Showing Posts For holodoc.5748:

PIC! Learn to ROTATE please!

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Posted by: holodoc.5748

holodoc.5748

Rotations are imho not the most important part in sPvP because of the vast diversity of builds which can break up the “math”. A quick example – bunker builds. Yesterday I had a situation where three of us were trying to decap “far” with a guardian sitting on it (“mid” was contested, “home” was safe). All three of us were pretty high on DPS/condi/burst yet the guardian managed to stay alive no matter what we did. I have never seen someone being capable of absorbing / blocking so much damage. Obvious tankiness and high experience of the enemy player at it’s best!

The most important thing imho is for players to actually know how to properly play their profession. Rotations don’t mean anything if you are a high DPS player yet you don’t get to chance to unleash all that damage.

Spectate, Rebalance then Join Another Team

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Posted by: holodoc.5748

holodoc.5748

I am really happy they got rid of 8vs8.

there were both 8v8 and 5v5 servers, you could play 5v5 all you like…
and the 8v8 servers were all always full because alot of us preferred it to 5v3.

The only reason why someone would prefer 8vs8 over 5vs5 would be because it was way faster to roflstomp the losing team that way.

Skyhammer

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Posted by: holodoc.5748

holodoc.5748

That’s why its highly skilled map, if you think you can bait anyone with dodges you’ve gotta be kidding. Good players don’t fall for that.

Also, don’t assume they wont be doing something to you as well, to make it sound so easy as you do. You will be getting pressured as well, once you miss your pull or have it broken by a stunbreak than your going to have to do other things to make it easy as it sounds and I’m sure a good player can give you a run for your money.

I’ve already mentioned the ways to counter that, a Mesmer pull or push, a necro fear, blind fields, having stability, stun breaking, hiding behind your NPC, using the elements around you.

As I mentioned before this map is highly skill played map, you have to be aware of many other aspects of the game other than someone immobilizing you and dpsing you to death.

Also the sounding of the glass starting to shatter is very noticeable and seeing classes that have pull utilities run away and go invis are clear indicators of whats going to happen and is easily countered, in a 2v1 fight sure someone could set you up, on any other map its the same deal, that lone person is suppose to lose anyways but can win, just like that can happen on skyhammer as well.

The moment you hear glass plates breaking its too late because it means the magnet has already been set and you’ll get pulled in less than a second. You can try whatever you like it wont save you unless you specifically have stability or are out of range (unlikely with a 1200 range). Magnet is unblockable, it has a ridiculously low CD of 25s and it’s extremely hard to spot when deployed because of the visual effects. Mesmer pulls/pushes won’t help because a) GS is usually out of range when chasing, b) curtain needs time to deploy.

There is no doubt Skyhammer can be interesting. However its undeniable that some tricks on that map are way more cheaper than others, like Magnet. My proposal for Skyhammer still stands – add a stability buff bellow the gun. If someone still falls to the cheap KB/push/pull tricks it will obviously be his/her own fault.

All hail our new ranger overlords?

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Posted by: holodoc.5748

holodoc.5748

I think if they continue with this it will help shift the meta out of the bunker/ultra tanky meta we have now.

The meta has never been more offensive than now. You have warriors massively switching from condi builds to DPS (zerk/cavalier), thieves going more glass than ever, guardians switching from tanky builds to more aggressive ones (thanks to defensive buffs), AI builds going DPS (necro, mesmer, ranger) etc.

I can count on one hand how many condi warriors I have encountered post-patch. Before it was almost mandatory.

Spectate, Rebalance then Join Another Team

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Posted by: holodoc.5748

holodoc.5748

there were always MMs and mesmers

Not as many as there are now. The current meta simply screams for people to play AI driven builds, because of the damage buffs AI received. That being said it is more likely than ever to have at least three of those professions/builds converge to a single point at any time. For a ranger, necro and a mesmer that’s at least 10+ adds. Now try to imagine how messy that would look in a 8vs8 fight. That’s 16 players on a single map with tons of visual effects which add up to the lag and a general feel that zerging from point to point is how sPvP was meant to be played.

As far as the influence of leavers between 5vs5 and 8vs8 is concerned. People were leaving 8vs8 too, just in greater numbers than 5vs5. If a single player decided to leave the match because his side was loosing it was almost customary for at least three or four players (sometimes even more) to follow. In those situations matches would either way start to look like and 5vs5 and become much more enjoyable.

I have many issues with the way how sPvP currently works – removing 8vs8 is not one of them. I actually fully support it. If they ever decide to make bigger maps objective based maps which will require people to spread out I will welcome the return of 8vs8.

(edited by holodoc.5748)

Gw2 still bad??

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Posted by: holodoc.5748

holodoc.5748

It’s weird you enjoyed GW1 so much then. That game had some serious design flaws, like copy pasted skill sets that favored quantity over quality. hmmm. I guess rose-tinted glasses are really a powerful thing haha.

What you call “quantity over quality” others call “diversity”. If you used only meta builds provided by PvX wiki or similar sources then there is no way for you to understand why there were so many similar skills with subtle differences. Those were essential for creating fully functional builds in a system where there was a secondary profession, not because it was a “design flaw”. I.e. a subtle difference in a skill could be really beneficial for a W/Rt compared to lets say W/Me.

(edited by holodoc.5748)

What's wrong with people?

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Posted by: holodoc.5748

holodoc.5748

I just find people who buy dungeon slots in GW2 lamentable. It is possibly understandable if they wanted Arah skins before PVP reward track was introduced because there would be no other ways of getting the skins and are unwilling to grind Arah with PUGs for tokens but now there can be no excuse.

Do you know how much time you need to spend playing sPvP in order to get a full set of dungeon armor? Six full reward track completions because every track completion gives you a single piece of armor. And lets face it, sPvP currently isn’t exactly in it’s best shape you know. You might spend more time losing not because you don’t know how to play but because sPvP has serious issues with matchmaking and people behavior in anything other than Team Arena.

Spectate, Rebalance then Join Another Team

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Posted by: holodoc.5748

holodoc.5748

ANET
give us our 8v8 back, remove team select, add restrictions to spectator mode.

hotjoin will once again be fun!

There are very good reasons why 8vs8 was removed – zerging and too much stuff on screen to handle. Imagine how 8vs8 would look now when even 5vs5 are plagued by add builds (necro MM, spirit rangers/pets, mesmer illusions). Today I actually counted 15+ targets moving at me while trying to defend mid on Temple. Imagine how fun it must be with the flawed target selection system in GW2.

What's wrong with people?

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Posted by: holodoc.5748

holodoc.5748

Selling dungeon spots is no different from selling spots for a Droks run in GW1. Why would anyone have anything against it?

Salvaging runes from Karma armor

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Posted by: holodoc.5748

holodoc.5748

Even worse…. You can’t use those in Mystic Toi… ehem… Forge.

You can throw karma items into the mystic forge. You will get back one item that is salvageable in exchange for the four put in. Doing this is one way to use karma and get armor that can be salvaged into linen. http://wiki.guildwars2.com/wiki/Cloth_Crab_Grabbin'_Gloves

It’s possible OP can put his armor in the forge and get something he can salvage. It’s not much, but it’s better than deleting it.

I meant the Badges of horror from the post above mine.

Salvaging runes from Karma armor

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Posted by: holodoc.5748

holodoc.5748

Even worse…. You can’t use those in Mystic Toi… ehem… Forge.

Is PvP Too Complex to be an esport?

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Posted by: holodoc.5748

holodoc.5748

“eSports” and “MMO games” are two words that don’t belong in the same sentence. If you want an eSport game you develop it specifically for that purpose. Anything else only cripples the efforts.

Remove kittens

in Forum and Website Bugs

Posted by: holodoc.5748

holodoc.5748

Its not easy to spot things like ckittens. That’s the problem.

Remove kittens

in Forum and Website Bugs

Posted by: holodoc.5748

holodoc.5748

A very simple request. Will you please remove the profanity filter you are currently using? Half the posts I write or read contain the word “kitten” just because it wasn’t punctuated correctly or because of some other unclear reason. It’s even worse when a word gets censored in the middle. You post something and than start to scratch your head why a certain word got mutilated.

(edited by holodoc.5748)

Mounts

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Posted by: holodoc.5748

holodoc.5748

@holodoc

Earlier you said that you thought mounts would somehow reduce lag in the game because magically mounts having fewer skills makes them less transmit less skill data. That is the part of your post I was addressing.

There is nothing magical about that. If you reduce the number of skills a player ckittene by 60-70% you are effectively reducing the amount of traffic that player needs to sync with the server.

Right here. You make the following assumptions:

1. Mounts would have skills.
2. Mounts would have less than 10 skills.
3. Those skills would not include an autoattack or low-cooldown.
4. That mount skills would not be cast as frequently as normal skills.
5. That mount skills would magically transmit less data than normal skills.

Sorry but I am not going to discuss stuff you made up or conveniently tailored to your needs. The least you can do is read my posts thoroughly before answering.

And right here I really don’t know what you are getting at. Earlier you claim that mounts wouldn’t impact performance, yet right here you give a perfect example of when more character models on screen causes lag. I’ve seen a 60 MM necro zerg. It’s laggy as hell. It’s pretty deadly too. There’s 60 players, but each of them has 4 or 5 minions, meaning it’s close to 300 bodies on the field. Mounts would have a similar impact.

I will try to indulge your curiosity however don’t expect this to turn into chat.

What I mainly proposed were mounts which encase players, not mounts in the usual way people think of them. Currently the game provides two such usable mounts which can be found in WvWvW – siege golems. When you enter a siege golem all your skills (ten of them) are replaced by five mount specific skills which aside from auto attack have a rather large cooldown (actually auto-attack also has a concealed cooldown because damage is done only on impact for Omega rockets and the whole animation lasts 1s). This means you get at least a 50% reduction of skill interaction computations and lower bandwidth requirements. Lower bandwidth requirements also mean it takes less time for a client to receive all the response data it needs. Essentially, the model of your player is replaced by another model which also reduces the number of available skills by 50%. I don’t do assumptions, but I’d be willing to bet performance would be actually better. Obviosuly this proposal is mainly for WvWvW although I don’t see why an Omega golem would not be usable in PvE or even sPvP (why not if designers decide to make bigger maps with objective based game modes like Fort Aspenwood from GW1).

Now why did I mention test cases? When you finish college and get some experience with how software development cycles work you will also learn that there is so much more to software performance than poly count. I’ve spent fifteen years developing software, eight of that working on some rather demanding games. The basic rule was always “you do not assume anything, you use tools and test cases”. You are not sure about how a new feature would affect software? You create a mock-up and test it. Is the feature remotely feasible? Move it to a separate development cycle (branch) and have a few people expand on the test cases.

It’s same with GW2. People get all jumpy with assumptions saying “the poly count is doubled, it will half the performance”. You are basing that on what facts? On how games worked in the past decade? Well you don’t code your college projects in native C or C++ anymore do you? Things changed. Today software development feels more like patching different licensed solutions to fit your needs than actually writing code. Now you have commercially available parallel computing, multithreading, CPU/GPU load balancers, occlusion cullers and a lot more.

Bottom line, lets leave all the performance worrying to people that are actually paid to do such stuff. All people can actually do on these forums is propose stuff, ANet is there to kitten it’s feasibility. That being said, I would personally like to see some kind of mount system with special features like golems or event real mounts in PvE and sPvP.

(edited by holodoc.5748)

Mounts

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Posted by: holodoc.5748

holodoc.5748

I meant using only one core of a CPU. If that one core of your CPU is maxed out, your game will not play well. I should have stated it better.

I have used both a Radeon 4950 and a 5950 and show no difference in frame rate. Why? the CPU is the same. This game depends on your CPU – I increased the frame rate by overclocking my Intel i5 CPU. Here is another video that gives an idea on what is going on.

And how exactly do people measure GW2 CPU utilization? They usually just Alt+TAB, open Task manager and look at the performance graphs. Problem is, that data is completely misleading because GW2 is in the background and running with reduced priority, hence less CPU usage.

How do you do it the right way? You create a user defined performance log and measure processor time used for every core (its calculated by subtracting the time of the Idle “process” from 100 hence giving the percentage of time the processor is actually used).

On the attached picture you can see that after GW2 was launched it goes no where near bellow 70-80% for all four cores (tested on i5 750) which is a rather remarkable result.

@Xenon
You have not read my post thoroughly. I never said anything about sending game related resources (3D models) over the network (though the real answer is only known by ANet) just that all the interaction between objects probably is. That’s a huge difference.

Attachments:

(edited by holodoc.5748)

Mounts

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Posted by: holodoc.5748

holodoc.5748

@ dusty and holodoc

Take this from a game design student: the performance of the game would be negatively affected across the board. Holodoc, theoretically less skills means less server lag because it means less data transmitted, but this is inaccurate. If the mount has an autoattack, that skill could be spammed all day just like a normal player, thus the same amount of data being transmitted. Server lag would basically remain the same, only now it would have to contend with new types of skills and such.

On the flipside, the client would experience a performance hit for sure. The rendering of all of the character models and particle effects are done by your computer. If you now suddenly have to render a bunch of mounts on screen, that impacts your performance greatly. It doesn’t affect server lag, but it does affect personal frame rate.

At the end of the day, mounts would add performance hits to people without high end PCs, there’s no arguing that. Whether it affects server lag is beside the point.

Those are all assumptions and essentially not the proper way to make good/complex software. If you want to see how a new feature would behave you need to make real test cases, get some profiling data and then decide if eventual performance bottlenecks can be optimized or not. For that purpose you simply create a new branch of code, change the code to include new features and test it independently of the main build. You’d be surprised how many times the results are quite the opposite from what you would expect them to be. If everything clicks the new feature is seemingly merged into the main build.

(edited by holodoc.5748)

Mounts

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Posted by: holodoc.5748

holodoc.5748

I am not an expert BUT, this game is single-treaded and has puts a huge huge load on your CPU. In fact, overclocking your CPU is the best way to increase frame rates in this game.

Guild Wars 2 is not a single-threaded application. It’s process runs well over 50 threads at runtime (you can check it by enabling Threads column in Task manager process list).

Attachments:

switch build on the run?

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holodoc.5748

Mounts

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Posted by: holodoc.5748

holodoc.5748

People who want mounts seem to use any reason to forward their cause, without thinking.

You might want to take up on that advice yourself and actually think before accusing people of not thinking.

Golems and the like are situational mounts and have very specific roles.

Which is exactly what I am pointing at. Depending on how you want to play you take a mount of your choice. You want to sacrifice firepower over swiftness? Fine take a mount which has swiftness support skills.

Also, when you are in the siege Golem, you only have the skills of the golem, basically you are the Golem, not riding on a mount.

Once again, exactly my point. Once you are on/in your mount you lose access to your player’s skills in order to provide balance. Or do you think it has any sense to allow a warrior which drives an Omega to spam banners and shouts while using it? Golems are a prime example how mounts can work in GW2. And what difference does it make if you are inside or on top of an object which has its own mobility capability? Golem is a device you can mount (hint, hint) and use it against your enemies.

Mounts have NO potential in this game other than to clutter up the screen and make the game engine chug even more. As an example, Last night, in WvW, there was a 60 man zerg of MM necros from one server we were playing against. All those minions, from each of the 60 Necros, made the game engine grind to a halt. The same would be the problem with mounts.

Until they fix the game engine, so it doesn’t chug, no mounts should be added at all.

Yeah yeah, every GW2 player is obviously an expert on software performance I say if anything mounts would actually reduce the performance hit because instead of having access to at least ten skills mounts would provide three to four skills at most. That’s at least 50-60% less interaction with other players which needs to be calculated and then transferred to the server.

What actually happens when 60 necros spam their minions I don’t know. You know why? Because I’ve played in all WvWvW Tiers (including Tier 1) and never saw a zerg which had more than a couple of necros. And for good reason. Using MM builds for WvWvW is pointless because such builds are selfish and aimed completely at 1 vs 1 or sPvP. Essentially I would be glad to meet a 60 player MM group in WvWvW, that’s free loot

Mounts

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Posted by: holodoc.5748

holodoc.5748

Truth is, Guild Wars 2 already has mounts – Alpha and Omega siege golems. And they are far from just being “fluffy stuff”. Omegas have by far the greatest firepower in the game but are very slow and susceptible to attacks by multiple players. Has anyone made any complaints about siege golems until now? Not that I am aware of. I’ve seen battles which included 40+ golems in one place. There was absolutely no impact to game performance.

And I think ANet should really consider adding mounts with different capabilities and restraints which would prevent their abuse like replacing player skills with those provided by mount. You want to play spotter/saboteur in lets say WvWvW? Cool, buy a mount which will have the following skills: 1 – swiftness for a couple of seconds with an appropriate cooldown (no perma swiftness), 2 – deploy supply traps (mount would have only a set number of traps with no option to recharge), 3 – stealth for a couple of seconds (huge cooldown and breaks on movement or if any other skill is used).

Versatility, that’s the answer. Mounts have actual huge potential. The best thing is you don’t have to put players on top of mounts (clipping issues etc.) you can simply put them inside, like with golems.

Fort Salma frustration (spoilers)

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Posted by: holodoc.5748

holodoc.5748

If the point of the mission is to fight a boss enemy, I don’t expect to have to be dependent on a slow moving escort quest to be able to take down a defense for a few seconds in which I have to inflict as much damage as I can then start all over again.

You obviously haven’t played GW1 with heroes or henchies Boy did they know how to kitten up a mission or quest. And the game wasn’t as forgiving as GW2 – if you fail a condition it often meant you had to replay the whole mission

Mounts

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Posted by: holodoc.5748

holodoc.5748

Because if you have them function like mounts in other games they’d be a speed boost.

What’s wrong with speed boost? Equipping a mount could actually work like tonics do now – when you use one of them you get access to 2-3 specific skills and lose all your character’s skills. A temporary speed boost with a cooldown could be one of those skills.

Aside from potential problems with their implementation (mostly performance wise) I don’t really see a problem with adding mounts, the same way tonics were added.

Take out all the waypoints

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Posted by: holodoc.5748

holodoc.5748

Plant one character at each boss spawn and just switch between them back and forth getting the loot.

How is that fixing anything?
The only thing you’ll accomplish is to frustrate players more.

You will camp five out of approximately twenty five world boss events which means 4/5 of the events will have at least one player less.

And that’s a good thing right?
Having less players at events and on maps is what we wanted, right?

That’s why Anet implemented the whole megaserver thing – so players wouldn’t be bunched up so much. Oh wait – they aimed for and did the opposite.

Or have you forgotten about how much people complained that getting ascended materials ( dragonite ore) from world bosses. Do you think making it harder would make things better?

If they wanted a limited ( small) number of players at world bosses these bosses would have been instanced.

The point of the Megaserver was to fill empty maps not make the crowded ones even fuller. But inadvertently it did just that.

Take out all the waypoints

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Posted by: holodoc.5748

holodoc.5748

Plant one character at each boss spawn and just switch between them back and forth getting the loot.

How is that fixing anything?
The only thing you’ll accomplish is to frustrate players more.

You will camp five out of approximately twenty five world boss events which means 4/5 of the events will have at least one player less.

Mounts

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Posted by: holodoc.5748

holodoc.5748

“This isn’t WoW.”

WoW is by far not the only MMO using mounts so this argument is pretty ill informed.

Achievement Points

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Posted by: holodoc.5748

holodoc.5748

Requesting a certain amount of achievement points is not aimed at asserting player’s skills but to ensure that the player has some minimal understanding of game mechanics. If I run CoE speed clears I don’t wan’t to spend half an hour explaining to a warrior why he/she should not use a longbow or rifle with Alpha. On the other hand if I do the so called “I see dead people” runs I don’t care about APs because the whole aim is to teach beginners which never did certain dungeons how to play them.

What I am trying to say is don’t judge people which make achievement points conditions because most of them simply want to do a speed clear. Their party, their rules. Its nothing personal.

Mounts

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Posted by: holodoc.5748

holodoc.5748

-1 to mounts. It isn’t about not wanting others to have mounts. It is the fact that mounts would be completely pointless and stupid in this game.

Jokes aside, why would mounts be “pointless and stupid”? Fact is GW1 never had them but considering how much GW2 departed from the original concept why would adding mounts to the game like horses or moas be stupid?

Take out all the waypoints

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holodoc.5748

This isn’t going to happen. Point A is fluff. Point B isn’t true because you have to get to the waypoints first. Point C is your own opinion, and would also mean less people get to play the content. I wish you luck on convincing anet to change the game so dramatically for your own selfish reasons, which will undoubtedly make a large percentage of the player base straight up quit.

How exactly is reducing one of the key problems in the game a “selfish reason”? Zergs are a huge problem currently, even worse with the introduction of Megaserver because the map (specifically at the world boss waypoint) allows players to come in as long as there is room. That amounts to 60-70+ people per event! Is watching a lag-fest fireworks more enjoyable or “less selfish”?

Thing is, people should not be able to “tour” world bosses. If someone misses one that’s one less player which won’t add to the fireworks somewhere else. If you are doing The Maw you shouldn’t be able to waypoint yourself in a couple of seconds to the Fire Shaman and add to the mess.

BTW, don’t be so sure about ANet not thinking about this idea. We have witnessed in the last couple of months that they are trying to reduce the usability of waypoints, either by making them inaccessible or unusable.

(edited by holodoc.5748)

Any active Guild Wars 1 guilds?

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Posted by: holodoc.5748

holodoc.5748

Plenty of people in GW1. Just head to Spamadan, EotN or LA and ask in map chat.

Take out all the waypoints

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Posted by: holodoc.5748

holodoc.5748

The problem is, people try to get to events. And it frustrates people to get to them late and miss out after spending the silver to teleport to them.

Waypoints only encourage zerg mentality because it takes less than ten seconds to reach every imaginable part of the map. They are one of the reasons why every single world boss event is overrun by 50+ player zergs which transform those events into highly boring auto-attack spam festival fireworks. World events should not be done with every person which managed to double click a waypoint on the map ten seconds ago. The importance of location is absolutely meaningless with the current waypoint system.

I will repeat a proposal I made a couple of months ago – remove all the waypoints and replace them with one Asuran gate per map which would be used to reach other maps (Asuran gates). These Asuran gates could also be used as resurrection shrines for those who got defeated during events etc. Yes this kind of change would probably be seen as inconvenience by people which got used to the current system but a) it would make the game experience more believable, b) encourage exploration instead of simple waypointing, c) reduce number of players which form wold event zergs (hence make the events way more enjoyable).

(edited by holodoc.5748)

Jumping Feedback Thread

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Posted by: holodoc.5748

holodoc.5748

But you CAN learn to do them. That’s the whole point. Nothing is making it impossible for you to do it, other than you deciding that you can’t do it.

Learning to jump is not the same as learning the jumping paths. In this game you learn the jumping paths and where the developers intended you to jump in order to succeed, no matter how absurd the path (jump) might look. If you deviate even the slightest from the set path, you will fail. There are countless places in the game where a jump seems trivial yet when you try to perform it you will fail just because the execution of 3D collision maps says so.

Essentially jumping success in GW2 depends only on how much time you have to spend on finding that ideal path, nothing else.

(edited by holodoc.5748)

Jumping Feedback Thread

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holodoc.5748

So it’s ok to alienate more of their playerbase because they’ve been doing it before?

Not really. I was simply talking about raging because a SINGLE RELEASE has a part that someone have an issue with is silly when the whole game has stuff that some people have issues with and always will.
It will be 100% impossible to do something that no-one will have issues with.

What exactly are you talking about? Jumping problems are a day-one issue, aspects have been in the game for the last two months (not counting previous year).

Jumping Feedback Thread

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Posted by: holodoc.5748

holodoc.5748

Let me get this straight. You take one of the most flawed elements of the game (jumping), combine it with an as equally flawed game mechanic (aspects) and make it a core part of traversing the open world map?

I mean didn’t you get enough complaints about those things already? When people complained about the missing jumping ability in GW1 they actually only wanted a way to easily get pass small obstacles. No one asked for a jumping simulator (you wish).

Stacking has become the norm. deal with it

in Fractals, Dungeons & Raids

Posted by: holodoc.5748

holodoc.5748

Remove downed state from PvE and go straight for defeated. Problem solved. One of the reasons why stacking is so good is because of party power reses. Remove that and people will find it extremely unappealing to risk going down while stacked.

Unlisted Dungeons Change

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holodoc.5748

Oh well, good groups will continue doing her in that corner, for pugs it will eventually be a lot harder from now on

Stairs stacking is not an option anymore even for experienced groups because the amount of poison is so high now that she can wipe the whole party in a matter of three ticks. You can use condition mitigation/cleansing but still having to do so you lose time which allows her to use AoE again.

Unlisted Dungeons Change

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holodoc.5748

Lol, spider queen now hits like a truck Really people, why don’t you put stuff like this in release notes. Its not only spider queen a lot of other stuff feels “adjusted” now.

Irritating ingame question

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Posted by: holodoc.5748

holodoc.5748

So, if someone asks if there is a girl from Sweden in map chat that falls under… hm… dating?

Add owner character name to soulbound items

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holodoc.5748

Could you please add the name of the character that owns a soulbound item to the item description? Like it was in the original game where soulbound stuff was identified with “Customized for John Doe”.

Currently if I leave a soulbound item into the bank and try to retrieve it later with another character it only says “Soulbound to another character” but it doesn’t say which one so in order to retrieve the item I have to relog my alts and try it. Imagine how fun that must be when you have eight characters.

Sigil Stacks lost on WP or swimming

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Posted by: holodoc.5748

holodoc.5748

I’ve also noticed the problem this morning while playing WvWvW. Every time I went through Bay water in order to reach wurm gate camp from Briar I would lose stacks which I highly doubt is intentional. I mean people will now have to stay away from water in order to avoid losing stacks in WvWvW? o.O

Quo vadis, Lion's Arch?

in Living World

Posted by: holodoc.5748

holodoc.5748

Lion’s Arch should have stayed destroyed. It would have truly lived up to the “living” part in the “living story”.

Ranked games should require a gold deposit

in PvP

Posted by: holodoc.5748

holodoc.5748

Anet would also have to worry about gambling laws. But a deposit can work.

How so? Mystic toiler is the very definition of gambling, especially since a lot of people use real money->gems->gold chain for it. If there is a reason someone should take a closer look at Guild Wars 2 for compliance with gambling laws then Mystic toilet probably ranks very high.

Legendary weapons Account Bound?

in Guild Wars 2 Discussion

Posted by: holodoc.5748

holodoc.5748

Here you can find a human guardian in full ascended armor and legendary greatsword
http://youtu.be/i7jj-u3ilrg
The sword is acc. bound.

Where is his “Koss on Koss” ascended backpack?

triple warrior cheese op

in PvP

Posted by: holodoc.5748

holodoc.5748

How did you even manage not to get a single point is a puzzle to me.

please go pick a fight with one of the best teams in the na leader board then come back and tell us how you did okay?

And I’d still probably make their time worth fighting my team even if it meant holding one cap point. Just look at the mess you’ve made on the map. You are blue but instead of keeping home capped you fight (and die) on far. Not only that but the opposing team has managed to beat you 500-0 in just about five minutes which means they captured every single point by themselves because Tranquility didn’t even get the chance to spawn. Considering that necro got most of the points and can be clearly seen above mid on the map he was probably spamming with conditions and killing your team one by one.

An End to the Queensdale Train

in Guild Wars 2 Discussion

Posted by: holodoc.5748

holodoc.5748

Easy solution, convert all champions in starter zones to Elite. Why would people even need to face a champion in a 0-15 level zone?

Cleansing Burst doesn't remove conditions?

in Engineer

Posted by: holodoc.5748

holodoc.5748

I see a lot of engineers recently that throw their healing turret down and never overcharge it and just leave it out. Then they detonate it for no reason.

Maybe they got into the same situation as I did but didn’t bother to ask. Truth to be told there is a lot of stuff in the game that relies on external resources or very unclear tooltips.

Cleansing Burst doesn't remove conditions?

in Engineer

Posted by: holodoc.5748

holodoc.5748

So condition removal is performed only if the second skill in the Healing turret skill chain is activated manually while the turret is deployed. That clears a lot of things up. Thank you very much for the detailed explanation!

The obvious problem was the term “overcharging the turret” because to someone who is not very experienced with engineers like me (for some reason I avoided that profession like a plague but now absolutely love my power grenadier engineer) that sounds like destroying the turret.

Once again, thanks for the detailed explanation.

Cleansing Burst doesn't remove conditions?

in Engineer

Posted by: holodoc.5748

holodoc.5748

Tooltip for “Cleansing Burst” (http://wiki.guildwars2.com/wiki/Cleansing_Burst) clearly states that detonating the turret should remove two conditions. However, after trying to cure all kind of conditions on my engineer its seems that “Cleansing Burst” only heals but does not remove conditions.

Is the skill bugged or am I missing something here?

triple warrior cheese op

in PvP

Posted by: holodoc.5748

holodoc.5748

How did you even manage not to get a single point is a puzzle to me.

Admin on Custom Arena's

in PvP

Posted by: holodoc.5748

holodoc.5748