Showing Posts For docMed.7692:

New Dungeon, (Golems.)

in Sky Pirates of Tyria

Posted by: docMed.7692

docMed.7692

People really cant handle a little challenge anymore. All they want is to walk trought a dungeon looking at rainbows and kittens and then collecting wild amounts of loot for free. Grow up and try to use your brain on content where you acctualy need to move your mouse.

Lol.
Having half my damage die at the start of the boss, and if it doesn’t die I actually get punished for keeping my pet alive, timing every dodge and roll perfectly and not getting hit by a single laser unless I was chain pulled, I still couldn’t complete it. If a golem decides to pull you, you’re pretty much dead. Half the time I can’t see it pulling me because I’m so busy running in circles. The entire boss was a gimmicky fight. Stuns and instakills is so original, guise. I like hard dungeons, hard is fun. But theres a difference between a hard boss and a ridiculously broken one.

Your pet is in no way remotely close to 50% of your damage.

What just happened.... to your build?

in Warrior

Posted by: docMed.7692

docMed.7692

This patch was great for me. Longbow didn’t get any buffs, but my main set Sword/Warhorn got a huge improvement. I can put crazy pressure on people now and actually stay in the fight.

Longbow didn’t get buffs!? Increased range, reduction in cooldowns… pretty awesome buffs imo and I’m stoked since I use longbow + axe/warhorn.

Cool. Post us a video of how well you do in high end tourneys.

WvW and hot joins don’t count.

This patch did little to nothing to some builds and ruined a lot others.

Congrats to the Necros.

Player 1 – “Longbow didn’t get any buffs”
Player 2 – “Yes it did, here’s what was buffed”
Player 3 – “Show me high level pvp to prove it”

Do you see anything wrong with your logic here?

Still no gems through PvP?

in PvP

Posted by: docMed.7692

docMed.7692

Ya again, I agree, rewarding gems probably isn’t the best solution (I note that Anet needs to make money), but there needs to be some PvP-focused solution that supports this system, even if just barely (i.e. cash purchase still needed initially, with minimal continued cash funding as long as you have a group of players that pool together and pvp a lot).

Papa's Elements Warrior Build

in PvP

Posted by: docMed.7692

docMed.7692

Is this a rush to get as many builds out the door as possible to claim them as yours?

Lol. Papaganoosh presents…

…the Bannanna split No mo GS – pvp build
…the Axe Me now big daddy – wvw build
…the Sword n Board, but hey who really needs a tank – pve build

I’m at work, someone put up some numbers and keep this going

Still no gems through PvP?

in PvP

Posted by: docMed.7692

docMed.7692

I’m well aware of the PvE farming (I have a legendary, full t3 cultural, almost 8 80’s, run with a high level pve guild, etc). Also, it’s about 6 gold per hour.

Nonetheless, doing PvE to PvP sounds quite counter-intuitive. I still reside by my original point; the system is fine, but there should be additional pvp-related rewards (at a substantially less rate) that also support the system. I also don’t think gems just for winning should be rewarded. Even just the RNG of a daily pvp chest that has a chance to include a 1-day support token would be quite welcome (i.e. like 5-10% chance).

What just happened.... to your build?

in Warrior

Posted by: docMed.7692

docMed.7692

This patch was great for me. Longbow didn’t get any buffs, but my main set Sword/Warhorn got a huge improvement. I can put crazy pressure on people now and actually stay in the fight.

Longbow didn’t get buffs!? Increased range, reduction in cooldowns… pretty awesome buffs imo and I’m stoked since I use longbow + axe/warhorn.

Still no gems through PvP?

in PvP

Posted by: docMed.7692

docMed.7692

Its a business model mistake for the long-term. They could monotize arenas by offering unique cosmetics that can be added to maps, unique skins/color schemes, and/or more attractive search features for your arena (ie pay to be top of the list or add colored text to your server name, etc)

(edited by docMed.7692)

Still no gems through PvP?

in PvP

Posted by: docMed.7692

docMed.7692

I’m all for supporting this game (purchased a little over $700 since launch), but one of the main attractions here was no required sub fee. I don’t mind this custom arena purchase model, but it would have been nice to also have some way to earn gems directly through PvP in case I don’t feel like hopping into PvE and using awful conversion rates from gold to gems. Now we all have to essentially run a sub-fee if we want our own private servers for our guilds or spend time grinding PvE to play a more customized PvP.

ArenaNet, please consider adding some type of gem reward or maybe a chance (10%) per pvp daily to get a daily arena token? Something to support this system other than PvE farming to Gems or Cash to gems.

Again, like I said, I don’t mind supporting this model (let’s face it, the game needs to earn $$), but there should be another way to support it at a reduced rate through actually playing PvP.

Thanks,
doc

(edited by docMed.7692)

Finally deciding to share top tier WvW builds

in Warrior

Posted by: docMed.7692

docMed.7692

Would be interested to hear your thoughts on my hybrid build: https://www.youtube.com/watch?v=3NC2T771NsY

Build numbers/armorments is around 3:00 to 6:30.

(shameless unintentional plug)

Hands down wonderful pressure/ condi removal build. See a lot of potential here. The only problems I see are after your cools are down your an easy target. Not much I would change except for maybe Divinity Runes.
It seems to perfectly fit its niche and can even sneak in a high burst Evis.

Would possibly suggest trying out something a little more balanced. Knights/Zerkers.

Good deal, thanks for the feedback. Regarding your comments, you mean swap knights for zerker? if I did that I could see taking less points in the defensive tree. And yea, looking over the "leaked" patch notes, I think this build should only see some improvement especially with the alleged stance cooldown reductions (i.e. endure pain), but I’m curious to see what actually makes it in on the 25th.

** Edit ** Also - not really sold on divinity. Extra survability is nice, but it’s definitely a reduction in damage and I feel also a bit wasted to bother with spending total attributes in +healing/+condi. I do agree though, could use something better than ruby; maybe ogre or something heavy in precision.

(edited by docMed.7692)

Finally deciding to share top tier WvW builds

in Warrior

Posted by: docMed.7692

docMed.7692

Would be interested to hear your thoughts on my hybrid build: https://www.youtube.com/watch?v=3NC2T771NsY

Build numbers/armorments is around 3:00 to 6:30.

(shameless unintentional plug)

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

Awesome, after hearing about bursts removing condi’s and buffs to how weakness operates; really curious how CRP will play out! Sounds like the build should get a good buff!

Hunt of Scavenger skill points

in Living World

Posted by: docMed.7692

docMed.7692

Yea, I got excited when I read this and then quickly dissapointed. Not that it doesn’t sound fun, but more for the let down on the reward!

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

As promised, here’s the link to my video outlining this build:

https://www.youtube.com/watch?v=3NC2T771NsY

I also updated my original post.

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

Actually, if you reduce their cooldown, you’ll have hteir bonus almost permanently, as long as you remain in its radius.

http://wiki.guildwars2.com/wiki/Banner_of_Discipline

The boon lasts 95 seconds.

Traited, the banner has a 96 seconds cooldown.

I’m unsure about banners myself: banner of discipline provides a great boost, and I like to use it even if it’s a pain to bring it around. But I noticed I won’t be slowed down much with practice.

I’m aware of the reduced CD, but let’s say you throw your banners down, and die in 20 seconds. Now you respawn with at minimum 50+ seconds until you have that CD up again. I’ve experimented a lot with banner builds and can’t seem to get them useful in tpvp. Frenzy is probably a better choice for dps by default with your build.

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

http://gw2skills.net/editor/?fIAQNBHhNakzpFOGS7hJOAge8VWbpU02dJFhxGA-TwAg0CnIMSZkzIjRSjsGNIZ9x5j3HA

What about that?

It’s for those times when you have not a premade. I think Banner of Discipline would help a lot.

I’ve tried to work banners into a lot of tpvp modes, but in general they have really long cd’s and don’t provide the type of sustain or boosts they really need for small scale pvp. They can be great for zerging around in WvW though. The main issue is just the long CD’s and the lack of mobility with the use of them.

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

No fury, no interrupts, no shield.

Low crit chance for zerker and horn isnt worth it imo: it is plain awful untraited and so-so traited. Traits however are in a terrible tree. Untraited shield is still better imo.

You rly feel your battle standard is better than sor? That things cast time has always been such a pain; could have ressed your teammate in that time window prolly.

Sorry, I dont like this build.

That’s OK, you don’t have to like it. As noted above, I wanted some feedback on it, which you provided – thanks.

Regarding your comments, I agree – warhorn untraited is terrible. However, traited It’s surprisingly great for condi removal (which also in turn converts it to a boon for you and all your teammates); and it also provides vigor/swiftness for all and an aoe condi – it’s quite good. I recommend trying it out before you brush it off.

Regarding Warbanner – absolutely. Any high level tpvp brings hard rezzes where available. The cast time is still faster than single target rezzing and its also a guaranteed rez against any heavy pressure – not to mention it rezzes multiple targets (which albeit, its rare there are multiple).

Again, try it out, and let me know what you think.

Also, what builds do you run on your warrior and what experience do you have to validate them for my own edification?

Thanks,
doc

OK, thanks for your reply.

Warhorn: yes, i have tried it out and never liked it: my experience is that movement impairing conditions are too easily spammed to be cleansed by its two skills, the vigor, swiftness and weakness were nice. But shield 4 providing an almost-gap-closer and a stun, shield 5 a great defense, making it better than the horn in my experience. When carrying around a horn I always missed those skills. And thats compairing traited horn to untraited shield.

Warbanner still has 2 s cast time and an unbelievable cd. In a rare situation it will be incredibly useful; I believe that. But its not worth over sor imo.

Im just a noob playing multiple classes for fun. Im sure you play warrior better than me.

Anyway you asked my build. Ive been experimenting on my spvp warrior a lot lately and currently using this:

http://gw2skills.net/editor/?fIAQNAT5ejcOxwxO+OMxBkzDlAAJP1j24OijUhzA-TsAgyCuIKSVkrITRyisFN6YhwGBA

Let me know what you think of it.

And thanks for sharing build. Always nice to see what works for other warriros.

No problem. Took a look over your build and there are definitely some things I like (balanced stance, longbow, etc); however, I’m not the biggest fan of ever bringing mace, but I can recognize the nice utility of shield. My only problem with shield is it’s insanely long block cooldown. In structured/organized play, you’d probably get singled out and dropped quickly with this build. Nonetheless, if you don’t get focused, it would probably play out pretty well.

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

No fury, no interrupts, no shield.

Low crit chance for zerker and horn isnt worth it imo: it is plain awful untraited and so-so traited. Traits however are in a terrible tree. Untraited shield is still better imo.

You rly feel your battle standard is better than sor? That things cast time has always been such a pain; could have ressed your teammate in that time window prolly.

Sorry, I dont like this build.

That’s OK, you don’t have to like it. As noted above, I wanted some feedback on it, which you provided – thanks.

Regarding your comments, I agree – warhorn untraited is terrible. However, traited It’s surprisingly great for condi removal (which also in turn converts it to a boon for you and all your teammates); and it also provides vigor/swiftness for all and an aoe condi – it’s quite good. I recommend trying it out before you brush it off.

Regarding Warbanner – absolutely. Any high level tpvp brings hard rezzes where available. The cast time is still faster than single target rezzing and its also a guaranteed rez against any heavy pressure – not to mention it rezzes multiple targets (which albeit, its rare there are multiple).

Again, try it out, and let me know what you think.

Also, what builds do you run on your warrior and what experience do you have to validate them for my own edification?

Thanks,
doc

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

What about putting Vigorous focus in discipline as master trait?

It would add some more vigor.

Not a bad idea. Could also argue 0/5/30/20/15 or even 0/20/30/20/0 if you don’t care about 5 second weapon swap. The vengeance is more preference at this point than anything. I find vengeance most useful in WvW though as opposed to tpvp though.

Elitism is ruining this game

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

TLDR: If you run with a well oiled machine that knows every trick, it’s just playing by route and can be very easy to overcome any obstacle. Playing with a group where you have to deal with other players mistakes can be a lot more challenging and in turn much more fun and rewarding.

Yeah, but shouldn’t it be content/dungeons in the game that are hard even for veteran/skilled players such as yourself?

Ya this is what I don’t get. Apparently challenging content for hardcore players should be oriented around carrying everyone (eg directing them and telling them what to do). Makes no sense for any hardcore players. Let casuals play how they want and offer the same choices for hardcore.

You mean that the good players should babysit the newbies? What if I don’t want to do that? (I mean, if I was a good player that is)

oh, maybe you were ironic. hard to tell in text form...

Yea, I was just simply commenting on the fact that a lot of threads are simply reverse-elitism. It’s almost like the casual player is now the one providing the most hate and disrespect for individuals that would like more of a challenge. Not all hardcore players are jerks, just like not every casual is a nice person - I don’t get why there is such the stereotypes.

If "play how you like to play" is ArenaNet’s motto, then there should be challenging content to satisfy these types of players. I’m confident ArenaNet will come up with something...

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

(continued)

What this build is bad at:

+ Solo holding nodes against 2+ enemies.
+ Applying high amounts of burst (it does moderate damage)
+ Lenghty hard-rez CD (can drop longbow range for 192 sec warbanner rez if preferred)

Match-Ups:

vs. Ele
This build does very well against most ele builds; however, given both’s survivability, it is tough to quickly bring an Ele down that is built tanky/cantrip. Over time though, this build [CRP] wins out.

vs. Eng
Against a power/tanky-type Eng, it works very well. Against a HGH/condi/grenade-type build it is typically a toss up depending on who’s cooldowns are up. If the ENG has supply crate, its a tough win.

vs. War
CRP crushes other warrior builds as condi doesn’t have enough conditions to apply (i.e. CRP can easily remove all condi’s) and the warrior power build gets nullified through endure pain and defy pain. Not to mention if the warrior tries to kite you around, longbow makes it very easy to pin them down and apply necessary damage.

vs. Thf
This build again works well vs thieves as axe attacks very fast and removes blind. Pistol theives again don’t apply enough condi to keep up with warhorn, which also makes it void. Also, any huge spikes get nullified with defy pain/endure pain and multiple sources of stability/vigor make it easy to avoid most of the thief’s setups. Nonetheless, like most thieves though, it is tough to pin the thief down and finish him off, but it is is also rare for the thief to kill the CRP warrior.

vs. Rgr
Definitely one of the tougher opponents. Similar to Engineer, depends who has what cooldowns up and the type of build they run. Works very well against power-type builds/bunker rangers and struggles more with heavy condition applications/roots/jaguar/panther-style pets.

vs. Grd
CRP crushes bunker/guard builds very well, especially with the chance on crit to remove boons. Power builds again lose out fairly quickly do to the lack of condi output and the low damage greatsword/sword builds put out.

vs. Nec
Similar to Ranger/Engi, but typically much less of a challenge.

vs. Mes
Works surprisingly well against mesmer builds as it’s tough to pin you down and get nuked on. This is definitely one of the more well balanced 1v1’s as it relies heavily on anticipating your opponent’s actions and using your utilities accordingly to mitigate damage.

:::::::::::::::::::::::::

Anyways, that’s my build. Check it out, try it out, and leave some feedback/suggestions. I will post a video within the next day or so show casing it in action.

Thanks,
doc

(edited by docMed.7692)

Condi Removal / Pressure Build (CRP)

in Warrior

Posted by: docMed.7692

docMed.7692

Hi all,

I know there is a "post your build" thread, but it is hardly viewed and I also wanted to get some feedback on this build I’m running, so consequently I posted it here.

:::: docMed’s Warrior tPvP & WvW Condi Removal / Pressure Build (CRP) ::::

First off, here’s the link to the build:

** edit ** - updated link (had frenzy instead of signet of stamina in link)

http://gw2skills.net/editor/?fIAQNBHhNakzpFOGS4BHOAge8VWbpU02dJFnxGA-TwAg0CnIMSZkzIjRSjsGNIZ9x5j3HA

Youtube link:

https://www.youtube.com/watch?v=3NC2T771NsY

Essentially, the build runs Axe/Warhorn and Longbow w/ an emphasis on zerker stats with a defensive/condition removal style build.

I’ve run this build in some "high level" tpvp (not in formalized tournaments, just in top 400+ ranked tpvp, so there’s still definitely room for flushing out this build on high level play). I also exclusively use this build in WvW with great success, both to escape large groups, and to attack/apply pressure.

The following is provided from a tPvP perspective. Nonetheless, much of what is described here can be directly translated to WvW.

Intended Role:

Roaming Pressure - Support - Moderate+ DPS - Hard Rez - Excellent Group Synergy - Moderate Solo Capabilities Depending on Match-up

This build covers a wide variety of roles. In particular, it is, in my opinion, a better substitute for the recent roaming scepter/dagger/cantrip ele that is included in a lot of team comps (it fills this role very well and provides higher pressure at the same time).

What this build is good at:

+ Great self and team condition removal - Warhorn converts 1 condi on yourself and per teammates in range into a boon while at the same time providing added perks like swiftness & vigor regen (2 abilities, with reduced cooldown). Some of the better condition conversions include; poision to regeneration; burning to block; vulnerability to protection.

+ Great offensive pressure. Yes, this build is not a full-on zerker/thief build, however, given the OP-ness of axe, and the utility of longbow, it allows the individual to apply great pressure both in 1v1 and in large team fights with just adding a zerker trinket and the default stats of the weapons. Additionally, longbow allows for more spreadout aoe through # 3 and it’s burst, plus it has an amazing immobolize, the ability to blind, and apply burning. Weapon swap reduction also allows either weapon sets to be quickly available given the current situation.

+ Great survivability. With the ability to blanket remove a large amount of conditions (i.e. signet), the ability to easily take care of 1-2 condis being added at a time, high levels of constant vigor regeneration and vigor on weapon swap, defy pain and endure pain, not to mention multiple sources of stability and the ability to hard rez, this build can easily kite when needed, and also put on the pressure when need be. I can’t highlight enough how great warhorn is, try it out, you’ll be surprised!

+ Great rez support. With the ability to activate both stability and endure pain, this build makes for the perfect stomper/rez support at any time. Warbanner also makes for an awesome hard rez at any point on multiple targets. Additionally, if you find yourself in that downed state and want to rez and make sure you get up, 100% vengance works really well.

+ Great roaming. With basically a 90% swiftness up-time on warhorn (with -20% cooldown reduction, the only delay in reapplying swiftness is the actual skill cast time) it makes roaming between nodes very easy to do. Nonetheless, most warrior builds have great roaming from either skills or the use of their elite. The difference here is, great roaming while also providing a good hard-rez through war banner.

(edited by docMed.7692)

Elitism is ruining this game

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

TLDR: If you run with a well oiled machine that knows every trick, it’s just playing by route and can be very easy to overcome any obstacle. Playing with a group where you have to deal with other players mistakes can be a lot more challenging and in turn much more fun and rewarding.

Yeah, but shouldn’t it be content/dungeons in the game that are hard even for veteran/skilled players such as yourself?

Ya this is what I don’t get. Apparently challenging content for hardcore players should be oriented around carrying everyone (eg directing them and telling them what to do). Makes no sense for any hardcore players. Let casuals play how they want and offer the same choices for hardcore.

More updates than MMOs with Subs?

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

I’m quite happy with the amount of updates in GW2, but I wish more of it was permanent.

We’ve been playing around so far this year with a lot of different concepts to see what works for a living world game, and see what players liked and didn’t like. Based on all of your feedback, you’ll be seeing a greater degree of permanent content built into future living world releases in 2013. And of course, some things you’ve seen before may return again, in its current form but updated like SAB or holiday festivals, or in a new form entirely....

We’ve got a few more updates coming more along the lines of what we’ve done so far in the vein of holiday festivals, but as the year progresses we’re going to layer more permanent changes and content as well with each living world release. I’ll toss a blog post up in a couple of weeks that outlines high level, where we’re taking our living world style updates specifically in the future for more clear transparency once we’ve got it all ironed out.

As always all of your feedback and comments are greatly appreciated, we’ll continue to adapt and grow this strategy and concept as we go. As we’ve said before, we’re trying something very new and different here, and in some ways we’re learning along with all of you how we make a living world style game work.

That’s all great Colin and I like that your team is providing content that can easily be done solo/group and/or with pick-ups in open world. Not to mention that the content itself (such as the events and/or various instances) will be retained a bit more in the design/residuals moving forward. Nonetheless, I’m still concerned about the content’s degree of difficulty - any thoughts on how some of the content might be catored to provide an increase in difficulty and cosmetic rewards while not alienating the casual player base that does not have an interest in more difficult content? Just feels like there isn’t much to do that involves only an individual’s friends + guildies in a challenging-large (more than 5 person dungeon) setting. Although I still have hope it’s getting your attention and potentially being developed! Guild Puzzles for example is an awesome mechanic I’d love to see applied in a 10-12 person dungeon w/ a few bosses sprinkled in and cosmetic upgades + hard/normal mode settings! Think about it!

*Edit* - This thread sums up some of my thoughts on the current PvE content, how it is being implemented, and a potential expansion upon the Living Story ideals:

https://forum-en.gw2archive.eu/forum/game/gw2/Elitism-is-ruining-this-game/page/3#post2167885

(edited by docMed.7692)

Starting a NA tpvp Team

in Looking for...

Posted by: docMed.7692

docMed.7692

Did you mean 10 PM? Significantly limiting your scope even with an initial time of 1 pm EST.

How do I recognize a successful player?

in Players Helping Players

Posted by: docMed.7692

docMed.7692

A glowing fractal back with a wvw title, a legendary or 2 & full culturual tier 3 usually means the player at least plays various aspects and does them with a good amount of interest. PvP titles are usually good too. Unless you are overly knowledgeable about skins, how you obtain them, and titles as well... there really is no way to identify a player; and even then, all it is just "oh this person has played/farmed a lot", not "dang they must be good".

Elitism is ruining this game

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Posted by: docMed.7692

docMed.7692

Not sure what you’re referring to Maiden (haven’t read all the posts), but you do know anyone can just put a name on GW2LFG, right?

Elitism is ruining this game

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Posted by: docMed.7692

docMed.7692

@ the OP:

Yes. The elitism you speak of is ruining the game...for you.

I am sorry that the game does not cater to the ultra-hardcore dungeon crawlers/raiders. If it did, may of us (myself included) would be looking for something else.

Yes, you ruined it for yourself.

But what about us who just want to play game, challenge? Us that socialise in real life? (that we have)

What about you? If you aren’t finding any challenges and you aren’t enjoying your time playing then you should really consider your options.

Yep.

There are games made for 17 year olds who skip school to play 16 hours a day, make spreadsheets to min/max, and rage at the screen over a 0.1% difference between X and Y.

This game is not one of those games.

This is the game for that kid above once she or he hits over 30, has a kid, a job, and plays here and there while looking for an easy way to chat with her or his mates about the events of the day.

Our spreadsheets are devoted to the quarterly statement for management, we skip work because the kid got sick and we clock in 16 hours for less wages than we should get, and we rage at the screen over the 1% taking 90% of the fruits of our labor.

We don’t care for Farmville either, we want an action MMO, and now we have one.

This game is made for all. What hardcore players are asking for is more difficult (not longer) contet with comparable rewards and the ability to filter between normal/hardmodes. As someone with an engineering degree, mid-20’s, with a social life and a great career in a senior position at a fortune 500 company - I can tell you your argument is weak. This game is meant to be pick up and play but it still should offer a challenge. Even if we didn’t min/max and just rolled through stuff with knights/soldiers/any class balance, it would still be face roll-easy. Guild puzzles is the first real use I’ve seen of Anet pve mechanics that were both engaging and fun, it’s just too bad it’s open world-Zerg related. Again, this content we’re asking for would be filter-able in difficulty and only offer cosmetic rewards (ie you could still login/off as much as you’d like to take care of those diapers as you see fit)

(edited by docMed.7692)

Elitism is ruining this game

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

I am a heavy PvX’er, but the purpose of this post is pertaining to PvE, which is conisderably lacking in any difficult instanced content and open-world PvE is just a zerg-fest (which it has to be, how can Anet ask for hardcore players to work with casual players and still have both types of players be satisisfied with the content?). Nonetheless, PvP and WvW are both in quite healthy states at the moment (I enjoy them thoroughly).

Elitism is ruining this game

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

100% agree with OP. Unfortunately, the content in this game is simply steamroll with very, very, very little reward and noticeable distinguishment between accomplishing this. I’m not asking for a gear grind of some sorts here and I’ve posted about this in other threads, but larger-group-instanced content w/ hard/normal mode encounters and a cosmetic grind would be very welcome. Open-world content can simply put; never be challenging, and 5-man dungeons are simply put; easy and unsupportive of a guild’s health.

Epic SM Hold - 6/1/13 - Tier 1 (BG/JQ/SOR)

in Match-ups

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docMed.7692

For sure, I thought it was just a good strategy and leadership example (i.e. identifying a need to fallback, secure a stronghold, etc). I agree arrow carts in general are pretty OP, but definitely the purpose of this post wasn’t to provide pro/con’s as examples regarding this separate matter.

(edited by docMed.7692)

Rank 20 LF Tpvp team

in Looking for...

Posted by: docMed.7692

docMed.7692

Hi Fathom,

You should check out DnT. We’re primarily known for our PvE antics, but a group of us are expanding our PvP-focused group. Check out our Guild Wars 2 tPvP app under the recruitment section of dtguilds.com for more info and/or contact me in-game for any questions.

doc

** edited for spelling **

(edited by docMed.7692)

Epic SM Hold - 6/1/13 - Tier 1 (BG/JQ/SOR)

in Match-ups

Posted by: docMed.7692

docMed.7692

Yea it was pretty crazy how much it was switching that night. Glad to see WvW having a healthy dose of interest with more carrots to chase

i hated burst in wow, but...

in PvP

Posted by: docMed.7692

docMed.7692

All good suggestions here. Another key one, especially for any classes that put regeneration or heal over times on themselves, save a poision for when you notice this buff on them. That way you reduce the effectiveness of the heal by a massive amount (33%)!

NA / PST tPvP Player

in Looking for...

Posted by: docMed.7692

docMed.7692

Hi all,

As the title states, currently looking for a team that fits around PST/North American play times (weekdays after 6:00 pm PST or any time weekends). In general I’m looking for more players to run with, whether it be in a serious tpvp team outside of Death and Taxes or as a part of it (we have a separate recruitment process if you want to wear our tag/run with us >> see dtguilds.com if interested).

I come from a competitive gaming background (SSF4 tournies, iccup B-/masters SC1/SC2, 2100+ wow arena teams, etc) and while I have no aspirations for being a pro-gamer (I have a great RL job/etc), I do taking gaming seriously and am looking for like-minded players in this regard.

Regarding GW2, I’m a heavy PvX player:
-4000+ wvw kills
-r30 pvp [fluctuate in/out of top 1000 – best was 360]
-multiple 80’s/cleared all dungeons
-Proficient w/ Ranger*/Engi*/Ele*/Thief*/War*/Guard/Mesmer in PvP
-Learning Necro

  • = classes I’m best with

Despite my PvX interest, I am looking to focus more on pvp (2-3 days structured ‘practices’ at minimum per week, not to mention my usual casual participation with pvp).

Hope that gives you a quick summary of what I’m about – hit me up in-game or feel free to post here and we can chat more.

Thanks,
doc

Epic SM Hold - 6/1/13 - Tier 1 (BG/JQ/SOR)

in Match-ups

Posted by: docMed.7692

docMed.7692

Hi all, as the title says; Epic stonemist hold (or at least what I perceive as epic)! It’s a live recording of our channel FYI (so, don’t expect any fancy commentary/etc).

http://www.twitch.tv/dntgw2/c/2370506

Summary:
Basically, BG had Stonemist (central keep on EB), SOR pushed in and killed our lord. Prior to this, War Machine (one of our main WvW guilds), had our server drop back to the upper third level, utilize Stonemist’s supply, and setup a flurry of arrow carts for support above. Meanwhile, myself, along with another commander pushed back in and a mesmer eventually portaled reinforcements up top. From there, along with another commander breaking in from the south, we drove SOR out and retook SM!

It was a really cool moment, grats to BG (although right now we’re getting our butts kicked!).

  • Disclaimer ** – This isn’t meant to be some kind of big kitten thread; SOR and JQ are always challenging and fun to go against. Simply meant to be a fun/share the moment type of thread. Hope ya enjoy!

Cheers
doc

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Two problems with implementing raids in GW2. First, no trinity means raids will be trivial (just as all the world bosses are now). Second, the necessary gear progression would break all other content. Raid gear in WvW would be completely imbalanced, and would utterly trivialize all other PvE content (even more than it currently is).

I would say that with the number of mmorpg’s out nowadays there are many different variations of raids, and gear progression is not really a necessary component of raids (though it does get people hooked on them, as WoW has strongly shown.)

In some games raids are a simple matter of gathering a large amount of players to tackle a very difficult boss, dungeon, or series of encounters, and the gear you get from it doesn’t really give you a huge boost in power, but it does look cool.
(rambling)


I don’t think a GW2 “raid” would need the trinity to be successful either, rather than focus on that, they could focus on the cooperation of the people in open world.

Say if they ever had, oh, I’ll just call them advanced dynamic events, they could have a feature where a boss would switch to different phases, and in one phase melee dmg would heal him, requiring everyone to switch to a ranged weapon, or not attack at all if they don’t currently have access to one. Well, I’m sure it would be a lot more complicated than that, that’s just something I made up.

(there should probably be no scaling for these special events either, the difficulty would already be set, and remain set)

And none of what I typed above is even needed, as they will probably be introducing new dynamic events sometime in the future, that are a bit more fun, I just wanted to show that there is more to raiding than gear progression.

Those are called Temple events, which very often go undone.

Pretty much this. We already have raid “light” encounters in the game and they fall into one of two categories; the “nobody bothers with them” category which includes temples (and when they do it is to unlock the merchant for gear), and the “zergging the hell out of it making it require nothing more than showing up” category like the world bosses. That’s it, the pinnacle of GW2 raid-ish content. As long as there is no trinity more difficult/complex encounters wont be possible (or they wont be done). Gear is required to allow for more an more difficult content, that is why it is called a progression. Both of these are necessary for real “raid” like content.

Gear progression is no way necessary for raiding.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

I have to disagree with you here Killcannon (you can absolutely zerg grenth and people do). You should check out the guild puzzles, they have some very cool mechanics before you get into the idea of "no trinity = no possible interesting mechanics".

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Two problems with implementing raids in GW2. First, no trinity means raids will be trivial (just as all the world bosses are now). Second, the necessary gear progression would break all other content. Raid gear in WvW would be completely imbalanced, and would utterly trivialize all other PvE content (even more than it currently is).

I would say that with the number of mmorpg’s out nowadays there are many different variations of raids, and gear progression is not really a necessary component of raids (though it does get people hooked on them, as WoW has strongly shown.)

In some games raids are a simple matter of gathering a large amount of players to tackle a very difficult boss, dungeon, or series of encounters, and the gear you get from it doesn’t really give you a huge boost in power, but it does look cool.
(rambling)


I don’t think a GW2 “raid” would need the trinity to be successful either, rather than focus on that, they could focus on the cooperation of the people in open world.

Say if they ever had, oh, I’ll just call them advanced dynamic events, they could have a feature where a boss would switch to different phases, and in one phase melee dmg would heal him, requiring everyone to switch to a ranged weapon, or not attack at all if they don’t currently have access to one. Well, I’m sure it would be a lot more complicated than that, that’s just something I made up.

(there should probably be no scaling for these special events either, the difficulty would already be set, and remain set)

And none of what I typed above is even needed, as they will probably be introducing new dynamic events sometime in the future, that are a bit more fun, I just wanted to show that there is more to raiding than gear progression.

Those are called Temple events, which very often go undone.

They go undone because the rewards are; rarely needed components for legendaries, karma (which is obtainable anywhere else), and useless-stat exotic karma gear. Not to mention the encounters themselves are zerg-fest open-world fights (i.e. snooze fest content).

My experience has been somewhat different with regard to the temples. People were doing them, especially after the guaranteed rare. People even did them before the guaranteed rare, albeit with less frequency. Now, no one wants to on my servers.

Three things happened.

  1. The prices of rares has come down quite a bit
  2. ANet made the events more “interesting” with different mob mechanics, a lot more mob AoE, and the (since fixed) broken scaling
  3. Southsun

Condition 3 will be over soon, then maybe my server will see some activity in Orr. However, just because you find the events to be “snooze-fests” doesn’t mean that’s why they are unattended.

The argument here isn’t whether or not grinding open-world events should be done. The discussion is focused around the lack of difficult PvE content. In my opinion, these do not qualify even remotely close to what most would consider challenging.

I’d be interested to see what percentage of the population would agree with you. Its too bad that the forums are unlikely to be an accurate microcosm of the whole player-base. I doubt that “most” is correct, however. Personally, I thought that the hardest part of raiding was the herding cats part, but I didn’t get involved in raids until WotLK, so I cannot speak to older iterations.

Yea, me too – that’s definitely why I always premise statements like that with, “in my opinion” etc. I try not to paint it off as fact.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Two problems with implementing raids in GW2. First, no trinity means raids will be trivial (just as all the world bosses are now). Second, the necessary gear progression would break all other content. Raid gear in WvW would be completely imbalanced, and would utterly trivialize all other PvE content (even more than it currently is).

I would say that with the number of mmorpg’s out nowadays there are many different variations of raids, and gear progression is not really a necessary component of raids (though it does get people hooked on them, as WoW has strongly shown.)

In some games raids are a simple matter of gathering a large amount of players to tackle a very difficult boss, dungeon, or series of encounters, and the gear you get from it doesn’t really give you a huge boost in power, but it does look cool.
(rambling)


I don’t think a GW2 “raid” would need the trinity to be successful either, rather than focus on that, they could focus on the cooperation of the people in open world.

Say if they ever had, oh, I’ll just call them advanced dynamic events, they could have a feature where a boss would switch to different phases, and in one phase melee dmg would heal him, requiring everyone to switch to a ranged weapon, or not attack at all if they don’t currently have access to one. Well, I’m sure it would be a lot more complicated than that, that’s just something I made up.

(there should probably be no scaling for these special events either, the difficulty would already be set, and remain set)

And none of what I typed above is even needed, as they will probably be introducing new dynamic events sometime in the future, that are a bit more fun, I just wanted to show that there is more to raiding than gear progression.

Those are called Temple events, which very often go undone.

They go undone because the rewards are; rarely needed components for legendaries, karma (which is obtainable anywhere else), and useless-stat exotic karma gear. Not to mention the encounters themselves are zerg-fest open-world fights (i.e. snooze fest content).

My experience has been somewhat different with regard to the temples. People were doing them, especially after the guaranteed rare. People even did them before the guaranteed rare, albeit with less frequency. Now, no one wants to on my servers.

Three things happened.

  1. The prices of rares has come down quite a bit
  2. ANet made the events more “interesting” with different mob mechanics, a lot more mob AoE, and the (since fixed) broken scaling
  3. Southsun

Condition 3 will be over soon, then maybe my server will see some activity in Orr. However, just because you find the events to be “snooze-fests” doesn’t mean that’s why they are unattended.

The argument here isn’t whether or not grinding open-world events should be done. The discussion is focused around the lack of difficult PvE content. In my opinion, these do not qualify even remotely close to what most would consider challenging.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Two problems with implementing raids in GW2. First, no trinity means raids will be trivial (just as all the world bosses are now). Second, the necessary gear progression would break all other content. Raid gear in WvW would be completely imbalanced, and would utterly trivialize all other PvE content (even more than it currently is).

I would say that with the number of mmorpg’s out nowadays there are many different variations of raids, and gear progression is not really a necessary component of raids (though it does get people hooked on them, as WoW has strongly shown.)

In some games raids are a simple matter of gathering a large amount of players to tackle a very difficult boss, dungeon, or series of encounters, and the gear you get from it doesn’t really give you a huge boost in power, but it does look cool.
(rambling)


I don’t think a GW2 “raid” would need the trinity to be successful either, rather than focus on that, they could focus on the cooperation of the people in open world.

Say if they ever had, oh, I’ll just call them advanced dynamic events, they could have a feature where a boss would switch to different phases, and in one phase melee dmg would heal him, requiring everyone to switch to a ranged weapon, or not attack at all if they don’t currently have access to one. Well, I’m sure it would be a lot more complicated than that, that’s just something I made up.

(there should probably be no scaling for these special events either, the difficulty would already be set, and remain set)

And none of what I typed above is even needed, as they will probably be introducing new dynamic events sometime in the future, that are a bit more fun, I just wanted to show that there is more to raiding than gear progression.

Those are called Temple events, which very often go undone.

They go undone because the rewards are; rarely needed components for legendaries, karma (which is obtainable anywhere else), and useless-stat exotic karma gear. Not to mention the encounters themselves are zerg-fest open-world fights (i.e. snooze fest content).

My axe and sword auto hit for <250 damage

in PvP

Posted by: docMed.7692

docMed.7692

I love my trap ranger. I’ve also come across some good bunker rangers, but it’s play style doesn’t interest me.

Blown away by an event in GW2.

in Dynamic Events

Posted by: docMed.7692

docMed.7692

Shadow Behemoth is a pinata. Make him require organization of an entire server to defeat, but drops an exotic.

You make the loot too good and the event more exclusive and then you get person(s) upset they can’t make and/or attend the event.

New Consortium Harvesting Sickle animation

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Have to agree, mining pick* and scythe have been very cool cosmetic releases Not to mention the obvious reduction in bag space that I enjoy in general about unlimited uses.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

s large-dungeon (i.e. raid) - only those who wanted to work towards the achievements and/or cosmetic rewards, and/or participate in challening content with their semi-large group of friends/guildies, would apply.

This is how I see this statement:

A video game elitist is an individual who only socializes with others that they deem worthy. Within video games they create a clique (commonly a guild or clan) and only allow those individuals to participate in their activities while viewing themselves better than everyone else in the society.

An elitist will brag about themselves, they do not put down others openly, they must always be heard, and always correct (in their minds) - an elitist will help others just so that they receive attention/compliments to assure themselves that they are superior, the whole idea of "stroking the ego." This pretty much sums up what a true elitist is but do not confuse this with a “fake” elitist.

http://gamingpsych.blogspot.com/2010/12/video-game-elitist.html

The wording made by the OP screams of this. This thread is not a thread to improve content but to get Anet to make it easier for elitist to become more so in this game.

Again. Many like myself left other game to come this this to get away from elitism. Instanced content no matter the size is and elitist mentality and should not be made welcome. Especially in a game that is suppose to place the community over the single person or group.

Again I state I am fully against any increase in instanced content.

Will they add this content? maybe.

Will we see elitism more and more in this game? Yes. It is already here and getting worse.

I am done with this thread.

I find it entertaining that you think my purpose (FYI, I am the OP) is to provide ways to be elitist when in fact they are already available in this game (achievements, pvp MMR, wvw rank, legendaries, cultural gear, limited items, guilds, etc). There are always individuals who are jerks and there are always individuals who are nice. I’ve met plenty nice elitists and casual jerks to know that speaking in generalities as you have is simply unfounded, especially when these types of standards are absolutely inconsistent by nature regarding their definitions.

As I’ve stated before, there just isn’t any PvE content that simply cannot be facerolled the first time it is encountered, which is an obvious problem. Luckily PvP/WvW is quite entertaining and sprinkling in bits of casual PvE is fine; it’s again, just unfortunate that it is faceroll easy (i.e. boring).

(edited by docMed.7692)

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Who is asking for a WoW clone? Certainly not I; However I am asking for the "Elite" content we experienced in Guildwars 1 to make a return. Those "Raid’s" allowed players to experience "Harder" content with great rewards such as: Rare Materials, Exclusive dungeon themed items(No stat progression), Achievements,Summoning stones and Large amounts of Gold. Why are you against instanced content? We currently have it in game and it should be expanded upon. Arenanet can’t simply focus on openworld content that would be stupid.

Since they advertized this version of GW an open world and community centered gaming experience, as well as a game for all playing styles. Moving more toward content that caters to a minority and exclusionary group would be against the very mandate they touted for years. That is why I am against instanced content.

They already have a ton of instanced content... pvp, dungeons, fotm, stormy mode, personal story, certain living story aspects, etc. This proposal wouldn’t break the mold.

There is much now because people don’t wish to leave thier comfort zone. they act like instances is all this gvame has to offer which is not true.
Could they improve the other aspects of the game? yes
But inreasing instances in itself would break the mold Anet made to cater to a vast spectrum of playing styles.

Break what mold? Arenanet never stated that this game was to cater exclusively to open world. I see no reason Arenanet can’t make Instanced and Non Instanced content. You are acting as if "Instanced" content is bad; that just seems a bit ludicrous. It seems counterintuitive for Arenanet to work solely on open world content as the first game they made was all about "Instanced" content.

As I stated Anet designed the game to suit many playing styles. At this time there has been more and more instanced content released then changes to open world.
Nearly every special event or holiday has a 5-man instance with cheese open world content.
Instanced content caters more to those that seek to have total control over what is going on and/or elitist. This segregates those like myself that don’t wish to be forced into groups like that.
I wish to have full freedom to move and go as I please, which is open world content.
Can the improve open world and should they? Yes.
People come into this game form other games where instances was the end game.
Anet as made it clear the that end-game for GW2 is the open world content.
So I am against more instanced content and always will be.
I have been in elites guild and raids. I have been in open world raids. I had more fun in the latter.
Gaining control over chaos is much more fun and challenging this have a pre-charted out course that everyone must do or get removed from the group.

I have to disagree here. Micro-managing an immesurable community that may or may not participate in open-world content does not seem the least bit enjoyable to me. And again, the content would not be designed to force you into this large-dungeon (i.e. raid) - only those who wanted to work towards the achievements and/or cosmetic rewards, and/or participate in challening content with their semi-large group of friends/guildies, would apply. Open-world content would still be developed and iterated upon just as ArenaNet has continued to do so since launch, so please stop looking at this as instance vs open-world; it’s more "discuss a solution to non-challenging content", which again, is not possible nor would anyone be interested in doing in open-world given the current mechanics, play interest, reliability, timeliness, etc. Why would ArenaNet implement hardcore/chalenging open-world content that in-turn would require leaders to coordinate all the variables of various skill-levels and/or person(s) showing up or leaving in the middle of? Seems a bit unreasonable to me.

(edited by docMed.7692)

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Who is asking for a WoW clone? Certainly not I; However I am asking for the “Elite” content we experienced in Guildwars 1 to make a return. Those “Raid’s” allowed players to experience “Harder” content with great rewards such as: Rare Materials, Exclusive dungeon themed items(No stat progression), Achievements,Summoning stones and Large amounts of Gold. Why are you against instanced content? We currently have it in game and it should be expanded upon. Arenanet can’t simply focus on openworld content that would be stupid.

Since they advertized this version of GW an open world and community centered gaming experience, as well as a game for all playing styles. Moving more toward content that caters to a minority and exclusionary group would be against the very mandate they touted for years. That is why I am against instanced content.

They already have a ton of instanced content… pvp, dungeons, fotm, stormy mode, personal story, certain living story aspects, etc. This proposal wouldn’t break the mold.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

See, this I agree with. Maybe not raids, but hard core content should be in the game…and for the most part it’s not. But I think it should be geared towards smaller groups, not bigger ones. Times are a changing. Those who play MMOs are getting older and older and thus tend to have less time to have a raiding schedule.

It was great when the bulk of players were quite young and had less real life responsiblities, but raiding, the way its’ laid out in most games, is almost like a second job. I really think you’d have trouble finding people long term to sign on for stuff like that.

Define “Small”? I would personally suggest a 10 or 12 man styled dungeon, It’s what we had in Guildwars 1 and its the model that worked for that game.

But that game had healers. That’s what makes this different.

Unless Anet finds ways to make it so the entire exercise isnt’ just a bit DPS party, those instances will be completely meaningless. That means you can probably add MORE challenge with less people. It’s much harder to balance the DPS needed in an elite instance, so everyone will just end up being zerker warriors and we can go home. Not a party I’m likely to attend.

You should check out guild puzzles. Those types of mechanics, with some bosses thrown in, and kept to a 10-12 person style dungeon (i.e. “raid”) on a weekly timer would provide for some very cool encounters.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

No, sorry, but a pre-launch Anet article pertaining to Orr about how the dynamic events work is not evidence supporting undiscovered DE’s.

How do you know that?

Have you been past the temples with 50+ people in an organized raid.

Have you seen any patch notes stating that teh DE web was removed from Orr.

The answer to those questions is no.

That makes my statement more valid and factual

50+ people? This was easily done at launch and with the revamp in January, 2013. In fact, overflow was a huge issue at points during these times. Sorry, but again, all of the Orr DE’s have been uncovered and there is no super-mega DE event that requires massive groups of people to turn over to trigger. It’s not up to me to prove it to you, nor will I try. We should nonetheless remain on the point of this thread, which is to provide challenging PvE content, which I would not consider simply coordinating VOIP chat for a zerg-fest remotelychallenging.

Thoughts on Raiding

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Posted by: docMed.7692

docMed.7692

No, sorry, but a pre-launch Anet article pertaining to Orr about how the dynamic events work is not evidence supporting undiscovered DE’s.

Thoughts on Raiding

in Guild Wars 2 Discussion

Posted by: docMed.7692

docMed.7692

Yea Martin, I was a bit confused by this too. I think he confused me with another poster that commented on FFXI (I’ve barely ever played that game, let alone participated in any of it’s raiding).

I’m also not sure what unseen DE’s he’s referring to...