Showing Posts For spoj.9672:

DPS- What am I doing wrong?

in Necromancer

Posted by: spoj.9672

spoj.9672

Ruby orbs pull ahead of scholar runes if you are <90%. but around 3% more dps otherwise. While ruby orbs are not the biggest issue, it certainly can make a wee bit o’ difference.

Thats not true anymore. Ever since ferocity got introduced ruby orbs became complete trash because they only give 5% crit damage total now. The whole reason they were ok before was because they gave more crit damage than scholar runes.

You will recieve pathetic damage until you get some proper runes. Any dps runeset would be better than ruby orbs.

TVH Armor Set - New Dungeon Meta

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Yeah knights is simply better because of on crit procs. But Soldiers will always yield slightly higher effective power.

Guang the reason we never take you seriously is because you do things like this:
“Soldier has 0 precision. Add 20% crit chance = ~10% (ignoring the 4% base crit chance cause whatever, it doesn’t change that much).”

Ignoring base values, excluding traits and giving rough estimates does not help to increase your credibility.

Necromancer utility idea: Bone Wall

in Profession Balance

Posted by: spoj.9672

spoj.9672

Dont give it health. Just give it a set duration. With limited health it becomes pretty much useless in PvE. Any multi hit projectile attack will destroy it instantly.

And to be honest I would rather see a reflect spectral skill. The toxic bubble the toxic krait cast would be perfect.

Ask any Necro question!

in Necromancer

Posted by: spoj.9672

spoj.9672

PvEr here. Finished personal story, getting bored of Dry Top mob farming.

PLZZZZ I want a use for my Necromancer! Isn’t there ANY place in dungeons which we excel?

Life stealing the Jade Maw. Life steal from dark fields is seriously underated. And full dungeon skip of COE story mode (Other classes can do it but require either a necro to res them or someone with a res orb). Thats about it.

Can also do all map blink exploits that thief, mesmer and ele can do.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

Yeah some of these suggestions are far too complex lol. And inconsistancy is never a good thing especially for new players. Variety is cool but if you have defiant work differently on different bosses its going to completely confuse some people.

I would suggest keep defiant as it is. Use it for instanced content. Give some new bosses in instances some other form of anti CC but give it a different name and icon (the perma stability one is clearly different so it avoids some confusion). And for open world it should be changed completely to either cap the defiant stacks at around 5-10 or just go with what Three Toed Tootsie does.

And for the most important thing. Give bosses enrage abilities and heals and big damage attacks that are worth interrupting. Also fix all boss skills to go on full cool down when interrupted. Otherwise interrupting will always be pointless when you will still just have to dodge 4 seconds later. I interrupted Alphards dagger storm the other day and she just started using it again immediately, which is just stupid.

Condi Necros are hurting the game

in Necromancer

Posted by: spoj.9672

spoj.9672

One more point on zerker gear is that Necro, at release, was laughable at direct damage and conditions were stronger. Please forgive us oldsters for our inertia. For myself, by the time I realized conditions were never coming back in style for PVE, I had already cut back my play time.

Thats not true. People just didnt know better back then.

If not nerf then fix Mai Trin

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

You can evade the lightning not the pistol shot.

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

You would get 12 stacks from grenade barrage. and 6 from a single grenade throw. Double hit box.

OMM only hits one hit box.

Stacking and Exploiting

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

http://youtu.be/TTYz439cA5w

Stacking such op exploit.

Now THAT was cheesy.

Thank you, I thought I was the only one thinking that.

Its quite low budget and some of the actors are a bit meh. But its a pretty good show.

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

It doesnt though. The double hit box + no unshakeable means engi insta vuln caps. And the engis aoe seems to be pretty good for the hitbox. If we had tweaked our builds for more non crit vuln then yeah it probably would be better. But the engi is definately very good on the tree. Theres no doubt about that.

All I want is ONE new dungeon

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

They’re not that long or that bad, the cut scenes. You wanted a new dungeon, it’s a new dungeon. It’s longer and harder than the other dungeons.

Lol. Not that bad? Take a look at this. A 15 minute run and total time spent waiting for cutscenes and dialogues was 4minutes and 21 seconds. And thats not including the timegated puzzles. Thats almost a third of the dungeon spent sitting around listening to dialogues you have potentially heard 100 times before.

And the dungeon path they removed was one people hardly ever did. I know this because people in my guild needed that path for dungeon master and it took them forever to get it.

It was commonly done until they bugged last last boss. In which case they only needed to fix the spiders so they despawned on wipe or reduced the amount considerably. The rest of the path was fine. It was actually my favourite path and had one of the best bosses in the game (Vevina). It was a really well designed path, it had puzzle mechanics which werent overly timegated and boring even when replayed 100 times and the bosses and trash mobs were interesting. And even while the last boss was bugged so it was unforgiving, it was a good skill check for coordinated groups.

The low popularity of a path is not an excuse to remove content, especially when the low popularity was due to a recent bug that they could of very easily fixed. There was also no reason why they couldnt of just added Aetherpath as a 4th path to the dungeon. Its actually really depressing knowing that I can never go back and enjoy TAFU ever again.

(edited by spoj.9672)

All I want is ONE new dungeon

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

What the new path of TA wasn’t a new dungeon?

Would prefer to get new paths without having old good paths being removed at the same time. RIP TAFU and RIP Vevina :<

Also its not exactly a dungeon designed for replayability with its unskippable cutscenes and excessively long dialogue and time gating. Why havent they, at the very least, changed the cutscenes to be skippable yet?

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Unfortunately everything can be fgs’d or icebowed.

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Well, Guang’s keyboard is sticky now.

I feel dirty.

Jumping Feedback Thread

in Living World

Posted by: spoj.9672

spoj.9672

@Elden
MMORPG doesnt actually describe what type of game it is mechanics wise. Mechanics wise GW2 is an action reflex MMORPG with jumping elements. Just because this isnt made super clear for nitpickers like you, doesnt mean its not true.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

An intelligently designed boss fight should promote proper CC usage, not attempt to make it almost useless. I think every dungeon boss would be far more fun if there were reasons to use CC on them.

Exactly. But this problem has nothing to do with defiance. Defiant is the correct system to prevent stunlocking and encourage coordination and CC management. Bosses just need to be designed so CC is superior to just blocking or dodging some attacks. And they need mechanics and attacks which really encourage it (interrupt a big heal etc). Also all interrupted attacks should go on full or extended cooldown.

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

The vuln on tree is the problem we had in our speedruns (vuln on crit gg). Engi would do better vuln than warrior or thief for the tree. Even with an extra icebow it doesnt improve the kill time that much. Ive witnessed the tree die almost as fast as in our record when having an engi and only 1 ele in the group (simply because the vuln was superior and 2 icebows and a meteor shower is enough). But the engi would be slower for the rest of the dungeon so its pointless taking one.

(edited by spoj.9672)

Contest of Destiny [Winners Announced]

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Too many restrictions. :P

Noone likes cowcats, weeds and rats. And many people use tier 3. :>

You should make a generic human female competition. Thats guaranteed to get lots of attention.

(edited by spoj.9672)

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Ill do it for him. Nightmare tree in TA. But thats the only place.

2nd Birthdays coming up!!

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

For me the birthday gift was exactly the same it was the first year.

Bit disappointing but didn’t bother me too much.

Noones had their second birthday yet. The game hasnt been out for 2 years just yet.

Stacking and Exploiting

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

http://youtu.be/TTYz439cA5w

Stacking such op exploit.

[Necromancer] Path of Midnight

in Profession Balance

Posted by: spoj.9672

spoj.9672

Yeah its odd. I agree.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

last time i fought a champion wrait, a few months ago, you needed to strip defiant to interupt him. I specifically remember this.

This is incorrect. Defiant worked correctly on both the wraith and champ spider at grenth before the recent change. However they didnt scale properly so they only recieved a maximum of 3 stacks of defiant. This meant it was very easy for the zerg to interrupt it them. It only required 4 people out of 50 to use CC to interrupt the attack. Now it scales properly, the number of defiant stacks goes out of whack just like it does everywhere else.

Hmm, I remember the dev post about this mob (but gl finding it, the search function returns “Found 0 results” to the word Champion) , and I remember interrupting LT time and time again irrespective of Defiant. I wonder why this was rolled back and when.

I can assure you the defiant stacks worked correctly. My guild was doing solo/duo/small group temple clears back then so a lot of attention was paid to mechanics etc. Unfortunately that is no longer possible with megaservers and the end of Vabbi guesting.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

The Champion Risen Lich and CR Wraith have been brought up in this thread. When the Life Transfer ability was added to this mob type during the Risen upgrade, there were a lot of complaints about this ability being OP. At that time, ANet made this particular ability easily interruptible (i.e., Defiant does not protect this particular skill from interruption).

This is incorrect. Defiant worked correctly on both the wraith and champ spider at grenth before the recent change. However they didnt scale properly so they only recieved a maximum of 3 stacks of defiant. This meant it was very easy for the zerg to interrupt it them. It only required 4 people out of 50 to use CC to interrupt the attack. Now it scales properly, the number of defiant stacks goes out of whack just like it does everywhere else.

This raises an interesting observation. Even though the champions were bugged and had a max of 3 defiant stacks the zergs never stunlocked them. Which shows that they could actually quite safely remove defiant scaling in open world and have it capped at 5 and a lot of the open world CC problems would be avoided.

(edited by spoj.9672)

Best class for ranged burst dmg (PvP/WvW)

in Profession Balance

Posted by: spoj.9672

spoj.9672

All depends on your time span for burst. If you allow around 8 seconds then its Necro assuming they stay in your wells. If you consider times less than 8 seconds then other classes have more burst.

(edited by spoj.9672)

Jumping Feedback Thread

in Living World

Posted by: spoj.9672

spoj.9672

re: If you can’t jump, then you shouldn’t/probably shouldn’t be playing this game. – I have seen this over and over. And if GW2 was a platform jumper or any other traditional “reflex” game, then it would be perfectly valid argument. But it’s not a jumping, or other traditionally “reflex based” game, it’s a high fantasy MMO, the sequel to Guild Wars, which has no jumping mechanic. So with that in mind, can you see why people who don’t enjoy, and aren’t good with reflex based games are buying and playing GW2? Please don’t tell us that we have no business playing this game.

But GW2 is an action based reflex MMO. So actually it is that type of game. This doesnt mean this game is going to be possible for all disabled people who could play the prequel. The game has evolved into a hybrid MMO. You have to accept the hard truth that it may not be suitable for you. Besides theres plenty of stories of severely disabled people who play complex games with pretty much equal skill to others. Those of you complaining about this because you cant do it are just defeatists. Have a little self respect and keep trying until you find a way you can do it. It shouldnt be too hard seeing as i can manage it with 2 fingers.

I dont like the aspect jumping because i dont find it fun. But thats a different arguement entirely.

(edited by spoj.9672)

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Who needs reflect when you have swirling winds + fgs + icebow.

Jumping Feedback Thread

in Living World

Posted by: spoj.9672

spoj.9672

Not sure what patch changed this. But now whenever you kill a critter you get put in combat for a few seconds. Before it didnt because they died instantly. Its really annoying. To be honest the whole combat slowing movement has always bothered me. We move slow enough as it is. :P

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

The bear is useful in niche situations. The longbow kind of isnt.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

The second suggestion would work better than your first suggestion. But it would also remove the consequences of having little overall CC in the group. Theres no opportunity cost with that suggestion. It also once again reduces the need for coordination unless the temporary stacks last for a considerable amount of time. In which case we are back to the original system.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

Also, it’s not called tactical snark. It’s called being a rude kitten. (I censored myself )

Well it obviously worked and it wasnt even directed at you.

There are other ways to prevent the spamming of CC, without neutering CC completely. I’m in favor of a Defiant mechanic that works not just through voice communication, but also with pugs. Something that players can grasp naturally, and flows naturally in the combat.

It doesnt neuter CC completely. It punishes uncoordinated play. The game needs more of this. And it does work with pugs. You can say in party chat that you want them to remove defiant stacks. My group sets up CC’s and removes defiant stacks fine without being on teamspeak. We dont even need to speak in party chat most of the time. I just link icebow 5 and they will all remove defiant so i set up a freeze. Pugs just dont make the effort to learn this because they arent forced or incentivised to do so.

If interrupts were more important and pugs actually made more effort to coordinate CC with each other like people do instinctively in organised groups then you wouldnt be saying defiant is poorly designed. Its a pug issue not a design issue. Dungeons and fractals arent intended for pugs anyway, they are just old content so pugs can get by. Open world stuff should use a different system though. Or have defiant scale differently.

I don’t think building for it, or not building for it, should even be an issue. The real issue I see, is landing that interrupt when it matters, without having to burn through stacks of defiant preemptively. It negates the whole concept of seeing an attack, and instantly interrupting it.

Boss attacks have cooldowns and bosses start off with 0 defiant stacks. You interrupt the first important attack and then you know you need to remove the stacks before it comes off cooldown. If you could interrupt whenever you wanted it would allow serious cheesing of bosses. No coordination would be required and the game would be far too easy to completely disable a boss. If you add cooldowns or durations of stability, you punish extra CC and coordinated stack removal and prevent chain interrupts in organised high CC groups. Theres no perfect system for both pugs and organised groups. And you cant balance around pugs.

I dont know if you know this but all rooted bosses and bosses without defiant can be cheesed heavily (Bjarl). For rooted bosses placing something like sanctuary on their head permanently knocks them down even when they have defiant stacks. And im sure you are aware of the spiky fruit spam abuse that used to go on at Bjarl before it got fixed. Now groups just have to use their own CC to stunlock him, or use one of the other no cd consumables.

-There are no attacks that need to be interrupted. This is indeed a boss design issue. In GW1 for example, Glint’s Crystal Hibernation needed to be interrupted. If players didn’t at least bring one or two interrupts, they couldn’t beat the boss.

-Defiant scales to the number of players around the boss, not the amount of players WITH CC skills. This is especially a problem in large scale battles where Defiant is propelled up to 30. It unfairly makes using CC harder than it should be.

Agree with these. Except defiant should remain at 5 stacks in instances. If you dont take enough CC in your group there are consequences. Completely agree for open world.

-It takes too long to remove all the defiant. Interrupts should be instantaneous, because they require timing. Much like they were in GW1.

It doesnt take too long to remove defiant if people know what they are doing. This is a good system. It forces you to make a decision between taking more CC to reliably interrupt or to not worry about it and go for extra DPS.

-Bosses should have some form of defense against stun-locking, but not so much that it’s more effective to just DPS the boss, and negate the entire CC mechanic.

The current system solves this fine. Bosses just need more abilities that really favour being interrupted so you actually do consider coordinating CC more often instead of just using it to setup burst.

-The effect of a CC skill against a boss is so short, that it is practically worthless. Not enough pay off for a lot of effort.

Bosses are CC’ed for the exact same duration as regular mobs. But even if they werent i feel this is intended. You shouldnt be able to disable bosses for long durations. CC should be used purely for interrupting key attacks or giving a brief pause to emergency res someone. It should also punish you for using CC too early, which it does.

(edited by spoj.9672)

Condi Necros are hurting the game

in Necromancer

Posted by: spoj.9672

spoj.9672

I just dont like people leeching more than me. My second necro is called Number One Leech for a reason and i was gifted a stack of Superior Sigils of Leeching by a friend on my birthday for a reason.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

I’m confused. What are we complaining about?

CC against high level creatures would normally result in completely cheesing every boss out there. It’s not difficult to set up a perma-stun party with a handful of Warriors with hammers.

The normal course of action that most developers take is “These creatures are immune to status effects”. Pretty much every RPG where you have stuff like stuns, slows, or silences, every single boss is plainly immune to them.

GW2 took a different approach, and rather than completely neutering CC skills against the only battles that matter, they gave the creatures stacks of defiance. It makes sense, lore wise. How did you knock down this giant?! Well, we had 10 people using knock down effects!

Defiance is a way to make CC abilities somewhat useful against high level creatures. Be glad you have that at all. Yes, it does take some coordination, but it’s like the only thing that takes any coordination in the entire game. I never thought anyone would think that people working together intelligently is bad design.

+1 to you sir!

anet loads skills with multiple uses, CCs are often a waste of space, or have other purposes, like
pistol whip (evasion/damage)
stomp (blast finisher)
overcharged shot (removes immobilize cripple chilled)
big old bomb, (large damage single attack blast finisher)
counterattack (defense and damage)

the list goes on. Point is holding back use of these multiple use skills, all to get 1-3 crappy seconds of control, is essentially not worth the effort at all. it really is a bad design.

This is a skills issue. Not a defiant issue.

(edited by spoj.9672)

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

If everyone brings control skills, you can burn away Defiant, that is true. But why would you? It takes too much time, effort and coordination, and is easily ruined by 1 person landing his control skill at the wrong moment. I’d say it is so badly designed, it almost encourages players not to work together, rather than the opposite. And again, there’s the timing issue. First you have to burn through the stack, and then you have to land the interrupt at the right moment without another player ruining it. And all that to interrupt an attack that can usually just be ignored by stacking in a corner.

Yes, the boss designs also need to change. But so does Defiant. It’s bad design.

I disagree. It’s good design. It encourages coordination and discourages spamming CC. And like I said most classes and builds have atleast one CC without even building for it. So there is no excuse in building for it.

And lets be honest for a second. Its standard forum practise to be snarky. It grabs your attention and makes you more likely to remember the post and re-read the points made. Ive made countless polite arguements in the past and they all get ignored with no response. But whenever you make a personal dig or two its hard for people to ignore and at least that way you know they have read the post. I call it tactical snark. Its nothing personal.

(edited by spoj.9672)

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

sorry CC should not be something it takes 5 players to do. Or something that is easily rendered useless by 1 player. Its not useful enough to warrant that.
there is almost never a reason that 5 people should have to work together and not use many of their skills, for 1-3 seconds of CC.
sorry its just a really bad design.

i understand it perfectly, but it is nigh useless. and the price is seldom worth the gain.

Trolling too obvious.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

I disagree. In this case the system is convoluted, and the pay-off is not worth the effort of everyone coordinating the control skills. One of the most important things about any interrupt, is that you can land it when you need to. Currently that is exactly what is eliminated by Defiant.

Well going by this logic you can apply the same thing to dodges and say they are eliminated by endurance. “One of the most important things about dodging, is that you can do it whenever you need to. Currently that is exactly what is eliminated by endurance.” I honestly have a hard time taking you seriously when you dont understand the concept of control management. Or are you just being willfully ignorant?

Well if you look at how often CC is used against bosses right now, which is never, I disagree entirely. I think the required coordination should be eliminated, in favor of a system that is more lenient, and makes less requirements on the builds of the party. Defiant is making bosses immune to control skills for much longer than is required.

It is used quite heavily in organised groups either to allow for safe burst or to interrupt a bit damage attack (kholer) or an enrage mechanic (risen abom). Like i said before its not defiant which is the issue. Its the lack of incentive to interrupt and manage your CC. CC is common in almost every build so there is no build requirement. It takes no time at all to remove all 5 stacks of defiant. If everyone has 1 control skill then they are all gone instantly, and most classes have multiple without even building for it (thief, mesmer, necro, ele). Removing coordination from our only end game content makes no sense.

Does anyone use CC against bosses?

Yes.

Does it? Does it really encourage anything else, apart from not using control skills?

Well it certainly encourages me to use control skills if its worthwhile to interrupt something. But like ive said theres not enough incentive to do so in many situations (not a defiant problem, its a boss design problem). Interrupting enrage mechanics or big heals should be something anet adds more of in the future.

I like how you ignored the rest of my points because you didnt have a counter arguement btw.

(edited by spoj.9672)

Volcanic (grawl) fractal

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Once you kill a certain amount of grawl they stop spawning. Its not something you can farm. The respawning grawl at the next stage dont drop loot.

The logic of "Defiance"

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

POSSIBLY being the operative word here. A single player gets punished as if 5 players are hitting the boss with CC, even if they are not. The current implementation of Defiant completely eliminates the use of control skills against bosses. That is not what it should do. It should prevent stun-locking, not prevent the use of CC entirely.

It doesnt prevent the use of CC entirely. If players dont want to make the effort to use cc and learn how to counter defiant stacks properly thats not the systems fault. Its either the players or the games teaching ability.

You should be able to CC a boss when you want to. What my suggestion changes, is that you can’t spam CC skills, or you’ll be punished. My suggestion directly counters stun-locking, which is exactly what Defiant should be doing.

It achieves the exact same thing the current system does but also dumbs down the game and eliminates any need for coordination. The player base is dumb enough as it is, we dont need it to get easier.

No, the problem with the current system is that when you want to interrupt a boss, you can’t, because he already has 5 stacks of defiant. And unless your entire party is committed to peeling off those stacks of Defiant, you are not interrupting that boss at all. Thus, it completely eliminates CC as a game mechanic during boss fights.

No it doesn’t. Stop pugging. Just because you cant use CC effectively in a group full of morons doesnt mean the system eliminates CC as a game mechanic.

In the open world this problem is even worse. If one player hits a boss with one CC skill, the boss gains 30 stacks of Defiant, even if none of the other 29 players are using CC skills. By the time you’ve peeled down those 30 stacks, the boss is dead. Congratulations, you may have interrupted the boss once or twice during the entire fight. Was it worth it?

I agree that open world is the only place where its an issue. Three Toad Tootsie is a good alternative for open world stuff. But defiant should remain for dungeons and fractals because it encourages coordination and communication. Something that dungeons are designed for.

Control skills and interrupts could have a role in boss fights. Right now they don’t, because Defiant is badly designed.

They do have a role, although minor and only used to maintain dps uptime in organised groups. Defiant isnt badly designed unless you consider zergs. Interrupts are not as important as they should be. Its not defiant that is the issue its the lack of incentive to interrupt key attacks.

(edited by spoj.9672)

2nd Birthdays coming up!!

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

Id like to see random mini pets like it was in gw1. It would allow us to slowly completely collections without investing into minis. And it also avoids giving us 10 of the same mini pet. :P

Issue with Razer mouse

in Bugs: Game, Forum, Website

Posted by: spoj.9672

spoj.9672

You should all convert to razer deathadder. Gone through 3 of these mice over the years and never had any problems. Only replaced because side mouse buttons got completely worn out. :P

Sounds like a mouse issue not a game issue. So theres nothing anet can do.

Lilith's Fashionable Dungeon Run Challenge

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

What thread?

I like the new warrior look Iris.

Condi Necros are hurting the game

in Necromancer

Posted by: spoj.9672

spoj.9672

People not knowing is a factor aswell. A good example of builds causing failure is the crown pavilion. When people dont split up and build decent damage you wont get gold reward. People were uninformed and simply thought zerging is bad because it scales up the bosses. This is true but the bosses are scaled up by 20% of base hp per player. So if every player contributes atleast moderate dps then the kill should still be very fast even in a zerg. Condition builds, clerics and sentinals do not achieve moderate dps in zergs.

The problem is many people have woeful dps and this is emphasized in larger groups. So splitting people up into smaller groups reduces the risk of having 90% low dps players on one boss (also scaling is slightly less per player for less than 5 people). The proportion of high dps to low dps players is lower in larger groups. For example if im with 9 low dps players and I have very high dps i can make up for the other 9. If im with more low dps players it becomes harder to make up for their lack of dps (they are essentially leeching and forcing me to do more work). So the event is more likely to fail.

Also tequatl is about knowledge but it goes a lot smoother when the map has high dps. Ive seen some maps which almost failed because of bad dps. Bad dps players are just the same as afkers. They contribute little to nothing and scale the event.

The only way to fix this would be to scale events based on player gear type and numbers. But id imagine thats quite a difficult thing to do.

(edited by spoj.9672)

Condi Necros are hurting the game

in Necromancer

Posted by: spoj.9672

spoj.9672

I cannot get over the fact that you are stating a class is hurting the game not everyone wants to roll as a zerk and not everyone wants to play a certain class granted that they do not do the most damage but it is a mmo and diversity is what makes this game great people being different with different builds and what about noobs or low level players should they not join in world events as they are just hurting the game as well

The reason world boss events fail is because of people with bad builds. So yes they should not join in. They are preventing others from completing content. :P

Jumping Feedback Thread

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Posted by: spoj.9672

spoj.9672

My 9 year old cousin who is partially paralyzed in his right arm and leg can jump fine in gw2. He pretty much plays one handed. Only using his other hand for a single button when needed (jumping or attacking). Watching him play makes it seem that those of you who say you cant do it are just giving up way too easily. I have no sympathy for quitters.

If you can move your character effectively then i see no reason why you cant do a few simple jumps. The only jumps which halt progress are the first 3 and the few in the story instance. But these all give you plenty of time to do them and you can complete all of them by using 2 buttons or 1 in the case of the lightning jump.

That said i dont really like the aspect jumping either. I dont like being forced to jump to get around and i actually quite enjoy jumping puzzles. I dont think it should be forced on the playerbase.

(edited by spoj.9672)

Condi Necros are hurting the game

in Necromancer

Posted by: spoj.9672

spoj.9672

You are free to play the game however you want. However it is an mmo and it does involve group content. Which means its common courtesy to pull your weight in such content. If you refuse to then you cannot complain about being excluded from groups or being kicked.

Ive never understood the play how you want and disregard my team mates mentality. It strikes me as very inconsiderate and selfish. And I get far more satisfaction out of being useful to the group than playing my favourite builds (this is reason i play all classes). Can i ask you guys why you dont care at all about how the people you group with might feel?

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

I’m an old lady, spoj, you should take it easy on the slang if you want me follow what you’re trying to say.

I was saying i have no idea what you were trying to say with that last sentence.

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

If you’re not a Ranger; you either find composition fascinating and will smile and nod, or you honestly don’t find this sort of thing applicable to your everyday life.

/shrug

Wot

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

The day you tone done reflect damage is the day mesmers go from their current status as necro tier to quite literally the trash tier.

Lets not over-exaggerate.

The Sheath of the Katana

in Guild Wars 2 Discussion

Posted by: spoj.9672

spoj.9672

It vanishes when the weapon is drawn. Is there no way around this? I hope that’s not the final product because it would be a disappointment if that was the case. Might as well not even design a sheath if the gw2 engine can’t be modified around it.

Anet, pls

Id rather have no sheath and avoid clipping issues tbh.

CHALLENGE - Solo Lupicus off wall

in Fractals, Dungeons & Raids

Posted by: spoj.9672

spoj.9672

Well the no grub/bubble/kick rule is always in place when soloing lupi on thief because the grub will knock you down and locusts kill you, bubble almost 1shots you and kick almost one shots you. With 3 in acro+signet of agility phase 3 in mid wouldn’t be hard. Phase 2 has never been difficult on thief..
Edit: The opposite of soft is changed to kitten.

Random splash projectiles from barrage will kill a thief very easily in phase 3. This is why its more risky to do an off wall solo with thief or ele.