Unfortunately it didn’t die. There are still groups out there lfg-ing for 4N1D, and even having requirements. I don’t understand why experienced players would waste time on this, but apparently some do.
I highly dought that experienced players bother im certain that this is casul runs since this comp will never wipe and that makes it super safe. I mean it died from 100% goto comp since the update to bosses (the removal of toughness and increase in health) which made the time clears pretty much the same and the nerf to minions.
if they add the bubble effect for fsp to rev they should do the same for shooshadoo and also do it for chronomancer shield skill 4.
Condition Ranger has what I would consider a pretty ideal rotation. It has room for optimization by good players, but it is otherwise not painfully difficult. Just because the condition Engineer happens to be hard to play doesn’t mean every class needs to be artificially given that level of difficulty. Condition Warrior falls into a similar category as Ranger because while it’s easy to just yolo the rotation, it’s tough to get the last 10% of the damage from the benchmark.
Also, quite frankly I don’t think ANet could make a class harder to play without significantly damaging the flow of its skills (see: Staff Ele), nor do I think Ranger (or other classes) have the knobs to turn to successfully do so without substantial re-architecture that it doesn’t need.
then nerf its dmg simple enough
There are games out there that have 2-3 times harder content than GW2 raids. On those forums usually people ask how to progress in the content. Strategies, advice, tips……
Here people asked for things to be catered to them. It’s embarassing really….Yeah… almost like those games were targeted at different people or something…
Surprising, right?(When i want to play a hard game, i play a hard game. GW2 i play for completely different reasons however).
gw2 was never advertised as the faceroll easy game you make it out to be.
Those aren’t limitations, those are are features.
GW2 is not a trinity game.They are both, actually. The existence of dodge, for example, has a massive impact on design of harder content. There’s a reason why more and more mechanics are being made undodgeable (remember, when you see some major combat mechanic elements getting flat out ignored in an encounter, it means those mechanics create a design problem).
In fact, if they really wanted to make dodge irrelevant, instead of making them undodgeable they could have make it so the damage were spred over a few seconds. The issue is more that, again, we have dev that locked themselve into a very linear and standard raid picture.
They do not adapt themself to the GW2’s mechanism, they try and bend gw2’s mechanism to fit a flawed picture of raid inspired by other games. As soon as something goes in the way of this picture/image, they remove it because it’s more convenient.
The irony is that Anet try it’s best to make profession balance change that affect the same all game mode so that player can ply the same in all game mode but remove some mechanism in a game mode just because it’s convenient that damage can’t be avoided. This is illogic.
just double dodge to avoid dot dmg.
It’s faster if you use a meta party composition and not 4N1R.
You don’t seem to understand what meta is.
Yes, the 4 condi reapers 1 druid comp, for fractals is also meta. Just for different reasons.“Meta” doesn’t mean “required”. It means optimal.
Not even that. “meta” means “it’s what people recommend”. Why something is recommended may change. In most cases it’s for best efficiency and clearing speed. In others it will be for making the run as easy as possible.
Taken out of context.
4 reapers 1 druid was never meta it was a nweb friendly strat which died when they deleted the minion build.
I see a lot of people replied to most points already, I just wanted to add my experience with the game concerning difficulty (Damage received vs done)
I’ll tell you about my history with MMOs first:
I had played GW1 for several years, and also raided a lot in WoW from the start of TBkittenil the end of Cata. Finally I tried LotRO a bit, but never went higher level than 55.
I’ve been playing GW2 since the first public beta in april 2012. I prepurchased the Collector’s Edition, loved the game, but struggled with it at first. It seemed a lot harder than what I was used to!
Especially the dungeons, which I did with my raiding buddies from WoW, whom I had played with for years. We wiped more often than we liked at first. But after a while (MORE THAN ONE MONTH!) we got the hang of the game, and started doing pretty well.
No more wiping.When most of my friends were still playing, we got bored and we made a team of new characters and jumped straight into fractals, at level 2. This was back when Fractal levels weren’t account wide. So the characters would just start at level 1.
But, Apart from having boosted stats, we didn’t have any utility skills, no elite skill, no talent points at all, and we didn’t have any gear, or weapons other than what you get at the start of the game. We even still had to unlock most of our weapon skills, while a lot of the mobs in fractals didn’t give XP when killed (mostly the events where they spawned and you had to fight off waves, like start of Volcanic Fractal), and therefor didn’t even advance our weapon skill levels most of the time!
Back then you also didn’t get to choose what fractals you would be doing. You got 3 random ones and that’s what you had to deal with.
We made it work anyways, and managed to repeat the “joke” until the characters hit fractal level 10, which was when agony started back in the day. We quit by then as we obviously couldn’t equip Ascended lvl 80 gear with AR on our (by then) level 8 characters.Nowadays a lot of them stopped playing, but I occasionally still play with one of my friends. We no longer seem to need the whole group, because we can 2-man pretty much all dungeons and fractals, unless mechanics require more people. Like the domes to open the gate in CoF1, you NEED 5 people as far as I know. Or the pressure plates in Underground Facility, 1 mesmer, 1 thief, and one random as pressure plate weight can get through the first bit.
We have yet to encounter content (apart from very high level fractals, raids and large scale events) we can’t finish between the 2 of us, even though a lot of it was actually meant for 5 people. There were 1 or 2 Hero challenges in HoT we didn’t manage between the 2 of us, so we had to wait for others to show up.
Before you say “But you played for 4,5 years, you have the best gear in the game by now!”: The only ascended gear I have on my main are the accessoires, rings, backpack and necklace. I never bothered to get my armor or weapon beyond Orange level. And some of that armor isn’t even suitable for my current build, since I changed from condition build to Reaper recently. It doesn’t seem to hold me back.
So sure, the game can be a bit rough at the start, but once you get the hang of it I don’t see why anyone would have trouble with it at all.
You can actualy solo cof p1, not saying its easy tho.
and duo the underground facility presure plate part with a mesmer and a thief
https://www.youtube.com/watch?v=Jnqno-cEeXA
Yeah a blance patch every 3 months is kinda crazy.
Alot of pre hot legendaries have subpar and wierd animations and some of them get small updates each lw patch your best bet is for when the hot torch releases but i would like to see alot of the pre hot ones get new effects and updates.
I suppose it would open the market for the game but to make it work in consoles.. well that would be interesting to see.
Asc armor was released years ago why this post now? What makes you think that now we will get a higher tier (stats wise).
yes that would work just as fine if not better
im really interested on what you are smoking pm me
That’s exactly what they did with masteries though…..
HoT and LWS3 maps have vastly fewer WPs than core tyria maps, and traveling is heavily dependent upon the masteries that move you through the world (with the exception of nuhoch wallows, which are essentially targetted WPs).
Jumping mushrooms, gliding, and thermal propulsion tubes all allow you to travel quickly while still looking at the world.
I don’t think mounts will add anything to that.
It will make tyria feel more real and immersive and not just a map on which i can wp where ever i want. True mounts will not add anything that isnt in the hot maps or lw3 maps yet but they will do the same in a more down on earth and immersive way and im cool with that.
Traversing the deserts with a big kitten wurm or lizzard and lakes that that lizzard an swin fast in will only add to the experience. While the rest of tyria wouldnt suffer from it since it doesnt suffer from glidders. And in the end mounts would sell in the gemstore and would be great as rare drops from world bosses/ rewards from fractals (cm collections?) raids, wvw, pvp etc.
And hell ofc they will tie mounts to masteries. Each rank a diff type of mount or a diff mount skill or w/e. This was ofc a given….
(edited by zealex.9410)
asking for a skill to be performed from the side of the boss and then on from the back isnt as rediulous as wldfire
All you want is for modifiers like, ‘more damage when attacking from behind’? We already have that, it literally doesn’t affect anything in half the fights because every dps attacks from behind anyways.
You either make it precise or its basically passive.
By it being passive on various diff weapons skills you make the class harder to play corectly in a rai scenario which would be apropriate for the amount of dmg it deal or straight up nerf the freaking thing. And im not talkinga bout the skills all being from behind im talkng diff skill do more dmg fro the front others from the side while other retain their extra dmg from behind.
I would rather see a ap milestone rewards overhaul first. 10K or so karma is a joke and wvw items which are useless to a huge partof the game and litterally cost close to nothing. But the weapons and armors are fine and i do thank them for that. I would tho up the gold you get for each big ap milestone )every 5 to 8k ap or so.
As for the bday gifts i would swap out some queen Jennah’s or w/e else you get in all your chars for each bday (maybe a mini or a bl skin ticket?) After you get your first qeen Jennah with your first char to reach his bday.
idk, the leather farm did nothing and isn’t very good. Think I’ll spend today farming and see what can be done about leather.
This is not true, the leather farm works great, the problem is ppl still want things handed to them, and don’t want to put any effort into farming themselves, they want Anet to step in and nerf it.
Price of T6 leather sections since farm released…..
Nice cherry picking of the graph. Here’s a better one.
Fear grips casual hoarders who sell to speculators. “Word” spreads that the farm is “too hard” and “isn’t worth it” so prices slowly recover back to where they were after a few weeks. Speculators win!
True your post gave us a more detailed picture, but its the same picture nontheless. His question is “why aren’t you making bigger steps to balance out the leather with other mats” which is true they didn’t really do that. While all the rest of the mats are available around the world or very common drops from salvaging items leather remains the single hardest to get but a long way And why make be extra “hard”? If we go wth this aproach souldn’t rare minerals or what ever else on the same tier being as challengingto get??
4. Travel
I actually love the travel system, and don’t really want mounts. I feeel they would detract from the game, as they would make you pay even less attention to this wonderfully amazing world that ANet has designed and built. The HoT maps can be tough at first (and in all likelihood you will never like TD), but they were designed for someone with max masteries. This means lean techniques gliding and nuhoch wallows. They are navigateable without those, but those masteries make them infinitely easier and more fun to navigate. In the LWS3 maps, bouncing mushrooms and the thermal propulsion tubes make traveling much quicker (as well as ley line gliding).
.
Are we even playing the same game? I must agree i pay some attention to the beautiful map art but thats pretty much while im looking for a wp, the actual world? haHAA why would i when i can teleport whereever i want witout a care in the world?
And you say mounts would detrack from actually paying attention to the world, the mounts which will carry you physically and naturally through the actual world and not some artificial teleportation with constand loading screens?
Sure its on an increased movement speed (40%~ maybe) but thats what makes them mounts and not… lazy kitten walking.
Waypoints are what detrack players from the wonderful world and i can’t stop praising Anet for making the new maps less wp heavy while giving us actual means to traverse them which are all physical and they dont take your eyes off of the actual world.
I hope Anet whereever we go (crystal desert or w/e place) puts way less way points and gives us actual means to move around the map like mounts.
(edited by zealex.9410)
on what basis do you build your arguements on? Why would ele have more hp than mesmer, why whould guard be more healthy than rev?
in general I think extreme positional dependence for max dps is stupid. For example see this guys video about how precise wild fire has to be to max dps.
That level of precision isn’t fun to me. Maybe it is to you, in which case we simply have a difference of opinion.
asking for a skill to be performed from the side of the boss and then on from the back isnt as rediulous as wldfire
You might say that but its not ok to be top dps so easily with such low effort
I agree. What I’m saying is that I’d address the issue by changing the dps output of different professions/builds rather than tweak their difficulty until it matches. Not only is it simpler to tweak the dps, it is also beneficial to have low-effort builds. Both for the less skilled players and for situations where you just want to have some relaxed fun in the game. They just need to be less competitive. More consistent, like they are now, but harder builds should clearly outclass them when played properly.
what i suggest is making it harder in a unique way kinda like have it being repositioning depended to deal the dmg that it deals now or straight up nerf it.
You do realize that Rangers are very dependent on positioning right?
Im not talking about the boss’ position and no i don’t believe that the aa (from behind or sides ) isn’t enough it would be better if each skill had a extra dmg for propper position to it like axe skills from the sides of the boss while s/b from behind so you got an iteresting playstyle were you reposition to upkeep the highest possible dps.
The Ranger’s position has direct correlation to the Boss’ position.
It’s not only AA, you also have Poison Volley, 10% Crit from behind Trait (Which affects Shaepened Edges), some ranged skills (Poison Volley, Splitblade) have to be hit from melee to do significant DPS, Traps and Bonefire require planning ahead on moving bosses.I’m not saying that Ranger is hard to play, but you wont get anywhere near the “benchmark DPS” only by pressing some buttons. Adding more requirements like 1 skill from behind and 1 only from the side will just make it completely chaotic.
no it would not it works in otheer games it can work here too you will just weave repositioning inbetween skills
So part of the reason that I want damage moved away from phantasms is because phantasms need to be able to retarget while in combat at the very least, and ideally they need to be able to persist even when you go out of combat. However, due to the large power damage some of them can put out, this can lead to a considerable advantage for the mesmer in the opening of a fight.
Seriously, if you got out 3 iZerkers or 3 iDuelists and retargeted to a new opponent, and all 3 attacked at the same time it would deal huge damage, too much damage for my liking. One of the best ways to balance that is to just reduce their base damage and give at least part of it back to the mesmer’s skills.
I do think that their high damage is one of the reasons that we aren’t allowed to have them persist at the moment. So lowering their damage is an integral step to allowing us to have persisting phantasms, or at the very least phantasms that retarget when their target is dead.
i prefer the phantasms dealing the bigest dmg it gives them value it should remain 40/60
“mesmers need a mechanic where it punishes you if you kill the target” …..
Excelsior.
The only problem of you I can agree to is the knockback issue. Being bounced back and furth 6 or 7 times in a row by 10 mobs that are gangb… you is very annoying indeed, but flying mounts – apart from being generic and totally out of any relation story-wise* – would totally render any danger on the ground as skippable.
(*) In HoT for example, why would you fly trough the jungle with a winged something? Isn’t it supposed to have a, uh, “depressing” feeling to you? It’s war after all. And not like “kitten kitten let’s skip all the dagner. Hey, NPCs, why don’t you do it too?”. Gliding is way cooler than I expected it to be and makes more sense, because it’s not some huge compagnon, but more a tool of yours.
npc’s tried flying to skip the jungle… it didn’t work…
~hopes for actual skinning to be introduced in game~ (and other life skills)
Open the decoration trader. Try to deposit the decoration, to see where confirm button is. Move your trading window right ot the middle of the screen, so you click on the decoration and the confirm button at the same time witohut moving your mouse, and just spamclick for like 30 sec. This is the best thing you can do, to deposit them fast.
oh it works like the tome lvl spam huh… so why not be click and deposit like fractal decorations?
ib4 someone mentions how 30% of the ppl that are on the patri matri kills die to fire breaths and get knocked off the edges from the aoe knockbaks xD
You might say that but its not ok to be top dps so easily with such low effort
I agree. What I’m saying is that I’d address the issue by changing the dps output of different professions/builds rather than tweak their difficulty until it matches. Not only is it simpler to tweak the dps, it is also beneficial to have low-effort builds. Both for the less skilled players and for situations where you just want to have some relaxed fun in the game. They just need to be less competitive. More consistent, like they are now, but harder builds should clearly outclass them when played properly.
what i suggest is making it harder in a unique way kinda like have it being repositioning depended to deal the dmg that it deals now or straight up nerf it.
You do realize that Rangers are very dependent on positioning right?
Im not talking about the boss’ position and no i don’t believe that the aa (from behind or sides ) isn’t enough it would be better if each skill had a extra dmg for propper position to it like axe skills from the sides of the boss while s/b from behind so you got an iteresting playstyle were you reposition to upkeep the highest possible dps.
Don’t boss decorations behave like the decorations from 100 cm? I mean you click it it automatically deposits.
I’d prefer red pandas, but i also would like horses. Ppl on tyria know what horses are or look like but for some reason we havent seen any ever…
You might say that but its not ok to be top dps so easily with such low effort
I agree. What I’m saying is that I’d address the issue by changing the dps output of different professions/builds rather than tweak their difficulty until it matches. Not only is it simpler to tweak the dps, it is also beneficial to have low-effort builds. Both for the less skilled players and for situations where you just want to have some relaxed fun in the game. They just need to be less competitive. More consistent, like they are now, but harder builds should clearly outclass them when played properly.
what i suggest is making it harder in a unique way kinda like have it being repositioning depended to deal the dmg that it deals now or straight up nerf it.
Casual run of what, where would this aply, how would this be any diff from just saying arah p X or t4 fractals or vg run or w/e. Is this only asked because of the “not able to kick others” suggestion u make at some point in your post?
Pretty sure it’s the equivalent of the WoW dungeon queue (or whatever FFXIV call their equivalent): press button, say “I’m a DPS”, and the game auto-matches you with a group and ports you into the instance.
Presumably without the painfully long queues full of DPS waiting on tanks and healers, because we don’t have them.
…I wouldn’t object, honestly. For instanced content, at least, I treat it more or less as that system: find first group, click go, hope for the best — at least on daily dungeon days.
I’d also be happy if it made it easier to get a group for them without having to think so much about it.
but yeah you can do that now you start a group and add " fractals t4 or dungeons ac path x or w/e" and whoever wants joins.
r make classes like condi ranger artificially harder :/
But this takes away the meaning of choice, it becomes simply a flavor one. Keeping difference in both difficulty and performance makes it a strategical one.
You might say that but its not ok to be top dps so easily with such low effort and we havent really seen a positional heavy class in gw2 so far so have condi ranger depend on your positioning to del extra dmg would be cool.
i’d rather have ruined city of arah raid
i’d rather have a zhaitan raid :/
Casual run of what, where would this aply, how would this be any diff from just saying arah p X or t4 fractals or vg run or w/e. Is this only asked because of the “not able to kick others” suggestion u make at some point in your post?
Is this a thread of the past? 4 tempests? LUL the balance for dps classes has been the best since… ever other than rev most classes have a spot, oh rev… (hello darkness my old friend)
3.) Elementalist: Make a decision, does ele damage scale with hit box or not? Because your meteor shower nerf just made us move towards things like wildfire, lightning orb, and phoenix, additionally skills like icebow 4 and lightning storm still do scale damage with hitbox size. Picking a single skill and putting an internal cooldown on it is inconsistent with the class. Either all skills should have internal cool downs or none of them.
My personal suggestion: Put an internal cool down on every skill, but buff its damage accordingly. Its stupid for 1 class to dominate large hit box, and then another to dominate small hitbox. Balance it so eles do the same damage regardless of hitbox size, and make sure that damage is competitive with condi ranger.
I’ll reply here, being an ele main, but it’s not just about eles.
There’s a big problem with the concept of competitive damage. Condi ranger is soooo much easier to play than ele. You don’t lose 10% damage when something sneezes in your general direction. You don’t lose 10% damage when you stop moving for a second. You don’t have to ground-target your skills just behind your target, or change distance to it constantly so you maximize the damage of your skills. You can simply flank in melee range and you’re golden.
Balancing the damage of both to competitive levels creates a choice between the two only for people who can play them at a near-perfect level. For anyone else (and that’s the majority of the player base), picking the harder class is simply a poor choice. They are limiting their own efficiency and hindering their own groups.
How about give these players an actual choice that actually matters? Because, let’s face it, whether qT take eles or condi rangers would only change their clear times, and only by very little. However, a player of lesser skill could potentially choose between an easier to play class for more consistent results and a harder to play class for better potential results. Taking a risk, betting on their own play. Now, that’s an actual choice.
And this doesn’t just apply to eles and condi rangers. Condi engi has the same problem compared to much easier dps builds. And there are other easy dps builds on thief and guard too, which produce far too much dps far too reliably. Not to mention the condi ps.
There has to be a bigger gap in dps to justify considering a harder class. Current balance only looks at final damage numbers. No, that’s not how you balance.
or make classes like condi ranger artificially harder :/
Idk it might devalue the other merchant like items esp in the long run where doing the cm will only get easier. Think of it like the ghostly infusion it costed like 600-800 gold and now its at 200 gold.
Their latest rewards reduction patch is what’s at fault here… Salvage Wars 2 FTL
for a sec there i thought you were nemesis ;-;
#onecanhopefornecrohybridbuilds
thats why we need per class MMR in Matchmaking. Also due to people doing dailies and backpack … Not going for it is a great fail for me even if team composition won´t be optimal. Just don´t stack one sided and even out MMR (always do this to optimize not accept someting like 200 diffrence is fine) after selecting players. I seems not difficult to have the MM use a calculation to redistribute players to the sides on classes and MMR …
with class speccific mmr the game would require you to lock class before even finding a map (do you really trust any mmer to find you a balanced team comp for you and the enemy team? And also if we take acount stacking prevention into acount which alot of ppl ask your que time would be an hour long.
I dont agree with the warr buff, i would if they took away some of his power stacking capabilities but they dont seem to do that so im fine with that. I would tho reduce the condi warr might stacking abit o the 2 builds have distinct roles ( 1 being higher dmg lower support and the other being the opposite).
For condi reaper i like the idea of this build getting high dmg by finishers is really nteresting to me but for builds like necro where your own field makes all that possible i would put a system where classes and builds like that prioritise thier own fileds if those are down.
Power rev never got buff to balance out his facet of nature nerf like mesmer did with blured frenzy and i see rev like guard both have ok spport with might fury w/e but rev needs higher dmg to balance out with the rest of the classes. And maybe the idea or remoing the energy costs from his weapons for pve only would be interesting.
I always saw ele as the bix hitbox guy but anet doesnt relly seem to want to make it like that, i always beleived that eles having a sub-par build for small hit box and i great build for medium to high hitbox was the way to go but then again im not th design team nor i know what they want ele to be.
WHY NO TALK FOR POWER REAPER come on the class screams power, it’d be the coolest to have power reaper deal insane amounts of dmg with dem grave diggers. Maybe reduce its radious to buff its dmg while making it consume hp which you lifesteal back from the boss ( #make lifesteal a mechanic ). The lifesteal mechanic with the huge hp pool would make for a cool tank idea also ^^.
Condi ranger first remove take root… second either nerf the dmg or make it like the short bow aa. Make it so positioning for your skills matter greatly for your dmg output and poor positioning/rotation is punished with low numbers.
(edited by zealex.9410)
It’s not impossible that Primordus’ main forces are being held up in the depths of Tyria, fighting against the dwarves.
Iirc i think either wp said it or i read it somewhere else the destroywers we see now are have the model of the troops of the great destroyer. I really hope there are some quite kitten models for them coming in the future.
I find it doesn’t really matter what your build and group is. Unless you are raiding.
Dungeons > Face roll
Fractals 1-50 > Face roll
Fractals 51-75> Some competence
Fractals 76-100 > Should probably run something meta.
Raids > Running a meta (or something close too) will help with a smoother run.
should prob run something meta haHAA (75-100)
mismir <3 i cant find myself to play something else for a while and not have the urge to go back to my mismir
I don’t mind raid, but I DO mind when raid had become the main focus and we only get other stuff every 2-3 months rather than a few weeks.
I also mind some mini/skins, or even stories were locked for raid.
Raid has not become the main focus. There are four raid wings since the start of HoT and there have been four episodes of the living world. Given that everything else in HoT/PvE was available at HoT’s launch and raids weren’t, given that there are also PvE festivals, new & revamped fractals, and current events and other things going, Raids are clearly not the major focus of releases. Take into account the fact that Raids also require far, far fewer resources, it should be clear that Raids get the smallest possible share of focus.
Every game mode has locked skins; I’m not sure why you think Raids shouldn’t get the same treatment.
One game mode should never have exclusive access to Legendary equipment.
Why?
why yes?
They said that GW2 raids are by far easier and less complex. That’s what I would have expected anyway, as GW2’s combat system still has some rather severe limitations and its raids are 10 man compared to 20 in WS.
If you try the WS raids, keep in mind that the game’s power creep* has had a massive impact. Redmoon Terror is probably still super-hard for the average guild, but in Datascape and Genetic Archives, many mechanics can now be skipped due to massive dps. You’ll have to look thoroughly to glimpse all the aspects that made those fights so great during progression.
*I’m really happy that GW2 isn’t that bad due to the lack of gear progression.
what are these limitations of the gw2 combat u speak of?
Aside from the combat shortcomings, Arenanet could create a small, casual, and pleasant experience without a lot, or any, combat to ease players into underwater content. For example, they could tack on a mini game using the dolphin transform from the Aquatic Ruins fractal in addition to crafting, swimming (in a swimsuit by the Southsun resort), and enjoying a brightly lit aquarium.
The HoT maps make it easy to dislike being underwater and are more off-putting than core Tyria.
the hot maps that barely have underwater?
Until you find the hidden layers of water. I think it is Tangled Depths(?) that has a huge interconnecting water tunnels across the whole map, I didn’t even know that was there until I needed to go there for Caladbolg.
ye i had forgoten about the underwater tunnel system there is in td, but honestly what about that is so bad ?
No events, minimum mob variety, very few interesting places to see, extremely isolated from everything else, boring “mechanic” with the piranhas, super low population, etc. Only reasons to go there is to get an HP and later with the Caladbolg shards.
U dont need to have a tone of reasons to have some interesting or beautiful variety in maps. All u need is variety in maps and in this case watter (giant kitten waterfalls/ lakes /rivers/ underwater caves etc)
No, always staying at entry level is probably not the best idea. I think I should finally try to dedicate some time to actually seeing the GW2 raids, although I can imagine the “difficulty” after all the stuff I’ve heard from guild mates who played both WS and GW2 raids.
what did they say? im currious because i never got to try the wildstar raids maybe now with the lvl 50 boost i might get to try them.
snowblind became harder with the rework tho and more skillbased. Sure some hp bars might have gotten smaller but it require bigger awareness and its far less exploitable than what the previous one was.
I disagree.
The first part to lit the brazier was made considerably easier, in the old days the svanir were 1-shotting you, so a very good tactic was to run around and kite them instead of fighting. Also, remember the thief/stealth strat to lit the flame without killing mobs?The elemental was made really easy because now you cannot get teleported around if you keep at least one fire active. You don’t need all of them, just keep one active and no more teleports, also the aoe attack that causes cripple has a huge cd and no longer hurts as much.
The final boss was made more mechanic heavy because it was really pathetic for a end boss of an instance. You need to kill the effigies and destroy the ice pillars, some more awareness when they spawn, and good focus fire on the adds and there is no problem.
All the reworks lead to easier fractals and the new fractals are also easy. If you want a hard fractal remember Underground at release (stack on the wood)
The fire tho requires you to cc the elementals and control them so they dont reacht he fire but ye the dmg mobs do is considerably lower. Or u used to have the mesmer or who ever solo kite the mobs around while the group lights the fires( having the thief doing it with stealth solo didn’t mean it was hard to do in any other way)
The elemental became harder tho even with the teleports ppl could just walk outside the arena and not pull agro and if there was someone who aggroed then u put up reflects and projectile midigation and you are done. Now you gotta have reflects ready at each 25% to avoind fires going off and it rewards groups that can deal with the projectiles but not teleporting them (i would increase the dmg of the svanir tho to add extra pressure) and its straight better to have all the fires lit because the of the dmg reduction the boss gets the less fires are lit. (i would like it tho for it to be even higher ( the reduction that is)).
