Showing Posts For xxx.9514:

Question about PvE rotation (DS and WS)

in Thief

Posted by: xxx.9514

xxx.9514

Hi,

That quote is written by me. I authored this guide:
https://docs.google.com/spreadsheets/d/13ovddAZbEBkFVPyGGBLztFAyLGgwHZjFPYc4uYXder4/edit#gid=0

How did you calculate your times?

The Dreamer projectiles in stealth?

in Thief

Posted by: xxx.9514

xxx.9514

I’m a main thief that has the dreamer and it does make me sad that I have to reskin it for pvp.

It’s not a problem against new players or those that are unaware of game mechanics. However for those that are actively looking for it to know where to attack or to keep track of what an enemy is doing, the dreamer is by far an easier projectile to track than the plain old thief shortbow projectile.

Personally, I think that ANet should force standard weapon models for unranked and ranked play. That would be fair to me. And I believe it’s already an option for ranked play, but I would say it should be a required option for enemies in both arenas for weapons at least.

People who are competitively minded will go the extra effort to swap out bows before playing or to even reskin their legendary. ANet should be aware of this and honor our hard work in attaining this skin for PvP! I at least would be very thankful

Edit: One small tidbit; My suggestion does underscore those that take dueling in custom arenas seriously. I’m afraid I don’t have a suggestion for those players unless ANet can implement standard weapon models in all arenas

(edited by xxx.9514)

[Analysis] Berserker vs. Assassins

in Mesmer

Posted by: xxx.9514

xxx.9514

Hey there,

  • How do you calculate the damage done reflecting P2 Lupi? Are there a number average hits reflected and with a skill coefficient / power we know of?
  • Does changing to exotics change the results in any real way?
  • Have you checked if Wastrel’s Punishment works on all bosses that are not moving? (Namely Lupi)
  • 2 mantras (for 6/4/0/0/4) makes sense, but what if for purely reflect reasons one were to set up 4 mantras? I’m curious how the damage modifiers affect the numbers.
  • Does a mini count as a companion still in PvE? (For ranger runes)

Thank you for all the hard work so far

PS – Is it considered an exploit or bad dungeon design to place the wall of reflection on the wall which allows a duo to finish Lupi this fast: http://www.reddit.com/r/Guildwars2/comments/2cx8nt/sc_lupicus_duo_029_guardian_solo_143/ And if not an exploit, does a mesmer have a good place in Arah for reflect reasons in your opinion?

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: xxx.9514

xxx.9514

In order of easiest to balance around to hardest: PvE, WvW, PvP.

PvE Meta (Champions/Dungeons, because it revolves purely around stacked damage, and is the only meaningful challenge in PvE):

1. Thief
2. Necro
3. Ranger
4. Engineer

WvW Zergs (Roaming’s more like PvP, so skip ahead to that I suppose):

1. Thief
2. Ranger
3. Necro
4. Engineer

PvP (Current Meta Viability and Options in that Meta):

1. Elementalist
2. Thief (It’s one trick pony is getting real boring. Most classes have at least 2 viable roles)
3. Ranger (Same as Thief)

If you’re only going to use one of my lists, please use the PvE one. It’s the least balanced in my opinion, everything else can be worked around. Esp. because in PvP you invest jack kitten time to get another 80. (Please excuse my language. I’m a sailor!)

And if we had to talk about a niche build I would say venoms need a lot of help in PvE / WvW for Thief and that Mesmer’s need help on their interruptions builds. I think Halting Strike should be buffed.

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

I’m just going to clear up that I didn’t mean to harass Rob. Or anyone from Anet for that matter. I didn’t even mean to harass any of the members here. Sorry if I did.

This last post helped me out the most. HELLruler.4820 read everything and was able to solve my issues (Jk.) But seriously, I’m ending this thread now. Thank you everyone.

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

To both Hoyvin and Healix, can you please provide via Official Forum’s search, ANet news, or even an interview with someone from ANet that proves dungeons were supposed to be designed sans consumable usage?

Of course not. I don’t think it exists. It’s just a suspicion. I certainly didn’t say that I knew anything for sure. Re-read my post. Why so hostile and snarky? But, if they’re working as intended, why ban them?

As far as food goes, they don’t reproduce a player skill, other than the boons they provide. They don’t provide teleportation or stealth and you can’t get a combo off the effects like a healing seed pod. Neither do the dungeon potions that drop.

They tweaked the food and they nerfed or banned the other consumables. Just added 2 and 2 and came up with 4.

Why didn’t they just ban them from dungeons? Dunno. Maybe they re-examined the whole thing and decided they were more trouble than they’re worth.

Don’t take it too personally, the other guy said for sure “I know” so you should know that it was directed at him. I was just offering you the chance to respond as well since you mentioned it. I don’t have to re-read your post. Also calling someone “snarky/hostile” is usually a good way to MAKE them snarky and hostile But no worries, I can see there was some miscommunication there, Sorry.

And it’s great that you’re finally asking the right questions — There are a lot of things that were working as intended, I don’t think healing seeds were abused to the point that teleportation guns or spy kits were to be banned entirely. Do you? Have you witnessed situations like that? I mean these are questions I’m asking not to be hostile to you, but to help work on discussing the matters at hand.

And also to point out some other consumables, as previously mentioned there is a gun that exactly reproduces the Engineer’s “jump shot”, but surprisingly it is not banned. Perhaps you’re correct that they’ve simply not examined the issue entirely.

Actually, Rob did post somewhere in his history that he hated Spy Kits and Portal Guns and wanted them removed from dungeons. That made a pretty strong implication that they were not intended as part of dungeon design. Feel free to dive into his post history to find it.

I don’t know if I’ve said it already, but for the record: I thought those two were pretty unfair as well. But what do you think about adding extended cool downs to some consumables, such as the Gear — which would’ve normally provided a bouncing, perma “stun” to 5 targets; Grawl Totem — which would’ve normally provided a spammable aoe “fear”; or the Frost Gun — which would’ve normally provided a perma “chill” to (I believe) multiple targets?

Such things are clearly TOO powerful in their current state, but they’d be nifty skills to have available on perhaps a 60 second cool down? Would it really make the game that “unfair”? Perhaps so. Arguably 5 people, even with a 60 second cooldown, would be able to rotate through multiple items to keep them under “control”. I can see that argument.

I suppose perhaps that I’m not satisfied with the Patch Notes. But that’s a personal matter. Maybe I should try reaching out to ANet somehow to get a more official stance on this. Like are they thinking about re-implementing them later? Is this permanent? I don’t know! Hehe, time will tell I suppose

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

But Hoyvin, by your own argument, why would you need 5 Warriors?

Because, at this point, it does the most DPS of any class. I think for most people, who play the way the game is intended to be played, I don’t think this is much of an issue. It isn’t for me. I run with a small guild and we pretty much bring whichever toon we feel like playing.

I dunno, maybe I’m full of kitten. Just throwing out an idea.

I think a lot of the DPS that Warriors “have” is based on their might stacking. At least that’s what I’ve noticed in my PvP trials (which I know follow a different rule set than PvE, so I would have to do actual testing otherwise). But if both classes had 0 stacks of might, would a warrior outdo a thief? Remember there is a Rune set that provides 3 stacks of might and fury on heal. My assumption here was that would help “balance” thieves and warriors, but I have not tried this.

I think it’s more about the players working through problems with the set of tools their given, and honestly, I think the use of consumables in dungeons is an oversight by A-Net. My guess is that they were never intended to be used in dungeons.

Dungeons weren’t designed with these items in mind, so they’re not balanced around having them. If you feel you need these items, then you’re either not doing the content at the intended difficulty or you’re not with a balanced group. These items can remove the need for people to actually specialize, in this case into defense/support, or remove the bonuses for bringing other classes. When specialization isn’t needed, the game turns into everyone wanting only the best DPS available, which usually results in 1 class becoming dominant overall.

To both Hoyvin and Healix, can you please provide via Official Forum’s search, ANet news, or even an interview with someone from ANet that proves dungeons were supposed to be designed sans consumable usage? I didn’t work too hard on finding this info because you seem to already know this for sure. Also, while you’re at it — Perhaps explain why they didn’t just remove all consumables including potions that are dropped in the dungeons, omnomberry bars, or ash legion spy kits? The kits especially. They totally could’ve just banned them from dungeons and left them be in PvE as well if all a “consumable” is for is just giggles.

March 26 patch, laurels and unfairness.

in Guild Wars 2 Discussion

Posted by: xxx.9514

xxx.9514

This is definitely unfair, chilled out or not, heh — It’s why the monthly when these laurels were not introduced merited 0 laurels for completing them. Should’ve been the same for PvP the day (for daily) and month (for monthly) it was introduced.

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

But Hoyvin, by your own argument, why would you need 5 Warriors?

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

So far the answers have gone as follows:

  • Possible that the game developers want to focus on group dynamics and not emphasize consumables for individual classes. (Zyphent)
  • Unreferenced assumption that devs are lazy (Evon)
  • Explaining why the previous implementation was OP (Gimmethegepgun)
  • Saying I should roll a Ranger (Jski)

But to clarify: What I was hoping was some insight as to why the other options were not “healthy” for instance increasing cooldown, lowering the time it was a water field, or decreasing the amount it healed would all be alternatives. Just because a Thief could in the past fire 7-8 blast finishers in the water field for AoE heals is not a reason to ban the item entirely. Thieves should have some form of healing their party members just like other professions. They could have internal timers on how often a single player can blast finish a field (Which I would hate.). There literally were so many options. As it stands now, a Thief in upper level fractals is kitten again esp in comparison to classes that can drop reflects (Guardians / Mesmers).

So far Zyphent has come closest to answering the question. Was I incorrect in assuming that ANet wanted each class to be “equal” in the game? As in Upper Level fractals where it’s clearly biased towards Guardians and Mesmers. Of course the content can be completed, but I would assume that consumables offer the option for other professions to even out the playing field with different professions.

I have an 80 Mesmer, Guardian, and Warrior. The answer should not be “Roll a Ranger next” xP And to be honest, I’m still quite capable of doing content easier on my mes/guard — I just wish my Thief didn’t have to be further pushed out of the limelight.

Are the “healthy” alternatives I’ve mentioned not good? Are they indeed incapable of solving the issues at hand? These are some questions I have

Why was the Healing Seed consumable banned?

in Fractals, Dungeons & Raids

Posted by: xxx.9514

xxx.9514

Hi everyone

First time posting here. I know the reason why Teleportation Guns were banned — They were exploited in Arah as well as other dungeons and what not to skip content. However, not pointing out that the Gun itself should not be CAPABLE of skipping content by going through walls (like fix the walls instead?) — I will instead redirect the conversation to the other consumable changes:

We had Ash Kits that let us abuse stealth — ANet’s correct response was to nerf the CD on those things. Now they are literally used once (if ever). Effectively making them “useless” compared to their prior glory. A bunch of karma wasted for those that have stacks left on their toons. (But not really, the main point is coming ahead:)

Why, specifically, the Healing Seed? As a main Thief, this was one of my only reliable support option for my parties. I don’t think that sharing venoms is great for party support. I don’t think the regen applied to my party members on stealth is even close to the support other professions have. And I don’t believe blinding champions that have “Unshakeable” to be very reliable xP.

So I relied on Shortbow #2 and Healing Seed pods to help my parties in tough situations. I thought it was AMAZING. I was like, here is the company that stayed true to their word. They said they wanted to make all professions equal to play and here is the Healing Seed that helps do that.

I used to think OMG warriors “For great Justice” is so over powered! Then I saw ANet added Altruism runes. So I have the option to spam healing skills on my Thief every 12-15 seconds (12 is the lowest CD heal I have on my Thief, 15 is the actual cooldown on the runes) to apply 3 stacks of might and fury as well. To me this is another great way to go around some of the OP of other classes by making them available with upgrade components and consumables with reasonable cooldowns somewhat in line with other professions.

So couldn’t ANet have reduced the amount Healing Seed would heal, or lengthened it’s cooldown to keep it inline with other profession support — Was banning really the only option for the Healing Seed? I’m very sad to see it go. I’m not expecting a response directly from ANet, but perhaps the rest of the community on here can help me figure out what people were doing to abuse this product. I was not someone who would spam it every 15 seconds, nor did I run in an organized group such that we could face tank enemies while spamming the seed. I can’t even fathom what was happening with this consumable to make them want to ban it entirely

Hope this doesn’t rub anyone the wrong way, just a first time poster venting some frustrations And I already know the argument against the Teleportation Gun, so please help me figure out the Healing Seed argument too