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KrHome.1920

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Everything posted by KrHome.1920

  1. 2k resolution is 2048 x 1080. Such a resolution standard does not exist in PC gaming. Are we talking about 2560x1440 here? This is called WQHD. For WQHD: Ryzen 5 5600X - 300 dollars the cheapest B550 board - 120 Dollars 16GiB DDR4 3600 CL16 Ram - 80 Dollars (these Ram specs are currently the price/performance sweet spot) Radeon RX 5700 (non XT) or Geforce RTX 2060 - 300 Dollars (you could save 100 dollars here and buy a GTX 1660S) = 800 Dollars (700 with the 1660S) Or in short: the fastest 6 core CPU (GW2 won't benefit from more cores) on the market and a midrange GPU is optimal for GW2 at WQHD.
  2. The CPU benches are not to be taken seriously as there exist only geekbench values and geekbench is a pretty useless benchmark. According to geekbench the M1 CPU is 20% faster than AMDs new 5000 series, while consuming half the power. That's nonsense. In general computing tasks ARM is by definition slower than x86, because it is a less complex architecture, specialised for certain workloads. But at these workloads it is of course more efficient. We don't know how esp. games will run on apple's ARM design. The M1 integrated GPU is as fast as a Radeon R9 280 (that's a rebrand of the HD7950), which is slightly faster than the original PS4 from 2013. Should be enough for GW2, but not for serious gaming in 2020.
  3. > @"JusticeRetroHunter.7684" said: > > @"archmagus.7249" said: > > > @"Tiagoht.7549" said: > > > Next change based on the cry of the players: removing the only feature released for wvw in the last 10 years. The warclaw > > > > Sure. PvE gets mounts and WvWers complain about not having a mount, and now that you have a mount you want it removed? Next you're going to say that we shouldn't have gliding. > > Mounts were one of the worst changes to the game mode. It killed roaming. Thief and ranger killed roaming and they are still there. edit: Currently each day a new longbow greatsword boonbeast or condi immob trapper druid player enters wvw to stay there - and the reason is not warclaw!
  4. Thief is not good in solo queue. That's not a breaking news. I don't know how it is at lower divisions as my lowest placement ever was gold3, and at that part of the ladder bunker players are too good to lose a 1v1 at a sidenode against a thief and there is enough cleave at mid to push you into defense, but the overal tactical understanding is still too low that the group can play around the strengths of a thief. So you end up completely useless in at least every second match and only as useful as any other class in the rest of the matches, which is overall not enough to climb higher. In duo queue thief has always been great. In tournaments it was viable 80% of the game's life span. The more glassy the meta the more usefull thief is.
  5. > @"Stand The Wall.6987" said: > this game needs flashbangs. ...and HDR support for the ultimate experience.
  6. Isn't this just another version of the standard scourge support build? The standard build uses either magi for max heal and barrier (overkill on most scenarios and only recommended to carries really bad groups) or marshal/shaman for 10k dps with still decent support (recommended for experienced teams). Your plague doctor version seems to be just something in between the magi and shaman/marshal version. Less heal than magi and less damage than shaman/marshal.
  7. Scourge is a mess when it comes to its relation to the core traits: - Entering shroud traits: trigger when you press F5 (e.g. eternal life) - During shroud traits: work during the 6 seconds when desert shroud (F5) is up (e.g. shrouded removal) - Leaving shroud traits: trigger when the 6 seconds of desert shroud (F5) end (e.g. unholy martyr) - Shroud skill 1 traits: trigger when you place a shade (F1) and each time you use an F-skill (e.g. dhuumfire) - Shroud skill 2 traits: trigger on F2 (e.g. path of corruption) - Shroud skill 4 traits: trigger on F4 (e.g. transfusion) (Shroud skill 3 and 5 traits don't exist yet)
  8. > @"Sleepwalker.1398" said: > This one is still pretty funny. > We had that last week. Some Deso player copypasted that strategy. And even after the damage patch it instantly downed some casuals of my server.
  9. You can reduce it to give the player any control over the minions (even if it is just a "come back to me" button). This solves every sustain issue, because you can position your minions better. It might even lead to nerfs for minions as more control is a strong buff.
  10. > @"lare.5129" said: > > @"KrHome.1920" said: > > That's all bad game design. (Burnguard is another example.) > there is a lot of bad design examples, **and we like it**. IT is core part of any mmo game. The sum of these bad make game uniq and fun. > > > A more balanced approach would be > A more balanced approach would be add more powerful runes whit SAME mechanic from EoD dungeons to make EoD more attractive Don't speak about the rest of the world as if it would agree with you! Thanks. WvW has a low playerbase, because it works like you like it. The PvE folks carry your game financially. Think about that for a moment. You like something that is objectively one-dimensional. Good for you, bad for 80% of the game mechanics as these become useless, because only the extreme ends counter each other.
  11. If the golem really has 50.000 HP, then the rune is terribly balanced because it is very one-dimensional. A lot of mechanics in GW2 are like that. Often useless, but highly problematic in specific cases. That's all bad game design. (Burnguard is another example.) A more balanced approach would be to lower the HP, but increase the offensive capabilities of the golem, e.g. 25.000 HP + 1200 dps instead of 50.000 HP + 600 dps. And it's not like that a 100 precision + 300 ferocitiy rune becomes useless, if the golem dies.
  12. CMC referred to that overpowered on release thing in the podcast interview a few days ago. He said a spec being too strong on release will result in people trying and messing around with it, which is "good" as the new content will actually be played and for playtime statistics for further balancing. He prefers that over a too weak spec, that nobody plays at release. So we know what will happen, when the next expac releases...
  13. Deadeye at pof release. 4 second stealth on dodge, mark stacked multipliers over time, then a 50k death's judgement, that instant killed me in a full reaper shroud bypassing the life force and the health pool at once (the hit that kicks you out of shroud does not have 50% reduced damage). In general fighting deadeyes after pof release was like "if he lands one hit, it's over". Of course the deadeye had 20k hp due to valkyre gear, was immune to reveal and so was almost impossible to kill. The second place goes to pof release condi mirage and its endless clone and evasion spam. That was a prime example about community incompetence. Everyone at pof release said mirage sucks and is the worst pof spec because you don't move anymore at dodging. It took weeks before people figured out how many broken synergies mirage cloak has. There was a lot of cheese in this game. But these 2 were the worst, because the builds carried players on another level. For example trailblazer condi reaper was 100% broken at melee range. Getting close to it was a death sentence (30 bleeds, 7 cover conditions, applied in less than 2 seconds), but like for any other overpowered build except deadeye and condi mirage there was at least one counter to it (ranged burst in this case). At the moment there are still overpowered things, but most (not all) of these are bunkers that can be disengaged from, which is at least better than inevitably getting killed.
  14. > @"Supreme.3164" said: > > @"jpsssss.7530" said: > > If you're losing to a reaper you're letting it get to close. If you're doing that as a ranger you probably need a build change. And yes if you let the melee damage machine go BRRRRRRRR on a class deisgned for range superiority.... well.... ooof. > > Necros do have a staff with 1200 unblockable marks and the gap closers of rangers have seen several CD nerfs so kiting a necro is not as easy as you make it sound A soul marks necro has to drop speed of shadows, which transforms him into a freekill for every build that can apply soft cc.
  15. > @"Psycoprophet.8107" said: > Are they meta in pvp now? Of course not. 9 out of 10 noobs learned how to avoid getting lich'd in the meantime. Speaking about the metabuild (the only viable reaper build!): unholy martyr saw a big pvp nerf and generates only a tiny 9% of life force. That trait hurts more often than it helps in team fights now. Marauder and paladin amulets were nerfed (vita is basically the class attribute for necro - there you have your life force reducution!). Spectral walk does a lot at once, but has a huge cooldown now. The cooldown increase of that skill was a nerf to condi cleanse, mobility and life force generation - all at once. Every time when a reaper deals more than 2k damage with a single hit, another class can do that too. What do you think what damage sword of justice, maul, backstab etc. deal to a target that eats 5+k lich autos? Hint: it's more than 10k damage! I hope lich finally sees a nerf to the auto, that people can look for another thing they can blame for whatever. Lich is overrated anyway and a wasted skill slot above a certain skill level. And a nerf to that one trick pony elite maybe brings us necros a useful rework of the skill.
  16. > @"Brujeria.7536" said: > Oh boy. Its 2020 and you still havent figured out to not feed trolls? He is not trolling. But if he is smart then he will now pretend he is, to distract from his incompetence.
  17. > @"Veprovina.4876" said: > I meant that as in, if conditions last longer, i'll have a chance to apply a bigger stack before the first applied ones run out, right? Potentially having a bigger stack of them than i would if they had shorter duration? > > Or is that not how it works? It does not matter. It's only about the damage. Trailblazer deals more damage than dire, when (!) the condition (be it a stack or not) is not cleansed. If your target cleanses the condition, then it depends when it cleanses it. E.g. condi xy has a duration of 2 seconds and ticks with 100 damage on trailblazer gear and with 120 on dire gear each second. The expertise on trailblazer will increase the duration by 42%. **Scenario 1:** your target does not cleanse the condition: - dire: 120 damage x 2 seconds = 240 damage - trailblazer: 100 damage x 2,84 seconds = 284 damage Trailblazer deals more damage **Scenario 2:** your target cleanses the condition after 1 second: - dire: 120 damage - trailblazer: 100 damage Dire deals more damage and your expertise is useless and you end up with worse effective attributes than your 3 attribute dire gear would grant you. Trailblazer is still often better, because your cover- and soft-cc-conditions have a longer duration as well, which makes it easier to overcome your targets cleansing capabilities. Since the feb25 patch trailblazer works overall better than dire to my experience, because the base duration of a lot of conditions has become pretty low.
  18. > @"Solvar.7953" said: > The input lag, vsync, freesync all gets somewhat complicated. If you are able to sustain 60 fps, it means your lag is around 17 ms (1000 / 60). If your FPS is 20, it means it is only drawing one frame every 50 ms (1000/20). Freesync doesn't really change that - what it changes is that it can draw that frame whenever it is ready, instead of waiting for the next refresh cycle (which worse case at 60 fps is 17 ms) I was talking about vsync and vsync uses a render ahead queue of a few frames. That's where one part of the input lag comes from. Additionally you lower the the input lag drastically, when you limit the fps below your your GPU limit, as this eliminates lag originated in the game's rendering pipeline between the CPU and GPU. In a 100% GPU limit the GPU can not keep up with the frame delivery by the CPU, which causes lag. But on the other side a CPU limit causes bad frame pacing. So if you limit the fps, then you get the best of both worlds and neither the CPU nor the GPU are at 100% load and you get the lowest input lag possible and a great frame pacing. The typical input lag increase of triple buffered vsync at 60 fps/hz is between 60 and 100 milliseconds, depending on the specific game. But GW2 is a game at the upper end of the spectrum. Everyone can test that himself ingame by moving the camera around with vsync on and vsync off. The difference is huge. And an adaptive sync monitor is basically a must buy for everyone that wants to arrive in 21st century video gaming standards. A fixed refresh rate monitor causes either tearing and stuttering (vsync off) or lag and stuttering (vsync on). I feel bad for console players at this point - they get an ugly stutter for every single dropped frame due to fixed refresh rate output.
  19. > @"Justine.6351" said: > > @"KrHome.1920" said: > > As dawdler said: condi is unreliable in a zergfight and esp. burnguard due to its lack of cover conditions. And why would you want to run burnguard, when you can do 7 to 10k holy strikes? The power guard zerg build has such an absurdly high burst even on its support weapon (staff), that you can even roam with it. > > Can you link the build for power build please? https://metabattle.com/wiki/Build:Guardian_-_Power_Guardian
  20. As dawdler said: condi is unreliable in a zergfight and esp. burnguard due to its lack of cover conditions. And why would you want to run burnguard, when you can do 7 to 10k holy strikes? The power guard zerg build has such an absurdly high burst even on its support weapon (staff), that you can even roam with it.
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