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Member Since 21 Dec 2011
Offline Last Active Nov 02 2013 05:10 PM

#2218194 Why doesn't the elementalist have a reduce falling damage trait?

Posted hatchet on 09 July 2013 - 07:49 PM

View PostKyrgyz Manas, on 09 July 2013 - 07:07 PM, said:

so here's the point I really need a reduced falling demage skill for eles...
Arcane Abatement does that help ?

Also this thread is from july 2012, arcane abatement was since added around Dec source

#2205614 The 9th Profession - What should it be?

Posted ProfGast on 23 May 2013 - 11:16 PM

GW1: E, N, Mo, Me, A, W, R, P, D, Rt

GW2: Ele, Necro, Guardian (Mo/P), Mesmer, Thief (A), Warrior, Ranger, Engineer (new!)

What remains?  Dervish/Ritualist hybrid.  Clearly.  I'm thinking Kit-like casting, melee primary with the ability to remove condis on enemies for additional effects, or boons on self.  Prayers and spirits ftw!  Make it happen anet.

#2196184 The Elder Scrolls: Online

Posted Bohya on 28 April 2013 - 03:23 PM

One thing I don't get is why they wished to make a generic 3rd person MMO, when everyone wanted a Skyrim-esque multiplayer game. Why couldn't they just continue their best selling model but make it into an open world MMO? Their new project has essentially alienated the existing Elder Scrolls community and the only thing that they have going for it is the fact that it is set in the same universe. They were onto a winner with their latest release so why have they decided to leap into experimental grounds? This MMO is a wasted oppertunity when they could have made a fresh unique game that could possibly reinvigorate the market. How many first person MMOs are there, let alone first person sword and shield MMOs?!

#2194956 How would you like ascended armor to be?

Posted Phadde on 24 April 2013 - 09:00 AM

View PostThaddeuz, on 16 January 2013 - 05:20 PM, said:

The game already got a good customization system, but they really need to give us some new epic armor on a regular basis like 1 new set for each type (light/medium/heavy) during the monthly update.

Yes! Don't add Ascended in any additional slot, give us Exotic armor that looks badass instead. Stick to the philosophy that the game was based upon.

I like that they added Ascended to the 6 armor slots that isn't visible (-backslot) since it pleases those who wants the "best numbers" while not making it cosmetic.

If you want awesome gear that's really hard to get, keep it Exotic.

#2143581 How would you like ascended armor to be?

Posted Trei on 16 January 2013 - 09:24 AM

I would like ascended armor to be non-existent.

#2192774 Leviathan: Warships

Posted actionjack on 18 April 2013 - 01:11 AM

No idea about this game before.. but their trailer sold me...

#2192180 Best PvP Game?

Posted KQ on 16 April 2013 - 08:01 AM

You could try Bloodline Champions. It's an arena-style MOBA with short rounds and skillshots.

Or well, why don't you play GW2 PvP? Even though it is not exactly the best out there in its current state, I'm still having a blast with my team.

#2187212 I love PvP... But there's just nothing to it but the combat.

Posted Andemius on 03 April 2013 - 07:05 PM

View Postanudaw, on 03 April 2013 - 05:04 PM, said:

itll never change, no matter what anet adds, new maps, skins, game modes itll be and always will be as dull as it is, because even with the diff maps, skins, finishers, ranking, everyone will still be on the same level. a rank 40 toon  with cool weap armor skins and finishers is same as strong as a rank 1 toon with basic skin, with the same set build and prof. there isnt really any goal in pvp right now. until anet adds gear progression, pvp will never be as fun as other pvp oriented games out there.

You're missing the point of pvp. I don't want to be ganked by some ass who's grinded away and got better gear than me, I want to be beaten by someone who played better than me. No gear progression ensures that everyone is on an even footing. GW1 had balanced pvp gear, everyone had access to the same stuff (unless you were lucky enough to have a myriad of req8 shield sets, and even then that wasn't a huge advantage - 8 armor points).

View PostPhadde, on 27 March 2013 - 12:48 PM, said:

I miss working towards that shiny set of armor, or that sword with the slight glow-effect.

You can still do that, nice skins don't really come in until r40, and the tournament reward skins have become somewhat common. Grinding away for nice skins is still viable.

PvP needs some love, no matter which way you slice it though. I'm unimpressed with the removal of 3 round tournaments (even though no-one was playing them anymore), and the removal of Paid torunaments, as that gave incentive beyond shiny skins.

#2182819 Should more professions be added in the future?

Posted BuddhaKeks on 22 March 2013 - 10:53 PM

View PostEl Duderino, on 22 March 2013 - 09:21 PM, said:

Because you think OP is good meta change. It's not. It's making build > skill until everyone runs the same OP build and back to stale meta.

That's what you think I said, but it isn't. Of course something OP is bad, but it being OP doesn't mean it will stay that way forever. The fact that something was changed however is somethign good.

View PostFeathermoore, on 22 March 2013 - 09:51 PM, said:


The Engi is by far the most underrated class in the game, because it is more complicated and less obvious in effect than the similar Ele. Ele is the polar opposite, it's easy and straight forward. More people can play it correctly, but that does not mean it's better. In the hand of equally skillfull players, there will always be situations were the Engi is simply better. How do I know that? It happened to me. I was invited to a Fractal run by a group that I often played with. They also invited an Ele, but could only take one of us, and they decided to take me, since they saw me as way more effective. And they did not make a mistake, it was the smoothest run we have ever done.

GW1 wasn't a true MMO, yes, but it was sold as one. People who bought it expected an MMO, people who were disappointed by what they got left, the rest stayed and found something interesting and unique. But it still has to be compared to MMOs, not something like Dota or Counter Strike. Those games are PvP only, they have no PvE part. While GW1 had it's focus on PvP, it still was no PvP only game, so it must be compared to games that are like it. And in this category it was truly outstanding.

My problem with the people that complain about the build wars is, that the build is what should happen in this game! Yes I said it. It's a postive to come with quirky gimmick builds that happen to be effective too. I always hated those snobs that pretended that "balanced" (what a horrible pretentious name for a build) was the only way to go. Who are those people to decide that this is how the game must be played? Who are those people to decide that other builds can only win because they are OP, and only unskilled people use them. Because it is simply not true.
I have played my fair share of matches with a balanced team, but I much prefer self made gimmick builds. I have probably created far more than 100 builds with my PvP guilds, many of them were later used by other people. Among them the infamous Golem-Way, various forms of IWAY (after IWAY was not used in the meta anymore due to nerfs, it was again, after my guild was successful with it), and countless spike builds. But why did these build work so well? Because my guild had the skill to play them to their full effect. It's incredible insulting to presume someone can only win a match because he abuses an OP build. If it was so OP, why could I defeat a build that I helped creating with a complete new build I also helped creating just one week later? Because the new build was more OP? No because I had the skill to win and I knew what I was up against, so I could counter it. That the thing about gimmick builds, they are incredible easy to counter if you know how.
That's why I say people who only flamed about them are not as good as they think they are. Most of these people have never even bothered to create builds, they copied them from somewhere, and I'm not talking about you average pug, I'm talking about "top players". Being very fast, and knowing how to behave in a match is one side of the coin named skill, the other side is knowledge and foresight, planning and testing. Something a lot of players that claim themself to be pros did not do. And those made a large chunk of the players that left. But not all left, the ones that stayed, were part of the crazy awesome "time of changing metas" as I liked to call it, when the meta would sometimes change faster than you could blink. Skills got nerfed, buffed, overhauled. Yes this was sometimes necessary, but I don't see how this is a bad thing. It creates new situations, prevents anykind of stagnation. There might be people who prefer to play the same build for months without changing anything, and that's okay, I was sometimes annoyed or disappointed to when a newly made build was useless after the next patch. But, this is part of the challenge of being a serious PvP player. This is part of the fun. It's unpredictable. This is what devides good PvPers, from amazing PvPers. The ability to adapt to change.

Also I did not attack posters, I asked questions, after noticing comments that drooled of ignorance and unability to comprehend what I was talking about.

View PostJump_N_Move, on 22 March 2013 - 09:52 PM, said:


I know exactly that there were skills and mechanics stronger than others, but most of it got fixed eventually. As I said true balance can never be achieved. You can either sit around and cry about that fact or you can try to adapt, using the new possibilities you get to your advantage. It's not like pre-NF you didn't make your build around certain skills, just less people cried about it. Maybe it's more obvious when something new is very strong, but it the game had always shades of this and that's not a bad thing, just something you have to take into account if you want to play successfully. That said, I defeated "OP" builds with build that were considered "UP" several times. It's the player who is teh deciding factor of win or loss. Don't exclusivly blame the balancing, instead look at your performance and see what you can do better.

#2182575 Improving the Game: Increased XP Percentage?

Posted Midnight_Tea on 22 March 2013 - 03:45 PM

Captain Bulldozer:  I kind of take issue with your post because you're making the assumption GW2 is trying to be GW1 but better. No, GW2 is trying to be GW2, which is a more traditional MMO. The devs have said repeatedly they don't consider GW1 to be an MMO and thus not a comparable experience. In retrospect I think it's kind of unfortunate they chose to put a numeral at the end of the name, but it's a bit too late now.

You're also assuming that there is an objective definition of "fun", and that's it's necessarily what you personally consider to be fun. For a lot of us, the traditional MMO experience is fun, and I feel like GW2 has done it better than anyone had up to now. All the fun parts of that experience but minus most of the annoying parts that cause time > skill. I love it.

But you know what? If it came down to it, I'll be the first to show solidarity that the unique experience of GW1 had to suffer for this game to be made. It's a shame such a unique game doesn't have a modern spiritual successor, not even in the game that is supposedly its sequel.

#2182572 Should more professions be added in the future?

Posted BuddhaKeks on 22 March 2013 - 03:42 PM

View PostFeathermoore, on 22 March 2013 - 03:02 PM, said:

Your examples are all fine and dandy but they are just flavors of classes, not distinct classes. The paragon was actual songs more than shouts (Aria, Chorus, Refrain, Anthem, Ballad, Finale, Lyric, and Song making up the majority of Paragon "shout" skills). The Paragon was a Bard that used a spear.

Anyways, the Paragon's role and play style is completely covered by the Guardian and Warrior. The "fusing" class is covered by a race, the Norn, and was likely considered (Shaman) and the play style is covered by weapon swapping. The Elementalist plays exactly that way and adding the fusing thing would make the attunement swapping of the Ele less special. GW2 minimizes the differences between what classes can do, but their play styles are still distinctly different (with some professions partially overlapping with another in specific builds).

You can come up with themes all you want, but until you come up with a play style that doesn't exist in GW2 in any way, the game gets no benefit from adding another class and it just makes balance that much harder,

If you go down to basics like this you can say that Engineer and Ele are exactly the same, with no weapon swapping, use of environmental weapons, excelling in support and aoe damage roles. You can say that Thief and Mesmer are the same, with use of stealth and illusions, and the ability to burst down opponents in a very short time. Does that mean Engineer and Mesmer can be cut from the game? Obviously they don't add anything new and you can just roll their last unique class mechanics into the Ele and Thief.

But then something would be lost wouldn't it? I bet you, if Anet added another class to the game, even if it has some overlapping mechanics with existing professions, people would still play it and miss it if it was gone. Making something unique doesn't always mean you have to make everything compeltly different from already existing features, no shifting focus or combining never before combined aspect can achieve the same.

And as I said before harder to balance is not really an argument, eventually op or up skills will be fixed, and the meta can and will change over time anyway through new skills, with or without new profession attached. It's the responsibility of the players to adapt to new builds and situations and a good player will be able to do this. And so should it be, metas should constantly shift and evolve, if you play the exact same stuff for months or even years without changing anything, then it get's stale and boring. Adapting and experimenting with builds was half of the fun GW1 had to offer.

#2178648 Has 'Guild Wars 2' Become Too Complicated? | Forbes

Posted El Duderino on 13 March 2013 - 03:05 PM

I love this quote:


We didn’t want to get into a gear-grind scenario, so what we did was add a new tier rarity called “Ascended items.” We wanted to add a step in there to insure that people had a lot to do.

Mind = Blown.

#2178616 Has 'Guild Wars 2' Become Too Complicated? | Forbes

Posted Kymeric on 13 March 2013 - 02:30 PM

There seems to be a contradiction. They justify the number of currencies as a way to get people playing in areas they otherwise wouldn't, and then finish up by saying that you can still play as you want, ignoring the parts of the game you aren't interested in.  Sure, you can ignore the areas of the game you don't like, but you also have to ignore the fact that ANet is continually designing the game to try and nudge you toward those areas.

I totally get the idea of introducing people to areas of the game they might dismiss outright, but might like if they would just try.  The dailies and monthlies can be a good way to do this, giving you the same currency in vastly different parts of the game for just sampling those areas.

Adding a currency that can only be obtainable in one area, and rewards that can only be obtained with that currency, however, is doing more than encouraging you to try it and see if you like it.  It's encouraging you to invest a significant amount of time in an area you may have decided you don't like.

Having said that, "Has Guild Wars 2 Become too Complicated" is kinda ridiculous.  If you take several months off from a game, you should expect to have to learn about the changes that happened in that time.  They're not that large nor complex.  Especially for someone who had figured out the game after the "first few hours".

As for locking currencies until later levels, that could really suck.  One of the great things about laurels is that if you are a more casual leveler, you'll have enough laurels by the time you ding 80 to pick up an accessory or two.  Don't make me wait until "endgame" to start building up laurels, please.

#2172536 Engineer patch notes, February 26th

Posted Sagramor on 28 February 2013 - 02:15 PM

View PostRachmani, on 28 February 2013 - 10:39 AM, said:

Honestly, I think I can somewhat understand what they're trying to do.
A-Net seems to be determined to actually get us to use certain kits (use as in "not swap in and out") - which somewhat makes sense, especially with the EG, that was mostly used for Kit refinement procs or a fast 4 or 5.
I just don't think the kit refinement nerf did a good job at achieving that, at all.

If they wanted us to utilize kits like other professions use secondary weapons they'd simply bump up the kit swap cooldown (Medkit excluded). Instead they put a GCD of 10sec (same as weapon swap) on Kit Refinement; most likely in an attempt to kill 100nades. What this did was further tax multi-kit builds.

#2166950 Is GW2's combat system a step backwards from GW1?

Posted JHCinSC on 19 February 2013 - 10:09 PM

I loved GW1 and played it from release until GW2 came out.  I enjoy GW2 and play it daily to get my daily achievement, but I hate that most of my skills tied to weapons and the lackluster trait system.  I guess they did it this way since it's easier to balance preset blocks of skills vs allowing you to choose your favorites from all of a profession's skills.  Unfortunately gameplay suffers because of this design decision.  It is no where as robust as the GW1 system.   Being able to use another professions abilities (although at a lesser level than a primary user) was awesome and helped mitigate the effects of nerfs as you could find another set of skills to use.  In GW2 nerfs hurt a lot more because of the limited skills available.  I love that in GW2 you have a choice of more weapon types.  I love using a sword or axe with my Ranger, but unfortunately I usually run with a long bow and short bow just to get the ranged abilities I want.  If I could chose any 5 bow skills and then put them on the bow of my choice I could use a sword as my alt weapon.  I for one would have loved to see GW1's primary and secondary skills melded with GW2's improved movement, dodging and increased weapon varieties.  As things stand with GW2 I just can't see me playing it for as long as I did GW1.  I am hoping that we get improvements with each patch and that maybe the first expansion will provide game changing (and saving) improvements.