Jump to content

  • Curse Sites


Member Since 02 Jun 2012
Online Last Active Today, 11:15 AM

Posts I've Made

In Topic: ArenaNet to "address [...] the dominance of Berserker/DPS"

Yesterday, 10:25 PM

View PostPhineas Poe, on 19 April 2014 - 08:21 PM, said:

I don't understand how having power + crit damage is an impossible option for infusions. This whole scenario just makes no sense and sounds tinfoil hat-ish. After all, if they cared about increasing the power creep, they would've just left crit damage alone.

The whole thing was purely to bring it in line with other stats so that other stats are more valuable (or crit damage is less valuable). Now sets like Zealot's have a little more of a competitive edge, even if it's not much to speak of right now. Berserker will always be the best DPS option, but it shouldn't be so overwhelmingly better than everything else---at least not in the sense where gearing for damage is always the best option.

In other words, why would you gear to take an extra hit or two when you can literally burn shit down in seconds with Berserker? This nerf was intended to balance things out, but I guess people around here will make a conspiracy out of anything. What I wrote was just an unintended side-effect to the whole thing, similarly to why five-signet warriors are so good at early levels.

Do you really believe that a 10 % nerf in dmg changes anything? We all came to the conclusion that in pve all that counts is most dmg. So it doesn't matter if the best is 10 times as good as the second or only 2 times as good. In the end it's better and everything else doesn't count and isn't in any better place than it was before. The reason why they changed it this way is just to do something. They actually don't know how to resolve the core problem.

In Topic: Feature Patch Update Notes

Yesterday, 04:54 PM

View Postdavadude, on 19 April 2014 - 01:48 PM, said:

It's got nothing to do with the megaserver, but rather, with how the game was programmed.  It's evident you were not here launch week, all world bosses had this problem with the "old system," in which so many people would be fighting it at once that all skills, save for the automated ones, would stop working.  And back then, we didn't have those last two graphics options, which does actually have an effect on the game's performance beyond graphics (see below, you ignorantly said "quoted for truth" without even knowing how the engine works).

Wrong.  Guild Wars 2's engine has been programmed in a way that skills are either defined as critical or non-critical.  A critical skill receives priority over all else, and non-critical skills are handled as a secondary item of importance.

The game also renders the graphics and outcome calculations of the skills before actually doing it when skills are non-critical.  Therefore, when you you another player activating a skill, the graphics have already been rendered on your side as well as defined server side that he or she is casting it.  This means, the game will FIRST render the  graphics of all other players before handling your non-critical inputs.

Don't believe me?  Go into a world during megaboss time, and set these two options to highest.  Notice the skill input lag.  Also, notice that when you activate your only critical skill, 6, the healing skill, it will work instantly.  After that, switch the final two graphics options to lowest, and notice how your skill input lag should either be entirely gone, or reduced significantly.

Still don't believe me?  No problem, because Bill Freist, the man behind Guild Wars 2's optimization and engine team, has confirmed this on the official forums multiple times.

No, I don't believe we mean the same thing. Your argument doesn't explain why you have skill delays if there is a big fight half the map away. Actually it explains it, but it doesn't help if you are the only one changing the settings. Everyone has to change it, that way the server gets way less stressed because the calculation for effects are much lower. Tracking of the ridiculous condition/boon system and massive effects even with low options are still a problem then.
I actually turn both options to low when I enter WvW and it makes a big difference for the fps in big fights. Like fps boosts from unplayable 5 fps to moderate 30 fps.  But it doesn't make any difference for skill lags whatsoever. Either the server is overloaded because of too many persons fighting in one point and the whole map will lag like hell or it's ok for everyone.

In Topic: Feature Patch Update Notes

Yesterday, 12:54 PM

View Postdavadude, on 19 April 2014 - 12:36 PM, said:

Switch the last two graphics option to lowest.  It removes the skill lag and makes the world bosses much more playable.

That's completly wrong, sorry. The 2 options help greatly with your fps. But they don't affect skill lags at all because skill lags are on the server-side.

In Topic: Black Lion Tickets

18 April 2014 - 09:16 PM

View PostI post stuff, on 18 April 2014 - 09:00 PM, said:

Oh come on, really?

My previous post here. Please. Then the one before it again.

But he is right. o.O I don't get how you came to the conclusion 3 posts earlier and I don't understand what's your point in this post.

In Topic: Feature Patch Update Notes

18 April 2014 - 08:28 PM

Ok, let's make a short conclusion to this feature patch from my perspective.

1. PvP Rewards and Unification: The idea of progressing bars to chose from with set rewards is a really cool idea. Unifying PvP and PvE rewards however is a really bad idea. There is a big difference between PvP and PvE and players should be able to show that of. In addition to that the shrink of ranks is really bad imho. It takes away the only real long term goal for pvp and gw2 as a whole kinda lacks them already.
In general all these changes don't touch the root of the problem at all (which leads to pvp being without competition, without depth and pretty bland and boring) and try to bring in achievement grinder's and farmers from pve with shiny rewards. Seems like they have completly given up on pvp as being competetive.

2. Wardrobe: I like the general idea. But I don't like that it's acc-bound. I have complained about that before and I will in the future. GW2 started as a hybrid between role playing game and account show-off but developed more and more into account show-off. It doesn't matter what my character does. Just create a level 1 character and "oh hello Commander, Survivor of Southsun, your Arah Armor and Sunrise look good on you!". I also don't like that they charge money for it. I also don't like that you still have to carry shit tons of armor for different stats.

3. Bad. I didn't and don't care much about champ trains and world bosses but anet states another defeat to simple minded farmer's while faking that they are totally against farming. Why not allowing to pull 50 monsters and kill them all at once but support champ trains? And what about the cool idea about meta events with progression in both directions and networks of events all over the map resulting in a big epic mega boss if the progression got that way? Events that needed to be triggered by different events? Nope, just timers. At least this change, alongside with the mega servers prevent guesting abuse.

4. With the bad notion in point 3 it's actually a good idea to give guilds an option to do raid-like content on their own. Within the bad changes, this is a good one. Mega-Servers are also pretty welcome but there should have been a district system like in gw1 from the very beginning. Mega-Servers have still a lot of issues (e.g. not selectable) and are antediluvian compared to districts. On WXP: Long needed change (and it was already promised for a much earlier patch, alongside with EotM...). Note that I hate WXP and the slow power creepy progression that turned a lot of WvW into mindless circle-jerk WXP farming, so everything that makes it faster is welcome.

5. World Polish = yadayada. Good they did fix some bugs, many remain, so kinda positive point I guess. Sigil changes seem to be pretty good imho.

6. Runes: Bad. I didn't thought it would be possible to take away even more depth from the game, but with the rune changes they did. good job anet, good job.

7. Changes to Traits: The idea of giving like 1 Trait Point every 5 levels only make the 80 levels feel even more needless. So glad I won't play another char to 80 anyways... Can't comment on the changes to the minor/major traits. Some seem interesting, which is a good thing.

8. WvW: You can't target the enemy commander anymore. Why? I don't understand this. Takes away a finesse of combat. :( I don't understand what the second note means to the game.

Overall this patch won't make me come back at all. While there are some nice changes and good ideas, the majority of changes lead the game more and more away from a experience I want and more into a game with shiny rewards, shit gameplay and no depth.