Jump to content
  • Sign Up

Robban.1256

Members
  • Posts

    169
  • Joined

  • Last visited

Posts posted by Robban.1256

  1. > @"Oglaf.1074" said:

    > There are definitely _some_ choices on Anet’s part that confuse/annoy me. **Merciless Hammer** for Warrior, for example. There’s absolutely no point to this trait - adding conditions to a Power/CC weapon? The extra damage seems nice in theory but is far too situational and the Hammer is a slow weapon that has a hard time capitalizing on it.

    >

    > Even if you spend your time on your Warrior 24/7 wielding a Hammer you’re better off with a different alternative in that trait tier.

    >

    > It just makes no sense...

     

    It also works with a mace, cus the trait which applied confusion on interrupt got merged into merciless hammer, but it still works on any interrupts not just hammer ones.

  2. > @"DotDotWin.4357" said:

    > I have been trying out new classes and experimenting with different things and in the process an epiphany struck me.

    > One of the things I find the least satisfying about this game are the specialization paths.

    > One of the reasons I think a lot of people are just... just terrible at the game... is that the talent choices in the specialization tree are vague, confusing and seemingly inconsequential.

    > The majority of the talents you choose give you so very little in the way of performance boost or change your game play in such a trivial way they don't feel rewarding at all to unlock.

    >

    > Let's look at some skills as examples...

    >

    > Warrior - Thick Skin: You have +150 toughness while above 75% health...

    > In most fights that's what, the first two hits? The first three if you're lucky?

    >

    > Warrior - Dogged March: Reduce the duration of movement-impeding conditions and gain regeneration when you are affected by one of these conditions.

    > Regen (6s): 780 Heal when you get Immobilized, Crippled or Chilled.

    >

    > OMG! That's like almost a 1% damage reduction for 6 seconds every 10 seconds.

    > You might avoid like, a whole auto-attack worth of damage by the time you go from full life to dead!

    >

    > A lot of abilities are like this. They seem great until you actually think about them, then they are just worthless.

    > I think that's one of the reasons people lose interest in this game.

    >

    > There is an underlying cheapness to everything. The devs couldn't be bothered to put in the time to come up with original ideas so they just threw in tiny micro-adjustments that are, or at least seem practically meaningless.

    >

    > If you go to the web pages and follow all the latest builds, get everything just right in your rotation you might end up doing 5%-10% more damage than if you just stood there and did auto-attack. It doesn't feel epic or important or like your progress means anything when you unlock new traits because they are so incremental as to seem barely worth the effort.

    >

    > Each of your three skill trees might have one or two selections that work in synergy together (If you're lucky) and the rest just feels like meaningless filler.

    > If you as a player are honest with yourself, I'll bet you can count the number of times you got excited about unlocking a trait or ability on your fingers, can't you?

    > That's a problem. When progress is meaningless you lose player engagement.

    >

    > Signets and abilities:

    > Warrior - Healing signet: It gives you a tiny, tiny regen, and every 20 seconds you can hit the button for 2320 health and a reduction in condition damage for 6 seconds.

    > That's like.. one auto-attack by a player. If the spell has a cast time you actually end up losing damage while you cast it. Why even have that button?

    > What's the point? There is almost zero impact when you cast that spell and in the time it takes to hit that button, you could be doing damage to your enemy.

    >

    > Most of the healing spells in the game for all classes are like this. They offer so little unless you are geared specifically for healing, you might as well not even use them.

    >

    > Warrior - Endure Pain: Every 60 seconds you get 6 seconds of immunity from direct damage but not CC or condition damage. This sounds great on paper, but in practice it's not worth the time to push because almost everyone does condition damage and you can't go 3 seconds against most classes without some kind of CC.

    >

    > I'm not saying these are bad ideas. I'm saying that when you use them they FEEL worthless.

    > The player experience, to me, feels like half the time these abilities aren't worth worrying about because they do so little.

    >

    > There are some skills and abilities that are game changing and they feel worth using, like making your auto-attack set people on fire, it feels fun. However many of them just feel like filler that you take because "You might as well to take something, right?"

     

    False , healing signet is at the top of the highest healing for a warrior and can't be interrupted, here's from my post on the old forum + spb healing:

    Healing

    Comparisons between our heals to show how much hp/min you heal with them:

    Healing Signet – 344 hp every 1 sec * 60 = 20640 hp/min + active healing×2=(6960hp)= 27600hp/min

    Mending – 6520hp every 15sec * 4 = 26,080 hp/min

    To the limit– 9100 hp every 30 sec (with full adrenaline) = 18,200 hp/min

    Defiant Stance – varies too much(1853 base)

    To the limit has little use now due to the fact that adrenaline is lost quickly when not in combat. ]

    HOT healing: Blood reckoning 3230hp/20 sec*3= 9260hp/min

    POF healing: Natural healing

    11670/25sec×2= 23340hp/min

     

    Edit: also healing signet and or endure pain is meta in pvp/wvw

  3. > @"hash.6287" said:

    > > @"jbrother.1340" said:

    > > Is it that you cannot afford it (which is not an issue and understandable for many of us) or that you don't want to spend anything past that in cash? If you have a ton of time gold to gems is ok, if you don't though it sure is nice to have more bank space character slots and other stuff out of the shop without having to farm hour after hour to get it. Wait on your bag slots and bank stuff until sales occur and they do from what I have seen a couple times a year. if nothing save your gold and convert slowly and save up gems until a sale and use fewer :)

    >

    > It is more about that I don't like to spend on game more than I need. For example in MOBAs I buy only heroes/champions for money, never skins or mounts.

    >

    > It is just weird from my perspective that even if I buy expansions I am still restricted from some content like easier access to ascended trinkets, accessories or farming locations because I wasn't here when this(LWS) stuff was free.

    >

    > > @"TheQuickFox.3826" said:

    > > A lot of achievements and the legendary item are linked to Living World maps. You will probably not need them right away but you will probably want them on the long run for the full GW2 experience. The Living World maps are quite good, so you probably want this content in the long run, at least if you find the time to actually play it. :)

    > >

    > > Some non-content purchases will make your life a lot easier, like some bag slots and bank tabs to expand your storage options. So, yes, this will cost you some extra money, but in comparison with some other MMO's you will save yourself a monthly subscription fee.

    >

    > Another restriction just because I don't own LWS maps? Oof.

     

    Only for gen 2 legendarys you need ls, for gen 1 you only need the core game maps

  4. > @"GreyWolf.8670" said:

    > > @"Robban.1256" said:

    > > > @"yusayu.3629" said:

    > > > The personal story (i.e. the base game story) is cool but terrible to play. They made huge improvements on story delivery over the years.

    > > >

    > > > > Are the LS still throwaway/temporary grinds?

    > > >

    > > > Yeah, kinda. But the stories are good and actually fun to play.

    > > >

    > > > > Is there still a gold/skin/lucky item drops=win mentality to the community? I mean in such a way where people are constantly boasting about how many legendary pre-cursors they have drop or the number of exotics they've gotten in a day?

    > > >

    > > > Not more than in other games tbh.

    > > >

    > > > > Is there group content that feels more like a team activity instead of the strange sterile group but solo play that was the world boss/world event zergs? Activities where a group of people can actually work towards a common goal to help each other instead of the only benefit being whether the game RNG decides to reward the individual player? Activities where people laugh, socialize, and have fun with each other instead of a mass of bodies charging towards the next goal? Where most efficient tagger is seen as the best class/form of play?

    > > >

    > > > Considering the best farm in the game right now consists of standing around about 30% of the time, I'd say it's kinda nice.

    > > >

    > > > What's shafted right now is balance. They actually introduced a Holy Trinity with a mandatory support class that is beyond auto-include. Most base classes are useless, elite specs are where it's at, and PvP feels like it's dominated by Bunker builds.

    > >

    > > False we don't have holy trinity.

    > > There are no Profession roles in the form of the "Holy trinity" (Tank, Healer, Damage dealer). All Professions can Heal themselves and support others, and all can revive a fallen ally, no mater what build they have. The roles are leaning instead to "Attack, Support and Control" that all Professions have access to, yet none is mandatory for a party.

    > > And any build is viable for pve, pvp, wvw

    >

    > Druids say "hi."

    They are still not mandatory, for example in wow: If the healer is flawed, they won’t heal as fast or be able to heal for as long. The warrior (tank) dies, then so follows the other two. If the warrior(tank) is flawed then the healer has to struggle harder to keep him alive. The healer’s struggle expends their resource (typically mana) faster. If the healer struggles for long enough and they run dry on their resource, they can’t heal. That warrior dies, then so too do the other two(dps+ healer).

  5. > @"yusayu.3629" said:

    > The personal story (i.e. the base game story) is cool but terrible to play. They made huge improvements on story delivery over the years.

    >

    > > Are the LS still throwaway/temporary grinds?

    >

    > Yeah, kinda. But the stories are good and actually fun to play.

    >

    > > Is there still a gold/skin/lucky item drops=win mentality to the community? I mean in such a way where people are constantly boasting about how many legendary pre-cursors they have drop or the number of exotics they've gotten in a day?

    >

    > Not more than in other games tbh.

    >

    > > Is there group content that feels more like a team activity instead of the strange sterile group but solo play that was the world boss/world event zergs? Activities where a group of people can actually work towards a common goal to help each other instead of the only benefit being whether the game RNG decides to reward the individual player? Activities where people laugh, socialize, and have fun with each other instead of a mass of bodies charging towards the next goal? Where most efficient tagger is seen as the best class/form of play?

    >

    > Considering the best farm in the game right now consists of standing around about 30% of the time, I'd say it's kinda nice.

    >

    > What's shafted right now is balance. They actually introduced a Holy Trinity with a mandatory support class that is beyond auto-include. Most base classes are useless, elite specs are where it's at, and PvP feels like it's dominated by Bunker builds.

     

    False we don't have holy trinity.

    There are no Profession roles in the form of the "Holy trinity" (Tank, Healer, Damage dealer). All Professions can Heal themselves and support others, and all can revive a fallen ally, no mater what build they have. The roles are leaning instead to "Attack, Support and Control" that all Professions have access to, yet none is mandatory for a party.

    And any build is viable for pve, pvp, wvw

  6. > @"Eethy.6421" said:

    > Thank you for the further clarification.

    >

    > > @"RoseofGilead.8907" said:

    > > > @"Eethy.6421" said:

    > > > Thank you. That clears up a lot. Just to make sure I understand...

    > > >

    > > > Recipe not required...

    > > >

    > > > [bla bla bla]

    > > >

    > > > Recipe required...

    > > >

    > > > [bla bla bla]

    > >

    > > Not all true, no...

    >

    > > Every crafting discipline will have many things that won't require a obtaining and learning recipe to craft, but every crafting discipline will also have some things that will require obtaining and learning a recipe to craft.

    >

    > Ay caramba.

    >

    > > Crafting exotic insignias and inscriptions will always require learning a recipe (most of which can be bought from your crafting trainer, standing next to its respective crafting station). Some (maybe all?) rare items will also require a recipe to learn its required insignia/inscription (again bought from the crafting trainer).

    >

    > Ah, ok. That explains why I don't see any Rare Assassin's Swords in my crafting panel.

    >

    > > Edit just to clarify: You'll only need to learn those recipes once per account. So, if you buy a recipe for a Berserker stat Orichalcum Imbued Inscription and learn it on your Artificer, that recipe will then be unlocked for your whole account and available all weapon-crafting disciplines.

    >

    > Ok, got it.

    >

    > Thanks again.

     

    And recipe is not only for hot an pof stats, for example Bowl of Sweet and Spicy Butternut Squash Soup ( food) and Pearl Sabre (exotic sword).

  7. > @"Loosmaster.8263" said:

    > > @"Danikat.8537" said:

    > > I can't see how there could be any correlation between a characters height and the players importance. Especially in GW2 where race is purely cosmetic. The game is designed so that anyone can play any race they want and the vast majority of players know that and don't worry about it.

    >

    > Go into WvW, play with a Norn for a while then go as an Asuran while running with the Zerg. See how much longer you survive as an Asuran...

     

    Theres standard models

  8. > @"Feanor.2358" said:

    > > @"Robban.1256" said:

    > > > @"Einlanzer.1627" said:

    > > > > @"Feanor.2358" said:

    > > > > > @"Einlanzer.1627" said:

    > > > > > Attributes are very poorly balanced, and we've seen very few changes to any of them for a long time. Why things like this are never changed or discussed for ONCE PER QUARTER balance patches is beyond me, and shows the work of the balance team is far, far too myopic for the game's good.

    > > > >

    > > > > Because there's nothing wrong with the attributes.

    > > > >

    > > > > Defensive attributes are *never* going to be important in the solo PvE aspect of any decent game. Why? because they slow down the pace of the game and make it feel stale. This could work as a design principle for a game, but it would make it niche. And this isn't something that you want for your MMO. Hence offensive attributes will always reign supreme. Again, in solo PvE.

    > > > >

    > > > > In group PvE you see Healing Power being part of the meta and in the PvP modes pretty much every defensive stat is quite essential. In fact, it is the offensive stats that start to lose value. Namely, Expertise becomes a lot less important because of the number of cleanses being thrown about. Different environments.

    > > >

    > > > Just because you don't think there's anything wrong with them doesn't mean there's not anything wrong with them. I profoundly disagree with you. If they were fine, Celestial would be the most desired set for solo play due to its versatility. But it sucks.

    > >

    > > Say any game or any country's avg situation works better with passive defence than active defence

    >

    > Don't bring countries here, this is a game. Also "active defence" means using defensive skills, as opposed to "passive defence" - being able to soak up more damage by virtue of having higher EHP. So if you're saying the game should focus on active defences, then obviously defensive attributes shouldn't be the way to go. Which is correct.

     

    No the things I mean is that gw2 already have active defence > passive

  9. > @"Einlanzer.1627" said:

    > > @"Feanor.2358" said:

    > > > @"Einlanzer.1627" said:

    > > > Attributes are very poorly balanced, and we've seen very few changes to any of them for a long time. Why things like this are never changed or discussed for ONCE PER QUARTER balance patches is beyond me, and shows the work of the balance team is far, far too myopic for the game's good.

    > >

    > > Because there's nothing wrong with the attributes.

    > >

    > > Defensive attributes are *never* going to be important in the solo PvE aspect of any decent game. Why? because they slow down the pace of the game and make it feel stale. This could work as a design principle for a game, but it would make it niche. And this isn't something that you want for your MMO. Hence offensive attributes will always reign supreme. Again, in solo PvE.

    > >

    > > In group PvE you see Healing Power being part of the meta and in the PvP modes pretty much every defensive stat is quite essential. In fact, it is the offensive stats that start to lose value. Namely, Expertise becomes a lot less important because of the number of cleanses being thrown about. Different environments.

    >

    > Just because you don't think there's anything wrong with them doesn't mean there's not anything wrong with them. I profoundly disagree with you. If they were fine, Celestial would be the most desired set for solo play due to its versatility. But it sucks.

     

    Say any game or any country's avg situation works better with passive defence than active defence

  10. > @"Lametoile.7394" said:

    > > @"Robban.1256" said:

    > > Just going to copy from wiki for you:

    > > "The best defense is a good offense" is an adage that has been applied to many fields of endeavor, including games and military combat.

    > > It is also known as the strategic offensive principle of war. Generally, the idea is that proactivity (a strong offensive action) instead of a passive attitude will preoccupy the opposition and ultimately hinder its ability to mount an opposing counterattack, leading to a strategic advantage

    >

    > Yeah, except that the adage is false

    >

    > To quote Clausewitz, defense is superior to attack. Because defense is NOT just passive defense, and attack is not just reckless offense. Defending well where you are advantaged can offers you a lot of opportunity for efficient counterattacks while the ennemies is weakened b the offense. Psychology factor and energy management. In martial arts, you attack and defend yourselves at the same time.

    > So, no, the best defense is not offense. It's active, clever defense.

    >

    > You're right though, video games are not war, and they are not like real fights. The adage can somewhat apply to them.

    >

    > The theory is very simple: you have to kill the ennemy before it kills you. DPS, sustain, resistance and max helath are the parameters, with controls, blocks and dodge working as additionnal jokers.

    >

    > Time alive=HP/((DPS/armor)-sustain)

    >

    > The parameters vary greatly between game modes but the idea remains the same.

    >

    > However, so far, against ennemies with equivalent health:

    > - power, precision and ferocity (condition damage and expertise if you play condi) offer the most benefits when correctly mixed

    > - toughness help quite well but progressively lose its efficiency

    > - vitality is not significant at all, being secondary in regards to sustain

    >

    > There is a simple reason why power is above toughness:

    >

    > to obtain the damage you take, you DIVIDE by your armor. However, the curve of the reverse function quicly lose its amplitude

    >

    > to obtain the damage you do, you MULTIPLY by your power. Thus, the stats seems somehow equivalent (in terms of benefits when you decide to increase it further by X point)

    > except that toughnness has a further advantage: you multiply AGAIN by (1 + (crit probability)*(crit damage)). Thus, you improve the damage much more than by just increaing power with the same amount of stats (okay, you can argue we have to increase 3 stats at a time anyway).

    >

    > Armor does not possess such synergy. If existing, it would be sustain. But most classes does not benefits much from healing power.

    >

    > Plus, we always prefer, myself included, to kill ennemies fast, for a lot of reasons. And if you manage dodge and cc well, you can safely sacrifice some survivability.

    >

    > That's why GW2 system currently favor high damage stats rather than high armor.

    >

    > So...Yeah

     

    No attack is more powerful and active defence is best defence over passive defence, such as dps (kill)/dodge /block/invulnerability/movement/boons.

    Also like during World War I, Germany planned to attack France so as to quickly knock it out of the war, thereby reducing the Entente's numerical superiority and to free up German troops to head east and defeat Russia

  11. Just going to copy from wiki for you:

    "The best defense is a good offense" is an adage that has been applied to many fields of endeavor, including games and military combat.

    It is also known as the strategic offensive principle of war. Generally, the idea is that proactivity (a strong offensive action) instead of a passive attitude will preoccupy the opposition and ultimately hinder its ability to mount an opposing counterattack, leading to a strategic advantage

  12. > @"ProverbsofHell.2307" said:

    > This goes for other things like unbound magic. Right now, one trophy shipment has a profit of only 40 silver. After the TP takes a cut, you get 34 silver.

    >

    > This is simply garbage for the amount of time it takes to amass the volatile magic. It pretty much feels like you get nothing because you have to pay one entire gold for the shipment, aswell as the VM you worked hard to collect, completely eliminating your profits. If the gold price was removed or cut in half, it would be much more fair and in balance with time spent relative to farming VM.

    1 trophy box is about 68s 06c profit (lowest sell offer) after 15% TP fee and 1g shipment cost. http://gw2lunchbox.com/IstanShipments.html

  13. > @"Blaine.4513" said:

    > Hi, im playing EU Piken Sqaure. currently playing on my third Char now and the playing recently has decreased so much over the past few weeks, is this a dying game now? even in big citys I hardly see anyone, whats everyone doing?

    >

    > is there any Active guilds too? discord?

    >

    >

    In pve and pvp you're mixed with other servers that are on eu cus gw2 has megaserver

     

  14. > @"yefluke.3168" said:

    > Which weapon is the weakest link in the game?

    > I think Mace is the weakest because of it slow smash.

    > Others are pistol(i don't know why it is not that relavant) and rifle(it is cool but in fact ...meh).

    >

    > Hammer is good but it is rarely used. (why??)

    >

    > However, I reckon sword/long bow probably over used.

     

    Mace is meta weapon for core power warrior now In pve

  15. > @"BunjiKugashira.9754" said:

    > The question is: what does a second account offer you, that some additional character slots don't? So far I can see 2 reasons:

    > 1. Login rewards (no expansions required)

    > 2. WvW on a different server than your main account (expansions required for the e-specs you want to play)

     

    You need to have an payed gw2 account to get login reward

×
×
  • Create New...