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Sobx.1758

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Everything posted by Sobx.1758

  1. > @"Crono.4197" said: > > @"Sobx.1758" said: > > > @"Black Storm.6974" said: > > > > @"Sobx.1758" said: > > > > To me they seem to be a worse version of raids/strike missions. Definitely not a fan. > > > > > > I think they are a totally different thing, they shouldn’t be compared at all to Raid or Strike Mission. > > > > Why shouldn't they be compared? > > Because not everyone likes raids and strikes. If for example DRMs had the same difficulty as raids or strikes, I wouldn't even touch them. Sure. And that's somehow supposed to make them incomparable? Do you think the only things you can/should compare are the ones that are exactly the same? What's the point of comparing then? "I don't like one of these, so you can't compare them!"? I don't see how that's a valid answer to my question. >I'm kind of glad they added something that everyone can participate in, instead of adding elitism content, which I'm personally running away from ever since I stopped playing other games that were focused on such content. The game has content for everyone, I don't know why people aren't satisfied. Not every piece of content in the game is supposed to be done by every person in the game. Raid and Strikes are a proof of that. Why some people might be dissatisfied: because this was supposed to be an lw episode release, meanwhile what we got are 3 replayable ""stories"" with mindnumbing fights, forced ""npc escorts"" (as in "don't run too fast, stay a little longer in this instance! -not because you want to but because we force you to") and the bosses that are literally auto-attacked to death inbetween the forced disengages to clear 3 targets every x%. Easy content? Cool, no problem. Easy content full of fillers to simply make you stay in the instance longer for no real reason? That's just bad. And how can people be satisfied by that in a game that's supposed to be an action mmorpg?
  2. > @"Black Storm.6974" said: > > @"Sobx.1758" said: > > To me they seem to be a worse version of raids/strike missions. Definitely not a fan. > > I think they are a totally different thing, they shouldn’t be compared at all to Raid or Strike Mission. Why shouldn't they be compared?
  3. > @"felix.2386" said: > > @"Sobx.1758" said: > > > @"felix.2386" said: > > > > @"Krysard.1364" said: > > > > Support warr is one of the best builds for PvP, and I'm playing core axe (which is a lot of fun) just fine in top 250. Granted it's not holo, granted warr needs some love in terms of build diversity, but it is not a bad PvP class > > > > > > the topic isn't about warrior being "bad" but being anti-fun > > > nobody said banner war is bad in pve, nor support war is bad for pvp nor support war is bad for wvw. > > > but how anti fun all the builds are. > > > warrior already has the least active skills, taking 2 banner literally make the most boring spec in the entire world, and the entire dps comes from 6 weapon skill. > > > and support war is only good, for full counter spam making warrior unkillable, the best healer is the one who lives, thus heal the most for it live the longest, tho full counter daze spam is literally one of the most anti-fun in the game, for the player and the enemy > > > > aaactually the thread is about the "warrior being terrible" and "the worst class in pvp", which is far from claiming "it's anti-fun". > > And number of keys available to press isn't an absolute metric by which you judge a class "being fun". If it is, then just pick a class with most keystrokes available and have fun with that, that's always such a weird complaint for me. > > > > But yeah, for me it would be better if warrior's leading role was more.. warrior-ish. > > aaaactually the topic is about the "warrior being terrible" for the class meta builds are "anti-fun". > because warrior's meta builds are no where trash. > > that having banners = anti fun > full counter spam = anti fun > forced support = anti fun I meaaan reread the thread starting from the first post (actually, rereading the title +first post itself will be enough) and you'll notice that wasn't its purpose or the claim OP made, so your answer about "topic not being about warrior being bad, just antifun!" is just false and made up by you -intentionally or not. Krysard responded to OP/thread itself, so your claim that the thread isn't about that for the sake of just dismissing the whole answer that's literally talking about opening statements seems pretty out of place. If you think the thread was about "warrior being antifun" then it's because you've repurposed it in your own mind. Also repeating because you completely avoided it in your answer: if you measure "fun" by number of available key presses then change the class to the one with the most of them and you won't have anything to complain about.
  4. > @"Stormcrow.7513" said: > Hard no.... That's not how discussing *anything* works, what you said could be helpful if you could justify why you think it's a "hard no". Otherwise you might as well just draw some cards with "yes"/"no" from a hat. ...still interested why anet can't just tell us what's their reasoning for this tp cap.
  5. To me they seem to be a worse version of raids/strike missions. Definitely not a fan.
  6. > @"Randulf.7614" said: > In the gem store now. Remember it is character bound not account wide, so choose wisely which toon to use it on yeaaaaa... I can't decide which class to use it on. I guess it'll sit in a bank and wait for 3rd set of especs that miiiiight help me decide or force me to get templates on every character anyways. :astonished:
  7. > @"felix.2386" said: > > @"Krysard.1364" said: > > Support warr is one of the best builds for PvP, and I'm playing core axe (which is a lot of fun) just fine in top 250. Granted it's not holo, granted warr needs some love in terms of build diversity, but it is not a bad PvP class > > the topic isn't about warrior being "bad" but being anti-fun > nobody said banner war is bad in pve, nor support war is bad for pvp nor support war is bad for wvw. > but how anti fun all the builds are. > warrior already has the least active skills, taking 2 banner literally make the most boring spec in the entire world, and the entire dps comes from 6 weapon skill. > and support war is only good, for full counter spam making warrior unkillable, the best healer is the one who lives, thus heal the most for it live the longest, tho full counter daze spam is literally one of the most anti-fun in the game, for the player and the enemy aaactually the thread is about the "warrior being terrible" and "the worst class in pvp", which is far from claiming "it's anti-fun". And number of keys available to press isn't an absolute metric by which you judge a class "being fun". If it is, then just pick a class with most keystrokes available and have fun with that, that's always such a weird complaint for me. But yeah, for me it would be better if warrior's leading role was more.. warrior-ish.
  8. > @"DKRathalos.9625" said: > > @"Apolo.5942" said: > > > In PVE > > Warrior only viable role is DPS. Other classes can stack might just the same and bring other benefits as well. > > Banners are ridiculously pointless you are talking of a 200 stat boost for the party. and that is if they benefit from both. > > I totally agree with you here, warrior need quite massive overhaul. > Warrior PvE just banner bot, because banner is something extra like spotter etc2. It's not even 1 but taking 2 utility spots as well. Also other class got some F2-3-4. Warrior at best only F1 (Core+Berserker) and F1-F2 (spellbreaker) How can you write that you "totally agree with him" and then write the opposite of what he said? :expressionless: > Remember when Banner broken and disabled? suddenly none wants warrior in raid. Yeah, I remember and that's a lie. I was playing both as a warrior and with warriors in squads when the banners were disabled, nobody seemed to kick them out for the class they're playing when they just joined for a dps spot.
  9. > @"The Boz.2038" said: > I never unrestood why the warhorn wasn't fear, tbh. Doubt you really don't understand why, seeing how it's probably the exact same reason some necro players vouch for that change here, but in case you really can't come up with anything: because necro already has a kittenton of fear sources and probably doesn't need to (/shouldn't) spam more of it. What's the difference between "*having another source of fear*" and "*that source being a difference cc effect (like daze)*"? The traits and runes that improve them. You stack one type of *whatever* on a build/class and it's much easier to make that effect a lot stronger across the board. Putting daze on a weapon gives necro another source of cc without risk/possibility of overloading it with effects you use for other cc (fear) sources. Overally the reason you want that additional fear source is probably the exact reason it's not there. And for me merging the trait "that I don't pick anyways" (Banshee's) with a trait "that I pick anyways" (FoD) effectively buffing/overloading (the fact if it's overloading is subjective, yes) the latter goes against any reasonable point of the traits existing in this game in the first place. Buffing "what you choose anyways" defeats the whole purpose of possible choices and I don't think it's a good direction of proposing the changes.
  10. > @"Tuna Bandit.3786" said: > Indeed currently there are different options. > > But it does not take away from the fact that ArenaNet made a massive mistake with these nodes. > In some cases I have experienced not getting a single of the currency drop from 5 nodes in a row. > This type of RNG is simply poor game design > > I'd rather see less nodes with garuanteed drops than the constant missfarm with purely Empyreal Fragmants which, at this stage, I consider JUNK items. > > yes you can farm them with Eternal Ice Shards. However, that cost also Karma on top of the Ice Shards. > > If I chop a tree I get wood > If I mine Mithril node I get mithril > if I mine difluorite I should get Difluorite, NOT get it ones every 4 or 5 nodes > > (fyi: yes max magic find, yes on boosts... still the droprate on those never changed) magic find is irrelevant for that.
  11. > @"Tuco.2419" said: > I just got the skyscale a few days ago. Other than buying them at Dragonfall there's no super-fast way to farm them, so you might as well mix it up to keep it fun. > > I found that by doing the dailies, hearts, metas, buying the stuff at Dragonfall and running mining routes I got the crystals I needed by the time I got tired of repeating the content. I probably did 4 or 5 cycles of that on each map and there's still bounties I haven't done, parts of the meta I didn't see etc. I got it before going to Bjora Marches. > > Not everyone enjoys doing all the different ways to get the currency, but I'd bet that if you're just logging in and mining the nodes or whatever you're going to get awfully bored of mining nodes by the time you get it. And if you do it all in Bjora you're going to go snowblind before you're done :dizzy: Yup, daily hearts +mining routs and if someone's really sick of it all, they can (could, so I assume you'll still have that posibility) pretty much buy big chunks of the lw currency during the special events weekly (gold > event currency > lw currency for skyscale).
  12. > @"MatyrGustav.6210" said: > > @"Sobx.1758" said: > > > @"MatyrGustav.6210" said: > > > > @"DeanBB.4268" said: > > > > Anet's chosen path is elite specializations, so you are better off developing suggestions that fit within their framework. I really don't see any new professions being added, just elites. Would you be happy if they added a profession with EoD and it had one choice, when all the other professions then had three? > > > > > > > > Plus, most of what you are suggesting sounds an awful lot like a Weaver - a sword wielding, dual-focused magic user. I would hope another elite wouldn't be added that overlapped so much. > > > > > > When revenant was introduced it launched with 1 spec to match what the other professions had / were getting. So if there was a new Profession added it would have all 3 specs like everything else. > > > > It was in the same launch the especs were added to the game, every class got 1 espec at the same time, that's not the same situation as what you're describing here. But that aside... > > > > > I'd be fine with no new professions, but do you think anet would keep adding specs past 3 per profession? I feel like anything past 3 would be overload so at some point, i feel it would be realistic to expect a whole new profession especially since they've only added one. > > > > Why would it be an "overload" (overkill?)? By what standard exactly? > > And how would especs beyond the 3rd "set" (I don't know how far into the potential future you're trying to look here, but good luck with that btw) be too much, but a new profession, apparently with 3 new especs wouldn't be almost the same? Especially when your vague idea for a "niche-filling" class is proposing something that's already in the game? > > > Because we cannot equip more than one at a time. At some point i feel they would need to realize hey, we have 3 paths per class, we should add more Utility / weapons for the current 3 E specs. > > If they keep adding e specs we would just have the same core skills to work with for the new e spec. > > Class customization would never deepen Considering there are still barely usable skills/traits in the game -which I already wrote in the post you're answering to- I don't see why you'd vouch for a new profession instead of currently mostly unused skill/trait/weapon update. Also I disagree that the customization is so limited seeing how especs can easly change class mechanics to almost anything they want them to be. I still don't get the hype about "new profession" some people have as if it would bring something more than a set of especs for current 9 classes. w/e > > There's plenty of room for especs and if not even that, then there's a lot of weapon/utility skills and traits in core specs that could use an update. I'd rather aim at that than force a new profession for the sake of... actually, I still don't even know what. > > After the 3rd E spec added id prefer them expanding the core classes and/or E specs for just speaking on the current classes. Not trying to be mean or anything but I don't really understand this sentence. You mean just updating the unused skills/traits? Yeah, I think that's a good idea. > That aside, i would still love for a new class. I feel like my idea is unique enough, youre just looking at "oh magic & melee Its this. We have that" my idea is much deeper than that. um... is this really that unique? Here's what I think about it: 1. Mana -that's pretty much just thief's ini system (even with an example of ini/*mana* partially restored for successfull strikes from p/p unload skill) or maybe even better example: revenant energy system with skills still having cooldowns. At best, "mana system" is an idea for an e-spec for one of the current classes. At "worst", we already have the equivalent of that in the game. 2. light/darkness aspect seems to be just a more limited elementalist class mechanic. Just like above: at best, this is an idea for espec. At worst, this is just cutting ele profession mechanic into half and slapping it on thief/rev. I can't really agree this idea goes so much deeper than what I've said, but maybe I misunderstood something here.
  13. > @"MatyrGustav.6210" said: > > @"DeanBB.4268" said: > > Anet's chosen path is elite specializations, so you are better off developing suggestions that fit within their framework. I really don't see any new professions being added, just elites. Would you be happy if they added a profession with EoD and it had one choice, when all the other professions then had three? > > > > Plus, most of what you are suggesting sounds an awful lot like a Weaver - a sword wielding, dual-focused magic user. I would hope another elite wouldn't be added that overlapped so much. > > When revenant was introduced it launched with 1 spec to match what the other professions had / were getting. So if there was a new Profession added it would have all 3 specs like everything else. It was in the same launch the especs were added to the game, every class got 1 espec at the same time, that's not the same situation as what you're describing here. But that aside... > I'd be fine with no new professions, but do you think anet would keep adding specs past 3 per profession? I feel like anything past 3 would be overload so at some point, i feel it would be realistic to expect a whole new profession especially since they've only added one. Why would it be an "overload" (overkill?)? By what standard exactly? And how would especs beyond the 3rd "set" (I don't know how far into the potential future you're trying to look here, but good luck with that btw) be too much, but a new profession, apparently with 3 new especs wouldn't be almost the same? Especially when your vague idea for a "niche-filling" class is proposing something that's already in the game? There's plenty of room for especs and if not even that, then there's a lot of weapon/utility skills and traits in core specs that could use an update. I'd rather aim at that than force a new profession for the sake of... actually, I still don't even know what.
  14. > @"Lily.1935" said: > > @"lare.5129" said: > > > @"Lily.1935" said: > > > All the Classes I mentioned do have boon strip. > > ok > > >The issue is these options aren't usually as desired in comparison to some other traits and skills. > > why it should be same for them? Classess a diferent and we like it. Or we want one class whit different skins? > > > > > Why should they have more? Boon removal is necessary as a stop gap to prevent Boons from getting out of hand. And boons are far out of hand. > > it ok, so depend from situation some classes shoudl be choosesn > > > > > Mesmer should be as good as necromancer at boon removal. They are not. > > who say? not me. > > > > > Thief needs a bit more. They have it on a trait that effects steal. > > nice that thief have this bonus, but I still not see reason ask more because someone can better > > > > > Revenant has some on Mallyx and I believe a trait that specifically targets stability unless I'm mistaken. > > it not trait. it legend what u should choose before start > > > > > Engineer has it on Mine and no where else even though they used to have more. > > nice.Same - I still not see reason ask more because someone can better > > > > The Burden of being the Stop gap to self buffing classes shouldn't fall squarely on the shoulders of a single class. **This leads to** a lot of bad feelings and **a call to nerf when it ultimately harms the overall format and further.** It hyper focuses balance on a symptom of a problem as opposed to the main problem. Where, when, by whom exactly? > Either You weaken boon application substantially in PvP and WvW or you can offer more and stronger counter play. One method is a major feel bad for players the other opens new possibilities. If the devs want boons to be a significant part of the game (and not sure why they shouldn't be, to a certain degree which will always be subjective) then I don't see why you'd suddenly need much more counterplay to consistently dismiss them in every possible situation. You talk about it "hyper focusing balance on a symptom of a problem as opposed to the main problem" because the boonstrip is somewhat limited and then try to counter boon spam with a boon strip spam. This is not a solution, this is basically piling up more of what you don't want in the game. Overally nah, I don't think we need more boon strip spammed from "every" class in the game in every possible scenario.
  15. > @"MatyrGustav.6210" said: > I feel that we need a classic magic caster Profession, but with melee capabilities. Elementalist is already in the game and with incomming 3rd espec "set", I don't see how we're in a need of a new profession at all.
  16. > @"FrizzFreston.5290" said: > > @"Cuks.8241" said: > > > @"Dadnir.5038" said: > > > Sure, they could increase the taxe for the item priced above 10k to 20% then increase it to 30% for the item above 50k, then 40% for the item at 100k and above... etc. And with only 50% refund if the item is removed by the player that put it on the trading post? Wouldn't it be a lovely middle point? > > > > Except no one would use TP for high priced items than. People that deal with large sums already try to avoid TP to avoid tax. > > So why raise the cap? People already avoid it to avoid tax. > > Plus this way, everything above 10k will be ingame mail and can be easier flagged as suspicious. > > The cap is therefore not going to change. Do you understand how free markets work? You think nobody would use TP for anything above 10k, but the truth is that currently the resellers dominated the tp buy bids simply by "first come first serve" principle, making it so any uninformed/new player that got lucky with the drop just sells those infusions for 10k price which then can be re-sold (for ingame items/currency) outside of tp for huge profit leaving the initial (10k tp) sellers effectively scammed out of gold. A SINGLE person willing to pay more than 10k for an infusion would force the re-sellers to compete for those infusions by raising the buy price to their actual perceived value. If they don't want to compete for them, then they won't have an opportunity to resell anything. How's that a problem?
  17. > @"Pockethole.5031" said: > > @"Sobx.1758" said: > > Who are you quoting here? > > Myself from reddit. Ok, I just didn't understand the format, clear now. Was it deleted for some reason? I was curious about the responses you've gotten there. > > @"Sobx.1758" said: > > core maps > > What if I want to do the expansion content but at lower difficulty? Oh I guess I have to quit the game now for wanting to play it differently? Then you can't, because it's not a single player storytelling game, it's an mmorpg. If you want to play through the content then you'll need to understand it, learn what you need to learn and play through it. Not that open world is really so oppressive that it somehow stops you from *doing the content* in general. Just get the semi-coherent build with correcti-ish stats on gear and you're fine. > How exactly is your answer a solution to my problem? If I want to feel like a god I open Control and one-shot everything. It's a "solution" for you *wanting to feel stronger than you are* without learning actual mechanics the game tries to teach you. If you learn them, you won't have much of a problem with expansion open world content. If you don't want to... core content is still there for you. Pulling down the general population of players to a pretty much tutorial-level difficulty in third expansions seems weird and undesirable to me. > Why is it criminal, wrong for wanting the game to be just a millimeter, a smidge, a tiny bit, a single pixel easier? And not taking pleasure for being ganged on by mobs to death? I'm not a masochist. Difficulty is fine, but I am stating it is a bit too much. Where did I say about it being criminal? No need to be melodramatic just because I disagree with you. Most of the problems in ow content are solved with simply understanding the game mechanics, that's all (you've even wrote it yourself: "**bullied by pre-programmed monsters**" -that's the point here, they are preprogrammed, they are predictable, learn what they do and act accordingly). And I'm not a masochist either.
  18. > @"AliamRationem.5172" said: > PoF mob density is no worse than HoT. However, the aggro range on many PoF/LS4 mobs is far longer. The overall effect is that moving around without being harassed by every mob within a square mile of your position is significantly more difficult in these later maps. Personally, I can't stand it. I find it really irritating and wish they'd reduce the aggro range to the way it was in HoT. I don't mind (or, more specifically: I don't care). But... we literally have mounts with long range dodges, or capable of skipping *anything* with flight... Now also with stealth. How is this a game breaking problem for anyone at this point?
  19. Who are you quoting here? Also please don't make it easier, if someone wants to keep snoozing in core maps, then they're free to snooze in core maps. Thanks.
  20. No, it wouldn't and I don't understand where your idea even comes from.
  21. Nah, dd doesn't need swipe range buff.
  22. > @"fluffdragon.1523" said: > This is likely a limitation with the way that the inventory is managed from the hero panel, based on my observations. > > Essentially, it appears that the item is unequipped first (added to inventory), and then the selected item is equipped (removed from inventory). During the interim state, where both items occupy the inventory, this results in the unequipped item taking the next available slot. Don't equip from HP, equip from inventory and it does what OP wants it to do.
  23. > @"Carnius Magius.8091" said: > > @"Sobx.1758" said: > >> ...but it already works like that? > No it does not. Might be some miscommunication then? Example: you equip "weapon A" from any slot in your inventory, which causes your current "weapon B" to unequip and go into the exact same slot "weapon A" was previously in. Same goes for armor. Is this not what you're talking about?
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