Ok, ok. I’ll be positive.
I can give people free loot bags!
I saw a few people in my guild call out that teq was up at that time, but I didn’t try.
So…It required outside help?
What about when the next living story arrives?
Many congratulations to those who beat him!
The moment I saw death count as an idea, I didn’t even need to read the rest.
It would not foster people trying to help each other, it would foster flame wars on map speak against certain players, or just everyone in general.
Then you would have trolls who spark the flame on purpose by suicide charging.Such a mechanic would be best reserved for some sort of instanced fight, and even then, probably not a good idea in general.
If you had read, you would have known I already came up with three or four ways of severely punishing “suicide chargers.” And that’s not even close to a comprehensive list. And you’re saying you’d rather have the population shoehorned into a glass cannon with utter disregard for boss mechanics and the only goal being DPS output? You sure you wouldn’t be more comfortable playing a holy trinity MMO?
If you had read, you would have known that i never said I wanted people to be shoehorned into dps and forget to use their brains. The second half of your post is nothing but personal attacks.
After reading your “fixes” I can safely say that there was little thought put into it.
The most appalling of which is the “gold debt” idea. That is a surefire way to get people to quit playing the game.
NEVER say the solution is not important!
Constantly putting band aids on a faulty idea takes more time than it’s worth.
Dismissing a solution as “not important” is a major oversight.
(edited by magic fly.2041)
Physical skills do not need buffs.
They are very powerful and have enough reliability and control as is.
I don’t see how making everything almost instant cast is good for any kind of counterplay.
No matter how I look at it, if everyone played each class equal amounts, then the class vs class thing in the forums will take a heavy hit.
I was absolutely nuts until I got 8 characters slots, one for each class.
ok, I wanna play this class now, (deletes character)
hmm…I feel like playing something else (deletes newly created character before it even gets to level 20)
woops, again. (deletes)
nah, i want to go back to this other random class (deletes)
Oh, the sky is blue (deletes)
People who only use one or two classes, or have a “main” character are extremely biased. You’ve got to look at every side equally instead of crying out “Devs don’t love us!” just like what all the other classes cry out at one time or another.
(edited by magic fly.2041)
Using scepter air as an example is simply terrible.
The reason people used warriors as a good example of what to balance as, way back when, was because their attacks were telegraphed and you could fight intelligently instead of spaming aoe and dodges. I wouldn’t use them as a rolemodel now.
Churning earth would be a better example than scepter. With enough condition duration, you can even hit that thing 1 vs 1 very reliably, but it still lets the victim escape if they cleanse signet of earth’s immobilize.
Scepter air deals about the same damage, but has NO telegraph. It does not let someone preemptively predict and counter it. Simply terrible.
The moment I saw death count as an idea, I didn’t even need to read the rest.
It would not foster people trying to help each other, it would foster flame wars on map speak against certain players, or just everyone in general.
Then you would have trolls who spark the flame on purpose by suicide charging.
Such a mechanic would be best reserved for some sort of instanced fight, and even then, probably not a good idea in general.
No matter what class forum you go to, almost all of them will call themselves “The left behind class”
Is this a competition about which class gets the least buffs and most nerfs?
Monsters hurting you on touch is one of my biggest problems with the sab.
Most monsters are more dangerous when they are running toward you to attack than when they are actually attacking. The hurt on touch is also very lag sensitive, and tends to throw me off edges.
Did the polar bear’s claw attack even have a wind up or warning? After the first few attempts at fighting one, I gave up ever getting near those things and just bombed them or ran past.
This topic is so 2012.
Does that mean that it isn’t relevant?
Not so.
It is still as relevant now as it was then.
Spirits bring huge support capability. Offhand axes pulls. Spotter gives nearby allies an impressive +150 precision passively, Traps can immobilize or damage. We can trait for some of the longest range in the game.
Necros have nothing like our ability to jump around. Engineers are similiar but it seemed to me a lot more clunky. Warriors are too boring to contemplate. Might be a case of the “grass is greener”.
Although I admit I’d like to be more useful during sieges.
Playing a condition/crit damage hybrid warrior with 3 physical utilities and the trait for those utilities is very fun and interesting. If warriors are too boring to contemplate, please stop using stability/zerker stance/endure pain and a stun build.
The most interesting utility Rangers have, from my perspective, is muddy terrain. It can be used just as a drake charges up a fiery breath, or using frost trap, muddy terrain and whirling axe for some good damage and a huge chill time (immediately cleansed ofc), but even if the stars align and those crazy combos work, it’s never anywhere near as effective as swapping to shortbow and autoattacking all day long.
If those kinds of strange combos actually had a good reward for the risk and skill needed to execute, then adding more tricks up the sleeve wouldn’t be as needed as it is now.
1-2 Trib Mode Wurm Shortcut bugged.
in Super Adventure Box: Back to School
Posted by: magic fly.2041
Look I didn’t want to get rude Ayrilana, but you’re a close minded fool if you don’t at least try this shortcut out for yourself to see if and how it works.
Many people on this forum including myself have posted saying that that the shortcut does ideed work. Its just rather lag punishing, but on a computer with good interet speed simply hug the left wall of the worm and its extremely easy for moderatley skilled people.
If you don’t bother to try this shortcut after making such bold remarks, then you’re making yourself only look more misguided and uninformed.
Nowhere did I say that it couldn’t be done. I said it was likely it shouldn’t to be doable. There’s a big difference. Before attempting to insult me, perhaps you should consult the dictionary and then read my posts again. Thanks.
They wouldn’t put avoidable traps inside the worm if it was not supposed to be used. They would have just put a huge trap at the entrance in front instead of creating an obstacle course that a player can go through.
No matter how you look at it, it was intended to be doable.
Amazing fun boss fight!
Intriguing <spoilers spoilers> achievement!
Not repeating world two.
It wore me out.
Each zone is long.
Play zone without breaks.
Otherwise, you lose progress.
Condition spec’s wouldn’t like it if any class got a “-100% outgoing condition duration” skill, burst specs wouldn’t like it if any class got a “0% outgoing crit chance” skill, but it’s completely fine to potentially invalidate 30 points worth of traits for thief, in addition to any thief’s access to Stealth attacks regardless of spec?
Warriors already have a -100% condition duration kind of skill. Along with crazy uptime on stability. It becomes a hard counter to too many skills.
Conditions had their time, but now warriors have some I-win skills against conditions and cc.
I’m just afraid that stealth will be balanced in the same unthoughtful manner, making it super effective against all players except those who take the anti-stealth skills, and instant-lose against those who take the anti-stealth skills. Just like what conditions and cc have slowly, but surely, turned out to be.
Thief as it is right now is almost immortal with stealth
no.
A skilled one is unkillable.
I’m looking forward to getting the ability to locking elementalists into 1 attunement, locking guards out of virtues, dropping war health by 50%, preventing mesmers from making clones/phantasms, locking necros out of DS, locking engi’s out of kits and toolbelt skills, etc etc etc.
yes, yes. This would be amazing counterplay!
It should definitely happen!
Seriously though, there is little difference between those jokes and this ranger skill.
Leeching venoms can actually heal a very good amount, but most venoms seem to be best applied at the start of the fight. It’s still an option though.
Runes of the adventurer, sigil of energy, vigor on heal trait, and the 33% returned on dodge trait, and sometimes vigor on steal if you want to go that far, and withdraw can lead to a crazy dodge build independent of weapon skills. rune of water might be useful if 700 hp each heal is worth losing one dodge each heal for.
It cost 15 trait points, 6 runes, and one weapon sigil.
Add 20 more trait points to the cost if you want vigor on steal, but I don’t think 20 trait points are worth the one and a half dodges over a long period of time.I really would like to see some sort of riposte style skill, similar to warrior sword #5. It would help stealth-less thieves a lot! Although, some major work would have to be done to make it unique from the other same-same counterattack style skills already in game.
its worth getting that 4 ini on heal in trickery ;, with withdraw ( dont realy need the vigor on steal seeing vigor on heal is long enough on your 15 sec withdraw cooldown )
I don’t think so. It requires 30 trait points.
it’s easier to spend only 15 more into acrobatics for the 3 init on weapon swap. If you use the energy sigil, you’ll be swapping weapons often anyways. As much as possible if you use identical weaponsets. It gives less init, but is every 10 seconds rather than 15, so it gives more over time. You also don’t have to get back into range to start attacking again.
I just gave myself an idea with my post… I created a pistol pistol thief with adventerer runes, two p/p weaponsets with energy sigils so i can swap between them for init and dodges, withdraw, leeching venoms, vigor on heal, 2 init per 10 seconds, and 20 in critical strikes so i can cripple with pistol, and actually deal damage, and zerker amulet because it’s all active defense, not toughness.
I tried it out in spvp. I think i only died once in those games and was in 1 vs 2 for most of the games except when a player would give up, or ragequit, because I dodged everything and just kept unloading bullets into them.
This is probably the most troll-like build I’ve ever made. It doesn’t do much damage except when i unload all 3 of my venoms, one at a time, for the lifesteal, but I prefer to use those defensively. I don’t even need a stunbreaker. The only stealth I use is last refuge, and it’s saved my bacon a lot.
This is the first p/p build I’ve made that I actually like. Thanks for getting me thinking.
Leeching venoms can actually heal a very good amount, but most venoms seem to be best applied at the start of the fight. It’s still an option though.
Runes of the adventurer, sigil of energy, vigor on heal trait, and the 33% returned on dodge trait, and sometimes vigor on steal if you want to go that far, and withdraw can lead to a crazy dodge build independent of weapon skills. rune of water might be useful if 700 hp each heal is worth losing one dodge each heal for.
It cost 15 trait points, 6 runes, and one weapon sigil.
Add 20 more trait points to the cost if you want vigor on steal, but I don’t think 20 trait points are worth the one and a half dodges over a long period of time.
I really would like to see some sort of riposte style skill, similar to warrior sword #5. It would help stealth-less thieves a lot! Although, some major work would have to be done to make it unique from the other same-same counterattack style skills already in game.
B. The Bolded part just cracked me up…Because god knows..We’d all hate to make Thieves feel frustrated when they fight someone grin
It sounds to me like you act like classes are like politics.
This is not an “us vs them” issue, this is a balance issue, and I don’t think this is the right kind of nerf to apply.
Stealth needs a nerf, but this just does not feel right. Not unless there was an obvious visual and an avoidable casting time to let the player know what happened and why they were revealed, rather than a tiny hidden debuff icon with nothing telling them why it happened.
Catching a couple people off guard, downing one, and wounding the other badly requires an amazing surprise attack. One of them popping stability and start ressing requires one utility and enough skill to press f.
1 vs 2 or more is simply near impossible as long as this mechanic is in place.
It boggles me that people still can’t see complete invisibility in a game like this as a problem. Oh wait, no it doesn’t. People are pathetic.
Of course we can’t see complete invisibility. What are you talking about?
ehem, jokes aside, it’s a bit late to remove stealth without some major changes and many lost fans. gw2 will probably just live with this elephant on it’s back.
It’s a common thing in games. Despite the many failings of stealth, people keep adding it into games. It’s like a habit that you don’t realize is bad until the forums explode, and by then it’s too late.
I dislike stealth, but this is the wrong way to go.
I can’t think of any skill that explicitly destroys one of a class’s main mechanics.
Kind of the same issue I had with the gauntlet, and several bosses preventing me from using stealth for the entire match.
If stealth needs to be explicitly disabled from time to time, It’s probably time to take a look at why, not patching it up with a bandaid that will frustrate every thief in existence when they fight rangers.
(edited by magic fly.2041)
I decided to check my charr engineer because he was the one i ran SAB with all the time.
Level 55 engineer:
hours: 147
deaths: 1563
Just posting to add my voice to those who agree.
That’s why I usually watch a playthrough before i go through an area.
All it does is save me time from running into invisible instant-kills that no amount of skill can prevent.
You can avoid several of them by guessing, but guessing only goes so far.
I did love the lava floors though. I could find them without a walkthrough by noticing the lower areas or turning my camera into the trap to see if it is solid ground.
Because playing to your full ability, and using every combo in the book, and predicting the opponent’s attacks and actions is pointless when they just go 1,2,3,4,5 + fear and win.
Simple builds are alright, but they should not become more powerful than a complex build that is played correctly.
Bears – Whip, hit, hit, whip, hit hit… you take no damage
Actually, only the ring on the outside of the bear’s firebomb damages you.
As long as you don’t move, it can’t hurt you. Simply walk up and start hitting.
No need for whip here.
Health potion "upgrade" is a downgrade...
in Super Adventure Box: Back to School
Posted by: magic fly.2041
Five times the cost for two times the effect? No thank you.
It’s actually cheaper just to buy another life than to fill two hearts.
If the trend stays, the next potion will cost 125 for four hearts.
(edited by magic fly.2041)
I think you guys are overlooking the real reason combat run speed exists. It’s not to waste your time, it’s not to annoy you, and it’s not even to prevent you from training. It’s to make it challenging to leash mobs when you’ve decided you’re going to lose and would rather run away.
It’s in all MMOs, so “fight or flight” is a choice you have to make ahead of time.
Just because it is in all MMOs doesn’t mean it’s a good thing to have.
Handicapping the player isn’t a great way to let the monsters catch up.
In Guild Wars 1, there was none of this movement reduction stuff, but it was also the hardest thing to escape several mobs. Hexes, cripples, or monsters that shadowstepped let the monsters catch a player without artificially handicapping the player because of arbitrary rules. Just running from one place to another is hard, insane if you don’t have a build specifically for running.
The monsters here, on the other hand, go invincible if you go where they can’t walk because of their inability to jump, slow you down when you are in combat because they have few abilities to slow you down, don’t even try to counter stealth, and cannot catch you in most cases anyway.
If your idea of why it exists is true, then the slowdown is just there to keep the rest of this hidden. The mobs should be challenging, not the handicap.
This in combat slowdown just doesn’t make sense.
It is, and has always been, extremely annoying, and confusing at times.
One thing that’s bothered me are the horned helmets from dragon bash, and the molten gauntlets.
For dragon bash, we got one helmet of each armor type. They all look the same
The molten ticket summons a vendor to chose what type. They all look the same.
The achievement armor used to have it’s preview set to heavy until you put it in your inventory. That bug has been fixed from the looks of it.
However, I suggest that a none armor type be created that can be worn by all classes to remove all this juggling and summoning of vendors to pick between identical armors, or preview bugs.
I honestly think that having some weapons with smaller effects just look better.
Infinite light is one of the few swords I actually want to try to get.
It looks good without overblowing the effect and making it look corny.
If everything gets boosted effects, nothing will be unique.
this is super lame! now everyone will know where it is with that doorstop.
do you mean that hole in the wall in zone 2?
It was extremely obvious without it anyway, so I don’t see much of a difference.
I can’t seem to reach the chest right before the final boss of 2-1. Seems like you need that flower there. Last chest I need for Associate of Baubles I hope there’s another way to get there.
Honestly I think the flowers were the only unnecessary change. None of them were buggy to my knowledge, and to use some of them in different ways it required some creative thinking. I would have preferred they stayed the same.
The chest behind the waterfall with 50 baubles in it?
there is another entrance into that cave.
Unrelated change but the start of trib 1-1 was changed so you can’t just hug the wall on the far right to climb onto the faces.
Thats actually slower than just getting the balloon and jumping over like normal.
And what about a certain hole in the wall in W2Z? There’s no way to get into there without the flower but you need the flower to continue…
I just checked.
A doormat was added so you can get to the hole.
screenshot included.
You can use a normal jump, it’s no harder than the jump with 3 baubles in w1z1
Any1 try the cave in the waterfall right after the raft?
already did.
you can jump to the normal path without the spin flower. The spin flower is a bit more hidden and leads to the secret place.
I’m sure they considered those things.
L2P is an intelligent statement meant to help people just as much as noob is a compliment only meant to praise people.
I did it. I was rewarded with 20 baubles…
Shortcut eagle is the first thing i found when i was there.
I actually have no idea where the main path is once I get the hand item.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: magic fly.2041
Losing control is something few players like.
Prolonged death is also.
Both of those are in the rapids.
I don’t mind it too much. What I do mind a lot is the knockback that happens to you if you are anywhere near the top of a geyser when it stops, even if you already jumped.
Didn’t it work without the knockback? It builds a lot of frustration.
regardless, thank you for the SAB.
My problem is I have no way to get there as I’m lvl 14
You can get there at level 1.
just find the portal to lion’s arch from your current city, and then find the portal that leads to rata sum.
“join in on an activity
Get those bodies moving.”
While i may understand what an activity is, I can see how this would be completely and utterly confusing to a good majority of players.
Is there any chance that the description could be enhanced?
Possibly telling you where to find them as well?
Honestly, if you didn’t have to walk all the way back, and waste loads of time getting more tickets then there would only be a fraction of the players complaining about how hard it is even though the fights themselves wouldn’t be any easier.
From what I’ve seen in most games, extremely challenging content that is fun usually lets the player jump back in seconds after they lose. Tickets prevent that. Definitely not a good idea to even have them in the first place.
I have to check a guide before i fight, otherwise i might die and waste time trying to get more tickets.
(edited by magic fly.2041)
It’s caused by the gunner pirate. One of them, forgot the name. The one that gives them all pistols when he dies.
I checked the descriptions, none of them said a thing about revealed. I’ll take your word for it because i probably won’t do that fight again.
The following question isn’t directed at anyone in particular, but to try to point something out.
Does it remove necromancer’s death shroud? guardian’s virtues? mesmer’s clones? ranger’s pets? warrior’s adrenaline? elementalist’s attunement swapping? or the engineer’s toolbelt?