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Silinsar
Member Since 21 Dec 2011Offline Last Active Yesterday, 11:11 PM
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- Birthday July 14, 1993
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#2205614 The 9th Profession - What should it be?
Posted
ProfGast
on 23 May 2013 - 11:16 PM
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
#2194956 How would you like ascended armor to be?
Posted
Phadde
on 24 April 2013 - 09:00 AM
Thaddeuz, on 16 January 2013 - 05:20 PM, said:
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
#2192774 Leviathan: Warships
Posted
actionjack
on 18 April 2013 - 01:11 AM
#2192180 Best PvP Game?
Posted
KQ
on 16 April 2013 - 08:01 AM
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
anudaw, on 03 April 2013 - 05:04 PM, said:
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).
Phadde, on 27 March 2013 - 12:48 PM, said:
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
El Duderino, on 22 March 2013 - 09:21 PM, said:
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.
Feathermoore, 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.
Jump_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
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
Feathermoore, on 22 March 2013 - 03:02 PM, said:
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
Quote
Mind = Blown.
#2178616 Has 'Guild Wars 2' Become Too Complicated? | Forbes
Posted
Kymeric
on 13 March 2013 - 02:30 PM
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
Rachmani, on 28 February 2013 - 10:39 AM, said:
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
#2166803 Is GW2's combat system a step backwards from GW1?
Posted
I'm Squirrel
on 19 February 2013 - 06:02 PM
The main problem I have with GW2's combat system is the lack of skills, spamming "1-2-3-4-5-6-7!" of the same exact skills gets so boring and stale after a short while.
IF ArenaNet made weapon skills customizable(adding 10, 20, or 30 skills to each weapon) along with adding a lot more utility skills (50 maximum) I would have no problem with it at all. Right now it's too basic, it's too cookie cutter, there's no skill/strategy on your combat builds specifically.
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