Well, I was in a pug group the other night. They just rushed them. No deaths on our side at all. I’m not sure what was happening exactly but it for sure felt very satisfying :p
Also consider that:You have 3 UI slots! Shadow Refuge is absolutely mandatory.Whoever claims opposite is re**rd.OK,that leaves you with 2 slots,and between Shadowstep,Assassin’s Signet,SoS,Inf Signet,Blinding Powder and Roll for Initiative there is just no place left for Ambush.
Except for some specific situations, Shadow Refuge is a crutch you use to pull out bad team mates out of their mistakes. It would be better to play without it if your group doesn’t need it.
(edited by stof.9341)
What it should be like is enemies should all have different strengths and tactics when you fight them, and that is what makes them dangerous, they’re own unique abilities, not the fact that they could stun and jump you.
You can give the Orr enemies all kind of interesting skills and tactics worthy of a final boss in a great action game, all that is moot is they got nothing they can use against players that just ignore them and continue running in a straight line.
Which is why the Orr Risen got a lot of anti “just run past them they cannot catch you” skills. Without those the zone would be a joke too.
That is exactly the problem. The zone should be hard, but it’s a joke, mostly because some designer thought that CC is the equivalent of a good challenge.
Judging from the amount of posts complaining that the zone is a death trap where risen will jump on you by hundreds and keep you perma CC until you get disconnected for inactivity, I think it might be too hard already
The only mob I don’t like in Orr is the Risen Eagle for some reason. Stupid little thing should do THAT much damage.
It does remove the 25 stacks of might, but you and your party around only gets 1 stack from that. It honestly looks like a bug I’d say.
It’s really utterly stupid. And then some will say, just get anti-CC utilities…
That doesn’t fix the problem. Spamming movement impairing abilities isn’t close to being a challenge, it just give them more chance to swarm you, meaning, it’s meant to cover up the lazy design that went into the enemies. And without CC, they fall flat, because they just hit and stun/pull/knockback/etc. you and they have nothing more. You can easily take a few of these guys down, because they’re a joke.No, the enemies need to be redesigned, they need to have interesting abilities that make them tough out of what they can do. I think it would be great if there were a lot of trash mobs to keep with the whole ‘behind enemy lines’ feel, and there should be a lot of single tough mobs with good, strong abilities and interesting fight mechanics. CC should be minimal, one mob type at most. The enemies should be tough for what they can do, not for the fact that they can keep you locked into one spot for a long time.
I don’t see the problem with Orr. Just dodge the pulls/immobilizes and run away. They hardly spam those CC moves but they tend to use them as their first skill which is then predictable and so easy to avoid with a dodge.
Fractal Jellyfish : eats ranger pets which do not struggle so it stays in the “eating” phase a looong time taking barely no damage.
Try playing the same game than them : spam C&D with Shadows’ Embrace to remove their bleeds always.
Or maybe the sigil of generosity could be a nice fun way to remove bleeds on you.
We get that the strategy to use against a P/D Thief is just running away. We’re saying that isn’t fun and interesting design.
What about a simpler “get some range and pelt it with arrows until it stops bleeding”? P/D has ridiculously low damage if the thief cannot stealth to use the sneak attack skill.
A 50% reduction in auto attack damage shouldn’t be scoffed at in PvE.
It’s a 25% reduction of the mobs have 0% crit chance. The more crit chance they have the less it reduces damage.
Still not bad to have. Too bad it doesn’t work well on defiant mobs for some weird reason while protection is fine.
There are some bossfights where melee is highly advantageous, like the Vines in Twilight Arbor.
Sadly, the opposite is true for sooo many other bossfights.
Well, ranged players can go in melee too then without any adverse effect (short of the fact they are in melee range)
It’s already reported a long time ago. The trap detector is correctly the rectangle shown, but the trap effect applier is a circle centered with the trap of roughly half the length. The blind from smoke screen has the same issue along with needle trap.
If the wearer holds completely still. Even the game’s physics acknowledge breast movement. With that amount of support, or lack thereof, there will be lots of edges and pointy bits digging into her flesh when she moves at a brisk walk. I don’t even want to think of what might happen during a dodge roll.
Or maybe the claw is just painted on a solid piece of transparent material :p
Dredge fractal would be more tolerable if the dredge HP was reduced to account for the fact they’ll all be under the effect of protection, always. They don’t feel that threatening outside of their zerg mentality but they soak up far too much damage to be fun.
Knight gear is craftable. Just buy one on TP.
If you want it to be like TF2 Where you can see a thief on fire then thieves will get the ability to 1 shot you.
The ability to 1 shot anyone, without having to go into stealth at all to do it, just by hitting someone in the back with a dagger Now that would be great.
HotW hard? Where? It’s one of the easiest dungeons out there for all three paths :/
TA, now that’s a hard dungeon.
First of all the staff is all AoE and you just as said Aoe is bad O.o
Also the basiv attack (1) is 600 and only the AoE orb and the Field are 1200 range
The guardian staff only has 600 range anyway so it’s a no go already. The necro staff isn’t really AoE so it’s mostly fine.
I am a guardian. I can’t do that the others in my group where another guardian, a thife and a warrior and a necro. Would be a sham if a group like that could not kill the boss becaus 3 of them don’t have 1200 range atks.
Well, necro with staff and warrior with rifle should be enough The rest just focuses on providing might stacks with guardian fire field + thief shortbow blast combo :p
The way we kill that boss, we just autoattack the tree from 1200 range away and avoid using AoE skills to not pull every spider in the room at once.
I find this JP harder than the Mad Kings one. Well, I did finish it on the second while the Halloween one took me a lot more but overall, I fail this one far more often. I blame the fact the first part is completely bland and boring causing me to make mistakes and the part after the exploding presents is annoying with seemingly randomly blowing you down and forcing you to wait for those snowballs to pass and the skritt mortars to finish firing.
Globally, I’d say this JP is far less enjoyable and of lower quality than the clocktower one.
I think he is over stating that extremely. Because if I only used 1 on my guardian or Elementalist in any weapon. I’d be a useless gimp in pve or pvp
What if you only used Greatsword 2 as a warrior in outdoor PvE?
But unfortunately for you, we actually DO know what daily and monthly achievements exist for. The devs stated in an interview (way back when the game was being shown off at conventions) that there were two main reasons for these specific types of achievements:
1) intended to be a way to easily reward casual players for performing simple tasks in the game
2) meant to encourage players to log in more regularlyRight now, they do not perform this task.
Another reason achievements exist, even if they don’t tell you that, it to gently push people to try other aspects of the game, even those they wouldn’t try by themselves in the first time.
That WvW kills monthly achievement is perfect for that. I know some players that from the start said they wouldn’t do any PvP at all and now they found out they like it after all and spend a lot of time doing WvW instead of PvE.
Grinding odds for levels will be faster as you can skip Jade Maw.
But it does give you less tokens per time spent. Jade Maw is easy and rather quick and gives more tokens for completion.
Bosses have more defiant stacks on them too.
Did you code this game? If not then you have no idea of how “easy” it is for a level 30 fractal monster to give level 1 drops to a level 1 player, while still giving level 30 drops to the level 30 player.
No but it is easy for them. It’s called common sense why I say that. But if you insist, let me remind you the game already has all monsters use very specific loot tables for each player :
- loot quality is decided by the individual player Magic Find value
- loot level is decided by the individual player level
Remember you can party up a level 2 and a level 80 and go in dungeons like Tixx and get loots that are level 2 for the level 2 and level 80 for the level 80.
Also on a slightly related note: this will make odd numbered fractals (1/3/5/7/9) completely pointless as no one will run them.
Good ridance then.
Also, the drops are individual, it’s very easy for the game to give level 1 drops for a level 1 player in a level 30 fractal run.
Low level challenges are best done by killing them faster they kill you. Bleeds applied on autoattacks aren’t a “threat” per see more than the autoattack itself. You can see that in your pistol 1 skill looking at the total damage normal+bleed that isn’t that high.
Anyway, best ponctual condition removal for thief is signet of agility. Best spamable condition removal is Shadow’s Embrace with C&D. But among that, the best way for you to remove this condition is to not get hit in the first place. Pistol offhand skill 5 will do that for you.
I’m sure a Guardian would love to hear how you manage to use that as a PBAoE.
Well it does seem to work that way when I use it. Is there something else about it to know? Maybe it’s not exactly a centered AoE around the player but the affected area is wide enough in front to be an issue.
or else people will just be running around in shadow refuge swinging their kittenty glass cannon greatswords and knocking you out instantly.
Hey, even better : guardian staff autoattack. This thing is a 600 range PBAoE every 0.75s. Stealth would be 99.999% useless against any guardian using this weapon.
The Engineer is the king of balanced play in a game where balanced builds lose 100% against extremely focused burst and bunker builds.
You can try the Heritage top too which isn’t too trenchcoaty and match it with other medium armor sets if you don’t like the overall look of the Heritage set. Very classy.
It’s funny, because I think all the skins for women on that list look ridiculous and much too revealing. It’s supposed to be armor, not the latest designer piece for a fashion show. The “heavy” armor is especially sad. I’ll take a trenchcoat over those skins any day.
That said, I wouldn’t be against some more medium armor skins that look cool, but aren’t trenchcoats.
Technically, most skimpy outfits in this game is the “light armor” which in GW1 sense means no damage reduction at all. A light armor user in GW1 took exactly the damage written on the skill tooltips. You can consider it the same here : the “light armor” isn’t for protection but for the magical enhancements given.
(edited by stof.9341)
Infused rings, same as infused backpieces but different way to acquire.
Well, Basilisk Venom ignores Defiant and it’s the shortest CD elite in the game which synergies rather well with a full Lyssa set of runes.
The 5 player limit is a new patch… in November.
Before November it was healing target = damage target… both infinite.
Wrong. Before November patch, all damage skills were already capped at 5 targets max and 3 targets for some.
Maybe you should actually watch the OPs video where he shows linking attacks in this game. It’s not like Tera where an icon pops up where it says “hit space”, you actually have to think of these yourself. Hmm… depth?
The Tera combos are player configured. Actually, in Tera the combos are all soft implemented. It’s rules like “Using Blade Draw after Traverse Cut, Vortex Slash, Charging Slash or Rising Fury reduces activation time by 75%” which as a result makes the skill usable whereas used out of the blue like that it sticks you in place for a looong and slow animation.
But all is not bad. One thing Tera does a lot better is that there are tanks. Sorry but it’s kind of true. The healers aren’t THAT important since many of the hardest bosses were actually soloed by non healer players.
Tera boss fights are actually readable and not a chaotic mess as most GW2 fights are. ANet should really try playing that game to understand what is a fun action based combat system and how to make engaging boss fights.
I think when anet add more weapons and utilities to the classes (I think this is inevitable) it’ll build in complexity like its predecessor.
Unless they add us more arms, new weapons will hardly mean much since you are still stuck with just one weapon set and a swap. Same for utilities.
The fact every class got a ranged weapon was detrimental to the gameplay. If some classes had no such options, the combat designers would have been forced to make sure the combat is fun and not extra hard for all melee players.
As it stands now, it feels like “that this attack is spammed and badly telegraphed for melee but they can just use their bow and be fine anyway” was used too often.
Or was it “hey, I know it’s impossible to see the boss at all under all those flashy effects but you understand, ranged players are far from the action so we had to make their attacks extra flashy so that they could enjoy them. What? You cannot see the boss at all to avoid it’s attacks or to aim for it’s back? Why don’t you just take out that bow like the others and enjoy making flashy stuff too?”
Funnily enough, I think the main way ANet could improve the game would be by nerfing all healing a lot. Healing is so strong in this game most PvE and PvP revolves around spiking players from 100% to 0% in less than 5s.
Implement it the way Team Fortress 2 did with their Spy class. Cloaking is not removed on taking damage. However, if suffering a condition in that game, the Spy – though still cloaked – is “revealed” by the condition. If they are set on fire, you see their silhouette fringed in flame; if they are bleeding, they remain cloaked but leave a trail of blood.
Furthermore, cloaking in Team Fortress 2 uses a timing device. One version of the cloaking device counts down at a certain rate while cloaked and will only recharge when uncloaked. The other cloaking device counts down to the uncloaked state much more quickly than the first. However, unlike the first cloaking device, it will recharge while the Spy remains motionless. Lastly, the Spy can not attack while cloaked. The Spy must first remove their cloak, then they can attack.
Ok but then thiefs that autoattack with daggers in someone’s back automatically get a backstab and backstab does 650% max HP damage to the target as in TF2.
All it says is “personal rewards” are determined by their level.
That is very ambiguous. It could mean anything. Why would they run it? Because higher levels give more relcs, more rares, more exotics.
Why? Because there’s nobody doing level 2 runs but that level 10 run is perfectly doable even with 0 agony resist.
Yes, the problem with Defiant is exactly that : any boss with defiant is treated more or less as a CC immune boss and it works. And worse, not only it works but removing the stacks to place a CC at the right time isn’t worth it either because it never pays back more than the effort it took to do it.
Defiant is simple : bosses are immune from 1 CC skill in 6. 1 CC skill affects them, the next 5 won’t affect them, the next will, the next 5 will not etc…
This “6” number may vary though.
I had a revelation and I don’t know if anyone else has brought this up.
All you have to do is have everyone in the party save an interrupt for the big attack you want to interrupt. Then all 5 players attempt to interrupt it. It doesn’t matter how many stacks are on the boss at that time. One of the interrupts will go through.
Tada! Easy counter to defiant. That’s also as intuitive as it comes. I can’t believe I didn’t think of that instantly when I first learned of the mechanic, seriously.
The only problem is when a player does not listen, or consistently lacks the presence of mind to save their interrupt. However, the fact is that each person on the team only needs one interrupt for your team to be able to interrupt bosses. Any character can bring 2 or more so you can make up for “that guy” anyway.
And no matter what the mechanics are, in any team game, there’s always gonna be “that guy” in pugs. So it shouldn’t be changed just because it’s not favorable for bad groups. Bad groups are bad either way.
If there are 5 defiant stacks on the boss, you need 6 interrupts not 5.
In the time it takes a thief to do 11 heartseekers (including restoring the initiative needed), you should have been able to blast his full HP bar 5 times.
Spamming heartseeker does not work! Or at least I never managed to get it to work XD It only works against uber noobs.
Heartseeker does pitiful damage above 50%. Heartseeker doesn’t evade anything. Heartseeker loses all it’s range when slowed. Really, how could you die to this?
haha, actually i expect she will be hard for a thief. She has 3 forms.
1st, her + 1 sylvari
2nd, 2 mesmer and 3 raven illusions (i think)
3rd, her self.2nd is hard .
Blindable blindable and more blindable :p Also, technically a PW spam thief with signet of malice and caltrops should be able to outheal most damage done in phase 2 I suppose.
If it’s just a Veteran, it’s blindable and so it should be easy for a thief using offhand pistol.
Use an invisible bag and put the minipets inside. Items inside the invisible bag ignore “Deposit All”
Hey everyone. This is a fix that is working as intended. As these armor types were never designed to be worn together, it resulted in some graphic issues when previewing them.
Whatever bug it was, it’s priority should have been set to something along “Minor cosmetic annoyances nobody cares about” and fixed in around 6-7 years after launch. And for sure the fix better not remove many useful features in the process
And instead of that, there’s still many problems with the preview that aren’t fixed. We still have to get ourselves naked to preview many weapons because the pose is wrong. We still cannot preview many effects for some items (Priory weapons anyone?). We still cannot preview items straight from trading post.
This change sends a VERY negative image about ANet to the whole community. It makes you seem like you are in a total disconnect about the reality of your game vs your players. Do something about this bug quickly.
You could have “fixed” that bug differently. For example, previewing a mismatched item will automatically unequip (ie, same as if you don’t wear any item) all the other armor parts of different class in the preview window. Btw, put a button that does exactly that for when we preview weapons too!
You could just have ignored the bug as unimportant.
(edited by stof.9341)