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Shirlias.8104

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Posts posted by Shirlias.8104

  1. > @Venguard.2640 said:

    > This affect has a minimal impact on veteran players and a general harming experience for newer players. This makes end-game sigils and runes exclusive to approximately level 80 characters which gives certain players an advantage over the other. Having low level runes and sigils also gives a sense of customizability to new players which is essential of the MMORPG experience. While it would be convenient for veteran players, ANet is already struggling to promote their game hereby wanting to obtain and retain a new player base, which I believe this suggestion would harm. I haven't played the PoF beta so I can't comment on the unidentified gear, but I believe that should help a bit with the issue at hand.

     

    At least a specific Coffer salvageomatic which does not drop runes upon salvage.

    I know it would affect the playstile of new entries, but for a veteran is a pain.

  2. It's the same, there's too work to do.

    One of the possible things that they could make is to make a choice for "new characters".

    Will be asked if you want em with or without story ( with story you won't be able to change race, without you will be able to do it ).

     

    But after years, i really doubt the wan't to invest their time in something like this ( which was asked since the beginning ).

  3. > @Cyprien.4208 said:

    > Yes, No.... Birthdays would be the best reason so you'll get extra gifts however you could also have each race have all the amor professions. They can be good for storage as well as parking. It's basically up to the users weather it's worth it or not.

     

    Totally agree.

    64 charas is the cap, so every year you'll have 64 days of buff.

    you could play 4/5 hours per day with buff active ( you'll also have 54 celebration boosters ).

  4. To me it's stupid.

    If i drop something i am able to understand what it is.

    A mace, a leather chest armor, a ring, and so on.

    I MUST know what they are, and then decide if unidentify em or shard em.

     

    So, a different stack of unidentified items per ITEM TYPE would be at least the base for a thing like that.

  5. > @Omcrazy.4756 said:

    > I prefer maps with "gimmicks" that force teams to think tactically and force them to move around the map. I actually would prefer to see this even more, especially if the points/objects to contest land in different places. Something like a king of the hill where the points move every so often. Or a power orb or flag that spawns randomly and needs to be contested then collected. Something that gets entirely away from strict conquest.

    >

    > I do think the points awarded at Foefire are too much. I've been in a map where we had the lead by more than 100 and were spread out capping all three points. Had Just killed their entire team in a mid-fight (or most of it) and so their entire team rushed far, bypassed the point and went through the open door, and killed Lord before anyone had a real shot at getting to him. Dying would have actually been an advantage in that case because we could have gotten back to defend faster. So that aspect is kind of frustrating. But that's also only happened once in all my games and honestly, it was just a well designed tactic by the opposing team. A lot of times going Lord is a good way to give free points to the other team. I wish the adds would respawn though. As it is, a lot of times one player will just slowly whittle away the door and adds for a push and quick kill by the rest of the team later. I would be less annoyed by the mechanic if it was slightly harder.

    >

    > End of the day, map gimmicks are just another way for players to show they are better. PvP doesn't have to strictly be about straight fights. Strategy is a pretty important factor.

     

    Agree.

    Though i do understand what the OP means.

    And also i am a little scary about map with only stomp on points ( i mean, i would like some arena, but gw2 is really not meant for it due to aoe spam everything ).

    Courtyard for an instance, to me, was total shit.

  6. > @Durzlla.6295 said:

    > I don't see how this would fix the problem you're complaining about.

    >

    > You also said to split condi damage into condi damage and condi speed? What is condi speed supposed to do? Does that add more ticks? How would that work with confusion?

    >

    > And more importantly why is your thread complaining about condis transitioning into removing bunkers?

     

    it is related.

    Let me restart and explain facts related to condition users:

     

    1) Condition users use mostly 1 stat, which is condition damage ( while a zerk class uses 3x stats, or a 4 stat variant neck if required, like thief which has 11k hp ).

     

    2) Due to the fact they use only one stat, the can go deep in something else, which could be

    1. More damage ( Expertise, but mostly power ), in adjunct to the condi build one

    2. More survival, which could be mostly Toughness and Vitality, but also Healing.

     

    3) The amount of dmg dealt in 2/3 sec ( not the entire durate of the damage skill ) is almost the same of a good critical hit skill.

     

    4) The longer the fight ( or the condi spam, which incrases with more players ) the better and efficient the build is.

     

    That said, the division into 3 stats would be something like

     

    The actual condition damage could be reach with the "Marauder Condition Neck", which will give:

     

    1. 1050 Condition Damage

    2. 1050 Condition Speed

    3. 560 Vitality

    4. 560 Expertise

     

    So, the actual damage reached by condition will be split into this neck:

    with just 1200 condition you deal 2k x second.

    you are going to need now 1050 Condi Dmg, 1050 Condi speed and 560 Expertise to reach the same damage.

     

    You are going to reach then more ticks per second due to speed, but the overall dmg will be the same.

     

    ps: confusion will work the same as before. The damage on skill would remain the same, and the damage overtime will be the same ( maybe more ticks, as said before, but the same overall ).

     

    Then, obviously, not having a Power bonus from the neck, their stat will be Zero, and they will deal near no damage.

    A Marauder build also wouldn't deal any condition dmg to their enemies.

    And obviously, might stacks could provide a slightly improvement ( but knowing that you couldn't reach the 1000 base stat, it would be really low ).

     

    Bunkers will deal less dmg.

    Lets take the mender neck which gives 1050 power ( 33% dmg achieved ) 550 precision ( 33% damage achieved ) but lacks 1050 offensive stat points, so the base damage will be 33% less powerful.

     

    That was the idea.

     

    Shortly:

    1.Less survival for condition users

    2.Condition users ( dps ) forced to use a full dps neck instead of an hybrid.

    3.No more Power damage for condition users ( unless they decide to split it, with something like Carrior Amulet, which will deal btw around 33% less dmg from condition and from 66% from power.

  7. Since the beginning of the game there were lets say 3 way of dealing dmg:

     

    1) Power dmg

    2) Condition dmg

    3) Hybrid

     

    At the end of GW2 core pvp was unbalanced, but still better than this, but since HoT condition build got improved and from brainless build they became efficient too.

    Builds that allows you to spam, to make errors, and so on.

    Recently the builds are starting also to get burst condition dmg ( something like half second for condi application, and 2/3k tick per second ).

    And also, condition users benefits also from attributes like power, plus the fact that enemies has no armor... then their power dmg, maybe with no critical chance attribute nor critical dmg attribute can allow a player to deal decent sustain dmg in adjunct to conditions.

     

    **All this should be fixed somehow:**

     

    A)

    -Remove extra critical chance traits, so players who wants to crit attacks will take necks which give precision, or maybe sigils, fury abilities and so on.

    -Split Up Condition Damage into Condition Damage and Condition Speed.

    -Divide the % condition damage between Condition Damage and Expertise

    -Set up a "Marauder" version of Condition damage

     

    **this will prevent players from going tanky, if the chose to deal dmg, and also will limit hybrid players who wants to support/tank.**

     

    B )

    -Set all player Stats to ZERO, then Add 1000 to the Stats provided by necks.

     

    **This will prevent players from going Hybrid**

     

    **Note that these are only suggestion, but ANET should really face the fact that condition builds are everywhere and are ruining everything cause the less skill they require, the less effectiveness of a good dodge/evade, and so on.**

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