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Member Since 04 Nov 2010
Offline Last Active Jul 26 2014 12:06 AM

Posts I've Made

In Topic: Number of people in your guild - Discussion

17 July 2014 - 03:01 AM

View PostPhineas Poe, on 15 July 2014 - 05:28 AM, said:

1) 500. It's the only sensible number to have. It's the most one can have in a singular guild, meaning you can maximize your opportunity to do large-scale content like Wurm and Tequatl without relying on TTS. And believe me, it's a lot more fun doing that kind of stuff as a singular guild than relying on randoms/multi-guild communities. It's also a large enough number to allow you the opportunity to diversify what kind of content you do as a guild. With 500 members you can have your dedicated WvW raiders, your PvP tourney regulars, and your dungeon/fractal frequenters. Perhaps this is achievable with less than 500 members, but the more the merrier in my book.

When I read that sentence, I thought you were being satirical. It is utterly nonsensical to assume any given number is "the only sensible number to have".

I prefer a smaller guild, and when my guild had around 120 members with 40 or so on at primetime, many found it to be pushing the limits of what they enjoyed; too much chatter, too much noise. Sure, you can turn guild chat off, but many prefer to have a small idle chat going on now and then and a more tight-knit community. Thankfully, most of my guild got bored of guild wars a few months after we hit that point, so the guild promptly died and the day was saved.

I also enjoyed knowing most of my members, rather than just seeing "Oh, you're in the guild, too" and one thing I didn't like about the guild growing so fast when it did was that there were tons of people I didn't know. I wasn't complaining, it was just unusual for someone who had led a <20 guild for five years prior.

In Topic: Is anyone else sick of Sylvari?

17 July 2014 - 02:04 AM

View PostSenatic, on 16 July 2014 - 08:20 PM, said:

Sylvari as a whole are somehow linked to the elder dragons, if you thought the story would be about anything else going into this game you were naive. The Sylvari are gonna be a large part of the overall plot for quite some time, if not all the way through. Get down with it or quit the game tbh. It's not gonna change no matter what we think about it, the story has been set and started already.

(Gerroh is BACK! and what a thread to come back to)

I was naive enough to think this game would have us fighting more than one elder dragon when I pre-ordered it. Seems it's veered off in an entirely different direction. Fight some moles and evil charr, now fight some evil sylvari over here, now some evil sylvari over there. Why isn't there anything happening with the elder dragons closer to home? You know, Jormag, Primordus, the other ones whose names I've forgotten during my hiatus from GW2, etc.

I just want to explore more zones. I'm happy with the new zone, very happy, maybe there's new hope. I don't care what race(s) the story centres around, but I sympathize with OP. I just want exploration and progress towards murdering some elder dragons.

In Topic: Fellow Necromancers, what are you thoughts on our current state in PvE?

16 October 2013 - 05:27 AM

View PostPhenn, on 16 October 2013 - 04:46 AM, said:

5. On the heels of point 3, the reality is the Necro has ALWAYS been the underdog. The broken, bug-ridden, imbalanced, disadvantaged, and ill-conceived class. And yet we've made it work. Long-time Necro players have taken a class that was literal dead and given it life. And no matter what the state of the Necro in PvE, it'll always be made viable in some way or another.

It should be noted that this is only the case for Guild Wars 2, and the complete and total opposite was true for Guild Wars 1. GW1, with the whole secondary profession thing and necs being the only ones to have access to soul reaping(for anyone who didn't play gw1, soul reaping was pretty much constant energy (mana) as long as things died, which they did) were able to play any* role desirable for pve.
*Necs "tanked" through the use of minions, and were actually quite squishy on their own in GW1.

In GW2, necs seem to be the opposite, and I blame the extremely simplified combat system. In GW1, necs could support like you wouldn't believe. A blood nec could put the entire team on steroids; feeding energy and brute force to everyone else at the cost of their own health, which they could easily regain so long as they weren't being nailed by big hits. A death nec could swarm the enemy with loads of minions, which when they died, would refund some of the energy it cost to make them(via soul reaping), forming a strong front-line and making it impossible for melee AI to reach your backline. Curses necs were more for pvp, and their focus was around making everyone miserable. If good curse nec was on the enemy team, you wouldn't be allowed to heal, or hit, or protect yourself, and what's worse is there were even curses spells that increased the damage on a specific target. Oh, the glory days of the necromancer.

The problem is that all of this was done through specific spells with their own specific effects. Necs could apply and control conditions, but they were also dependent on hexes(similar to conditions, but each one had its own specific effect, instead of this overly simplified system we have now). Blood magic operated mostly through enchantments(opposite of hexes, so they were like boons but with their own specific effects) and lifesteal being its own "damage type" rather than just gaining health while dealing damage. Even just the small details like the removal of damage types makes a huge impact on professions that profited off of such things.
Necromancers annihilated defenses, slowed physical attacks to a snail's pace, and allowed their own team to hit harder and more often.

Another large issue is just that GW1 pve actually had enemies who applied conditions, put up their own defenses, and needed to be responded to with some form of thought and tactics, rather than just "Kill it ASAP".

Now with that in mind, how the hell do you implement that sort of "flavour" into a game with no hexes or enchantments? How can I have my five different curses spells- each one for a different situation or enemy -when all of the skills in the game are just different versions of the same thing?
Mesmers suffered the same deal with losing all of their hexes and real interrupts, but their solution was to simply turn the mind-games spells into bullshit. Bullshit galore. Just bullshit everywhere you look.

I feel like the necromancer of GW2 is a decent attempt at keeping the spirit of the GW1 necromancer in a game where it just doesn't belong. The necromancer of GW2 cannot compare to the necromancer of GW1. Don't get me wrong, I still love the necromancer profession, even if only for the idea of being the nasty-sicko-anti-hero, but it just isn't the same as it used to be.

In Topic: Why join a party?

04 October 2013 - 05:56 PM

View PostDakan, on 04 October 2013 - 05:18 PM, said:

Okay basically the last 4 answers are this:  That means tagging is easier in a party.
So does anyone have proof of this? Maybe some numbers of running scarlets invasions or something with or without a party?

Because right now its just an unsubstantiated claim although it would make sense to me.

In a party, I can do 10 damage to something and get full credit if the rest of my party hits the damage required to get loot, alone 10 damage won't get me anything. It's not difficult to test this, just get a few people together, see if you get exp when you do 10 damage alone, and if you get exp when you do 10 damage in a party.

In Topic: Light Ascended Armor Preview

02 October 2013 - 09:53 PM

Ascended light armor should be the old Vabbian nec armor from GW1, because your collar isn't big enough until it needs its own jiggle physics.
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