Showing Posts For tsuyosugiru.7634:
Raids a not casual friendly.
Having said that, you can still PUG them if you so desire.
To pug raids you are still going to need the proper gear and the proper build to get invited into one, as pugs would usually require you to link your gear and raid items to prove that you have killed particular bosses before. That is going to be hard for you especially if you are not experienced.
And to top it off you’re playing a guardian, which is useless except for one of the bosses, where groups usually need a dragon hunter with hammer for permanent group protection aoe.
-No pugs are going to be willing to take you
-No raiding guilds are going to take you
Bottom line, you will not succeed in raids as you are right now. You will need to change classes or find yourself a noobie raiding guild to join, as established PVE guilds already have their rosters optimized and stuff.
Or not..
I am not concerned with the raid’s difficulty levels at all.
The way the difficulty scaled up from the vale guardian to Sabetha is extremely healthy and very well introduced.
The spirit vale wing of the whole raid is still the beginning of something even greater. Whether its greater in terms of damage checks or mechanic complexity or even shear difficulty, it is the First wing of the raid, you would expect the beginning of a raid to be easier in comparison to the end of the same raid, just as much as you would expect the vale guardian to be easier than Sabetha.
Now here comes my point, people complaining about how hard/easy it is to do the raid is quite frankly impatient in both respects.
- The raids are too hard squad:
The raids are too hard and require a nerf because this type of content goes against Arenanet’s general philosophy blablabla …
I respond to this squad by saying that you are too impatient, this is a learning process, this is not PvP (where you have to learn to respond to unexpected animations and actions tied to human intelligence), it is a scripted battle with scripted animations that have artificial intelligence tied to them. You learn at your own pace by making mistakes, and through patient behavior you will know it inside out. It will become much easier over time.
- The raids are too easy squad:
It tooks us some time to learn the boss mechanics, but know we just farm all 3 in a matter of an hour or two, and we have nothing to do for the rest of the week blablabla ..
I respond to this crew by saying that Anet would most likely not forget about you, you’re lacking patience if your arguments are said like that. You need to wait for that next wing, because the 4th and 5th perhaps even 6th bosses are going to be more difficult assuming they follow the same pattern they had with the first wing. If this is right, its like saying the next bosses are going to have Sabetha-like mechanics on crack with bigger DPS checks and tighter timers and much less room for individual errors.
And eventually, by this logic the last boss should be and should remain challenging to even the elite of the elites.
Perhaps some might say that I am talking too soon, but from merely judging the way the content developed through the first raid, I am convinced that they will follow this formula throughout the whole thing. This thought, makes me believe that Arenanet’s way of doing raids is very healthy, and will provide content that will please both crews overtime.
(edited by tsuyosugiru.7634)
Oh … next week, thats disapointing
Ty for sharing the info
Why is it that the feature was removed ?
I wanted to queue into stronghold this morning, but here I am forced to play conquest with a disgusting bunker meta that I do not enjoy playing against.
Is it just me or does anyone else care about this feature ?
The guards just inside the outer gate are directly and immediately in the path of the DBs. Those guards have enough HP that if you don’t CC and kill them in a few seconds, they can cleave some or all of the DBs. It only applies to that set of guards.
I honestly want to see both door guards and door breakers immune to player damage, and only OSable by archers. The lord and his body guards should remain as they are. But even I know that is a bad idea.
The guards behind the first gate are fine, I think they should just put 1 guard that has insane amount of health there instead of them, like 10 times what a guard has right now. he can be CC’s until DB make it through, or perma blinded, or stealth the DBs. If you dont wanna have to do that, then I propose archers to OS everything that is NPC expct for the guild lord’s body guards.
I’d like to propose two changes for this game mode
- Make guards have at least 3 times as much health ammounts of health, and make archers be able to OS them.
-In the event where none of guild lords die, make the overall score team scores be the decisive factor only when both teams have done enough progress. (If one team manages to destroy both gates, and the other only one gate, then REGARDLESS of the score, the one who invested their efforts more into the primary objectif deserves the win)
Arenanet, stop, just stop making the game easier for these casuals. they come back after months if not years of absence, and want the game to complete itself for them.
Especially those who come back with full exotic berserker gear (thinking meta is the BEST) and just die constantly then get frustrated because its overtuned for them.
they better learn how to play the kitten game and master their class enough to play with zerk alone in the jungle, change their build and switch their utilities around to suit different siturations.
I’m not usin Elixir S, nor gear shield. And I dont miss any of it rofl.
Also, everybody is usin waiting game like some1 above mentioned. Just look at ele i.e. and then think again bout your utilities/skills if they’re so op.
The DD ele is just as guilty as the engineers currently.
I believe if Arenanet shoud remove that trait that gives an automatic ‘Armor of earth, that gives protection and 10 stabilities, when struck below a 50% threashold’. To kill this ele, there should a way to kill them quickly in the game. The only reason why its frustrating to fight them is because they take took long to kill, and when they are in trouble they flee with good mobility.
by taking that trait out, effectively you need your DPSers to force the ele to pop out his active ‘armor of earth’ early in the fight by CCing him. Then strip stability, make sure he doesnt pop his shocking aura in time, then CC chain him (Or use a single high duration CC) into a damage combo that he would not be able to get out of unless he has another stun breaker or else unless the DPSers themselves screw up their team work.
A CC’d DD ele cannot heal if he cannot use skills.
A CC’d DD ele cannot flee if he cannot use his skills.
A CC’d DD ele cannot do kitten if he cannot use skills.
So Arenanet needs to give us tools or remove existing tools to allow players to play around low risk high reward builds. And by doing so, the low risk high reward builds automatically become High risk High reward, because there is a way now to make them suffer for having chosen this specific build. They could die, if they do not use their stun breakers correctly and if they do not dodge incoming CCs after having their last pulse of stability (in case it wasn’t stripped).
But despite this restriction on the DD ele, if he manages to dish out damage and condis and at the same time maintain heals and contesting a capture point, it should be only something that top DD eles could do. Your average DD ele can still do that, and before that last Balance Patch your scrub DD ele was able to do that too.
(edited by tsuyosugiru.7634)
As someone who has plenty of SPvP games on an Engineer, you are lying to yourself if you don’t know why people get mad at Engineers:
“Oh kitten I missed my combo, guess i’m in some trouble…
JUST KIDDING
ELIXIR S, HEALING TURRET, GEAR SHIELD, THROW ELIXIR S, TRAITED ELIXIR S, HEALING TURRET, GEAR SHIELD, ELIXIR S, THROW ELIXIR S, GEAR SHIELD, ELIXIR S, MIST FORM, GEAR SHIELD
XXXx2007epicengiexxxXXX: Outplayed"
Elixir S and Gear Shield need to be removed from the game. And before you say “ur just kitten” almost all my games in SPvP are on Engineer to the point where I can’t really play any other class. If you play Engineer only to cycle invulnerability while waiting for Healing Turret and hundred nades to cool down like a cheese salesman you should just go play Mesmer or Thief, I heard they have an opening on the “huge coward who think’s he’s good” position.
You aren’t “outplaying” anyone. You aren’t even playing the game. You’re playing the waiting game.
My man over here says it all.
The gameplay that Arenanet should get rid of, is this idea of getting second chances when you mess up.
I strongly believe that if Anet wants to push this game into Esports, they should promote unforgiving nature in their pvp. One mistake in your rotation/position and you deserve to die if your opponent is skilled enough to punish you for that opening you just created.
Arenanet is not promoting this high risk high reward gameplay. Players are currently given tools to prolong fights longer than what they should be, when the players themselves do no deserve that privilege.
This privilege should only be accessible to players who play flawlessly, with no automatic/passif, death preventing, stun breaking, hard damage mitigating kitten.
You can almost never punish someone hard for having made a mistake, too many accessible safety nets around. what Anet should do is strip them away, and give people alternative tools that should produce the same results only if used flawlessly.
And they should also give us tools that kill instantly players, only when they also used flawlessly in the context of punishes.
Let me illustrate an example:
an engi in a 1v1 scenario defending his home point.
Engi starts doing his usual rotation for damage, notices that he is also taking some serious damage.
Both have popped most of their active skill cooldowns at this point, and the engi decides to go for the second time and pop his healing turret.
The opponent kept track of the engi’s active skill cooldowns in his head, and knows he has only his healing skill up for use.
The opponents notices that the engi is going for that heal, and proceeds to CC him during his turret’s casting time.
The engi does not pop one of his stun breakers because they were already used.
The opponent has an off cooldown finishing DPS rotation, and decides to go for it while the engi is still CC’d, knowing that there is no way the engi should survive it, unless the opponent himself makes a mistake.
The Engi SHOULD die. (even if he gets killed from a high health)
(edited by tsuyosugiru.7634)
No one should have access to passive invuls, no ONE
I already QQed about this here
https://forum-en.gw2archive.eu/forum/game/pvp/This-is-bad-design/first#post5487368
>The wizlands
I dont particularly care about active active skills’ excess. I care about the removal of unnecessary passives that only hold down PVP, and prevent it from becoming something amazing.
I am sure if Arenanet spends enough time on fixing this issue, they would come up with creative solutions that would replace this passive automatic no brainer stun breaking kitten and give us better alternatives that would feed into build diversity and viability as well as skillful gameplay
Generally, the passives that trigger at percentages of health are fine. They should alter or remove the ones that straight up stunbreak, though. RNG stunbreaking is too feast or famine to be good design.
I agree with this more than I disagree with it.
The fact that passive stun breakers should be removed is something that I strongly vouch for, but I might be even satisfied with just passive boons/condi removal (No invulns though).
You guys seem to only relate this issue to engineers alone.
I am also referring to annoying automatic stun breakers, endure the pain, spectral armor, decoy, smoke bomb, Armor of earth among other ones. When you pay attention to every animation, and you know they exhausted all their utilities, and you track their cooldowns, and you carefully plan to set up a CC finishing rotation for the kill.
These stun breakers ruin all of your hard effort, and your opponents literarily escape an otherwise sure death. This is an example of reward for no real effort or skill.
I disagree with some of this because because you can see them. If you see a warrior with endure pain you know you cant do dps damage but you can still do condi dmg. When ele gets armor of earth you see the protection and stability boons by there name.
What i call the passive play is the the stuff you cant account for because you dont see it. For instance when you have someone on the ropes and then they turn mist. Everyone says run condi for this situation but i run a dps warrior and if i have a dps thief with me and we burst down a ele and he has a vamp rune. He gets to go into mist and use his f1-f4 skills gain a million boons and health and we have to start the process over again.
Another passive thing that annoys me is guardians shelter heal with the ability to heal and hold a point as well as a mesmer sword 2 skill. They take no dmg and can still hold the cap points yet when a warrior gets endure the pain (a trait choice) he can take condi dmg which atm mesmer/guardians/ele can apply alot of them real quick and over and over.
Another one to me is the d/d ele ring of fire, not because of the stacks but the fact i cant even dodge threw it. Like really? I get hit by by it and get 3 stacks the ele stands in his perfect circle stacking might and i dodge into him and i get other 3 stacks. With a blind and when he attunes to earth i get a cripple and potentially a bleed.
I could go on but some of the things you named can be easily counter played with other options where as there passive attacks that cant be countered such as the ones ive noted down. These are the things that need some focus on imo.
You misunderstood what I said, let me rephrase it.
When you face someone who has these traits selected, and you pay attention to their animations, and you know they exhausted every utility skill and their F1-4 skills, then you proceed to plan a finishing rotation that starts with a CC (when they are still above 25% of their health threshold, meaning you cannot see those buffs on them when you make the decision to go for the kill), they escape an otherwise sure death thanks to a passive proc.
In other words, you actually agreed with everything I said, because you can’t see the effects when they don’t proc yet.
The type of trait ‘Desperate decoy’ is, belongs to a group of what I like to call: The health threshold nonsense traits.
I have already opened a thread on traits that activate the same way as desperate decoy, and I described why I thought these traits were badly designed both for the users and the players who come across them in pvp.
https://forum-en.gw2archive.eu/forum/game/pvp/This-is-bad-design/first#post5446678
Arenanet needs to do something about this asap
While I’d like to see passive invulns and such phased out of the game to promote more active play, I do believe we absolutely CAN’T do it without removing the ability of certain builds to instakill players. Even after it’s nerfs shatter Mesmer can insta down people from stealth and warriors can still almost 100-25 you with a whirlwind if you’re anything but a full bunker. The sheer damage available to some classes (mainly warrior and Mesmer) needs to be toned down if you want passive invulns removed. The only reason people even need them is to avoid being 1 shot by those things in the first place. Take away the ability to 1 shot and then you can remove the passive invulns without too much detriment to the game.
The issue here Ario is, passives need to go regardless of the existence of high spike damage builds.
Those very bursty builds that you want to see toned down are using those passive health threshold nonsense effects as we speak, which makes them even harder to deal with. A bursty spec should be easyyyy to kill when they don’t move or activate skills, and right now they are not. That’s outrageous. Bursty specs are actually benefiting from this more so than tankier builds. If that gets phased out, you can consider glassy builds nerfed harder than tankier ones.
The high reward high risk gameplay is cool even if you get burst down in 1 second, but with this kitten passive kitten, high reward lower risk is the norm.
(edited by tsuyosugiru.7634)
Please A-net Please, Phase out all passive effects out of your game.
The ONLY passive things that should remain in your game are the statistical boosts (in power, toughness, etc..), and everything else should be tied to the players’ control.
You guys seem to only relate this issue to engineers alone.
I am also referring to annoying automatic stun breakers, endure the pain, spectral armor, decoy, smoke bomb, Armor of earth among other ones. When you pay attention to every animation, and you know they exhausted all their utilities, and you track their cooldowns, and you carefully plan to set up a CC finishing rotation for the kill.
These stun breakers ruin all of your hard effort, and your opponents literarily escape an otherwise sure death. This is an example of reward for no real effort or skill.
(edited by tsuyosugiru.7634)
All and I mean All automatic traits that activate if your character drops under a certain health threshold should be replaced by other traits.
This is bad design because you are encouraging passive gameplay, they can rely on an effect occuring without having to do anything. Players sometimes get saved by these traits, but it was not their personal skill that managed to save them. They get rewarded for displaying no skillful gameplay at all. Not to mention, the players have no control over when they proc. They just do when they you take enough damage, and sometimes they don’t even proc in your favour, or at least the proc timing screws up your skill rotations or make you unnecessarily revealed.
This absolutely needs to go, and I am also referring to stupid effects that proc under a certain health threshold on traits that are similar.
A good alternative is just making nice traits that give players control over when they proc and are skill based tied to their utilities or CCs or whatever. Traits like these already exist in the game, its just a matter of phasing out that threshold nonsense and replacing them with reliable skill based traits. Same thing applies for the threshold nonsense on traits too.
This is my personal take on it, but I will guess that I am not the only one who thinks this way.
(edited by tsuyosugiru.7634)
I agree this bug is extremely frustrating, immobilize should not lock you in the Z-axis
I definitely agree with Marcos
As it stands, PvP players are pretty much bored and are desperate for more exciting queues or tournaments (in-game)
20th of May to 1st of July that’s a long time for no new content especially when considering that the festival of the four winds is not new
No teasers this week ? I was expecting an announcement of season 2 content for today.
I know the festival of the four winds is gonna last four weeks, but so did the updates last year, and that did not stop Anet from announcing the following week’s content.
Authenticator Questions/Concerns [merged]
in Account & Technical Support
Posted by: tsuyosugiru.7634
I believe my account is secure but still have doubts in relation to a fishy ‘TX IP adress’ that I see logged on from time to time in the security tab on my gw2 account.
I have the mobile authenticator set up, and I still don’t get why I see this Texas log in logged on from time to time even though I block as soon as I see it, it keeps coming back.
By the way I live in europe, there is no way an IP adress would trace my log in and make such a huge mistake on the geographical location of my login attempt
yes I have refreshed my page. I suspect my account is not acting normally too. But now my suspicion is turned into a certainty.
Actually I can assure you I have no authorized networks listed anywhere, I removed everything and I can still manage to log in in-game and on the website with no confirmation. I just directs me into the game as if I has already confirmed something, yet I didn’t, and I was not asked to do it either. Here is a screenshot
I cannot get those email confirmations that I used to, even though I removed all authorized networks on the security tab in my account.
I just downloaded an authenticator on my smartphone, and I set it up and linked it to my gw2 account, but whenever I try to log in it doesn’t ask me for the authenticator code. It just directs me to the character select screen.
How can I possibly enable the confirmation back again ?
So much opposition to P2P trade, most of the arguments in this thread in relation to that are hard or impossible to counter. You are actually making me give up on that idea.
This list mentions everything I can think of on a basic level that guild wars 2 lacks:
- Player to player trading UI
GW1 had trading between players and it was a scam artists heaven. You can either have that or the TP, not both.
-/business chat that is specific to people who wish to make announcements and trade (players should be able to tick and untick the /business in chat options)
Nope – why bother – GW1 had a trade channel and people still spammed in map chat – useless idea.
- Dueling (occupies a certain percentage of player base when bored )
- Dueling related achievements
- Dueling arenas in open world, if open world dueling is for some reason deemed not appropriate
Dueling is useless except for those that like it – they had it in GW1 and it was annoying and not worth having in a game.
- 2v2 or/and 3v3 arena queues (sudden death – game over for you if you die once)
You can make your own arena for a fee – do it there.
- A small variety of sudden death match arenas along with courtyard
Same as above.
- A competitive score system along with reward tracks that are tied to such arenas ONLY
It is fine the way it is now.
- More team based game modes for tournaments, here is one suggestion:
– Checkmate : A game mode in which a King will be appointed in each team, Kill the enemy King first to winThis is another goofy but unimmersive idea. Not worth it. You want an FPS game mode in a 3D game? – NOPE!
- Dummies in the open world much like the dummies that used to be located in Lion’s Arch’, on which we can actually crit and land conditions in PVE with PVE gear. The dummies in PVP do really well their job, something similar to that but with Endless life points would be great.
They have them already – in starter areas.
- Hardcore mode for dungeons with prestigious rewards ( occasional greens and rares just wont cut it, more gold or perhaps more tokens and UNIQUE skin loots specific to each dungeon)
*No hardcore mode as it actually brings out the ‘LEETers’ in the game. *
- Dungeon bug fixes that allow making shortcuts and quick boss kills
No shortcuts and quick boss kills – make it so that you actually have to slog through the dungeon to get your reward.
The arguments you made on:
-/trade chat, hold weight
-P2P trade UI, hold no weight
-Dueling – hold no weight : You sir are saying,
‘’dueling is useless except for those that like it’’ = some like dueling some don’t.
But according to you, it is therefore annoying and not worth having it in game.
If I apply that theory of yours to anything in the game right now it would be along the lines of :
PvP is useless except for those that like it, therefore it is annoying and not worth having it in game.
Crafting is useless except for those that like it, therefore …. I think my point is clear
2v2/3v3 Arenas – hold very little weight : The fact that we need to farm in game gold to obtain gems to then create an arena IS FINE. However, there needs to be free ways to benefit from ArenaNET arenas with their own set of automatic rules in a competitive context.
You are telling me that I should be satisfied with the way it is right now, and once again if I apply this logic of yours, it would give something along the lines of:
2v2 arenas are possible in custom arenas, therefore 2v2 arena Qs should not be in the game.
Likewise, conquest arenas are possible in custom arenas, therefore consquest Qs should not be in the game. → bad idea
Gamemodes – Hold weight: I randomly gave a suggestion, it doesnt have to be this. It could be anything as long as it essentially team based and not conquest/domination. By the way Domination is an FPS game online mode. Just saying.
Dummies – Hold no weight: I want to see criticals been done along with condition damage, just like your are able to do it the HOTM, with the 3 different armor type dumies. The only difference is that the PVE gear stats should be taken into account for PVE build experimentations and evaluations.
Hardcore dungeons – Hold absolutely no weight: Dungeons right now are in basic terms facerolls. A significant fraction of the player base enjoy extremely challenging content. But there still is another fraction of the player base that do not enjoy it, and still want the rewards.
How to solve this problem ? I want to hear more from you on how to go about answering this question. Saying that hardcore mode should not not be in is not going to be considered as an acceptable solution for some people.
(edited by tsuyosugiru.7634)
Sorry but what you wrote was said thousands of times… just waste of time to write it all over again.
This may be foolish, but I believe perseverance shall eventually be rewarded
The “unnecessary” ten percent cuts are a gold sink to keep the economy stable. They’re extremely necessary, as the TP is the biggest and most frequently used gold sink in the game. Gold is created all the time. There has to be ways to have it destroyed that aren’t avoidable.
You are making sense, but having those mats of T6 material disappear for item recipes are already a gold sink, or should I say a ‘Material sink’. Since that transaction I mentioned in my previous trade scenario example, uses no gold for the transaction, The materials are going to be used in the crafting of something anyway. No player is gonna trade a good for another good (excluding currency) in a hope to make gold profit. That deal will not seem attractive to other potential traders. Therefore, the mats are going to be sinked through crafting. That is not going to affect the gold economy at all.
The point i want to make about the trading window UI from player to player is that it doesn’t necessarily have to be focused primarily on gold. I am saying players could make announcements on that /business or /trade chat of mine, to for example say something along the lines of: trade 250 globes of ectoplasm for 230 powerful blood.
If the player in this example needs 230 powerful blood then he is gonna have to sell his ectos then buy the blood. In the process he just lost 10% of the gold that his mat was worth. And not only that, but the guy who sold his blood looses also 10%.
The trade can be done without having the players both suffer the unnecessary 10% cuts, if such feature was to be implemented.
Lankybrit -> ‘’TP is freakin excellent’’ thats great, but there is a group of people ingame that sometimes dont have enough gold to sell something and I think it could come in handy at times. At other times, like you said the TP is freakin excellent.
Duels ‘’are boring’’, well thats just infortunate if you seem to think so, but i respect your opinion and dont recommend you doing them if you feel boredom from duels. However, I think you should respect the opinions of those who actually feel entertained and challenged from dueling in the open world.
(edited by tsuyosugiru.7634)
Aidan Savage → Dude, forgive me, but your sentence is horrible. Didn’t quite understand everything.
This list mentions everything I can think of on a basic level that guild wars 2 lacks:
- Player to player trading UI
-/business chat that is specific to people who wish to make announcements and trade (players should be able to tick and untick the /business in chat options)
- Dueling (occupies a certain percentage of player base when bored )
- Dueling related achievements
- Dueling arenas in open world, if open world dueling is for some reason deemed not appropriate
- 2v2 or/and 3v3 arena queues (sudden death – game over for you if you die once)
- A small variety of sudden death match arenas along with courtyard
- A competitive score system along with reward tracks that are tied to such arenas ONLY
- More team based game modes for tournaments, here is one suggestion:
– Checkmate : A game mode in which a King will be appointed in each team, Kill the enemy King first to win
- Dummies in the open world much like the dummies that used to be located in Lion’s Arch’, on which we can actually crit and land conditions in PVE with PVE gear. The dummies in PVP do really well their job, something similar to that but with Endless life points would be great.
- Hardcore mode for dungeons with prestigious rewards ( occasional greens and rares just wont cut it, more gold or perhaps more tokens and UNIQUE skin loots specific to each dungeon)
- Dungeon bug fixes that allow making shortcuts and quick boss kills
When getting additional damage in(%) from some of the runes and sigils, are they applied to phantasms as well? or to illusions in general ?