Showing Posts For leftyboy.9358:

I need a Luck Essence eater. We all do.

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Posted by: leftyboy.9358

leftyboy.9358

Why save it once you hit 300%? Right click destroy. Done. It served it’s purpose.

I held onto like 50 fractal ascended rings that I’d never use. Now lo and behold with HoT ascended salvage. I just store them for the time being on an alt I don’t play anymore. One day that extra luck maybe worth something again as well.

Maximizing Loot in Hot. A new Mordrem trend?

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Posted by: leftyboy.9358

leftyboy.9358

Between SW and the new invasion, seems like Anet may be changing the way loot is awarded for events. Seems like there’s less incentive now more than ever to stick around for objectives on an event. In SW the way to get most loot is just kill a couple enemies and move on, endlessly running in a loop as fast as u can. there’s no incentive for guiding bulls all the way from point A to B. No incentive to hold a fort the entire time through the various waves. The Invasion appears to function same way. A mad rush to hop between points. I get alot of loot but I’ve been feeling for awhile now, like I’m not really accomplishing much. Tag and go, Tag and go , Tag and go.

Way too little blooms (even after fix patch)

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Posted by: leftyboy.9358

leftyboy.9358

Yea I wanted to get materials for spinal blade but that’s out the window. I can only grind for few hours a day and move on to something else. It became too discouraging for me so I just decided to not participate at all. Good for people who got what they want, but for my own sake, I am content just leaving it be.

I feel the same way. Not sure if this is the new trend for mordrem events, but the way you get alot of loot now is just killing a couple enemies and moving on to next event. Sw is same way. I got 30 tokens a run doing the invasions events, but for some reason the invasion just feels like a nuisance to me. When u calculate how many hours it would take to get the items in such a short time, it just tires me out. Finally just gave up. Token count is far too low for such a limited time event.

TP item to change class.

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Posted by: leftyboy.9358

leftyboy.9358

Story is very closely related to the race and choices you made at the creation of your character, i can understand that so changing race would be a chinese puzzle.

Changing proffession however shouldn’t be such a challenge, class exclusive gear for instance wouldnt be usable like heavy armor if you change to light armor class user, same would go for the weapons.

With the expansion coming and the Revenant, i know a lot of people who would be ready to ’’convert’’ an existing character into one, even pay for that option, i know i would.

You can already change your name, gender, body features from scratch and even ahve more options with the makeover kits then the original editor, why not give the the last change option left. Notify the player that exclusive gear wont be usuable after the change, MAKE IT VERY CLEAR.

Please Anet, my wallet is ready!

Anet has a system in place for quick leveling a character. Writ of experience, tomes of knowledge, experience scroll, food, and experience boosters; can give crazy experience gain. You also get 10 tomes every month and other good items simply for logging in every day. Plus if you choose Chest of Grand Experience from chest of loyalty that’s six more. then there’s tomes from pvp reward tracks, chest of the mists, etc.

If you leveled a character to 80 and you just really don’t like the profession, then i feel for ya. Been there. I’ve also leveled a thief 4 times over the yrs. One to early 20’s, later 20’s, 50’s,. Finally 80 using cheap method. I kept wanting to like thief but couldnt so just got rid of them( except the 80 and only thing I use him for is SW chest trains) Good news is it doesn’t take all that long to cheap your way to 80.

PLEASE allow us to skip story cutscenes!

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Posted by: leftyboy.9358

leftyboy.9358

Option for skipping cut scenes is just that. An option. Sounds like it’s not gonna happen because of how they function on the servers, but would be nice for repeat content. I think the biggest quality of life , time saving measure to introduce at this point would be build templates anyways, not scattered cutscenes

No healers yet, but tanks are coming

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Posted by: leftyboy.9358

leftyboy.9358

People who enjoy playing healing classes are just lazy. :| I don’t see the appeal or desire, it’s so intensely boring in MMOs and waiting around to find people to fill those roles is annoying. Anet were one of the few developers smart enough to understand that.

Sounds like you haven’t spent much time as a healer. Playing a true healer spec can be just rewarding and challenging as any other. Plus If grp fails guess who gets blamed. That being said, being a healer in large grp encounters won’t really work like a true healer in gw2, in any event. There’s no addons to see all players health bars simultaneously beyond your direct party. Personally I think Herald will be a much more valuable asset in the coming content than Ventari.

Warhorn Audio Feedback [merged]

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leftyboy.9358

To any player who uses warhorns,
Need your help to keep farting warhorns a page one topic, so Anet makes the necessary changes quickly. Please keep voicing your concern on this. Even if you don’t use warhorns, if you find them annoying to be around we need your +1.

(edited by leftyboy.9358)

Most annoying GW2 sounds

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Posted by: leftyboy.9358

leftyboy.9358

Warhorn, Warhorn, Warhorns. Anet is totally ignoring what has become the biggest cruel joke in sound effects, in the entire game. Not only have they made farting warhorns, but they weren’t even clever enough to come up with different fart sounds!
Wh is base to my build as necro and I use it ALOT. I cringe every time I activate it.

your soul is mine healing scaling terrible

in Necromancer

Posted by: leftyboy.9358

leftyboy.9358

While I agree that the heal is a bit weak, the devs are probably wary about buffing it considering it can have a 13 second cooldown if traited. Everything about the Reaper is designed to be best when fighting multiple foes, and if the heal isn’t worth using when fighting just one, then the correct course of action is, of course, to just swap to another heal. You’re not locked into it just because you’re specced into Reaper.

It’s more than the heal alone that need’s to be considered OP. you have to look more broadly at traits and additional effects. Traited Your soul is mine has one of the lowest cd’s in game. Has the additional effect of LF generation which translates into another health bar. There are many additional ways to gain health in the traits as well. I’m currently running a berserker m/m power spec with spite, blood and death. Since they finally fixed minions to all attack consistently I have a large increase in my healing through life siphons. I also run with a d/wh, so even more healing. Anet has to keep multiple specs in mind when making their normal heal skills. Not just one.

(edited by leftyboy.9358)

The Scythe of Out of Scale.

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Posted by: leftyboy.9358

leftyboy.9358

Agreed. Pick up a 15 foot pole and try to swing it around. It is simply not feasible, and it looks silly in a game that tries to be logical.

Does this game try to be logical? It’s high fantasy lol. And I’m pretty sure our scythes is not ACTUAL scythes of wood and iron/steel/mithril w/e. They’re created from magic or something necromancy. They’re probably as light as they need to be. Maybe they don’t weigh anything at all?

Not sure why were talking about logic and speed of light about a fantasy based video game? Logic would say that no one dashes around spinning a giant scythe like a helicopter, but in “the video game”, it sure is fun to do. I don’t know anyone in the real world who wields a 15 foot blade of death and mayhem, and slams it down on someones noodle, killing them and creating ice. But once again pretty satisfying to do in “a game”.
The large nutty reaper scythe effects are one of the things I like best about the specialization. Why be like other professions. reaper is reaper, let him/her be that.

Warhorn Audio Feedback [merged]

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Posted by: leftyboy.9358

leftyboy.9358

I thought there was no possible way that farting warhorns were anything more than a massive programming failure . This is the new sound? I’m annoyed every time I use it on my necro, and that’s ALOT. It’s like they let a 3rd grader decide what the sound would be.. Were they following a new principle….if it ain’t broke, break it?. I LOL’ed hard the first day, but now it’s :=&

(edited by leftyboy.9358)

Mounts [merged]

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leftyboy.9358

Unless we were given the ability to keybind objects its moot for me. I have alot of fun things like the carpet, broom, transforms etc. in my bags that I rarely use unless I’m w8ting for a world boss or slow people in a dungeon. In it’s current form these items are unwieldy. Have to have bags permanently open, then revert to becoming a clicker player just to use them frequently.

BWE2 review on Rev so far

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Posted by: leftyboy.9358

leftyboy.9358

With Infuse Light…..who says running into the fire is a bad thing

How do you counter sword 3?

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Posted by: leftyboy.9358

leftyboy.9358

Just like any character that has an evade on a dam ability, there are many ways to counter it. Dodge, heal, evade also, teleport to your buddies and split the dam, use protection, use the time of Phase Traversal to set up aoe fields knowing he/she will land right in them when they’re done, just to name a few. Phase Traversal leaves you out of control of your character while active. Have to be careful how you use it. Thief used to scare the cr.p out of me until I understood some of the weaknesses.

Well, there is a core difference in that neither Blurred Frenzy nor Pistol Whip can be used while moving (as abilities that are similar), let alone actually sticking to a character. That’s a pretty important detail.

Did you read past the first line?

How do you counter sword 3?

in Revenant

Posted by: leftyboy.9358

leftyboy.9358

Just like any character that has an evade on a dam ability, there are many ways to counter it. Dodge, heal, evade also, teleport to your buddies and split the dam, use protection, use the time of Unrelenting Assault to set up aoe fields knowing he/she will land right in them when they’re done, just to name a few. Unrelenting Assault leaves you out of control of your character while active. Have to be careful how you use it. Thief used to scare the cr.p out of me until I understood some of the weaknesses.

(edited by leftyboy.9358)

Very happy with the Herald.

in Revenant

Posted by: leftyboy.9358

leftyboy.9358

I’m very exited by what I’ve seen in the herald. the heal, utilities, and elite are truely impressive and the visuals give a real sense of his/her inner power being released on the second effects. Need to give a special shout out to Facet of Elements/Elemental Blast. truly awesome. Upkeep costs feel good to me as well, not overpriced and underpowered like some other legends I’ve played with (Yes I’m talking to you dwarf and centaur).

When I saw we’ll get permanent swiftness ooc with one button I was truly ecstatic. Combine that with mpossible Odds and I Will finally have a character that can roam the world in swiftness without constantly being slowed by random mobs on my way from point A to B. I main necro so….:P

sound effects cutting out since update

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Posted by: leftyboy.9358

leftyboy.9358

annika explained it far better than I did. sound effects pretty broken right now

sound effects cutting out since update

in Bugs: Game, Forum, Website

Posted by: leftyboy.9358

leftyboy.9358

Really the title says it all. Sound effects keep cutting off during gameplay since 8/25/15 update

warhorn sound effect?

in Necromancer

Posted by: leftyboy.9358

leftyboy.9358

Apparently Everyone is saying the same thing. Farting necros ftw? I don’t think theyll stick with this sound for long. The people have spoken!!

MM TyTyTyTy Anet finally!!!

in Necromancer

Posted by: leftyboy.9358

leftyboy.9358

Well it’s only taken from the time of release but apparently Minions finally work! I’ve been shouting the good news from every mountain top in every zone I’ve been to today. Not only do they all fight, but they also target your target! I haven’t had golem admire the daisies once. I made a plea in a post to anet a few weeks ago as my single christmas wish was to fix them. I wasn’t joking. Ty anet.

How many unopened pop up chests can we have

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Posted by: leftyboy.9358

leftyboy.9358

This is in response to something I myself have been curious about from time to time.

how many chest can hold on right side (not just show part,,include hidden part) ?

edit : i go play bell choir song , full complete(1 time) have 6 chest can hold. but still not sure how many MAX can hold.

Just opened 20 pop up chests that appear on the right side of screen in a row in SW . Not sure if 20 is the magic number . Wasn’t paying attention to how many i should of had. But at the very least 20 unopened stay for you to grab later.

Simple solutions for energy complains

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Posted by: leftyboy.9358

leftyboy.9358

I don’t think they’re going to change the core mechanic at this point.

I think you misunderstand what a beta is for. There are alot of people commenting that legend swapping for energy, energy regen and consumption currently is a problem. Anet wants this feedback to make it a fun and enjoyable class to play. If there is an inherent problem with a core mechanic then this is the time to point it out so things can be adjusted.

Simple solutions for energy complains

in Revenant

Posted by: leftyboy.9358

leftyboy.9358

I think it’s at least worth a shot like others have said, to allow energy regeneration to full ooc. As it stands right now with energy regen as low as it is and walking into combat always at 50%, makes me feel crippled on every fight. That’s not a feeling u want people to have. Others have suggested simply putting a cd on elites. I would gladly accept that. Right now the no cd on elites is just more trouble than its worth , since it seems to screw up energy dynamics on everything else.

[Beta] Reaper Traits and Skills Feedback

in Guild Wars 2: Heart of Thorns

Posted by: leftyboy.9358

leftyboy.9358

A few additional thoughts on current gs and rs skills.
1 Grasping Darkness is broken right now. This is beta so not too concerned bout it, but I do feel like the poison component of skill should be changed to chill since Anet is forcing us to take minor chill traits already and since a pull and chill just makes more sense in any event. Also this would help in initial chill stacking.
2 Chilled to the Bone is fricken awesome. Don’t change a thing, especially the animation. Talk about a feeling of explosive power!
3 Animations for the most part are spot on for a feeling of necro power. Would love to see Death spiral have an even greater pronounced effect. Something that screams, hey look everyone I just drilled that guys noodle. I’ve seen complaints that Executioner’s Scythe effect is too large. I hope Anet doesn’t cave on this one. I get a trill every time it lands.
4 Not gonna comment on damage since this is still early beta. I’ll leave that to the theory crafters and time.

Beta has been fun to play and reaper I think adds alot to the profession, and there is still time and room to make it even better.

[Beta] Reaper Traits and Skills Feedback

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Posted by: leftyboy.9358

leftyboy.9358

My thoughts on reaper traits after playing for many hours.

Minor Traits

1 Reaper’s shroud- Simply plagiarizes other trait tooltips that effect shroud. No additional benefit like you see on any other trait. Death shroud doesnt require a trait to activate so why does reaper?
2 Shivers of Dread- Pretty cool tie in’s to multiple builds and a slow to keep them fairy close, although kind of lackluster for a minor on the master line. I see this as an adept minor. Also why not try a fear immobilize instead if the idea is truely to keep enemies close. They still run off in all directions which means that its still a pain to attack in melee and makes it not viable STILL for pve grp fighting.
3 Cold Shoulder- 10% damage reduction component is good and in line with a grandmaster tier. 10% increase in chill duration is a joke.

Major Traits

Adept
1 Augury of Death- I’ve seen a few complaints on this. Personally I think this is a very cool trait idea. I think the reduction percentage is good. I think it’s powerful for an adept line trait. wouldn’t change a thing. I’m finding great synergy and timing with other skills.
2 Chilling Nova- Where to begin. Anet completely destroyed this b4 even the first prepurchase beta. This was supposed to be a test trait on a new concept of multiple proc in a given time. It was 3 procs within 10 sec, now its one proc every 15 sec. Problem I’ve always had with the single proc on long cd design is that its unreliable and a pain to manage. For this one you basicaly need to run around and try to group a few enemies together without engaging at all because once you get a crit on chilled target there goes your proc for the fight. It’s just a pain. The fact that it’s so lackluster now also means instead of 2 viable options for pve it’s now shout spec or shout spec, or i guess just the knowledge that I’m using a very underwhelming trait.
3 Relentless Pursuit- I’m not a big pvp guy in this game so I’ll leave the comments to those more passionate about it.

Major
1 Chilling Force- Should be renamed to “Chilling Force Kindof”. 5 sec might lol? So, if u manage to get 5 enemies chilled and then strike them all, you just get 5 stacks of might which is extremely short lived. Finding this one to be more trouble then its worth in testing. The latter element of life force generation i think may be beneficial with further experience.
2 Decimate Defenses- with so many ways to cause vulnerability and so few ways currently to additionally benefit from it, this trait is a welcomed addition. Wouldn’t change a thing. fits nicely in the master line.
3 Soul Eater- The reality of the cd reduction is maximally 9% reduction every few seconds on lower health targets. Since Gravedigger was changed to 80% self reduction as opposed to 100%, the reality is that you’ll be able to get perhaps a couple swings for 18% total reduction of other greatsword abilities, per mob pack, which i guess may be beneficial grabbing next pack if you can do so pretty much immediately. Life siphon is meh, but used in combo with other siphons adds up. not very exited by this trait in its current form.

Grandmaster
1 Blighter’s Boon- Don’t have access to sigil of strength in beta for some reason, so finding it hard to test accurately. With this its all about rapid fire boon creation. The second component to this trait seems interesting since it gives some health regain options for those not choosing to use blood.
2 Deathly Chill- This would be great as the Coup de gras of a chill build. Unfortunately I see alot of problems with the former, in this current iteration. most chill is extremely short lived, hard to stack and lackluster in effect. I’m annoyed that anet is forcing us to use chill through our minor traits that could have been more broad spec oriented.
3 Reaper’s Onslaught- attack speed increase as an idea is ok but only 15% for a grandmaster? wt…:on the second component, why would you need reduction on necrocopter? It’s only 6 sec cd to begin with (plz dont take that as an invitation to get clever increasing the cd since needed for mobility). The reality is I have to kill something every couple seconds just to have this do anything! Really bad grandmaster imo.

Reaper Beta feedback.

in Guild Wars 2: Heart of Thorns

Posted by: leftyboy.9358

leftyboy.9358

I’m not a fan of the number 5 skill in “reapers shroud”. i would rather still have tainted shackles. I like the GS not being Melee. To early to complain about the other things mentioned, i’ll wait for the release to see how everything goes with the gear and build i use. My necro’s are mainly Condi builds

The point of the Beta is exactly to provide feedback now, before release.

I know how beta’s work. I’m not going to have any time saturday or sunday, i won’t be home. I’m going to test a few specializations and have fun while i can. There’s no sinister gear in beta, so i can’t test my builds. I did say i didn’t like the reapers shroud skill 5 and would rather have death shrouds skill 5. It just seems they gave a weaker skill 5 in reapers shroud and i don’t like it.

I’ve had the opposite experience with Executioner’s Scythe. A stun and chill that leaves a long lasting ice field. Drop in enemy group for control and spin to win, or jump back after cast and necro-copter back in for leap finisher. Either way u’ve got a bunch of enemies going ahhh. Great for chill stacking, and if used on low health group pretty much destroys them. Plus lets face it, it’s one very cool animation.

Reaper Beta feedback.

in Guild Wars 2: Heart of Thorns

Posted by: leftyboy.9358

leftyboy.9358

Does the reaper shroud drain more quickly than death shroud? I’ve got vital persistence traited (thinking it would affect both shrouds) but, in comparison to when I run straight necro and its death shroud, my reaper shroud seems to disappear really quickly. Could be a perception issue but…

I’ve seen okay damage with the GS but mobility is a real issue. The only class that I seemed able to go toe-to-toe with was a warrior – and that’s because they wanted to get in melee range too. Everything else just kited around the edges while I attempted to land chills or pull them to me…

That was the first thing I noticed while playing reaper. LF does seem to drain more quickly in reaper with untraited as baseline.

Reaper Beta feedback.

in Guild Wars 2: Heart of Thorns

Posted by: leftyboy.9358

leftyboy.9358

This is meant to group all the Reaper feedback.

My initial PvP impressions.

1- Damage just isnt there.
2- Chill might as well not be there. The combination of slow attack speed and its very short duration unless you go all in, makes it really weak. Even going you still can not keep it up.
3- You get kited to death. Little to no mobility combined with high gap closer CDs and a lack of base +25% move speed makes it very easy to stay away from the reaper.
4- Build up mechanics are a non starter in the world of blow you up meta. The same happens with Hammer and guardian, the hammer is simultaneously their hardest hitting and most defensive weapon and you never see it because the build up required for it to work makes it a non starter. GS on the Reaper is the same, but hits softer, is less defensive and does not sinergize well with Shroud. You end up better served by forgoing everything the reaper brings other than shroud.
5- Grasping darkness needs a MASSIVE and i do mean MASSIVE cooldown reduction, Guardians have 2, 10s CDs gap closers and a teleport. Warriors have 2 gap closers on a single weapon AND bull charge. Necros have neither +25% move speed and no gap closer under 30s CDs. GD needs to be base 10s, its easier to dodge and harder to aim than any of the mentioned above.

I’m disappointed that even after Robert lee said they wanted to try something different with Chilling nova, making it a 3 per 10 sec proc, anet apparently gave up and went to the status quo b4 even the first Hot per-purchase beta test. I think they missed a huge opportuntity to make something grt.

That being said, except for some weird stuff that you’d expect in beta’s, I’M LOVING REAPER! I’d suggest op playing around more with spec’s. I Started using Gs/dagger, warhorn with spite, blood and of course reaper, with focus on power, life siphon, and chill. Currently plowing though 10 mobs at a time (which while challenging) is totally doable.

The one thing op posted I do agree with is grasping darkness def needs some work. Currently it fails to grab a high percentage of the time. Appears to be problems with terrain elevations and big problems with not grabbing enemies who leave pull cone while casting. Apparently grasp doesn’t track. between the initial cast time and the actual pull.

[beta] How does mastery progression feel?

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Posted by: leftyboy.9358

leftyboy.9358

Curious on peoples takes for 8/7/2015 HoT beta reguarding mastery progression. Slow, fast, just about right? Granted it seems certain events not functioning properly and what not, just wanted to get peoples take on it so far.

[beta] champ mordrem breacher bugged

in Bugs: Game, Forum, Website

Posted by: leftyboy.9358

leftyboy.9358

We’ve been trying for an hour to kill and mordrem vinetenders spawn too quick to free boss from invulnerable.

Attachments:

Beta reaper Grasping Darkness bug?

in Bugs: Game, Forum, Website

Posted by: leftyboy.9358

leftyboy.9358

Not sure if this is bug or working as intended. Grasping Darkness doesn’t track with enemy movements. Whether a bug or not this appears to be an issue . missing a lot of pulls by very minuscule movements of enemies. Also Grasping Darkness doesn’t seem to pull very well when faced with even minor terrain variations.

Would love to hear other reapers weigh in on this.

All I Want This XMas is For Minions to work

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Posted by: leftyboy.9358

leftyboy.9358

I’ve been a good boy this year, and my single wish is to get minions attacking 100% of the time instead of 50% by this Christmas. Is it really too much to ask to get necro minions functioning properly for the first time since release? There is after all an entire specialization which can be attuned to that play. I’d kinda assume that you’re embarrassed at what a joke they currently are. I mean literally they’re a joke. Only time I bring them out now is when I’m playing with friends and we want to laugh at them running off in combat to look at rocks. I’ll put out the milk and cookies, hot pockets, and hot elves if you bring the programmers.

(edited by leftyboy.9358)

How to Improve Revenants ideas

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Posted by: leftyboy.9358

leftyboy.9358

Thanks for the feedback. This is definitely the type of stuff we are looking for, keep it coming.

A few skills are unable to be used unless in combat. ex
-Vengeful Hammers
-Energy Expulsion (seems to require 51 energy) kind of strange…
-Embrace the Darkness
.. I think i forgot some but those work for now.

Not sure if these would count as bugs or maybe its supposed to be like that. Either way would be nice if they get fixed. Hopefully they fix them, kind of annoying to have to sit the and summon hammers after the surprise attack has happened, instead of prepping for it.

The energy mechanic is kind of weird when out of combat right now and that’s something we’ve already addressed internally. In the next iteration you’ll see it’ll have the updated energy bar.

Basically, you can’t use the upkeep skills right now because you don’t have the upkeep to spend to use them because when you are out of combat energy upkeep drops from 5 per second base to 0 when you are resting at 50% energy. In the new version you will always be at 5 per second base, it’ll instead just cap energy at 50% out of combat. Which should solve a lot of the weirdness.

The energy expulsion issue is probably a bug as it should be costing 50 energy.

There is a real energy starvation problem with revenant currently. Much more than can simply be fixed by the 0 per second ooc upkeep dilemma that Roy addressed in this post. I understand that Anet wishes to slowly play around with energy as to not destroy their concept of what energy should look like, but currently there are a couple overarching problems which cripple the profession.

#1. Enter into combat handicapped at 50%: Every other profession in the game can fire off the back 5 within a matter of seconds in a crunch as needed. Even with the next iteration fix mentioned revenant would still be forced to choose one upkeep and one util. , one elite, or a couple utilities. Any way you look at it, you can only fire off a couple back 5 b4 needing to basically kite away b4 even being able to use the front 5.

Solution- Simply allow regen to full 100% energy level, whether inside or ooc . Thieves don’t enter combat crippled and neither should revenant.

#2. Punished on both sides of the skill bar: Even thieves get to fire off 50% of their skills without initiative cost.

Solution- As far as I can see the best way to fix this is to have energy work like the the opposite of initiative. Have the front 5 require no energy and draw it down from the back 5.

I’ve seen mention of building energy regeneration into a specialization. That concerns me. It’s an invitation to cookie cutter builds. If that was used as a solution while leaving the current extremely punishing energy mechanics in place everyone would need to take it.

Overall I’m very exited by the recent changes I’ve seen in revenant since the beta, including Shiro and the addition of weapon swap. I see alot of potential for this new profession. My hope is that Anet doesn’t feel it needs to completely reinvent the wheel when it comes to energy. There is enough fresh built into revenant already. I don’t see the need for bizarre kneecapping mechanics being necessary simply to spice things up.

(edited by leftyboy.9358)

change leader mechanics

in Fractals, Dungeons & Raids

Posted by: leftyboy.9358

leftyboy.9358

They added it some time close to launch so that the leader of the dungeon or instance couldn’t be kicked out for another person or visa versa. If it’s really bugging you just host your own run.
Edit: Here’s the post https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-15-2012

“If the owner of a dungeon instance intentionally leaves his party to kick out players and invite new players, it will now also kick that owner out of the dungeon to prevent people from kicking PUG members and inviting guild members for the final boss of a dungeon”.

That’s all fine and dandy. That diminishes the power of the leader in one scenario. My point was that once a dungeon group is formed, 4 peoples fate in that dungeon shouldn’t be determined by the 5th. Anything can happen; d/c, troll, leader new and doesn’t realize he/she hasn’t finished dungeon, or just decides for w/e reason that they just don’t care to continue. To what your saying about just create your own group. I often do and that does solve the issue, but everyone can’t always be the leader. I’m speaking for the 4 who are dependent on the 5th to finish a dungeon.

change leader mechanics

in Fractals, Dungeons & Raids

Posted by: leftyboy.9358

leftyboy.9358

I’ve been in many dungeons now where the leader leaves right at the end of a dungeon and everyone gets booted out. Seems to be a mechanic that’s great for trolling but not good for everyone else. Seems pretty simple to me. Let us stay in the dungeon until were done no matter who created party or entered first into dungeon.

Auto balance has got to go

in PvP

Posted by: leftyboy.9358

leftyboy.9358

Anet has done some good things with pvp in gw2. Balanced armor being foremost in my mind. I know if I get bested in a 1 on 1, chances are the other guy/gal was better (unless I’m just playing a really screwy spec).

That being said, there is something I believe that takes away from almost every single play experience in pick-up groups. Auto balance is a bizarre and truly awful mechanic that’s demoralizing to me when I spend, for instance, an almost entire game fighting on the winning team just to be swapped at the very end to the losing one because 3 people have quit during the match. This happens so frequently that I’ve lost much of my enjoyment for pug battlegrounds.

The problem in my mind is that there’s no penalty for leaving, and there’s no cross server pull to get new players in the game. I’m by no means a fan boy of Wow, but one thing they got right was instituting a 15 min debuff for leaving a bg b4 it’s conclusion. That forces people not to give up at the first sign of trouble. The battleground matches in gw2 are so short anyways I don’t think attention deficit disorder tendencies should be enabled.

In every match there’s a chance to win or lose, but with the auto balance mechanic people can just bounce from server to server never losing, while continuing to abandon their team. It makes victory taste bitter as well (if you happen to make it through a match without getting team switched) when you know you won because 5 players quit during the match and at the end the roster is in many cases no where close to what you started with. lol you could be fighting an entirely new team at the end. Wheres the fun in that?

frustrating feedback system

in Suggestions

Posted by: leftyboy.9358

leftyboy.9358

Please give us an ingame feedback box. This is the age of easy connectivity and yet anet still forces us to troll through forums b4 posting a simple suggestion about something in game that could/should be changed. I personally don’t care to switch out of game, spend 30 min making sure my suggestion hasn’t been posted already, go through endless trolls/fanboys etc. just to post a simple suggestion.
I also don’t wish to be dumped on in public forums for every suggestion i have. its just not me.