Showing Posts For thenewzero.7246:

What do you think about the Guild Wars 2 "community"?

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

It’s nicer than the LoL community, but not as funny. =p

Give us a TARGET LOCK feature.

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

Personal tip since this happens to me a lot. I lose my target a lot because I am ground targeting and click a bunch of times to fire it off, after the skill has fired, the subsequent left clicks end up deselecting. I have started using my mouse to aim, but double tapping any ground target skills on the keyboard which has mitigated a lot of my issues.

Jon

Any chance we could get the option to disable target deselecting when ground clicking? I find it to be a massive annoyance with absolutely no practical use at all. It’s like a “convenience feature” that actually makes things more difficult without making them more compelling.

It’d be like if pushing more than one movement key at the same time caused you to dodge. Sure, it would make dodging faster under certain circumstances, but the end result is that most of the time you’d end up dodging when you didn’t actually want to dodge. I never actually click the ground to clear my target, I use ESC.

I would REALLY love a “don’t allow targeting of allies in combat” option/feature. Since there are no beneficial spells you have to target and cast on allies, it’s incredibly frustrating trying click to target a specific mob in the middle of a bunch of warriors/thieves and keep getting them and having my offensive abilities do nothing. It’s an “other players are a bad thing” type feeling, something that this game has tried very hard to get rid of.

Also this. I like to play more support oriented builds, and I still hate when I end up targeting an ally.

Why I feel guild representation is not a good idea

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

This is just another “We’ll do it different than WoW so it will turn out great!” concept that doesn’t work very well in practice.

It’s not a new concept. FFXI had the same system as this, essentially. The only real difference was that ‘guilds’ (linkshells) had an actual equipment piece that took up an inventory slot, and that there were no gameplay bonuses for being in a ‘guild’, so it was entirely social.

I love the representation system. I think it’s great that I can have my social guild, but still join a PvP guild if I want, and have a focused dungeon guild too. It’s frustrating to me right now that my guild has to enforce a “100% representation” rule right now because we are such a large guild and have already hit the 500 cap with people still on waiting lists to get in. But they only have it because of the guild cap, otherwise they wouldn’t care.

If I was in a guild that decided to enforce the 100% representation rule just because they want you to only be in their guild, I would leave it immediately even if I never found another guild to represent. Of course, they are well within their right as a guild leader to enforce that, but I wouldn’t want to be a part of a group that is lead like that.

Why don't pet attributes scale with player attributes?

in Ranger

Posted by: thenewzero.7246

thenewzero.7246

And why is it I’ve never seen gear with ‘Pet Attribute Bonus’ on it, all other trait tree bonuses are represented.
Also, what is it about airline food???

The profession specific bonuses aren’t on gear. For instance, there is no Shatter Recharge Bonus gear, or Lifeforce Pool gear.

I do think it would be awesome if they implemented a stat that gave these bonuses though. Just a general one, though, like a stat called “Focus” or “Expertise” or something, that would give bonuses based on your class.

Healing Power

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

I think the coefficients are way too all over the place. I’m at work, so I don’t have exact numbers, but I know the increases on my Ranger’s Healing Spring were huge compared to its base, especially on the Regeneration effect. I think I was able to double it’s effectiveness.

I kind of feel like there’s a big problem with the scaling of most of the stats. For instance, I feel like Toughness does next to nothing, but Vitality is amazing. At least in PvP, I’ve found that building a character for toughness seems to still result in a character who feels like they are made of tissue paper, while I can go for heavy Vit and offensive stats and be able to take more punishment.

Edit: I kind of wish they would give Healing Power a dual purpose, and instead make it a stat that boosts heals and increases Boon duration. That way it’s like the “support” stat. Might make it more useful, since it would also increase offensive buff uptime.

(edited by thenewzero.7246)

Ranger Bug List

in Ranger

Posted by: thenewzero.7246

thenewzero.7246

Nature’s Bounty (+33% regeneration duration) doesn’t seem to actually do anything for me. It doesn’t increase the duration of the regen effect from Healing Spring, and it doesn’t seem to increase the Regeneration effects pets can do either. Do we even have another way to actually apply the Regeneration boon?

I think what might be happening is that it isn’t stacking with the passive Boon duration bonus from the trait line. So if you have 30 points in Nature Magic, you are only getting +3% duration from it. When I just do 10 points and take it, the counter shows 4 seconds for a brief moment when I step into my healing spring.

Also noticed that the tooltips for pets say their boons and conditions go up in duration with things like the passive trait line bonuses and gear bonuses, but they don’t actually seem to gain anything. With 30% from Nature Magic, and several gear bonuses, my Fern Hound says he has a 16 second duration on his Regen howl, but it still only lasts 10 seconds. Not sure if it’s a tooltip issue and the pets shouldn’t gain duration with my stats, or if it’s bugged and they should be getting it (I hope the latter).

(edited by thenewzero.7246)

The 5 skill limit per wep. Like it? Don't like it? Say why here.

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

I like the system well enough. Though thinking on it more, I wouldn’t be opposed to what people here are suggesting about being able to customize the 2-5 from a small pool of choices. Even if each slot used a seperate pool with only 2 or 3 options, I think it would add a lot more depth.

Honestly, though, I see this as being something they might potentially add in an expansion, since it would take quite a bit of balancing on it’s own.

Ways to Improve Mesmer

in Mesmer

Posted by: thenewzero.7246

thenewzero.7246

I agree on Illusionary Leap. It just feels awkward. I would almost like it if it was reversed and you leapt, but the Illusion stayed, so you could almost use it similar to the Thief’s Sword 2 skill as a gap closer that turns into an escape. Your idea works well too, and might make it feel more ‘tricky’ and more likely to fool enemies.

Personally, I don’t think shatters should break Phantasms, but maybe that would be overpowered.

'The Prestige' working as intended?

in Mesmer

Posted by: thenewzero.7246

thenewzero.7246

While you are looking at this skill, it would be great if you

1) Reversed the order of effects: Burn upon stealthing, Blind upon reappearing. Why are you blinding them when you are stealthing anyway? Plus, you can actually use the blast finisher of the flame, since it’s instant.

2) Also, I don’t see why it’s necessary for this to be a channeled effect… feel free to take that away if you feel like it. Thanks!

Really agree with this. The effects should be reversed. It would be far more useful.

Alternatively, make it so breaking the stealth early triggers the second effect (and the cooldown), that way if we need damage and not an escape, we can just immediately break the stealth to get both effects.

a mesmer boon build

in Mesmer

Posted by: thenewzero.7246

thenewzero.7246

Might consider the Signet of Inspiration if you’re stacking boons. Would be nice to be able to pass all these boons to nearby allies, and it grants random boons (though that doesn’t seem too great).

Trinity Lite would be a good thing

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

I already tank for groups as a Guardian.

^ This. I basically play as a tanky support on my Warrior. I bring Mace/Warhorn (with Longbow swap for when I need damage or need to back up to save myself). I bring Healing Signet, Banner of Defense and Battle Standard, then either two offensive banners or “For Great Justice” and “Shake It Off” if I need extra condition removal. With traits in Defense and Tactics, I can bring quite a bit of healing, defensive support, and offensive buffs.

I then focus in battle on keeping up a banner and shout when it’s useful, and try to engage dangerous targets in melee so I can interrupt or block them, and keep Weakness up on them. I really think Weakness is under-rated. It’s a sizeable hit to the enemy’s DPS, and with Mace applying it every third autoattack, and Warhorn granting an AoE Weakness effect, it’s pretty easy to keep up on a target. When I start to take too much damage, or if we need more damage ourselves, I switch to Longbow which gives me a huge combo field on my burst skill that I can self-combo for an AoE might buff, and the ability to blind or immobilize enemies.

With Healing Signet on, I’ve found that I can hold enemy attention well and debuff them with weakness, and when I get low I just dodge roll out, switch to Longbow, and someone else is able to distract them while I passively heal up, then jump back in.

There already is a Trinity Lite. The first run I did of AC, we were all damage geared and damage specced, except an Ele with some Water traits (but damage gear), and we did pretty terrible against the trash. But the second time I went, I was built like I said above, with another Water specced Ele and a Mesmer that was great at kiting when I needed to duck out, and we didn’t wipe at all.

What new weapons would you like introduced?

in Guild Wars 2 Discussion

Posted by: thenewzero.7246

thenewzero.7246

I’d like to see 2 handed Axes, but not lumped in with spears like you mentioned. I know a Halberd has an axe blade on it usually, but I don’t think it would be good to lump them together. Just limits options for skills.

Fist weapons would be really nice. But I kind of foresee them doing an “asian themed” expansion in Cantha, and adding several weapon types from that. Like Fist weapons, Katana as a seperate type of weapon, Kunai or Kama, maybe even large shurikens (like Yuffie from FFVII).

They could also expand what classes can use what weapons. I really wish Mesmer could use Pistol mainhand. =p

How are Dungeons meant to be played?

in Players Helping Players

Posted by: thenewzero.7246

thenewzero.7246

Really agree with the above poster (Vanderhelm). Specifically, the trash in AC was miserable, but the bosses were either dirt easy (Master Ranger Nente) or reasonably difficult but still one-shottable with a PUG (The Lovers). My group only wiped on trash mobs, never on bosses. And this was with a defensively traited Guardian, defensive/support traited Warrior (me), a support traited Elementalist, and two Thieves who had to switch to dual pistols and heavily used their spammable blind because any time someone got in melee they were immediately dead.

Even with my banners and shouts, the Eles heals, the Guardians shields and heals, and the Thieves blinds, we struggled heavily against the trash mobs, but then absolutely wiped the floor with the bosses. I had to keep explaining to my Ele friend which mobs were bosses and which ones weren’t, because the difficulties were so off.

The Lovers was my favorite fight. It felt tricky, required coordination and strategy, but didn’t feel particularly punishing to any of us. The first half of the dungeon was the hardest part by far, and definitely felt the least rewarding. It was a slow, annoying trudge through wave after wave of tiny little death monsters, then we get to the ‘big bad bosses’, and they pretty much fall over dead without any effort on our part.

Ranger Nente in particular was laughable. The only person that moved the whole fight was our Guardian because he switched to a melee weapon for the fight. Other than that, we all stood still and used mostly DPS abilities. We didn’t even bother killing the ‘adds’ until the end, since nothing did any noticeable damage to us.

Not sure if the other dungeons are the same way, but the difficulty of trash compared to the difficulty of bosses in AC story was way off. The bosses need to be made harder, and the trash needs to get toned down. Honestly, I think they even need to add another real boss to it, as the first half of the dungeon feels like you aren’t making much progress.

(edited by thenewzero.7246)