Showing Posts For haviz.1340:

Mai Trin Boss Fractal Fight

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Well, it’s hard for zerkers. If you play with support characters it becomes much easier.

Steps to reduce Zerk Meta will increase it.

in Profession Balance

Posted by: haviz.1340

haviz.1340

I don’t know if we’re playing the same game but whenever I pug I get 2 support guardians and 1 support ele. So where exactly is that zerker meta?

Moreover, the game becomes extremely enjoyable with team full of support players because I can focus on real life stuff than pay attention to gw2.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Doesn’t have to hit anything, but it’s harder to do than DT.

Endless Fractal Tonic

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

I got it at 50.

TIL: Fractal Strategies & Tips

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

You can reflect poison cloud as well as agony attack even with wall of reflection, projectiles just need to hit it, not land nearby.

Lowest defense in compensated how?

in Elementalist

Posted by: haviz.1340

haviz.1340

The Ele excels in all pve and WvW areas as long as the player is experienced/skillful.

Does that mean wvw is closer to pve than to pvp?

Feedback regarding Conditions

in Profession Balance

Posted by: haviz.1340

haviz.1340

How a class with soldier’s gear outdamages a class in dire gear in a practical and realistic situation is beyond my comprehension. Because it simply isn’t true. Maybe against PvE mobs, but certainly not against people with a brain not to stand there and take auto-attacks constantly.

It’s the thing because wvw-ers love to stay in the range for the full duration of 100b which makes power builds stronger I guess. And they say mobs should have better AI.

Feedback regarding Conditions

in Profession Balance

Posted by: haviz.1340

haviz.1340

You forgot to add that condition bunkers are very enjoyable to play against.

No Holy Trinity = Boring?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

cheesy tactics equal cheesy tactics, i think we can stop pretending we dont know when a fight has become cheesy.
If they design an encounter where kiting is the cheesy tactic than thats a just as much a mistake as if they design an encounter where standing in a corner wins you the fight.

The key is no matter what tactic is used, it should be engaging and require skill to pull off. The NPC should be trying to beat you, not dying to a simple tactic without even trying to change it up.

Almost every encounter can be kited thus cheese’d.

How to push "weak" builds closer to the meta?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Pure damage means you don’t care about anything but damage which is false.

No Holy Trinity = Boring?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Cheesy tactics = kiting? Cause at range bosses don’t use most of their abilities.

How to push "weak" builds closer to the meta?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

What opinions? There is no reason to ever use anything besides zerk unless you are bad at the game.

You don’t see a problem with that?

Opinions that every build and gear should be optimal. Wishful thinking, nothing more.

No Holy Trinity = Boring?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I think a lot of that is due to how exploitable the AI is. AC Spider for example. Before people found out about the AI exploit (idk why this isn’t fixed) it was a very challenging and fun fight.

In fact, the whole if AC is basically done by AI exploits these days.

Bosses should simply use ranged attacks in melee and melee attacks at range. That should fix a lot of exploits.

How to push "weak" builds closer to the meta?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I wish we had had so many opinions back in gw1.

How to push "weak" builds closer to the meta?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

That’s the point. If the meta wasn’t just pure damage, those builds wouldn’t have to be terribad.

Except that meta isn’t pure damage. It’s as much damage as you can pack with enough support and utility which is exactly the same as what you can observe in other typical mmos.

People just wants to deal more damage than they currently do while running faceroll builds that cannot even die. How much sense does it make?

Feedback regarding Conditions

in Profession Balance

Posted by: haviz.1340

haviz.1340

I for one cannot wait for the feature patch. I already have few professions that are able to achieve high uptime of confusion, torment, retaliation and other typical conditions which means I will punish enemies for using skills, moving and attacking me, basically for playing. Condition bunkers at its best.

No Holy Trinity = Boring?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Defiance, at it’s most basic and minimum level means you have to hit the target with some form of crowd control three times before you get any sort of effect to stick. Everytime a new player jumps into the fray, that’s another three stacks. A group of three players, for example, has to remove nine stacks of it. And so on.

And that ignores the fact that giant bosses, in general, are completely immune to crowd control all together.

Sorry to disappoint you but the number of defiance stack is

max(number of players, 3)

So those meta builds

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Weth is asking for builds for pugs, 5% difference is negligible in that case. If you need to read gw2dungeons you shouldn’t care about such difference.

Were the fractal droprates actually improved?

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Dredge chance did get higher with the new tier system.

Wasn’t the chance to get dredge fractal with the old system equal to 28.57% and now it’s a bit lower? Even if you got cliffside with 100% as the 2nd fractal, the chance to get dredge would be 25%.

10 man dungeons with boss progression

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

The more the merrier.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Which means the problem lies within the content, not gear.

Epidemic: kicked for not playing heavy

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

The problem is that half of the heavies (guardians) are almost necessary for any pug. One or even two to faceroll as lazy as possible. So realistically speaking, even knowledgeable pug would go with at least 1 warrior and 2 guardians, that’s 3 heavies already.

Now add the fact the warrior is arguably the most common profession (I had to close the recruitment of warriors) and easy to play. Moreover, some pugs might kick you for dying more than them and that means that playing more risky professions like eles or thieves is discouraged by pugs.

Those might be the reasons you end up with 3-5 heavies parties all the time with pugs.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Excuse me?

I don’t care for a dedicated healer from the state of the game now. But if Anet wants to do something about their original vision of Control, DPS and Support, something has to be done beyond the current state of the game.

Don’t start presuming things before you even know who I am. In the current state of the game, I care for no dedicated healer, but if the game is to go forward, the point is to reach a balance whereby someone who goes into support enables the entire team’s DPS to go faster.

I have 0 post telling others to play the way they don’t want to play. All I do is give recommendations on optimal set-ups in the current meta. And you, your first point is to tell me to back off and play WoW.

You can go ahead and scour through all the posts I made and start talking with some grounds.

The original trinity (dps/support/control) is there, it’s just not needed for the trivial content like dungeons. Otherwise, how have anet devs and testers even played this game prelaunch? Was it a different game?

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

It’s not about being high risk vs high reward on zerker play, though. People play these builds not because the skill cap is low but because the skill cap is the same for all builds due to the OHKO and similar mechanics implemented in so many of these fights. ANet has stated all builds should be viable in completing an objective. Full berserker “the best” right now not because the content is too easy but because there is literally no incentive to build anything else. PVT builds will die in the same one-shot skill as a berserker user, so why not just cut down the number of attacks the boss makes to prevent more OHKO’s from happening? This IS a valid strategy and shouldn’t be shunned upon. The problem is that building defensively/support-oriented has literally no benefit for both the individuals nor the party, for OHKO moves will drop tanks, support builds, DPS – anything, really – if they fail to dodge in time, anyways.

Berserker builds are already punished: you get hit, you die. The problem is that tank/support builds have the SAME level of punishment and no other skill cap necessary to work at maximum effectiveness. There’s no such thing as a “good tank player” or a “good support player” right now in GW2, because those roles have nothing to bring to the table and do not have any other kind of play penalties for failing on those roles.

People QQ’ing about berserker viability don’t understand the subject. Refer to crit builds for the problems at hand. Ferocity changes nerf precision/crit builds more than power ones. It affects some classes harder than others.

So no, the damage nerf doesn’t solve anything. Berserker will still be the best dungeon set. It will still remain the dungeon meta. Nothing will change except dungeon speed in the all-berserker parties. 10% is already a big number. People are going to be even less-inclined to invite other people of other builds, now.

I say it’s a failed “solution” because the only things which could resolve the problems occurring could and should be implemented independent of the damage reduction. The damage reduction aspect changes nothing and has no influence nor will be influenced by any other changes brought on in the future. Whether or not ANet has more fixes up their sleeve is irrelevant; ferocity doesn’t solve the problem it’s intended to, and we’ve already agreed that only other fixes will do this. Therefore why not just implement these other changes? Ferocity does nothing except destroy a lot of possibilities for WvW and further force people into the condi meta. The change is destructive and a failure because the alternative/required solutions to address the problems it doesn’t solve could work independently of ferocity.

Please compile a list of all those mythical attacks that one shot defensive builds, otherwise stop spreading misinformation. Would you like if someone was saying that soldier’s have exactly the same damage output as berserker’s with no proof?

Elementalist survival (PvE)

in Profession Balance

Posted by: haviz.1340

haviz.1340

You could always use something like glyph of elemental power in earth attunement to permanently cripple bosses like the archdiviner, it makes lava font more reliable. But who would care about stuff like that, after all controls are useless.

Suggestion to fix Zerker/One Hit bosses

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I love when people suggest increasing the efficiency of facetanking. It’s not like you can’t facetank almost every instanced boss, no, you want to also do this while watching a movie.

Elementalist survival (PvE)

in Profession Balance

Posted by: haviz.1340

haviz.1340

Except that you now compare using one skill to two skills. Both builds, d/f and staff, have very similar offensive capabilities yet one is kittening boring to play.

Elementalist survival (PvE)

in Profession Balance

Posted by: haviz.1340

haviz.1340

Once they remove cheesy fgs, ele will be relatively weak to the amount of work you have to do. Going up against fractal bosses like mossman or archdiviner without guardians spamming aegis and protection is already painful enough and arcane shield is a joke skill, 3 blocks on 75s cd.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

“Broken promise”?
Seriously?
There was one point MONTHS before release where they talked about account-bound dyes (in a system that was MUCH worse than the current one) but that was changed months BEFORE release, and quite clearly told. Including the reasons for it.

The reason being something like “We thought it was better that way”.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Pvers receive stats and skins while pvp-ers receive items without stats, that’s why it was free. There was no swapping skins and no transmutation. I’m not sure why it is hard to understand. Anyway, if I won’t like the change I just stop playing this game so you can stop defending this decision.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

“Transmutation” has only been free for the sPvPers. In other parts of the game we’ve already been paying for it. Maybe the real question is why it has been free for sPvP all along?

What do you mean “was supposed to be free”? Can you show me an announcement where ANet has said that transmuting skins in sPvP will be free forever?

And if they monetize other parts of the game I’ll do just the same I recommended to you – pay up or stop playing. It’s not like you need GW2 to live, do you?

There was never any transmutation in pvp.

And yes, I don’t have to play this game. I’m just raising my eyebrows over this change.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

No it isn’t, but the point is you can still play sPvP without playing a penny.

And heavens forbid if you once in a while supported a game you love and cracked open that RL wallet of yours. I know, controversial thought!

It is because it was free for 1.5 years and was supposed to be free. How about monetization of crafting? I’m sure you’d be okay with that since you don’t have to do that at all to enjoy the game you love. You can get ascended items through item drops after all.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Times change. You’re still free to choose whether to do it or not (or play the game).

In addition, you’re going to earn gold by playing sPvP, which you can use to buy gems to buy those transmutation charges.

If you’re a pure sPvP player effectively nothing changes, unless you absolutely need to change your look every day.

22.5 silver every 15 minutes, that’s a lot of money. And it’s not like gem price conversion is still.

Interesting community reactions

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

People need to start realizing that the only thing happening in this patch is winning and some people win more than others. there are no losers in this patch but because some people didn’t win the jackpot like others they feel like they lost on something. thats it

So the fact that most likely you will have to pay every time you want to change skins in pvp is a win?

Feature Patch = Gem Store 2.0?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I do remember many posts by the OP, that seem to be negative, or present Gw2 in a negative light to those NOT familiar with the actual game. I just wonder why I never remember any positive posts from the OP?

Maybe because there’s nothing worthy to praise? 1.5 year has gone by and anet might have finally monetized their e$port.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Nothing wrong with monetizing something that was free for 1.5 years.

PvPer's thoughts on the new blogs

in PvP

Posted by: haviz.1340

haviz.1340

Was it really free? You still had to buy to play the game just like everyone else.

And coming from someone that played PvX, I never bought any transmutation stones or crystals and was fine enough.

Was it not? I mean, I can swap skins in pvp with no gems involved.

PvPer's thoughts on the new blogs

in PvP

Posted by: haviz.1340

haviz.1340

Their “cash grab” attitute is required to continue to support this game. They aren’t working for free. But as long as they do not add pay-to-win gem items, which would effectively make us all cash cows, and keep their monetization systems to cosmetic or convenient items only, then it’s fine.

Is it really fine if they monetize something that was free for 1.5 year?

Interesting community reactions

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Will I have to use charges every time I want to change look in pvp? If so, than I hate this change. Right now it’s free.

Feature Patch = Gem Store 2.0?

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

And this whole post is moot now. Things actually got way less gem store dependent. Account bound dyes? Less dye pack purchases. Retrait anywhere? No need to by instant trait resets.

Only if wardrobe will be free in pvp. But I’m sure anet always wanted to monetize e$port.

Unshakable and Defiance ~ The bane of PvE

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

I agree, it’s almost useless for uncoordinated masses and it does benefit coordinated teams. But since this article is completely false I guess you’re right.

Dungeons in Guild Wars 2 reward players who enjoy organized parties, epic challenges, and delving deeper into the secrets of Tyria.

PvPer's thoughts on the new blogs

in PvP

Posted by: haviz.1340

haviz.1340

Does that mean that in the future I would have to pay to change appearance in pvp, whereas now I have it for free? Seems like a change worthy all this waiting for new features.

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

How will this work with incoming pvp/pve gear unification? Will we have to pay for changing looks in pvp?

Elementalist survival (PvE)

in Profession Balance

Posted by: haviz.1340

haviz.1340

I think fireball also has no cleave limit though whereas lightning whip is only 3 targets max?

I just wish they made all attunements have good autoattack damage, especially the wimpy water and earth ones (though fire is still pretty bad outside staff).

The whole appeal of the ele was the thought of variety, yet in practice what we got is cycle out of all elements outside fire as soon as you can, and even then fire’s kinda meh outside the staff so people bring you for the conjure cheese like FGS on a wall or abusing frost bow for the #4 on large hit box targets.

I miss my gw1 ele.

Both fireball and lightning whip have 3 target limit cleave.

HOTW P1

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

It’s not even a legendary enemy. Maybe “stack and 11111” complainers were right.

Elementalist survival (PvE)

in Profession Balance

Posted by: haviz.1340

haviz.1340

Except when it’s blind immune dredge and Lightning Hammer blind spam won’t save you. Or bosses that ignore blinds altogether like that lovely Archdiviner and Mossman fast melees.

Ele dagger/dagger were designed specifically for this purpose, giving you slightly superior range on a melee weaponset.

Except all ele autoattacks outside staff Fireball are terrible, and their only source of sustained damage is via a conjure supported by 50 traits worth of damage modifiers to do the damage a warrior approaches far more easily, requiring less group support, and having more flexibility.

I completely agree with first two paragraphs, I hate lh playstyle. But the best autoattack is lightning whip, fireball hits almost twice as weak though it’s much safer to use.

[Suggestion]Remove %dmg increase traits.

in Profession Balance

Posted by: haviz.1340

haviz.1340

I agree that they should be completely revamped. Traits should tweak your gameplay further than just not using adrenaline to get damage increase. At the same time anet should just eviscerate all other passive and bunkerish gameplays but those are just dreams.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Yeah I agree. This game needs more condi bunkers, more PVT facetanks and A LOT more clerics heal spammers. Hopefully by nerfing dps builds, we will see more of these challenging and interesting playstyles/builds.

Good to see like-minded people on the forum. Together we need to show anet that the vast majority love healers or love being healed and it needs to be implemented as fast as possible.

Challenge will come when finally we have healers.

Unshakable and Defiance ~ The bane of PvE

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

Bosses with faster attacks that its profitable to create small openings to do large damage via successfully reacting to what skills he is using. (like the group blowing its CC for a good 10-15 seconds of dps)

Which is what currently good teams do in fractals. You create an opening by stunning a boss for 5s.

Ferocity: A Failed "Solution"

in Guild Wars 2 Discussion

Posted by: haviz.1340

haviz.1340

No… we already have humungous quantities of healing available… we need healing to be relevant. Right now the Lone Wolf builds are entirely self-sufficient even through the most challenging scenarios the game has to offer. The coefficient of relevance for healing is currently ZERO. Fully double the outgoing heals people can deliver and there will still be no call for them in speed clear groups.

The real problem is the band between irrelevant and absolutely required is very, very narrow, and bouncing all the way across that band from where we are now to hard requirements for a healer in group benefits no one. Not even the people who like playing healers. They are gonna have to creep up on that sweet spot slowly to not overshoot, and unfortunately this Balance Team is glacial on the best of days. Unsatisfied healing-gameplay fans may have already moved on in substantial numbers before they come anywhere near striking a good balance.

I love playing healers and I’m already having fun with my water ele. And the stuff that comes with new patch, man, that’s gonna put them on piedestal.