMed.7692

"Either way I personally don’t care where we 5v5" - it’s like you didn’t even read my post; my point was that this method is non-ideal and much more difficult to recreate. Since simply getting your members to logon is an issue, it seems more logical to take the least path of resistance (i.e. an empty custom arena).

Regarding the prior encounters, I barely even roam anymore nor was I even involved; I could personally careless what transpired between x members vs y members. I would however enjoy some 5v5’s.

Regarding WvW vs sPvP stats... You’re not really trying to argue that WvW is a more balanced place to combat, are you?

Regarding ’high ranked tpvp players’ - we’ve had some ’high-level tpvper’s, join us and roam/tpvp with us us long before any of this transpired.

Overall I find it funny that you guys as a whole want attention for being ’good roamers’, yet when it comes to saying ’ok let’s scrim’, the first thing you scream out is for us to bring a poor comp with a group of people that just happened to be roaming when you guys came across and wiped them. Either you guys want to 5v5 us or not; it’s as simple as that. Crying over ’which RIOT members’ show is hillarious. Is that what you do when you roam? ’Whoa, whoa, only RIOT members 1, 3, and 5 can engage; 2, 4, 6 have to wait over there. ’ Either you think you can win or you don’t; which is it?

** Edit ** - shoot us a time in-game for this weekend, most of us are PST NA.

(edited by docMed.7692)

WvW 4 [tM] vs 9 (4 [RIOT] + 5 lv80s) Vid 6

in Community Creations

Posted by: docMed.7692

docMed.7692

Wait; so you guys don’t want to fight 5v5 sPvP and consider WvW builds to be ’real’ builds? Interesting... dire, perplextity, inflated stats, roaming buffs, food/oil; etc - All are counter to what many in any competitive scene would consider ’real’ builds. In fact most consider WvW a cheese fest. Either way I personally don’t care where we 5v5, but I’m just a bit confused why you are interested in taking the path with the most resistance, especially one that lends itself to interruption from outside forces (i.e. zergs/roamers/etc); just sounds like a lot of excuses.

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: docMed.7692

docMed.7692

All classes need a ton of balancing... Shame we can only focus on three.

1. Ranger (only 1 viable build, under powered!)
2. Elementalist (slightly-under powered)
3. Warrior (over-powered)

Menu Issue - Blank Gem Store

in Account & Technical Support

Posted by: docMed.7692

docMed.7692

Still no resolution... /bump

WvW 4 [tM] vs 9 (4 [RIOT] + 5 lv80s) Vid 6

in Community Creations

Posted by: docMed.7692

docMed.7692

We’ve already accepted the 5v5.

Great hope to see a video <3

We stream this stuff live all the time and never delete VOD’s.

WvW 4 [tM] vs 9 (4 [RIOT] + 5 lv80s) Vid 6

in Community Creations

Posted by: docMed.7692

docMed.7692

Love this statement…

One of the best roaming group from Mag challenged RIOT openly on the forum for 5v5 and/or roaming fights and was either turned down or made excuses that they couldn’t 5v5. A lot of roamers during the BG/Mag/JQ/SOR season 1 wanted to see that fight but it never happened.

Which group?

Which group isn’t important anymore. Whats important is making a statement which you can’t back up.

Sounds credible.

[Video] Dev Bodied in EOTM

in WvW

Posted by: docMed.7692

docMed.7692

Dev’s lose all the time; just like everyone. All I see here is a bad teef.

Menu Issue - Blank Gem Store

in Account & Technical Support

Posted by: docMed.7692

docMed.7692

Hi,

I was hoping to get some assistance (see screenshot). Essentially, since 2 patches ago I’ve had a blank Gem Store & Currency Exchange menu. The other menus work just fine.

Screenshot:
http://i.imgur.com/4BMaREu.jpg

I’ve tried using "-repair" on the shortcut, disabling my firewall, anti-virus, and also have updated all my graphics.

Here’s my system information:
i7-4930K @ 3.4 GHz
16 GB DDR3
Windows 7 Pro (64-bit)
Avg Anti-virus
GeForce GTX 570

Any kind soul that can help?

Thanks!

Rabid gear survivability? How?

in Ranger

Posted by: docMed.7692

docMed.7692

Try mixing in Sword/Dagger - the ability to disengage, poison, and/or evade on relatively short cooldowns is very crucial. That being said, rangers unfortunately are the easiest to target given their lack of reliable stealth/deception and condition clears (1 utility, 1 heal, 1 10 second traited CD, 1 pet). Sure, you can trait for signets to get 6 seconds of invul and also take protect me... but in WvW where you get perma-immob’d and/or caught easily; it’s rather useless.

Grats to JQ

in WvW

Posted by: docMed.7692

docMed.7692

You don’t think it had anything to do with say... the hundreds of regular wvw members going HAM on Wurm over and over?

Starscream [IRON], R.I.P

in WvW

Posted by: docMed.7692

docMed.7692

Crazy stuff, sorry for your loss. Did anyone write up a nice obituary?

[oO] CoF P1: 5:23 World Record

in Community Creations

Posted by: docMed.7692

docMed.7692

Beating our record by 4 seconds; 6 months later with full ascended armor and weapons available isn’t something I’d consider the new record. Nonetheless, good stuff.

http://www.youtube.com/watch?v=PWQ-39_C8LI

Suggestion: Entangle Change

in Ranger

Posted by: docMed.7692

docMed.7692

I guess I didn’t clarify this; the damage would be significantly nerfed and so would the immob duration (just like it says in my OP).

[PvX] Elite Suggestion

in Profession Balance

Posted by: docMed.7692

docMed.7692

Hi all,

For those of you who know me, you know I’m a heavy PvX player with 8 80’s, 3500+ hours and a vast majority of my experience is spent in both WvW and PvP; although I don’t think that alone makes me some kind of expert, I do think it at least gives me a leg to stand on and offer a credible opinion. With this in mind; what I’ve noticed recently is some of the most viable and useful classes (in pvp especially) all have something in-common; average-lenth to short-length cooldowns on elite skills (45 to 90 second CD’s).

Some classes, on the other hand, are stuck with minimal CD’s at 120 seconds all the way up to 360 seconds. It feels like a significant handicap because while these elites are strong, the power flux between when these are up and down are significantly noticeable in most matches (engi crate, ranger spirit rez, warrior war banner, ele great sword, ele summon, etc). What I’m proposing here is not necessarily to change the functionality of the existing elites, but rather to review the pool of elites available to each class and attempt to balance them better amongst the classes and offer a variety of elites both on a ’long CD’ and ’short CD’ approach.

I made this suggestion here in the Ranger forums (entangle: https://forum-en.gw2archive.eu/forum/professions/ranger/Suggestion-Entangle-Change/first#post3574096) to essentially reduce the CD to 60-75 seconds, but significantly nerf the bleed/immob stack output as well. I think this would help balance the Ranger out and offer some more versatile builds (i.e. varying lengths of CD’s would better entice more diverse builds than simply defaulting to spirit rez, which I believe makes sense as a ’long CD’). I think there are also some other elites amongst classes out there that could have their CD reduced and overall effectiveness reduced as well to help spice up the rotation.

So just like my other thread; curious overall to what the community thinks about this (Ele/Ranger/Necro most impacted by this). It would essentially open up more viable runesets as well as there are a significant portion of runes that activate on elite use.

Thanks,
doc

Suggestion: Entangle Change

in Ranger

Posted by: docMed.7692

docMed.7692

Just wanted to get your feedback forum-go-ers:

Right now; entangle in all respects is a decent skill that when it lands is strong, but also pretty easy for most to get out of and has a very long CD.

My simple suggestion here is to make it a 60 – 75 second CD and change the duration of the immob and bleed to 2-3 seconds (so less bleeds, less immob, but much shorter cooldown).

Ranger overall lacks any CD’s that are even remotely quick and I think this would bring a lot of viability to power/condi builds both in WvW and PvP as it could be used easily both defensively and offensively (escape vs pew pew).

Thoughts?

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Claiming yourself to be “HARDCORE” in this game is like winning special Olympics – yes you can sit on your kitten for 8-12 hours kudos. Yes you can zone into a map with 150 people on it concentrating on the same thing – kudos.
That doesn’t make you hardcore and it never has. I don’t understand where the “hardcore” title is coming from. What makes you hardcore? Claiming that you can do content that most people cant, DOES NOT MAKE YOU HARDCORE, you didn’t accomplish a worm kill by yourself now did you? It took a collaborated effort of 150 or so people that worked together.

Its not right that some one who plays 8-10 hours a day thinks themselves any different from some one who plays 2-3.

Now as far as content goes people need to stop labeling is x – is hardcore y – casual
content is content because a) all forms of content require some sort of minimal organization/participation. b) every one CAN and SHOULD BE ABLE TO participate in this games’ content. The choice is always yours to go or not to go.

But but but… “i watched videos on dulfy.net” “i read ahead and came prepared” “i used a potion/food/consumable and therefore i am elite hardcore player!” WRONG you are not, you simply made a choice to do so as you participated in content AVAILABLE TO PUBLIC.

“i am getting bored because content is too easy for me” – perhaps you should mow the lawn, rake up leaves, shovel driveway, plant a tree and raise a family? Now i am not saying you should quit the game because you specifically find this game not challenging enough but then again you didn’t kill the worm by yourself did you? you might be slightly better at dodging or removing conditions, in the end the result is always the same 150 or so people did it and its the way it should be

EVERY ONE SHOULD BE ABLE TO PARTICIPATE IN EVERYTHING, PLAYING HOW THEY WANT – WIN AND GET REWARDED ACCORDING TO THE SAME STANDARDS

that is what this game was when it came out and that is how it should stay.

Pretty certain I lost some brain cells reading this pile of contradiction.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Not really about how casual or hardcore, it’s about how much you care to learn the encounter and not screw over the team.

There are people trying to get into your server/OF…people that care. If you don’t care, please leave and let them in.

Best meme I’ve seen in a long time.

New Title for Triple Trouble Wurm Meta

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Welcome back Lenny; been a while.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

No there shouldn’t be any distinction at all and every one should be able to enjoy content and rewarded based on same standards

Fine, I would even take a system that gives the same loot; I really don’t care. I’ve already said 100x I like the encounters and find them fun; I find it extremely frustrating to have to constantly prod a portion of the community that flood the map to try. Tell me where or how that is fun to anyone? Who likes to be the person that has to constantly ask people to do things that have no interest in doing it all for the sake of completing the content? Which by the way; we’ve still yet to do.

Edit ** - Forgot to point out, Guild Missions & Fractals are also a great example of content that is extremely gated based on game stye and play that also yield unique rewards for these players.

Instanced Raid Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Disrespect? You should read my posts, I constantly explain I have no problem with people playing how they want to play – My issue is that Anet releases hardcore content that they specifically say is ‘for hardcore players’. Then they give a system where casuals/hardcores are forced to do it together and it’s so finely tuned that it’s almost impossible to carry the casuals (so tough that it’s been done twice out of the thousand attempts+ so far). Sorry, but in this instance, it is true; for all the previous content, it’s not been an issue because the content is easy enough. Casual players are so scared by elitism, but this isn’t about that; it’s about content that is enjoyable for all players. I like to try hard and I personally don’t want to play with people who are not interested in this; again, I don’t have a problem with them, it’s just ridiculous that in order to accomplish this difficultly tuned content I have to either carry it enough or force these more casual players by pleading with them to respec/get on TS/learn the strats/etc. – There is no fun in this method. Dragging people day after day through content is not anyone’s definition of fun.

Lay off the insults to casuals please.

Again, nothing wrong with being a casual or just doing your own thing. Content that requires you to try/spec correctly/coordinate with a team though, which most casual players have no interest in (this is the experience many of us have in blackgate main flow with guest spammers, some who just join and /afk) makes 0 sense to me and needs to be addressed correctly.

Instanced Raid Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Disrespect? You should read my posts, I constantly explain I have no problem with people playing how they want to play – My issue is that Anet releases hardcore content that they specifically say is ‘for hardcore players’. Then they give a system where casuals/hardcores are forced to do it together and it’s so finely tuned that it’s almost impossible to carry the casuals (so tough that it’s been done twice out of the thousand attempts+ so far). Sorry, but in this instance, it is true; for all the previous content, it’s not been an issue because the content is easy enough. Casual players are so scared by elitism, but this isn’t about that; it’s about content that is enjoyable for all players. I like to try hard and I personally don’t want to play with people who are not interested in this; again, I don’t have a problem with them, it’s just ridiculous that in order to accomplish this difficultly tuned content I have to either carry it enough or force these more casual players by pleading with them to respec/get on TS/learn the strats/etc. – There is no fun in this method. Dragging people day after day through content is not anyone’s definition of fun.

Funny you slack of casuals, i’m casual player and i do far far far better than a lot of these hardcore/elitist players when comparing skill levels.

The cancer of games is usually the Elitist people (not hardcore not casuals) but those elitist people that think they are the only thing that’s good for the game, you don’t have to drag any one through anything you can actually make so you have little to no one in your overflow/server as some one already have shown how.

Casuals aren’t scared of elitism they just despise it since it has no bearings at all in a game like this.

Generalizing casual vs hardcore is a philosophical debate that can be interpreted in so many ways. There will always be outliers in every single scenario; this nonetheless is hardly where any of my debate lies. Fact remains, ArenaNet literally said they designed this content for the hardcore players. Explain to me where people who are simply there to mooch achievements, don’t care about the encounter, and are unwilling to cooperate with the server fit in to this equation?

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Your suggestion has only one flaw. Casuals will whine in forums “Why do we have to get bad rewards than that small portion of community? We are the majority, give us everything and give them immediately!”

There is an easy solution here; make the rewards only slightly better for the hardcore content (like 1 unique skin, a unique title, achievements, or just higher overall drop rates of the rare loot table, more gold, etc). It doesn’t have to be ground breaking, but there’s no reason that the base loot tables have to be drastically different.

Instanced Raid Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Disrespect? You should read my posts, I constantly explain I have no problem with people playing how they want to play - My issue is that Anet releases hardcore content that they specifically say is ’for hardcore players’. Then they give a system where casuals/hardcores are forced to do it together and it’s so finely tuned that it’s almost impossible to carry the casuals (so tough that it’s been done twice out of the thousand attempts+ so far). Sorry, but in this instance, it is true; for all the previous content, it’s not been an issue because the content is easy enough. Casual players are so scared by elitism, but this isn’t about that; it’s about content that is enjoyable for all players. I like to try hard and I personally don’t want to play with people who are not interested in this; again, I don’t have a problem with them, it’s just ridiculous that in order to accomplish this difficultly tuned content I have to either carry it enough or force these more casual players by pleading with them to respec/get on TS/learn the strats/etc. - There is no fun in this method. Dragging people day after day through content is not anyone’s definition of fun.

(edited by docMed.7692)

Instanced Raid Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

NO thanks, no need for this elitist wow bs in this game.
GW2 is open world everyone can join in, don’t like it? go back to wow.

This is a very weak argument. It’s obvious by the amount of participation that people like these large group effort fights, and the game can only benefit from having stronger ways of organizing large groups, which is what I’m asking for. Please stop wielding the term “elitist” like a cudgel to smash what you don’t like. It doesn’t form good discussion.

And what would your stronger ways of organizing entail and what would they accomplish?

Build check- Pidgeon holing people into certain specs
Gear check- Same as above
Instancing- Segregating the community so those that don’t want to join a big guild/alliance can’t participate?

Those things will foster an elitist community and give rise to big guilds. That is not what this game was designed around. I understand people want some harder content, but do not try and push instanced raids into the game or you will potentially ruin it. How? Well besides the elitism it breeds it then becomes an issue of rewards. “We did a hard raid and got greens and yellows! Rabble! Rabble! Rabble!”. Suddenly raids are where you must go to get good loot, then new tiers of loot because Raid X is harder than Raid Y. At that point the entire casual nature of GW2 is gone. It is Raid or Die, WoW 2.

Instead lets build hard content that doesn’t depend on certain gear or builds and doesn’t have mechanics that trolls can ruin. We can keep things hard but without exclusion and elitism.

Without exclusion…? Why are there guilds? Why do you have a friends list? Why is there a block button? Why are parties limited to 5? Let’s just create 1 large guild that forces everyone to play with each other. You may want to get carried in content that is too difficult for casuals to complete on their own, but hardcore players have 0 interest in this.

Instanced Raid Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

No to instanced raid content. Content for every one please not select few – say no to elitism

I absolutely agree with this.

Please explain how wanting to group with your friends and play how you want with them is a bad thing? Just like real life, there are people you want to be around people you don’t; why force these painful scenarios?

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

I don’t understand why there is such a fear of elitism here. It already exists in dungeons, fractals, pvp, etc - it is rampant in this game. There is also no reason that fun open world bosses couldn’t continue to exist with the additional introduction of hardcore, instanced content. Just as casuals want to bearbow and do their thing, hardcore players would like to have an environment that is supportive of the play style they enjoy. I tried for 4 days straight to get a Wurm kill, but we were warn down by a lack of dps and the popularity of guesters spamming to join blackgate main flow. I witnessed countless times random players filling timers too early despite our repeated pleas to stop or dps falling entirely short because PVT shout heal builds were brought. Open world hardcore content goes against the entire idea of play how you like/do you own thing content - this content (Wurm) actually requires you to organize, spec correctly, etc and there is a significant portion of players who refuse to do so at the simple claim of elitism. It further questions the point of guilds, friend lists, etc. If we’re just supposed to do everything with the server than why do these features even exist? There is no actual, logical argument to support this current system other than ArenaNet is either 1) complete care bears or 2) unwilling to dedicate the necessary resources to satisfy the full spectrum of its player base. We had 100+ constantly on TS attempting to kill this boss attempt after attempt and there was no single person who ever indicated in any sense whatsoever that they were happy with the open-world approach; in fact a vast majority constantly expressed their frustration with guest spammers, afk’ers, play-how-you-want bearbowers, and those who outright refused to hop on TS and work as a team.

This content itself has been fun; the system around it is unfortunately flawed and I have since refused to participate in it until there is some reasonable resolution to address these issues. Many others feel the same way.

I see claims of ’want hardcore content, go back to WoW’. This is a completely ridiculous statement. Look at the history of any successful online game; LoL, SC2, Dota 2, WoW, Counter-Strike, War 3, C&C, Halo, CoD, fighting game communities, etc. They all have 1 thing in common; hardcore-skilled communities with large populations of casual players as well. It’s a proven concept that communities like this setup; it gives all player types of all skill and interest to set or evolve their level of interest and dedication at the level they currently find appropriate for themselves. ArenaNet did some amazing things here by removing unncessary gear grind and the ability to pick up or set down this game at any point and not be left behind. However, forcing these two types of communities (hardcore/casual) to mix with each other will only lead to toxicity amongst ourselves and it is already quite evident this is the case based on the fact alone this discussion is occurring and popping up often on these forums, reddit, gw2guru, team speak servers, etc.

It saddens me because the only thing holding me in Guild Wars 2 is the stellar combat mechanics; the supportive system around the game has always been lacking and over 1 1/2 years later, this is still the case.

In summary, I have no problems with casual or hardcore players or anything in between; I’m a firm believer in surrounding yourself with like-minded players just as we surround ourselves in real life with like minded individuals because that is what fosters an enjoyable experience. But forcing these worlds to collide only leads to headaches.

(edited by docMed.7692)

After 10+ Straight Wurm Attempts with BG...

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Yep, no point doing it until it gets fixed thoroughly.

This. I was there last night when Amber bugged during Phase 2 and we couldn’t complete/fail the event. A Dev had to come in and reset the server.

Not touching this one again for awhile.

We lost the world first race anyways, I’m done lol.

After 10+ Straight Wurm Attempts with BG...

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

…I can officially say;

1) Fun fight, great mechanics.
2) Bugs are really lame (test your content please).
3) Overflows/joining on each other/etc is a horrible design that nobody likes (unique instances please…)
4) 2 Hour spawn timer – w/ the aforementioned overflow issues; horrible idea.

/QQ

1. Agreed!
2. Agreed x.x
3. I actually don’t mind. The only thing I mind is randoms joining just to be “part of it” but not following instructions or not getting on voice chat to at least listen to commands… or hell, if you don’t want to do that, please just stick to the commander tags =(
4. I think it’d be broken with any less of a timer. By the time you’re done with one run/attempt, you only have a bit over an hour to go before the next starts. I think we should be glad that the respawn timer isn’t something like 12 or 24 hours =P

3. Agreed, but I don’t think that’s something that can ever be completely eliminated, thus the problem. Not to mention, just following the commander for these fights is unfortunately not enough.

4. 12 or 24 would be rather crazy.

After 10+ Straight Wurm Attempts with BG...

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

...I can officially say;

1) Fun fight, great mechanics.
2) Bugs are really lame (test your content please).
3) Overflows/joining on each other/etc is a horrible design that nobody likes for these bosses (unique instances please...)
4) 2 Hour spawn timer - w/ the aforementioned overflow issues; horrible idea.

/QQ

(edited by docMed.7692)

Thanks for the Overflow fest!

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Hard-open-world-pve-content will always be a failure in the current system, despite the fact that these latest bosses (Teq/Wurm) are actually fun and have good mechanics. It’s a shame really as there are just way too many variables to ensure an even remote chance at taking down these bosses without massive effort and coordination of large guilds entirely focused on this type of play. I really wish instanced raiding would come to this game, with these exact boss mechanics Anet is developing, but that obviously is never going to happen and thus what we’re left with is a tease of what actual good pve content would be if we could simply undertake the task with players that share common goals/interest/focus/dedication/etc. I used to consider myself a PvX player, but it’s obvious that PvE is insanely in favor of the casual, carry-me-style, player, and thus I’m retiring from that scene. It makes me sad to think how fun this content would be if I could just enjoy it with friends/guildies. Don’t get me wrong, I love my community and there’s nothing wrong with being casual or hardcore, it’s just a bit insane that we’re forced to undertake hardcore content with players that share no common interest or goals in the matter on a completely variable scale with a huge time-sink.

(edited by docMed.7692)

GWO reviews the Wurm bosses

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

I still don’t understand why this content isn’t instanced for smaller guild raiding? Fun mechanics, cool idea; derailed by overflow issues and pugs. At least they got the set time rotation down though for this boss.

To You "World Boss Guilds"..

in The Origins of Madness

Posted by: docMed.7692

docMed.7692

Just curious if you guilds prefer the open world approach and certain drawbacks like instance overflow or would you more prefer a unique instance that your guild/friends can queue up together for?

Personally I prefer an instance queue and dealing with overflow/instance issues/coordinating zergs/etc is one of the main reasons I avoid this content. Nonetheless, are there any pro’s in your opinion to the open world approach?

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: docMed.7692

docMed.7692

This is absolutely a nerf, but it could also be to mitigate the ease that mesmer’s will have access to energy sigil (maybe energy sigils should get a nerf? =/); X-post from mesmer forums:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Deceptive-Evasion-nerf/page/1#

Here’s also a simple visual display to explain the issues this nerf will bring via Vesu Verra:

http://imgur.com/a/kryzw

(edited by docMed.7692)

Deceptive Evasion nerf

in Mesmer

Posted by: docMed.7692

docMed.7692

I really think this nerf is absolutely unnecessary and I don’t even play mesmer... This removes the usefulness of mesmer roaming in spvp (if you have clones left up from a fight you got out of) and also removes a lot of unique play you were able to do with this by purposefully spawning a clone on you at timely situations.

Mesmer’s are just barely top tier.. These nerfs will push them down.

(edited by docMed.7692)

sPvP WITH PvE/WvW gear.

in PvP

Posted by: docMed.7692

docMed.7692

Too bad there isn’t a downvote button for this post.

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: docMed.7692

docMed.7692

  • Runes and sigil rework

Sweet; please tell me all those “After 26 charges” or “On kill” sigils are getting reworked.

Mystic Coffer as Tpvp/Soloq Reward?

in PvP

Posted by: docMed.7692

docMed.7692

It would be in your benefit to salvage the items from the chests for luck.

The luck drop-rate from salvaging pvp items appears to be abysmal.

It’s funny; I noticed that too, so I bought some level 40 chests and started salvaging them; much higher drop rate of luck. Seems like low level items are very low, which makes sense; but then again becomes more of a nusance since we have 100’s of chests that give us items not even worth salvaging.

I really wish the copper-fed-o-matic salvaged pvp items (hint hint Anet).

Why does BG always zerg? Here's why.

in WvW

Posted by: docMed.7692

docMed.7692

You assume to much and also trait shadow arts. Why don’t you step up and transfer. Or does a Internet community mean a lot to you, defender of blackgate and all things roaming.

Defender of Blackgate, I like that…

A wise man once sang, “$#@% with me, you know I got it…”

We still have the gif on our forums; too funny.

Best PVP Class - 1 January 2014

in PvP

Posted by: docMed.7692

docMed.7692

I broke out builds between 3 tiers; 1 being the best, 3 being the worst. From there I sorted them by classes alphabetically. The highest ELE build is Tier 2. That means I consider all the Tier 1 builds better for the scenario I outlined above (i.e. 5v5 Conquest). Each build listed per tier is consider comprable to its counterparts.

(edited by docMed.7692)

Best PVP Class - 1 January 2014

in PvP

Posted by: docMed.7692

docMed.7692

This list is based off usefulness in typical team fight/conquest situations and builds that accomplish their goal quickly (e.g. burst down targets/strip boons) or point hold (e.g. mitigate damage, point hold, and support teammates) - not ’the best 1v1 builds’. If other game modes were introduced (such as pure death match), this meta would absolutely be different.

Obviously not every build is listed below; I refrained from commenting on builds I have not personally tried myself!

++ Tier 1 ++

+ Elementalist (1)
- (none, although high burst conjure weapon builds are close here; see Tier 2)

+ Engineer (1)
- Rifle Tank
- Condi Nade/Bomb Roaming Variants

+ Guardian (1)
- Bunker Guardian

+ Mesmer (1)
- Shatter (S/P or S/F + GS)
- PU (S/P + Staff)

+ Necromancer (1)
- MM Necro
- Condi Necro (S/D + Staff)

+ Ranger (1)
- Spirit Ranger (Argueably could be Tier 2, but a little more access to stability and this build would wreck Tier 1)

+ Thief (1)
- D/P + Sbow (Caed’s 10/30/0/0/30 build)
- S/P Power (good against certain make-ups)

+ Warrior (1)
- Hambow

++ Tier 2 ++

+ Elementalist (2)
- Conjure Weapon S/D Builds (Argueably could be Tier 1, but as long as you are on your toes it’s pretty easy to avoid and counter)
- Staff Tank
- Staff Zerk

+ Engineer (2)
- Pure Power Build

+ Guardian (2)
- Burst Build

+ Mesmer (2)
- Condi Build

+ Necromancer (2)
- Tank/Well

+ Ranger (2)
- Condi Traps
- Signet Bunker

+ Thief (2)
- P/D Condi
- S/D Power (if you desperately need more boon stripping)

+ Warrior (2)
- Bunker Variants
- GS Power builds
- S/S + Longbow Condi

++ Tier 3 ++

+ Elementalist (3)
- D/D hybrid
- D/D tank
- D/D glass

+ Engineer (3)
- (none)

+ Guardian (3)
- (none)

+ Mesmer (3)
- Tank Build

+ Necromancer (3)
- (none)

+ Ranger (3)
- Power / Longbow + GS

+ Thief (3)
- (None)

+ Warrior (3)
- Power Rifle / GS

Best PVP Class - 1 January 2014

in PvP

Posted by: docMed.7692

docMed.7692

Well but thats not so true if you do stuff correctly, as condimancer doesnt rely on utilities for dmg he can take all utilities for survibility, so from my experience i dont remember any case where i die in 1v1 and can survive 1v2 and run away from 1vMore.
On average i die maybe 1-2 times per game and in most cases that is if all my other teammates are down or if some thief get me w/o cooldowns.
So the question comes to minionmancer. If condimancer is better at every thing beside node protecting, is MM better at node protecting than bunker ranger/guard/engi? If not then imo it could be max A tier, never S

You can’t take all utilities for survivability, not to say that the utilities for survivability are meh.

You are supposed to take at least Corrupt Boon and, perhaps, Signet of Spite as a conditionmancer. Even if you take Spectral Walk, Spectral Armor and Spectral Wall, you can’t match the innate survivability of minion masters due to higher health pool (so higher LF pool), higher toughness, better sustain and better life force generation. There is also the visual clutter factor, when Asuras blend so nicely among big minions, making it hard to target or even read the animations.

Conditionmancers are quite easy to kill even in 1vs1 if you know what you’re doing. The trick is to chain stun, bursting them down before they have a chance to build up conditions on you. Most of them don’t even have enough LF to go Death Shroud anyway.

Reading the animation is always a pain in the kitten on Asura. The main thing I find difficult about MM when I face them on my condimancer is the start of matches when building life force is huge for the condi mesmer and not such a big deal for MM. I will say though with a full life force bar they are at a significant disadvantage even if they also have a full bar since I have a lot more time to ramp up condi’s and of course transfers back.

And yea, like you said; biggest issue is always getting that life force built up in a match. Once we have it though we are quite tough to kill. Blowing our elite early also helps tank a bit.

(edited by docMed.7692)

Something big is coming in 2014

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

I’m hoping it’s a mini game release of: http://www.youtube.com/watch?v=KR2Esy83MQ0

Lupi All Guardian 37s Kill

in Fractals, Dungeons & Raids

Posted by: docMed.7692

docMed.7692

Obal too strong; nerf.

I loved GW2

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Is there a tl;dr? Sheesh!

What happen to Fractals Leaderboard?

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Like others, Im not a fan of leaderboards for a dungeon.

One of the things I love about GW2 is that PVE has always been a cooperative experience where players are encouraged to be inclusive, leaving the truly competitive side of the game to WvW and sPvP.

I don’t see a single thing wrong with competition and leaderboards. Those who already speed run/etc exist and I’m sure would love to measure up clear times. Those who already are not interested, will continue to be not interested.

Rank logos

in PvP

Posted by: docMed.7692

docMed.7692

It’s definitely a cool idea. Could work well for ladders!

Nice to hear some good words from Administrators.

Grouch is the real deal

CDI- Character Progression- Vertical

in CDI

Posted by: docMed.7692

docMed.7692

++Overall I feel like time gating is important for an MMO because it’s important to close the gap between the causal and hardcore group so you can make sure your future rewards and content are useful for a wider variety of players. ++

See, this is what I don’t understand. When did we get into the land of everyone must always be at the same cosmetic level/gear as everyone else? Time & skill should be rewarded appropriately. I agree it should be important to close the gap between the two, but the balance of this gap is significantly off and leans heavily in favor of the casual population (which is obviously the larger population of Guild Wars 2). There is absolutely, 100%, no reflection of any skill in anything you can aquire in-game (even currently in PvP, short of maybe rank 60+). Everything (cosmetic wise) is a grind. And honestly, that’s fine to have a majority of cool rewards involving a huge time-sink/grind/etc; but again there is nothing to distinguish hardcore players from the casual. A system that accomplished both would be most welcome (such as not making high-level fractal rewards RNG, or better yet, rewarding specific gear types for hard-to-accomplish fractal achievements that we can show-off). I have a feeling the coming sPvP reward changes will address this hybrid system well, but it should be something that is kept in mind with PvE as well (and WvW).

RNG is a good limiting factor to some of your high-level achievements, but it is absolutely undesireable by a huge majority of your population. Why not just set recipes up to take huge chunks of materials/etc, keep the cool RNG component if you happen to get lucky, and have win/win. When you have a clear, traceable goal, all is well (such as ascended gear - I have 8 80’s, all that I want multiple ascended gear on, but even though it’s going to take 1 year+ to gear them out I don’t mind because at least it’s something I can say, "If I do X, I get Y").

Nonetheless, despite all this critique, the system is getting better and you guys are listening to us more and more. I just hope/wish you keep us (the hardcore players) in mind when you design these systems along with the casual. Throttling our progression heavily is just demoralizing.

As usual with these types of discussions, we appreciate them and keep it up!

(edited by docMed.7692)