Showing Posts For terminatorkobold.6031:

Adding rewards b4 Alpine will fail. [Merged]

in WvW

Posted by: terminatorkobold.6031

terminatorkobold.6031

WvW players have been spending more real ca$h than both their PvE and PvP players combined since they have to if they want to only play WvW. This cash being spent helps the developer make the PvE and PvP content they have been adding to the game, and often many don’t mind help paying for the PVE content as well ( though many are irritated with having to pay for every one else’s content) as long as they get some WvW content too.

I think you vastely underestimate the cash brought in by PvE players playing fashion wars. I am quite certain PvE players spend more cash on average that WvW players beside being more mumerous. This can also been seen in the type of cash shop items being sold, all fasion stuff or PvE convenience stuff.

(edited by terminatorkobold.6031)

Adding rewards b4 Alpine will fail. [Merged]

in WvW

Posted by: terminatorkobold.6031

terminatorkobold.6031

Hi i mostly play PvE unless there is a WvW tournament nd then i burn myself playing that mode. I don’t totaly understand core WvW players so you might help me understand someting.

Way before HoT when they started made EotM they wee tons of topics here on the forum complaining about zerg fights and giving solutions to help break the zergs. The two most comon suggestions were to make bigger maps with choke points in order to force server to run many groups rather than a big zerg.
When they relased Dbl i thaught they had listened and done exactly what the people hee wanted but thene everyone started complaining about the map being too big with too many chokepoints. I don’t understand anything anymore and i am not surprised the devs are totaly lost.

So what should they do? Flatter smaller maps that encourage the hated zerg playstyle or biggr convoluted maps that encourage zerg breaking and discourage graverunning?

Suggestion: PvP Preseason before Season

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

Nice detailed proposition. I think it would help a lot if it was implemented

Unhappy/Confused about Matchmaking

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

Because good players are teamed with good ones and bad players to each other.

Besides they would have said if they had reset MMR between seasons, and a resed would make no sence with the new matchmaking

Unhappy/Confused about Matchmaking

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

I think part of the crying are the veterans who tanked their MMR last season. Now they are stuck with a low MMR and get teamed with other low MMR players. Since they are vets their MMR is not volatile and will take quite a long time to go back up even if they are able to carry their team.

Bah you know the saying about karma

Cheers

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: terminatorkobold.6031

terminatorkobold.6031

How about an ability to take someone with you on your glider. Would be nice to help a friend getting around in HoT maps.

When the last time you felt thrilled in PvE?

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

Today

I led an attempt at vinetooth prime on a seemingly empty map. It was thrilling to see people coming from every notches and crags. Plus we made it with 5 sdcs left on timer. Very nice cheers at the end

Tequatl's Gloom

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

The first set of whirlpools is unskippable and does happen rgardless of the dps when teq reaches 75% health. Just be at the right spot and ready for them.

The later sets (50% and 25%) do indeed rarely happen due to the burn phase going so fast.

However one whirlpool is enough to get the achievement so who cares.

Tequatl's Gloom

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

I’ll try explaining better

The whirlpools spawn at the same place that regular fingers do when Teq is phasing. Instead of having one finger spawning at usual, you get 2 fingers sprouting and then twisting before disappearing. The whirlpool apears during that twisting.

Tequatl's Gloom

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

The whirlpools of the first transition phase to the first battery defence cannot be burned through and are easy to get pulled in.

Dps teq normally, when your skills don’t damage him anymore (75% HP) it means he is phasing. At that moment run towards the nearest twin fingers which are spawning like normal fingers would. The whirlpools spawn on theese twin fingers. Get pulled in whirlpool et voilĂ !

Good hunting

Normalise Health pools

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

I also do think that the difference in HP is responsible for the whacky balance of thieves and eles (and guardians too but they are op in a discreete way). The devs have to balance the lack of passive hp by atcive skill without making the class unplayable for low skill players or op by high skill players. That is almost impossible to achieve and results in that yoyo balance we have seen.

Th diff in health pools is also a problem in pve. For example when tranformed in Caithe the health pools are kept but the skills noralized, bb the compensations for low hp. (This happens with almost all transforms. Exceptions being in minigames like snowball mayhem)

Imho the health pools should be normalized and the traits and skills toned accordingly. Wthout it we won’t ever have anything approaching balance.

Fractal's Spoons still dropping?

in Fractals, Dungeons & Raids

Posted by: terminatorkobold.6031

terminatorkobold.6031

Mine dropped today so yes they are still in loot table. You get more chances on mob rich fractals, like dredge, volcano or urban.

Bugfix for some leggy colection incoming

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

As per the reddit post
https://www.reddit.com/r/Guildwars2/comments/3z1znz/legendary_bugs_some_things_ive_done/

Some leggy collection stuff should be corrected next patch.

BW3 Difficulty Nerf [merged]

in Guild Wars 2: Heart of Thorns

Posted by: terminatorkobold.6031

terminatorkobold.6031

I agree

The mobs are way too easy now and it makes the whole map seem boring :-(
I enjoyed having to be aware of the surrounding mobs to avoid being rekt on the previous bwe.

Stuck in a party and can't leave

in Bugs: Game, Forum, Website

Posted by: terminatorkobold.6031

terminatorkobold.6031

MMR based Leaderboards. Now.

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

We actually do this during matchmaking to err on the side of inactivity dropping skill level. If we had a strict Glicko leaderboard now, I think this is an approach we would take.

One problem we really want to solve for a new ladder system is how easy players can understand their rating. With Glicko, we don’t really get that. This is one benefit of the point system we’ve been testing (Though it needs some in-game info).

Hi Evan

How about this solution:

Separate the players in 10 leagues (or any other number) using their glicko rating
In each league sort the players during the season using the new point ladder.
Restart the ladder at the beginning of each season and let the players only switch leagues off season if their mmr rises high enough.

That way we get a leaderboard reflecting skill (leagues) while being volatile and easy to understand during seasons (point system in each league).

With luck it could even be programmed in the existing system without having to scrap the whole thing

Cheers!

And thank you for your commitment even if I only PvE

Anet please stop "Stacking"!!!

in Fractals, Dungeons & Raids

Posted by: terminatorkobold.6031

terminatorkobold.6031

Well some dungeons do seem like they were originally intended to be large explorable mazes. Takes AC for example. If the paths weren’t there, and all the arbitrary blockades were removed, you’d just have one very large dungeon. But its like they made a last minute decision to split all dungeons into paths.

I agree it seems the dungeons were first designed to be really explorable mazes and then during late developement were turned in the railroaded path running we have today. Imho it is a shame as a real dungeon could have so much potential.

Imagine if it was really explorable and if the dungeon path were due to way you really choose in the maze rather than to a railroaded scenario you pick at the beginning. Bosses would be at their place because they dwell there, you could kill them, stelth around them (without loot of course) orlure them to another faction (yay troll fighting Kohler).
You could have skippable mobs, unskippable ones, JP for shortcuts etc.
Players could choose to do all bosses, just some of them, only the last boss in whichever order they want. They could come back to some boss or whatever they want untill they choose to leave. As rewards you could have boss chests, random chests mob drops…

It would be so much fun as long as you can agree with your group on the run you want to do. My dream dungeon. To bad they changed their mind at the end as i think that is what they envisionned in the early days of developement.

The Caithe transform is poorly implemented

in Living World

Posted by: terminatorkobold.6031

terminatorkobold.6031

Same problem as for the downed state and it is as frustration in both cases. The Caithe fight were so much easyer on my warrior run than on the ele playthrough that it is not even funny.

Halas I feel that it is a limitation of the engine about transforms. Why did they have that whacky idea of so big a difference in base vitality anyway. It also makes balancing ele thief and guardian so hard in PvP.

Cheers

Just one more touch for flamethrower

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

Retaliation should have some kind of icd on proccing. Perhaps 0.5 sec on a per skill basis. ( each different attack prox max two times per sec)

suggestion to fix celestial might stacking

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

A fix not hurting PvE is important. As a PvE player i have had enough stupid nerf due to conquest PvP already. So please don’t make me write that the best solution would be to scrap tPvP. :-)

Smart loot system = death to med and heavy!!

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

1 roll a light class
2 notice it is more expensive to gear up (looking at you ascended cloth)
3 calculate you need 100 years to recover the difference with improved loot
4 profit???

Imean it is about time cloth wearer were compensated fot the bigger expense in gearing up. No heavy complained when ascended was released and they could get armor cheaper than clothies. So cry me a river now…

Dat people

What if you've capped discoveries?

in Crafting

Posted by: terminatorkobold.6031

terminatorkobold.6031

I’ve been playing GW2 since the release, so back then the cap for skills was a mere 400 levels for exotic gear.

It’s no surprise to anyone that the biggest XP boosts are given from discovering new recipes, and in fact it’s literally the ONLY way to level up your crafts later on. With this in mind, anyone who has found all the exotics, or the greater share of them, pre-500 patch is in for a very rough time trying to max out their crafting levels.

Case in point, I’ve come to a bit of an issue with tailoring as I made it one of my goals to master as many recipes as I was able to at the time. Note, that while this isn’t ALL of them, it’s a huge number and greatly reduces my options for capping the skill in its entirety.

So, the real question is… are there options for those who have already discovered almost everything there is to discover. And if not, is the only option to level an alt’s tailoring to make up for it?

They did reset all exotic discoveries when they introduced Lvl 500 crafting. From my experience you can get easily from 400 to 500 with discoveries even if you had all discovered before the patch, so no problem there.

Cheers!

Defeat the Mordrem champion extremely broken

in Living World

Posted by: terminatorkobold.6031

terminatorkobold.6031

Nokaru is right. To avoid the vine attack, move to within melee range of the boss. The vines do not attack there. If you know what to do, it’s actually very possible to solo this boss.

1. When you see the boss fly up into the air, he’s about to use his vine attack. Move into melee range and wait for him to land. He then spends a good 5 or 6 seconds using his vine attack, leaving you free to melee the sap out of him while he’s effectively helpless.

2. Once he uproots himself, he will almost certainly either use his poison attack, or a knockback attack. (Sometimes both.) Dodge backwards early to avoid both and wait for the poison field to dissipate. (Feel free to drink the nectar if you’re poisoned or if you need the achievement.) If you have a ranged weapon, you can also swap to that and continue attacking while you wait.

3. The boss has no other ranged attacks, so at some point, he will once again try to use his vine attack if you’re not in melee range. Return to Step 1 and repeat.

Basically, this boss is very similar in mechanics to Warden 4 of the Marionette fight. You have to alternate between melee and ranged attacks depending on whichever attack the boss is using at the time.

Someone sticky this post it has the tactic realyy well explained

Eviscerate

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

i’m sorry but this game isnt balanced around unbalanced WvW

And that is what’s really dragging this game down, balancing an entire game around the most negligible game mode is pretty much screaming for disaster. According to google trends, wvw on average is about 7 times as popular as spvp. Considering the spvp part of the game is completely alienated from the rest of game anyways, their decision to ditch the most popular, most played pvp mode in favor of something that has no relevance whatsoever is just flat out ridiculous.

Conclusion: ‘Unbalanced WvW’ has no point, as WvW should be their main priority in terms of balance. When people’s complaints are related to the unbalanced state of WvW, these are still very legit complaints (in fact about the most legit complaints we can have).

I totally agree there and a www centered balance would also be better for PvE than the conquest only balance we have now. When they introduce new structured PvP modes the balance will have to be redone anyways as it would bring the need to more variety to the PvP builds.

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

Another problem is about learning the strategy for the next megaboss (if there is one) with such a schedule.

When triple wurm was introduced, i did the early attempts with the FSP community. During one week and a half i was there from 10AM to 22PM trying the boss every spawn and discussing what went wrong and what could be improved between spawns. After 10 days work happened and i could not go on, however i know that FSP did many more attempts during the following weeks. I was there for more than 70 attempts to try learning the strategy.

With the new schedules it would mean 2 or perhaps 3 attempts per day with an 8h waiting time inbetween. During the cooldown the whole group woul have disbanded, breaking the information chain and it would have taken one month to do the number of attempts done in 2 weeks with the old schedule. There is no way the community would have held so long doing attempts with such a big CD between them.

So what is going to happen next boss? Will it be so easy to be downed after 10 tries or will it discourage everyone wanting to learn it by forcing the players to wait 8h before a 10 mins attempt?

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

To help guild getting to the same shard in megaservers they could add a possibility to join guild leader or guild membres shard like there is the possibility to join partymembers overflow right now

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

What if megabosses gave guild merrits or spawn consumables to all guilds participating to a kill with at least 10 members (number can vary).

Would solve the problem with having to do guild missions on a particular server.

Guild Alliances on Upcoming Patch

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

I don’t either understand why they changed the spawn schedule from one every 2h to one every 8h for the megabosses and then added a convoluted solution for guilds to spawn them.

Just keeping the old schedule (or up it to every 3h for karka) would have been a better solution. As the saying goes: if it aien’t broke don’t fix it up.

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

The problem i see with the schedule it that it results in too big cooldowns for events and in that it does not give the choice to players about the events they want to do.

Low level events: starting every 30 mins with 4 events in rotation means that every event takes place with a 2h respawn timer. That is mostly OK and inline with what we have now.

Standard events: starting every 30 mins with 6 events in rotation would means that every event takes place with a 3h respawn timer. Imho that is a too long timer for such events and it is even worse if you look at the schedule. The mega events overwrite the standard ones and the schedule is scrambled in a strange inconsistent way. Look at Shatterer EU times for example, it spawns at 2h, 7h, 9h, 13h, 17h30, 22h30. So the respawn times are 5h, 2h, 4h, 4h30, 6h, 3h30 with an average of 4h10. That average respawn time is way too long for normal events and the total inconsistany of the schedule is quite horrid. This events should take place evrery 2-3h and not be overwritten by the mega events to be like we have them now.
Besides that where are the Comissar, Shaman and Foulbear Kraal? Disappeared totally or just out of schedule and map depedant?

Mega events: this is the worst, the respawn time went from 2h to 8h. How is this acceptable? People playing during the night for example will be totally forbidden to play them? I think thoose 3 should be on a rolling schedule evry hour, giving them a 3h respawn timer which would be nice.

Acquire Dungeons Skins for PVE by Playing PVP

in Fractals, Dungeons & Raids

Posted by: terminatorkobold.6031

terminatorkobold.6031

Well i hope fractal skins, teq sword as well as wurm armor and riffle will stay PvE exclusive.

Feedback Thread: Account Bound WXP, Ascended and Legendaries!

in Guild Wars 2 Discussion

Posted by: terminatorkobold.6031

terminatorkobold.6031

To be honest, now they’re making legendaries account bound I don’t get why the skins should be in the wardrobe. It’ll only make everyone have legenadaries everywhere and when I see a legenadary I want to know it is in fact a legendary not a lvl 12 weapon transmuted to look like one. People are gonna be able to swap em around anyway now.

That is easy to answer,

PvP players have been wanting to use legendary skins in PvP since forever and with the wardrobe legendarie skins they will be able to (account bound only does not allow it) under the condition that they craft one (adding them to regular tPvP matches rewards would have made the PvE players howl see what happened with the legends tourney).

I think it is an elegant compromise :-)

Paradigm shift in ele design overtime

in Elementalist

Posted by: terminatorkobold.6031

terminatorkobold.6031

Netko you are right, i guess my brain melted from the attunement dance. Was sure to have seen ele play without such a big attunement CD.

Well there does go my nice theory but they still should fix the traits, strange schizophrenic class right now

Paradigm shift in ele design overtime

in Elementalist

Posted by: terminatorkobold.6031

terminatorkobold.6031

Hello,

After remembering the ele playstyle from the first beta weekend i think now that the ele is suffering from a paradigm shift since then, probably arrgravated by a change in the design team.

The caracteristic of ele at first wrere the abscence of attunement CD in alliance with high skill CD’s and traits boosting single attunements. Looking at this i think the ele was initially designed to sit in one attunement (fire for aoe dmg, air for single target, water for haling and earth for tankyness specialisation) with the possibility of quick swps to another attunement for versatility before coming back to main attunement. The high CD were there to ensure that one could not use the powerfull skills of other attunements too often, while the attunement cd reduction and other attunement enhancing traits made so that the choosen attunement would be more viable to stay in.

After first weekend beta all tat was deemed too powerfull and Anet slapped a quick fix in giving attunement swaps a big CD. I think this was a big mistake as it induced a paradigm shift. Due to the attunement swap CD the playstyle was completely changed and now players had to do the attunement dance in order to be effective (being excluded for your main attunement for 16 secs everytime you need to dip in another attunement makes the cost too big to specialise in one element).

Sadly the big skill CD remained and the traitline were not updated to the shift in playstyle. Concurently Anet began to nerf all skills encouraging to stay in one attunement (healing skills in water, mobility in air) as it interfered in the attunement dance. I think this is due to the presence of a new design team which did not know the initial design decisions and had to guess fro the release class playstyles.

So now i think Anet should choose how ele are to be played and stick to it and fix plroblems.

Either go back to old design and reduce attunement CD to less than 5 secs, keep the traits as they are and perhaps nerf slightly the most powerfull skills to avoid too much versability (i don’t think it is needed as now all class are being better played than at fisrt weekend beta)

Or stick to the attunement dance style but then fix traits to encourage swaps (for example instead of a reduction to fire spells cooldowns we could have a cross attunement cooldown reduction to all aoe skills, or instead of increased damage while in fire we could have increased damage to first skill cast after swap or whatever cross attunement traits Anet deems fun) and reduce the overlong skills CD’s hidden between the attunement swap CD.

Anyways Anet should make the decision and fix the class accordingly

Cheers

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

1. Elementalist (too squishy atm without traits)
2. Recromancer (not usefull enough in dungeons atm )
3. Ranger (pet AI)

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

There is an unsolvable problem by balancing passives by active abilities, in the fact that active abilities depend on player skill whereas passives do not. Due to that fact the class with actives is either OP when played by good players and good for normal players, or good in the hands of great players and UP for average players. That is an unsolvable problem seen isn classes like ele and thief.

Ele good healing made it playable by everyone but scaled to unkillable bunkers in the hand of good players. Then we had the same problem with ele mobility before RTL nerf. The mobility was imba in the hands of great players while being vital for normal players. After both got nerfed we have a playable class for great players which is UP in the hand of normal players.

We see the same problem with stealth/evades abou thieves. Too much in the hands of good players or useless for everyone else. Guardians also can carry a team in PvP or PvE in the hands of a great player while being nice to play for everyone else.

Theese 3 classes will stay unbalanceable as long as the base health gap stays so big in my opinion.

[All] Staff skill balances between classes

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

As a staff ele i wish that the first auto attack would hit reilably. The aiming is so bad that the first projectile usually goes somewhere but not on target… This would do much toward the weapon being less annoying to play.

Please reconsider base-health values

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

I also view the high difference in health pools to be a big problem for balance. The low health classes have active balance necanisms to compensate le low durability of their respective class (evasion and stealth for thieves, healing for ele and boons for guardians).

The big difference in health make the balancing of theese active mechanisms really hard to do. Enough of tricks for the casual to survive make the good players unkillable (bunker ele back when they were meta and perma evade/stealth thieves). Balancing them for the good players to be ok makes the classes useless for the majority of players (eles right now in PvP)

That gives the game volatile low HP classes who get OP to UP to OP from patch to patch. Imho if the base health would be tighter (14k-16k-18k) then the classes relying on active defense would be easyer to balance for the good of the game (stealth could be toned down without destroying thieves and eles would be better in survival with the actual setup kept).

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: terminatorkobold.6031

terminatorkobold.6031

Thread:
I welcome the announcement of work on the DPS meta. IMO, a nerf is actually the smarter way, but not only a nerf. I think right now berserker builds are too strong, compared to what PvE offers. As such buffing non-zerker builds isn’t a fix – it’ll just make PvE trivial independent of the build you run.

However, on occasions I’ve run completely stupid builds, and if you misspec your char, PvE feels oddly… balanced. :o
This makes me think that we’re just too strong, as player characters. Hence I’d go with a nerf.

But not exclusively. Points where to tweak the PvE meta, IMO:

  • Too many stats benefiting direct attacks. Remove one. Doesn’t need to be replaced with a condition stat, rather I’d like to see a fourth defensive stat. Dodge was one idea, but it feels too random since we have player dodge. Maybe a stat which increases endurance regeneration? Since you cannot attack while dodging, this works well.

Maybee crit damage could be supressed, then crits would only be used to proc nice effects (burn, chill, etc on crit). Such effects could even be added to auto attacks depending on the class or weapon (slashing gives 1 sec of bleed on crit, piercing on sec of cripple…)

  • Add autoattacks to mobs, making glass cannon setups – independent of whether based on direct attacks or conditions – forced to soak some attacks, instead of just dodging everything. This would also make interrupt-based play much easier because mobs would be casting something quite often. The attacks don’t need to be powerful, they just need to provide a baseline of outgoing damage.

Don’t forget how big the base stat gap is. I think what you propose would not affect high-HP classes at all while making ele and thief unplayable. Bot thoose 2 classes have no way of sustaining regen or damage mitigation in the amount that would be needed to unzerk a signet warrior.

  • Revisit the aggro-system on a per-mob basis. Specifically, I think smarter enemies like humanoids should identify and attack “weak” characters (Berserker, Assassin, Rampager etc) as a priority. On the contrary, simple beasts could go for the visibly largest character (including flashy large-scale AE effects), while flying enemies would first try to single out ranged characters. Etc. Make it feel more believable, while at the same time making it more predictable for us.

So focus ele (weak HP) or focus eles (flashy meteor) or focuse ele (ranged) niiice ;-)
I hope Anet are carefull about this so as to not cripple active classes against thoose having passive defences

warriors changes

in WvW

Posted by: terminatorkobold.6031

terminatorkobold.6031

Melee focused classes should be fast. It isn’t like a warrior can stealth. They have limited ability to block so the only thing they can really do is run.

There are also a couple classes that can keep up with Warrior so they aren’t the fastest.

The problem is that this game has no melee classes and ranged classes, it is all done in builds. For example a riffle warrior is more ranged than a dd ele while a staff ele is more ranged than a axe warrior.

So range cannot be taken in account for balancing the mobility of classes. That being said i think that mobility should be tied with squishyness, which is why i think that warriors are too mobile.

Human Cultural Armor in the Gem Store [Merged]

in Black Lion Trading Co

Posted by: terminatorkobold.6031

terminatorkobold.6031

This is beyond pathetic and stupid. cultural armor was supposed to be unique for races. It was already bad enough to see it on WWW np’s but now they made it totally worthless

Staff ele

in Elementalist

Posted by: terminatorkobold.6031

terminatorkobold.6031

I had wished that you were talking about actual pvp and not wvw. WvW is nonsense because of inflated stats and zerging. There’s nothing that proper skill balance can really do for it.

Sadly actual PvP absolutely does not fit staff. It is a 5v5 fight over 3 spots, leading to many 1v1 or 2v2 duels. Imho staff is really lackluster for theese small fights as it is really geared towards team fights. I feel staff becones ok at 3v3 and gets better from there on.

If it turns out Quartz is used for Precursors

in Black Lion Trading Co

Posted by: terminatorkobold.6031

terminatorkobold.6031

What if they just had a lucky guess, then everyone will think they had insider infos. However if they guessed wrongly everybody will forget about it 5 seconds after the patch hits. So can selective memory give wrong impressions to players.

Of course it is part of my evil plan to takeover the tinfoilhat market to get rich!!!

The pros of 8v8

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

Chicag Jack no need to attack me personnaly, it might be that we enjoy different playstyles and i think both should get some spotlight.

And i still think that 5v5 is responsible for the only tanky-dps builds allowed meta seen in pvp actually. There is no place for anything else in a 5 man team fighting for 3 spots.

I support a better separation for 5v5 and 8v8 in hotjoin with better labels. I also think that 8v8 should be allowed in tPvP matches if they implement bigger maps with bigger cap points (which would also help solving aoe spamfest and petfarms) or other gamemodes.

The pros of 8v8

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

Yes it does (see the nice argument…)

playing TP - good job Anet :))

in Black Lion Trading Co

Posted by: terminatorkobold.6031

terminatorkobold.6031

I think the flippers are not a problem. The problem is the people selling way below price market to get a quick sell, thoose are te people enabling the flippers to get their profit. The flipper ’’job’’ in the market is to reduce the gap betweeen sell and buy orders and they get handsomly paid by rash players selling without taking a look at the current prices.

Then they are players gambling the TP for big cash or an equally big loss. One such example is quartz crystal right now. Sme people speculate it will be used for acended insignia crafting and bought a big chunk of the supply theese days. If they are right they will become rich, if they are wrong they will lose money since they will have to repost it probably a bit lower than they bought it off. Of cours if they win we will see cries about insider trading whereas if they are wrong nobody will notice anything. Evreyone can take such gambles and the price of gossamer for example shows that options are being taken since the realase of ascended weapons.

Finally about precursors. They are 2 ways of getting them, via MF forging or via random drops. I think the price of the most expensive precursors is about equivalent to the average price of the weapons you need to throw in the MF to get one. (do we have a reliable statistic about MF’ing weapons to get precursors?) The price of the cheap ones is driven dow by the people getting random precursor drops and bringing therefore the supply up higher than the demand.

So finally in my opinion the ’’problem’’ about big wealth does not come from the TP but from people carelessly selling things underpriced and by players not being carefull about the probable evolution of material prices as new crafts get announced and introduced in play.

The pros of 8v8

in PvP

Posted by: terminatorkobold.6031

terminatorkobold.6031

I trhink 8v8 is nice for people playing class or builds more geared towards party play instead of the individual ‘’i can do everything’’ thingie so much seen in 5v5. In 5v5 matches you see al lot of 1v1 and 2v2 fights which are not supported by arenanet balancewise (they always said they wanted to balance the game for groups and not for 1v1). This is imho partly responsible for the bad balance shift in game and the overuse of heavy classes that can tank, heal and dps instead of having nice group composition of builds geared towards playing together.

8v8 allows better tactical play and build mixing than 5v5 and should be encouraged for that reason by getting bigger maps with bigger cap points. Then we can finally enjoy PvP as it was meant to be played instead of this individualistic duel oriented play we see now. At the same time many balance problems will be solved by encouraging fun build mix in teams.

WvW player limits/ map - confirmed?

in WvW

Posted by: terminatorkobold.6031

terminatorkobold.6031

I feel that the population is not capped per server but per map allround.
So if the map had 300 spots it seems that server A can field 199 players, server B 50 and server C 50. As long as map is not full, server populations are not checked.
When the queue comes into play i think it slowly adress the imbalance by letting players form server B and C more often in than players from server A. But it can take hours to balance the population since nothing forces the extra players from server A out of WWW.

I think this was done to allow a maximum of players in the field (no queue as long as the map is not full, even if 1 server has more than 33% of the population) and a posteriori that seems to have been a dreadfull bad idea.

Edit: the fact that you can get queue to a map and at the same time have outmanned buff when you get in tends to prove the imbalance in players numbers

Who/when is killing Tequ in EU?

in Dynamic Events

Posted by: terminatorkobold.6031

terminatorkobold.6031

Hi,

I play on the Far Shiverpeaks server and teq still gets done regulary there.
Else i know of a trio of guilds dedicated to tequatl killing in EU (tequatl hunter squad, tequatl killer squad, tequatl slayer squad)

Have fun hunting him.

Numbers are fun!

in Elementalist

Posted by: terminatorkobold.6031

terminatorkobold.6031

Hard to say as traits and skills are so hard to compare while HP can easyly be seen. I think the main problem with such a big difference in HP is that it makes the low HP classes too hard to balance via active mechanims. A bit too much and the become op hard to kil a bit too few and they become useless. Imho that can be seen in the track of balancing about tieves and eles the past year.
Guardian is less touched because it has much passive healing and passive aegis as well as heavy armor

Numbers are fun!

in Elementalist

Posted by: terminatorkobold.6031

terminatorkobold.6031

Too bad this thread was totally derailed.

The topic was not about ele VS warrior

The topic is about the fact that in a game without holy trinity and a twitch based combact system, no class should arbitrarly have more base stats than other classes. Every clas has traits (offense and defense) skills, dodges, boons so why give some classes a boost in base stats while giving only half a boost to others and nothing to some?

I could understand it in a game where some classes have to tank or are melee only but in GW2 we have no tank role and every class can go melee or ranged.