Showing Posts For maddoctor.2738:

The triforge amulet future

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Posted by: maddoctor.2738

maddoctor.2738

Exotic jewelry is pretty much dead. It’s easier to get ascended than it is to get exotic.

And then exotic weapons will die, then exotic armor. Soon nobody will run dungeons for armor because hey doing some spam1-easy dailies and monthlies will give them ascended instead.

I still don’t understand why they didn’t make Ascended gear upgrades of Exotics, all the problems would’ve been solved that way. Keep the game exactly as it is now, then add another layer on top of it.

I hope they won’t “balance” this issue by making Ascended gear cost 1000 laurels a piece…. that’s not the answer either

January 2013: Flame and Frost prelude [Merged Discussion]

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Posted by: maddoctor.2738

maddoctor.2738

I doubt that is what he is saying. What they need to do is have the achievement separated per character. Have 8 characters, can do the daily 8 times per day, 1 per character, and the laurels would be character bound, not account bound.

So that’s exactly what I was saying… someone with 8 alts will get 8 amulets in the same time someone with 1 character will get his.

January 2013: Flame and Frost prelude [Merged Discussion]

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Posted by: maddoctor.2738

maddoctor.2738

Another shame with doing it this way is that it’s unfair to people with alts.

You mean you wanted to do a daily once for all your characters so at the same time someone with one character gets his amulet, you would get it on all your alts as well?
This would be really unfair for those without lots of alts and a HUGE bonus to those with 10+ characters. The Daily/Monthly system already rewards multiple characters, you can finish them with any of your characters already, in any combination.

January 2013: Flame and Frost prelude [Merged Discussion]

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Posted by: maddoctor.2738

maddoctor.2738

My concern is that they’re going to use this multi-month event as a promo for the expansion, and that it won’t end up being a self-contained story.

I doubt a Guild Wars 2 expansion will be a self-contained story but instead continue from after the defeat of Zhaitan, it makes sense to be that way.

January 2013: Flame and Frost prelude [Merged Discussion]

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Posted by: maddoctor.2738

maddoctor.2738

I don’t know if this question was already done before, too many posts to read and i don’t have all that patience XD
anyway my question is:
Who already completed this month monthly achievemente won’t get the laurels in respect of who will complete it after the 28th update? or the laurels system will start counting monthly achievement from february?or else who did that will receive the laurels anyway?

You will not get any Laurels if you complete your monthly after 28th of January. It will affect February monthly and beyond.

Sometimes I just want to farm...

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Posted by: maddoctor.2738

maddoctor.2738

Imagine this: an item on the Gem Store that is used to remove DR, I believe it would sell very well.

Cost: 500 Gems
“Use this item to remove DR from your character”

January 2013: Flame and Frost prelude [Merged Discussion]

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Posted by: maddoctor.2738

maddoctor.2738

Ascended amulets, okay, fair enough as I knew they were coming. But no discussion of adding existing Ascended gear to other parts of the game, I notice….don’t think we’ve forgotten that promise. If you just add them all to Fractals, expect a fresh new wave of backlash over it.

The Ascended amulets will be obtainable with Laurels, the new currency, you get 1 from daily and 10 from monthly achievements.

Still, looking forward to laurels and guesting, and changes to the daily achievements that will hopefully be productive. I’d like to see the monthly system changed to work similarly, so that players can choose which achievements to run every month to finish monthlies.

Already stated that they will eventually give us a choice of 6 dailies/monthlies that we will pick the 4 we want to do.

Colin, mind putting my fears to rest, please?

I don’t think we will kill any of the other Elder Dragons outside of an expansion.

elemental elite skills...

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Posted by: maddoctor.2738

maddoctor.2738

for people who think the fiery greatsword gives less mobility than rtl:
add me in-game, we’ll have a race xD

fiery greatsword can’t be cast on the move…. that’s reason enough

Attunements and Weapon Swap

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Posted by: maddoctor.2738

maddoctor.2738

This is just an idea I had about combining Attunement and Weapon Swap:

Elementalists can have 2 weapon sets, like all other professions, at first, without implementing a complex UI for it, Weapon Set 1 could use Fire/Water and Weapon Set 2 could use Air/Earth.

That way, an Elementalist can swap to another weapon (usually for Range reasons) without making the prof totally overpowered with 8 skillbars. This will keep all current builds the same, there will be absolutely no change, but open up a lot of new builds.

Ideally, a special UI could be used to allow players to set which attunement goes to which Weapon Set but that would require more advanced programming/tweaking.

Would this be overpowered? Would this be imbalanced? Any thoughts?

elemental elite skills...

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Posted by: maddoctor.2738

maddoctor.2738

When the majority of Elementalists would rather use another Utility in their elite slot, it’s a clear indication that something is wrong with the elite skills…

Daily Achievments....where do you do them?

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Posted by: maddoctor.2738

maddoctor.2738

Anywhere and everywhere. As far as I know, skill points count for daily events also. Any event that succeeds works

No they don’t they just give a gold medal but they don’t progress your daily

A letter from an Ex GW2 player.

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Posted by: maddoctor.2738

maddoctor.2738

It’s not. When they do (rarely) work right they’re so easy it’s almost a sick joke. What happened to that “face melting difficulty” we where promised?

Care to explain?

Moral boost?

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Posted by: maddoctor.2738

maddoctor.2738

Am i the only one who thinks that this is a great game? i mean yea it has glitches and bugs but what game doesnt….. even in the simplest of games there are glitches like mario 64 =D . well I for one love this game ive dropped all other games and played this non stop basically. Thanks Anet!

I you want a moral (morale maybe?) boost don’t read the forums or if you do, use the block function. Unfortunately game forums are full of negativity, since most of those who enjoy the game are actually playing it instead of arguing on forums.

A letter from an Ex GW2 player.

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Posted by: maddoctor.2738

maddoctor.2738

  • Buggy, unplayable, easy dungeons

Are they unplayable or easy?

Both

How can an unplayable thing be also easy? It’s either playable and easy or unplayable, can’t be both.

By the way, I’ve done all dungeons, except 2 paths in Arah and never found any dungeon unplayable, bugs sure exist but never hinder dungeon path completion. I also know a lot of people who got their Dungeon Master achievement without bugging once, so no there is no such high issue with bugs and they are certainly not unplayable, all dungeons can be finished.
As for the easy part, I guess you haven’t done all of them with a random group that is doing them for the first time. Yeah after some time, with proper group setups, they become “easy” but in which game they don’t?

The movement & strafing!

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maddoctor.2738

This is something i don’t understand… Why did Anet even consider this in their game? IMO strafing should be as the same speed as moving forward and all the speed boosts should affect strafing also.

Well it works exactly like the vast majority of games out there, maybe all of them except MMORPGs. I don’t know any other RPGs or FPS games or even any third person action game that strafing has the same speed as walking forward, I never had a problem with it.

A letter from an Ex GW2 player.

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Posted by: maddoctor.2738

maddoctor.2738

  • Buggy, unplayable, easy dungeons

Are they unplayable or easy?

I`m level 80 now what ?

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Posted by: maddoctor.2738

maddoctor.2738

I have yet to see a good argument against implementing raids. If it’s because of limited resources, incompatible coding, and all that, fine. But to say that it cheapens the experience of regular dungeons or that it simply makes the game another WoW clone doesn’t make sense at all. If you don’t like raids, then it’s very simple: treat it as yet another optional content, and don’t do it. Many people here (myself included) feel that GW2 does not have enough to do at endgame. Raids will be a great addition that have proven very popular in a lot of other MMOs. What’s wrong with suggesting something that we believe will improve an otherwise rather stale endgame?

What they should do, and what I was expecting the Guild Missions to be, but apparently they aren’t going to be that, are huge event chains, like taking the Temple of Balthazar or Fighting the Claw of Jormag in an “instaced” setting.

That is, Guild groups of 10-15 people, like raids, to finish the exact same PVE events but in an instanced setting, without a massive zerg, with coordinated tactics. The bosses are there, the lore is there, the bosses are there, the mechanics are there, ok they could use a bit of a tweak to make them a LOT harder but you get my idea. They should also be dailies (like the FotM) or even weekly events to prevent the death of Open world PVE, no who am I kidding, Open World bosses wouldn’t die, not everyone could run those “raids” so unless they made them super easy, there is no reason for their Open World PVE version to die.

That’s my idea of how a raid could be implemented in Guild Wars 2, their “version” is massive world boss fights that in the begining worked fine, even Shatterer was a challenging fight when the highest level character on any server was 45 without full exotics. I believe I’m not talking only for myself, but when I fought my first Dragon I was excited, it was a unique encounter. But in the end these “end game” events that would “Replace” raids were turned into boring 1111111111 zergfest spam events just for the loot, the highest challenge in them is finding WHEN they spawn, that’s why websites were formed to track their respawn timers. “When is Shatter up to get my loot?” is the regular question in map chat, no tactics, no challenge.

And then people complain they don’t get good drops from them. From what? From a “I press 1 for a few mins and win” encounter? Should encounters like that really have good drops?

Of course the big disadvantage of having raid content is the loot. Raids tend to have the best loot, that is also exclusive to them. That isn’t good design for me, the “instanced” versions should give the exact same drops (in terms of quality) but with better RNG chances, or give a reward like the dialy/monthly in Fractals.

That way, all players of all skill levels could get the gear they want. One might have to plow through lots of RNG, pay with gold etc, the other one fight through impossible content to get it faster but certainly not easier. Effort should be rewarded but NOT with exclusive gear.

On Topic now: I’m running Fractals, to get to as high level as I can, I could care less about the Rings or any drops, I’m doing it for the challenge, for the thrill of overcoming a difficult fight/dungeon (Which by now they aren’t as difficult, now that I learned all tactics, but you get my idea)
I’m also playing sPVP, I find structure game enjoyable and fun, also there is progression in terms of rank that is also something to push me forward, I could care less about rewards there too.
When they implement their progression for WvW I will start organizing more guild runs there too.
As you can see, if you are a player that wants better gear only, you won’t find the same depth in Guild Wars 2 than in other games, but there is still lots to do. How many gear sets do you have? Getting one full Exotic set isn’t the end of the game, versatility is important, many weapon sets, many armor sets for any situations is what can drive a max level player to play, then overcoming challenges.

A letter from an Ex GW2 player.

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Posted by: maddoctor.2738

maddoctor.2738

Maybe Arena net will see this post, and change for the better, maybe not, but that is why I wrote it for Arena net. Not for you to paw through and point out what you think is stupid while calling it a different name so you don’t get in trouble. So you can keep harassing people through your computer. Don’t waste time with your witty replies they will go unread. If you write a response to me I will assume its just one long insult that has the under tone of you don’t know what you’re talking about, and I’m smarter than you. This is a forum, and that is what you people enjoy doing, and I want no part in it.

I’ve read your post and didn’t find anything about what Arenanet should do to change the game for the better… There is no constructive critisism or any topic for discussion
just a “I don’t like the game for reasons” post. Really what an Anet mod should do is lock it.

Daily Achievement issue

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

1. Bronze Rewards don’t count on the achievement track
2. Doing skill challenges also awards a gold medal, those also don’t count for the daily

Is AoE actually a problem? - Discussion Thread

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Posted by: maddoctor.2738

maddoctor.2738

The only situation, where AOE is overpowered, compared to any other build, is when doing world events in PVE. Proper mob tagging at those Temple events for example, is impossible without lots of AOE skills, those skills also make the events trivial, even if more and more mobs spawn they will be killed at the same rate as when they are fewer.

That’s not a problem with AOE skills but with event design, for a game that promotes cooperation, those events are selfish, there is a “race” between the players to tag as many mobs as possible, often disregarding the leveled Veteran mobs because they aren’t worth the effort (xp/loot wise) and focusing on as many normal mobs as possible. That’s not a problem with AOE or any build, it’s the problem with how these events are designed, and how they give rewards.

What’s the problem with event rewards? They don’t exist, at all. Players don’t do events that use multiple mobs because they are more fun or because they are more rewarding than others AS EVENTS, but because more mobs mean more loot, this is very bad content design, I know the game focuses around the individual, but how about support builds? Anyone that actually buffs his allies or heals, instead of throwing AOEs around is doing it wrong, he won’t get rewarded for actually HELPING and SAVING allies, he might get that Gold Medal for contribution but he won’t get material drops or more item drops that someone who is using AOE to tag more mobs will get.

Easy solution: remove all drops from any mobs that spawn in events. Add a high amount of drops, proportional to the amount of the mobs, in the end reward chest. That way, single target builds, support builds, tanking builds, ALL builds will become viable and the players will start coordinating instead of being mindless AOE spammers. Nerfing AOE skills for the sake of PVE events won’t help much, people will still use AOEs even if their damage is reduced to nothing, because you will still get more contribution, and tag more mobs, therefore more loot.

tl;dr
Regarding AOE in PVE: It’s not that AOE skills are overpowered, the rewards for doing open world events are designed in a way to promote selfish behaviour, as players enter a “race” to tag more mobs, more mobs = more loot.

[Discussion] Expected Nerfs/Buffs jan patch.

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Posted by: maddoctor.2738

maddoctor.2738

Hah, my crystal ball was right – bunkers on the watchlist.

My hero! I hope you noticed the mention of one-shot thief builds too.

I think the one-shot thief build was mentioned in the question, but not in the answer… only that bunker builds are on their watch list
So I don’t think any crystal ball will show anything about thief 1-shot builds, they are “as intented” by Anet

Daffy to ANet: Shoot me now, shoot me now!

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Posted by: maddoctor.2738

maddoctor.2738

1. NOTHING deters zergs. People like to zerg. The only way to prevent the zerg from forming is to give each player an indiscriminate damage aura so that they kill anyone coming too close to them.

Off topic but still: once I went out of a keep that was being sieged, I pop my Wall of Reflection (Guardian) and watched as the zerg dropped like flies. It’s true people form zergs for the “safety in numbers” and the fact that they can shutdown their brain and just use 11111111 and take the rewards.
I think what Thunderbrew meant was with AoE (and some other skills, like my example above) you can actually hurt a mindless zerg, so people will have to adapt and bring counter skills, or simply start using their brain. Remove that AoE “threat” and zergs will continue being dominant.
Besides, if a small group of adventurers knows perfectly how to play their profs, why shouldn’t they be allowed to dominate zergs?

Flame Eye of Life gem...transmuted and gone..

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Posted by: maddoctor.2738

maddoctor.2738

Might be the hair. I just equipped my water eye on my sylvari to find out that my leafy hair covers it up, it shows up underneath it if I angel the camera right.

In my case it’s not the hair, I can see my Flame Eye on my character selection screen but it disappears once I login

AOE Poll ( Quick response To Devs )

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Posted by: maddoctor.2738

maddoctor.2738

No
No
No
No

AoE is fine

Obsidian Armor vs Legendaries

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Posted by: maddoctor.2738

maddoctor.2738

The problem is in GW1 there wasn’t as much RNG and in GW2. A few hours of farming always net you some ectos, so you were always making at least some progress. In GW2 you might spent days and not get a single lodestone…

In GW1 running a few dungeons always net you some good gear you could sell for money, or at least in Eotn dungeons you found rare materials, in GW2 you might run 5 dungeons and get nothing worthwhile.

In GW1 you only needed to acquire the components to craft your armor. In GW2, after getting your components you still have to gamble to get your Mystic Clovers…

So basically the big difference was RNG

[Discussion] Expected Nerfs/Buffs jan patch.

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Posted by: maddoctor.2738

maddoctor.2738

When we get to the Profession balance part of the new patch notes it will be something like:

We are displeased that there are still people playing something other than Warrior in PVE and Thief in PVP, so the following changes will allow even more players to play these OP profs while avoiding the kitten ones. We felt this change is necessary because balancing two professions is easier than balancing eight.

Followed by the patch notes

Daffy to ANet: Shoot me now, shoot me now!

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Posted by: maddoctor.2738

maddoctor.2738

And that’s not even considering the fact that the AoEs have a balancing mechanism already. They take longer to cast, and (for the ele), way longer to land. So if the damage is nerfed any further, those other balancing mechanisms have to go. Single target attacks are instant, especially after they’ve been cast. You don’t see heartseeker taking 2 seconds before it deals damage after it’s been cast.

For example, Dragon’s Tooth is doing so much AoE damage it’s funny, they really need to nerf it! [/sarcasm]

I really hope the AoE nerf was a joke and they won’t actually implement it

Reduce BS/Mug Burst By 15-20%

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Posted by: maddoctor.2738

maddoctor.2738

Damage is not the problem with heartseeker, imo. It’s the auto-steering. Make it a skill shot like burning speed.

If you do that, I can’t spam 2 with my eyes closed anymore

Eye’s closed? I pin my keyboard to the wall and throw darts at the 2 key.

Or make Burning Speed like Heartseeker, a seeking skill that would be awesome, NOT

No longer able to ress in combat?

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Posted by: maddoctor.2738

maddoctor.2738

I assume Anet is aware of the fact that this makes it impossible to do Crucible of Eternity on my server? Because even if I do find a group, chances are high I’m the only one who can stay alive through the Project Alpha boss phases…

On a side note, does this mean Glyph of Renewwal will once again be able to res defeated players?

They said they are going to “nerf” or tweak some encounters once they add the new system. We will have to wait and see

Don't nerf AoE

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Posted by: maddoctor.2738

maddoctor.2738

The only problem I see with an AOE nerf in PVP (in PVE I can somewhat justify it) is dealing with Clones/Phantasms and Stealth, since the best way to deal with those two OP mechanics is AOE, by nerfing AOE you make those OP mechanics even more OP which doesn’t make any sense.

A possible solution, if that AOE nerf nonsense reaches PVP, if you nerf AOE let’s say by 20%, add +20% damage to anyone using Stealth and on Clones/Phantasms, that way, at least in PVP it won’t be as bad.

why do people hate magic find?

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maddoctor.2738

Berserkers will always be the superior DPS choice, I never contended that. The difference is in the goal. One wants DPS, and one wants shines.

And DPS helps the group, shines do not, and there is the issue

why do people hate magic find?

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Posted by: maddoctor.2738

maddoctor.2738

Fact is, you need to do your own math. You’re wrong. It’s a 10% difference VS Berserker gear stats (base).

http://wiki.guildwars2.com/wiki/Precision

Nope it’s not

Explorer’s:
Power: 698 = 1614 Total (916 is base)
Precision: 698 = ~33% crit chance
Berserker’s:
Power: 1003 (30% more power) = 1919 Total (~16% higher power)
Precision: 698 = ~33% crit chance
Crit Damage: 62% = 212% crit damage
Let’s take a dagger for the calculation with an average weapon damage of 952. Also let’s attack a target with 2600 armor (the armor that tooltips compare damage against). Also, let’s take a skill with 1.0 coefficient for easier calculations.
Damage: Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Damage with MF = 952*1614*1/2600=590 damage
Damage with Berserker = 952*1919*1/2600=702 damage
Now both have 33% chance of being critical so our total average damage is:
(<Non-critical*2>+<critical>) / 3
MF Critical: 590*150%=885
Berserker Critical: 702*212%=1488
Total Average damage with MF: (590*2+885)/3=688,3 dps
Total Average damage with Berserker: (702*2+1488)/3=984 dps

So MF set does 69% of Berserker damage. That’s a fact

why do people hate magic find?

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Posted by: maddoctor.2738

maddoctor.2738

10% when compared to Berserkers isn’t going to make a difference when the player sucks to begin with. But go on, keep hiding behind that 10% like it means anything.
Folks like you should really quit trying to introduce your gear elitism into the game.

10% is not “faster”, it’s tripping across the finish line.

Fact is, Explorer’s does 69% of Berserker damage, that’s a FACT, it’s not 10% difference, it’s quite huge difference between the two.

why do people hate magic find?

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Posted by: maddoctor.2738

maddoctor.2738

It’s entirely feasible I can can consistently do more damage in an MF set than I would an a berserker’s set.

Not really possible unless you are sleeping while using your berserker gear. MF set does 69% the damage of Berserker

Developer Livestream Discussion

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Posted by: maddoctor.2738

maddoctor.2738

Also roll a warrior.

Such wisdom in this statement (No sarcasm either)

A Warrior for PVE and Thief for PVP. Maybe if sometime they see only these two profs used in the game and no other, they will start making “proper” fixes.

Was this intended? ^^

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maddoctor.2738

Where is that place?

why do people hate magic find?

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maddoctor.2738

2. How do you know that the person does less? We had a mesmer with MF once that was putting out the most damage due to confusion, was tanking due to all the blocking abilities he had and kept on getting people up while making himself immune to AoE.

Care to tell me how you counted that he was doing more damage? Where is your dps meter?

why do people hate magic find?

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Attachments:

why do people hate magic find?

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Posted by: maddoctor.2738

maddoctor.2738

1. Explorer’s:
Power: 698 = 1614 Total (916 is base)
Precision: 698 = ~33% crit chance
Berserker’s:
Power: 1003 (30% more power) = 1919 Total (~16% higher power)
Precision: 698 = ~33% crit chance
Crit Damage: 62% = 212% crit damage
Let’s take a dagger for the calculation with an average weapon damage of 952. Also let’s attack a target with 2600 armor (the armor that tooltips compare damage against). Also, let’s take a skill with 1.0 coefficient for easier calculations.
Damage: Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Damage with MF = 952*1614*1/2600=590 damage
Damage with Berserker = 952*1919*1/2600=702 damage
Now both have 33% chance of being critical so our total average damage is:
(<Non-critical*2>+<critical>) / 3
MF Critical: 590*150%=885
Berserker Critical: 702*212%=1488
Total Average damage with MF: (590*2+885)/3=688,3 dps
Total Average damage with Berserker: (702*2+1488)/3=984 dps

Answer: no they don’t put out a lot of damage on dungeon bosses. If you “want” to run that kind of gear, run Berserker instead

2. That’s reason enough, why should someone that does less be paid more? It’s the single stat that contributes nothing to a party…

Current Topic Poll: Mid-Jan. 2013

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Posted by: maddoctor.2738

maddoctor.2738

1) Would you prefer ascended gear to be the last tier implemented for the remainder of GW2?
YES, they can add different stat combinations, or different abilities, that currently don’t exist, in expansions instead of adding another tier of gear.
Highly unlikely though

2) Would you prefer ascended gear to be equal to exotic gear in all statistics except agony resistance?
No, however what I would like to see is the ability to UPGRADE Exotic gear into Ascended, I don’t want the new tier to make Exotics obsolete and useless.

3) Would you prefer the level cap to remain at 80 for the remainder of GW2?
Yes, obviously. What I loved in Guild Wars 1, and hated in most other MMORPGs, is the fact that I can play an expansion without having the original first, they were “Standalone”, I would much prefer if they keep it this way in Guild Wars 2 as well. Also, raising the level cap has the unfortunate sideeffect when white gear dropped by a random bat has better stats than last tier gear you spent months making… I certainly don’t want that.

4) Would you prefer if WvW was set up on an equal playing field similar to PvP?
Yes, not really, WvW has loot drops and progression much like in PvE. What I would like to see is Ascended gear in WvW being obtainable by playing WvW (duh) AND usable by anyone of any level.

5) Would you prefer if WvW / PvP / PvE had separate skill functionalities?
Yes, that’s certainly needed in the game, separating PvP and PvE can make balancing easier. WvW should use the PvP skill version, not the PvE version

6) Would you prefer if Magic Find was removed from the game completely?
No, the game is built around very low drop chances and magic find is their way of “increasing the odds”, however, loot drops should work differently than they are now, currently you get the best drops by defeating a hoard of normal mobs, Champions/Veterans/Dungeon Bosses rarely drop anything, or drop useless gear. Instead, normal mob drops in Events and Dungeons should be reduced (or even removed completely) and instead a lot more items should be found in chest rewards, including lots of crafting materials, also these chests can contain more loot, the more “optional” bosses or optional mobs the party killed.

7) Would you prefer if Magic Find was divided equally amongst all party members?
Yes. This could work as an alternative but I prefer my option above, removing the “incentive” to use MF in dungeons instead of removing it completely or even changing it. But as an alternative, yes.

8) Is GW2 too ‘Grindy?’
No, Exotics are easy to obtain and even Ascended Rings are a joke. Ascended backpieces and Legendaries are the only items that require a grind but you don’t “need” either of them. So no it’s not grindy unless you want it to be.

9) Does GW2 need less RNG?
Yes. If I get the same Ascended Ring for a third time I’ll…. ok I’m not sure what I’d do but RNG in this game is certainly annoying.

10) Has the Trading Post [and all its users/farmers] positively impacted the economy?
Yes The TP is a great step forward to the typical AH, however there are already “lobbies” in the game that buy anything below thier projected price to keep the prices up, especially for some ultra rare items like precursors, either adding a limit to their cost or make those items easier to obtain, see also 9.

11) Do you have as much faith [and/or enthusiasm] about the game [and/or company] as you did before launch?
Yes, I have my disagreements with some of their decisions but that doesn’t mean I don’t like the game, I never hate something for what “it might become” and currently the game hasn’t changed a bit (even after the November patch) to how it was before. I can’t predict the future, like some other people who already left or are planning to leave, but currently there is absolutely no change to the game.

12) Do you reasonably expect [many of] your primary concerns to be addressed in early 2013?
No.

(edited by maddoctor.2738)

What kinds of things do you miss from GW 1?

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Not quite the same thing. Skill capping is when you loaded up a signet of capture on one of your eight skill slots and went out to fight a mob that used that skill – bosses for elites. Then, after you get the boss to use the skill by fighting it, you have a certain amount of time to activate your signet. If you did it within the time limit you unlocked the skill for use with your character.

What Eric was talking about was having characters participate in “trials” – whatever that means – where you are rewarded with a trait afterwards. I imagine it was something like earning skill points by fighting with some NPC’s on the explorable maps (or at least some of them were). That’s just speculation though.

So we’re talking about two different things here – skills are what go on your skill bar. “Traits” as they were then described, are selected from your character’s traits panel and are passive bonuses; those ones you get to choose every 5 points into a trait.

Hope that explanation helps.

That’s why I said “similar”, not the same. I do know how elites worked in Guild Wars 1, the point is at some time in development they allowed players to get “something” for their characters by finishing certain challenges, killing certain mobs etc just like how was done in Guild Wars 1. You got traits yes, not skills, but it would still have had the similar effect of “forcing” players to go out in the world to hunt for specific “bosses”, instead of finishing random skill challenges as the game is now.

Confessions of a Magic Find Leech

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

That entire formula is missing not only the player skill, but player uptime. That’s assuming both players are playing at optimum skill, and shows you’re grasping at straws saying that in “all premium conditions, this is what will happen”. I’m not gonna argue that, because you’re right.

You are right, a bad MF player will be EVEN WORSE to a team, given he will also be dead. It’s funny how the only argument pro MFers use is the “I can outdps others”… you might be able to, the majority cannot.

The real world is not all premium conditions. As a full-set MF user (bite me) I can safely say I’ve out-DPS’d half to two thirds of the people I pug fractals with, as well as I am consistently the last to die in unplanned wipes, and I frequently wind up tanking as a Mesmer (again, in full MF gear) because people don’t know how to fractals. Not only can I tank and survive, we down the target.

Care to show us how you “measured” that you out-DPS’d half to two thirds of the people you run Fractals with? Last I checked there was no DPS meter (and that’s good), there is no way to judge it and you know it. Also, how did you know the others weren’t also MF users? I bet you can’t say that either. Also, maybe you die last because you are hiding behind everyone else and your low dps doesn’t draw enough aggro? Haven’t thought of that either?

Confessions of a Magic Find Leech

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

And we’re right back around to my other point that I was making. You don’t know by how much in regards to damage dealt and damage mitigated. Going by stats alone doesn’t mean a thing. Once this has been figured out you then think about it in regards to the group and whether your lower damage output or mitigation has a significant impact on the group’s overall performance.

From a post I made on another thread about it, I doubt anything changed since then:

Explorer’s:
Power: 698 = 1614 Total (916 is base)
Precision: 698 = ~33% crit chance
Berserker’s:
Power: 1003 (30% more power) = 1919 Total (~16% higher power)
Precision: 698 = ~33% crit chance
Crit Damage: 62% = 212% crit damage
Let’s take a dagger for the calculation with an average weapon damage of 952. Also let’s attack a target with 2600 armor (the armor that tooltips compare damage against). Also, let’s take a skill with 1.0 coefficient for easier calculations.
Damage: Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Damage with MF = 952*1614*1/2600=590 damage
Damage with Berserker = 952*1919*1/2600=702 damage
Now both have 33% chance of being critical so our total average damage is:
(<Non-critical*2><critical>) / 3
MF Critical: 590*150%=885
Berserker Critical: 702*212%=1488
Total Average damage with MF: (5902
885)/3=688,3 dps*
Total Average damage with Berserker: (7022+1488)/3=984 dps*

Source: http://wiki.guildwars2.com/wiki/Item_nomenclature

(edited by maddoctor.2738)

Confessions of a Magic Find Leech

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

Again this topic, and with the exact same OP (based on that reddit post) I wish we would have an official answer on MF so all these would stop…

Dueling in?

in Players Helping Players

Posted by: maddoctor.2738

maddoctor.2738

For all the duel haters… its as simple as “auto decline toggle”, bam, problem solved, you PVErs are happy, and we duelists are happy.

Nope.

Dueling in the open world adds a lot of visual polution. It would also be bad for the game, considering how it has not been balanced for 1v1. And really… The kind of player who wants to duel random strangers isn’t the best one to be cattered to.

There is a chat filter already in the game, so anyone who spams the word “duel” will get a chat ban, that’s not a big problem, I don’t know if it works in PMs too, if it doesn’t, it should work at least for “duel”. They just need to put an auto-decline feature AND have it ON by default, then and only then they could add it for those who so much want it.

Let's talk traits

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Arcane
1)Vigorous scepter – scepter aoe attacks are larger , increase scepter dmg by 5%
2)Windborne speed= 20% speed increase while wielding MH dagger, 15% with OH dagger( only one active at time with MH version applied before OH bonus)

What do you guys think? Pls comment

1) Why not give the Scepter more range with the Scepter trait? Something like Eagle Eye? The current ability is an epic fail, considering another adept trait (Renewing Stamina) is superior in every possible way, so this does need a change.
2) I don’t think a Dagger needs a speed buff, I always wondered why they put a speed buff in daggers, which already has the best mobility, really something different is needed for poor Daggers.

Guild Missions

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

“Some of these missions may be content designed specifically for the guild to accomplish within certain constraints or time requirements while others see the creation of new content by a guild/s everyone in the world can experience.”

I believe the missions could be world events, like the Dragon Events, but done by guilds, maybe killing Shatterer as a guild, in a 10/20 man instance/raid for example, that were those “constraints” come in. Loot/experience/karma wise it should have the exact same rewards as a normal Dragon encounter, only give something extra for the guild, guild currency/influence or whatever. Nothing to reward individuals, only something to reward ORGANISED guilds.

Colin Johanson Video: GW2 2013 Preview

in Guild Wars 2 Discussion

Posted by: maddoctor.2738

maddoctor.2738

I hope my achievement points aren’t wasted… we will know the details soon enough

Completely unfair physics

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

They will never “fix” this because it is very exploitable, what if the mob can’t get back up at you and is melee? Perfect way to kill hard mobs, drop them off a cliff then pew pew them? Event mobs can get stuck that way preventing events from progressing, so overall a big no

Dueling in?

in Players Helping Players

Posted by: maddoctor.2738

maddoctor.2738

Wow you people need to learn to use them block invite features practically every game has.

You mean blocking anyone that spams dueling requests? Why should I need to do that? They can add a new feature in the game, but it shouldn’t mess up anything already in the game, I shouldn’t be “forced” to deal with duel spam by blocking them.