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JMaarse.7086

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Posts posted by JMaarse.7086

  1. Sometimes you get so many buffs that they get hidden behind the minimap, as you can see in these screenshots https://i.imgur.com/iO2C2hg.jpg https://i.imgur.com/jBXawZU.jpg

    This example isn't even that bad, it can go all the way off screen.

    Can this finally be fixed? Maybe split buffs into a row for combat and non-combat, just as boons have their own row?

    I know this is probably a lost cause because it's been like this since launch and UI changes are really hard for whatever reason, but one can still hope.

  2. Thank you for sharing the notes early!

     

    I would like to give some feedback from a **raid** perspective:

    * I really like the change to Perfect Inscriptions, it might make it compete with Righteous Instincts, and provide more active gameplay.

    * I'm not sure about Amplified Wrath, is the 15% modifier on burn damage still there? Is the 20% burn duration base or is it affected by condition duration cap? This trait could be a buff or a huge nerf to condition firebrand, depending on the answers.

    * I am really sad about the change to Signet of the Ether, not because of the dps nerf, but because it was a really satisfying trick to pull off, and now chrono gameplay is just dumbed down even more.

    * About support chrono, the boon uptimes don't change at all, the rotation is just different and the opening is now really annoying (you need to wait until ToT returns before you can cast SoI, or you won't extend alacrity, which probably means you can't use ToT in your opening CS). I don't understand why support chrono gameplay gets changed every patch, without actually changing the result. If permanent quickness and alacrity with 2 chronos is the goal, might as well make it less annoying to play (not easier), Just remove SoI at this point and make wells give boons on the first pulse or something like that, or give back the old SoI but 5 man and don't let it share resistance maybe.

    * Power reaper buffs are nice, but I think they can get even more.

    * I **love** the ranger spirit changes! Only thing that has me worried is the change to Nature's Vengeance, because sun spirit was the only reliable source of vigor, and it is now no longer 100% uptime. I don't know if this is an oversight, or if we are not supposed to have 100% vigor, but I really suggest giving more classes access to (AoE) vigor.

    * About power revenenant, again it is acknowledged that it is under performing, but again the changes are nowhere near enough, 2.5% point damage increase and a buff to shackling wave is not enough and also at the same time the dps against large hitboxes is nerfed with Inspiring Reinforcement.

    * The change to Song of the Mists is laughable unfortunately, even with these buffs no one will run this over Roiling Mists on power dps and Charged Mists on condi or support builds.

    * I like the banner change, but I'm not sure about the reasoning behind it. Power warrior with banners really does not do a lot of damage, so perhaps that deserved a buff, while condi berserker does a lot of damage and taking banners is only a small sacrifice, so maybe that deserved a nerf. Also it seems strange to me that the recharge is reduced by 60 seconds on pickup regardless of the time the banner was been in place.

     

    Overall the meta won't change at all after this patch, which is slightly disappointing, but overall I like most of the changes. I would love to see a big shakeup at some point. I really think support chrono needs a clear vision, because right now it is changing every patch but the boon stay the same, which just annoys chrono players more than anything else.

     

    Small side note on WvW: I think it would be good if firebrand and scrourge (and perhaps herald) would be tuned down a bit to make room for more classes in the meta, which I'm sad didn't happen this patch.

  3. Is it considered an exploit to buy a +5 simple infusion from the fractal reliquary for 25 relics and then sell it to the fractal merchant for 5 bags of relics totaling 75 relics?

    For those who don't know, the +5 infusion only comes up for sale very infrequently and you can only buy 1 item per day from the fractal reliquary, so it's not a big deal.

  4. > @"aimz.6287" said:

    > > @"Vaelen.5294" said:

    > > Bottom line: I honestly feel the new Herald is more geared towards the endgame content more than for new player content than with the old Herald.

    >

    > New herald does more dps than old herald this is a fact.

     

    Simply not true. I tested it on golem and so did many other players. It's ~2k dps less than before and I don't see it being better in real scenarios. If you upload a video of a higher benchmark I will believe you.

  5. Really disappointed that power dps herald got nerfed in PvE, where it was already just barely good enough. It got buffed in WvW where is was already in a good spot, why?

    Also 3 energy upkeep for F2 is way too high for the effect it provides.

    Power herald in pve still has no way to dump energy, like you can on condi by spamming UA.

    My suggestion: make Inspiring Reinforcement the same above water is it's underwater counterpart and reduce cooldowns for damage dealing skills in pve only.

  6. When I try to buy gems using either paypal or online banking (only options available to me), once I get to the confirmation screen and click confirm, I get taken back to the start with a vague error massage that shows for 1/2 second saying "an error has occurred."

     

    I have been able to buy gems in the past just fine. This problem is here for at least 3 days (that is when I tried to buy gems), but it could be much longer.

     

    I really want to gem some of the limited time stuff from the gem store, so I thought about those retail gem cards that can be redeemed, but they are unfortunately not available in my country. They are however for sale on some shady game key websites. Does anybody know if these are safe or if ANet will ban you for buying these?

     

    Or can I expect the issue to be fixed soon? You would expect making sure people can give you their money would be top priority for most companies, right?

  7. I would love the ability to place racing checkpoints as a player, but I also understand that this would be a lot of development work to implement.

    I propose a compromise: **Create (or let someone in the community create) a poll to see which racing tracks are the most popular and add those in game using the PoF racing tech.**

     

    There are already so many great tracks created my beetle racing enthousiast, but the problem that is holding us back is that 8 squad markers are not sufficient to display a long track properly and someone always needs to closely watch the map to prevent cheating.

     

    There are two points that would have to be changed when it comes to the existing races:

    * Support for multiple laps

    * The ability to start a race on command instead of waiting for the event to trigger once every however many minutes

     

    It would be awesome of a developer could at least let us know if any kind of support for beetle racing is 'on the table', because if it is, there is no need to 'waste' time on creating our own solutions, and if it isn't then we can put our energy into creating our own solutions, like TacO marker packs.

     

    edit: typo

  8. > @StinVec.3621 said:

    > * Necromancer corpse and minion functionality

    > In addition to many aspects of GW1 that I would like in GW2 that have already been outlined by others, I truly miss the behavior of the necromancer and its minion control and corpse utilization. Choosing which corpses and when to utilize them for aoe damage, aoe healing, or to resurrect as a minion which then required upkeep was fun, challenging _and_ rewarding.

    >

    > Minions were originally with no active minion cap (that I recall - I think I managed upward of 25 or 30~ active at one time) - it was up to the abilities of the player to manage their skills and time and control their encounters in order to maintain a small army of minions.

    >

    > The minion cap added further into the game's life (vaguely recall it being 6 or 8ish) was disappointing to me, but not nearly as disappointing as it was seeing what was done to minions in GW2 at launch and worse still that nothing has really been done to fix their broken behavior since, let alone improve and build upon them.

     

    The maximum number of minions you could control depended on your Death Magic skill. With 13 death magic I think you could control around 10-12 minions iirc?

  9. > @OriOri.8724 said:

    > > @Panda.1967 said:

    > > 9. **Elite Skills that were actually ELITE** - GW2 elite skills are a joke... most of them are hardly even worth using... massive cooldowns for such little benefit... most of the elites in GW2 are, in all honesty, weaker than utility skills of the same effect/use. Elite skills in GW1 were powerful, many of them had short or no CD, they were the cornerstone of builds. In GW2 they feel more like afterthoughts.

    >

    > First off, I 1000% agree with you here. Overall, elite skills in GW2 are underwhelming due to their massive CDs. Elite specs have more or less fixed this, but core and racial elite skills are still awful for their CDs, and need to be looked at. However, since GW2 doesn't have an energy mechanic, the only thing they can do to a skill to keep its use in check is to tweak its CD. As much as I love not having mana/energy as a core mechanic for each class, this is a huge downside of this decision. It means that some skills that are supposed to only be used "rarely" (ie at the cost of all of your other skills, since it used all of your mana at once) end up with massive CDs that don't justify their intended effects

     

    If EVERY player has one skill that's completely bonkers OP (their elite), wouldn't that be balanced in itself?

  10. > @Taygus.4571 said:

    > Why would grinding be more fun than just doing that?

    > Why do you need to be told to earn "x amount of experience "..basically grind..you know you can do that without "needing" to, right?

     

    And yet it just doesn't feel fun to kill random mobs when you don't get anything for it. I'm not trying to rationalise it, just stating my observation: game became less fun after masteries maxed, therefore the game would be fun longer with more more exp per mastery. And I do mean specifically the final tier, I think the lower tiers are at a good amount.

  11. It took me about 3,5 days to max all the masteries (including griffon) and during that time whenever I got off my mount to gather or whatever and I got into combat I didn't mind at all. Killing random mobs gives quite nice exp which made exploring a lot of fun. After maxing everything getting knocked of your mount or getting into combat is just an annoyance and killing random mobs doesn't feel rewarding.

    The 4th tier of masteries are completely optional bonuses and I would not mind if they took over 10 million exp to unlock. That would greatly increase the fun of walking around in the open world for me.

  12. > @Xbon.9086 said:

    > > @PopeUrban.2578 said:

    > > I think the other griffins are roughly half the size of the mounts, no counting, of course, the way vets and champs are sized up. I've never seen the larger size of vet and champ mobs as a "lore" thing though, and always assumed it was there for gameplay convenience and visual readbility, kinda like the glowy effect on elites in GW1.

    >

    > if that were the case then humanoid sizes would be scaled up too, and centaurs, etc, but they aren't. obviously a champion cave troll who's ginormous is going to be more of a threat than one that's puny. any thing that is upscaled seems like it'd fit lore fine.

     

    Humanoids ARE scaled up, champion asuras for example are way bigger than norn, and look at the bandit bosses from the current events, they're massive. No way that that is fitting in the lore.

  13. > @Shadowresli.3782 said:

    > > @"Blockhead Magee.3092" said:

    > > > @Sevifor.1925 said:

    > > > > @Orpheal.8263 said:

    > > > > We are just talking about a 5 years old skin, that by today is using in 99,99% anyways nobody anymore, so why keep it so penetrantly exclusive for that first halloween event that was flooded by hackers??

    > > >

    > > > I'm one of those supposed 0.01% who still use this skin, and that's not likely to change. It was the first back item I had ever gotten and it was ridiculously difficult to obtain. I was in the mid 30's for level and had to go running through some higher level zones to complete the scavenger hunt. By the time I got the final piece, I was running around naked because I'd died so many times I could no longer afford the cost to repair my armor; that back piece drilled into me the value of a well-timed Dodge Roll the hard way. It's also the only back item I've found so far to shed light around the character, which is surprisingly relevant. I get a little warm and fuzzy each and every time I go into the "dark room" in Obsidian Sanctum because I don't have to grab a torch to see where I'm going. Back when that area was actually populated, being able to have a real weapon in hand when you rounded a corner made the difference between life and death.

    > > >

    > > > I was fortunate enough to find out about it before it left the game forever, but its such an awesome item that it's a shame it can't be obtained anymore. I wholeheartedly support any ideas to bring it back, including but not limited to:

    > > >

    > > > -Reintroducing the event chain (ah, sweet nostalgia!).

    > > > -Introducing a new event chain (content!)

    > > > -Purchasing with Candy Corn (...farming, I guess!)

    > > > -A random drop from Trick or Treat bags (Farming and ALSO RNG!)

    > > > -Purchasing with Laurels/Map Currency/Etc.

    > > >

    > > >

    > >

    > > I'm in that .01% too. I support bringing it back if we can replay those quests. I recall enjoying them (though they were really tough with my low level, pre ascended, pre HOT, pre knowing much in the game toons).

    > >

    > >

    >

    > i'm also a proud owner and imho they shouldn't bring the hunt back. it distiguishes us first year gamers from the rest of the bunch.

     

    I got that skin at the time, but deleted it before the wardrobe was released. While I completely agree with keeping exclusive skins exclusive, I also kinda want to unlock it again.

  14. > @Ellisande.5218 said:

    > > @Parlance.9584 said:

    > > Before it heals, use CC (When the bar under its health turns blue).

    >

    > That isn't a satisfactory solution because not every build has CC that is viable for this encounter. The only satisfactory solution is nerfing the lifesteal which never should have been so high in the first place.

    >

    > Requiring players to use a specific build is antithetical in a game where players have a huge choice in their build and are encouraged to play the build that is fun for them.

    >

    > I am guessing this is a situation where some players like X, and some like Y.

    >

    > The players who like X are saying everything is fine because right now the particular situation is at point X. The players who like Y are saying things are not fine because the situation is at X and not Y.

     

    This is so wrong in so many ways. GW2 makes it super easy to change skills. All you need to do is change 1 utility skill to a CC and the fight becomes trivial. If you don't want to adapt your skillbar to a specific encounter that uses a core mechanic of the game (CC) and then complain that the fight is too hard... well maybe this is not the game for you.

  15. > @Mikau.6920 said:

    > Guys, the problem is not the nerf itself, we all knew it would happen. The problem is the way they did it, they should nerf/change Ashes of the Just and Quickfire to keep solo DPS not so much behind group DPS.

    >

    > I'm somewhat ok with the Legendary Lore, but there should be some compensation on solo DPS and a nerf to group DPS to keep things more balanced. Group DPS can be higher, but solo DPS shouldn't be so lower. Now solo DPS is about 70% of group DPS (30% less), it should be at least 85% (only 15% less).

     

    Yes this is completely correct.

     

    Another this to point out is that for example sun spirit counts as damage for the player who triggers it, not the ranger who cast the spirit. Ashes of the just counts as the Firebrands damage. I think this really skewed the comparison between different classes.

     

    I would like to see a buff to Firebrand personal dps, and a nerf ashes of the just.

  16. > @Murdock.6547 said:

    > Do any of you who are screeching about this skill getting gutted have any inkling of how broken beyond words it was? And still, to a lesser degree is?

    > It has no icd. Mad king runes would mean you utterly obliterate anything with 1k damage ticks. (original numbers with power mainstat iirc).

    > Not only that but this applied to 5 people. 5 people, if they all used madking runes would OBLITERATE BOSSES.

    > This was kitten levels of broken.

    >

    > Even without exploiting, with quickness, the average build strikes 2-6 times a second. That's 2-6k damage PER PERSON. SO 10-30k DAMAGE PER SECOND OVER THE GROUP.

    > 30k dps from a single elite that -also healed for a significant amount- . That's about as good as having a 6th/11th party member.

    > Grace of the land doesn't even give this much value unless the druid spreads over 10 classes, all being dps classes including the druid themselves that deal over 30k damage each.

    > It needed to be toned down. And it's still strong because it scales off of the revenant's power so even support builds will occasionally have bursts of damage with a viper or berserker rev in the party. AND to my knowledge it still has no ICD?

     

    It has a 1 sec internal cooldown that isn't shown on the tooltip but is there. So now it's 5 people times 400 damage per second, which is way lower that just using jalis hammers which are around 3-4k dps considering torment procs from malyx traitline.

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