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Deceptive Evasion nerf

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shimmerless.4560

I think the DE change is good – from what I understand, it shouldn’t affect shatter at all – will still be able to do diversion/MW bursts with 6 illusions out.

I’m happy it’s making on-death builds require more planning and active clone generation from weapons – but as stated earlier, hopefully the scepter’s auto attack is modified to support this.

What I’m concerned about is not seeing any mention of PU in there – hope they tone it down (and this is coming from a PU user) because build variety at the moment is pretty low.

Also concerned about our direct damage being too weak for the current state of the game – high toughness, condition meta – personally believe mind wrack and blurred frenzy both need a damage buff.

I’m fed up with losing direct damage for other little bits and pieces – for example scepter counter losing damage for torment, and sword auto losing damage for boon strip. Need MH pistol now, with heavy direct damage and possibly mobility!

This proposed change affects shatters quite badly, the specific ways are nuanced but they are there and they will have a tremendous impact on the spec’s performance in the future.

It’s a terrible and misguided change, and I really hope it doesn’t go through.

[Merged][PVP] Deceptive evasion change

in Profession Balance

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I think its more a bug fix. DE was not working as they wanted to work.

But there’s no evidence for this? DE has been the same for over a year, it received zero attention until clone death became popular. It was also phrased quite specifically as a nerf on the stream, not a bug fix.

Deceptive Evasion nerf bad, misguided

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I do wonder why our class ability (shatters) revolves around killing off our clones ourselfs but they keep pushing builds that dont shatter at all, while nerfing shatter

I´ve lost my faith in anet

I watched the Twitch livestream and I was baffled too by the reasoning put forward… from what I can gather, the developers were concerned that our clones were “spammy”, however here is what the GW2 official site has to say: “A clone is […] primarily intended to distract the enemy […]” Control over our illusions is one of the class mechanics, that is how it was and always should be.

If clone death traits are a problem then those are the traits you would target, not a peripheral one that hacks away at the rest of the class. It’s like cutting your nose off to spite your face.

Deceptive Evasion nerf bad, misguided

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Posted by: shimmerless.4560

shimmerless.4560

(Crosspost from the balance boards, not sure how many read this one)

Hi, r40 sPvP, ~3k hours on Mes, bought 2k gems in the last few weeks

The proposed changes to DE are terribly misguided and a negative on the whole.

Playing shatter, there are many, many times where you want the control of an immediate clone in melee range. This can be as an interrupt to ward off a foe, more damage for pressuring a downed player, or simply because positioning has changed in the short term (Mesmer has many instantaneous blinks so this is not a rare occurrence).

If clone death traits are a problem, why not change the traits themselves? They’re already set to ignore shatter conditions so the framework is there — just make them proc solely on death from actual player damage. This would be far less invasive than reworking a trait that has impact on hundreds of players who do not use these traits at all.

I deeply implore the devs to reconsider this change, it will make the Mesmer a less enjoyable and simpler class to play as a result. I am not sure why the team is pushing us towards a “turtling” style where three illusions (in their eyes, ideally phantasms) are kept up at all times but it is a mark down in all categories from the fast and fluid feeling one gets playing traditional Mes.

— Bliss

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: shimmerless.4560

shimmerless.4560

Hi, r40 sPvP, ~3k hours on Mes, bought 2k gems in the last few weeks

The proposed changes to DE are terribly misplaced and a negative on the whole.

Playing shatter, there are many, many times where you want the control of an immediate clone in melee range. This can be as an interrupt to ward off a foe, more damage for pressuring a downed player, or simply because positioning has changed in the short term (Mesmer has many instantaneous blinks so this is not a rare occurrence).

If clone death traits are a problem, why not change the traits themselves? They’re already set to ignore shatter conditions so the framework is there — just make them proc solely on death from actual player damage. This would be far less invasive than reworking a trait that has impact on hundreds of players who do not use these traits at all.

I deeply implore the devs to reconsider this change, it will make the Mesmer a less enjoyable and simpler class to play as a result. I am not sure why the team is pushing us towards a “turtling” style where three illusions (in their eyes, ideally phantasms) are kept up at all times but it is a mark down in all categories from the fast and fluid feeling one gets playing traditional Mes.

— Bliss

Lord Helseth: Opinion on the "Ready up"

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I’m glad to hear he had the exact same thought I did which was that this was a whole lot of power creep. Just on the Mes alone, I can run Energy and Fire blast now (on 2h’ers to boot!), it’s basically ~2k+ extra damage that’s just been introduced to the game now.

Their approach to things like Dhuumfire and the Ele in general just baffle me, why keep tinkering and reworking? Why not just scrap the trait for being more trouble than it’s worth and come up with something else? The Ele, again, it’s more power creep, there’s nothing fundamentally wrong with the Ele that demands piling on the buffs it’s that many other things need toning way down. They are either blind to see this or just totally stubborn.

[PvP] Pistol Whip

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Blurred Frenzy does have a small cast time, it’s on the lower side but it is there.

[PvP] Professions Playing Themselves

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Of all the Thief traits you listed, the only ones they’d miss would be Pain Response and Slowed Pulse. And those would only be missed by non-stealth Thieves due to thier limited cleansing options. What would you propose for them? (And the other three are viewed as more handicap then helpful)

I always thought a fun trait would be a mild Arcane Thievery on steal (i.e. you send a condi to a target and gain a boon, maybe depending on the condi itself).

[PvX] Dhuumfire and Engineer Crit-procs

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There’s no reason whatsoever that it has to be an on-chance passive. It could just be every third attack or whatever, with the second strike applying a visible buff (in fact this tech is already implemented via the Flamethrower’s toolbelt skill).

Rodgort effect when unused.

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I’m a bit conflicted since I rather like its understated sheathed quality.

Chaos Storm

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Staff #4 used to be a lot better but the automatic Prot was removed so now it’s just pure RNG.

Lyssa Runes Rebalance

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The popularity of Lyssa Runes is directly tied to the popularity of Condition bombing.

Nerf Condition bombing and you reduce the appeal of Lyssa Runes.

^ Bingo

There is a definite link BUT while once they may have been taken for that sole purpose I’m sure people have since noticed that a burried Stability boon is value in itself. The runes are very strong and need a rework and this suggestion keeps them valid as a condi removal anyway.

Of all the things that need a rework in GW2 Lyssa runes are just about at the dead bottom of the list. I have used Lyssa on Mes for almost a year (well before they ever became popular or any of the Nec buffs dropped) and the upside is that being struck with seven to eight conditions is no longer a death sentence. However you can still be interrupted while channeling your elite (BV has a one-second cast time, Mass Invis is almost two seconds long and highly coordinated).

The unspoken elephant in the room is that people want these dropped because of Thieves and Warriors. Other posters have already explained well the fact that you do sacrifice opportunities to take these runes: you will not hit or burst as hard. Moreover it is phenomenally difficult for a Thief to deal with getting condi bursted as Thief has little in the way of burst cleansing without putting themselves in a seriously dangerous situation. Someone else astutely noted that as far as Warriors are concerned they would just slot the next best (and much more passive) option and very little would change.

In essence I feel that with the game being the way it is right now, far more damage would be done by hurting these runes than any supposed upsides. Substantially tone down the sheer amount of condition application (regardless of its potency) and then you can come back to these runes.

[BUILD/WvW]: 4-Signet Phantasm Warrior

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I am afraid that the last time I tried this the condi clears from my three (no heal) signets just weren’t enough to avoid getting crushed by those pesky enemy DoTs.

Please set with due haste to bringing signet Mes up to speed Jon Peters.

Mesmer roaming builds that are easy to use?

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Nomin’s suggestion is very solid, although Pistol is more of a dueling weapon (interesting touch with Illusions X though).

A spec that loses some duel potency while scaling well with engagements and being a bit more forgiving to play would be Staff + S/Torch. Swap out X for VI in this event too.

It can feel rough at first but I would recommend staying with shatter, as nothing else’ll teach you just as much about the class and what it can do.

What the hell was done to Arah P2?

in Fractals, Dungeons & Raids

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Getting through without the golem to the Abom is possible for a solo Mes via chain stealth, easier if you trait for Far-Reaching Manips first.

Belka arah path 2

in Fractals, Dungeons & Raids

Posted by: shimmerless.4560

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Belka is also extremely bugged, not only will she often cast orbs in melee (up to three times in a row on occasion) but many orbs are invisible and have no ground targets.

Arah P2 Alphard :^3

in Fractals, Dungeons & Raids

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Can also confirm there’s no longer a WP between Belka and Abom:

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Arah P2 Alphard :^3

in Fractals, Dungeons & Raids

Posted by: shimmerless.4560

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Relevant

/10char

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Tips for beating necromancers?

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Posted by: shimmerless.4560

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Coming from a shatter perspective essentially you want to play very aggressive and end the engagement as fast as possible. If they don’t have fear wall/aren’t playing full fear there’s little they can do to keep you from sticking on to them. By aggressive I mean going so far as landing sword autos under a full illusion distortion, using diversion as a means to max out your burst damage, and so on.

For a run-of-the-mill glassy condi Nec, the key skills to avoid are all of their Staff Marks (particularly the fear) and ideally you want to take minimal Scepter auto hits; make sure to reposition or worst-case break the stun on the Flesh Golem elite if they have it, too. If they hit Spite Signet it can be tempting to hit Null Field, but unless they follow up with a burning proc you can often just wait it out.

Moar Lupi-esque bosses

in Fractals, Dungeons & Raids

Posted by: shimmerless.4560

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I’d disagree that his moves can’t be read, and the only instant grub I can think of comes in the P2 transition. Sure the hand-raise is a bit weird but it wouldn’t take a player too long to figure it out on their own even without outside help.

Moar Lupi-esque bosses

in Fractals, Dungeons & Raids

Posted by: shimmerless.4560

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I have recently fallen in love with Giganticus Lupicus! I love everything about him, from his doggy dog charms to his appropriately monstrous health pool.

Learning to fight him alone with a DPS-heavy setup is a real kick. You get better as you learn his animations and eventually you can even predict and bait out his next attacks (particularly in P1). For the most part, when you mess up you get punished for it, and while you can often recover, even if you do go down you know it was due to a mistake you can correct next time.

Could ANet possibly spare a few dev hours to give us moar solo-ish super tough bosses like Lupi? I’m certain there are others like me who really enjoyed doing this, it feels like one of the few bright spots in PvE that do GW2’s action/reactive gameplay justice.

Controlling which illusions shatter

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It’s risk-reward, leave shatter the way it is please.

New mesmer healing skill

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I don’t think that this would help. Phantasm Mesmers would just not pick the heal. While I personally do not feel that Phantasm Mesmers need a buff you are just limiting the usefulness of the healing skill.

The only reason people wouldn’t take the heal skill right now is because it was “nerfed” down to something less crazy strong (I posted twice about the skill before learning that the proposed HP/s had been reduced and the active recharge increased). It is only a matter of numbers, not of concept, as the stucture of the heal itself is very appealing to passive-style Mesmers.

Because Phantasms provide a not neglectable amount of damage even when not playing a Phantasm build. Why should you not cast the Phantasm? At the end of the day Mesmers are a (temporary) pet caster so a part of the damage will always be caused by Illusions.

Why not indeed? This is precisely why phantasms are an issue, there’s little to no risk-reward for casting them and only the mildest of situational decision-making behind each cast (you might hold off if there’s heavy AoE, for example).

The change I proposed, which I would extend to things like iCelerity, Ether Feast and +%dmg per illusion, would give reason to pause before using your skills and open interesting windows for Mesmers to pursue and for foes to exploit. It would be a modest improvement over the current “turtling” that goes on with phantasms right now.

It would also I hope allow us to revert some of the less intelligent nerfs to the class, for example giving back 10-second Blurred Frenzy and making it a true distortion/invuln again.

CDI Topic: Rewards in PvP

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All of the changes sound amazing John, really looking forward to it.

Sensotix' Thoughts On The Dezember Patch

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Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

The problem with these new interrupt traits like Bountiful and Halting Strike is that while from your perspective, these are timed interrupts, there’s in truth no real skill involved whatsoever. There’s no mana system in GW2, so people are almost always casting skills; against a class like an Ele or a Thief it can often be more difficult not to interrupt something with a daze.

In essence, if the interrupt was timed against a critical skill and planned out properly, the interrupt itself should be reward enough. If you still want to keep the idea of rewards on interrupts, there needs to be some sort of conditional attached (for example, a trait that rewards interrupting leaping skills, or heal casts, or elites, etc). At the moment, these traits are thoughtless damage heaped on to our class, and they mostly encourage spamming interrupts off cooldown. There’s no skill at all in it, an overhaul is sorely needed.

If there’s one thing I learnt from playing my Shutdown specc, it’s that spamming is a bad idea. You can say it is all about spamming from an audience point of view but when you play it, it’s a whole different ball game.

Okay, but I as I said, if you’re interrupting right, then the interrupt itself should be a reward. There shouldn’t be extra rewards (such as more damage) just for simply landing an interrupt on anything. If you throw down a Staff #5 on a group of players or three-clone Diversion a single target from a distance you’re practically guaranteed to interrupt something. My issue isn’t with interrupts it’s with these bonus traits that ask so little from us as players.

Sensotix' Thoughts On The Dezember Patch

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Posted by: shimmerless.4560

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Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

The problem with these new interrupt traits like Bountiful and Halting Strike is that while from your perspective, these are timed interrupts, there’s in truth no real skill involved whatsoever. There’s no mana system in GW2, so people are almost always casting skills; against a class like an Ele or a Thief it can often be more difficult not to interrupt something with a daze.

In essence, if the interrupt was timed against a critical skill and planned out properly, the interrupt itself should be reward enough. If you still want to keep the idea of rewards on interrupts, there needs to be some sort of conditional attached (for example, a trait that rewards interrupting leaping skills, or heal casts, or elites, etc). At the moment, these traits are thoughtless damage heaped on to our class, and they mostly encourage spamming interrupts off cooldown. There’s no skill at all in it, an overhaul is sorely needed.

How much longer for the Condi Meta?

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Could I politely ask what planet the above two players live on?

Let's talk about Torch

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The Mage itself is fine, it’s just the Confusion stacks could probably stand to go up a little. I think people are also a bit spoiled by our other rather spectacular phantasms and expect too much from iMage.

I’ve never been much one for Retal, though, so perhaps going in line with the cleanse theme of the torch, it could convert one condition into a boon (and a boon into a condition on the target). For how telegraphed and simple to dodge the Mage’s attack is, you could really double this effect and still sit comfortably.

Or perhaps you could keep the Mage’s current attack, but tack on a Defender-like property where it reflects half of any damage to the Mage itself back to the attacker.

Mesmer December balance updates-OP edit 11/5

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For more Mesmer archetypes to become viable and for current archetypes to expand outward to allow more build and stat combinations, one must consider giving Mesmers the ability to control and customize their class mechanic skills.

This is a really interesting post and it’s a discussion I wish more Mesmers would try to engage in. My take is that you’re coming at it from the wrong angle.

Shatters are a phenomenally well-executed game mechanic. There isn’t a day that doesn’t pass where I don’t marvel at whoever came up with them and their relationship to our class. The more illusions a Mes has out, the higher his defense (if only from simple body-blocking but also from traits and offensive pressure). When he chooses to shatter these, he risks both a cooldown and his first line of defense; the more illusions the higher the damage and the stronger the effect, but also the greater the risk if it fails. This is perfect competitive game design.

Other Mesmer specs find conflict with our profession mechanic not so much because of the effects themselves but because they destroy illusions, which otherwise facilitate an extremely passive play. I believe you can fault the unforgiving shatter trait/gear setup and the poor interplay between shatters and some of our other gifts, but it isn’t shatters themselves to blame. People don’t shatter phantasms because phantasms are highly rewarding by themselves, and because of their problematic strength they’re far closer to burst than to a DoT spec — they need either active management, finite attack cycles or longer cast times for this to ever not be the case. There’s also in fairness some truth to a point you made, that our shatters are underwhelming without being traited for (Mind Wrack in particular). Perhaps this could be solved by more shatter skills: I would love to see skills from GW1 carried over here, too.

I also agree with much of what Carighan has posted. Personally I’d like to see clones lose all damage (beyond S. Images), to become indestructible (other than through shatters, OOC/range destruction or replacement by the Mesmer), to inherit the Mesmer’s active buffs — perhaps at the time of creation, to allow for some mild counterplay — and for them to use a much wider variety of skills. Another change would be that instead of on-death effects proccing when illusions are destroyed by foes, they instead now proc on shatters. This both gives an incentive to shatter for players who otherwise wouldn’t and also creates some interesting choices at the trait window: do you want extra control through a strong cripple or Weakness, or just pure offense through Mental Torment, etc. If we were to keep condition damage as a viable option (which I believe has its own host of issues) it would of course be seen how this would intertwine with such a change.

ELEtism

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Posted by: shimmerless.4560

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Before mes was announced I was going to roll ele… but sorry guys #SpellSword4Life

+1

In defense of condition damage

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The most complex fights I’ve ever had the pleasure of taking part in had very few conditions (the poison on a Mug, the immob on an iLeap) and certainly no condition bombs.

Mesmers really lame in PVP?

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Pretty sure this started out as a shatter thread…

Illusionary Leap

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Illusionary Leap is actually one of the game’s most exquisitely well-designed and balanced skills in my opinion.

Would that more were like it: telegraphed, avoidable and yet rewarding and malleable on the user’s end.

Mesmer December balance updates-OP edit 11/5

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I’m not talking about the place of the staff in power builds. There it’s a very well-designed and balanced piece of weaponry (though sadly less so since the removal of Prot from #4).

Picture instead a condition Mes whose every illusion is pumping out conditions. Where the triple-clone windup was once limited to the staff, now it’s up all the time. Players are punished for destroying clones and punished for leaving them alive, with no respite in between. The weakness of the staff used to be that the pressure ended on weapon swap; this is no longer the case.

The absolute last thing the game needs is more passive condition application. Give us more interaction with our illusions, say we swap with the nearest clone on the third auto. The game is already struggling to manage with the power creep as is.

(edited by shimmerless.4560)

Mesmer December balance updates-OP edit 11/5

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Condi autos aren’t fine, and Mes clones are what’d make it a balance nightmare, never mind push it “overboard”. This whole thing with conditions and DoTs needs a serious rework (along with a pass on this game’s tremendous amount of AoE) and I’d much rather they wouldn’t toss the scepter into the muck ahead of time.

Serious, non-confrontational question.

Do you consider the Staff to be overboard? It does exactly what you describe. The autoattack inflicts conditions and the clones inflict the exact same DoT list. Is the staff currently overpowered in PvP, dominating WvW, or completely outclassing other weapons in PvE? Does the mesmer Staff define the competitive metagame in any way, shape, or form?

I understand the resistance to making a dull, spammy weapon. But that doesn’t mean that a condition weapon cannot have a condition autoattack (because that’s the damage type they’re supposed to deal out) or have clones that do something significant. It can have strings attached to reward tactical play and the other weapon skills can be the more significant portion of the weapon’s smiting potential, but it should still be doing everything it can to be a “tricksy defender” weapon.

It’s a non-sequitur of a question. Staff is competitive, by the way, but it’s kept in line by a few factors (some of which, like WoC, are almost certainly by design because of our class mechanic):

-#1 is RNG and has a 1/3 wildcard thrown in
-Slow windup to reach its full potential
-Chaos Armor has been nerfed
-A PU Mes can’t force an engagement in WvW and overdoing stealth hurts your ability to decap/defend in sPvP

No matter how you revamp the scepter to make it more like the staff, in any case, it’s not the scepter that’s doing the tricksy defending for you, it’s the Rabid amulet. This is really what I don’t want to see.

Mesmer December balance updates-OP edit 11/5

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I think we have a pretty good understanding of the mesmer scepter auto attack problem. I would really like to design a chain of auto attacks here that end with something good, and then allow the clones generated from scepter to also do that thing. That being said, we are trying to avoid just condition spam overload with that weapon because that would be greatly compounded by clones spamming as well.

Because you know nearly everyone else can’t condi spam like crazy….

Just because others do it doesn’t make it any better. I may have serious doubts about the balance team’s competence, but they’re right on with this. The less spammy conditions in this game the better.

Pretty sure that is not the point. Condi autos are fine, it is what allows degen builds to work. It is just that mesmer clones make the otherwise manageable stacks go overboard. Staff clones circumvent this phenomenon via RNG. Presumably they don’t want to duplicate this for another weapon, so it needs something new. AoE is an option as there currently isn’t one aoe clone.

Condi autos aren’t fine, and Mes clones are what’d make it a balance nightmare, never mind push it “overboard”. This whole thing with conditions and DoTs needs a serious rework (along with a pass on this game’s tremendous amount of AoE) and I’d much rather they wouldn’t toss the scepter into the muck ahead of time.

Serious PvP stealth suggestion.

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To be honest Thief is a lot closer to what I once imagined most classes in this game’d be like, but to each their own I guess.

Why do people stop playing GW2?

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So . . . because someone can pick up a toon, learn it quickly, and be reasonably effective the game is bad? I’d call that a strength. To me it encourages practice, because the only way you can truly win is to play that “easy” spec better than the other person.

Players who spam their skills on CD are bad, they have always been bad, and they will always be bad. Sure they can still be sort of effective doing that in the open world, but don’t confuse how blindingly easy the open world generally is with anything that requires skill. Cast bars are for the lazy who can’t watch their screens.

You’re confusing skill floor with skill ceiling. A low skill floor means a player can pick up a class and dominate fast, even if they play rather poorly. This isn’t per se a bad thing, though in GW2 the floor is so low it’s causing problems with enticing players to try anything more challenging when there’s little reason to. What is most definitely deleterious to competitive play is a low skill ceiling, which means players never get to see a vast range of play because practice and high player skill seldom returns rewards in this game. There’s no purpose in learning a twitch-based burst spec when a Spirit Ranger or any of the many Rabid specs in this game are pretty much just as effective with none of the practice required. When this is how the game works, players will just stop logging in since there’s no sense in practising or improving your skills.

Cast bars it’s a matter of opinion I suppose. I’d actually prefer not to have them, but in turn you cannot have things like Asura characters and instant cast skills like Doom and Static Shot. When it comes to evading these poorly-designed skills, players will credit their own skill at reading animations but this is impossible since there are none. The next best thing you can do is predict and then evade frame.

Why do people stop playing GW2?

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shimmerless.4560

GW2 has very deep-seated issues that are a natural consequence of many different game mechanics and design decisions made (intentionally or not) during development. I will always give this game credit for having wild ambition (and for being the wonderful Mesmer’s second outing) but it is frankly impossible to ignore GW2’s gaping flaws.

Damage output across the board is much too high (probably as a consequence of ANet refusing to split PvE/PvP). This and a lack of cast bars on otherwise poorly-telegraphed attacks also leads to tremendous amounts of block and evade uptime to keep the TTK ratio from becoming completely obscene. Since every class has to have a bit of A and a touch of B, conditions like burning are completely trivialized and end up becoming this constant source of blind pressure damage like so many other passive factors.

Skills have little situational use, and thanks to the lack of a mana system there’s often a low (to non-existent in the case of “condition” builds) opportunity cost, meaning many are just chained off cooldown. For the Mes we really lost the ability to control and set up spikes as well as dominate the direction of a team engagement, in exchange for gimmicks like stealth which don’t carry to competitive-level play. The lowered skill ceiling hurts the natural drive players have to better themselves at their class.

What it boils down to, though, is that because of the way a lot of things interplay in this game — because of the existence of certain equipment and specs — there’s really little difference in effectiveness between an average player and a skilled one. I confess that myself and many friends have had trouble guessing whether a particularly effective decision was made by a player intentionally or just through sheer dumb luck. In my view events in this game tend to be due to the latter more often than not.

Specs are so simple to play and so strong right out of the box that someone new to said spec can toy around for a couple hours and achieve comparable results to someone who’s been playing the same class for six months. This cold truth effectively natches competition and quells any desire to log in for practice, and so players eventually just don’t log in.

"Finish Them!" in PVE -- no, please?

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Posted by: shimmerless.4560

shimmerless.4560

I’m not sure if you’ve realized, but the sole reason this was even put in was precisely for the so-called exclusive PvErs who would’ve moaned to the high heavens if they had to do PvP to get an achievement. (Never mind that they couldn’t care less about people seeing it from the vice versa perspective)

Dec 10th balance preview.

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Posted by: shimmerless.4560

shimmerless.4560

@big Oh im not saying it will function on stun, im saying they may look at making it due so with the cast time later on when they look back at the results.
I don’t read every thread last I recall you put something about it requiring LoS or w/e which frankly I feel would actually be garbage.

D/P trickery is lower on the damage spectrum for Thief burst. Given the initiative regen changes, DA investment builds are going to be more flexible due to heightened regen. Which certainly doesn’t work against dagger builds, considering DA gives them special attention. Though I don’t know why you’d speak specifically about trickery D/P. Thieves may end up rolling back to DA investment.

Trickery burst is quite high and certainly the highest of any spec that sees play.

How are the teams determined in solo q?

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Posted by: shimmerless.4560

shimmerless.4560

As far as I can tell a gaggle of drunken Luchadores throw darts at a wall.

"You get stunned, you get stunned

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Posted by: shimmerless.4560

shimmerless.4560

Stun lock builds have 130 range on mace and on hammer they are very vulnerable since no blocks

http://wiki.guildwars2.com/wiki/Counterblow

Dec 10th baboon preview

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Posted by: shimmerless.4560

shimmerless.4560

Out of interest are you brainstorming these entirely on your own, Super? Because they’re almost all astonishingly good ideas.

The Past is Painful to Watch

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Posted by: shimmerless.4560

shimmerless.4560

WTB gigantic circular super-Veil!!

[OMFG] BotM Contest (Sept) *FINAL RESULTS*

in Mesmer

Posted by: shimmerless.4560

shimmerless.4560

I never like sticking someone’s name to a build, because it’s almost certain that somebody else was using it before.

I kind of agree with this to be honest, espesh when it’s something as general as a Prismatic spec or something geared completely into interrupts.

FIX THIS BUG NOW, Instant kill Chaos Storm

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Posted by: shimmerless.4560

shimmerless.4560

I apologize in advance for any damage inflicted by airborne projectile Mesmers :’ – (

Perplexity runes

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Posted by: shimmerless.4560

shimmerless.4560

These would still be phenomenally strong with a 30-second or 60-second cooldown.

On the one hand it is often more difficult not to interrupt a player since #1 weapon skills count as full casts in this game. On the other hand many playstyles bank heavily into auto damage (and on a nitpicking level, there’s no such thing as a true “auto”) where those are the key skills to anticipate. It’s complex.

Conquest encourages dirty fighting

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Posted by: shimmerless.4560

shimmerless.4560

PvP is a naturally dirty endeavour my friend, suit up and hold your own accordingly.

- Bliss

How to catch ele?

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Posted by: shimmerless.4560

shimmerless.4560

This is the best thread on the boards bar none, commendations in order to the OP for his keen and sparkling insight.