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HoT Fractal Rewards

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

1. Not true. Fractals offer 1-1.4g at the end depending on the scale. They also have significantly higher rare and exotic drops, especially on higher levels.

2. When you consider that all the dungeon armor and weapons can be obtained in PvP, you can’t really say they’re unique. In fact, getting them in pvp is way quicker.

3. This isn’t really true. Dungeons have far more noticeable diminishing returns. First of all, every fractal reward tier (1-10, 11-20, etc.) has its own timegate, so you can feasibly do 5 per day with no diminishing returns. On top of that, if you do repeat a fractal reward tier, you get everything except the final chest, so you’ll still end up with a good amount of loot.

4. This sounds like a point in favor of fractals. They have a scaleable difficulty, so if you want easy, you can do easy. If you want difficult, you can do difficult. It also allows for a sense of progression as you continue to master fractals.

5. This is a valid criticism. It’s also changing in HoT. From then on, each fractal level will be a single (and non-random) level. For example, fractal 29 might always be Mai Trin, and once you kill her, you’re done.

6. Yeah, that’s a bit of a pain, I agree. Apparently Anet is changing up the AR thresholds, and hopefully the new masteries give better ways to obtain AR.

7. See 5. That will no longer be true in HoT.

Maybe I’m not noticing the gold?

In response to your replies I’ll just number them so you can see which one I’m talking about.

2) You’re right, pvp can obtain this gear too. And yes, it is faster to do it that way, but it doesn’t remove the fact that you have a clear, direct path towards exotic gear, in addition to flat gold gain (which is faster than FotM).

3) While you can rerun FotM to your heart’s content, I rarely have the gumption to. Let’s face it, 4 dungeons and 90 minutes of Fractal is a lot to do. Even if you do two different tiers, that’s 3 hours of effort. Sure, some players may still want to do more than that, but I personally would rather do map exploration, silverwastes or pvp to break up the monotony of fractals all day every day.

4) I do like the difficulty, perhaps that didn’t come across. What I was complaining about is that the difficulty is increased but the reward feels decreased. I used to run with a guild that would do speed runs of many dungeons a day. It would take us a couple hours to blow through a dozen or more paths. We made a lot of money every day doing this. Fractals, on the other hand, are more difficult (therefore harder to farm, which isn’t bad) but they don’t pay off as much as dungeons did.

5-7, I just read that article and I’m super excited for the changes! I really just want fractals to be more in line with dungeons in terms of rewards. Now it seems they’ll even be better, now that you can reliably work towards the weapon skins, salvage rings, and so son. I’m thrilled about that!

HoT Fractal Rewards

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Wow! I just read that. Sounds like a bunch of good changes. I would still like to see maybe a gold reward at the end of each fractal or maybe upon completing all four fractals. Something to guarantee that you didn’t just spend a rather large amount of time doing mostly nothing.

HoT Fractal Rewards

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

With Heart of Thorns introducing more fractals and fractal levels, I have one, simple question.

Why are fractal rewards so… unrewarding most of the time?

Compared to dungeons, (which they are “stepping away from”), fractals measure up as such:

1.) Fractals don’t offer guaranteed gold (maybe a couple silver); dungeons can get anywhere from 1-3 gold for running the dungeon.

2.) Fractals don’t have unique armor, yes they have a back item and weapon set, but there is no logical progression to obtain the weapons, it’s RNG or GTFO; Dungeons, in addition to their gold, offer tokens to unlock unique skins for both weapons and armor. It’s as simple as amassing enough tokens to purchase your armor, no RNG required.

3.) Fractal rewards are self-diminishing (meaning after a certain point, there’s little reason to continue running them. Once every character has full ascended [no small feat, though] fractal rewards don’t matter as much); Dungeon rewards you with gold and any drops you might receive. This is universally rewarding. In addition, they can be run by alts for a free, guaranteed level up.

4.) Fractals require as many as fifty (soon to increase) runs to reach the highest tier of loot gain. At fractal 50, enemies are considerably stronger and have the capability to one-hit many players, provided they don’t dodge the mechanics; Dungeons, on the other hand, don’t have any ramp time. I can join a dungeon once or a hundred times and still receive better loot (on the average) than if I had run 100 fractals. Admittedly, I am less likely to receive certain items like ascended gear, but I am guaranteed the gold, sufficient enough to craft ascended armor. Also, dungeon enemies are level 80 and are unlikely to kill a player in one hit, without significant tells (wraithlord crusher comes to mind with his slow, lumbering attack).

5.) A Fractal run requires a party of five people to dedicate perhaps an hour or more to complete 4 dungeons. The difficulty is variable and as such, many pugs have and will continue to get stuck at certain encounters. Fights such as Ice Elemental, Lava Elemental and Mai Trin come to mind; A single dungeon, depending on the group, can take 10-30 minutes. At the end of said path (of which there are 3 per dungeon), the players are rewarded EACH path with the aforementioned gold. In addition, players are not required to accomplish 4 paths to receive a chance to receive the item that they queued for (like an ascended chest or rings). Certain dungeons, like arah, have given players trouble in pug groups, but generally speaking, from my experience, arah is far less painful than ice ele or lava ele.

6.) Fractals require a certain amount of Agony Resistance, a unique stat that requires the crafting (or looting) of ascended armor which can be very costly; Dungeons require nothing. I could queue (perhaps unwisely) with green armor and do alright. Generally, it’s accepted that exotic armor is the minimum a player should be wearing to participate in pugs.

7.) Fractals are randomly chosen for you. While certain fractals are tedious or frustrating (I’m sure everyone’s aware of my personal distaste of a certain 3 fractals), the player has no choice over which fractal he will participate in. This can mean that you might be required to do long fractals such as cliffside, or fractals that require certain set-ups (like uncategorized fractal’s need for reflects), or even tedious fractals that you’d never normally pick with a pug (snowblind, volcanic fractal etc); Dungeons on the other hand are 100% your choice. You pick which path you wish to run and which path you will only do once or twice to receive the dungeon master title.

I’m sure many of you will read this and think “He sure loves dungeons and hates fractals, why doesn’t he just run dungeons instead?” To which I reply with this:
Anet wants to focus on Fractals from here on out. Any new “dungeon” content will be a fractal of the mist. I don’t hate fractals, but when compared to dungeons, a myriad poor design choices were made. Certain individual fractals, for instance, have mechanics that actually punish you for playing the right way, (IE stacking on Mai Trin to remove her invuln, during which she applies tens of thousands of damage worth of bleeds.) Furthermore, I want to run fractals, I just want to be rewarded for my efforts.

In the past 4 weeks, I have run FotM every day to get my daily reward for a fractal level 50, sometimes I will also do a level 40. I have received 6 rings and nothing else for the past 4 weeks upon the completion of a set of fractals. So 28 days, averaging perhaps an hour and a half per fractal, I have spent about 42 hours doing fractals. I did receive 1 exotic that I sold for 2g on the TP, but that was a random drop. Otherwise, for 42 hours of effort, I was rewarded with 6 rings that I didn’t need and/or had already.

I understand that RNG wasn’t with me and many people will say that they have received a large amount of gear. Good for them, my wife counts among them. In the same time she received 5 ascended armor chests 4 fractal weapon skins and a numerous amount of rings some useful, others not so much.

What frustrates me most is that there’s no baseline reward for completing the dungeon. Empyreal shards? I have an entire tab of my bank dedicated to them. I’ve started deleting them. I have too many. If I had instead spent 42 hours in dungeons (assuming the average run time is a half hour) I would have made at least 84 gold, more if those dungeons were arah. In addition, 84 runs would have been more than enough to purchase several exotics for salvaging, mystic forging, or for bolstering my collections.

Simply put, anet pls. Give us a baseline reward for completing a fractal. There simply isn’t a good reason to make the loot from fractals so volatile. They can either be amazing or absolutely nothing. That’s not rewarding, on the whole.

And yes, you can loot some really cool stuff (like ascended armor) but statistically speaking, even if the drop rate was 5% for ascended or fractal weapons, that would mean 95% of runs would end with a less than satisfactory result (provided you have all ascended rings like I do). Please address this in HoT. I really want to enjoy fractals, but I don’t want to gamble an hour of my time with a good chance of getting basically nothing.

(edited by sharkswithlazers.7632)

A Legendary Plea

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Wanze, you’re not wrong. I included that into my original post. I had hastily assumed that the legendaries would need similar requirements, but I still think it’d be nice if they could include a system to break the components back down. I’m certainly not holding my breath for such a system, but it is a bit of a bummer that I am basically back at square one, despite farming for a while to prepare for HoT.

A Legendary Plea

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It’s just that I already have 9 legendaries, pretty much all of the ones I wanted to have from the original set. I could use my Gift of Mastery to make another one, but I’d much rather have a way to get back my component parts so that I could make a new legendary. Getting a new legendary was kinda the whole point.

TY for the new legendary pistol!

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Posted by: sharkswithlazers.7632

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Looks great! I can’t wait to find out all of its particle effects!

New legendary effects

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I imagine that improving the older legendaries would be an issue that’s pretty low on the docket. Minstrel, for example, still really needs a graphical update to bring it in line with other legendaries. Howler, for another example, is still broken… for something like 2 years now. However, right now their focus is rightly on making new legendaries. I imagine a fix or improvements for weapons like Dreamer won’t be happening anytime soon… Sorry.

A Legendary Plea

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Forgive me if this has already been asked, but could it possible to break the components of legendary ingredients back down?

For example, in preparation for the Heart of Thorns Legendary, I decided to make a Gift of Mastery. In addition, I have all the necessary ingredients for a Gift of Fortune as well. Fortunately, I had the foresight not to make a Gift of Fortune. Anyways, seeing as how the Gift of Mastery does me no good towards making these new weapons, but the component parts would (Gift of Battle, Gift of Exploration, 250 Obsidian Shards), can we have a system introduced to “salvage” the Gift of Mastery to receive these components back?

Before I’m flamed for this, I realize, my decision to make a Gift of Mastery was hasty and perhaps wasn’t wise. I had made the incorrect assumption that the Legendaries would be made with a similar recipe as my previous 9 legendaries. I had wrongfully assumed that I would simply need the precursor weapon and the weapon Gift. I don’t feel like ANET owes me a system like this, but I do think it would be really nice, considering that I hardly imagine that I’m the only one who thought to prepare for a new HoT legendary by making parts that EVERY legendary thus far has required.

What I’m proposing wouldn’t make the market saturated with legendaries or be unfair, it would simply let me reclaim ingredients I had already earned so that I can use them properly for the new recipes.

What if Mordremoth wins?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Lilly take over all of Tyria? Only Thyme will tell.

New Race: A surprise or not happening?

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Posted by: sharkswithlazers.7632

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Gorge yourself, minion! You have proven yourself to be a worthy hunter. Feast and be strong. More will come.

What if Mordremoth wins?

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Then the day of the salad will come. AT LAST, THE DOWNTRODDEN CABBAGE WILL HAVE HIS DAY!

Make way for Mordremoth, he’s a real fungi. I’m taking a real lichen to him. I, for one, would be releafed if mordemoth took over. He’s only garden our way of life, after all.

I don’t know if I should fall about giggling like a 4 year old or cringe. But it is the best post I’ve read in awhile. Thank you for the enjoyment

I live to serve… (the jungle dragon)

Why are our Beta Characters still around?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Might I suggest sacrificing them to the Legendary Lava Elemental? Or mayhaps feeding them to the mouth of Zhaitan?

New Race: A surprise or not happening?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

My first prey. Revel in the darkness, my minion, for tonight, you hunted well! Feed upon his helpfulness, and be filled.

What if Mordremoth wins?

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Then the day of the salad will come. AT LAST, THE DOWNTRODDEN CABBAGE WILL HAVE HIS DAY!

Make way for Mordremoth, he’s a real fungi. I’m taking a real lichen to him. I, for one, would be releafed if mordemoth took over. He’s only garden our way of life, after all.

Class unbalance will kill Raids

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Let’s be fair. He’s mad because he thinks it’s going to be Scrapper or Druid or GTFO, based on the balance he’s seen in a beta. Every class has something of value to offer in a group scenario now. I seriously doubt that this community will become WoW where players are looking only for certain classes for raids. Really, the meta right now is Warrior, Guardian, Thief, Elex2, but I rarely see people demanding that for anything.

I’d say, be patient, we’ll know what problems exist when HoT comes out. We can wait, 2 weeks, before hyper dramatizing balance issues based on our experiences in a beta test.

New Pets?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I do wish that the alpine stalker (white tiger) would have been added for a nice, round, 6.

New Race: A surprise or not happening?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Rise, Minion! Come forth from the grave! With the power of the Necronomicon, I grant this post new life! Heed my call! Join my army of undead posts, and together, we shall rule all of Tyria!

Class unbalance will kill Raids

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Game hasn’t come out yet…

Not enough people are like you. I also scratch my head at these posts and wonder why someone would be outraged about something that A:) Hasn’t happened yet. and B:) Relies on there being no changes from the Beta. And C:) They have no real way of knowing.

Why are our Beta Characters still around?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Just wondering. There won’t be any more Betas, one would assume that they would have been sent to feed Mordremoth’s great hunger or something. Instead, they’re hanging around my Heroes of Tyria, trying to hide, most likely.

Anyone else curious why our Beta Characters are still counted among the world of the living?

Druid and Revenant Feedback for pvp

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Posted by: sharkswithlazers.7632

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I guess what I’m trying to avoid, is a commonality of pvp matches where you are either unable to play, or unable to fight for 30 second stretches while invulns or dazes are spammed to create long stalemates.

Druid and Revenant Feedback for pvp

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I’m sorry, there was a bit of confusion, I understand that you’re not supposed to hit a revenant during infused light… but given the context of how many immunities they have, you can create situations where you’re nigh invulnerable to damage for 20 seconds plus. In pvp, that creates problems of balance.

Don’t get me wrong, I love these classes. They are a blast to play and I’m certainly not raging against them. But in the name of balance, I think that they deserve a look over. Perhaps the cd on the sword #3 and shield #5 are too low. That would make the fact that they have evades and invulns for days not so much of a problem.

Druid heals are amazing, but I think they should be. This game has never been one to require heals, and for better or for worse it’s completely marginalized people who enjoy healing as a style of gameplay. However, what needs review is the dazes.

People just don’t realize how much dazing druids can do when you talent the +100% daze duration. Things get rediculous. I know I’d hate to fight someone in my build. There are people just running around, waiting for their 6 second daze to wear off, unaware that as soon as it’s off, I’ll apply another 6… and another 6. Moment of clarity my need to have the duration brought in line with the mesmer trait and give a +25% duration, that would keep things a fair bit more balanced.

These are just some ideas I’ve had. I’m obviously not a game designer, but I think it’s just something worth looking at.

Druid and Revenant Feedback for pvp

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Actually I’ll add more info about the druid. Sorry for the clear bias here, but I played the druid all day, not the revenant.

I run cleric’s amulet with water runes water sigils and renewal sigils (the 1st sigil set changes according to my mood). Also when I used my glyphs (I only used glyphs) I would drop a healing pod for 1.2k healing and 2 condis removed. While that’s a balanced trait, it’s really hard to overstate how much healing and utility I was able to bring the group while simultaneously locking down everyone on their team without active stability.

My heals every 10 seconds would be in the thousands maybe 7-8k in 10 seconds while locking people out of their skills.

(edited by sharkswithlazers.7632)

Druid and Revenant Feedback for pvp

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

So I just wanted to point out a couple areas that could use improvement. Namely the druid and the revenant.

In pvp, both of these are comically unbalanced. That is to say, over powered. I’ve spent all day with a druid who has access to
1 2 second daze on weapon swap (8 second cd)
1 2 second Daze from my moa’s screech every 24 seconds.
1 2 second taunt every 24 seconds on activation of f2
1 4 second daze from glyph of equality with a 24 second cd
1 6 second daze from Lunar impact with a 5 second cd (you read that right, perma daze in celestial form.)
1 knock back or pull in every 20 seconds
Keep in mind these are all aoe. Supposing an enemy team has 0 stab (bad choice) I could lock them down with 32 seconds straight of dazes (all of the dazes plus 2 weapon swaps) and soon after my other cds would come up.

This isn’t theory crafted, this is experimental; I played all day like this. People complained every game. I locked them out of the ability to play the entire game. Sometimes enemies would have 0 points at the end because they’d keep rushing mid (where I was) and they’d run around dumb (dazed forever) until they died.

Don’t get me wrong, it was a total blast to play, but these durations are absurd. The reason they are so long is that I have +100% daze duration with the trait Moment of Clarity. I could feasibly get longer if the runes of the mesmer had any functionality, alas, they don’t increase my daze duration at all. Broken, I think. I tested them with and without the trait and didn’t see any increase in daze duration.

I was running staff staff so every weapon swap was a 2 second daze (plus sigils of renewal for heals and sometimes hydromancy sometimes leeching, w/e).

In addition to all these dazes, if I attacked a dazed enemy, once in 10 seconds I’d root them with an entangling vine for 5 seconds of immob (effectively a stun… actually a better stun. Stun break wouldn’t cure the immob)

If you guys have questions pls comment, but for the sake of brevity, I’ll talk about the revenant now.

The revenant is a ton of fun right now, but the tank build has too much invuln. Between the shield #5’s 3 second invuln, sword #2’s 2 second evade, the infusion of light’s 4 seconds of damage inversion and the trait for another shield #5 at low health (combined with vampirism runes) we’re talking about a total time of invulnerability of 18 seconds if the rotation were sword 2, shield 5, infusion of light, low health invuln, vamp invuln, sword 2. And 2 seconds later… the shield would be off cd again and 7 seconds later the heal would be too.

So far, these are my two biggest negative feedbacks. I love Heart of thorns and these builds are fun to play, but I don’t think these were intended to be quite so strong.

(edited by sharkswithlazers.7632)

New healing mechanics

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

But Olba, healing will never outshine damage in this game. However, it is a type of play that many people enjoy doing. When I heal an ally, I contribute to their kill by keeping them alive to do it. I think it’s fair to give me credit for that. We have nothing to worry about in terms of having actual healer classes. We simply don’t have enough heals to do that.

Elementalist is extremely weak

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Posted by: sharkswithlazers.7632

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Pikachu, Tempests aren’t that bad. It just doesn’t feel elite. Compare it to reaper or chronomancer where the change in gameplay is HUGE and how they bring new and exciting ways to play those classes, the ele just doesn’t stand up to it. You could use the warhorn, but you could also stick with the dagger or focus. It didn’t outshine them in a significant way.

Druid Builds

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To my knowledge there isn’t a ton of reason to stack healing power just yet. The scaling is apparently poor for the heals so it’s better to go zerker or tank. It’s a bit hard to build around. The staff is a ranged weapon but the utilities are all melee range, the elite skill has a similar problem. Also, I don’t really think the staff is all that impressive in damage. So maybe you should build tanky. Grab survival and dire stats.

opinion on HoT turns negatives...

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Mo mo’s right. They announced what, 3 new maps and a raid. You haven’t even seen very much at all yet. Really, this is about testing the classes and maybe getting a feel for the new events.

Elementalist is extremely weak

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

The Tempest slot has forced you to do nothing. Every ele I know is staying FWA

This doesn’t solve the problem. Everyone else gets the goodies, just because you CAN choose to not do the elite spec, doesn’t mean that they shouldn’t make the elite spec worth having.

I don’t really play ele, but my friends have similar feedback.

Dragonhunter-can a fella get a speed boost?

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sharkswithlazers.7632

Lol lordkrall, you either didn’t read… or like.. you’re being ironic here.

I agree, it’s just a qol thing.

Legendary Armor and (multiple?) Runes

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Posted by: sharkswithlazers.7632

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We’ll just have to wait and see. I bet they’ll have some functionality for the runes. It’d be a shame otherwise.

General Beta Feedback

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sharkswithlazers.7632

Nice and pithy. I agree with what you were saying.

Druid needs to be changed.

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Ever other elite spec’s traits are good for both solo/teamplay while Druid is stuck with stuff like “Live Vicariously” and “Natural Mender” which basically means these are useless in any kind of play where you’re not around other people .

These should be changed to include Pets when you say Allies .

The Celestial Form spells (I know 5 has dmg) should have some form of dmg effect or hit effect no matter how small .

You’re basically making an Elite Spec have to either choose to play in a group or sacrifice 30 – 40% of it’s kit while every other spec has a choose to have fun and do whatever in both environments .

Rangers have been shafted since the start, making their only new spec in a new xpec only half usable in any kind of solo play is just BS .

Dude …. you are seriously having a spasm over nothing. It is 1 trait line which you may or may not opt to use for any given situation.

Just look at guardians, you’re complaining about 30-40% of a single trait line being group oriented ? Guards have 30-40% of all their traits group oriented, in fact, many traits even barely function on the guardians themselves unless they use them on group / team mates, and they’re fine. They do great both in solo and group content.

In addition, unlike guards, you have the option of picking this up and going full selfish offense or utility on your other trait lines, you can ditch stuff such as pet dependant condi cleanse etc. That alone makes this freagin ubber and is huge improvement, then throw everything else it provides on top of that.

Running druid will surpass guards by far, maybe not in pure functionality at given encounters for specific stuff, but definitely in flexibility because of what I pointed out above.

Druid is just plan bad. Seems like a rush job. You only need look at how it was not released earlier – they quite clearly gutted it and started over. Hence it got left till last and will have little testing time.

The DPS is garbage, healing is sub par, and basically the class is useless. Other classes do more and do it better. Unless thier is some incredibly niche mechanic in raids the Druid is a complete waste of time.

They must really, really despise us Rangers. Pets are the kitten tho.

You seem to really want to feel like Anet is picking on you. You can’t possibly know their design schedule, so you’ve made up a fairytale that makes you a victim. You then make up another fairytale about them hating druids.

I felt that druid was a really exciting new elite spec. I do wish that the focus wasn’t exclusively on healing, but hey, ranger support has been lacking since this game was released. The heals are really powerful, best in the game. And yes, they have bad scaling, but that’s really REALLY good. That means you don’t need to grab cleric’s gear, lamenting that your damage is awful, while at raids. You could easily grab zerker and enjoy high heals with no stat investment. It’s a kitteneesy to not reward healing power, but it’s still a lot of fun to play around with.

The new pets are incredible. The best they’ve ever made. The older cats look… strange, but the tiger is impeccable. The dragons and dinosaurs are perfect too.

Not trying to be mean to you, but I just never understood why people make up a narrative to get mad at.

Raids excludes players, and it's ok.

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Brother Belial, (god I can’t believe I’m doing this) let’s look at WoW. I haven’t played in years, but supposing I made a max level, geared toon today. I could look up guides for each fight, but that doesn’t guarantee we’ll be able to do the fight first try with no problems.

But yeah, once it’s been out for a bit, people will be able to do the raid without wiping often. That’s normal. What we want though, is to have an enjoyable raid.

I do fractals everyday because the loot is so darned good. But, as I’m sure you’ve read, there are just parts of every fractal that irk me. The underwater mines, the absurd damage output of fire ele, the sheer abundance of cc and persistant damage from ice ele, the fact that in each fractal, one teammate will be selected for like… all the aggro. In cliffside, you’ll get jailed over and over and over while your teammates never once get jailed… etc.

I’m hoping that raids are fun, rewarding encounters that are demanding for skill, but whose mechanics can be learned and beaten. I don’t want more mai trins, I want more Firestorm and Berserker. That fractal is simply perfect. You can learn the mechanics and you can win by knowing what to do.

Raids excludes players, and it's ok.

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I agree with this. If raiding was easy, we’d just have another dungeon. It’d be a loot train (which they’d have to nerf because of the economy). I want there to be content that pushes my limits as a player. That’s fun. It’s like pvp, wvw and pve. As it stands, I never do wvw (not for any particular reason save for me not liking the idea of just running around in a zerg). That content isn’t exclusive. I’m not prohibited from playing, I just choose not to. Likewise, if I had a choice in fractals, I’d never do Mai Trin or Ice Ele. The mechanics in those fights were very poorly designed and they punish you for playing correctly. Some people like that it’s hard. But I wouldn’t ask them to remove content that I don’t personally enjoy. I have never asked anet to remove wvw bc zergs aren’t according to my tastes. Likewise, raids should be left difficult. There’s plenty to do in this game and each facet doesn’t appeal to everyone.

Just because you probably use the exploit with Ellen Kiel to make it a faceroll, the actuall mechanic of Mai Trin is for skilled players(dodges, field uses, rather hard opponent). If you want to complain about something, think about the endboss in the Ice Fractal or the lets hide in a corner stuff of the aether fractal, which is ridiculusly easy to make even if you´re new to it.

I think you misunderstood me. I said the mechanics were dumb and I don’t like them. Mai trin punishes (big time) those who stand close to her. But if you stand away from her, she teleports out of the blue aoe. The best solution is to pack together and avoid the big bleed she does while cleansing ally’s condis. It’s hard, but I think that it’s mostly hard because there wasn’t a clear design. Generally you should have a much easier go at a dungeon/raid if you know the mechanics and avoid the bad stuff. But it’s really not like that for mai, it just sucks always. Likewise, the Ice Elemental is incredibly punishing. You can’t crit the boss so it takes a while, there’s a persistent damage when you’re cold. The boss just spams cc and wide aoe cripples. The adds have 1 shot aoes (dodge the red circle, duh) but there’s a bit harder to avoid when you’re out of endurance from dodging from the boss’ aoe.

My beef with those dungeons is simply this: knowing the fight’s mechanics doesn’t necessarily make the fight easier or smoother. You are punished for doing the “right” thing and punished harder for doing the “wrong” thing. It’s often a die, rez, continue mechanic with most pugs. A good group can avoid dying altogether, but that’s not the norm.

Though, I should note, I totally agree, the hiding in the corner for any dungeon is ridiculous. We do that because we don’t have dedicated tanks to keep the enemies grouped together. Anet should design dungeons that can accommodate this lack of tanking while making the fights organic and interesting. It’s a little inexcusable to have a game out for 3 years with so many buggy dungeons in which each fight has its own cheese to avoid mechanics and circumvent the difficulty.

Ele and Engi weapon swap

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Yeah, they censor cuss words. I hear what you’re saying though. They probably won’t, all you have to do is open your hero menu, and what you’re asking for takes work and coding so we can be just like… a little bit lazier.

Raids excludes players, and it's ok.

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Weird,

This seems to be a thread about raids in general, not HoT specifically.

Are threads just moved at random without being read at all ?

Raids are unique to Heart of Thorns. It’s totally fine to be here.

Raids excludes players, and it's ok.

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I agree with this. If raiding was easy, we’d just have another dungeon. It’d be a loot train (which they’d have to nerf because of the economy). I want there to be content that pushes my limits as a player. That’s fun. It’s like pvp, wvw and pve. As it stands, I never do wvw (not for any particular reason save for me not liking the idea of just running around in a zerg). That content isn’t exclusive. I’m not prohibited from playing, I just choose not to. Likewise, if I had a choice in fractals, I’d never do Mai Trin or Ice Ele. The mechanics in those fights were very poorly designed and they punish you for playing correctly. Some people like that it’s hard. But I wouldn’t ask them to remove content that I don’t personally enjoy. I have never asked anet to remove wvw bc zergs aren’t according to my tastes. Likewise, raids should be left difficult. There’s plenty to do in this game and each facet doesn’t appeal to everyone.

BW3 Difficulty Nerf [merged]

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Please, this doesn’t need a petition, they know. No one is arguing that this content is satisfying. Just let them know on the forums that this is an issue. Petition just seems… overdramatic.

Legendary Armor and (multiple?) Runes

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I think this is a good idea. A lot of people here are concerned for the economy… I’m trying to figure out why. Do you suppose that a lot of people will have legendary armor? I will probably get it. I have 9 legendary weapons, so I’m no stranger to grinding. But most people don’t have even 1 legendary. This will be even less of an issue if the grind for the legendary armor is piece by piece (which would be awful, but it’d make the impact that much less on the economy).

Let’s be fair, even if 5% of players had legendary armor, the economy wouldn’t even see a dip. Actually, it might improve things a tiny, tiny bit. The way things are, strength runes (last I checked) run 9g a piece. It’s like that because so many people are buying them that they are becoming much more scarce. So if 5% less people bought them, the price would dip a tad, which wouldn’t be a bad thing.

But we’re still over-estimating the impact that the vast minority of players will have on the economy when they don’t need to buy runes anymore. I mean, as it is, I have an armor set replete with all the requisite runes for each of my builds already. Today, I have no reason to buy runes or sigils at all. It wouldn’t change if I had legendary armor.

To those like ScribetheMad who argue that legendaries should be cosmetic only, why? Legendaries are the ultimate grind. Besides, it’s silly to think that asking the very few players that own legendaries to buy several sets of weapons to carry around will do much for the economy or the game as a whole. I think stat swapping is neato, as it saves me like 9 bag spaces (on just 1 of my toons). But it’s not like I couldn’t buy them.

It just seems that some people don’t want legendaries to be so desirable. They already have amazing looks and some people just want to leave it there, and I can’t figure out why. Seriously, if I had it my way, legendaries would come with a finisher or mail delivery or a title. These are weapons of legends and by holding them, you are part of that legend. A lack of title always seemed odd to me.

I digress. Point being, legendaries don’t obliterate the economy. People aren’t seeing vast inflation and a price drop in 80 exotics or ascended mats because the people with legendaries don’t need to buy weapons anymore. Runes will be just fine.

Last note, I really can’t stress enough how few people (in compared to the numbers of people trading on the tp) have legendaries. These legendaries are only “legendary” on 1 of their toons. It’s beyond absurd to think that 1-5% of players, with only 1 of their toons, would have a big enough impact on the rune/sigil market, as to deflate their value. The biggest deflator for value would be people like me who keep multiple sets of weapons so I don’t need to buy dozens of sigils for different builds.

That is all

Difference between base and elite specs.

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

The 112% doesn’t factor in any boons. Normally you’d run with 5 or so. so 117%

Difference between base and elite specs.

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I think you’re wrong. The chronomancer totally revolutionizes the class! With access to wells and alacrity, there’s now a large emphasis on distributing the strongest buff in the game— alacrity.

Reaper changes the necro from the ground up too. With a gs, the necro can now wade deep into combat and take on groups of foes. In addition, the new deathshroud alters your strategy from a keep away mentality to a melee one. That’s a really big change.

Berserker: So yeah, you could play without using your defining class skill… but like.. that’s true of everyone. When you do, you get better attack speed and damage all around, why wouldn’t you activate it?

Dragonhunter: Here you might have a point. I was playing with traps and I had longbow/gs, during my gameplay I told my wife exactly what you said, this didn’t change much. Really cool skills, had lots of fun, but it felt like I swapped a traitline, not really that big of difference. The biggest deal here, is the raw % damage increases. Suppose you run zeal, virtues and dragonhunter your damage would be increased by 20% with aegis, 1% per boon, 10% to foes in symbols, 10% to crippled foes, 7% to burning foes, 5% with greatsword, and 10% to foes affected by your spear of justice. Add in scholar’s runes for 10%, night sigil 10%, force sigil 5%, and 25% from vuln (which you easily reach the cap on) and you have about 112% damage increase. That doesn’t even include frost spirit, the new glyph from the ranger that adds 10% or other sources of damage boosts. It’s significant.

Daredevil/Tempest: I don’t play ele or thief much, sorry.

Scrapper: Again, a range class now is melee. The focus is different, the game play is different. It’s a good time.

The herald even changes the revenant in interesting ways. It opens up for better healing for tanks and healers but also, those boons are soo good. You have to decide whether to spam 1 so you can maintain 3 upkeeps (might, fury, 50% outgoing) or if you should keep up just fury and might to slowly creep up some energy for skills 2-5

No revive skill on revs

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

So, in concept, you’re totally right. It’s odd that with such an abundance of possible trait lines to use, none of them have a talent for rezzing. It doesn’t really bother my game play (at least not yet, maybe) but there really should be the option there for a better rez.

Suggestions for Engi Gyro improvements

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I really like this idea. Without even trying, I find myself out running my stealth drone (the name escapes me). I would much rather have the ability to control them with the second activation of the utility skill than destroy them. In fact, there isn’t a single reason I’d want to destroy them early. I mean, dazes are great and all, but that’s a steep cost for a 1 sec daze.

Switching targets to auto follow (like a targetable aura) that would give the abilities a much greater degree of control and allow for some interesting game play. What comes to mind is pvp, an ally goes down, you target him with your stealth drone and you rez him with your other drone. It’d be a really cool concept.

NEW PETS!!!

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Do we know if it’s only going to be the orange and black tiger or if we’re getting the Alpine Stalker as well?

You know Wintersday is coming when...

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Asuras have a lot of ears to keep warm… Be safe out there, adventurers.

Actually, they only have two ears, same as everyone else.

I wear earmuffs made out of 2 asuras on my charr.

They first one wanted to use me as a mount and the second one called my handkerschief her cape.

Using Asuras as earmuffs… I applaud your ingenuity. See, I only wear the fur of albino Charr on my ears. Anything else is too abrasive for my delicate senses.

You know Wintersday is coming when...

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

I’m talking Real Estate. If we had to get particular, Charr’s have 4 ears. However, their natural fuzziness precludes the need for earmuffs.

You know Wintersday is coming when...

in Guild Wars 2 Discussion

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Asuras have a lot of ear to keep warm… Be safe out there, adventurers.

(edited by sharkswithlazers.7632)

Should bleeds and poisons be buffed?

in Guild Wars 2 Discussion

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Wow Taku, that’s a ton of bleeding damage! The problem, to me anyways, is that bleeding was designed to be the best stackable condition. All the effects that apply bleed in this game were designed around that philosophy. Rather than see burning get nerfed, I’d love to see the role of bleeding change in a way that it could embrace it’s nature of having high stacks while offereing some new and unique combative properties.

Give me a Legendary Mawdrey

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

It could bloom different flowers based on the stats.

Omg yeah, I love that idea too!

Give me a Legendary Mawdrey

in Guild Wars 2: Heart of Thorns

Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Wow! I have the Spinal Blades (Dynamic? Blue ones anyways), and I hadn’t even thought about those getting a legendary form. That would be really interesting!