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Necro needs an overhaul.

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spoj.9672

The beta coming up is probably just going to be the same as the demo that was at pax/rezzed. So you wont get any new info from it.

Dont expect specialisation info or beta stuff for a long time to be honest.

Real reason Necromancers are useless

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Holy Trinity is back: Cleric Guard @ FOTM

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All the lunar foods are going up.

The Break-bar, or how to commit to mechanics

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You know it could be once the bar is removed the mob is vulnerable to ALL cc for a short amount of time until the bar refills or could just be the bar regens slowly so if you keep constant cc pressure the mob wont be able to keep all its stacks all the time ?

They have said it will give a predetermined effect. This could change for the base break bar. But its heavily implied by the answers we got that most old champs will just get a default effect such as a long duration stun.

The Break-bar, or how to commit to mechanics

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I see people throwing crowd control around quite a bit. While ignoring what its really used for in most games that have CC dedicated builds. And thats (reducing or removing a specific set/group of threats through the use of control skills allowing other players to behave and act unhindered.)

Namely. CC builds aren’t MEANT to be for the massive bosses. There meant to keep the swarms of adds from wrecking the field.

The problem with this idea is that a lot of CC skills ingame are single target. Making them completely useless for trash mobs. And it essentially means every single target CC is just break bar damage skill. Regardless of its effect. Thats quite a step back in options from what we have currently. The current system has its problems. But it still gives players choice.

Id like to say the regular break bar just give CC vulnerability instead of a predetermined stun. That way it works just the same as now but better scaling. And you wont be able to get a free CC off at the start of a fight.

[Bug] Lupicus Bubble

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I believe the barrage just correctly only hits inside its circle now. I mean lets be honest it was kind of stupid dieing while on ele/thief while being about 400 units away from the attack and behind him.

Holy Trinity is back: Cleric Guard @ FOTM

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spoj.9672

Field interactions sometimes dont work properly. The other week i placed a fire field down to stack might and my teammate placed a swiftness symbol down on top very clearly afterwards to get swiftness while we were stacking might. The game decided to give us all about 25 seconds of retal.

Potions and consumables

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Yep thanks.

General Dungeon Discussion Thread - Part 2

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Not sure why you even wasted your time responding to him.

Potions and consumables

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Scarlet potions work on nightmare court but not flame legion. So you can use them for TA but thats about it.

You can see details of what works for each dungeon path on gw2dungeons. I know there is a thread with all this info somewhere but i dont fancy digging around for it.

http://gw2dungeons.net/

(edited by spoj.9672)

How to make Foot in the Grave worth taking

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I would say yes to adding a stunbreak to it. Just adding stacks doesnt really solve the previous problem of it not being particularly worth the grandmaster slot due to it being dependant on wasting your class mechanic.

Necro needs an overhaul.

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Sorry for the confusion. I was actually referring to the Warhorn changes when referencing our mobility enhancements.

Im happy to say i noticed the joke.

The Break-bar, or how to commit to mechanics

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Posted by: spoj.9672

spoj.9672

It’s going to be exceptionally hard to CC bosses now (depending on the strength of the bar), in general it’s a subtle piece to make encounters harder for organized groups without effecting chaos/pugs.

Not sure how you came to that conclusion. All the evidence ive seen shows that the break bar scales to the number of players. Which means it will be easier for organised groups. And it will be easier than it is currently because we dont have to worry about defiant stack management and saving the control vulnerability for specific types of CC. It removes a layer of complexity from organised groups in favour of simplifying the system for everyone else.

I like it overall. It should open up the possibility for more interesting encounters. But i really hope some break bars allow CC vulnerability instead of just a predetermined stun. Because otherwise we have literally no use for skills like scorpion wire or taunt in PvE when fighting bosses.

Necro needs an overhaul.

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Necros can also be shut down for an entire game thanks to not starting with any lifeforce. Which means its highly beneficial to focus them so they can never build it up.

The Break-bar, or how to commit to mechanics

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spoj.9672

In other words, less intelligent play, more spam.

I don’t understand how what has been described would produce the effect you state. Spamming CC would have little effect. It has been stated that the break bar will only be vulnerable at certain periods or require a severe concentrated effort on the part of the players. Spamming CC will make the break bar move but only a coordinated attack will break it and thus provide the benefit to the group.

This also adds the mechanic of Commanders actually commanding.

Everyone spamming their CC at the same time is still spam. :P

[Baum] - TA Aetherpath - 17:34 - Restricted

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For me i tend to only feel like approving stuff on the weekends. Ill do the arah p4 or this one if they havent been done by the weekend.

Necro needs an overhaul.

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Its not GS. Its a specialisation. People keep suggesting a new weapon is the only thing each class is getting. I doubt the greatsword will be anything special. The hope is on the new skills and traits.

Any mobs changed due to stab?

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The whole idea behind FitG is to prevent necro from becoming a pinball in PvP. With 1 stack it does nothing. It wasnt even worth taking most of the time before the stability change. Its a complete waste of a grandmaster now because you would get way more out of deathly perception and still get CC’d about the same. Its not like necros can spam evades or blocks. Plus 3 seconds is a duration that suggests it should be able to stop more than one CC.

Were off topic. Ill stop. :P

(edited by spoj.9672)

Necro needs an overhaul.

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Other classes stack those bleeds faster.

[Bug] Lupicus Bubble

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Its still obvious who caused the bubble. It just casts behind them making it miss most of the time. Its a pretty funny change. Although it does completely remove any risk.

Any mobs changed due to stab?

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I dont really see how its too bad for those cases. Rock solid is only a master trait. I suppose 2 stacks would be fine. But assassin’s equilibrium has pretty much no gain by increasing the stacks. Its only short duration and the 1 stack is enough to counter any immediate interupt after being revealed. Unlikely to be hit more than once in that time.

Necro needs an overhaul.

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In PvE a full dome is vastly superior as it block all projectiles inside the area. A wall only blocks projectile that hit the effect. Also in PvE there arent a lot of situations where you need to run and close a gap like that. Projectile blocks are hugely important for clearing group of projectile heavy trash mobs. And in those situations a dome is far superior at negating all those attacks.

Also theres another major fault with the revs projectile block. With wall reflects. You need to stand inside the wall to be properly protected. You cannot do that if it is always placed 2ft in front of you. Whats more, if projectile mobs are between you and the wall (melee range) you are screwed. Put it simply. You do not have the option to reposition yourself to gain the full benefits of the skill. I consider that a major downgrade in a skill types effectives and its just for some fancy new tech which looks better but really isnt all that great.

I suppose you could argue the rev block is superior for WvW. But necros problem is PvE. And projectile defence is most heavily used in PvE.

(edited by spoj.9672)

does lich scale with staff ?

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Necro needs an overhaul.

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The thing im concerned about is the new tech. Its fancy and everything. But not necessarily better than simplistic versions of skills. For example the revenants projectle block that follows the rev and stays in front. Thats fancy but just a full stationary dome like feedback is actually stronger. The only new thing that i think will be good is upkeep skills. The new cascade and player orientated skills are nothing more than fancy effects. And i really hope necro doesnt suffer by getting weaker versions of skills just so they look special.

(edited by spoj.9672)

Any mobs changed due to stab?

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Well player stab has been balanced quite well in most cases (excluding foot in the grave for necro) so the technicians arent an issue.

Lich form with staff? (Edit: False. Sorry!)

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Thats the lich lord for one of the towers/keeps. Notice all the players are attacking him. :P

So... where are the dungeons?

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Both of them only require 4. For CoF p1 you can use a ranger pet to kill the control. For the other you can just make the guy on the door platform kill the aetherblade (pull it over with scorpion wire or something or stealth the other people). You dont need the extra 5th man to do it.

What if Putrid Explosion could crit?

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If they were more accurate and if the detonation used the players stats then yes they would be very good in PvE. Unfortunately they are riddled with problems such as delayed blast effect, almost impossible to use on line fields, detonating away from the target and being just generally clunky and horrible to use. Also the summon time is a way too much for mid fight use.

(edited by spoj.9672)

So... where are the dungeons?

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So every encounter in the game except for Triple Trouble and Tequatl is badly designed? And thats only because they start off scaled to about 40+ people.

This is a game that has an active combat element. There is active defence. Its common for games with this kind of combat to be doable by less than intended numbers of players if they have above average skill and reflexes. If anything thats good design. Artificially limiting players has never been considered good design. Why is this game any different?

(edited by spoj.9672)

Any mobs changed due to stab?

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Grast has one infinite stack that gets stripped.

If you need a laugh.

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Bug or Nerf? Life Transfer change

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Oh i was think of when you get knocked out of DS by taking damage and it continues to life transfer. Yes if it drains naturally it will cancel. That was an intended change from over a year ago.

Bug or Nerf? Life Transfer change

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Wasnt this fixed a few patches back? Havent really been paying attention. But i remember seeing it in some patch notes. Might of been leaked fake ones though. So im not certain.

So... where are the dungeons?

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Actually we can change something. If we prove there is enough interest in new dungeons….

You arent doing anyone any favours by saying things are absolute and argueing against new stuff. Anything is better than nothing. Which is why i never understand why people say no to any form of addition to the game. If its not something that interests you thats fine. But theres no need to speak out against it. You dont see me saying stop wasting resources on new pvp, wvw and open world stuff.

(edited by spoj.9672)

So... where are the dungeons?

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Then you must be rolling at the thought that we can solo world bosses like grenth, melandru, lyssa and statue of dwayna (pre megaserver change).

Not sure how that’s relevant to the thread. How I feel about dungeon content is not the same as how I feel about OW content.

If this is how you feel about 5 man content being solo’d then you must be pretty livid about massive group content being solo’d.

I don’t consider content that is intended for a 5 man team that can be soloed by well-programmed individuals to be designed properly or engaging

I dont really see how content that is possible to solo makes it bad design.

So... where are the dungeons?

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Then you must be rolling at the thought that we can solo world bosses like grenth, melandru, lyssa and statue of dwayna (pre megaserver change).

Combo Finishers?

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Yeah. This has been discussed and suggested to death. Yet we havent seen a single finisher addition. Whereas classes like ele have seen numerous additions in various balance patches.

PvE Condition Necromancer Build?

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Silverwastes to buy insignias and then craft it.

So... where are the dungeons?

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I don’t wonder about it, that’s why I can’t understand why you’re arguing with me or what your point is to argue with me about. I think there are many things to be unhappy with in dungeons/fractals; one of them happens to be how they relate to providing content to people that want that very challenging, team content. I would love to do them more myself if they didn’t have so many things I dislike about them.

Dungeons were supposed to be challenging and they were at the start. But since almost nothing changed in 2,5 years they are now too easy. People learnt how to play and the new downscaling doesn’t help it either, in fact, it makes all sub 80 dungeons even more faceroll. Moreover, fractals have rewards which can be summed up with one word – sad.

This is part of the reason I don’t believe that dungeons are going to be sustainable, challenging content for anyone. They are a dead end. Unless Anet are releasing new dungeons every 3 months, this will always be true. It’s not a good vehicle to deliver challenging content in an efficient manner.

Lupi and svanigandr have remained engaging since release. Well designed encounters remain engaging long term. Fractal bosses also have long term appeal. Its not a dead end. Anet admitted it themselves. It was difficult to create challenging and engaging content before they knew exactly how their combat system would work. They now know how to really get the best out of their combat so they should be able to create really engaging longterm encounters. Even open world stuff gets easier after a certain amount of time. Does that mean they should stop releasing new open world stuff like Tequatl and Triple Trouble? By your standards its all a dead end so none of it should be developed.

[qT] Twilight Arbor Forward Duo 10:13 min

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Approved. :>

Projectile destroy/reflect on GS pls

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Id rather have it on a new utility to be honest. But yes im hoping for some form or projectile defence.

So... where are the dungeons?

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I dont see why dungeons cant be a small side feature. It doesnt need to be the main focus. Which is what i assumed you were implying. I thought you were suggesting that to get dungeon development it has to be a major focus and hurt other development areas. Which im completely against.

And yes fractals could be the best alternative. Unfortunately it doesnt look like it will ever become the perfect format for it. With the poor rewards, RNG and completion time with no save progress. Theres a lot of good ideas to make it the perfect solution. But i doubt anet will completely overhaul the entire format.

So... where are the dungeons?

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They already have the casual open world demographic hooked. It makes sense from a business standpoint to expand and develop other areas. As any development in an already very longterm successful area doesnt bring in as many players as new unchartered territories might. Specialising towards just one demographic is limiting your customer base. Its not smart.

I agree i dont think anet has seen it as a priority for a long time. But its still something they are aware of and want to expand on. Im hopeful that they are doing something with HoT because they finally have the freedom to. Or atleast creating the backbone to expand that area in the future.

Expansion of the playerbase would make sense, but not spearheaded by content that pits various ‘factions’ of players against each other to make the game perceived as unfriendly, especially if that can spill over in elements of the game that are not competitive. That experiment has already been played out; I can’t say that we still don’t feel the fallout from that.

This is IMO, why dungeons are going to die a slow, painful death and reborn into something that might not even be recognized as a dungeon. I predict that the nightmare tower LS Episode or the Halloween Labyrinth is very close to what might emerge as the ‘new’ dungeon format; it’s instanced, has an end goal, some mini achievements and still requires players to co-operate, but reduces the impact any individuals performance/build has on other players. I’m guessing this is exactly what HoT will be …

Anet has already decided to limit themselves to a specific kind of player and they have been rather successful with that approach. Therefore, I don’t make the link between a bad business decision and ignoring dungeons. Would they be more successful appealing to more people of different gameplay styles? I honestly think we have already seen what they are capable of with their studio in GW2; the game DID start out with a greater dev focus on dungeons. I’m also unsure of how fractals fits into all of this but it seems way more aimed at the type of players you’re describing that Anet is missing out on by ignoring dungeons. IIRC, fractals are much harder than dungeons … so why do we need harder dungeons to appeal to people that want harder content?

Who said anything about being spearheaded? You guys really like to overdramatise everything. And this is why we cant have decent discussions. Because it always resorts to a for and against arguement. Instead of contructive discussion about how it can be done.

Also i dont care what form the content is in. They can completely change its format for all i care. As long as its instanced or allows us to only play with people we want to if we so choose. Then im fine with it. People always seem to assume when we ask for dungeons were asking for carbon copies of what we already have. Noone has asked for that. We simply want instanced small group content. In most games those are referred to as dungeons. Even if they are completely different in format in each game. Excuse as for using the standard/common term.

ps. I find the whole “you dont have metrics to back your argument up” highly amusing. Its not like the other side has any metrics either.

(edited by spoj.9672)

General Dungeon Discussion Thread - Part 2

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I have no idea if my sign up even worked. Had the problem of not getting a confirmation email to the newsletter. I believe the common consensus was that people who were already signed up wouldnt recieve a confirmation.

So... where are the dungeons?

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spoj.9672

They already have the casual open world demographic hooked. It makes sense from a business standpoint to expand and develop other areas. As any development in an already very longterm successful area doesnt bring in as many players as new unchartered territories might. Specialising towards just one demographic is limiting your customer base. Its not smart.

I agree i dont think anet has seen it as a priority for a long time. But its still something they are aware of and want to expand on. Im hopeful that they are doing something with HoT because they finally have the freedom to. Or atleast creating the backbone to expand that area in the future.

So... where are the dungeons?

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Thats absurd. People left way before the meta drama started happening. And its totally moronic for a business to neglect an entire demographic just because some people left. Its bad business to be petty and not to try and bring customers back just because they left a little early or because there are some bad apples.

Id like to believe even anet isnt that bad with business decisions.

Rune Of The Ranger

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Haha. Touché.

So... where are the dungeons?

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Not been following this thread closely for a while. Id just like to point something out. The dungeon community was actually pretty big at the start of the game. Its obviously shrunk hugely because there has been no major updates or additions. And the type of players that like dungeons and instanced content left for other games. Leaving only a small community of players that stuck around.

Saying the dungeon community is a minority is fine. Saying thats a reason not to develop new instanced content is rather short sighted. Especially as the reason it has become a minority is because of neglect. Putting development resources into that area will bring a lot of players back and bring in a lot of new players that like that type of content.

Im sure Anet knows this. It just hasnt been a priority yet. Hopefully im wrong about that and we will see something in HoT. Personally I consider it a pretty poor business decision not to try and bring in a large group of dedicated and hardcore players. Those players tend to be the ones that invest in a game for longer, spend more money and end up being more loyal. But you have to give them something to hook them in first.

(edited by spoj.9672)

Rune Of The Ranger

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This is an interesting thought for powermancer roamer in WvW. Drop wurm, reap extra 7% damage?

You would have to check if there is a range limition on the 6th bonus. I suspect the game wont be able to detect you have a companion if its too far away. Besides theres no need to waste flesh wurm when you can just use a minipet instead.

Day Time Sigil...

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Accuracy is fairly solid choice especially if you dont run with warriors very often.