Showing Posts For red.2387:

A new problem. Player tag clutter.

in WvW

Posted by: red.2387

red.2387

Most servers already have abbreviations on the forums which would help. Also dropping the Invader part would be nice as well so we basically see something like

JQ [GLD]

You can’t drop invader, that’s the whole point of the rank system.

A new problem. Player tag clutter.

in WvW

Posted by: red.2387

red.2387

This visual noise makes the game unplayable. It was bad before with the whole server name above enemy heads.

If I was going to redesign the tags I would color the tags based on the server color rather than hostility, shorten the server name to say |BG| for Blackgate, and then put the player’s rank in the middle.

So it would just say |BG|Recruit[TAG] in a color based on the server’s color.

Obviously you would have to get rid of green and red as server colors, and replace it with bright orange and maybe magenta or fuchsia

Do normal +XP buffs/items increase World XP?

in WvW

Posted by: red.2387

red.2387

Simple question, but needs a dev answer.

The reason ele builds trend towards bunker

in Elementalist

Posted by: red.2387

red.2387

The real reason that, in the end, no matter what they do to traits, all elementalist builds will trend towards bunker builds is because we’re the only class in the game to have the worst armor AND the worst base hitpoint totals.

You can’t do anything if you’re dead.

Unload should pierce.

in Thief

Posted by: red.2387

red.2387

If Spatial Surge and Arc Lightning are going to pierce up to 3 targets then I definitely think Unload should as well. That would make the skill actually usable in WvW battles at least.

PVP Changes in WvW

in WvW

Posted by: red.2387

red.2387

Currently WvW uses the same skills as PvE, so PvP balance changes do not have an impact on WvW.

You really need to make that downed health change in WvW as well.

Why did Anet put support/defense traits in the game?

in PvP

Posted by: red.2387

red.2387

I think my initial question was misinterpreted. I want to know why devs put these abilities in the game if they just intend to nerf them every time someone figures out a way to put them to good use.

Why did Anet put support/defense traits in the game?

in PvP

Posted by: red.2387

red.2387

If they clearly don’t want people actually traiting into these lines, why do they even exist?

What the hell are you talking about? What kind of delusion went through your head to even make this statement?

Bunker/tanky builds are very powerful in sPvP

Right, but any time anyone comes up with a good one, the devs talk about nerfing them. Maybe they should make all the healing skills affect other players 1.5-2x more than they affect the caster, and nerf the self healing on the bunker builds a bit. I just think players should be able to support each other more, without completely breaking 1v1 survivability.

The radius on our support abilities needs work.

in Elementalist

Posted by: red.2387

red.2387

Elemental Attunement trait only buffs targets you’re practically standing ontop of, same for Healing Ripple. Radius on Cleansing Wave is too small as well, it’s impossible to cleanse friends in the midst of a WvW fight, hell it’s hard even in sppv. Are these abilities supposed to actually be useful for supporting a group or is every man an island in GW2?

(edited by red.2387)

NEW Elementalist bugs and glitches thread

in Elementalist

Posted by: red.2387

red.2387

The radius on all our support abilities is tiny, not sure if this is a bug.

Elemental Attunement trait only buffs targets you’re practically standing ontop of, same for Healing Ripple.

Why did Anet put support/defense traits in the game?

in PvP

Posted by: red.2387

red.2387

Maybe I should frame this a different way:

Players can only have fun in this game while they’re alive. Therefore anything that lets players keep other players alive longer, and keep themselves alive longer, is going to make the game more fun for everyone in the long term. Obviously you can’t have everyone unable to kill each other, but you can certainly do something to give players the tools to support each other.

This also spills over into WvW. Currently it’s impossible to keep groups of players up through sustained AE damage. This makes attacking defended keeps frequently impossible, as the offense gets wiped before they can even setup. This indirectly leads to the night-capping issue, where most territory changes only happen at night when defenders are more scarce.

I know Anet is trying to remove the Healing/Tank/DPS, Trinity, but you can’t throw the baby out with the bathwater. Give players the tools to support other players! It will make a better game in the long run.

Why did Anet put support/defense traits in the game?

in PvP

Posted by: red.2387

red.2387

The communication coming out of Anet is confusing me. They build 8 classes with 5 different lines, at least 2 of those lines being support for each class.

If they clearly don’t want people actually traiting into these lines, why do they even exist?

Why not just make 5 different offensive lines? Oh wait, because that wouldn’t make any sense.

Maybe they wanted the defensive/support lines to be honeypots for bad players? No, that doesn’t make any sense either.

So what is the actual design philosophy here? I’m not trying to be offensive, and I hope no developers take it the wrong way, but we’re getting incredibly mixed signals here. The trait lines clearly have deep support and defensive capabilities if one chooses to play this way. That should be a good thing. Why ruin them? Healing power is already the worst scaling stat in the game, by an enormous margin. Why continue to nerf defense, healing and support builds even further? If anything, you should be buffing those builds, or at least buffing healing.

Or is the plan to achieve balance by juts nerfing burst builds until defense builds are good, then nerfing defense? (Old Necropotence reference there!)

(edited by red.2387)

Some improvements I'd like to see to D/D Ele

in Elementalist

Posted by: red.2387

red.2387

Magnetic Grasp doesn’t work when chasing a target, because the 900 range is checked from when the very slow projectile was launched and not the distance between you and the target upon landing.

And I didn’t mean that you would get more Impales per second, I just meant that it would animate faster so that when chasing a target it would not just continually hit behind them.

Some improvements I'd like to see to D/D Ele

in Elementalist

Posted by: red.2387

red.2387

In a perfect world I’d like to see:

  • All the attacks buffed to 400 range, especially Impale, which has a long animation * time. Or they could just make Impale animate and cast faster, that would work.
  • Dragon’s Claw should pierce, right now it’s inferior to Lightning Whip since the fix.
  • Burning Speed could be buffed to 750ish range, 600 isn’t much of a charge distance.
  • The 2 auras could have their cooldowns lowered slightly.
  • Vapor Blade and Frozen Burst buffed in damage.
  • Magnetic Grasp needs to be reworked entirely. Should probably pull the target to you, and the projectile needs to be less obvious and move faster.
  • Better healing coefficients in general for the class as a whole.

(edited by red.2387)

Dragon's Claw (Fire Dagger 1) now obsolete.

in Elementalist

Posted by: red.2387

red.2387

The change to Lightning Whip is both good and necessary, but now Fire’s primary attack is put to shame. The best way to resolve this issue would be to have the 3 flames that travel along the ground pierce through targets, always travelling to their maximum distance and hitting everything along each line. This would go a long way towards giving Dagger a viable autoattack in each line.

[MN] wants to help YOUR server win the war!

in WvW

Posted by: red.2387

red.2387

Our guild is seeking to leave HoD and find a new home, so that we can play together as a guild each night in WvW while avoiding queues. We would love to assist YOUR server, but as our guild is rather small, we have no way to re-earn the influence needed to upgrade our guild to the levels we have on HoD.

That’s where YOU come in! We’ll transfer to the server that sends us the most gold over the next 2 weeks, so that we can re-buy our influence through the guild promoter once we arrive on YOUR server.

Just mail your gold to myself, Nyxs Swift, with a tag saying how much gold you included with your mail, and which server you’re from in the topic line, and any personalized message you’d like to include.

The results will be tallied over the next 2 weeks and I’ll announce in this thread which server we’ve chosen.

Thank you, and see you on the battlefield!

-Nyxs Swift, Leader of Midnight Gaming [MN]

NEW Elementalist bugs and glitches thread

in Elementalist

Posted by: red.2387

red.2387

Magnetic Grasp doesn’t work when chasing targets moving away from you at a constant speed, even if you’re faster than they are, because the 900 range counts from the spot where you cast the spell, and the projectile is very slow moving, so even if you are still within 900 range when the projectile lands, you will get an out of range message. The projectile needs to be sped up and the range check needs to be made on contact with the target in order to fix this problem.

Suggestion for a WvW Daily achievement.

in Suggestions

Posted by: red.2387

red.2387

This would be separate from the normal daily.

  • Capture 3 camps.
  • Capture 2 Towers
  • Capture 1 Keep or Castle
  • Kill 50 players.

Reward would be 25 badges, some silver, and a random siege blueprint.

Please rework your dungeons ENTIRELY - and why

in Suggestions

Posted by: red.2387

red.2387

I can’t believe the same company that made the rest of this game made these dungeons. They feel like the complete opposite of the rest of the game, unpolished, untuned, terrible rewards, completely uninteresting and not fun at all.

I'd like to see a video of playtesters actually having fun.

in Fractals, Dungeons & Raids

Posted by: red.2387

red.2387

Could Anet please post a video of their playtest teams actually having an enjoyable time clearing one of these explorable mode dungeons? Maybe then we could see the types of tactics we’re supposed to be using and be the judge of how fun they are.

I do applaud Anet for taking a stand against inflation.

in Fractals, Dungeons & Raids

Posted by: red.2387

red.2387

Despite the fact that I disagree with their entire philosophy regarding dungeon design, stopping rampant inflation due to speed dungeon grinding was a matter that needed to be addressed immediately.

Making dungeons actually fun and rewarding should be addressed as soon as possible however.

Why would anyone go through this amount of effort?

in Fractals, Dungeons & Raids

Posted by: red.2387

red.2387

I just don’t see how they expect people to farm consumables for a dungeon (which only come from that dungeon) design a perfect group for that instance, then run it 90 times.

Where in there does the fun come in?

Why would anyone go through this amount of effort?

in Fractals, Dungeons & Raids

Posted by: red.2387

red.2387

Very few people will do something that isn’t incentivized, especially if it isn’t particularly fun in the first place.

Why would anyone go through this amount of effort?

in Fractals, Dungeons & Raids

Posted by: red.2387

red.2387

“We’ll be doing the same with the Gw2 explorable dungeons, our own internal testing teams and alpha test groups learned to beat them using a combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics. By comparison, after having months to play the game and the time our alpha was complete, some of our better dungeon groups felt the explorable dungeons were too easy for launch, we decided not to make them any harder given the expected player skill on launch.”

There’s absolutely no incentive to do these things. You can craft all the best items, and the skins on these Dungeon items don’t even look that good. What sense does it make to force players to craft all the best gear, THEN go to Dungeons so they can farm 1000s of tokens to buy gear that’s exactly the same as the gear they just crafted to do the Dungeons, just so they can then pay you for Fine Transmutation Stones to reskin their crafted gear?

Do you really expect people to put together hardcore dungeon groups, develop synergistic farming builds, farm consumables, etc to do Dungeons that offer no tangible rewards?

And to top it off, these dungeons aren’t even fun. The fights are not particularly well designed, the environments aren’t nearly as interesting to look at as in the outside world, mobs path weird, NPCs twitch out, and in general the only thing that makes them hard is the fact that healing skills are so terrible in this game.