Jump to content
  • Sign Up

Fangoth.4503

Members
  • Posts

    152
  • Joined

  • Last visited

Fangoth.4503's Achievements

Newbie

Newbie (1/14)

  1. > @"Moi.5013" said: > > @"Fangoth.4503" said: > > > @"Moi.5013" said: > > > because it puts them in the middle of all the sauls when he splits and thats not good. they cant go too far back or they get the hands and off to the sides but out of the middle puts them in the slam area which is the whole reason for doing ranged strat, not to have to worry about the slams. Its just difficult when he fixates on me at the edge of the platform and is in the middle of all the oils. Just looking for any insight as to how he chooses his fixate to make it easier on everyone. > > > > > > > how is it bad? if you can hit deimos from far, so you can hit the add from far. > > adds are targetting the lowest toughness (not sure if hk can be targetted or if he is immuned, so randomly between all or BS if he is in berzerk mode. this is if all are using raid builds, if you team has custom armor stats then its possible that all your teammates have more toughness than you and so he comes to you. > > not sure I understand everything though, from what i get you're black kite as Slb? > > Yes Im oil kite as soulbeast. and with my pet merged I have 1150 toughness. the rest of the DPS is at 1000...so if hes supposed to target lowest toughness hes not doing that. Perhaps I need to submit a bug report on this. and I know its not the worst thing that hes targeting me while Im oil kiting....it just would be better if he didnt. for some reason the add often go for slb when Bs are not ib berzerk (no clue why). Maybe try raising a bit your toughness or if it doesn't work with another class (and make sure your teammates are lower than you :)
  2. > @"Cyninja.2954" said: > > @"lare.5129" said: > > Hello, this is me > > So at first we need understand that this is view not from person who start few weeks ago, but from who do some fractals and very rare check raids. > > So ofc I have druid/hsg/dps/cpds/alac/hfb/bt/bttank/ ant others.. And arox 37k AP background give some experience "don't stand in red" > > No need, just link to your killproof.me account: https://killproof.me/proof/75VK/history#. > > It gives a way better representation of your experience with raid content. but but but... he said NOT BEGINNER, so he is an expert!
  3. > @"Armen.1483" said: > Losing precious time to kill clones with already a low DPS is not the best idea in my opinion, you are NOT supposed to kill them, just the real one. With that logic you could advise killing Deimos melee, but that doesn't answer the question of the OP, I am pretty sure they know about that. How can an add break the line of sight when 4 add are placed on a circle centred around the middle of the arena (which is where you are standing)? Anyhow I don't think there is any ways to control where the real add will spawn when it split in 4 and i don't think it was the question as the 4 add don't move at all and are not folowwing anyone. > Hand kite doesn't always have high toughness.If playing herald you can go with no toughness at all too. And maybe even there is a mechanic that makes mobs not aggro HK at all. Anyway there are many bugs concerning toughness aggro since the launch of Deimos especially when there are soulbeasts and firebrands around. Jumping also messes up aggros there sometimes. You already gave up on good gameplay by choosing the ranged strat itself so you might as well go for tank, bk and hk with crazy high toughness like full minstrel (bk 1 +5th inf and tank 2 +5 th inf) so you are extra safe on the 3 important role for that strat.
  4. > @"Moi.5013" said: > because it puts them in the middle of all the sauls when he splits and thats not good. they cant go too far back or they get the hands and off to the sides but out of the middle puts them in the slam area which is the whole reason for doing ranged strat, not to have to worry about the slams. Its just difficult when he fixates on me at the edge of the platform and is in the middle of all the oils. Just looking for any insight as to how he chooses his fixate to make it easier on everyone. > how is it bad? if you can hit deimos from far, so you can hit the add from far. adds are targetting the lowest toughness (not sure if hk can be targetted or if he is immuned, so randomly between all or BS if he is in berzerk mode. this is if all are using raid builds, if you team has custom armor stats then its possible that all your teammates have more toughness than you and so he comes to you. not sure I understand everything though, from what i get you're black kite as Slb?
  5. isn't it just the normal build but using a bug to have all signet active? (even though the signet aren't in the build itself)
  6. low effort high impact: -they should add a new game mode without any downstate for fractals t4/cms, raid/cms with repeatable reward for veterans -they should add a new game mode with lower skill requirement to favour the access to raid (removing mechs, making new players less overwhelmed when starting, e.g: no blue VG) with reward repeatable but turned down compare to current encounter. it would make player able to have a more clear progression instead of moving from strike to raid which can seems very different and still overwhelming to a beginner eye even if some mech are similar. higher effort, less impact: -make new fractal here and there -make new raid here and there -make new dungeons here and there -forget about the "champions" experiment and start releasing living world again there is no need to create brand new things, just reworking what they already have to satisfy a broader part of the community, ease their access, offer an harder version for hardcore players and then build on it is a far better path than creating new quite similar stuff while not really being the same.
  7. yeah Anet please ban all player so we can finally go back to the 100gem = 27silver <3
  8. > @"Aavataris.5720" said: > Good day. > Seeing that the **Draconic Response missions work at least "well"** Can't really tell if there is any bug or not, I go in DMR when I have trouble to go to sleep and I usually am asleep before the pre-event end. Although, they are a sucess a making me keep a sleeping schedule. I'm still a bit sad that you don't get the end chest sent though mail... please work on it
  9. > @"weaponwh.9810" said: > just like to know between chron quick vs condi quickbrand, which is more prefer in raid? try to pick a new class for quick support. qFB is just a condi stm chrono :) -when not tanking: stm chrono will perform better some bosses (KC, CA) and for others bosses it often comes down to the player skill. -when tanking: qfb will also be a bit easier to cover quick when tanking low pressure bosses with big hitbox (eg: gorse, dhuum) compare to stm as the quick cone range is enough to hit the group while as stm chrono you have to move back and forth to be in group range or have a group that stay in hitbox. Tanking some boss will be a bit difficult as qFB or with only stm and you'll want to go for the stm inpiration for more block/invul: Vale guardian: to invuln green Xera: if you want invul/block blurred frenzy (stm or qFB can also be played as tank, in that case you dodge the blurred frenzy) Qadim 2: to block/invuln cones deimos: if you need to provide block to your sub Souless horror if you have a RR ren and don't play the condi chrono build Power double well build is only needed for Largos split and Souless horror (when there is no RR ren) but was removed from SC website as for both bosses condichrono will outperform the power build. So unlike what was said in previous comments you most often won't need well at all.
  10. > @"Cyninja.2954" said: > > What a short sighted thing to say. > > 1. Rewards and progression are not the same. Having meaningful progression in place, both in terms of reward structure as well as player development, instead of making everything available day 1 is useful in extending a contents lifecycle 2016-2021 is way more than one day, initial time gate are ok if not too crazy but as the content gets older at some point its better to favor the access for newer player rather than lock them down behin a no longer necessary timegate -> 2. You are assuming fun and enjoyment of content is binary. A "you either enjoy it or not" state which players attain nearly immediately. You could not be more wrong. I would make the claim that many players find enjoyment in content they never expected simply because they were forced to try it. kinda is though if you are not interested in raid at 751st liencounter you gonna show your middle finger and say i'm out of it. if you're enjoying raiding you gonna continue en enjoy clearing bosses. i never saw anyone going to raid saying i need nothing from it and don't like it but come anyway. > 3. I would want players who look forward to raiding weekly, instead of grinding out their rewards in a huge upfront grind, then never touch the content again. You still seem not to understand or remember how those first 750 LI felt or went for you. well I started my first armor well after haing 750li as I wasn't interested in one until tanking so i'm not best to talk about that. but I wouldn't have raid for the sole purpose of making a legy armor in a first place especially if it takes 9-12 month :# > 4. You can doubt all you want. Do the math of how many LI/LD are available weekly, divide 750 LI and 150 LD by that amount, adjust for players not clearing all raid bosses from week 1 and you'll realize I am right. FYI 900/25 = 36/4 = 9. That's the timeframe it takes for someone to "finish" the requirements of LI/LD. That's also the timeframe the game has to make people fall in love with the content or not. Most players do not start out with a static or similar group. These 9 months, or more, are in place to ease players into the content, make them find other players to enjoy this content with and look past the rewards, wgile spreading out the rewards and achievements out evenly between them. Unlike your suggestion which upfronts all rewards in a meaningless super grind which dies none of the above. i never heard of players that weren't enjoying raid at LI 1-749 and stated to enjoy it out of nowhere at 750th, maybe you can redirect me to some so i can understand better why they change their opinion of raid after doing them 36 times and see no changes to it :p alike any content you have a pretty strong opinion about it very quickly and being forced to repeat it over to get something out of will help you not enjoying it > Your suggestion basically shortcuts reward progression in an assumption that players at the end of this reward progression will be at or in the same state as you are or other longterm raiders. Meanwhile you forget or ignore all the developments players make and experience during this time period which you are trying to cut short. Your assumption, and thus resulting suggestion, is flawed and not reflective of player behavior or experience. no my suggestion is to get rewarded for what you do and not how long you wait for it because I know it's better to encourage player that want to raid (for the raid part of it) to get in quickly instead of having them saying "F it no matter what I do I won't be able to go in descent group for three month" (which could help the community grow by joining it) rather than trying to keep player in for 9-12 month that will anyway that will tell you "F it i'm out of it since i got my 750LI" when you ask them to join(which in the end bring nothing positive to the raid community, except having a fake increase of the player base, as they leave it as soon as they can). The ideal would be to have a every leg being available in any content/gamemode to avoid players being dragged in a content they don't like which is not enjoyable for both youself and the group around you. But ofc playing more than one gamemode should be rewarded by making the player access to everything faster than someone that plays only one gamemode. worst in all that is that whenever legendary armory get out I will have to go in pvp, make some player fail and reduces their stats because I don't enjoy the content so i won't try to improve but still continue until I get the required thing for the ring or whatever can be obtained there. ~~will surely be a great experience ~~ or not. too bad there is noway to obtain it whithout annoying this comunity but well its how the game is supposed to work
  11. > @"Ayrilana.1396" said: > I already mentioned how it was harmful. I'll copy and paste it again (and likely a third time in a future post). > > What do you think would have happened had you been able to get them much quicker and faster such as from grinding Mursaat Overseer over a weekend or two? Would you have done the other bosses beyond what was required for the collections? The current time-gated incentivizes players to do all bosses to maximize their LI gain. Removing this time-gate would essentially remove players from the raid playerbase pool as they'd just follow the path of least resistance. This is harmful to raids. So it is bad because it will remove player that don't like raiding while those that enjoy it will stay? how this is a bad thing? > New players who would take the path of least resistance and grind out the easiest and quickest boss? Those same players who would likely not touch the other bosses except for the one time needed for the collections? Yeah, I doubt I'd ever see those players when pugging. What about those who raid solely for legendary armor and the ring? Now that they can get LI much quicker they'll stop doing raids so much sooner. All that's left are those who don't care for LI. > > Real beneficial to raids. (hint: it's not) What a selfish thinking, forcing player to play with you for longer because they want an armor... you should rather focus on player that mentionned below rather than those that don't like the content. forcing player to do something they don't like for 9-12month is just bad > Some people like the challenge and content. That doesn't apply to everyone. > Your suggestion would take away players from the existing playerbase and reduce the number of new players. It would also diminish the effort taken to obtain the legendary armor and ring. mine is to let player that don't enjoy raid get over it quickly while player that enjoy raiding for the challend and or improve to continue which will improve lfg quality. While yours is to force player to play content they don't enjoy, how does it makes thing better? have you tried to force people to be your friend IRL? its pretty much as bad as that. and legendary armor isn't really an effort anymore since a player that would have done easy stuff since release have it by now (sw, trio, escort cover 750 if you've been steady to it) so it's not less an effor that those who decided to cheeze it from start. > I rarely see LI as KP is a better estimate of someone's experience at a particular boss. All bosses give KP included wings 1-4. well I guess you're playing on NA. EU lfg are mostly made with LI for w1-4 and kp for w5-7 as you say all boss (except trio) gives kp so doesn't matter if you gives the opportunity to to have more LI as kp will still be a proof of knowing X or Y boss
  12. > @"Ayrilana.1396" said:- > > You stopped doing raids when you lost use for them. What do you think would have happened had you been able to get them much quicker and faster such as from grinding Mursaat Overseer over a weekend or two? Would you have done the other bosses beyond what was required for the collections? The current time-gated incentivizes players to do all bosses to maximize their LI gain. Removing this time-gate would essentially remove players from the raid playerbase pool as they'd just follow the path of least resistance. **This is harmful to raids.** I didn't stop playing raid and still does 2-3 fc/week even though after first kill there is no reward. ofc i would do other than cairn and mo as those boss aren't that interesting by themselves, i'm most often doing dhuum and q2 often up to 10 times a week. How is it harmful though? You mentionned below that LI are not a proof of experience so according to you it shouldn't influence lfg quality, the only thing that it would create is to allow player that don't care much about raid to get their armor faster and quit raid faster. but if you realise that w1-4 are mostly asking li then lfg might switch to kp which is totally fine. Nothing harmful, you just need to stop fearing new players > It's the same exact thing that you see in open world maps once players have gotten all of the rewards and achievements. Surprisingly, they stop playing those maps. why people still raid then? above 750li for armor and 150 ld for coalescence you have no need for any li/ld, and farming maps are more interesting goldwise. > Experience is primarily measured by KP, not LI. this is why w1-4 lfg ask for 100 to 500 LI (sometimes even more but for some reason the quality drops) > @"Cyninja.2954" said: > > You are assuming that there is no value in: > - slow progression or gating which can lead to players cooperating over a longer time > - overcoming more than 1 boss and learning multiple wings instead of farming a single fight over and over > - there is no value in anticipation of rewards which are off in the future > > I'd say those are some very harmful assumptions for each and any content. Easily witnessed in other areas of this game, say achievements or new maps, where players rush their goals and then abandon the content. The fact that you stopped to care about LI/LD after reaching certain target values, which currently take a minimum of around 9-12 months, is meaningless if you do not attribute any value to the time you spent in acquiring those first LI/LD. > > What you are essentially saying is you found no value in the initial time you spent on raiding, gained no value from that time and as such the gating should be removed. Removing LI/LD weekly gating is not about the final LI/LD you gained, but the ones at the very beginning. You are off already assuming players will enjoy content and thus continue playing said content while you are taking one of the main reasons why players would engage with said content to begin with which I find very weird. slow progression is straight bad as: 1 - it forces players that don't enjoy the content and not willing to progress to access their objectives (leggy armor) to fill lfg for 9-12 month when they could just spend a week doing escort cairn mo over and over then go back to their favourite content. 2 - it forces new player willing to learn and do a boss 10 times a day to improve to still have to wait 3 month to have the li/kp that prove they killed 10 times the boss 3 month ago. What do you rather have in your group? player that are willing to improve or players that don't care about their rotation and about mechs but want their legendary armor but are forced to stay forever due to the gated content??? And I personally doubt it take any sain person 9-12month to realise if they enjoy raids or not. it take at max a week or so (if not a day)...
  13. > @"The Fear.3865" said: > > > > @"Fangoth.4503" said: > > > LI should remains weekly rewards, it would be unfair for peepo farming raids for years. > > > > > you get the same experience (well even better skill as you don't have 1 week to forget your mistakes in between) if you kill a boss 100 time in a day than the guy that kill it 100 week so li shouln't be timegated either. for the same reason as you mentionned below > > Kp are useless, li are meant to craft pve legy armor. Ask anet to even more ignore the veterans, please. But honestly, idc. I hate time gated content. Lazy pepega should stay where they belong. kp i meant to be use in guild whatever. i know li are used for crafing armor, but how it gonna affect veterans? i personally have 1.5k+ and i see no way it will affect me if players are able to get the li and kp everytime they kill the boss. well it would make me start to destroy li and kp to avoid overfilling the bank
  14. > @"Ayrilana.1396" said: > > @"Fangoth.4503" said: > > > @"The Fear.3865" said: > > > > @"Fangoth.4503" said: > > > > 25gold an hour isn't that much anyway. magnetite/gaeting and ascended gear should be weekly. Gold, exotics, li and kp should be per kill so people are not timegated for li/kp and raid income would get a bit closer to pve farms. the biggest issue would be people farming cairn or mo and get 2 gold every 1.5-2 min and i guess it can be countered by reducing the reward if its repeated too often. > > > > > > LI should remains weekly rewards, it would be unfair for peepo farming raids for years. > > LI should be time-gated otherwise players would just farm the easiest boss over and over. Before you counter me about players currently being able to do that, realize that doing so takes about 3 years for the first legendary armor set. Having LI not timegated to weekly would be harmful to raids. not at all, i stopped to raid for the LI long ago, when you reach 750LI and 150LD they are just worthless so it's not an issue having player able to earn them faster and armors would still be timegated behind provisioner token. no harm done to raid at all. but not having a catchup mech is harmfull for raid as newcomer have their "experience" timegated even though if they kill vg over and over for a week they can reach a level above pug average for this boss
  15. > @"The Fear.3865" said: > > @"Fangoth.4503" said: > > 25gold an hour isn't that much anyway. magnetite/gaeting and ascended gear should be weekly. Gold, exotics, li and kp should be per kill so people are not timegated for li/kp and raid income would get a bit closer to pve farms. the biggest issue would be people farming cairn or mo and get 2 gold every 1.5-2 min and i guess it can be countered by reducing the reward if its repeated too often. > > LI should remains weekly rewards, it would be unfair for peepo farming raids for years. > you get the same experience (well even better skill as you don't have 1 week to forget your mistakes in between) if you kill a boss 100 time in a day than the guy that kill it 100 week so li shouln't be timegated either. for the same reason as you mentionned below > Kp, gold and exotics should be per kill, new players won't be time gated for killproofs, which is needed imo. 15 weeks to get 50kp is dumbo, I can kill dhuum 15 times in a day if I want to, experience shouldnt be timegated. > > Cairn and MO farm is ez to prevent, if you kill one boss, it remains dead until FC. How often would you kill deimos if everytime you leave the instance you need to kill Cairn again ? > > why would i kill deimos if i can just reopen with my alt? so not the easiest thing afterall. so i maintain it would need something similar to what was implemented in dungeons to avoid player farming fast bosses
×
×
  • Create New...