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sanctuaire

Member Since 30 Apr 2012
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In Topic: Why hasn't Anet addressed the current zerker or gtfo pve endgame?

14 May 2013 - 10:26 PM

View Postdraxynnic, on 14 May 2013 - 02:43 AM, said:

Thunderhead Keep was actually patched to reduce its difficulty, not simply trivialised by better builds and power creep.

The second certainly did happen, of course, but you can't compare what we have now to what confronted the first people to get there.

Agreed, though, control in GW1 could be very important, while interrupts in particular have been made very weak in GW2 between bosses having defiant and interrupting only imposing a 5 second recharge on a skill rather than its full recharge. They've made some encounters where they've twisted the mechanics to make interrupts important (the ice elemental's heals in the dredge fractal, for instance - they've made it so it can be interrupted through defiant and cops its full recharge when interrupted) but it needs to be specifically designed for to be useful.

yup that's true. was there from beta as well.

hehe, its ironic that when our guild first got there 3-4 days after launch
we were wiped out during our first outings / or ironhammer kept dying.
we then switched to include more control / support skills to finish it.
( along with staying above the stairs, having runners on the balistas )

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a lot of interesting and great ideas being contributed here. hope anet could read it.
if properly implemented, this would be more than just a 'game of 'zerks' and dodge the red circles.

.

In Topic: Birthday 2013

13 May 2013 - 11:02 PM

a precursor for your birthday,

so it would stop the ever out of reach price increase for
casual grinders/ limited time players.

In Topic: Screenshot Your Elementalist

13 May 2013 - 10:44 PM

thanks! :)

In Topic: Why hasn't Anet addressed the current zerker or gtfo pve endgame?

13 May 2013 - 02:46 PM

View PostFoxBat, on 13 May 2013 - 01:08 PM, said:

What's this, ZM pugs? Interrupts were pretty rare in actual farm/speedclear builds. (Cry of Pain notwithstanding)

There's tons of "oh shit" big boss shots that would be juicy to interrupt, if you didn't have to pre-interrupt 5 times clearing defiant stacks. No need to mess with skill splits yet if Anet wanted CC to actually matter in dungeons. On the other hand, it's just going to encourage zerker stats even more, since your party won't even have to dodge as often.

it was actually not rare to see someone interrupting on groups before editable heroes almost made human partymates obsolete. not counting some HM mobs whose initial skill loadout can be pretty much be wasted
with a well timed aoe interrupt, then proceed to facestomp, even before prot monks would need much to do.
even then, in the time of the early hamstorm (box joke) / wammos/ when thk was so new people thought it
was 'hard': bosses like the swamp undead dragon / glint became even way more easy ( and faster to do )
with good timed interrupts.

during the progression of famous group n/x /iway/orders/ss group builds, there where interruptors
included as utilities. heck, even solo mes UW ones needed some for ecto runs (non 55's).
-----------------------------------------

the current pve balance is way more out of whack even compared to gw1. in maps, in gw2lfg; its shifted
heavily to certain classes. that alone should be enough reason for them to speed up the skill split like
they were forced to do so in gw1. inherent gameplay mechanic changes from pve-pvp means that certain
skills don't scale so well when monsters are having stats way beyond current player caps.

as for adding cc; it would all depend on implementation. right now, its missing the 'skill charging up' bar
from enemies. while the animation this time is more obvious, its quite hard to see on mobs overlapping each
other and with effects flying all over; daze this time is quite flaky as well. at least gw1 more options: blackout,
energy denial, interrupt, skill charge denial, ect ... as it stands now, its just a game of dodge the red circles.
perhaps they can think of mechanics that cannot be avoided, only denied before it completes its'
cast ... give control more use in the current game.

.

In Topic: Screenshot Your Elementalist

13 May 2013 - 12:28 PM

View PostFenice_86, on 28 February 2013 - 05:34 PM, said:

My Final Mixed Look :)

Posted Image

which kind of yellow dye did you use for this? :)