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Infusion.7149

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Everything posted by Infusion.7149

  1. > @"Blocki.4931" said: > First round it worked, second it didn't. > Doesn't happen as often anymore it seems! Same map or different one? Maybe some IPs still on old build?
  2. The reason they have random "mini-bosses" before the end-boss is to teach the mechanics at least for Sunqua Peak. If there was a Siren's Reef CM it would probably skip the bag throwing maze (if the part with retrieving treasure was removed) and the pirate skeleton with the AoE fields on the floor definitely (not sure what those are supposed to teach really). Deepstone's section with the spiders doesn't apply to the end boss either : I don't think it's all that conducive to a CM as on T4 unless instabilities are particularly bad people are more likely to die from floor tiles opening than the boss itself. If I would make a suggestion for a _new_ fractal with minimal dev work in terms of programming new mechanics I would say: * the boss should not reward confusion overtly promoting condi mirage or mesmer stacking (see a few raid bosses); * movement should be medium and not over the top so that torment is not worthless (so that condi scourges , condi renegades, and the like are usable but not the best option); * CC bar should not be as large as a raid boss (3000 or less for 5 man is okay if the breakbar is up for over 30 seconds, 2000ish is more in line with a raid boss) ; * there should be adds of some sort that aren't trash (i.e. to promote cleave as opposed to top single target DPS) as this is the hallmark of what sets fractals apart from raids where you beat on a single boss which has mechanics * there should be a reason to split up the group whether it is a "bomb" mechanic or a red circle overlap mechanic otherwise it will be a DPS golem to an extent; * the attack interval of the boss fight should be often enough that one firebrand spamming mantra off cooldown cannot aegis everything; * stability should mitigate any hard CC from the fight but not any major damage; * defensive boons such as stability and retaliation should be applied akin to a PVP or WvW fight such that it helps people that play multiple modes understand the game more (we see this on the new CM version of DRMs) and allow for a moderate defiance bar to be more effective; * periodic projectile reflects would discourage people from outright ranging it (maybe have it switch from near melee to ranged if people are ranging it if the boss isn't given gap closers such as leaps or shadowstep); * offensive boons such as quickness, might, and alacrity should be applied to the boss so that boon corrupt is actually worthwhile as an alternative to straight healing; * instead of focusing on offensive builds only, it should hard CC people in AoE to reward some stunbreaks and stability ; * so that high toughness minstrel and trailblazer builds cannot ignore all damage, some portion of the boss' damage should be condition damage (see Mai Trin's Horrik) ---> this also indirectly benefits heal tempest , any scourge, and heal scrapper Goals I would put in place: * Semi-reward cleave rather than single target damage * Allow for both power and condi to be effective * Discourage pull + cleave tactics * Discourage unloading all burst in an exposed debuff , interrupting should be to disrupt a potentially deadly attack not a reason to go up the wall with DPS * Discourage all confusion comps * Not punish offmeta healers that favor condi clears over outright heals * All consumables disabled but have reasonable CC demands * Encourage boon corrupts at opportune times rather than just boon rips on autos or banish enchantment (renegade) Rough example: >!* Theme: Dark energy / corruption , assassin type of enemy >!* Possible fractal scales based on current duplicates: T1 - 17, 19, 21 , **22** | T2 - 38 , 43, 44, **45** | T3 - 64, 66, **68**, 65/71 | T4 - 89,91, **93**, 97 >! * Health 10 Million , toughness ~1400 , hitbox 240-360 (not extremely small), effective auto attack interval 3-5s (mediocre for confusion), breakbar 2200 _with no exposed debuff_ >! * ~75-90% boss does maximum damage with both melee and ranged attacks that do hybrid damage (power+condi) unless quickness and alacrity are stripped (reapplies in 12s interval) >! * ~50-75% boss does CC on top of damage every 12s, boss CC fixate targets anyone using a channeled attack longer than 2s cast time and when someone isn't channeling it targets the farthest target >!--> knockdown CC will have a telegraph of 1s long with a 240-360 radius red circle (similar to a well or meteor shower) or rectangle (similar to Coalescence of ruin or Inspiring Reinforcement) , this discourages warriors and soulbeasts from just whirling away without any regard for what is going on >!--> channel time 0.75s pulls targets that are ranging it above 600 range (model it off mesmer focus pull) , Vortex AoE ring that cannot be jumped that encompasses all area above 600 range >! * 75% calls for high ranged reinforcements (adds) with slow hard hitting AoEs and about 50K health --- see Tarron in Mai Trin with sniper attacks ; model it after a power soulbeast , power dragonhunter , power deadeye ; the spawn mechanic could be modeled off of Chaos Anomaly in Chaos fractal >! * 66% generates barrier whenever hitting someone with a CC attack (similar to a scrapper) --- this facilitates core warriors running tactics' warrior's cunning instead of empower allies >! * 50% calls for medium condi-based ranged medium ranged reinforcements (adds) that apply quickness+alacrity to all enemies with burst poison/bleeding/torment/confusion/a bit of burning --- model it after a condi soulbeast + condi chrono >!--> these should have stability to prevent easy pull + cleave >! * Boss Stability heal and regeneration phase at 15%-30% , where its heals can only be stopped if defiance bar is broken (with pulsing stability on a ~10s interval) --- see Archdiviner in Cliffside or the Ice elemental in Underground Facility , but instead of stopping attacks it should continue attacking similar to glint revenants or water weavers in PVP >! * 10% must be finished with some sort of mechanic that requires an environmental item (see Cliffside) or something relying on chill/cripple/immob (not hard CC) to slow any healing reinforcement adds If you visit https://wiki.guildwars2.com/wiki/Fractals_of_the_Mists#List_of_fractals or https://wiki.guildwars2.com/wiki/Release you will be able to view the chronology of releases.
  3. Sunqua Peak isn't all that bad on normal mode although I would have rather had a green rectangle or circle mechanic instead of the wonky water tether ; even a timed "break the chains" similar to Deimos or something would have been better than the arbitrary stacking tidal burden. CM is rough for average groups without CC consumables due to the CC requirements which has led to a stranglehold of guard + rev because it seems to have been made with a special action in mind. The pushes on normal mode ignore stability though. Deepstone isn't that bad unless it's stacked with a bunch of instabilities that work against you (such as we bleed fire with social awkwardness and fragility), overall it's fair and you can adjust around it. People die often to the tiles opening up, which is unpleasant sometimes but it happens. It doesn't punish that much if you don't CC, it just makes a bunch of barrier on the boss. Siren's Reef isn't that bad unless people don't bother to try to cleave adds whatsoever and it's a we bleed fire + sugar rush day or something akin to that. Green circle mechanic is similar to raids , DRMs, and strikes. The pushes off the boat ignore stability though. If you go even further back then you're looking at Twilight Oasis (I think this is what you mean by "awakened one"), Shattered Observatory , and Nightmare.
  4. > @"Kondor.2904" said: > > @"Infusion.7149" said: > > It's because they were not intended to replace CC skills. That was what was mentioned in their "guild chat" stream at least. > > That really makes sense considering how they actively introduce special action skills which effectively replace cc skills and require less effort. Was it in the latest guild chat ? Wanna check it. > > It's also on the actual patchnote dated October 27, 2020. _The existence of consumables that equip players with high control skills creates an unintended play pattern involving combat with the inventory panel open. It's our goal that encounters with substantial defiance bars be addressed by build changes rather than reliance on consumables, and for this reason we are disabling several items in dungeon and fractal content._ https://en-forum.guildwars2.com/discussion/117145/game-update-notes-october-27-2020#latest
  5. It's because they were not intended to replace CC skills. That was what was mentioned in their "guild chat" stream at least.
  6. It's a known issue and it is because that gear is "free" and people would abuse it by remaking the level 80 characters to get the upgrades out with endless upgrade extractors. Considering some runes are a few gold each it certainly is a concern. It is meant only for testing out the class (incidentally most of those classes are rather terrible on soldier's gear). Luckily for you refractor is not ridiculously expensive (Vial of Liquid Aurillium , Chak Egg Sac, or Preserved Queen Bee would be a major oops).
  7. Given that bonuses from gathering are from glyphs nowadays I would say some of the more worthwhile ones include: * Watchwork pick with watchwork sprocket generation glyph worth ~150-200g (each sprocket is around 2 silvers) * Firestorm Logging Tool with glyph of industry (faster gathering) worth ~300g * Skyscale Hatchling Harvesting Tool with glyph of reaping (gathers in a radius) worth ~400-600g which is useful for winterberry farming * Unbound tools , because it is likely you will have a shortage of unbound magic unless you park characters in LS3 maps ; also supposedly fastest tools as far as animation for logging and mining I'm sure people that PvE more often will have some input on this as well.
  8. If you're going to make a proposal at least list which skills you're talking about. I'm assuming it's Infuse light , Signet of stone, Unflinching Fortitude , Defy Pain / Endure Pain , and defiant stance? Elixir S doesn't allow you to do anything else and the same goes for Renewed Focus, Obsidian Flesh and Mist Form. Daggerstorm is an evade.
  9. I agree, better to fix the problem rather than the symptom. If you look on LFG after the first nerf to CC consumables, the prevalance of 98+99 over all CMs increased massively (due to favoring condi build on top of the nerf to CC consumables). 100CM could also use a CC rebalance while they're at it because it has more defiance bar reliance than 98 / 99 and raids (when you account for 10 players instead of 5). 1500 defiance per Sorrow is excessive for the majority of players ; while the defiance bar on Ai is 3200 (which is higher per player than Skorvald or Sloth or Samarog) it isn't an inherently lethal effect. To put it into perspective an openworld boss has 180 defiance per player after 5 players and a typical dungeon or fractal boss has 600 defiance.
  10. Honestly I wasn't expecting a patch today anyway. Lunar New Year is the 12th, I would have expected next week (9th).
  11. Because there's the claim I "didn't read the post"... Let me expand on the above. There is really no reason for Arenanet to implement this idea as a business unless they charge gems for it and disregard your proposal that people can remove item upgrades for free. The legendary armory is supposed to rely on templates, so likely equipment templates. The reasoning is equipment templates are at a disadvantage if you use legendary items (i.e. more than just the weapon) because you can only have six (datamined to 10 if I'm not mistaken) equipment templates. The monetization would be at a bare minimum something akin to 600+ gems for an armory storage kit (see build storage , bank tabs, etc), not 20g which is less than one day of fractals. > Purchase an Armory Storage Kit from Miyani. Storage kits have 20 uses, and a fixed cost of 20 gold plus 200 transmutation charges. Transmutation Charges would still be monetized. There is no reason that they would not monetize it. If you don't like paying gems for them go play WvW or PVP or do map completion. Runes and sigils would still be charged a fee to remove via upgrade extractor , because there's no incentive for them to change this and destroy the value of the endless upgrade extractor as well as the upgrade extractors in the gem store. Scholar rune + sigil of force has been meta everywhere that power is relevant more or less. The only time you use something else is because you need boon duration or crit chance (thief runes) unless you are running a condi build (why, unless it's instanced content such as 100CM or something akin to Cairn / Matthias / Largos). The crux of this is the very fact that in the original post it is said **heirloom equipment works exactly as legendary equipment** ... there's only a handful of stats you would even want to use unless you play WvW (so add minstrel , trailblazer, and marauder typically). An implementation such as this basically invalidates legendary items even further because you might as well just make a bunch of characters instead of making legendary items and buying equipment templates. That's counter to the point of templates. The game was in a better state in terms of accessibility when ascended stat creep was added, honestly. Now that the damage has been done the best way to rectify it is to increase accessibility of ascended (which has been done mostly via ascended back , rings, + trinkets via living world). There's been a few ascended upgrades for weapons such as Boneskinner drops but for the most part most weapon drops in open-world are exotic or lower. This is a consideration before it hits _Steam_ and the proposed solution here does _nothing_ to help with that because it only allows people with excess ascended (i.e. mostly people that do high tier fractals and/or get ascended drops from raids) to make a legendary-like ascended. In addition, if the system only fully works with infused backpieces as well as infused + attuned rings it helps no new players whatsoever and only rewards people that do fractals often enough to actually infuse all their Viper / Diviner / Minstrel / Trailblazer rings and backpieces. In terms of investment I would say the largest investment a new player would have to make is 500 in a craft for a weapon unless they do strikes for it. Having more story collections reward an ascended weapon (Knight of the Thorn , Specialization Collections , Gift of Aurene from 1000 coffers in Dragonfall, etc) would be a step in the right direction overall. As stated in my prior post , if level 78 crafter backpieces with an infusion slot aren't good enough per say then Bough of Melandru is effectively an infused backpiece with zero need for fractals. Yesterday I saw someone write exotic is all you need in EoTN , which I promptly refuted. It's absolutely gimping yourself if you don't use ascended weapon (~ +5% weapon strength) + amulet/trinkets/back/ring. Let's not kid ourselves and think that ascended is difficult to obtain in this current state of the game compared to before. Back when I first crafted ascended light armor it cost 300g a piece , which is more than what legendary armor costs per piece now.
  12. Well Arenanet agreed with you: _Updated the Challenge Mode variant of the Incinerating Shock Wave skill used by the champion boss in the Fields of Ruin Dragon Response Mission. The telegraph for this skill should now match the radius of the initial impact. Additionally, the persistent fire-field effect is now enveloped by a red ring to denote the size of the damage radius. This skill has been updated such that the initial impact will deal significantly more damage. Don't stand in the fire!_ https://en-forum.guildwars2.com/discussion/122824/game-update-notes-february-2-2021
  13. This might be fixed in the patch that was slated for today, will try to test it. _"Fixed a bug that caused the champion boss of the Snowden Drifts Dragon Response Mission to be interrupted but not stunned when its defiance bar was depleted."_ https://en-forum.guildwars2.com/discussion/122824/game-update-notes-february-2-2021
  14. https://en-forum.guildwars2.com/discussion/122824/game-update-notes-february-2-2021 As I predicted, the breakbar behavior was unintended. _Fixed a bug that caused the champion boss of the Snowden Drifts Dragon Response Mission to be interrupted but not stunned when its defiance bar was depleted._
  15. Your next computer should probably use a standard PC case dimension :P ITX , mATX (less common for DIY market), ATX are standard. If you go with ITX then you can use a full width GPU (maybe not full length but full width) in a small form factor case such as those from Silverstone for example.
  16. You need mystic clovers for the Conflux rings and the legendary WvW armor upgrade even if you don't leave WvW. Badges of honor have a slow sink in terms of tribute for guild halls. https://wiki.guildwars2.com/wiki/Badge_of_Tribute
  17. Is this reproducible? I haven't run into this problem.
  18. It's average DPS without slow uptime (you lose ~15% damage) from others in the squad but StM chrono is relevant if you can't find firebrands. I would not even bother running boon duration just for alacrity. https://lucky-noobs.com/builds/power-chrono-support 0% Boon duration Variant: * Assassin Legpiece, back, amulet plus Berserker on everything else * Scholar Rune , force+ impact sigil * Hero panel stat: 2784 power, 55.47% crit chance, 233.7% crit , 0% boon duration ** 100% crit chance via banner + spotter + 15% from slow , so ~85% if without slow 50% Boon Duration Variant: * Diviner Helm, back, legpiece , one ring * Pack Runes , one concentration sigil + force sigil * 18 Mystical Infusions * Hero panel stat: 2715 power , 56.23% crit chance , 208.8% crit , 50.53% boon duration ** 100% crit chance via banner + spotter + 15% from slow , so ~86% if without slow
  19. > @"DaFishBob.6518" said: > All right, well the reason I'm asking if we want an **ultimatum** is due to an often repeated reason that Anet has no financial incentive to allow us to disable cosmetic effects, that they want to make sure everyone see the effects to try and encourage cosmetics sales. I want to see if a sizeable group of players wants to send a message about how upsetting this issue is. So far with 7 no votes to my 1 yes, I guess not. An ultimatum is ridiculous. They need to work on visual culling of backpieces (mainly flashy gemstore ones on people not in near field of view), but turning off of legendary trinkets' effects is a highly requested feature even by people that own them. It's a QoL hotfix that could be implemented even in the absence of an expansion.
  20. It's really only flashy backpacks. It probably has to do with the method of backpack implementation, as the Umbra-sourced CPU culling doesn't seem to cull them properly or drop their quality even if the main character model is turned to basic. If you turn animation to low most infusion effects do not show. I don't think that infusion effects are a problem if they are culled properly , although people stacking 6+ different skin effects is excessive sometimes. Specifically in instances with fewer than 25 players (such as fractals, raids, strikes, DRMs, dungeons, PVP), they should not be disabled unless they outright cause a huge frame drop. Edit: refer to https://wiki.guildwars2.com/wiki/Cosmetic_aura A person in full legendaries* with any form of cosmetic infusion such as Moto's Bauble , Deldrimor Stoneskin , Liquid Aurilium would be over 6 different effects. (Vision + Aurora + Coalescence + Conflux + Transcendence + legendary weapon)
  21. See https://dl.dell.com/topicspdf/optiplex-7060-desktop_service-manual2_en-us.pdf and https://dl.dell.com/topicspdf/optiplex-7060-desktop_specifications2_en-us.pdf Get the strongest GPU that fits in the form factor and under 75W TDP limit (no power connector). There's an anemic 200W Power supply in there. There's not much advantage to a stronger GPU anyway unless you are on higher resolution. GTX 1650 GDDR6 , GTX 1050 Ti, GTX 750 Ti, GT 1030 GDDR5, and RX 560 are probably going to work on that as well as some other low end GPUs. RX 550 is listed on the spec page so definitely would work. They would need to be half width however as the back panel is half width. If you're willing to invest in a professional GPU which has a gaming mode I would also look into Quadro P1000 , P620, P600 and Radeon Pro WX 3200 , WX 2100, WX 3100, WX 4100 which come in SFF. However it likely is not worth it if all you do is game on that system. On the plus side they haven't been drastically inflated in price unlike low end gaming GPUs people have purchased en masse during the COVID lockdown. Refer to TPU for data on professional GPUs' general performance : * WX 2100 is weaker than RX 560 but about a RX 550 , currently ~$135 : https://www.techpowerup.com/gpu-specs/radeon-pro-wx-2100.c2979 * WX 3100 is weaker than RX 560 (by about 26%) but around the RX 550 , currently ~$165 : https://www.techpowerup.com/gpu-specs/radeon-pro-wx-3100.c2978 * WX 3200 is minimally weaker than RX 560 (within 3%) ~$190 : https://www.techpowerup.com/gpu-specs/radeon-pro-wx-3200.c3412 * Quadro P600 is around $170 and about 15% weaker than RX 550 let alone RX 560: https://www.techpowerup.com/gpu-specs/quadro-p600.c2933 * Quadro P620 is around $190 is within 2% of a RX 550 : https://www.techpowerup.com/gpu-specs/quadro-p620.c3085 * Quadro P1000 (about 30% slower than RX 560) is around ~$300 so really isn't worth it ... : https://www.techpowerup.com/gpu-specs/quadro-p1000.c2932 Cheapest RX 550 LP (low profile) in comparison is $230 on Amazon right now (MSI RX 550 4GT LP OC); cheapest GTX 1050 Ti LP from Gigabyte (model GV-N105TOC-4GL) is ~$180 on Newegg which is faster ; cheapest GT 1030 is around $80 even though launch pricing was around $70-80 a few years ago :/ . P.S. SSDs consume negligible power in the grand scheme of things unlike older hard drives. --- Software-wise I would make sure to have an antivirus and also to use shadows/reflections on low or off (CPU bound), model limit low in WVW or meta events. (edited to add GT 1030 which only makes sense if it's super cheap)
  22. +1 for not making ascended gear accountwide without needing to swap in between inventory nor adding **stat creep** to the game in the form of ascended infusions, heirloom runes or sigils. If they're the same stats but can be extracted for free, it hurts the game economy because you nullify one of the advantages of legendaries. If you need to swap armor between characters consider the use of exotics if you're not doing fractals. Everything other than armor is rather fair to obtain in the current system, whether it is weapons or otherwise (rings, trinkets , amulet). The stat bonus on backpiece is not necessary if you have a level 78 exotic backpiece with an infusion slot. If you don't do fractals often for 100g or so you can get Bough of Melandru which has 2 infusion slots and is Ascended. Instead of this abomination a better suggestion would be a way to obtain more ascended backpieces for people that only do the current episodes. That would mean a ascended backpiece for tyrian defense seals or whatnot. Weapons and armor are largely accessible via crafting and strikes for the general playerbase that does not necessarily do instanced content. For people not doing fractals the biggest investment is weapons (~5% damage buff alone from weapons) which is why I initially suggested that any upgraded tier Stormcaller weapons should be ascended if they are accountbound : ascended amulet, ring, and trinkets are easily obtainable via eternal ice shards. Arenanet have done it properly with the Boneskinner weapons , however, as the upgraded ones requiring vials are ascended stats. Likewise there's a 1000 mistborn coffer "pity timer" for Dragonfall. edit: There's also people that run "slumbering legendary trinkets" that you disincentive through your system. Not everyone wants the balls everywhere. Limiting it to "ascended back items can't be stored until they've been infused" penalizes players that don't do fractals or don't have enough relics to infuse every stat. Not to mention it penalizes people that use Bough of Melandru which has 2 infusion slots without infusing. Limiting it to "ascended rings can't be stored until they've been infused and attuned" means anyone who only does low tier fractals is out of luck. You need T3 materials to infuse anything that doesn't come infused already , unless you will be dropping money to upgrade the tier 2 or tier 1 fractal mist essence material to T3. The nullification of endless upgrade extractor would annoy many people that bought that as well.
  23. The only ones I'm working on _slowly_ are the gen 2 pistol (literally only offhand except on condi engineer which is annoying to play + thief which is a meme if you use in mainhand) and shortbow (it's only condi for essentially every spec). That's where all my extra wood is going. My reason is the gen 1 legendary weapons are cheapened out by being on the TP. Have armor (all weights) , all backpieces, amulet, rings, and trinkets done and multiple gen 2 weapons such as Nevermore and Astralaria. I might work on more rings from WvW. It's the biggest cost savings as far as templates go if you use +9AR stat infusions that are 60+ gold a piece. If I were to suggest the order of priority I would say: * Backpiece --- Because the only place you can have ascended backpieces easily is LS3 and it costs 500 fractal relics each to get 2 infusion slots typically (an exception is Bough of Melandru) * Rings --- 3 infusion slots is a huge savings if you use +9AR 5 attribute stat infusions and/or WvW stat infusions, not so much if you only raid/openworld ... if you don't WvW often then skip this * Trinkets --- you can only have 1 of these per account (Aurora + Vision) and they are tedious PvE with some of the hardest jumping puzzles involved * Armor --- It works for all stat sets , can be obtained in PVE/WVW/PVP * Spear (Underwater weapons) --- semi-useless now but if you have 10 characters it will pay off once the armory arrives since 7 classes use it * 2 hand Weapons used in more than 1 stat combination --- Not the ubiquitous Greatswords everywhere (it's a power weapon for all classes whether it is Warrior, Ranger, Guardian, Reaper, Mesmer) ... more like Staff (it's used in heal stat and in minstrel, power stat , and condi stat if you WvW) * 1 hand weapons used in more than 1 stat combination --- mainly sword (condi weaver uses it and so does berserker ; diviner on mesmers with 50% Boon Duration ; minstrel's for WvW chronos ; power on guardians and revenants...) and axe (condi firebrand , mirage , rev offhand ; power on warrior , necros, and rangers). Shield if you don't intend to use a mainhand legendary (power on holosmiths and warriors; boon duration on chronos and support guardians) . Some other weaker considerations include dagger (condi tempest , ranger ; power spellbreaker and thieves ; PVE support scourge) and scepter (condi chronos , guardians, and scourges ; power tempests and some guardians). * If you don't PvP whatsoever then I would skip the amulet and just amass eternal ice shards to get a stockpile of Asgeir's amulets. Another alternative is mist pendants.
  24. There's a ready check of sorts for private DRMs but I don't think a ready check for fractals is in the works because ready check is part of the squad UI. Because pre-booning is common in fractals if someone is running ahead it isn't a good idea regardless ; party leader doesn't really exist in fractals and 5 man content since the kick system is based off votes. In fact if you forget to set yourself to online or away instead of offline you can't ready check.
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