Showing Posts For loseridoit.2756:

Best class/weapon for keeping my wife alive?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

It depends.

If bosses, spam aegis and condition removal.

If mobs, kill the mob. There is no better support than a dead enemy. Take advantage of the game down state mechanism and kill the mob that your wife already tagged.

Suggestion: Hard mode and Endless mode

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

Of course Endless Mode would be a new type of content, it’s just not free to add or maintain. And the resources that go into it are no longer available to other types of new content.

No one is saying it’s crazy to consider ways that devs could re-use existing content. I’m saying that I’d prefer other types of new content, especially given what I expect the relative costs/benefits to be.

Yep, sometimes I always feel MMORPG have the ago old problem of players getting bored of old content.

I believe the first MMORPG can be more sustainable if the company embraces player made content.

Lord Gaben always says that no matter how much devs put out content they can never out produce their own player base.

So far, I believe Eve online is the only game that embraces player because everything in the economy is powered by players. I wonder what Anet can do to build a community pve game.

Suggestion: Hard mode and Endless mode

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

I’ve mentioned this before on a few other threads in the past, but it seemed to never catch on. No one really gave enough input. So I’ve decided to write it up as its own thread.

Of course, it never catches on. When players tend to write about hard mode, they tend to write it in an abstract way. Many times, there is not description of the mob itself. Basically, no substance to argue against. Guess what. High health mobs, High damage, Enrage Timers, High armor etc are also consider a challenge. Majority of the player base hates it because it limits build choices.

I want interesting mobs. I do not care about of the difficulty of the mob itself when the mob itself is engaging it. I wanted Anet to expose their ai system to allow players to tinker with it. These days, players added content is future of games.

https://forum-en.gw2archive.eu/forum/game/gw2/Configurable-weights-in-Tamini-s-Game-areana/first#post6426553

So you think Anet should first consider making AI more advanced? In my post, yes I didn’t go into how mobs should react or how they should change because of the increased difficulty. My take would be the same take, that was implemented in Guild wars 1.

1. Higher attributes
2. Move and attack more often
3. Responds more quickly to aoe
4. Less likely to ball around a single target if there are more targets
5. More likely to kite
6. Have more skills available to them that were not there before.
7. Possible higher mob count

Most of the stuff you point out is already implemented. I am starting to believe that Anet default just suck.

http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI

I guess I fail to realize Anet has already implemented the vast majority of what I wanted. I guess Aegis and passive blocks does break the ai.

From the looks of it, all we need to do is tinker with the values.

Suggestion: Hard mode and Endless mode

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

I’ve mentioned this before on a few other threads in the past, but it seemed to never catch on. No one really gave enough input. So I’ve decided to write it up as its own thread.

Of course, it never catches on. When players tend to write about hard mode, they tend to write it in an abstract way. Many times, there is not description of the mob itself. Basically, no substance to argue against. Guess what. High health mobs, High damage, Enrage Timers, High armor etc are also consider a challenge. Majority of the player base hates it because it limits build choices.

I want interesting mobs. I do not care about of the difficulty of the mob itself when the mob itself is engaging it. I wanted Anet to expose their ai system to allow players to tinker with it. These days, players added content is future of games.

https://forum-en.gw2archive.eu/forum/game/gw2/Configurable-weights-in-Tamini-s-Game-areana/first#post6426553

Jumping Puzzles extremely frustrating

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.

That’s fairly universal with jumping puzzles in this game. If you don’t have the 25% bonus or perma-swiftness, they’re irritating, and the collision physics combine with a lack of conveyance that really leads to frustration.

It’s even worse with Chalice of Tears, because it was specifically designed to be “frustrating,” except the difficulty is all from poor design choices.

Yep, the frustrating part of this puzzle is that you have to find all the proper position in the jp. Without a guide, you spend most of your time guessing where is the jump spots. I kinda wish the difference between stable and unstable surfaces were more apparent.

Please fix the bell choir

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

A simple fix (I know, probably not that simple in terms of coding) they could implement would be to stop allowing people to join an instance if it is, say, 80% – 90% or more complete in songs played. This would stop people joining in on free play time, and help them get into fresher instances where they can actually have a chance of enjoying the activity instead of fighting the sometimes endless cycle of free play/unable to join.

or get rid of free to play. People will stop leaving the instance prematurely

Stop making Outfits, Start making Armor!

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Blame ANet’s terrible terrible development cycle for making full sets of armor. They messed up BAD when started to build on GW1’s code. The end result is us players paying the price with a lack of new armor (full sets) variety.

errr.. development is all about reusing old code……

GW2 on second screen

in Account & Technical Support

Posted by: loseridoit.2756

loseridoit.2756

What is the solution?
Either give as the option to choose the monitor the game runs on directly or at least remove the few lines of code, that makes the game “jump to the main screen” in windowed fullscreen, as this function does not serve any purpose.

PS:
Maybe someone has a workaround for this problem, I’d be happy to try it out.
Changing the main screen is not an option, though.

I dont think there is a jump to the main screen code because it is dwm default.

I do not think anet will put your suggestion on a high priority list or even considering it at all. They are doing a mac port and they might end up limiting platform specific code since all display manager have different behaviors.

- In fullscreen you can not manipulate the screen at all, best thing you get is a black screen on the second monitor.

That sucks.

Client crashes during heavy graphic fights

in Account & Technical Support

Posted by: loseridoit.2756

loseridoit.2756

I love GW2 but I am still having the issue even with the latest macbook pro. No offense but it has been so long and seems like you are ignoring the issue without even giving us any updates(not looking forward to fix it any time soon but at least some proofs that your are actually working on it) so I have decided to uninstall the game if not fixed by the end of year 2016 since it is very difficult to enjoy it with the crash. Seriously, I do not even know why I bought/downloaded the mac client of this game and why it is even buyable/downloadable if it going to crash every time I try to enjoy the game. It seems I just wasted my money.

I do not think Anet ever fix this issue on windows. The 32 bit client crashes on windows too since I last check a year ago

Everyone just moved the 64 bit client which prolongs this bug.

The only way they can get this working on the mac is to make a native 64 bit client since apple abi breaks all possibility of 64 bit cider.

Winter Jumping Puzzle - non comp

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

I HATE the wonderland jumping puzzle! A few times I was almost at the top and then the kittening jp got reset?! Are you kidding me? I just want to complete the friggin’ jp for winter’s presence.

Not only is the kitten jp buggy as hell. NO! When we’re almost at the top we get teleported to the start again…or kicked out of the jp event completely.

I thought holiday events should be fun. But this jp is not fun at all. I am really frustrated.

they made it easier. the presents path on the end no longer have a time limit.

Thoughts from a casual player

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Personally i am fed up with the absolute ridiculous amount of CC that is happening in the new map. You can’t do a step without getting frozen, stuck, slowed down, knocked down or knocked back with a range of over 10 million at the very least. The mobs in that new map hit you with ice even if u are in LA…LITERALLY.

I honestly don’t know what sane person who pretends to be gamer and works as a developer/project manager, actually thinks “omg this is so fun they will thank us so much for this, let’s just TRIPLE IT!”..you have to be a masochist to think that.

which class do you play?

I played mesmer, ele, and guard. The only one I have issue with is my ele.

Stuck forever in Camp Resolve

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

OP, what is your build?

I am interested

Thoughts from a casual player

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Thanks for your replies and offers to accompany us in times of need!
I will look for you next time I’m in the game…. !
We are on the Aurora Glade server and we live in Sweden GMT +1 h.

Thanks for the extremely valuable tips about the ranger (my main is a mesmer – Kailash – (exalted berserker gear and weapons, sigils, runes, trinkets etc.)

I do have an 80 lvl ranger in my closet … time to let her out. lol

I do see all your points when it comes to a choice in difficult mode. I too like the challenge and that hardship is progressive in the game.
What I meant with overload is that at times it is just too many mobs, bosses, and AoEs to handle solo-2ppl. Thanks for offering assistance!

I sincerely hope that this game never becomes like WOW, as it turned out after the 5th extension, I think this is when the first crew of Devs left since artistic freedom was restrained and some Devs started Arena and GW2, (as far as I know). We played WOW for approx. 5 years, but got wary of changes in ppl’s attitudes, overall rudeness, and all the bells and whistles together with the heavy influence of freemasonry signs everywhere.

Also, my definition of us as casual players are more about our game skills just like Tom described it rather than time spent in the game.

Your replies inspired me to start working on my ranger. Thanks!

I just want to say to try to get ascended trinkets and weapons. It should add like an extra 12.5% increase in dmg. Tom is right; Anet have rebalance the game around the upper builds in this game. Unfortunately, Anet have disparity between people who play often and people who do not.

Spirit Shards

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

https://wiki.guildwars2.com/wiki/Tome_of_Knowledge

?

depends on how many do you need

Thoughts from a casual player

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

My suggestions to the Devs:
Instead of nerfing chars, effects and the like, Please make instances or choices of levels of difficulties for PVE = Normal – Hard – or something similar.
That would make the game available and interesting to all levels of game skills.
Thank You.

doesnt work as highlighted in this blog. If you use the same ai for easy and hard mode, both sides will be angry. Easy mode players hated the tactics used in hard mode. Hard mode players hated the fact that the overall ai in easy tactics is stupid.

These days the only way to accommodate easy mode players is to make ai intelligently stupid. I heard that Uncharted only lets one person shoot the player at a time.

http://www.gamasutra.com/view/feature/132339/intelligent_mistakes_how_to_.php?print=1

Configurable weights in Tamini's Game areana

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI

I been watching the talk about Guild wars 2 Hot ai. I want an arena that allows me to configure the weights for all actions, attack power, attacks, and cooldowns. I suggest Tamini Game to be the place to configure enemy.

The benefits are you can data mine our choices.

Players will be happy to play an enemy that challenges them.

We can crowd source new encounters

This mob will allow a lot more replay value than any encounter in the dungeons etc.

Silly question about balance/skills

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Because I don’t think the profession team pays enough attention to the under-used or under-powered skills and abilities in the game to even know what to change them to.

CJ sometime in 2013 said they always look for “low-hanging fruit” fixes first for all things related to balance. That philosophy is a major flaw in the team’s dynamic that I don’t think has ever changed.

During the ranger CDI, all complaints about pets and asking for pet-less builds was dismissed by the team as “not aligning with ANet’s vision” despite being the single-most requested change since the start of the game for the profession and one of the most requested changes of all time overall for all of the professions.

I also don’t think the profession team communicates with the other teams aside from the PvE one to discern what is and isn’t good design or what does or doesn’t need to change. Especially with HoT and thereafter, most things pertinent to profession design have had zero interaction with the competitive-format players or any amount of respect for what people want from combat, have had only numbers changes, have had next to zero contextual justification, and have only changed dynamics in PvE speed-clear groups due to their lack of substance.

There have been necessary skill and trait design changes since day 1 for pretty every profession and they have been complained about since day 2. We’ve seen no willingness to go there so far; not much reason to suspect they will be in the future.

that would make a ranger into a warrior.

The old problem was that a ranger was basically a warrior with a pet. I do not know enough about druid to comment.

nerfing Echo of Memory is a bad move

in Mesmer

Posted by: loseridoit.2756

loseridoit.2756

lmao this thread exploded into the ‘Yeah, I have no idea what I’m talking about, but I’m going to talk about it anyway and I don’t care what you guys think because this is for the devs that will literally never read this.’

k.

at least tell him why he is wrong.

Eh, the reasons for his being wrong have been explained quite a few times already by the time you get to my comment. I’m just chuckling about it.

from the looks of the thread, no one is telling him how this game is design around.

I prefer a type of learning called learning off the cliff. If you give an idea, you keep learning something new passively.

It is apparent that the OP needs to understand on why things exist rather than a simple tooltip fact.

state of the chrono

in Mesmer

Posted by: loseridoit.2756

loseridoit.2756

i would say that chrono is a strange class. It is all about exploiting the game.

nerfing Echo of Memory is a bad move

in Mesmer

Posted by: loseridoit.2756

loseridoit.2756

lmao this thread exploded into the ‘Yeah, I have no idea what I’m talking about, but I’m going to talk about it anyway and I don’t care what you guys think because this is for the devs that will literally never read this.’

k.

at least tell him why he is wrong.

OP, I dont think anybody uses staff #2 for the clone

Usually, experience players exploits the map.

Why are enemies so stupid?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

A truly smart AI would be nearly unstoppable. That’s why the AI is deliberately stupid.

For example, a perfect AI could dodge your attacks with perfect timing.

A perfect AI would also ignore tanks and attack the squishiest and highest dps character. That’s why I never liked games that supported tanks — you have to include a way to get the mob to attack the tank, which is generally not the best plan for a smart mob.

Play gw1 if you haven’t.

Monster ai,

-they focus the squishiest.
-won’t stand in aoe
-melee won’t stack more than 3 on a single target
-The healers kite from melee
-They know which of their allies are being attacked and will cast support skills on them
-they will attempt to interupt skills (visible activation bars in gw1)
-they won’t waste energy (resource) casting hexes/enchantments on targets that already have them, they can see the buff/debuff bars
-monsters with a self dmging hex (think confusion) would stop attacking if the next attack would kill them and cast non attack skills, if it was a hex that damaged self on spell casting and next spell would kill them they would just attack.
-if their enemy had an enchantment spell that dmged foes when struck, the ai would often just retarget another nearby enemy.

But it wasn’t completely troll or anything,
-if the enemy monk was the last foe from their party standing then they would stop kiting.

I have played GW1. There’s no dodge. A perfect AI in gw2 could hypothetically dodge with perfect timing.

PS It’s not cheating — just unfair.

Yes good AI could dodge, twice, before running out. That assumes that mobs would be given full endurance.

You can still defeat a player opponent who dodges your attack in PvP.

Also from the other side. As seen in GW1 the AI wasn’t perfect at interrupting skills either.

That aside. The AI would need a way to decide what it does or does not dodge. An AI that just randomly dodges or easily baited to burn dodges would not be a very dumb AI as well. Although even that dumb AI would still be an improvement over what we have in terms of actual engagement.

Edit: did they finally fix that stupid forum bug???!

the game does have a way to decide whether or not to dodge

http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI

It turns out that this game ai has weighted ai. I am quite annoyed at the fact that the ai seems template.

Better mob AI

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

(edited by loseridoit.2756)

Looking for a new class - Die too often :(

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

I would say ele is on the harder side for hots.

I find the lack of CC partially killer because of break bars.

If you want pve easy mode. I would suggest guardian. You can easily go full zerk easily.

The Meta Should be a Lie

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

Do you think anet team will balance around multiple builds? They wont. Any build that does not revolve around a few players in this game will be nerfed. I had fun builds nerf by anet due to bug fixes.

I mean yeah, I do think that. If I didn’t I wouldn’t have bothered to post my suggestion.

sometimes I end up thinking is that the only way to have a voice sometimes is to incite the whole player base into a flame war and be the target of it.

The Meta Should be a Lie

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

yea, you are not really solving meta build problems with your suggestion.

All you are doing is shifting the meta. I think other posters realize this problem.

If you truly want to change the meta, you kinda have to change the game mode itself. Meta is a reaction to game modes. They are never the problem itself

I think this would solve 1 meta build problem, that being the restriction of classes to specific weapons. Releasing that meta restriction would open up more styles of play that would work with the meta.

This suggestion isn’t meant to drastically change the meta, it’s a baby step in a series of potential baby steps.

Do you think anet team will balance around multiple builds? They wont. Any build that does not revolve around a few players in this game will be nerfed. I had fun builds nerf by anet due to bug fixes.

Did load times increased?

in Account & Technical Support

Posted by: loseridoit.2756

loseridoit.2756

Running the game off a 500GB Samsung 850 EVO and everything is as fast as always here. I’m on a desktop computer though, not lappy. Even though that probably should not matter.

i am just here to rule out obvious problems.

850 evo has a much larger feature size than 840 evo. So, the problem should not happen

Ok, but OP has an 850 like I do. Not sure if I am misunderstanding you here tho, and you mean the SSD is not the cause of his slow loading times.

yes his ssd is not the issue

SSD like other chip have feature size

840/evo have a feature size of 19nm tlc

850/evo have a feature size of 40 nm tlc

Although this image is does not exactly compare the 840 to 850 size. It should give you a rough idea on why 840 have issues with bits interfering each other. SSD are kinda like batteries, the bigger they are, the better they are at holding a charge.

http://images.anandtech.com/doci/8216/cell%20size%20actual.png

tl:dr 840/evo have too many bits in a small space. 850 is just much bigger overall.

The Meta Should be a Lie

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

I don’t wish to not talk about the meta and I never implied that I didn’t. My title and OP has a great deal about the meta in it. What I said was I don’t wish to talk about “about the meta itself”, that is I don’t want to talk only about the meta. My preference would be to talk about the meta in conjunction with this suggestion, and it seems that we have moved beyond that within this thread.

yea, you are not really solving meta build problems with your suggestion.

All you are doing is shifting the meta. I think other posters realize this problem.

If you truly want to change the meta, you kinda have to change the game mode itself. Meta is a reaction to game modes. They are never the problem itself

Hardened Leather

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Posted by: loseridoit.2756

loseridoit.2756

John Smith loves to rebalance the economy

http://www.gw2shinies.com/item/19732

I think the major change is the way mats are drops. I been getting less class specific armor than ever before.

I would say the change took forever because cloth classes tag less mobs than either heavy or medium

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Guild Wars 2 on Linux with AMD Hardware

in Players Helping Players

Posted by: loseridoit.2756

loseridoit.2756

I would make sure this game run in XP mode in wine.

This game seems to have different rendering paths between win 7/xp etc

Either way, good performance is expected since wine is just native windows dlls and gallium nine is native dx9

I wonder why somebody necro this thread

The Meta Should be a Lie

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

Well this didn’t go in the direction I expected/wanted.

1: I do think build balance is difficult, likely impossible, but worthwhile to aim for both financially for ANet and from a play-ability standpoint as a player.

2: I think my suggestion offers a way to try and help balance what we have by removing the weapon restrictions on classes that the meta creates.

3: But this conversation has seemed to derail into an argument about the meta itself. Perhaps it will be best to remake this thread without any mention of the meta. There are plenty of good reasons to take weapon skills off of builds without referencing the meta.

I don’t think you can actually make a thread about balance without talking about why the meta exists. After all, the meta is the result of the way the game is designed and what builds are optimal to ‘solve’ the game. You can’t talk about one without the other.

yep, I think OP should spend more time advocating for new challenges.

Meta builds between game modes are not the same.

1 meta for pvp

1 meta for dungeons

1 meta for wvwvw

1 meta for roaming
etc

Did load times increased?

in Account & Technical Support

Posted by: loseridoit.2756

loseridoit.2756

Running the game off a 500GB Samsung 850 EVO and everything is as fast as always here. I’m on a desktop computer though, not lappy. Even though that probably should not matter.

i am just here to rule out obvious problems.

850 evo has a much larger feature size than 840 evo. So, the problem should not happen

I really hate to bring this up agian

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loseridoit.2756

I dont think the daily login rewards are meant to benefit you.

A few months ago, John Smith says the median weekly income is 3g.

Enemy density question

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loseridoit.2756

traversing these new maps is really dependent on build and class.

You kinda have to post your build OP

Fair enough. My meat shields like Warrior and Necro don’t have as hard a time as the ones with so little health, like the Thief and Elementalist whom I just got to 80.

Its just that in the Tyria maps, even Orr, you could almost always find a path that would not aggro any mobs. But in HOT and especially these last areas that is just not the case, and when they inflict movement impairing conditions on you as you try to run past, or worse something like immobilize, it just feels like a programmer somewhere being a real jerk.

I can relate with the ele. I am trying dag/warhorn + lighting flash. It feels so squishy. I having a hard time due to lack of CC on my ele. I might end up going scepter/dagger on my ele at this rate

Dragonhunter or Mesmer can run away pretty easy.

I dont know about the thief

Enemy density question

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Posted by: loseridoit.2756

loseridoit.2756

traversing these new maps is really dependent on build and class.

You kinda have to post your build OP

Where To (Re)Start?

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Posted by: loseridoit.2756

loseridoit.2756

just do story hots to unlock gliding.

Why so many bugs in Mordremoth fight?

in Guild Wars 2: Heart of Thorns

Posted by: loseridoit.2756

loseridoit.2756

Well, according to the Wiki, there are all those bugs and they still are. Granted, if you know a few things you may prevent them from happening but in my opinion, this is just questionable. It’s the pinnacle of a story arc, the culmination of the first expansion and they managed to deliver a bugged boss fight and they managed to still not fix them.

The problem is, no one will edit the wiki to say bugs are fixed, because the bugs don’t affect everyone. So if I’ve been through 20 times without a bug, I still can’t edit the wiki to say those bugs aren’t there. But those bugs don’t affect everyone and some people who said it was bugged, when I played with them, simply didn’t understand what to do.

It’s definitely finicky and some bugs probably do still exist. It’s just that they’re mostly easily avoidable.

some of us wanted to get the no die achievement. The glider thing always end up killing me everything.

Why are enemies so stupid?

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Posted by: loseridoit.2756

loseridoit.2756

Button mashing counts as engaging? :/

button smash is a strategy albeit a terrible one. I am not talking about the player here. I am talking about the ai….

Try spamming hundred blades in pvp, lets see how far that gets you.

you lose and thats the whole point…

Why are enemies so stupid?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

I consider fact that this mob has dodge and cc a step up.

It’s the equivalent of random button mashing. There are well designed challenges and then there is using cheap tricks. Both methods can be used to challenge a player but they are not equal.

For the vast majority of the game, there were only two choices: telegraph KO or small difficult to notice muti hit attacks that slowly eat a chuck of your health.

Giving mobs cc and dodge will force a player to reconsider that their dps rotation is optional.

I know there are cheap tricks or well design encounters, but I want enemies to be engaging.

I do not care if either exist, I want them to engage me. Sometimes, I think engagement is the acknowledgement that I pose somewhat a threat to them

Why are enemies so stupid?

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Posted by: loseridoit.2756

loseridoit.2756

If you go to Heart of the Mist map, and play against the “test dummies” there, you can see some of what the AI can do. Honestly the most fun fights in the game. They’re not perfect, but at least they make more use of their skills and react somewhat.

Although those mobs are a step than the rest of the game. Those mobs barely gives the feeling they react to anything since they always seems to spam the same skill rotation regardless

I would say those mobs are much more engaging.

Why are enemies so stupid?

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loseridoit.2756

Frogs are also on a timer. Mordrem snipers will dodge and CC melee by kicking them away. They also use stealth but nuhoch stealth detection renders that irrelevant so I am not sure what is the point.

I know that frogs are on a timer. However, simple strategies are surprisingly strong. Having a simple strategy is better than no strategy. I consider fact that this mob has dodge and cc a step up.

I always wonder about the nuhoch stealth thing either.

Why are enemies so stupid?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Maybe some things enemies could do is:
DODGE!
Walk out of AoEs and walk around walls
Switch to melee if you summon a barrier

It gives a whole new depth to combat and makes CC more valuable

Whenever I use Lava Font or Air/Fire Overload, the mobs in BFF walk straight out of it.

really? I always see them walk into it. I sometimes think mobs do not realize my aoe exists.

They walk out without fail every single time for me.

all of them?

The only mob I can think of that does dodge is those shadow stepping frogs.

Every other mobs just seems like they are on a dodge timer.

Why are enemies so stupid?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Maybe some things enemies could do is:
DODGE!
Walk out of AoEs and walk around walls
Switch to melee if you summon a barrier

It gives a whole new depth to combat and makes CC more valuable

Whenever I use Lava Font or Air/Fire Overload, the mobs in BFF walk straight out of it.

really? I always see them walk into it. I sometimes think mobs do not realize my aoe exists.

Mob respawn time still awfully fast.

in Bugs: Game, Forum, Website

Posted by: loseridoit.2756

loseridoit.2756

OP, are you using zerker gear?

sometimes it feel like this game is design around one gear stat sometimes.

Why are enemies so stupid?

in Guild Wars 2 Discussion

Posted by: loseridoit.2756

loseridoit.2756

Maybe some things enemies could do is:
DODGE!
Walk out of AoEs and walk around walls
Switch to melee if you summon a barrier

It gives a whole new depth to combat and makes CC more valuable

You do realize that many people hate the fact that CC is needed in HoT at all right?

That’s.. pretty sad actually..
so people don’t want to equip CC skills, but rather want anet to cater to them?

well, I am trying to use a dag/warhorn tempest. I find that base ele has very little cc

I might try to ask that forum for tips.

Dungeons have mechanics, raiders

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

Logic failure at it’s best!

160-176+ MPs don’t imply that those people are raiders.

yep, it just shows that the players like to grind.

Nightmare fractal is a step backwards

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

You say this is a step backwards, but it feels much better than the old Fractal design of spamming projectile reflects and blind on everything forever.

you know. some of us hated the new fractal.

The way I see it. There are two camps for hard mode in dungeons

overgrowth vs wildstar

I am in the overgrowth group for ai

stills its more interesting ai than the previous 100 and less eas to control and to be fair even tho in fractals there might not have been huge changes to the ai mobs and bosses have there have been imrovements in the ai in general biggest example is the hot maps as well as the newest map bitterfrost frontier

No. I believe there is little change in the ai. Adding more mechanics do not make a more interesting AI.

So taking Overgrowth as example, how do you want to take those elements into an MMORPG? The main difference is that Overgrowth is about having several tools at hand (different kind of attacks) which you can use to quickly react to your enemies actions which also put you into some kind of disadvantage that the enemy can abuse (this also applies to every fighting game. SSF, Smash Bros etc.).

In GW2 however most actions do not put you into an disadvantage and are generally slow. The closes you can get are jumping and dodging. (Dodging -> can’t change move direction. Jumping -> can’t dodge and movement is limited. Both are instant). Everything else has pretty much no disadvantage for you. The only disadvantage would be that the skill is on cooldown.

I think you are completely missing my point. I was commenting on the fact that a simple enemy that has simple set block, attack, dodge, and gap closer can have more depth than a boss with tons of moves. Some of the telegraphs in the nightmare fractals are nothing more than attention checks.

I think Hots Hero Point enemies to better bosses than many dungeons. But, Anet still have the same crappy break bar design which makes it utterly impossible to solo it.

So what? Should the boss start to shoot projectiles once you used your reflects? Should the boss start to spam conditions once you used your condi cleanse? Should the boss walk out of your AOE after you have casted it? MMOs are way to simple in that regard and the only thing that is complex is actually the movement of the player.

Yes, to all of above if it is part of the boss design. Like usual, bosses do not need every skill in the game to be interesting. Everything you said is miles better than what we have now.

And now guess what element the new dungeons heavily use?

A giant statue that dances around and fires telegraphs in somewhat your general direction.

(edited by loseridoit.2756)

Nightmare fractal is a step backwards

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

I’m confused and mayb I misreading something… but where u can’t CC in nightmare fractal?

I’m using last boss as example I mean it’s possible to break his bar with 2 ppl very quickly provided they both have good CCs. What more do u want

If u talking abt blinds working for him, then congrats ur now introduced another broken lupi. It get to point that players are so reliant on having guardian or somthin to cheese the boss that they refuse to do it otherwise.. thats not how fight was intended either

I think you are still missing the point. No matter what I do, the boss sets the pace. It does not feel like I beat it at all. All Anet did was create CC phases. There is no element of surprise.

The boss can barely surprise me either.

Making 2 people apply CC quickly seems like wasting CC for the sake of using it.

Nightmare fractal is a step backwards

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

You say this is a step backwards, but it feels much better than the old Fractal design of spamming projectile reflects and blind on everything forever.

you know. some of us hated the new fractal.

The way I see it. There are two camps for hard mode in dungeons

overgrowth vs wildstar

I am in the overgrowth group for ai

stills its more interesting ai than the previous 100 and less eas to control and to be fair even tho in fractals there might not have been huge changes to the ai mobs and bosses have there have been imrovements in the ai in general biggest example is the hot maps as well as the newest map bitterfrost frontier

No. I believe there is little change in the ai. Adding more mechanics do not make a more interesting AI.

Nightmare fractal is a step backwards

in Fractals, Dungeons & Raids

Posted by: loseridoit.2756

loseridoit.2756

My apologies for misreading.

However I will say the Nightmare bosses tend to be a bit more ‘balanced’ around the threat ranges of their skills. Molten Berserker for instance cleaves for fair damage, shadowsteps and does shockwaves. He’s melee unfriendly for the most part, all his attacks, even his shadowstep, are better for the ranged.

If you were to compare him to say, MAMA, the attack patterns are threatening to all ranges, where the she-bot will add a melee unfriendly attack on a long CD if people are attacking her at that range that’s an easy dodge. Otherwise, I would dare say MAMA has more anti-ranged tools.

The types of skills matter a lot, bosses in the Nightmare Fractal seem dynamic and threatening enough from any composition whereas Molten Duo (Berserker First is the common kill) is effectively anti-melee the entire time.

You are missing something more fundamental. Bosses renders all CC/Blinds near useless. Players barely control the boss at all. This game have a wealth of skills and abilities to kite control etc, but bosses are basically statues that dances around in the room.

You should be able to create you own mini opportunities to attack but the current break bar phases renders all burst play useless due to the large health each boss has

I kinda want CC to be a first class citizen.

Either way, I understand the Nightmare Fractal is a giant improvement in mechanics. However, I am highlight that the ai is more of the same.