Jump to content
  • Sign Up

Eramonster.2718

Members
  • Posts

    853
  • Joined

  • Last visited

Posts posted by Eramonster.2718

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

    > I feel this mechanic should have a clear visual indicator, other than the entire party suddenly being dead. I don't think it is entirely fair the way it is implemented now. I have been in several pugs that would repeatedly wipe, without having any clue what was going on. I can explain it to them of course, but I shouldn't have to.

    Did notice there's a skill mechanic growing red circle (similar to Whisper's ice shards but slightly smaller) with a Charr appearing and Slashing around briefly (similar to Malice during stealthed story). Not sure if its the same skill we're talking but did take significant damage from it. If it is, could it be UI skill display settings?

     

     

  2. Long compared to other Strike Missions, but not close to Forging Steel yet. Just stack to kill minnions and 3 champs(punch bags). Final boss is a massive reinforced punch bag. Boring overall.

     

    Entire strike is based on 1 timer(?). Which makes it success or failure, without worrying about gold/silver/bronze participation which makes it similar to raid which seems more appropriate.

  3. Think what maddoctor.2738 trying to say is the answers can change depending on the situation. And what OP wanted to know is players bad experiences with commanders.

     

    > I'm curious to know what other people's experiences are when it comes to bad raid / strike commanders. I̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶m̶a̶t̶t̶e̶r̶ ̶i̶f̶ ̶i̶t̶'̶s̶ ̶a̶ ̶t̶r̶a̶i̶n̶i̶n̶g̶ ̶g̶r̶o̶u̶p̶,̶ ̶a̶ ̶s̶t̶a̶t̶i̶c̶,̶ ̶o̶r̶ ̶t̶h̶e̶ ̶u̶s̶u̶a̶l̶ ̶p̶u̶g̶. If you pick "others" in the poll, please share your story.

    Might help to focus more on exp than comparing.

     

  4. > @"Fueki.4753" said:

    > > @"maddoctor.2738" said:

    > > > @"Fueki.4753" said:

    > > > > @"TPMN.1483" said:

    > > > > If a group DPS is low - how do you fix it?

    > > > Even if the DPS is low, yet the group still manages the content and is enjoying said content, does something need to be fixed?

    > > > I don't think so.

    > > >

    > >

    > > If your dps is low and the group succeeded it means you were carried by other players of the party/squad that did the necessary damage to succeed. Eventually, you will be in a group with players that can achieve the same numbers as you and the content will fail miserably meaning no enjoyment for everyone. So there is something that needs to be fixed if your dps is horrible, you can't really rely on others all time, your luck might run out.

    >

    > TPMN.1483 referred to low **group** DPS.

    > That implies everyone did low DPS and noone carried anyone else.

     

    Unlikely there will be any conflict for a success. If there's one, I can only think of there's a conflict of interest/expectations (the group failed to achieve certain criteria. Eg. Gold/Silver/Bronze which usually doesn't matter/maybe certain events to nit-pick).

     

    >This also extends beyond dps and can applied to mechanics as well. If everyone got teleported by vg blues

     

    Take this example. If the group succeeded, unlikely there will be any conflict or the group doesn't mind going with it. Teleport can be seen visually, DPS will be reflected as a result together with the number of times teleported. If teleport is the problem, try to minimize, keep it low (or better; not repeat it) and things will turn out fine.

  5. It's tricky to balance at this point imo based on how necro works. The difference between power vs condi. Condi needs time to build up, ticks and deal different damage (mostly on Burn and Torment-condition, Bleed and Poison are similar). Most of necro condi ticks for a long duration compared to other classes (other classes can burt/inflict multiple condi at a faster phase while necro are more constant for a longer duration, hence the benchmark will not be high). And in most cases, benchmark DPS in on a single target, not AoE.

  6. An accurate meter, even better with logs is preferred. It's much more difficult to quantify or judge something with lack of data. Eg. Player A & B shares the same class but one shows "green" while the other "white". But the group is capable of clearing the content with "white" not necessary "green". Leads to more questions, what if its just slightly below the benchmark to hit green or is it unacceptable for that encounter even though it can be done etc. It also requires the meter to calibrate for each setup, encounter etc. more work for vague results.

    (An example in game would be combat log. Messy with some data omitted, making it impossible to determine what happened at times :frown:.)

     

    Conclusion, a meter tool should be accurate and undisputed with data to function/be perfect. How the data/result is handled is up to individuals. (Is it truely a problem or impossible with it? Can it be done or improved; on it or as a whole? Etc.)

  7. It's still the same HP sponge boss for many, hardly any group moves the boss before the change. Just with the new changes, players need to kill 1-2-3 channeling kraits at 75%, 50%, 25% respectively. Inflicting "Vulnerable debuff" does speed things up. Pros and cons for having pets/minnions up during the encounter.

  8. The Jellyfish is now stationary after the changes in Aquatic Fractal. The boss will occasionally eat a player nearby in which affected player need to use Struggle to break free. The boss will be vulnerable(debuff) if successful, taking extra damage for a period. Do take note the boss can and will also eat nearby pets/minions instead of a player, not sure if its intended thus lose out a chance to inflict it with "vulnerable debuff".

  9. It happens, but extremely rare for CM/T4, but can be very common in T2/T3 while climbing personal fractal levels, unless there's changes (eg. When T.O, S.O, Sirens etc was first introduced, there are players dodging them).

     

    CM/T4/Recs are usually done in sets to avoid dailies to be missed out, unless stated otherwise in LFG.

     

  10. Need details. Did the player mentioned why he left? Was it before the run start or after a wipe etc. Was there a healer? most T2 PuG runs without healer.

     

    Anguised Tear of Alba only gives +10AR (+5 with mastery). Its possible to clear T2 with lower AR(yellow range, not recommended doing the reds) and to be low manned. Maybe just need some reassurance.

  11. @"anduriell.6280"

    Druid never gave any problem especially after the pet nerf (but do see Ancient Seeds a problem and unpredictable). Always go for the kill(pet too if possible asap) and never face your back to them triggering LOYF. Annoying yes but not deadly with the absence of boons. Don't come across Druid often in WvW, kinda assume it fail the test of time(can't thrive since players know how to counter them hard) or haven't met a player mastering it.

     

    There are alot of annoying to deadly build in WvW (immobilzing Deadeyes, CC Heralds, Knockdown Tempest etc).

     

    > @"God.2708" said:

    > Come on, don't spout nonsense that is so easily looked up. You can put no less than 10 different immobilizes on a rangers bar via traits, utilities, pet skills, and weapon skills.

    Slotting more than 3 utility, more than 1-2 pet(s) at a time and underwater weapon on land is kinda impossible. If a ranger tries to go all in for all of that, good luck running without other _utility_ skills.

     

    @"KrHome.1920"

    Can't do much if its latency (any higher than 180ms most melee skill wouldn't connect either).

  12. > @"Lurana.7506" said:

    > Hi, I run a squad through most of the strikes a few times a week. And it's horrible to find offchronos via lfg. So what is your idea to bring boons to the squad if not through offchronos? I also tried the healbrand/alacren combo. But finding an alacren is somewhat difficult, too. And I prefere Druid and Barrier Scourge as healers.

    Support chrono is even harder to come by compared to alacren imo. Healbrand can cover most of the boons, there will be seams as no class will comes close to chrono pre nerf days. Matter of preference for Druid & Scourge, but will need planning for boons (Eg. Quickbrand for quickness and aegis etc). To avoid over stacking support leaving no room for DPS. The idea is to get all/close to all Boons within limit of a squad (10 players). META class are more easy to come by or at least felt so.

  13. In order:

     

    1) Healbrand - Boons.

    Hard to give up on this one :sunglasses:.

     

    2) Renegade - Good utility support, alacrity, anti projectile and stability.

    Rare to see one in pugs but valuable.

     

    3) Druid - Aoe heals, spirits and basic might + fury.

    Second best choice; literally :tongue:.

     

    4) Scourge - To pull downed players off from _Grasp_ to ress during Boneskinner.

  14. Did run a similar build or the general idea to play around immobilize. Its fun and good to kill bad and panicking players.

    All the build variant or at least the ones I've tried with this idea had problems. Mainly boons or vulnerable to CC.

    WvW - Tested it work for the first week. Noticed more players playing around the same idea. Experiencing players gaining more understanding and countering the build.

    PvP - 50-50 during the first week. Weak for high level game play.

  15. > @"Paradoxoglanis.1904" said:

    > A lot of people just want the fastest path to getting rewards, and they dont care about inconveniencing others along the way. Happens in real life, happens in games.

     

    Sums it :anguished: . Its one thing to be nice, its another to be taken advantage of. It can happens anywhere (in Strikes etc). Usually, I'll try to PM for an explanation for the issue and if the reason given is unacceptable; block. Would like to avoid doing so because its a lost on both side; wasting time. The player will lose a group to join organized by me, and I having a player less that could've join to start, vice versa. But since I start my own LFG often and there is a chance the same problematic players can join on that time zone, its best to be avoided for everyone's experience including the party members.

  16. It's close to condi druid variant except its not Druid (pets without penalty). The weakness of this build is the lack of Stunbreak and Boons. It works well on panicking or opponents that are new to it. It crumbles in front of opponents that keep coming right at you triggering traps (Revealing stealth; Trapper Runes). In short, if the opponent is passive, you're allowed to do stuff. But against an aggressive opponent you will be pressured, forced to disengage with difficult or no room to retaliate. Against aggressive opponents with pull/cc spells trouble.

  17. > @"mistsim.2748" said:

    > Due to no stab and only 1 stunbreaker….

    Mostly due to this and lack of boons. Works well on opponents that get immobilized or panicking :tongue:. Warriors is one of the hard encounters, difficult to snare. Finding Guardians getting tougher to as well; or getting more exp fighting condi SB.

     

  18. > @"Rosenaine.9851" said:

    > > @"Nephalem.8921" said:

    > > Sometimes the knockup oneshots players and skips downed to kill directly.

    > > Sometimes i get damaged multiple times by aoes when completely alone. This fight still bugs out with jormag disappearing. Had the cc spam in last phase multiple times yesterday.

    >

    > The knockup is not a bug. When you get flung up you need to glide otherwise you take fall damage. If you have low health and take fatal fall damage you die with no downstate. This is true for all areas of the game.

     

    I've never need to glide to survive, could it be some bug caused by latency? There are incidents where such mechanics. Eg. Updraft lifted players way higher than usual because of latency.

     

    > @"ButcherofMalakir.4067" said:

    > Frequent bug I encounter is this.

    > At last 25% when we start killing ourselves, the boss continue atacking and kills many of us because we are taking damage from mechanics that are invisible (because we see only our clone) and after we break free we see mechanics but the boss isnt there.

    >

    > On the other hand, sometimes in the last phase after CC, he never atacks again.

     

    Does this happen when you're using mesmer (chrono/mirage)? A friend of mine; Mesmer according to the log, chains deals an "initial" 10k damage every time its applied on his mesmer. Based on my experience, chains doesn't deal initial damage or at least not that high (would've downed me as well).

     

    Another bug that I couldn't verify (Was in the Strike, but still zoned out during 25% when it happened), 4-5 players was killed immediately the moment we got out. According to them, there were chains swinging 360 when the boss appeared killing all of them :lol:. Could it be animation bug? The boss appearing after 25% (usually swirls around causing a knockback) and multiple skill overlaps with the animation; swirling chains.

×
×
  • Create New...