Jump to content
  • Sign Up

Sileeent.5861

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by Sileeent.5861

  1. The question is, if you remove all bots from sPVP, how many real players are left? I just try to understand it logically somehow. As a programmer, I'm 100% sure that bots can be completely removed from sPVP. But the fact that bots have been in sPVP for years, as if they were welcome guests. I mean, nothing is done against bots in sPVP. So I could really imagine that Anet leaves the bots in, because without them the population would decrease too much, which ultimately leads to longer queues or even to endless queues, and a completely dead game. But the big problem with this theory is that it would then even be likely that the bots could even come from Anet themselves.

     

    Complot or fact, we'll never know! But the bot problem has been around for how many years without any solution? Normally, these problems should always be in focus of a company as these are guests who consume resources without paying rent and in doing so they usually even make potential paying customers unhappy. From a purely logical point of view, there must be a reason for this permanent problem, and no, ignorance won't be the reason.

  2. > @"Armen.1483" said:

    > On kp.me they calculate it with the vendor price. But I agree with you, they shouldn't. However I wouldn't divide 40 by 2, no reason to do that. It is already done in my calculations (80/2 not 40/2). 2kp per run is realistic, you had from 1-3 UCE, and from my experience it evened out. On 100 runs you used to have around 100kp. And also everyone that did Shattered did Nightmare too. So while technically you didn't get UCE from that, I still count it in and attribute one of the 2 UCE to the nightmare, so I can compare it to the new kp system. It makes it so 40UFE is 1UCE.

     

    This is also a little strange to me because you get 40 UFE per run, before you got 1-3 UCE per 99 CM run (I didn't know the exact UCE drop rates ​​before your second post). So you can divide 40 UFE by 1-3 UCE to get the difference variable that you can use to calculate the currency exchange. I mean, it shouldn't matter that we're now getting 40 UFE for 3 fractal CMs instead of 1, all that should be important is how many runs you have done in general to proof your CM experience, in my opinion. You can't tell how many times someone has made only 99 CM anyways if they no longer have the old currency. But as you said, there are different views here, if only because UCM loot was not of constant value and because other CMs now have loot currency as well.

     

    > @"lare.5129" said:

    > >I see LFG's asking for 300 old KP or alternative 8000 UFE.

    > wrong. Write to ask 8k+ UFE

     

    I write whatever I prefer that moment I'm going to write something.

    I also see no reason to always use abbreviations in a forum.

    I also take the trouble here and write `you` instead of `u`, for example.

  3. Thanks @"Armen.1483" that was really very helpful. I just wonder why kp.me handles it differently. Instead of helping to clear the confusion from Anet, they are making it more confusing. I mean, if you got an average of 2 UCE per CM run and now you get 40 UFE, that's a minimum difference variable of 20 when you divide 40 by 2. In that case 250 UCE would be at least a minimum of 5k UFE and maximum of 10k UFE (because UCE per CM could be less than 2). So it makes absolutely no sense to me what kp.me says here.

  4. There is something I don't get in my head since UFE patch.

    Maybe someone can help me to understand...

     

    I see LFG's asking for `300 old KP` or alternative `8000 UFE`.

    According to kp.me is `1 UCE (old KP)` equal to `5 UFE (new KP)`.

    So to convert `new KP` to `old KP`, you just need to divide `UFE` by `5`.

     

    **Example:** `1250 UFE / 5 = 250 UCE`

    Therefore `1250 new KP` are equal to `250 old KP`.

    Did is miss something?

     

    Could someone please explain to me the meaning of these insane differences in the LFG requirements?

     

  5. > @"CashCow.9548" said:

    > I am against that idea.

    >

    > I like for my character to display how wealthy I am. Regardless of how ugly it makes me look.

     

    Well, I don't know what the problem is because anyone who wants to will still be able to see how crappy you look. But the fact that there are even hugh fps drops for some players makes such options generally necessary. That's a reason why you can force standard models separately for the WvW, but the cosmetic effects have been completely ignored. It would be time to complete these features to allow maximum performance and reducing risk of eye cancer.

  6.  

     

    > @"The Boz.2038" said:

    > It is baffling to me that you have either "all" or "none" re player models.

    > Entering LA during an event season is death. Quick, tone down the details!

    > Your friend has a new armor set she really wants to show you. Quick, turn up the details!

    > Putting a "teammates and squadmates render at this quality" mechanic is a trivial task.

    > Players: Low details, low effects, low textures.

    > Teammates: High details, high effects, high resolution textures.

    > There. All problems fixed.

     

    **I fix that for you:**

    Players: ~~Low details~~, low effects, ~~low textures~~.

     

    I would prefer not to see anyone instead of reducing the details and textures. That would be almost as disgusting as the many infusion effects. So Anet could add another lower option for Character Model Limit so that you only see NPCs, players you selected and party mates. That would probably solve most problems with relatively little effort.

  7. Almost all groups want an AlacRev and an QFB. Imagine what a Chrono had to do to provide those boons while a Rev or FB do it in their sleep.

     

    The thing that bothers me most about it is the importance of a FB. You can play QFB with solid power damage in fracts, also can play him with very high condi damage, and as if that wasn't enough, FB is also one of the best healers in the entire game, even without permanent party quickness uptime.

     

    Spin it however you want, he's either too good at too many things at once or other classes are too bad.

     

    But what do you think, how can we break this monopoly? Should Anet nerv these builds, or buff other builds instead, or maybe a mix of both?!

     

    ---

     

    I personally believe that other classes have potential. Reaper, for example, ensures quicknees in shroud for himself, but what if he would share it with up to 5 allied targets. You can find something similar for other classes. Alacrity and quickness maybe should always be shared with at least up to 5 allied targets as this has become so important. I just wish to see groups again that are not built around AlacRev and QFB, without lack of alacrity or quickness.

  8. > @"Exzen.2976" said:

    > It’s not difficult to teach yourself a burst combo on a keyboard using actual keys and it allows you to make subtle changes which are much better for high level play. I’ve been accused of using a macro many times and always find it hilarious.

     

    Tell this to people who are seriously too dumb to change their hotkeys for skills that are difficult to access with the default settings. :p

  9. I'm generally for it. But I think they shouldn't allow it for groups as there is no leader in a group and it would be chaotic. Instead, they should allow groups within a squad to be real groups if there are only 5 players in it. So you would have all the advantages of a squad, but you could also enter dungeons, fractals or any other group instance together as group within a squad. This would also be helpful for some guild special events, so many things could be managed more easily.

  10. > @"Makuragee.3058" said:

    > Yes please yes lets us hide effect of player that are not in our party/group. Not just infusion skill effect too.

     

    I would agree to an option to deal with such cases.

    However, I find these effects even more annoying within my party/group than in open world.

     

    > @"Hannelore.8153" said:

    > Just remove the stacking instead. One regular infusion and one enrichment infusion per character.

     

    Well that wouldn't solve my problems. There are infusions that look pretty ugly and/or annoying with just one.

    Ghostly, Peerless or Phospholuminescent are such examples.

     

    I also think it's too late to remove stacks completely, it's already part of the game, and the stacking isn't that bad at all.

    Liquid Aurillium still looks really smooth with 3 stacks, while Queen Bee looks pretty ugly.

     

    We need a lot more options, so everyone can decide for themselves what is best for their own gaming experience.

     

    > @"misterman.1530" said:

    > How about an Upgrade that can be purchased from the Gem store that you can use to hide everyone else's infusions/wings/backpacks :)

     

    Which weirdo comes up with the idea of putting such a fundamental feature behind a paywall?!

     

    > @"SLOTH.5231" said:

    > Actually under settings there is a way to make everyone have the default models I’m at work so don’t know which one but it is there.

     

    That would be more annoying for me. But I am sure that the infusion effects cannot be deactivated by this anyway.

    You can set Animation in Graphics Options to Low to remove only the effects for Ghostly.

    This is nowhere near enough, and it also makes all the animations in the game look awful.

  11. > @"Teratus.2859" said:

    > When the Elder Dragon story does eventually end I hope there'll be more adventures in this world before another game is considered.

    I hope you are right!

     

    > @"Teratus.2859" said:

    > We really don't need a gw3 anytime soon.

    Well, I don't think that GW3 will ever happen. Creating a complete new MMORPG with all the content isn't that cheap and would be a high risk. In addition, it's not necessary because GW2 is not as restricted as GW1. So it wouldn't make sense to make GW3.

  12. The fact that GW2 appears for Steam could also be a bad sign. We already know that most other NCSoft games generate more money and Anet is under pressure to make more.

     

    So, I can't deny that this title makes me fear that this could be the total ending story for GW2, and that this game will slowly switch to life support afterwards.

     

    What do you think guys and gals?

  13. It's always been the same since GW2 Beta. A lot people complain about how OP is something they don't play themselves. Good players learn opposing classes at least as well as their favorite classes. But all the crybabies don't do that. Anet has to be very careful about what feedback they listen to. Many of the things I read here are simple problems for the players themselves and the reason for their own failure to deal with the mechanics. I don't even refer to Necro when I write something like that. There have been many classes and builds over the years that have been drama, and it has rarely been as bad as the players felt. I'm not saying that nothing needs to be adjusted, but the drama that some players create says a lot about themselves and has often no basis for constructive discussions. They just want to play their own classes and builds without worrying about the rest, but GW2 is not Overwatch. :p

     

    However, many thanks to the few people who are discussing constructively here. :)

  14. I would prefer a hard mode over a classic one, so that all maps are scaled to level 80 and the use of mounts is stricter, so you have to get pois and views oldschool style. I think this would give us something to re-explore all the old maps with new experiences and an old feeling when we have to do a few things without mounts and the opponents are generally much more dangerous.

  15. This whole topic explains to me why I don't want GW3. Starting from 0 (zero) again would be the worst. The game has evolved a lot over the years. Certainly not everything may be perfect, but there are a lot of things you don't want to miss anymore. The quality has also been steadily increased. And how much content there is to discover. How many episodes the entire story contains. There is absolutely no endgame content either. GW2 classic would be extremely boring and with GW3 it would be the same for years.

  16. I use it in every possible way and use it several times in hour. First, I missed a feature to swap armor + build templates with a single button. But my opinion changed when I started combining some templates in WvW. :)

     

    I know that many are angry because they had almost infinite builds with Arc. However, it also had a timeout system. Switching builds wasn't possible everywhere and often it took 100 years to change. Don't get me wrong, it was a necessary feature to keep the fairness to the normal players without addon. But hell, it was just annoying. :/

     

    In contrast, Anet's templates doesn't require a timeout system because no one is excluded from the templates. No matter where, and when, when I'm out of combat, armor + build changes in milliseconds. I enjoy that the most, as well as the new free spaces in the inventory. <3

     

    However, I have to agree with the critics on one point and that would be one of the first things I would change. The limit of a maximum of 6 templates is simply not enough. In my opinion, the limit should be much higher. Even 12 templates would not be enough for all. They should consider adding another type of armor template that stores only the stats ​​themselves, including type of weapons, runes, and sigills. If you use one of these templates, it will be searched for all requirements in storage and inventory to equip what is available. The cool thing is that you could share these armor templates in chat and legendary equipment would be much more valuable. Please Anet, make it real. <3

  17. I use it in every possible way and use it several times in hour. First, I missed a feature to swap armor + build templates with a single button. But my opinion changed when I started combining some templates in WvW. :)

     

    I know that many are angry because they had almost infinite builds with Arc. However, it also had a timeout system. Switching builds wasn't possible everywhere and often it took 100 years to change. Don't get me wrong, it was a necessary feature to keep the fairness to the normal players without addon. But hell, it was just annoying. :/

     

    In contrast, Anet's templates doesn't require a timeout system because no one is excluded from the templates. No matter where, and when, when I'm out of combat, armor + build changes in milliseconds. I enjoy that the most, as well as the new free spaces in the inventory. <3

     

    However, I have to agree with the critics on one point and that would be one of the first things I would change. The limit of a maximum of 6 templates is simply not enough. In my opinion, the limit should be much higher. Even 12 templates would not be enough for all. They should consider adding another type of armor template that stores only the stats ​​themselves, including type of weapons, runes, and sigills. If you use one of these templates, it will be searched for all requirements in storage and inventory to equip what is available. The cool thing is that you could share these armor templates in chat and legendary equipment would be much more valuable. Please Anet, make it real. <3

  18. @"Warscythes.9307":

     

    I think you mean Metabattle's minion master build, who lacks DPS, just to give you more sustain that you would not need if you learn that this game still offers a ability that allows you to prevent incoming damage.

     

    However, who was talking about open world?! Nobody cares what you'll play there... LOL

    You shouldn't think that there is a important meta... LMAO

  19. > @"Obtena.7952":

     

    You forget that there are other DPS classes with higher damage and sustain. So the changes are going in the wrong direction. In most areas you already take Scourge instead of Reaper. Should Anet really take away the last of Reaper's identity without any compensation? I don't want to be forced to play Scourge everywhere.

  20. > @"Methuselah.4376" said:

    > > @"Sileeent.5861" said:

    > > After further testing, I replaced **Soul Eater** with **Decimate Defenses** and changed my GS from **Assassin** to **Berserker** and the second sigil from **Accuracy** to **Night**. The DPS is generally higher and survivability is almost the same compared to the new Soul Eater. So it looks like Soul Eater is more garbage than I thought...

    >

    > But if you were getting higher numbers before with Soul Eater trait, there's no reason you shouldn't still be getting those numbers since the damage modifier is still the same o.O The Night sigil is very circumstantial as that is not a constant 10% buff. What I see that you basically did was have the +10% that would have from Soul Eater coming from Night (if you have force, you have +15% damage from sigils alone during night time) and extra crit damage from Decimate Defenses. But then again that damage, while nice, would be inconsistent.

    > There are ways to get higher DPS than what is benchmarked. For example you could have Bloodlust on one set of weapons and then Force and Night on the other and you would do a lot more damage at night once you get 25 stacks of bloodlust. But it wouldn't be ideal for situations like raids and certain fractals.

     

    I think I should explain a lot more details.

     

    I haven't tested the DPS at night, so I got only 8% damage buff. Another point is that I have tested **Spite** + **Blood Magic** build. I think that **Spite** + **Soul Reaping** build would be different because of 33% extra critical buff when in Reaper's Shroud. So **Soul Eater** should still be more useful there.

     

    Playing fractals and raids is another story. It's also questionable whether the changes are significant there because the sustain you receives from your party. I guess it shouldn't matter If you have a good comp and good mates. So first, I tested scenarios that are far from ideal, where the Soul Eater's heal was important and is now garbage.

  21. After further testing, I replaced **Soul Eater** with **Decimate Defenses** and changed my GS from **Assassin** to **Berserker** and the second sigil from **Accuracy** to **Night**. The DPS is generally higher and survivability is almost the same compared to the new Soul Eater. So it looks like Soul Eater is more garbage than I thought...

×
×
  • Create New...