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Calebrus

Member Since 06 May 2012
Offline Last Active Mar 24 2013 04:34 PM

#2144580 Does GW2 seem overly "Mathy" to you

Posted Gilles VI on 17 January 2013 - 02:59 PM

View PostYui San, on 16 January 2013 - 04:21 AM, said:

This makes me wanna cry. This is exactly the "ping your build", *don't see all the "must have skill"*, "omg noob" reaction attitude that hurt the game so much. (I appologize for the free style syntax ^^).

I'm glad that GW2 is a bit more complicated and gives us more possibilities (even though it has not nearly as many skills as GW1). I don't think it is as "Mathy" as it seems in the first place, it just takes some time to come up with something nice because there are many interesting builds and stat/equipment combos. And thank god, it's not possible to ping builds in this game. :)

Dont forget gw1 at launch actually had fewer skills than gw2 at launch. :)

View PostGuanglaiKangyi, on 17 January 2013 - 04:28 AM, said:

Is this the reason why everyone starts ranting about WoW and LoL whenever I ask them to show their gear so I can confirm they're actually running the role they claim to be running?  Because they are afraid of math?

Reason they do that is because everything is so easy in GW2 there is no need to do gear checks.
And alot of people (myself included) see a lack of skill/experience in people who want to do exactly that.


#2136729 I'm struggling to level.

Posted Cesard on 06 January 2013 - 11:10 PM

Some very good mesmer advice here, particularly from Calebrus.

The only thing I might add that I find helped me get past that hump, I buffed my illusions a bit so they don't die (traits and the signet) and start off with warden/phantasms.. they last longer, and hit pretty darn hard. As has been said here, the regular illusions die far too fast and are only good for shattering, for the most part.  But having a tougher warden/phantasm up  can buy you the time to sit at max range and zap away with GS.  Swap weapon sets and have 2 wardens/phantasms up right away.

Also, Calebrus... could you post a link to your build and traits?


#2133230 Will Engineers ever be good?

Posted draxynnic on 02 January 2013 - 02:23 AM

Super Elixir on the elixir gun used to be pretty broken. Even now, good timing with Kit Refinement can allow you to have at least one healing light field down permanently, and adding medkit with Packaged Stimulants and you're a long way to what's probably the closest thing to a monk in GW2, and that's just to start off with.

A typical guardian wins out on damage prevention (especially against enemies resistant to CC) and boons, and a guardian that specialises all the way towards support can match the engineer for healing as well and thus come out ahead overall, but Mel's claim is not as unbelievable as you say.


#2118651 Grenades #1, 30% damage reduction...how bad?

Posted FoxBat on 15 December 2012 - 03:36 AM

View PostCalebrus, on 15 December 2012 - 03:10 AM, said:

In short:  They keep nerfing Grenades, but Grenades were fine to start with and the thing that needed a nerf was the Grenadier trait.

Agree. No other trait says "You deal 50% more damage and proc 50% more often." No matter how you balance grenades, that kind of trait is fundamentally unbalanced. It should not be a crutch that the kit has to lean on.

OTOH this way, grenades still have a good boss condition damage niche, for maxing out vuln and bleeds. They should also now be the best at proccing crit sigils.


#2111754 Free Upgrade to the Digital Deluxe Version with Purchase of Guild Wars 2

Posted Serris on 08 December 2012 - 08:57 AM

View PostAurawind, on 08 December 2012 - 08:43 AM, said:

so.. the real fans dont get rewarded for getting the game sooner..? >_>! rage

my supermarket is holding a sale, 20% off on bread. i once bought bread there. i'll go get my 20% refund back.


#2099811 Most/least wanted FotM profession

Posted ukgamer23 on 28 November 2012 - 03:46 PM

Why is the engie so under-estimated?
They have top class damage, top class support and can bring supply drops (which used right, can prevent wipes).


#2048735 GW2 Outage 10/28/12

Posted dorin on 28 October 2012 - 08:37 PM

yeah , it seems I have router/firewall problems :))


#1919264 Official Guild Wars 2 Forums Opened!

Posted Kaylos21 on 11 September 2012 - 08:34 PM

No server forums is dissappointing.


#1722402 Condition removal

Posted Adamantium on 13 August 2012 - 02:04 AM

View PostFrail, on 13 August 2012 - 02:01 AM, said:

fixed it for you

If they're not wearing a shield, players in general do not spec defensively, killing people is more fun. You can argue that smart pvp'ers put a high premium on survivability or whatever, but that requires using the word 'smart'. It's better to assume the average player will focus on high burst or high condi damage for faster kills.

Wouldn't this be their fault as "average" players for not using it, and not the fault of the Engineer profession itself? If the condition removal is available to use, and with Engineers it's available in abundance, it's no one's fault but their own if players choose not to use what is available to them. It's completely unreasonable to expect every build to have ample condition removal. You have to give something to get something.


#1704131 Stress Test scheduled for August 10th!

Posted sergel02 on 10 August 2012 - 03:49 AM

I'm not going to complain about the time and just be happy they're allowing folks to play a bit more.


#1634900 The let's help the thief thread part 3 ( post BWE3)

Posted Jaehan on 25 July 2012 - 08:54 PM

View PostLumm, on 25 July 2012 - 08:03 PM, said:

This is not true. Burst is separate from sustained as balance goes. So lets start:

Thief has good burst if played well. Not sure exactly how the numbers played out in BW3 but Thief has been up there with other good burst classes in the other BWs - not much better or anything, just a class with good burst.

So how come that the thief has much worse sustained damage/ability use than other good burst classes? Well, there is only one answer: By the way initiative works right now the system is balanced around our burst. Low sustained damage becomes collateral damage in that balancing process. There are multiple ways to change this and mostly keep initiative as it is. And it would not be unbalanced - and it woud add to the fun factor of playing the thief.

Please note that i think the thief should have lower sustained than other classes but not as much as currently.

Initiative Restorers on the weapon bar would be a great addition, even if it was only 1 initiative per strike ( any more would be OP ) - as an example, as the current "1" skill is basically just a filler skill when we don't have initiative anyway, it would be more beneficial to have it restore 1 initiative per strike. To balance this, simply reduce the overall damage of each strike.

It would help with sustained damage significantly in that one aspect alone, as most of our damage doesn't come from our "1" skill, but the other skills ( and unfortunantly, a lot of it comes from our Dual Skills, which is why they get spammed ).

Adding more damage to any of the weapon skills is the possibility for them to become another LBD or Unload spam, which is counter productive to fun gameplay. No one wants to spam 1 key.

However - rather than focusing on damage-based weapon skills, I honestly think the Thief would be better suited as a condition profession. We're THIEVES. We don't fight fair! Sure, we should have some moderate-to-good burst, but we should also be Kings of Unfairness.

It should be shown on our weapon bars aside from the obvious already in-place skills, such as Choking Gas.

Example? Aa frontal low-stab skill on the Dagger should be a quick bleed, 3 stacks of bleed, 5s ( as an example ).
Pistol should have an "Explosive Shot" type skill that applies 2s of Burning ( to counter being spammed and stacking 10s of burning ), or tack it on to Headshot, so that it has more use than a 0.25 Daze duration.

This is mainly an issue with Blind, but as the Thief has the most prominent access to blinding, I'll say it here:

I do not like that Blind forces you to miss 1 attack. Always, just 1 attack. Any type of quick-acting profession will plow right through that blind and decimate you, which is 70% of the most popular and most used PvP builds anyway - QZ, Frenzy, etc. Combined with the fact that most professions have access to single skills that have multiple individual attacks, it negates the usefulness of Blind as a hard CC significantly.

What I do think Blind should do:

Causes XX% chance to miss attacks for Y duration. Stacks in Intensity. Example:

1 Stack of Blind: 10% Chance to miss attacks. Nothing serious.
2 Stacks of Blind: 20% Chance to miss attacks. A little subpar. Could be interesting.
3 Stacks of Blind: 30% Chance to miss attacks. Not too bad. Still not great like a KD.
4 Stacks of Blind: 40% Chance to miss attacks. Now it's pretty nasty. 2/5 attacks missing.
5 Stacks of Blind: 50% Chance to miss attacks. 1/2 attacks missing.

But keep the duration low, so it's not abused - but at the same time, it allows for disabling of a different kind. A more pre-emptive disabling, which is what the Thief is good at anyway, but making Blind more viable in tPvP.

That way there's an actual reason to wipe Blind rather than simply "1" and continue on. What's more, it means standing in Blinding Powder or Smokescreen far more dangerous than, "oh. I got blinded for a second. I'll just QZ through this and kill you."

Getting hit by an Unload through Smokescreen does more than JUST damage - it applies lots of blinds, which would also decrease the opponents damage output.

There are a few certain skills that would make it grossly OP - namely, Dagger Storm. However, it makes the Thief a GREAT disabler. Right up there with Mesmer, in fact - and then that alone will push the envelope of balance further into place, as you can focus on Blind Disabling ( amongst others ) or the way of the Mesmer Disables. Thief would be viable in tPvP for that reason alone.

Granted that is not an end-all-be-all solution, as it would still force the Thief into one role, but it would be yet another huge step in the right direction, if coupled with other things as well, of course.

However, I will also admit that I am somewhat hesitant to put my faith into a %-to-miss condition, even if it only lasted for 3-5 seconds. Lowering the percentage to 5% is too low to be effective, but more than 10% is too high and you'll hit 100% quite easily, which is just not fun at all. I think 7% is a solid, effective number. But again, I'm iffy on that concept myself.