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Heimskarl Ashfiend.9582

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Posts posted by Heimskarl Ashfiend.9582

  1. > @"Vancho.8750" said:

    > > @"Heimskarl Ashfiend.9582" said:

    > > > @"Hashberry.4510" said:

    > > > ...They like their afk farming round these parts.

    > >

    > > I wouldn't say like, but how can you determine if someone is totally AFK or just semi-afk? Like, watching a movie on one screen and killing a few mobs on the other?

    > >

    > >

    > Whisper them something if they don't respond in any way, report and let the GM sort them out.

     

    And what if they are offline?

  2. > @"Asum.4960" said:

    > > @"Heimskarl Ashfiend.9582" said:

    > > > @"Aisling.5901" said:

    > > > It's so annoying to see how even though engineer, revenant and necromancer all have viable healing builds, most groups will specify that they only want a firebrand or druid. Just really sucks that the support classes are so unbalanced so that firebrand and druid are pretty much the only meta. There's almost never any specifications for damage classes because for the most part every class has a decent damage build, but even though there are nine classes in the game only two are support meta. Yet as said; engineer, revenant and necromancer have healing builds while thief and mesmer have fragments of them.

    > > >

    > > > Doesn't seem like much effort has been put into balancing the support meta so that each support class brings a unique benefit which makes them all similarly appealing in end game content.

    > >

    > > If all classes have a support build that is equal in terms of boon and heal output, it's kinda pointless even having different classes, since they would all be the same.

    > >

    > > No balancing is needed, player adaptation is needed to simply use the builds that work for particular encounters. That said, more build diversity is always better.

    > >

    > > There is already a LOT of diversity when it comes to support builds, the problem is not the builds, it's the players who refuse to accept them. Not just that, but (I assume you are talking about PvE) there are many encounters where condi removal is not required on a large scale, this means that while

    > > Engineer support is awesome in WvW where there are a lot of targets, one of its main strengths is condition removal and that is just not required in 99% of PvE encounters. Same goes for D/F Auramancer. Or Shout Warrior. Necro is also excellent in WvW but nobody uses it there either, Transfusion is one of the best support traits in the game, if not THE best. Necro as an off-healer is a hard carry in all content, Marshalls stats and it can do respectable damage at the same time.

    > >

    > > Not every class can be equal. Why not just play a different class?

    >

    > It's not really about every Spec being able to do everything in pretty much the same way which yes isn't ideal either, but we are very far from that being an issue.

    > Point is if you run one heal, it's 100% of the time going to be Druid.

    > If you run a past training mostly unneeded offheal, sure there is more variety for that slot, but it's still going to be pretty much 100% of the time Druid + X.

    >

    > It doesn't matter how many support builds there are if you technically only need one healer, and there is only one healer with 10 man Might stacking + heals, as well as being stacked with unique damage increasing buffs that no other 5 man support can compete with on top of that.

    >

    > If Druid had the 10 man Might and Heals and let's say Scourge for example Spirits and Spotter like effects or vice versa, there could be a better case for diversity and taking both even in proficient groups, but as is Druid is the be all and end all Heal support for 10 man content, and has been for many stale years now.

    >

    > Sure you can make running two 5 man healers/might stackers work, but why do that when one Spec can fill that role alone and get extra unique buffs like Spirits and Spotter on top of that and freeing a slot for another DPS? The tradeoff is just way too big, making it not really surprising that most players aren't particularly accepting of other builds over the more simple, better and tried and used to solution.

    >

    > Then in 5 man content the problem torch is passed on from unique target caps and buffs to rather exclusive boons like Quickness and Alacrity.

    > Ofc not every profession should be able to chose to provide any given buff or boon as that would feel rather samey, but the game could do with a lot more choice still imo.

    >

    > In 10 man content though, currently there just isn't a choice for the Heal spot. Ideally you would ask yourself, do we want Spirit's and Spotter (Druid), Transfusion (Scourge), build in Quickness with our heal (Firebrand), etc.

    > But only one can support and buff 10 people, so the answer is always get a Druid and those extra damage buffs.

     

    But one will always be better than the rest for some particular content, therefore, it will be preferred. If you make multiple classes as good as each other for that content, then they will need to be the same. Which is pointless.

     

    For instance, Druid is not used in WvW like it is in PvE because there are better options for support. Spirits are not mobile enough and Druid has massive telegraphs. If you want to make something else as good as Druid for existing PvE content then you need to make something else have the same unique buffs, spotter, might stacking and healing options, otherwise Druid will still be better than the other options and therefore preferred.

     

    A change in the content is what is needed, not a change to the other classes to make them as good as a Druid. This is just going to result in homogenous classes. There are already many good support builds as mentioned, but the PvE content does not require their strengths. Do not balance the classes around the content, balance the content around the classes.

     

    Add encounters that favor different types of support. Require a lot of condition removal, areas/mechanics that need to be skipped with stealth or result in death, bosses like sloth (but faster and in a larger area) that move around a lot more so the effect of spirits are not as good because the boss will move out of range before the CD on the spirit teleport is up. Like the Leyline Anomaly, what good are spirits in that content? Useless. Along these lines, add a boss where you will need super speed to keep up with it. Or one that downs people regularly regardless of what you do. Or one that swaps positions and a portal from a mesmer is needed. Or one that eats people, but mesmer clones make it vulnerable or something.

  3. > @"Aisling.5901" said:

    > It's so annoying to see how even though engineer, revenant and necromancer all have viable healing builds, most groups will specify that they only want a firebrand or druid. Just really sucks that the support classes are so unbalanced so that firebrand and druid are pretty much the only meta. There's almost never any specifications for damage classes because for the most part every class has a decent damage build, but even though there are nine classes in the game only two are support meta. Yet as said; engineer, revenant and necromancer have healing builds while thief and mesmer have fragments of them.

    >

    > Doesn't seem like much effort has been put into balancing the support meta so that each support class brings a unique benefit which makes them all similarly appealing in end game content.

     

    If all classes have a support build that is equal in terms of boon and heal output, it's kinda pointless even having different classes, since they would all be the same.

     

    No balancing is needed, player adaptation is needed to simply use the builds that work for particular encounters. That said, more build diversity is always better.

     

    There is already a LOT of diversity when it comes to support builds, the problem is not the builds, it's the players who refuse to accept them. Not just that, but (I assume you are talking about PvE) there are many encounters where condi removal is not required on a large scale, this means that while

    Engineer support is awesome in WvW where there are a lot of targets, one of its main strengths is condition removal and that is just not required in 99% of PvE encounters. Same goes for D/F Auramancer. Or Shout Warrior. Necro is also excellent in WvW but nobody uses it there either, Transfusion is one of the best support traits in the game, if not THE best. Necro as an off-healer is a hard carry in all content, Marshalls stats and it can do respectable damage at the same time.

     

    Not every class can be equal. Why not just play a different class?

  4. "The earliest records of horses show that they existed on **Cantha** during the reign of Emperor Kaineng Tah. According to Loremaster Ermenred, the emperor was renowned for his horseback riding but died under mysterious circumstances while hunting in 464 BE with reports claiming that his horse had gone wild and killed him"

     

    "In Cantha, one of the twelve main celestials is the Celestial Horse, revered during the Canthan New Year festivities."

     

    **Horses coming in Cantha confirmed.**

     

     

  5. > @"Gotejjeken.1267" said:

    > Was thinking one possibility we don't have at the moment is spirit ranger.

    >

    > Fix those and give us a scythe and I'm happy.

     

    That has been the suggestion I have been posting for a while now, I think Spirit Shaman type character that loses the corporeal pet and gains a spirit pet that does not attack or cast skills, instead the F1-F5 are spirit skills depending on the family of pet you choose. Then give it a hammer with AoE ground targetted skills that also change depending on what pet you have with you and I will be a happy man.

  6. > @"Hannelore.8153" said:

    > Pets could use a major reworking:

    > - Make the pet dodge with the Ranger.

    > - Change all skills and traits that benefit the Ranger to also benefit the pet, no "sometimes it works, sometimes it doesn't".

    > - Merged player and pet health pool, with cleave and AoE only able to hit one or the other, not both.

    > - Pets tamed only by families (canine, feline, etc.), with the skin completely separate, and all skins made possible to obtain.

    > - All melee pets can hit while moving, no rooting in place.

     

    Asked for all that, exactly, in September 2012.

  7. > @"Hannelore.8153" said:

    > Its a metaphor, it doesn't mean the dragons die, it means their time of power is over. That's what the trailer is all about.

    >

    > Presumably, https://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicGoesAway

     

    I agree its a metaphor, or a play on words, I also tend to think along the lines of

     

    https://tvtropes.org/pmwiki/pmwiki.php/Main/HereThereBeDragons

     

    Like, you sail past the area of the DSD and you come to the end of dragons.

     

    There is a whole globe to explore, this is not the end of the road, merely the end of dragons, like you drive to the end of the corn field, the corn hasn't ceased to exist but you are away from where it is.

  8. > @"Fueki.4753" said:

    > > @"Heimskarl Ashfiend.9582" said:

    > > END OF DRAGONS doesn't necessarily mean there are no dragons left, including elder dragons. End can be used in other ways. Like, to sail to the end of the earth.

    >

    > This part sound like you are trying to put a butt joke into the name of the expansion.

    This part sound like you are trying to put a butt joke into my comment.

     

     

  9. END OF DRAGONS doesn't necessarily mean there are no dragons left, including elder dragons. End can be used in other ways. Like, to sail to the end of the earth. Look at an old school map with "here be dragons" (Or in the Latin, Hic Sunt Dragones) on it, generally means an unexplored territory, an _area_. So if you were to sail to the other side of that area, it would be the end of dragons!

     

    Also, end can be used to mean "purpose" which is quite fitting imo.

  10. > @"Shiyo.3578" said:

    > > @"Heimskarl Ashfiend.9582" said:

    > > > @"Shiyo.3578" said:

    > > > > @"Heimskarl Ashfiend.9582" said:

    > > > > The Frost Legion Infusion.

    > > > >

    > > > > Ok, so yes some people will, and have, crafted it.

    > > > > But this is just totally out of reach to the vast majority of the player base. Now, I get why rarity is fine for drops like the Chak Infusion and I'm fine with that. But for a crafted item? [seriously, 25,000 shards, 10,250 ecto, 12,500 Thermocatalytic Reagents and 37,500 Sand?](https://wiki.guildwars2.com/index.php?title=Special:RunQuery/Base_ingredients_query&Base_ingredients%5Bitem%5D=Frost%20Legion%20Infusion&Base_ingredients%5Bid%5D=&Base_ingredients%5Bquantity%5D=1&_run)

    > > > >

    > > > > Now, if it's a material sink it still makes no sense to me. If it were 1/10th of the materials, then more than 10x the people would craft it at some point because it's within reach if you actually want it. But right now its over 5000g and that is only likely to go up.

    > > > >

    > > > > Can anyone explain the logic behind this?

    > > > >

    > > >

    > > > Strongly disagree. Deterministic rewards are fantastic and EXACTLY what people wanted. People did not like 0.00000000000000001% drop rate infusions - this is perfect design and ectos needed a a use since they were rapidly dropping. Hopefully they continue to add great mat sinks like this to the game.

    > >

    > > You can't disagree because I didn't present an opinion. I asked a question on why bother devoting their obviously limited resources to creating something that very few people will craft.

    > >

    > > If this is EXACTLY what people wanted, why only make it available to very few people? If it is supposed to be a material sink, why not make the requirements such that a lot of people can craft it, therefore use up more materials?

    > >

    > > A perfect design would make the infusion part of the story, a small collection and then a tiered infusion with an actual crafting recipe so literally everyone who wants to complete the story has to craft it. Start with a small number of ectos and jormag blood to make the first tier which is used as a disguise to complete some recon part of the story. Then you can add more ectos and materials to upgrade it to tier 2 for more effects, T3, T4 etc etc. So you can complete it at your leisure and decide to stop at whatever point you like without wasting all the materials you put into it.

    >

    > "MMO player bases are never happen" meme right here. They do something people want, and they still complain.

    > Is it an improvement? Yes

    > Is it perfect? No.

    > Can it be improved? Yes, your ideas improve it, maybe, but might lower the integrity of the prestige if its too easily accessible.

     

    People want player housing too, but if they implemented it so only the top 1000 players in the game will ever have it, would you call it an improvement? I mean, it _exists_ so sure, its an improvement...

     

    Just so you understand, I'm not complaining about the infusion being too hard to get because I don't use anything with auras. I find them obnoxious. But when I see them use it as an advertising point, then realise only a few people will ever make it, it seems like a giant waste of resources that could be better put to use doing something that at least 10% of players will get something out of. Again, I ask the same question I asked in the OP, what's the point?

     

    There is no such thing as prestige.

  11. The cycle _reborn_ I think refers to the minor dragons taking up the mantle of the elder dragons and maintaining the balance of the magics of the world, but they are not hostile to mortal races.

     

    With Albax being the legendary Saltspray Dragon of Good Fortune, I just hope he's at least an Exotic Luck merchant so I can use up the million luck I have hoarded lol

     

    > @"Ashantara.8731" said:

    > > @"BDave.9386" said:

    > > Maybe the restrictions are lifting? If VO recording is like music recording, you typically don't need more than one person in the room at a time anyway. Maybe two in the control room, [...]

    >

    > Yes, but those are closed indoor quarters, and if the air gets contaminated with a virus, you can infect others without being in the same room with them. They would have to air the room after each person's session as a virus can survive for quite some time in the air (unless it's open air).

     

    You can just give people the test before they come in to record.

     

    > @"jhern.6097" said:

    > pretty. i swear anet if rangers dont get a rifle or at least a pistol my blood pressure will momentarily spike with little to no consequence. youve been warned

     

    Ranger is not a gunpowder class.

     

    Hammer or Land spear only.

     

    > @"jhern.6097" said:

    > > @"Linken.6345" said:

    > > > @"jhern.6097" said:

    > > > pretty. i swear anet if rangers dont get a rifle or at least a pistol my blood pressure will momentarily spike with little to no consequence. youve been warned

    > >

    > > Rather have a melee weapon like mace or hammer on my ranger.

    >

    > but im hunting wabbits

     

    Warrior has a lovely rifle.

  12. After 8 years, many forum posts, millions of clicks and half a dozen replaced mice, thank you for finally adding this feature, my hands definitely suffer from all the forging I do and this is a monumental upgrade.

     

    Cheers!

     

    PS, personally, I'd have just put a "repeat recipe" button next to the accept button, but I'll take a 7 click reduction per forge at this point as massive.

  13. > @"Shiyo.3578" said:

    > > @"Heimskarl Ashfiend.9582" said:

    > > The Frost Legion Infusion.

    > >

    > > Ok, so yes some people will, and have, crafted it.

    > > But this is just totally out of reach to the vast majority of the player base. Now, I get why rarity is fine for drops like the Chak Infusion and I'm fine with that. But for a crafted item? [seriously, 25,000 shards, 10,250 ecto, 12,500 Thermocatalytic Reagents and 37,500 Sand?](https://wiki.guildwars2.com/index.php?title=Special:RunQuery/Base_ingredients_query&Base_ingredients%5Bitem%5D=Frost%20Legion%20Infusion&Base_ingredients%5Bid%5D=&Base_ingredients%5Bquantity%5D=1&_run)

    > >

    > > Now, if it's a material sink it still makes no sense to me. If it were 1/10th of the materials, then more than 10x the people would craft it at some point because it's within reach if you actually want it. But right now its over 5000g and that is only likely to go up.

    > >

    > > Can anyone explain the logic behind this?

    > >

    >

    > Strongly disagree. Deterministic rewards are fantastic and EXACTLY what people wanted. People did not like 0.00000000000000001% drop rate infusions - this is perfect design and ectos needed a a use since they were rapidly dropping. Hopefully they continue to add great mat sinks like this to the game.

     

    You can't disagree because I didn't present an opinion. I asked a question on why bother devoting their obviously limited resources to creating something that very few people will craft.

     

    If this is EXACTLY what people wanted, why only make it available to very few people? If it is supposed to be a material sink, why not make the requirements such that a lot of people can craft it, therefore use up more materials?

     

    A perfect design would make the infusion part of the story, a small collection and then a tiered infusion with an actual crafting recipe so literally everyone who wants to complete the story has to craft it. Start with a small number of ectos and jormag blood to make the first tier which is used as a disguise to complete some recon part of the story. Then you can add more ectos and materials to upgrade it to tier 2 for more effects, T3, T4 etc etc. So you can complete it at your leisure and decide to stop at whatever point you like without wasting all the materials you put into it.

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