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anduriell.6280

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Everything posted by anduriell.6280

  1. > @"ASP.8093" said: > A lot of these complaints boil down to "5-10 of us can't CC-spam a thief to death because as soon as we start, the thief Shadowsteps away and then runs fast." There's no semblance of a fight here, just "give bag now." Well no class should be able to disengage from 5-10 enemies after being CC'ed as the norm. most other classes would be done for and i have to admit the Thief is very forgiving in that regard. That's why everybody things thief is the ez class with no skill needed, if you mess up you have too many "oh kitten" buttons.
  2. > @"Linken.6345" said: > > @"sokeenoppa.5384" said: > > Lotus training still doesn't work as finisher, even tho bounding dodger was fixed. > > You are in combat when trying to get it to proc right? That should not be of any relevance, i can blast stealth even while i'm not in combat, this skills should behave the same. Isn't it?
  3. > @"Yasai.3549" said: > > @"anduriell.6280" said: > > > Just one correction, rapidfire will not apply 25 vuln as the maximum it can apply is 10 stacks (1 by hit). Also each impact from the rapid fire is very weak (0.275 each for a total of 2.75), the only way that skill can be a real problem is eating a big bunch of arrows. > > Opening Strike. > Well yea it's not 25, more like 20~ > Um then [15 stacks including Opening Strike or less](https://wiki.guildwars2.com/wiki/Opening_Strike) , right? If the soulbeast is not merged then the +25% damage from[ Sicem!](https://wiki.guildwars2.com/wiki/%22Sic_%27Em!%22) is lost. And that counting in you eat the full rapid fire channel. And you stay there doing nothing but look angrily at the pewpew in return. This comment may explain your shortcomings i advise you to read it. > @"whoknocks.4935" said: > And most people don't understand the counter profession/build system. > > If you are a power oneshot mesmer with 16k hp and you keep going against thieves and losing you cannot go cry on the forum how broken thief is because simply counters your profession and build. > > Same as thief going against sic'em rangers all day. You can't complain.
  4. > @"Veprovina.4876" said: > > @"Biermeister.4678" said: > > > @"Veprovina.4876" said: > > > They just need to add the ability to buy mystic coins with Emblems of Avenger, Emblems of Conqueror and allow us to convert Gift of Battle into skirmish tickets. That way, you're incentivized to actually play WvW, not just AFK, and having an extra source of skirmish tickets would make the WvW ascended and legendary stuff be on par with other modes legendary and ascended gear. As it is, the WvW one is the most grindy. Besides, a neat way for people to get rid of all their GoB. Maybe add a Skirmish ticket converter as well so that 10.000 rank people get gold out of it that way as well. Problem solved. No one afks for pips on diamond, people actually play, fights happen, and dedicated players are properly rewarded on par with other methods compared to time spent. > > > > Yes extra skirmish ticket's would be nice since it takes three weeks to get a legendary war insight so some sort of converter would be nice > > Would also solve the issue for passive players, i mean, Mystic coins from Emblems would be a good incentive to play WvW actively. Not to mention, a converter for veterans that don't know what to do with skirmish tickets would be a godsend. Cause right now they're not getting rewarded for their dedication, they're basically getting some extra diamond chests for their rank participation (if they choose to even grind those), and the same rewards as someone who basically just started WvW... The being able to sell the tickets to a vendor is a very good idea. **But the rest i can't agree. It would just destroy the price of the mystic coins, undervalue them to the point they would cost very little. Being able to convert the gift of battle to tickets would have the same effect, making legendary gear a joke.** There is reason the diamond tickets can not be repeated. However this suggestions with the emblems is exactly the same as getting liquid silver but linking it to an external currency ( mystic coins ) which can be devalued. Better to get liquid silver as I suggested by performing different activities as it is an instant reward. With that silver you can buy the coins if you need them. Being able to sell the emblems for gold instead other material would work too yet it is proven Instant rewards work better than Delayed rewards. However in cases where the server just can't keep up with the rest, like not having enough peeps to attack the enemy blobs or take objectives the lack of rewards would be concerning. Thus the gamemode needs to reward defending structures. The timer is 5 mins, so getting some silver every 5 mins for defending objectives i think would be fine. Not enough to promote "repair botting". The game also needs to reward wanting to be first as such it needs a reward for the Skirmish or the total war score. Skirmish is easier to balance as the time span is shorter and the game will reward the peeps for the time they can spend in the game mode. As such even low occupation servers will try to get on the second position at least for specific Skirmishes, even if in the total score they are losing because they can't keep the same amount of players at all times. And the peeps defending objectives feel like they contribute (which they really do) . Keep in mind i say defending, losing the structure although provides XP, i would not give any silver in that case. As such: * Rewarding players for defeating other players with some liquid silver. * Rewarding players for successfully conquering objectives with some liquid silver. * Rewarding players for successfully defending objectives with some liquid silver. * Rewarding players for the position their server ends up at the end of the Skirmish with some gold. Required to have played for some time at a minimum participation level should be required. It's the best approach i can think of to buff the reward system without reworking the whole system. And for the total score is enough to provide a buff to all the players in the server (no requirements) for extra magic find, gold, karma and experience for that week. i would say something like 5%-15%-30% so the numbers are juicy enough for new peeps to try the gamemode ( In the future with Alliances this could be true for the guildies instead)
  5. > @"Sobx.1758" said: > You're still turning yourself into garbage version of spellbreaker without traits with less surviving stats/skills than the regular spellbreaker. Go ahead, pick spellbreaker without picking any trait [except it's hard to not pick minor traits, so you'll still have your burst skills, full counter, boon strip on cc, insight stacking and burst refresh after FC -none of which you'd have on that stolen copy] and go "fight a pewpew", then tell me you have easier time fighting something than a fully specced ~~thief~~ actually whichever class/build. Ok look this was an idea and you don't need to seem so upset, I would love Thief to be useful in squads that's all and this seems like a very fun way to achieve that. Stats are easy to fix: A minor trait can increase stats based in the class you copied. Class mechanics would bring too much, you got access to new skills without incurring in cooldowns. As spellbreaker you would lack the [Full Counter](https://wiki.guildwars2.com/wiki/Full_Counter) and [burst skill](https://wiki.guildwars2.com/wiki/Burst_skill) which thief has plenty access to (damage and interrupts) . The most useful skill which is [Winds of Disenchantment](https://wiki.guildwars2.com/wiki/Winds_of_Disenchantment) is still available for you. Or the [battle Standard](https://wiki.guildwars2.com/wiki/Battle_Standard) depending of what the target has equipped. Keeping in mind you can drop that at any moment and go back to your thief skills i think of that as free skills. Yes in some classes like necros or firebrands the Shadow would not be as effective, On others like ele, revenant or engi would be limiting ( like copying only the tuned elemental skills/legend/kit at the moment of the steal) still is something else for the steal you get for free. On other targets like Druid you would practically waste an steal. But that is for the thief to understand and learn to play properly. Additionally you get the new weapon skills and new utility skills. I mean this can be a fun thing to play with. If you want to play hit and hide you always can play with core, daredevil or deadeye. I don't think we need another single hit hit and hide especialitation.
  6. > @"sokeenoppa.5384" said: > > @"anduriell.6280" said: > > deletee my comment > > Dw i saw the original before you did ? Yep i got it wrong, i don't use the trait so i didn't know. Anyhow yes it should behave as a whirl finisher.
  7. > @"Sylvia.4870" said: > > @"whoknocks.4935" said: > > > @"Sylvia.4870" said: > > > Last night, I met one Dragonhunter, planting the traps around. Then, he entered stealth after completing the process to let them work for him while he was charging toward his opponent with ease. Talk about the traps. I get used to all of them, very predictable. > > > > They are predictable, but very spammable, and if get caught in the elite even once you are pretty much done, and not always you can just dodge it, and 60k damage burn stacks applied in literaly 2 skills will get the job done. > > The problem is not how predictable it is, the problem is how trapper runes carry it, giving it kiting escape potential and easy F1 landing in stealth. > > > > And of course burn is such a broken mechanic. > > Yes, spammable, boring and annoying at the same time. **It is fun for one who places the traps**, not for one's foe who encounters with them. One of the easiest mechanics I have ever seen. I understand the feelings well. Is it thou? I would be bored out of my mind if my build would only allow me to place the traps and wait passively. I would say is unfun for the one who places the traps and extremely frustrating for the one who gets into them.
  8. > @"Arheundel.6451" said: > > @"Milosz.5938" said: > > Necro is truly OP in wvwvw and because of that he is very difficult to 1vs1. > > {{{{{If you have "few lifes" vs "one life" - you call it not OP or even fair?}}}}} > > I tried 1 vs 1 as elementalist, and i ALMOST kill him - two times - but when he was ~5% hp ++boom++ next hp bar. I know that it's normal for reaper (it's important mechanic) but really??... He could reactived it soo fast. > > I'm aware that ANET has 'in deep respect' elementalists but this secund hp bar have to be nerf in wvwvw - it shouldn't work as 'few (3+) lifes'. > > > > Anet hates elementalist, **all the devs play necro during streams**, although with ele you can still beat below trash level players.....not a hard feat in this game...about necro vs ele, I was able to kill an "experienced" weaver in less than 30s while using a condi core necro.....with less than 24 hrs on it, nothing you can do...dodge, dodge, F1, condi burst -fear-fear..dead ele > > Honestly, you're wasting time on ele, move your armor to necro, **you can learn core necro within 1 day** with reaper needing few days at most...and scourge is really pointless to me, it's just a walking condi field Weaver is a pretty strong roamer which can delete anybody if you know how to play it which is not easy i have to admit. Tempest is a legit spot in squads as support. I wouldn't say Anet hates ele, ele is in a vey good spot at the moment. My experience is Necro is fine, as very well others had said it is enough to have some CC and you can fight any necro. The counter is very clear and you don't need to buy bundles from merchants (like stealth still needs) to be able to fight it. Whining threads because kids don't want to equip any CC, cleanses or vitality are not helpful in my opinion and should be disregarded. If any other case maybe nerf a bit the damage from Lich Form autos: 5K autos are not OK. But anything else is fine, a necro can be really tanky and dangerous but it has counters.
  9. > @"Yasai.3549" said: > Even after damage nerfs, **not even Minstrels builds can walk away from 25% damage boosted 25 Vuln Rapidfire without a few holes in them.** > They may survive yes, but they will be forced to ooc because if yu are going to re-engage with a Deadeye vs someone with 1500 range autos and Mr Smoke Assault, yu have another thing coming. > Well if i get knocked back in my DE obviously i will go into stealth and go out of range. The pesky [RapidFire](https://wiki.guildwars2.com/wiki/Rapid_Fire) like any other channelled skills will follow you. Just one correction, rapidfire will not apply 25 vuln as the maximum it can apply is 10 stacks (1 by hit). Also each impact from the rapid fire is very weak (0.275 each for a total of 2.75), the only way that skill can be a real problem is eating a big bunch of arrows. That's why any pewpew will tell you about a single dodge even if you get some heat it will not be that threatening. And then you have 60s to finish it, before the next OWP is available again.
  10. > @"Trevor Boyer.6524" said: > It needs to go from 2s to 1s. The detarget value is enough. It doesn't need elongated stealth. Wasn't buffed back to 3 seconds stealth thou? I don't use the runes so i wouldn't know but i remember i saw a note somewhere saying the nerf was reversed.
  11. > @"Yasai.3549" said: > > @"PrinceValentine.9320" said: > > I saw someone on Map Chat complained about DE while she was running a pew pew ranger build with LB. Told her to toughen up her build and drop the longbow. I see a lot more newbies coming in to WvW. That's good, although it may take some time for them to change their build until they get owned several times. Most thieves will just run away after they figured out they can't down you in 1 to 2 hits unless they really want to spend time dueling you. > > Sic'em + Longbow shreds DEs ez tho. > It's really a L2P thing. > > When DEs show up for their Spotter's spam/DJ, hit them with LB 4 > LB 2 and Sic'em and they usually either drop dead or are forced to Shadowstep away + Stealth spam while trying to get OOC. > > And if they don't Stealth spam, yur 1500 range Autos will pick them off. > Is not that simple thou, a Condi DE is as annoying as the power version and you don't kill it that easily. Even a valkyrie or marauder DE is very though. Of course those builds use the constant stealth so they behave like a bruiser instead a glass. Glass version it is true is very easy to catch with the knockback. Nobody uses glass version of DE.
  12. > @"NaramSin.2693" said: > > @"anduriell.6280" said: > > Just a suggestions, for the automatic detection in cases : > > * Player is under map > > * Player is inside other objects > > These situations are very common in the game due to bugs so it will not be a great indicator and will be a real problem, especially a system that constantly checks every point you propose will slow down (again) the game itself. > > All hacks are implemented on the client side but it is the server level that manages the result, so perhaps a flag raised by the "report for botting" function could cause the server to keep log of the server-side answers to the client which could be analysed by another server "offline" and if the analysis report gave a "warning" you could start with the ban or suspension of the account. > > In this way the system will be loaded only on request and for a short time and the impact on performances will be lower. Yes that could be of great help for when the game moderator investigate the report. I really appreciate your input here as it is very helpful. Any validations done in the client side should not impact the performance of the game however, most of the validations are very simple if just a IF case which could be offloaded in any f the other core threads outside of the main. Even breaking out of the map in PvE modes should get the users logged out. They are breaking the normal use of the game and that could be exploited. The logged out user can still log in back so it's just a nuisance and a price to pay for a healthier game. Also is my opinion that the many bugs are still present in the game because the devs can not reproduce them. Posting them here like "_i did dis and dat and then i got stuck_" although helpful may not be helpful enough. Thanks to the reporting system you suggested and the flag system a dev could rapidly check the report and find the exact issue. **My suggestions are focus in weeding out the cheaters, not the bots.** But because bots usually use cheats to farm more efficiently which is probably the reason behind the laggy maps dealing with cheaters would also remove a big part of the bots. Normal bots using no hacks is another story and although possible to detect may be too much of a hassle to deal with it right now.
  13. > @"UmbraNoctis.1907" said: > > @"Voltekka.2375" said: > > > @"anduriell.6280" said: > > > This would be my approach. > > > > > > The increased liquid gold has to come on the form when defeating other players and conquering objetives. > > > > > > * Add additional amount of silver coins when every single player is killed. Right now you may not get even rewards for it. ( 10-30) > > > * Add additional liquid silver when conquering objetive. (30-70) > > > * Add additional some liquid silver when you get the XP for defending an objective. (20-50) > > > > > > * All players which logged i during an Skirmish (2 hours each) and collaborated in the war score for more than X minutes ( participation kept over X level ) get a chest with some T5 materials and liquid gold in it depending on the position during that Skirmish( 10-20-35 gold ). ( advised a total of no consecutives 30 mins with Participation over 3 ) > > > It is ok if the players come to play for 30 mins and then leave as long as there is rotation. An small icon in the rewards progress indicator over the minimap notifying when the player reached the threshold would suffice. The timer would reset for each Skirmish. > > > > > > That should be rewards enough with no need to reward for the total war score. The players get rewarded for the time they spend in the gamemode helping the war score. > > > > 1. That would encourage spawncamping 24/7. > > 2. That would encourage eotm style play > > 3. That would encourage repairbotting > > 4.That will encourage afking for hours > Not if rewards would be split between involved players. Which would make sense, even with the current reward system. But ofc it would never happen because it goes against GW2 philosophy of "participation rewards for everyone" - even if they are essentially doing nothing but leeching ... > > So yea, let's rather not increase rewards - no matter what kind of rewards - because it will just lead to even more bots, afk farmers and mindless blobbing. Rewards are not the way to go for WvW. > Yeh anything Anet implements will "encourage" something. As any mechanic can be exploited this is the best i can think as design. **Although i usually welcome any type of feedback i don't appreciate Voltekka's feedback because...** > > @"Voltekka.2375" said: > 1. That would encourage spawncamping 24/7. **And you can't use the WPs or one of the 3 exits from respawn. Right.** > > @"Voltekka.2375" said: > 2. That would encourage eotm style play **You mean flipping objetives. Which again is part of the game loop. Nothing bad with it.** > > @"Voltekka.2375" said: > 3. That would encourage repairbotting **You mean defending objectives. Which again is good for the game mode. Nothing bad with it.** > > @"Voltekka.2375" said: > 4.That will encourage afking for hours **No if you want to keep the participation up and be first so you get the good reward.** So at this point you will have 3 against 2 and 4 against all being 1 part of every one. That sounds like a fun game loop. **Obviously Voltekka does not know the basic mechanics of the game mode**. **The reward system i propose is great, the total reward is on level of PvE Open World farming** (1st winner of the skirmish at least 17 gold per hour). If the Server does not help in war score they would not get such good rewards (around 5 gold an hour) but still not a total waste of time as they will get some rewards either way. WvW is proved to be more resilient to bots than PvP unless the bots use hacks because of how the players are rewarded, so it should be good to be as rewarding game mode as any other.
  14. > @"Sobx.1758" said: > Overally sounds... underwhelming in most situations: "Hey lets fight that guy while being literally much weaker version of him!" I see your point. But let me rephrase it: * You have a sicem pewpew stored in your F2. Now you encounter a reaper. As Thief you may win or not, as Pewpew you are a hard counter against any necro. * You have a Spell breaker stored. Now you encounter a pewpew. As thief pewpews are a thought cookie. As a Spellbraker no so much. * You are fighting a group. 1. You steal the pewpew abilities and target the necro with them. While the necro is half way to Grenth land you steal now from the necro . 2. You focus the pewpew with all those corrupts, conditions and wells pewpew goes to sleep. 3. They focus you, you steal from the HealBrand and heal yourself becoming a tank. 4. Now you need to focus the Healbrand, you steal from the condi mirage. You have 2 dodges and all the clones in the word (weapon and utility skills) . 5. You don't need to wait the skills cooldowns just the steal cooldown so you can blow off all the skills at once. 6. And yet you have your own skills and weapons available. You win. All i see is a very good mechanic which can be balanced by the CD on steal, and which could become extremely strong if not carefully tuned. It uses the game play from the thief of knowing the builds you are fighting against to turn them against each other.
  15. > @"Blude.6812" said: > > @"maddoctor.2738" said: > > They announced new security implementations? > > No they did not!! the OP needs to edit the post heading. It is bait and does not reflect the announcement content or intent. https://en-forum.guildwars2.com/discussion/121390/an-update-on-game-security-and-player-reporting-in-guild-wars-2 Or I don't need to do anything. > @"Fire Attunement.9835 " said: >Every report of hacking and cheating is seen and reviewed by a member of our Guild Wars 2 Operations Team. Security is an ongoing process, especially as systems change over time, and we will be introducing further improvements to make it easier to report, identify and action cheaters over the next few months. **Because a reactive approach on its own is not enough, our development teams are also working on solutions to prevent and mitigate these hacks on the code level.** We hope to be able to share the result of these efforts as they progress.
  16. Minstrel Firebrand (check Metabattle) is the best there is if used properly.
  17. > @"Fuchslein.8639" said: > I had e.g. once a phase with my thief where I have made Caudecus with friends and have constantly buggt me into walls. How often should I make this mistake **before I get banned?** > @"anduriell.6280" said: > I suggest to log out the user and flag the account so the user CAN log back in and keep playing . If multiple of those flags happen then that account **can be investigated by a game moderator.** You would contact support before coming to that because you would keep being logged out. So they could investigate the bug and you would be safe. The amount of flags would be up to Anet to decide. Anet could implement an automatic account lock out for the most egregious cases anyway.
  18. This would be my approach. The increased liquid gold has to come on the form when defeating other players and conquering objetives. * Add additional amount of silver coins when every single player is killed. Right now you may not get even rewards for it. ( 5-15 ) * Add additional liquid silver when conquering objetive. (30-70) * Add additional some liquid silver when you get the XP for defending an objective. (20-50) * All players which logged i during an Skirmish (2 hours each) and collaborated in the war score for more than X minutes ( participation kept over X level ) get a chest with some T5 materials and liquid gold in it depending on the position during that Skirmish( 10-20-35 gold ). ( advised a total of no consecutives 30 mins with Participation over 3 ) It is ok if the players come to play for 30 mins and then leave as long as there is rotation. An small icon in the rewards progress indicator over the minimap notifying when the player reached the threshold would suffice. The timer would reset for each Skirmish. That should be rewards enough with no need to reward for the total war score. The players get rewarded for the time they spend in the gamemode helping the war score.
  19. > @"Inculpatus cedo.9234" said: > Usually, when one is 'stuck', one uses a Waypoint, rather than logging out to the Character Select screen. > Not sure auto-logging one out of a map one might not be able to re-enter is the best idea. Not in WvW in my experience, if you get stuck while in combat you can not return to out of combat state. But even then you can do queue again while playing in other maps, a nuisance but not a real problem. In PvE i feel it's even less a nuisance, you join other LFG and continue playing. In any case i think this would be the right approach, better than one day finding yourself locked out of your account not knowing what is going on.
  20. > @"Lan Deathrider.5910" said: > Can I get an unnerfed Arc Divider and 20% Bloody Roar back then? So you want a Warrior AoE dps without the need to commit to the build? [bloddy Roar](https://wiki.guildwars2.com/wiki/Bloody_Roar) hasn't been nerfed. Before did add the damage additively and when changed to multiplicatively got a reduced multiplier so it wasn't buffed to be over 20%. [Arc Divider](https://wiki.guildwars2.com/wiki/Arc_Divider) does more damage than [Gunflame](https://wiki.guildwars2.com/wiki/Gun_Flame) with the full chanell ( 0.7 * 3 = 2.1 ) vs 1.5 This is just petty which could be the synopsis of this thread.
  21. > @"Lan Deathrider.5910" said: > Yeah and I can pop someone for 24k with a Gunflame, but the point is the Feb. Patch was supposed to curtail such things, but really only accomplished kneecapping a handful of classes while allowing others to continue instagibbing people with relative ease. Well yeah i get your point. Just as counter point, after the Feb balance patch the Devs already explained that they think those builds should exists anyway, because it adds variation to the game mode. Holo can nuke you the same, power herald with hammer/sword the same, and weaver is also a killing machine. I mean every single class has access to one glass dps build. The Feb. patch was designed to somehow force players to commit into the build they want to play. Before the patch almost anybody could run as tanky as wanted yet do as much damage as a full glass build. So now you can do 24K gunflame but you have to run a really squishy build, same as the pewpew and the Scourge. Which i think is mostly fine; the balance tip should be the need to use more skills for the burst: In the case of the warrior you need to dedicate your build to that burst (same as the pewpew) having very little in terms of sustain, consume your elite and maybe another signet for the unblockable. Yes you got big mobility with the sword and keep a couple of invulns for sustain but then you won't deal that ranged damage. I think that is balanced. The builds which may need balance are those which can deal much damage while being relatively tanky by not needing to commit in the armor set and skills. That i would say is unbalanced.
  22. > @"aspirine.6852" said: > Player inside other objects would be a problem for me. I would not like the get my account flagged for getting stuck while repairing double doors or wall in wvw. Well you are logged out to the selection screen which in you case is what you would do anyway. For one flag every once in a while it shouldn't be a problem for you, but if you keep being logging out and you can't play you will report it in game, contacting support or in the forums and a game moderator can look into your case. You wouldn't know if you have or how many times you have been flagged anyway, that's only for internal use. I don't think you get inside objects multiple times a day, right?
  23. > @"maddoctor.2738" said: > > @"Infusion.7149" said: > > You have to realize Unreal Engine 4 requires a 5% royalty. > > I'm quite certain that 5% royalty is far less than having an in-house engine team working on your game, especially if said engine team is large enough to make big changes to a game, like adding ray tracing, or developing a directx 12 version for the engine. Meanwhile, you get all those upgrades for free by using Unreal Engine. In the end that fee depends on how cutting edge you want a game to be, as developing cutting edge technology on your own would require a lot more money than a 5% royalty fee. > The thing is peeps are asking for an engine upgrade not because of prettier graphics, Gw2 looks ok for an MMO. Peeps as asking for an engine upgrade looking for better performance so they can play in big events with a normal machine at decent FPS.
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