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Laila Lightness.8742

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Posts posted by Laila Lightness.8742

  1. Most ranger burst roots them to the ground you can ignore their imob as unlike ranger you have shadow step you can use shortbow 5 to outrun essentially every class. Ranger has issue it lose alot of dmg for sustain a death judgement can kill un weary ranger no a druid ranger is weaker as pets is hardly working well as their ai is poor so yes a ranger could burst if you just stand still auto attacking a slb can atleast lb has 2 ok skills rapid fire cant follow very well then you move and you got a projectilr block on rifle in sniper mode . A theif can actually oneshot many classes. Rangers are easy to counter as most play same way . Same or similar builds due to the limits a ranger cant hurt you while moving but you can still teleport faster you also gain movement speed in stealth and can perma stealth wich ranger cant they can max stealth 12 seconds or so if i am not wrong with trapper runes and cele and hunters vs you 30sec stealth and trap rangers wont deal bursts

  2. > @"Hesione.9412" said:

    > In this particular part of the final phase of the meta: https://wiki.guildwars2.com/wiki/Destroy_the_machines!

    >

    > During the fight with the Icebrood construct, a lot of the floor is grating/mesh. I'm having a devil of a time to see the AoEs when they are on the _mesh_ part. I can see them on the metal edges of the mesh, and the normal floor, but not on the mesh itself.

    >

    > Is there anything I can do to turn up the contrast, or similar?

     

    Turn off post processing

  3. > @"Naqam a.6521" said:

    > In order to avoid scenarios where you kick the person so you can sell the run for gold + achivements .... make it so after 1,5 hour (after the kick), the instance ''gets corrupted'' and doesn't give anything to those people , or any new.

    > More kicks from a specific person per month , the faster the corruption kicks in

    >

    > Edit:

    > kitten.... kitten beer ....

    >

    > If he was kicked for dealing low amount of dps...

    > The instance is divided into areas , with invisible lines :

    > a) The entrance (kick as many times as you want)

    > b) Hallway (the one starting the kicks , offer 15% of his reward to the victim for the ''NEXT'' boss (even if you haven't reach it) - the rest that ''agreed'' get -5% loot (in most cases the other 2 that hastly agree are friend of the one starting the kick))

    > . Both values are increased , if they exceed the ''kick/agreed'' cap per month

    > c) Boss area (If the boss cause wipe to the raid , and he still more than 50% of its HP , you can freely kick someone for 5 min

    >

    > The victim must improve his DPS and avoid those toxic group.

    > And those toxic groups must invite guildies/friend list to be contained

     

    Or remove kick . As this suggestion csn easly be used to grief someone joins play bad on purpose until group gets feed up

  4. A change is to make quickness a personal boon wich can only be applied once per 50seconds or simply replace the the trait quckness with swiftness wich makes more sence than quickness and tone down mantra of potence maybe drop might no skill in my opinion should give more than 1 boon. Change axe symbol to provide resistance unstead of fury and raise cd on sword symbol

  5. > @"Mad Queen Malafide.7512" said:

    > > @"battledrone.8315" said:

    > > "putting some skills together" is acually how you make a character in this game, no?

    >

    > I think you may have skipped over what I was saying. The stuff that comes after that sentence.

    >

    > > @"battledrone.8315" said:

    > > and dont get me started on the breakbar.

    > > yep, they listened to the content locusts, and they have been chasing dogs tail ever since.

    >

    > And yet the game's combat needed an overhaul. Whether the end result is the best they could have come up with is open to discussion. But I think anything is better than what GW2 used to be. And in that respect, I'm fine with the breakbar and other changes that were made. Changes HAD to be made, because GW2's combat was boring.

    >

    >

     

    Problem is he loved that boring combat i am gonna be honest it feels more like he just dont want to be wrong but cant accept that core game had issue to keep. Yes hot is meant to keep you playing to learn rather than rush through in 2 houts and then move to next game

  6. Fb should lose acces to core utillity and passive effect on virtue and make books function with cd like maybe 60 secfor f1 70sec for f2, 100sec for f3 and is not affected by alarcity. This would balance it and maybe remove stability from mantras aegis is guards special boon so stab could be moved to hscourge or tempest. Especs should have acces to core skills they only habe acces to their respective skill bars this would also make core classes desired

  7. > @"Mad Queen Malafide.7512" said:

    > HOT is indeed a lot harder than any of the GW2 content, but I wouldn't want it changed.

    >

    > Yes, hero points often can't be solood. But it doesn't take a whole lot of effort to ask in map chat for players to help out. Players in GW2 are very helpful and there are often large groups of players flocking through HoT's maps.

    >

    > No, it isn't Dark Souls hard. Dark Souls is easier than HoT's content and more forgiving. You've simply run into the first true obstacle in the game: content that is a bit of a challenge, and now you may find that the builds you've been using all this time aren't good enough.

    >

    > Yes, the map design is frustrating to navigate. It is what it is. Vertical maps are a pain.

    >

    > Yes, mobs are much tougher and more deadly than anywhere else in the game. But I think it is important to note why they are so much tougher. It's because most builds are really really bad. Players either go full glas cannon, with no defensive traits or skills what so ever, or they just do so little damage, that combat takes forever. I needed to revise my own build to deal with HoT, but I don't think that's a bad thing.

     

    Build issue is kinda a result of core. Core does not really matter much what build you use so you end up with the thinking what you run is great then hot comes and shows you werent as good you thought then a mmo is designed for solo it kinda failed its s a mmo you are after all supposed to play with others. Most issues could be solved by ramping difficulty up slowly in core so a learning curve exist

  8. > @"battledrone.8315" said:

    > > @"AliamRationem.5172" said:

    > > > @"battledrone.8315" said:

    > > > > @"Adiabatik.6714" said:

    > > > > It seems that noone has a clear idea of what "difficult" or "hard" means for others and even for themselves.

    > > > > Maybe we should try to clarify the terms.

    > > > > There is a consensus that newer players will hit a cliff edge once beginning HoT.

    > > > > Climbing the cliff is difficult.

    > > > > Once that's done, experience players seem to say they are on a cozy plateau that offer no challenge at all.

    > > > > Since it is a discussion about game difficulty, we might want to focus on what the cliff is made of, and maybe extend it ad vitam eternam for those who want hard content.

    > > > > IMO, the main thing that makes the game difficult for new players, is that they completely lack information so everything is random to them.

    > > > > * Attacks pattern are unknown. You don't know what the attacks are, how often or in what circumstance they occurs; the condition in which they are annoying, dangerous or fatal; how to mitigate or avoid them.

    > > > > * Mob resistance: you have no idea which mobs must be burst to death and which will resist your burst, leaving you helpless. Especially in mixed group.

    > > > > * Spawn points: you have no idea where/when a group of mobs will suddenly pop to ruin your day. Also invisible mobs.

    > > > > * Misleading UI: marking on the soil is non indicative of the dangers of attacks. Some will kill you, some mark the only safe spot. They might be hidden under leafs. Also unbreakable break-bar.

    > > > > * Confusing map: every branch is a gamble. Every path is randomly a straight path, quarter circle or half circle of random curvature. Anyway they are always looping on themselves unless you happen to notice the hidden "escape the loop" hidden somewhere on one of the way. The typical mission will be to follow a convoluted sequence of unspecified unmarked locations.

    > > > > * Inventory death. Thinking of getting rid of that 8cp useless item? Well, good luck. Be prepared to get ambushed and killed while doing so. May involve a random (re)spawn or a random patrol of stun-locking crowd.

    > > > > * Crowded space: random aggro range will ensure that you will more often than not be facing 2 or 3 pack of mobs. Be sure to pair that with very large deadly AoEs on the mob side.

    > > > > * No escape route: mounts, gliders, mushrooms are for casuals. Jumping of a cliff should always be a gambit between certain death and mostly certain death. Sometime you will add an invisible wall or an irregularity in the soil that will either block you or sending you off the ledge. For tradition sake, bats should also do that as a free attack.

    > > > > * No niceness like merchants. Those QoL elements do not apply in hard mode. It also could rob you of inventory death.

    > > > >

    > > > > Feel free to add to your wishlist of things to add for hard content. I think all these could be implemented in a dungeon randomly regenerated each week.

    > > > >

    > > > > I don't think knowledge of your build factors much in the difficulty faced by new players.

    > > > > My experience is that

    > > > > 1) moving speed is very important;

    > > > > 2) range build gives you a better view on the battlefield which gives you a better ability to learn attack patterns. You will still die a lot (melee range is sometime safer).

    > > >

    > > > most people take one look at the cliff, and say "nope". good luck in finding someone to pay for all this. unless you find a buried treasure, it aint happening

    > >

    > > You (and I) are not "most" people. It's obvious that you strongly believe that you are representative of the average player. As a player who spends a great deal of time escorting new players through HoT, I can say that most of the players I assist have nowhere near as visceral a reaction to HoT as you do. In fact, most of them seem to appreciate the challenge (the combat if not the navigation!) but recognize that they need to tweak their build, familiarize themselves with effective strategy, and practice in order to feel comfortable on these maps. I believe that was the intent of the design as well.

    > >

    > > You're welcome to your opinion, but you don't speak for the average player. "Most" people aren't looking at the cliff and seeing what you see. A lot of them are rising to a challenge that the core game sorely lacks. I would know because I was one of them and I meet others every day. You don't because you don't even spend any time in HoT. How can you claim to speak for "most" players in an area you don't even venture into?

    > >

    > >

    >

    > turns out i am actually BETTER than average (in this game at least) . i am STILL in the top 10 % APs.

    > how do you explain THAT one? if all those happy players had done hot and beyond, that wouldnt be the case, would it?

     

    Ap dont mean anything tho as you can gain high ap without ever touching harder content. Before hot ap meant something in dungeons unless you played necro or ranger so no ap dont merit skill . You think you are right most ppl actually want to play a game not click and wait to win . You want a game wich is easy there is many others. Ppl who enjoyed core also got bored as there was no incentive of improvement as you only ever needed to use one skill your auto. But diffrence you dont want to improve you want everything else to be made easy so game can hold your hand more. You dont represent avrage player. As the avrage player would learn eventually you quited the second it got demanding and shouts its impossible. Dark souls isnt hard its a game there you learn from mistakes and get better. In core everything was same in difficulty orr was no harder than queensdale so game had no challenge to overcome just same enemies with diffrent skins and sounds to drone away by auto attacking

  9. > @"Yellow Rainbow.6142" said:

    > > @"Cyninja.2954" said:

    > > > @"Yellow Rainbow.6142" said:

    > > > > @"Cyninja.2954" said:

    > > > > > @"Yellow Rainbow.6142" said:

    > > > > > Title is enough for me. If I wanted more than that, I'd not be playing this game. I'd be playing more competitive game where your skill gets truely tested.

    > > > > > I am too old to fumble around this type of nonsense stuff.

    > > > > > These are the same people used to say to new commerce that make your own group, guild, join training run.

    > > > > > Well, here your chance, join guild, run with your friends if you care that much.

    > > > > > All of sudden your own suggession seems pretty bad, doesn't it?

    > > > > > Karma is kitten.

    > > > > >

    > > > >

    > > > > Actually that is exactly what is going to happen for those that aren't already in statics or guilds like myself.

    > > > >

    > > > > Who do you think is better connected and has access to players clearing specific content? More casual players, or hardcore players?

    > > > >

    > > > > You are correct though, this will lead to more players joining guilds, discords and statics and leaving the LFG. Making access to this content even harder via the LFG. The end result can be seen in the NA raiding scene, which is pretty much dead LFG wise. In the past at least, more casual but patient players could at least catch up KP wise.

    > > > >

    > > > > So the question now becomes: how are you or anyone not as connected benefitting from this change? Besides now not seeing those groups in LFG.

    > > >

    > > > Weired but you can ping kps on raid. It's the 50+ kp requirement killed the raid lfg.

    > >

    > > I was refering to your suggestion to move to guilds and discords, which is exactly what happened to the NA raiding scene, in part due to a shrinking player base in use of the LFG.

    > >

    > > Which is exactly what you are suggesting and selling as solution to this situation.

    > >

    > > Don't get me wrong, I am often one of the first to recommend players join guilds or discords. I just doubt this will help the LFG using part of the community and given how this is more likely to be done from more invested players... are you getting what I am saying?

    >

    > Why did they move to discord or guild on raid though. KPS are still there.

    > All i am saying is, all those high number of kps requirement only discourage new players and forces them to join guild or discord or worst not even try the content.

    > People who can't handle 5 extra mins or 1 wipe should play with friends/guild just like people who can't clear.

    > Lfg has been ridiculously venomous these days with high requirement and very specific needs.

    > This must be changed and anet is just trying that I believe.

     

    Can be fixed by adjusting game difficulty so kp would never be needed

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