Jump to content
  • Sign Up

Hannelore.8153

Members
  • Posts

    1,926
  • Joined

  • Last visited

Posts posted by Hannelore.8153

  1. I dislike marks because they are too similar to traps, and they basically have the same purpose, without all the neat traits that go along with traps. They could be alot more useful if they had both an immediate (well-like) effect and left a traditional mark behind afterwards, this way they don't lose tactical play while also not being extremely underwhelming in actual combat - and its even worse in PvE than in PvP/WvW.

  2. > @"Tolmos.8395" said:

    > Interesting... I haven't tried druid healing yet, but I'm guessing it is NOT like elementalist where I can target a player and cast my heal (like staff #3 & #5 in water attunement)? Because I just have "target next player" hotkeyed, pop over to who I want, cast my heals, and go back to what I'm doing.

    >

    > With druid it has to be an enemy targetted for the spell to be cast?

     

    Staff heals require an enemy target and heal in a "beam", with one of the skills even literally creating a healing aura for allies on the enemy itself. Burst heals are usually PBAoE, a few in CA (Celestial Avatar) are ground-targetted but one has a really tiny AoE that its very hard to hit even a single player with much less one that is moving around, so it tends to just get spammed on the group hoping to hit someone who needs it.

     

    In instances where HP bars are visible (raids and fractals), its easier to use them but not by much. And yes, it is a very different type of gameplay from my Elementalist where I can constantly spam heals directly where they are needed even when far away from the group.

  3. This is pretty much the only good skill on sword, and if it was nerfed I wouldn't use Weaver at all. The thing to understand is the sword is such a failure of a weapon-it would need quite a reworking (especially to its dual attack skills) to justify hurting its healing capacity, which mainly comes from Riptide. There's also the fact that its given a bit of resurgence to HP Ele's, who have been completely replaced by Druid and Revenant, and now Chrono.

     

    I think what really hurts sword though, is that it can't really be paired with a good offhand. Dagger and focus are both lackluster, while warhorn can't be used on Weaver. I think they would've had alot better luck with sword spec had they added a dual-wield option, and don't say that they couldn't do it because the Warrior got daggers in both hands on Spellbreaker while they didn't have any access to daggers at all before.

  4. The game should have been guild-based from the beginning. Servers were always a bad idea, just like they are in every game - all they do is separate friends and lead to a loss of honor as people keep transferring around like ping pong balls whenever it leads to more winning.

     

    The only reason they've lasted this long is because they were good income for ArenaNet.

     

    EDIT: Look I came from a game many years ago that was high on server pride, and I hear that reasoning alot. But it only worked okay there due to low populations and no transfers, people had to physically make other accounts to play on other servers which kept the whole "push button to win" thing to a minimum. The simple truth is that ArenaNet can never truly balance WvW until this button no longer exists in GW2.

  5. Also from a lore standpoint, there's probably not much beyond Centyria, Elona, and Cantha. Most of the old races that existed in Tyria when the Human gods arrived have gone extinct, and the race that occupied the most of Tyria (Humans) are endangered, so I doubt there is much sentient life outside of Central Tyria and the fact that the dragons are situated there reinforces that, as they seek out the highest concentrations of magic - and life to corrupt.

  6. > @"Oglaf.1074" said:

    > The biggest problem is that it exists separate from main combat. The weapons often don’t work too well with the build you’re running or you simply hate the move set. Add to the fact that there are tons of skills that simply don’t work underwater. It just is more of a chore and a nuisance than a fun experience as a result.

    >

    > If they were rework it (which they should if they ever intended to add more serious underwater content) is to allow your land weapons to be useable underwater, and make sure that all skills work underwater is a must - my Necro never sets foot in water because it despawns, and puts on cooldown, his Flesh Golem.

     

    Many people have also been pushing for spear, trident and harpoon gun to be useable on land (e.g Warrior parry spear, Engi grapple). The idea would be to give more skills and weapons to all classes on land while giving a consistent skill set to underwater combat by sharing it; builds could then specialise in this kind of thing. However doing so would be a massive undertaking and would likely only happen as part of an expansion if at all.

     

    Alot of the skills sets on these weapons are *good*, they just miss balance and QoL passes due to being water-exclusive.

  7. I'm going to assume that this is for open world PvE.

     

    If your problem is that you have trouble casting skills, I would recommend to use anything that can do a full stack of signets, like Warrior, Ranger, Guardian, Ele, or Mesmer. Just set your gear up to synergise with the passive effects of the signets and you will be fine.

     

    As for your attacks, you'll obviously want to play something ranged, but I don't recommend Necro as they are AoE heavy, Its better to play something more single-target where you don't have to do as much situational awareness, like Ranger. In fact Ranger +shortbow +pet +signets would be my overall recommendation with Rampager, Sinister or Viper's gear. its possibly the most passive DPS gameplay that you can do.. pew pew pew.

     

    Some people here are recommending melee and/or power builds; I don't think that's a good idea, as it will increase the stress of the situation on your mind. Range and conditions allow you to focus alot more on just dodging and stuff without losing damage.

     

    Just keep in mind that nothing like this is going to be welcome in groups, so only run group content with friends for low stress.

  8. > @"Linken.6345" said:

    > Why is it needed move your mouse over player and press skills mate.

     

    That's.. not how healing on the Druid works. Staff is auto on enemies, alot of other skills (e.g glyphs) are PBAoE and only a select few are targetted.

     

    OP: This was actually allowed in beta, you could use the staff without a target, but ArenaNet nerfed it to require an (enemy) target because apparently just healing anyone that you wanted was too overpowered (despite the fact that Engi has this feature in their Medkit already).

     

    The main reason the devs stick to AoE healing is because of no good ally selection system (just the party UI for the most part) and many skills will not cast with an ally selected even if its a support skill or hybrid support/attack skill (e.g most Guardian skills), and the health bars are not visible most of the time,so the whole thing just isn't set up for direct ally healing and this probably won't change for a long time.

  9. I'm waiting, bring it on. Before coming to this game I spent seven years playing a Realm Vs Realm (RvR) MMO, and was extremely disappointed by how bad the WvW game mode is in this game (bad skill balance, excessive siege, population troubles, not being able to play with friends, etc.).

     

    This is the first step of many to finally solve these problems, and hopefully something good will come of it all.

  10. I've done this fight in two different ways. The first is doing it the "right" way, avoiding all the AoE (especially using special action which I have bound to F6) and finding ways to minimise damage and maximise DPS, the second is that we just brought healers and facetanked it.

     

    I think the difficulty is okay right now..

  11. Honestly, having been here for five years I laugh at anyone who says that things are becoming too cheap. In the first fews years of the game you could buy even the most expensive items in the game for a few gold, and most people thought having 50 silver was an accomplishment.

     

    The thing is that everything is relative, what seems cheap now is very expensive to players just coming to the game and with max-level players having years of build up of gold, materials, magic find, etc. they often forget just how expensive everything really is to some fresh level 80 just trying to obtain their first set of exotic armor. In the long run we have to consider what is best for new players; that is the game's health, not us veterans.

     

    The addition of economic stimuli like material boxes from PoF (and Istan in particular), is very important down the road, and as more legendaries and other gold and material sinks are added for max-level players, the T6/T7 econemy will balance itself back out without destablising the lower tiers.

     

    The only real issue with the econemy right now is that some things are *too* cheap and have absolutely no value to anyone.

  12. I really don't recommend playing with anyone but guildmates, as it solves most f the problems people encounter in PvE. Most guilds will take you into any dungeon or fractal on any class or build (possibly with some gentle suggestions), and sometimes even raids. The whole "efficiency" thing is mostly a relic of PUG play that is just very noticeable because its public, people who play in other ways keep it private between friends.

     

    Also another tip, don't join "fractal" or "raid" guilds, you're just going from an elite party of five to an elite party of five hundred.

  13. > @"Dewsitine.3645" said:

    > Yeah I hope they come back and revisit to haul over the underwater portions since deadeye's abilities can't be used underwater and I don't see a reason not too. Also if i remember, rev class has most of its abilities restricted when it comes to underwater for some reason.

     

    Elite specs in general have such a hard time underwater, its been so poorly thought out and implemented since HoT.

  14. Its still in two phases now, its just that it alternates between Horrik+Mai Trin and Horrik+adds+ship cannons, the big difference from before is that the cannon fire was toned down but everything else was made more dangerous, so its combat instead of running around like a headless chicken.

     

    The previous design was bad for parties, people preferred to solo it or bring bunkers due to that phase.

  15. I don't think its a problem. When returning to LS3 maps I've noticed that they are still heavily populated, meta is almost always done. Even Dry Top and Southsun Cove which are now the oldest maps in the game (that weren't included at launch), are consistently farmed.

     

    The big difference now is that we have 1k people in ten maps instead of 1k people in ten instances of the same map. The addition of more maps to the game has actually greatly increased its overall health, as its easier to meet up with friends and guildmates for things like meta events and play more strategically (like in pre-megaserver days), instead of always being lost in a zerg no matter what map you join.

     

    The downside is, I have noticed the Central Tyria maps are very barren and something needs to be done about that. While the game's max-level player population is strong, it seems to be having alot of trouble with the uptake of new players especially in the F2P areas.

  16. > @"ProverbsofHell.2307" said:

    > > @"Faaris.8013" said:

    > > 1. There is a gear check tool that violates Anet's Terms of Service, people use it anyway.

    > > 2. No, this cannot be avoided, but you can report the incident.

    >

    > Highly unlikely that's what happened. He can see your passive skills such as signets just by targeting you. He can see what weapons you have currently equipped. You can see what kind of traits people might be using by using the information available to you.

     

    It is extremely likely, use of this tool is common in dungeons, fractals and raids, and even though people aren't supposed to use it, its also hard to prove that they are beyond a doubt using it so it mostly goes unpunished. The usual red flag is when someone knows your runes and sigils, as they have no visible effects outside of combat, unlike many skills and traits.

     

    Unfortunately, ArenaNet makes too much information available to the client that the client has no business knowing. This is to save on server costs and resources and is what makes many cheat programs possible.

  17. This again.

     

    Central Tyria: The enemies are too hard, nerf them! (Orr gets heavily nerfed, all of PvE takes two major nerfs too.)

    Central Tyria, after nerf: The difficulty in this game is a joke, please buff everything.

    HoT: The enemies are too hard , nerf them! (All of HoT gets nerfed.)

    HoT, after nerf: The enemies are too hard, nerf them! (The enemies are nerfed in LS3.)

    LS3: The enemies are just right.

    PoF demo: The enemies are just right (half of players), the enemies are too easy (other half).

    PoF release (same as demo): The enemies are too hard, nerf them!

     

    When will it end? Is it too hard, too easy or just right? Decide already!

  18. It happens to me almost every time I summon a mount, although it seems much worse on maps with alot of players or activity. It seems that the mount camera is attached to the mount model itself, and when you try to mount, the mount model does not load so the camera just stays in one place while your character flies off mounted to nothing.

     

    Its actually ruining the expansion for me, and I don't remember it happening during the demo. :/

×
×
  • Create New...