changing my vote for comedy of the year to : https://www.youtube.com/watch?v=KEBsMa6iV1A&feature=youtu.be xD best vid.
God im in tears. Tom never fails to disappoint.
Heres your problem. In dungeons the trash mobs are elites which are a step above the veterans you find in open world. They are supposed to be reasonably hard to kill and quite dangerous. They are designed for 5 man groups to take on. Some of them you can split and fight each elite 1 on 1. Thats your best bet when soloing if you insist on clearing. The other solution would be to stock up on various consumables such as perma stun items etc. But then thats definately not your style as you are against skipping. Generally in solos you do clear some mobs but most of the large packs you will skip. You only kill groups near bosses where you might need the extra space.
If you want to clear everything then your only real solution is to create a group on the LFG asking for no skipping.
In my opinion on zerk amulet+spectral walk+wurm+armor even with 6/6/x/x/x can outlive any class in outnumbered scenarios (stealthing every 10 seconds is something else)
Has any of you ever played spectral sustain builds in pvp? We have lots of protection, and the ds regen in these builds is ridiculous. Spectral builds with FitG are very very hard to kill, in fact its easier to survive in 1v2 than 1v1 sometimes. (WoP) and energy sigils take care of endurance.
On topic my 2 cents, what OP stated is absolutely correct, and the balance for hp sustain is pretty annoying, the possible OPness is around the corner.
But I really hope someone is working on it, cause 6k every 25sec with a big chance to interrupt is pretty bad. And as if allowing vampirics in ds would do a hell lot, you would likely only get a max 1,6k heal from transfusion against 5 enemies every 40 seconds.Any spectral sustain build is bad. You might be tanky (arguably no more tanky then engis or eles and with significantly less damage), but your teammates won’t get anything from you because you have no group support. The reason gaurds and eles are taken isn’t because they can live longer than anyone else on point, it is because they can make their team live longer on point. Necros can’t do that.
Furthermore, if you are running zerker amulet with 3 stun breaks and fitg your doing really subpar damage, and at that point you should either switch amulets or bring a thief, ele, mesmer or ranger to actually kill someone quickly. I also don’t believe your claim that the rough build you said will last longer in a 1vs2 than any other build in zerker. If you could do that while still dealing good damage, teams would be taking power necros in there team comps to sit at home.
Nah if you wear zerk amulet your damage isnt subpar, you won’t spike as much but you will be hell tankier compared to any other zerk class. Keep in mind traits are all offensive except FitG(6/2/0/0/6), and you can even skip FitG(6/6/x/x/2). The argument is survival of zerk necro in outnumbered fights compared to other classes (zerk), of which only guard and warrior come close, not who can burst the best.
This is the actual spectral build i’ve personally used(can be tweaked for more damage), try it and see for yourself. Works with celestial and battle sigils or zerk.http://gw2skills.net/editor/?fRAQRBHRhG2IHN12WcjvN83oYXQkaAUBiczHqXvNLA-TJxHwACOJAn3fYZZAAPBAA
Also about what teams do, people discover new things all the time, for example condi ranger was recently used effectively by a top pvp player not too far back, while everyone said how condi ranger is useless in teamfights, loses to other condi classes, the general ranger sucks cryout. Engi has other ways of defending home node rather than facetanking, which in my opinion we can do better (dont get me wrong, engi is more effective at keeping/decap). Also there is a dhuumfire spectral condi variation, which isnt too effective, so spectral doesnt always mean 100% powah build:P.
What this seems to be doing to me is comparing a hypothetical necro build taking full defensive utilities and some defensive traits, compared to regular meta builds and asking which is tankier. I’m sure you can make a shout heal warrior and throw a zerk ammy on it, too, or some weird guardian build. It’s apples to oranges, in my opinion.
As has already been pointed out, we can’t bunker. That is all the proof you need that our sustain is lacking, not comparing zerker builds.
This.
1. Goku
2. SC
3. [rT] Aetherpath, followed closely by SC’s recent CM path 2.
4. [NooB] mentoring
5. [KING]’s fractal guides
6. gw2dungeons.net
7. Wethospu clear winner with his research and informative posts. He also always keeps his temper even when dealing with total morons. Big +1 for that.
8. Spoj. Im biased hehe. If i cant vote for myself then I vote deSade.
9. rT Thug lyfe
10. rT vs Arah p3 obviously.
First season is all about the comedy and the setup for second season.
Where you get the scarf?
Seeing as i cant get dailies done anymore while doing my usual stuff. I wont be doing them anymore. The new daily rewards are crap and the log in rewards will get me my laurels. So i guess it really doesnt matter. I can get better rewards for less effort just by logging in.
That’s kind of the point. If you don’t care about the 10 AP, there’s no reason to do dailies unless you happen to want some of the individual rewards for each one.
Yeah i guess i dont really understand why they wanted to do this. But it doesnt bother me as i really dont give a crap about AP. But i can undestand why people are annoyed with the lack of choice. Its a step back in that regard thats for sure.
Dont you find it a little ironic that the class that is supposed to be the attrition and stand there and take it class cannot be a bunker?
Seeing as i cant get dailies done anymore while doing my usual stuff. I wont be doing them anymore. The new daily rewards are crap and the log in rewards will get me my laurels. So i guess it really doesnt matter. I can get better rewards for less effort just by logging in.
Because there is no such thing as a bunker necro.
Agree with Iris. Titles should be for big milestones. If you are going to put a title for achieving a certain fractal level then the only one I would support is a title for fractal 50. And also id say it should only start counting towards those milestone titles after unlocking the fractal 50 title.
Im with Zui on this. He has definately succeeded in comprehending your posts. He was simply providing examples which proves your statement of “range has more variables to deal with” incorrect.
Hes not wrong with any of his statements. And is looking at things objectively. Whereas you seem to be discounting the variety of attacks and their relative difficulty at countering in melee and range. You are ignoring an important variable which is the main reason for ranged combat being easier and having less things to deal with.
Had a bit about that above, it’s probably a “Type A personality” thing. The people who tend to be drawn to things like speedruns (and lots of competition and lots of status) tend to be annoying for others to deal with. It’s not specific to your community, of course, but the things that would make you ‘rigidly organized and status conscious’ would make you annoying (if you prefer, toxic) to more laid back people.
This broad generalisation is both incredibly inaccurate and insulting. You are essentially accusing an entire community of being the draw of toxic personalities. This is so unbelieveable and false, its offensive. There are toxic personalities on both sides. Ive personally witnessed more on the other side. Because their toxicity would be aimed at me. And the same would be true in the opposite position. And following the meta has nothing to do with being laid back or not. My core group has a very laid back approach. But we all run optimal builds and compositions.
Another solution is to roll another class and never look back.
Well thats where the disagreement comes. Melee do have to think about a lot more things. They also have to memorise and counter a much larger pool of boss attacks. However the game is so old that this has become second nature for the average player. Which is why the average pug now favours melee over range in the majority of dungeons. However your newer and harder content still shows a tendency of pugs resorting to the safety of range (fractals).
Personally i dont think there is enough counters to range combat. Its way too easy and nullifies far too many mechanics. But at the same time melee is also too easy for most dungeons. But thats old content for you. In fractals the balance is a little better and hopefully that will be improved further in future content. Basically what im trying to say is I want bosses to be difficult even for ranged parties to the point where they have to deal with the same amount of attacks as melee parties do now. But I want melee players to have an even larger variety to deal with. So an overall difficulty increase. Ranged would no longer be over the top easy and melee would be even harder.
Also safer = easier.
(edited by spoj.9672)
I was also refuting a rather ignorant statement that ranged dps is inherently safer. Its safer yes but at a cost that compensates for that safety.
So it is safer. Nice of you to contradict yourself. You are essentially agreeing with us but at the same time disagreeing with us. Which is a little confusing.
I love how you completely ignored the rest of that post. Let me say it again for you.
The “safety” of ranged dps is compensated for. Which incase you can’t figure that out means it is taken out of the final equation in a 2-2=0 kinda way.
The “safety” of ranged dps is its freedom of movement…THATS ALL.
They restricted this by A…Lowering our damage of ranged weapons below that of melee weapons.
B. Creating mechanics specifically to counter ranged.
C. Requiring L.O.S. To hit targets.
D. Creating boss mechanics that target ranged players.
E. Creating boss arenas that limit ranged players.
F. Requiring several ranged weapons to require specific traits and utilities to be viable as weapons or to even be used effectively.
G. Requiring the lower damage ranged damage dealers to forgo tankier armor in favor of dps armor to even be comporable in dps a fully mighted meleer in knights.
H. Limiting the range of boon share abilities so that ranged players AT range will have to move out of htere strike zones in order to obtain said boons.
I. CREATING very specific requirments that must be obtained to come close to a non mighted zerk melee dealers dps.
I hope I dont have to go on.
I did not overlook the rest of the post. Im well aware of the opportunity costs of range vs melee. But that doesnt change the fact that you are argueing with us yet we are simply saying ranged combat is easier. Because it is. Which is also what you are saying. You just seem to be talking down to us like we dont know that there are disadvantages to ranging. We arent disagreeing with that. They are moot points when we are simply discussing difficulty and nullifying of boss attacks.
Although your points B and D should probably be left out. There are far more attacks and mechanics which counter melee than mechanics which counter range. Zui’s list shows just a small sample of this.
(edited by spoj.9672)
I was also refuting a rather ignorant statement that ranged dps is inherently safer. Its safer yes but at a cost that compensates for that safety.
So it is safer. Nice of you to contradict yourself. You are essentially agreeing with us but at the same time disagreeing with us. Which is a little confusing.
Also the jade elementals can be killed in complete range and quickly with necro axe or scepter. They can be killed by a staff guard and gs mesmer aswell. Ofcourse a ranger is going to have trouble ranging them considering that rangers ranged weapons are all projectile based. :P
(edited by spoj.9672)
@ Zui. YES I already stated that being at ranged WILL protect you from many boss mechanics. Ive ALSO stated the MANY drawbacks to a full ranged group. You can keep posting all day long how many mechanics 5 range groups avoid. That does NOTHING to deny that ranged dpsers CANNOT maintaint here strike zones except in specific circumstances. One of which is a boss that is being held completely still and facing in specific directions…next to other targets….in certain proximity to and away from..etc..etc…etc..etc..
There are only 3 weapons with such specific strike zones. Unless im forgetting one. They are mesmer greatsword, ranger longbow and ranger shortbow. Both mes gs and ranger lb are pretty easy to maintain max dps. The only times that would be hard is if they had aggro. But thats unlikely if they are staying at max range to begin with. Besides its only the auto attacks which are effected. And the auto attacks of those weapons arent exactly the best source of damage on those weapons.
@shadelang
When did you start playing? Because ranging was the go to tactic for pugs for about a year. Its only more recently that even casual pugs have adopted meta strategies and learnt to melee most encounters. We used to get kicked for meleeing lupi because the norm in pugs was to range and kite him around the room.
Kill speed is irrelevant in this discussion as the whole arguement of range vs melee is that melee is more dps but harder. And range is simply easier seeing as it nullifies over 50% of attacks. x)
With five equally bad melee players, boss would wipe them in 10 seconds which would be a pretty massive dps loss.
Im sorry but it seems like you gave up here. When did hte conversation become about melee players. What do you meen by equally bad. Are you saying all five melee players are bad? 5 of ANY bad player will die very quickly. Be they melee or ranged so this sentence doesnt really have any weight to it. It feels like you simply gave up on refuting me and just said the first thing that came to your mind.
Besides. A playstyle simply cannot be judged by the worst among its group. Merely the best. And its a fact that the 5 best melee players in a group together WILL out perform the 5 best ranged players in this game. Simply due to the shear number of things stacked against ranged players.
To expand. Lets assume the 5 ranged players WERE bad. The shortbow ranger with agro will die first. Then the other shortbow ranger will die very quickly after. Becuase they cant handle kiting effectively and make simple mistakes like dodging to create distance leaving htem nothing to dodge an aoe with. The three longbow rangers will die within the next minute due to similar mistakes.
Infact assuming that there actual BAD players then even if they start in there ideal areas they will probably lose one of hte longbow rangers to the first aoe. Just to how squishy a longbow ranger HAS to be.
5 bad melee players would wipe fast. 5 bad ranged players would most likely still be able to succeed. Or at the very least last considerably longer. I think you are overestimating the danger of bosses against ranged players.
Most boss attacks are not ranged or they are easily side stepped/avoided at range. Kiting is incredibly easy. The only boss that is hard to kite is mossman and thats only really when he has loads of wolf adds chasing you at the same time. I cant think of any others that stand out. Especially as many others are quite low on threat to melee players (in terms of damage per hit or frequency of attacks). So they would be even easier while kiting.
Think of it this way. Even with bad kiting you are going to avoid a large number of attacks or spread out the time between when you might get hit. With this it becomes considerably easier to manage endurance or sustain yourself. You can see proof of this when you see some melee boss solos involve a lot of semi kiting to succeed.
(edited by spoj.9672)
Agree with all suggestions except for number 3. I personally dont think its necessary. And i think it creates an oppotunity cost when entering DS. Obviously signet passives should work in DS. I wouldnt be against suggestion 3, I just dont think its that important.
Clannad brings the tears.
I suspect its to do with how their tracking system for dungeon completion works. It would probably be a bit more complicated than we would expect. Its unfortunate but thats how it is. Thankfully the dungeon pool is quite small and its pretty easy to identify what paths you’ve done.
2 Mesmers, 2 guardians and 2 necros. First mesmer was an asura. I hated the animations so i made a 2nd human female mesmer. First guardian was a sylvari. He started out male then got a sex change. I then decided i wanted a human. So i made a new guardian. Second necro was just created out of boredom and i wanted both a male and female necro for fashion reasons.
This same thing was asked for right after release. There was even a dev response. At this point I doubt it will ever happen. Best thing to do is just make a mental note or write down your progress somewhere.
The devs did actually expect dungeons to take about 20 mins at release. Dungeons have been there for over 2 years and that expected time was probably with clearing most trash groups in mind. But at this stage thats a pretty pathetic and irritating time for experienced players. Its not fun taking twice as long as it needs to for no reason. When you have gone 5 minutes or so on a path. It becomes desirable to do so in the future. Going fast adds a new dimension to the experience.
That is one perspective.
Another is, if I am to spend 45 min a day running dungeons, I’d rather play the dungeon rather than needing to run half a dozen of them for the same fun.
I’m waiting for someone to say the magic word though. . .
Yes its one perspective. And its a perfectly valid opinion to have. I dont know why you are argueing.
Did I argue? I said it was a perspective, not wrong or right.
Why are you being defensive?
If you are not argueing why are you responding?
I’m not like you. I like discussions of change which is why I asked questions about content. If you feel I am being hostile, I assure you I’m not despite the sort of reception my viewpoint seems to make with some posters.
A discussion is an exchange of ideas and arguements. Bringing up totally irrelevant perspectives to change the subject and ignore/passively discredit someones opinion is not healthy to a discussion. Also playing the moderator role while being biased towards one side is pretty annoying (you tend to do this a lot). So either take a side and contribute with respect for other peoples opinions or leave.
And you of all people have less a foundation to dictate how I post. I’ve seen your post history. . .
There is no “sides” when critiquing an idea and if there were, it be more than just 2. I’m not playing moderator because moderators aren’t allowed to sway perspective one way or the other. They are merely bystanders who make sure people do not break rules. I’m not doing any such thing.
And now you say my perspective is irrelevant? Now who’s arguing? I didn’t bad mouth your perspective but you get to go dismissing mine?
If you cant see how you have been disrespecting and passively discrediting other peoples opinions then i dont know what to think. You have often taken the stance of advocating discussion and tried to direct the thread into a certain direction without contributing your own opinion or by simply ignoring the arguements given and changing the subject. That is what i mean by moderating. Its disrepectful.
The thread is finished as far as im concerned. People have different values when playing. They should be respected. You cant solve the meta, there will always be one. People should respect other peoples LFG requirements and form their own groups. Changing the game to fit your own ideals and ruin others instead of forming your own groups is not healthy for the game.
Ive contributed as much as i feel necessary. And have no desire to repeat myself or argue with you anymore so ill take my leave.
The devs did actually expect dungeons to take about 20 mins at release. Dungeons have been there for over 2 years and that expected time was probably with clearing most trash groups in mind. But at this stage thats a pretty pathetic and irritating time for experienced players. Its not fun taking twice as long as it needs to for no reason. When you have gone 5 minutes or so on a path. It becomes desirable to do so in the future. Going fast adds a new dimension to the experience.
That is one perspective.
Another is, if I am to spend 45 min a day running dungeons, I’d rather play the dungeon rather than needing to run half a dozen of them for the same fun.
I’m waiting for someone to say the magic word though. . .
Yes its one perspective. And its a perfectly valid opinion to have. I dont know why you are argueing.
Did I argue? I said it was a perspective, not wrong or right.
Why are you being defensive?
If you are not argueing why are you responding?
I’m not like you. I like discussions of change which is why I asked questions about content. If you feel I am being hostile, I assure you I’m not despite the sort of reception my viewpoint seems to make with some posters.
A discussion is an exchange of ideas and arguements. Bringing up totally irrelevant perspectives to change the subject and ignore/passively discredit someones opinion is not healthy to a discussion. Also playing the moderator role while being biased towards one side is pretty annoying (you tend to do this a lot). So either take a side and contribute with respect for other peoples opinions or leave.
The devs did actually expect dungeons to take about 20 mins at release. Dungeons have been there for over 2 years and that expected time was probably with clearing most trash groups in mind. But at this stage thats a pretty pathetic and irritating time for experienced players. Its not fun taking twice as long as it needs to for no reason. When you have gone 5 minutes or so on a path. It becomes desirable to do so in the future. Going fast adds a new dimension to the experience.
That is one perspective.
Another is, if I am to spend 45 min a day running dungeons, I’d rather play the dungeon rather than needing to run half a dozen of them for the same fun.
I’m waiting for someone to say the magic word though. . .
Yes its one perspective. And its a perfectly valid opinion to have. I dont know why you are argueing.
Did I argue? I said it was a perspective, not wrong or right.
Why are you being defensive?
If you are not argueing why are you responding?
The devs did actually expect dungeons to take about 20 mins at release. Dungeons have been there for over 2 years and that expected time was probably with clearing most trash groups in mind. But at this stage thats a pretty pathetic and irritating time for experienced players. Its not fun taking twice as long as it needs to for no reason. When you have gone 5 minutes or so on a path. It becomes desirable to do so in the future. Going fast adds a new dimension to the experience.
That is one perspective.
Another is, if I am to spend 45 min a day running dungeons, I’d rather play the dungeon rather than needing to run half a dozen of them for the same fun.
I’m waiting for someone to say the magic word though. . .
Yes its one perspective. And its a perfectly valid opinion to have. I dont know why you are argueing. Trying to descredit someone because they think 18 minutes is too long is stupid. Why cant you just accept people have different values when playing?
(edited by spoj.9672)
The devs did actually expect dungeons to take about 20 mins at release. Dungeons have been there for over 2 years and that expected time was probably with clearing most trash groups in mind. But at this stage thats a pretty pathetic and irritating time for experienced players. Its not fun taking twice as long as it needs to for no reason. When you have gone 5 minutes or so on a path. It becomes desirable to do so in the future. Going fast adds a new dimension to the experience.
Some people are really averse to failure, and would rather spend forever forming a group that was significantly less likely to fail or be “too slow”. Asking for melee zerkers is a pretty surefire way of getting confident and skillful players, despite how long it might take to form.
That’s their right, and probably also their fun. If they didn’t feel it was too long then it wasn’t too long.
HAHAHA! No.
No. Nononononono. We aren’t going to pretend that that is a probable Avenue of fun to playing meta groups. It’s exactly how you made it sound: like an excuse. Waiting longer to form a perfect team is indeed a downfall to playing meta in a non/semi-permanent group. Just like it is tough to get good permanent fractal groups for a mainly sporadic player likes myself is a downfall. But I’ve accepted it as such and mainly do PuGs for everything for that very reason. Luckily I find PuGs fun so it’s partially mitigated, but not as fun as it used to be in my Guild.
Who are you to judge what people find fun?
Sometimes when i pug I actually do want a smooth run. And sometimes im not in the mood to put up with people that dont know what to do. In those cases i dont mind waiting an extra 10 minutes to get a group. Although i rarely do this these days. I did in the past. And i was almost driven to do so only the other day when i almost pulled my hair out in CM.
I find it fun to go as fast as possible and for it to be smooth. But i dont really care about gold or loot per hour. Ive always been that way. There are plenty of others who share this view. After all why would we do dungeon records if we didnt? We certainly dont get loads of loot by repeating the same path for the whole day until we get the flawless run we want.
That’s not fun, then. That’s insurance, insurance I might add that is unnecessary. We’re not talking about cars or sex here, so it’s not like the extra time required is suddenly a boon for playing meta.
It is fun. I have fun when its a fast smooth run. It is sometimes necessary to take such measures to ensure that i get to experience that fun. Maybe you should stop trying to discredit other peoples ideas of fun or their methods on achieving that. Its pathetic.
The run being smooth is your fun, not the time you burn waiting for the run to start.
If waiting around was fun then sit the kitten down and accept a hard trinity.
Why do you have a problem with people spending time to form groups? And it can be fun. It is an MMO with a chat function after all.
Some people are really averse to failure, and would rather spend forever forming a group that was significantly less likely to fail or be “too slow”. Asking for melee zerkers is a pretty surefire way of getting confident and skillful players, despite how long it might take to form.
That’s their right, and probably also their fun. If they didn’t feel it was too long then it wasn’t too long.
HAHAHA! No.
No. Nononononono. We aren’t going to pretend that that is a probable Avenue of fun to playing meta groups. It’s exactly how you made it sound: like an excuse. Waiting longer to form a perfect team is indeed a downfall to playing meta in a non/semi-permanent group. Just like it is tough to get good permanent fractal groups for a mainly sporadic player likes myself is a downfall. But I’ve accepted it as such and mainly do PuGs for everything for that very reason. Luckily I find PuGs fun so it’s partially mitigated, but not as fun as it used to be in my Guild.
Who are you to judge what people find fun?
Sometimes when i pug I actually do want a smooth run. And sometimes im not in the mood to put up with people that dont know what to do. In those cases i dont mind waiting an extra 10 minutes to get a group. Although i rarely do this these days. I did in the past. And i was almost driven to do so only the other day when i almost pulled my hair out in CM.
I find it fun to go as fast as possible and for it to be smooth. But i dont really care about gold or loot per hour. Ive always been that way. There are plenty of others who share this view. After all why would we do dungeon records if we didnt? We certainly dont get loads of loot by repeating the same path for the whole day until we get the flawless run we want.
That’s not fun, then. That’s insurance, insurance I might add that is unnecessary. We’re not talking about cars or sex here, so it’s not like the extra time required is suddenly a boon for playing meta.
It is fun. I have fun when its a fast smooth run. It is sometimes necessary to take such measures to ensure that i get to experience that fun. Maybe you should stop trying to discredit other peoples ideas of fun or their methods on achieving that. Its pathetic.
Then take a high level dungeon such as Arah and classic PUG-buster encounter such as Lupicus – arguably one of the more difficult encounters in GW2.
Then have a full clerics warrior, playing terribadly (on purpose, as stated in the description btw.), semi-afk facerolling poor Lupi solo: https://www.youtube.com/watch?v=eKO11Y55DTMThat doesn’t look like a faceroll there. The guy is dodging and blocking to nullify damage strategically and stealing stalling when he talks too much damage. Perhaps people Herald Lupicus a tad too highly, then? Granted I’ve never solo’ed him before but that’s mostly because I haven’t the patience to get to him to consistently practice against him.
Phase 3 he wasnt dodging any of the attacks for an extended period. If you do that with berserker you definately die.
And? Is not like the warrior in that video had no risk of failure.
If im not mistaken. He never claimed it was no risk. Although it is pretty much afk faceroll in phase 3. There was obviously some risk of failure in phase 1 and 2. But thats not the point (pretty minute tbf considering the dmg reduction and sustain he was getting). The point is it is considerably easier to survive and suceed playing like that. It just takes so much longer.
Please dont make things up. There is no forcing of our ideals on others. The exception is a few bad apples. But it seems it happens a lot more coming from other players saying were not allowed to have fun by speedrunning. The hypocrisy is pretty hilarious dont you think?
Some people are really averse to failure, and would rather spend forever forming a group that was significantly less likely to fail or be “too slow”. Asking for melee zerkers is a pretty surefire way of getting confident and skillful players, despite how long it might take to form.
That’s their right, and probably also their fun. If they didn’t feel it was too long then it wasn’t too long.
HAHAHA! No.
No. Nononononono. We aren’t going to pretend that that is a probable Avenue of fun to playing meta groups. It’s exactly how you made it sound: like an excuse. Waiting longer to form a perfect team is indeed a downfall to playing meta in a non/semi-permanent group. Just like it is tough to get good permanent fractal groups for a mainly sporadic player likes myself is a downfall. But I’ve accepted it as such and mainly do PuGs for everything for that very reason. Luckily I find PuGs fun so it’s partially mitigated, but not as fun as it used to be in my Guild.
Who are you to judge what people find fun?
Sometimes when i pug I actually do want a smooth run. And sometimes im not in the mood to put up with people that dont know what to do. In those cases i dont mind waiting an extra 10 minutes to get a group. Although i rarely do this these days. I did in the past. And i was almost driven to do so only the other day when i almost pulled my hair out in CM.
I find it fun to go as fast as possible and for it to be smooth. But i dont really care about gold or loot per hour. Ive always been that way. There are plenty of others who share this view. After all why would we do dungeon records if we didnt? We certainly dont get loads of loot by repeating the same path for the whole day until we get the flawless run we want.
(edited by spoj.9672)
Then take a high level dungeon such as Arah and classic PUG-buster encounter such as Lupicus – arguably one of the more difficult encounters in GW2.
Then have a full clerics warrior, playing terribadly (on purpose, as stated in the description btw.), semi-afk facerolling poor Lupi solo: https://www.youtube.com/watch?v=eKO11Y55DTMThat doesn’t look like a faceroll there. The guy is dodging and blocking to nullify damage strategically and stealing stalling when he talks too much damage. Perhaps people Herald Lupicus a tad too highly, then? Granted I’ve never solo’ed him before but that’s mostly because I haven’t the patience to get to him to consistently practice against him.
Phase 3 he wasnt dodging any of the attacks for an extended period. If you do that with berserker you definately die.
It does have something to do with the strength of necros as it also has to do with balance regardless if anyone of you admit it. Just because it “makes sense” doesn’t mean it should be implemented as I’m sure it would cause a whole lot of balance issues.
As I explained, in the post right before yours, the strength of necros is irrelevant in this case. Design flaws are no indication at all on power level. Such flaws can leave the profession at literally any point along the power scale.
Yes, changing Regeneration to not be purely negative in Death Shroud would change the balance. But the actual strength of the Necromancer has nothing to do with the fact that the mechanics are flawed.
Well they can’t just do random kitten to this game because players decided it makes sense… Balance is the most important factor.
Balance is not the most important factor. Read my post again. :P
I have good reason to argue against changes demanded by ignorance. Hard roles and traditional trinity is what many people want. I absolutely dont want the game to be ruined when anet listens to those people. Especially when what they are asking for wont actually make them any happier. It will probably make them less happy due to even more exclusion, elitism and new meta requirements etc.
And i dont play that actively anymore. But when i do log on I quite often pug a few paths.
About the same but you dont need to LoS him. Assuming you do it right. Most people LoS anyway so they can stack might as he approaches and prevent him from darting around with his evade auto attack. But you can just use icebow 5 instead.
In fairness it is pretty annoying when you join a group with a thief and they do annoying stuff like wait for SR cooldown instead of using smoke fields occasionally. If you want to keep playing thief then practise and research how its played on each path so you dont run into this problem.
If you are getting kicked for things messing up. Maybe its because you are pinning the blame on someone. People take that personally. When its not your fault dont give players any reason to kick you.
(edited by spoj.9672)
It was probably a temp ban at best.
Id just like to point something out. What keeps the majority of players playing a game? Is it balance or is it fun? Sometimes it is necessary to make changes and disregard the balance risk for the sake of the longevity of the game. Obviously in PvP games balance is important. However even dedicated PvP games need things to get shaken up every now and again. GW2 isnt even a dedicated PvP game. The PvP community is tiny compared to the PvE and WvW communities.
People are bored of the game at the moment. We havent had any substantial amount of new skills and traits. We havent had new weapons or weapon choices and we havent had new classes. All of these would effect balance in huge ways when implemented. But its widely agreed that they are needed soon.
Healing in DS is a pretty small change in comparison. And it is much easier to predict how it will effect the game than the other things i mentioned. It would also be much easier to adjust and balance around it than it would when implementing totally new stuff. Personally I think you are just being selfish and stubborn if you always use balance as an excuse to argue against changes. You can always balance around changes if necessary after all.
Can someone write out a guide to doing this please?
What’s the mesmer looking skill that you use?
You mean the consumable? Thats the order of whispers spy kit.
When i first saw the sorcerer combat i fell in love. Its basically my favourite aesthetic for a fantasy game. Dark magic? Check. Mobility? Check. Fast close ranged combat? Check. Awesome looking effects and AOE? Check. Pretty much the perfect representation of what i like to play.
Its still more risk than going for passive defence. How do you not see that? o_o
So the risk vs reward is working correctly. But the max risk isnt high enough. Thats true. But thats nothing to do with the meta.
To be fair if the combat and the visuals make it stay fun I wouldnt mind it being a grind fest.
You mean:
Zerk = low risk/high remard
Other specs = lower risk/low reward
Which can be translated to:
zerk = high risk/high reward
other specs = low risk/low reward
Difficult concept to grasp. I know. /s
Its well established that meta in gaming has nothing to do with the actual definition. :P
In this environment, Full glass comps can still suffice and tanky people still require as much if not more active play to achieve their current objective.
And in this case full class comps would be the meta and all others wouldnt. So my original statement still stands.
You are more than welcome to provide a detailed analysis with proof that high glass setups are the most dominate in an organic environment.
Oh wait, you can’t.
I can prove to you otherwise.
https://www.guildwars2.com/en/news/the-abjured-take-the-world-tournament-series-in-beijing-china/
go take a look at the setups everyone used.
… Organic environment = “who can sit in this spot the longest”… interesting…
I didnt even think that post was worth a response. Bringing PvP into it like it proves me wrong in a PvE discussion….
What’s the mesmer looking skill that you use?