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Orpheal.8263

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Posts posted by Orpheal.8263

  1. > @"Erik Waananen.6089" said:

    > > @"Vova.2640" said:

    > > I wonder if by "double experience in[...] World vs. World" they actually mean 2x more Wexp from kills, flips etc.

    > > That would be a rather pleasant surprise.

    >

    > Hi everybody!

    >

    > Since it seems like there may be a bit of uncertainty on this, I just wanted to drop in real quick and clarify that when we say "double experience in World vs. World" for this event, we _do_ in fact mean double WXP.

    >

    > See you all on Friday!

     

    Nice, very awesome to see these weekly special weekend events return after 6 years...

    You could definetely have brought them back much earlier ...but better late than never.

     

    Can we see after this one also then in the future Weekend Bonus Effect Events for:

     

    * Double Karma Gain

    * Double PvP/WvW Reward Track Gains

    * Doubled Magic Find Rate

    * Double Rate of obtaining Rare Materials from Gathering

    * Double Crafting Exp and Double Rate for Critical Crafting Exp Boosts, or instead decreased Material Costs

    * Temporal no Time Gatings on Ascended Crafting Materials

    * Double Chance of obtaining named Items back from Zomorros

    * Double Chance to obtain Gold from killed enemies

    * Double Pips in WvW to earn faster the more valuable Reward Chests on the higher Tiers

    * Double PvP Rank Points to earn faster the PvP Ranks

    * Double Guild Recommendations so that for a short time making Guild Missions becomes more rewarding and reduced Scribe Costs/Guild Upgrade Costs, so that also smaller Guilds can catch up to the big ones that can gain Guild Levels due to their size much easier

    * Double Event Progression, so that Heart Quests are completed alot faster

    * Add Drop Rate for Black Lion Keys, so that people have in that weekend a good chance to obtain from loot some Keys (should be done like once every 3 months at least)

    * Double Fractal Relic Rewards/Infusions

    * Double Raid Rewards

    * Double Materials/ Increased Glob of Ectoplasm Chance from Salvaging

    * Double Chance of otaining Rare Materials from Salvaging

    * Double Map Currency Rewards

     

    Thats basically everything possible to do with this game so far, that can be converted over into Weekend Bonus Events, so you have a broad list of possible thigns y

     

    The year has 52/53 weeks / 19 possible events, meaning that each of these events could be done over a year at least 2 times, while a few could be done a few times more.

    14 to 15 of 19 of them could be done basically 3 times if made in an even out system a year.

     

    If we would want to have basically all events be done a year 4 times, we would need to have maximum 13 different of these Weekend Events, so some of those 19 possible thigns would need to get scratched from the list then, or merged into other examples, like those, that are kind of similar as liek the two about Salvaging for example.

    The oen for Fractals and Raids coudl get merged.

    The one for better map currency could get merged with the one that adds a drop chance for BLCs...

    The one for better Karma could get merged with the one for better Magic Find together.

     

    Thats already 4 saved up possibilities, two more and we'd be already at the least minimum of 13. Merge the two suggested crafting ones together, ...1 more, hmm

    merge the increased pips with the improval of wvw/pvp reward tracks togther, done ... 13 different weekend events that coudl be all done 4 times a years over 52 weekends :D.

  2. > @"SlippyCheeze.5483" said:

    > > @"Orpheal.8263" said:

    > > I'm pretty sure, its only a tiny oversight by Anet, but we all are running around since release of this game for 6 years now with these silly 20 Slot Starter Bags, without that we have a way in the game that is part of our Character Progression to improve the Starter Bag to a higher quality bag that fits to our characters experience level of being by now legendary heroes who have slain dragons to gods all over Tyria - and we still run around with a Starter Bag.

    >

    > Technical limitations mean that it would be an extremely costly effort with almost no player benefit to change the "starter" bag. The only thing that could reasonably be changed would be to adjust the name to, for example, "Backpack", or something. Would that satisfy you?

     

    What for technical limitations please ??

    Sure it would be a cheap way out, if we could just rename the Start Bag, but why just rename the item, if the item could become part of some bigger picture as a way of character progression behind a new and nice mastery ??

  3. ## Stolen Skills

     

    Following 3 Stolen Skills should the Thief and its Specs randomly receive under this Concept when stealing from Enemy Players in PvP and WvW:

     

    **Warrior**

    1) _Whirling Axe_ = Spin yourself around with Axes in your hands and deal Damage over time to all your surrounding direct nearby foes. You can move while spinning and compared to the Warrior Version has each hit here also a Chance to cause Bleedings of 50% If you steal from an Axe Warrior, he wil lbe forced to switch his Weapon Set.

    2) _Banner of Discipline_ = Steal a Banner of Discipline from the Warrior, which you can use then to buff you and your allies with increased Precision and Ferocity and aside of the Warriror Version, does this stolen Banner grant you and allies also Vigor inside of its effect range periodically every few seconds.

    3) _Tripple Shot_= Steal the Longbow of the Warrior and perform with it instead of just a Dual Shot a Tripple Shot againstt your Target, as replaced AA until you run out of stolen Arrows (12). So you can perform 4x Tripple Shot, then you return to your own Weapon. If you steal from a Longbow Warrior, he will be forced to switch his Weapon Set.

     

    **Guardian**

    1) _Head Cracker_ = Daze your hit foe with your stolen Mace. Causes unlike the original Skill of the Guardian also Confusion and if you steal from a mace guardian, it forces him to switch the Weapon Set.

    2) _Deflective Shield_ = Reflect back any incoming attack of your enemy with 150% of its original power back to your foe within its 2 seconds of Block Time. If you steal from a Shield Guardien, it will force him to switch his Weapon Set.

    3) _Blade of Purity_ = Leap to your your Target foe, causing AoE Damage at the Target Spot up to 5 Targets, while giving up to 1 of your Conditions per hit Target to your hit Targets. If you steal from a Greastword Guardian it will force him to switch his Weapon Set.

     

    **Revenant**

    1) _Mist Assault_ = Immitate the Revenants Skill of Unrelenting Assault agaisnt your Target Enemy with their stolen Swords. Forces sword using Revenentsto switch the Weapon Sets

    2) _Windmill Strike_ = Immitate the Revenants Skill of Surge of the Mists against your Target Enemy with their stolen Staves. Forces Staff using Revenants to switch the Weapon Sets

    3) _Shadow Rift_ = Immitate the Revenants Skill Temporal Rift agaisnt your Target Enemy with their stolen Axes. Forces Axe using Revenants to switch the Weapon Sets.

     

    **Engineer**

    1) _Gunk Grenade_ =Throw a stolen Gunk Grenade, causing at its ground target random conditions periodically.

    2) _Stolen Elixier C_ = Steal an Elixier C from the Engineer, which will convert all your Conditions into random Boons and additionally refills all your Initiative.

    3) _Stolen Flamethrower_ = Steal a Flamethrower from your Engineer Enemy. If this happens, while hes using a Flamethrower on you, his utility Skill will get deactivated and become unuseable, until you have used the Flamethrower and its fuel is over, or you throw it away to return to your own skills.

     

    **Ranger**

    1) _Healing Seed_ = Use a stolen healing Seed to create a periodical Healing Area, which grants Regeneration and Removes Conditions, while addtionally increasign inside of its Range for you your Healing Power and those of your Allies., unlike the original version of the Ranger.

    2) _Stalker's Strike_ = Use the stolen Dagger of the Ranger to strike your Target with it, causing poison and additionally unlike the original Torment to your foe, while evading incoming attacks. If you steal from a Dagger ranger, this will force him to switch his Weapno Set.

    3) _Bonfire_ = Use the stolen Torch of the Ranger to create a Bonfire to set surrounding foes on fire, causign Burning, while creatign a Fire field that can be used by you for Combo Effects like Area Might for example. If you steal from a Torch Ranger, this will force him to switch his Weapon Set

     

    **Thief**

    1) _Blinding Tuft_ = Use this Skill to gain some Stacks of Stealth, while blinding nearby foes. The amount of Stacks of Stealth receives a Bonus Stacks per blinded foe.

    2) _Dancing Daggers_ = Steal a pair of Dancing Daggers to throw, causing with them Cripple and Torment on hit foes they bounce to. Forces Dagger using Thieves to switch to their other Weapon Sets, if you steal from them while they use Daggers.

    3) _Bulletstorm_ = Steal some Pistols and unload them agaist your Target Enemy. If you steal from an Enemy Thief that uses Pistols, this will force him to switch his Weapon Sets.

     

    **Elementalist**

    1) _Stolen Frostbow_ = Steal a conjured Frostbow from your Elementalist Enemy with one charge to perform a Freeze Shot, which will immobilize your foe, until he breaks itself out of the ice prison by using AA until the ice breaks.

    2) _Stolen Lava Axe_ = Steal a conjured Lava Axe from your Elementalist Enemy with one charge to perform a Phoenix Tomahawk, which will damage and burn foes on its way to your target and back to you, where it will grant you Regeneration and Vigor then.

    3) _Stolen Rock Shield_ = Steal a conjured Rock Shield from your Elementalist Enemy, with one charge to perform Stoneflesh Aura, letting you mitigate the next incoming 3 hits, while causing with your next attack also Petrification to make your foe immobile for 1s.

     

    **Mesmer**

    1) _Orb of Plasma_ = Gain all Boons for some time.

    2) _Chaosbringer_ = Steal the Staff of the Mesmer, letting you perform Chaos Storms. If you steal from a Staff using Mesmer, this will force him to switch Weapon Sets.

    3) _Blurred Frenzy_ Steal the Sword of the Mesmer, letting you perform Blurred Frenzy to deal damage, while auto evading incoming attacks. Forces the Sword Mesmer to switch his Weapon Set.

     

    **Necromancer**

    1) _Skull of Death_ = Fear all nearby foes for up to 2 seconds. Your version causes additionally Torment in that time.

    2) _Vampiric Strikes_ = Steal the Dagger of the Necromancer, to gain Vampiric Strikes, an automatic Buff, which lets your next 3 attacks leech health from your foes you hit. Forces the Dagger Necromancer to switch his Weapon Set.

    3) _Mark of Soul Steal_ = Steal the Staff of the Necromancer, to perform a Mark of Soul Steal, forcing this way the Staff necromancer to switch his Weapon Set. Enemies that Enter the Mark of Soul Steal become stunned for 2 seconds and lose in that time all health regenerating effects from Boons, Skills and Traits, transferring them in that time to you instead.

  4. My Currrent Concept

     

    # Thief

    Weapons Thief should use baseline:

    * Daggers

    * Swords (Offhand now added)

    * Pistols

    * Rifle (DE merged into Core Thief, E-Spec replaced with **Longbow Rogue**)

    * Shortbow

    * Staff (Usable via Dervish Spec, reworked Daredevil)

     

    #### Thief Gameplay Mechanics

     

    * Initiative & Shadow Instinct

    * Stealth & Assaults (Renamed Stealth Attacks)

    * Dodge Styles & Increased Endurance

    * Shadow Steps & Shadow Doppelgangers

    * Stolen Skills/ Steal & Disarming/Suppressions

    * Boon Steal & Share

    * Trap Control/ Trapping

    * Evasion & Counterattacks

    * Venoms

    * Thief Tools

     

    This is basicallyl everything around the Thief and its Elite Specializations, which makes up together the **IDENTITY** of a Thief, when you just simply ask yourself, what do you expect from a Thief in a game like GW2, what should a trustworthy Thief be able to do - this little list would be my personal answer.

    This are the gameplay aspects, which I'm awaiting from a true thief, that it should be able to fulfill these things somehow - either via Skills, Traits or other gameplay mechanics that are part of the Class, like the F-Buttons. Why do I write this up now, because like I mentioned somewhere else, I'm at the opinion, that the Thief Class has lost it's identity over the time, since HoT.

     

    ## Initiative & Shadow Instinct

     

    Shadow instinct is a concept that I take over now from my Raider Concept to implement into the Core Thief and make it this way a baseline gameplay element to help balancing the overall Thief, and because its a cool mechanic that can help making Initiative in itself more intersting, if its bonded to another similar mechanic with that they both can be synergized with, if used inteligently together.

    Shadow Instinct in itself is an upgraded from of Assaults - Special Skills which can be used only in Stealth for some cost of Shadow Instinct, with the speciality that they don't make you reveal, for the cost that they reduce temporarely your maximum Initiative Pool.

    The maximum Initiative Pool of the Thief under this Concept will be set at 20. There are no Traits anymore, which raise the maximum Initiative, like Preparedness

    If you use a Shadow Instinct Skill that costs you 4 SI, then this will reduce temporarely after reveal your Initiative Pool also by 4. Simple Concept that is there to force the player not to spam too much Shadow Instinct Skills, but rather use them at tactical good moments where you need to be offensive, but also stay stealthed for a while, where getting revealed would mean otherwise your death, but using a Shadow Instinct would turn the battle rather to your favor most likely, before the enemy gets to see you.

     

    ## Stealth and Assaults

    Stealth will get reworked under this Concept. It won't be a Buff anymore, but works now instead as a Boon with Intensity Mechanic, where having more Stacks of Stealth means longer Durations and more intense Stealth, so that you need a certain amount of Stealth Stacks now to be completely invisible.

    But therefore are Stealth Durations now significantly longer, especially if you are builded for Concentration, which can now boost the efficiency of your Stealth Durations then. Assaults will get now then also affected by the amount of Stealth Stacks you have, as the amount of Stealth Stacks will influence now the efficiency of your Assault Skills, the former Stealth Attacks, which have been now remaed to a shorter and better fitting term of Assaults.

    This means, a Backstab Assault with now for example 15 Stacks of Stealth will be now more powerful, than a Backstab Assault with only 10 Stacks of Stealth, meaning now that positioning under stealth will become more important for Thieves, so that they try to perform their Assaults as quick as possible, so that they won't lose efficiency too much over time as their amount of Stealth Stacks sinks meanwhile. Direct Reveal Skills will get removed/ reworked. Boon Removal is now the natural Counterplay of Stealth.

     

    ## Dodge Styles and Increased Endurance

    As part of merging the Daredevil into the Core Thief gameplay will receive Core Thieves now baseline the increased Endurance bar of 3 Dodges instead of two, makign this way Thieves compared to all other Classes more unique in general, underlining this way more their superiority of mobility and evasiveness, which shouldnt be reliant on a single Elite Specialization, which has been used by anet to destroy the Agility Traitline of the Core Thief, just so that Daredevil received a reason for its existance to come close again to the kind of Mobility, which Thieves have had, before Anet introduced Daredevils.

    Dodge Styles will become now an integrated part of Thieves as well, making it possible for Thief Players to choose one out of now 5 different possible Dodge Styles to be used in Combat. Dodge Styles can be changed then while being outside of Combat.

    Thieves won't have unlike all other Classes no generic dodges anymore, each of their dodges will feel now different and part of the martial artistical playstyle of a Thief.

    F3 is now the Dodge Style Skill Slot.

     

    ## Shadow Steps and Shadow Doppelgangers

    As masters of Shadow Arts, I expect alot more from Thieves especially in this kind of category. Now that there exists an Ammo System.

    Instead of turning a Weapon of the Thief into a Shadow Step Tool should use the Thief Class Shadow Steps as part of their integral Gameplay that isn't ruled by just a single weapon, but should be part of the Thief Class, regardless of which Weapon you use, so that Thieves can have more build Diversity, without being crippled by their mobility due to being forced to use one specific weapon for it, if you want to have mobility.

    Thats why I agree here in this point with the concept of an other player, that Shadow Steeping needs to become one of the Thief's general Thief Tools, because high mobility is the most important key element of the whole Thief Class Design, this Class lives from Mobility, take its Mobility away and the Thief is literally nothing now but a free victim for all others, if they'd have no Stealth to flee safely.

    Shadow Steps will be turned into an Ammo Skill under F4, to allow the Thief to perform several Shadow Steps in a quick row, if needed, therefore it comes with no Blindness anymore and would have longer cooldowns, than it would take under Initiative to recharge, meaning it can't be spammed anymore, but will have longer range with now 1200 distance, instead of 900. and bigger ground target circles to reduce the chance, that you will get to see the error message of not being able to shadow step to that location, cause with bigger ground target is also the chance bigger, that the game iwll recognize a successful spot within that ground target to which yiou can be shadow stepped, than with smaller ground target circles.

    Shadow Dopppelgangers will be the offensive way of using this Thief Tool, by charging the Shadow Control Skill up.

    Tip and Release = Shadow Step Ground Target

    Press and Hold = Charge the Skill and and create a Shadow Doppelganger, which is a perfect Shadow Duplication of yourself, which has your Player Build, that will attack your Target that you are attackingas well with exactly the same Skills you are using. If it gets defeated, before its duration ends, then the original you will receive a portion of the Doppelgangers Health back as a Heal and some Conditions removed. Doppelganger Health is 85% of the Original. Duration is 30s. You can have only one of them at any time and they look exactly like you, so if you go into stealth, while they are visible - chances are good that they will draw attention away from you, so that you can surprise the foe from behind when being traited for receving Stealth Stacks on using Shadow Control.

     

    ## Stolen Skills/ Steal & Disarming/Suppressions

    Another Speciality of the Core Thief and its Elite Specs under this Concept, the Rogue.

    This point has nothign big, what needs to be changed. It are F1 and F2, where F1 stays as the Steal Mechanic, and F2 stays as the Stolen Skill-Skill Slot which shows your your result of having used Steal on an enemy. The only thign I'd change under my concept here is changing the list of the Stolen Skills, giving thives alot more of interesting and useful Stolen Skills, while giving each Class from which you steal multiple different Stolen Skills as chance to receive, so that you don't always from enemies of specific Classes always one and the same thing, like receving from Mesmers always only a Glob of Ectoplasm.

    Each Steal from Class X should end up in receiving 1 out of 3 possible things.

    Disarming and Suppressions on the other hand would be the unique Gameplay Mechanics of the Rogue Specialization with Stolen Skills being replaced with Disarms which cause Suppressions to foes. A Suppression is a Rogue unique Debuff, which directly decreases significantly the Attributes of an disarmed foe, making this way the Rogue an effective Debuffer on the battlefields which weaken their foes directly by reducing their Attributes. Like a Warrior can buff Attributes directly by usign Banners, Rogues would becoem the natural Counter to this then - giving the game finally counterplay to banners, which are for 6 years now buffs, which have no counterplay, cause yu can#t remove the banners from your foes, you can't take them for yourself, they are no environmental item you can sabotage to use their effects for yourself instead, so it is neccessary to have Rogues, which can disarm foes to weaken them directly and reduce their Attributes by this directly as a counter to Banners. Fearsome Thieves and Rogues, suppress their enemies by just their presence on the battlefields, thats the role of a Thief to weaken their enemies and to debuff them, so that your allied soldiers and rangers have an easier time of dealing significantly more damage to your foes. By this being said are Thieves basically Front Combat Supporters. This is why they are good at basically +1ing, but they need to become also again effective in dueling and taking out quickly and effectively single targets, thats also a thief's speciality as assassins, which is why stolen skilsl need to become better, they are a thief's key element of improvisation to outplay single enemies, to turn combats against single targets to your favor., which is why it is important, that Steal should provide multiple different Stolen Skill options per Class, so that this kind of improvisation becomes more impactful for thieves, instead of being permanently so one sided with always the same skilsl that you gain only, making this way thieves more predictable, than they should be.

     

    ## Boon Steal & Share

    This is something, which needs to get its focus set completely to the Rogue Specialization in regard of Boon Sharing, while the Thief should become signficantly better at Boon Stealing. Skills that remove so far only boons, should in fact steal those Boons from foes, so that the Thief profitates from them.

    The Rogue is specialized in sharing the Boonms, he steals, making this way the Rogue the clear boon based Thief Specialization, that is focused on Group Support, cause a Rogue alone is weak, a Rogue, who shares his stolen goods with its gang, is strong. They aren't like Thieves lone wolves which hunt and roam alone. Rogues get real strong from their steal and boon based teamwork with that Rogues become ideal partners for especially Raids and Squads in WvW.

     

    ## Trap Control & Trapping

    This is basically already part of the Core Thief, nothing great, nothing real new. But under my vsion of a thief, I expect from a Thief as masters of stealing things, that they are able to detect and remove traps. Traps are sadly liek banners a Gameplay Mechanic in Guild Wars 2, which have since 6 years no real counterplay, You can't do anythign agaisnt traps ion this game, except hoping for it that you don't run into them - which is really bad.

    When we can set traps, then it should be also able for experienced classes that can use traps, to be able to detect ands remove them - so this means not only the Thief, but especialyl also Rangers should be too able to detect and remove Traps, same as Dragonhunters. This shoudl be really no rocket science, that this needs to happen to be able to balance better this game as also to add a new element of group support into this game, which just needs to exist - the ability to control all the trapping in this game, by detecting and removing them for you allies, so that they don't run into them, before it is too late. Easily added to the Thief via Trait, or as part of their Skills.

     

    ## Evasion & Counterattacks

    Thieves have not very much ways to mitigate damage. This should get changed under my concept by increasing slightly their access to skills and traits, which enable them to have a bit more access to auto evasion effects to help them mitigate in a more fluid way incoming damage, instead of needing to blind foes for that and fuel this way the effect spam of conditions. As part of this should be added also a thief unique gameplay aspect, that is counterattacking foes if traited their auto evasions to become blocks instead which lead then to counterattacksg to turn your auto evansions this way into a more offensive form. Kind of what Darevevils have with that one Block Physical Skills, just more in fluid natural way performed by evading enemy attacks, cause thats what i await from an martial artistic acrobatic thief - to know how to parry attacks and use the enemy's motion energy agaisnt themself. Gentle Fist Combat so to say...

     

    ## Venoms

    Venoms would I completely rework, the way they work now are they too meaningless, to quickly over, to be really impactful for Condition Builds, unless used for some short Condition Bursts, they are useless the way they are now. Id change all Venoms to use the Ammo System, giving the thief on usage of a Venom Ampule which is basically now the Ammo a set amount of time, in which all of your attacks have a chance to cause a specific Condition, instead of only like 2-3 hits doing a Condition and then the effect of the Venom is already over with a certain duration in which you are able to deal those few hits, before the effect ends.

    This way are Venoms especially useful with builds, that are able to perform in short tiem many hits, giving you this way more chances to deal the specific condition to as many foes as you can hit in the duration time and not just only 1 single target. This way will be Venoms then alot more useful, especially when shared with allies.

     

    ## Thief Tools

    Thief Tools are basically the Core Thief's F5 Skill Slot, which would give them the option of using one out of 5 different classical Thief Tools, like for example a Grappling Hook, which will be the improved changed version basically of Scorpion Wire being now a generral gameplay mechanic of the Thief instead of being a Utility Skill.

    Or Throwing Weapons, like a Chakram or Shurikens, or a Thief Mantle which stealths you infintely as long you stay immobile. This is basicalyl there to give the Thief gameplay some more flavor, so that a Thief can do, what you expect from a Thief to do.

  5. > @"Applesauce.5271" said:

    > maybe if all condition clear skills/traits had 2 seconds of non stacking resistance it'd be a bit easier

     

    resistance shouldbt be a boon, it needs to be changed into an Attribute, which when you build for it, increases your immunity time to Conditions, meaning that whenever you cleanse a condition, you become immunue to the clenase conditinos for a certain amoutn of time and the Resistance Atttribute helps then increasign this amount of time, so that the removed conditions can#t be instantly reapplied to you again.

     

    This would instantly solve the whole condi spam problem and aoe spam problem all at once and would bring power damage again more in line and equality to condi builds, because if you can become finalyl for longer times immune to the removed and cleansed conditions, then is weak aoe spam damage not very helpful over much more powerful power damage attacks, so that condi spam will become more of tactical use and not the braindead easy number one method with that you just wipe out everythign in a matter of seconds, that doesnt run away from you instantly while beign still with more than enough range between you away so that you cant reach them with your ranged overpowered instant nukes with mass red circle galore spam that you can't even see anymore your own skill leffects from all the massive overlaying red circles that are by now more effectful and irritating, than anythign else in this game ....

     

    Can repeat only myyself, beest and most neccessary solution is to reduce finalyl the amount of the overall effect spam in this game DRASTICALLY by reducing the amount of boons and conditions to the least minimum needed amount that is neccessary - which is 8 on both sides, cause not every boon and not every condition is absolutely needed to have, some are under batter game design even totally obsolete, if they effects woudl juzst get reworrked into either skilsl, traits, or upgrade effects to focus them eventually more onto just only specific classes, because the access to most of all boons and conditions is way too broad in this game, than it is good for this games balancing.

    Some boons and conditions like for example Torment and Might have been used lately way too excessively.. everythign runs aroudn with 25 stacks of might way too easily and the scource ad a total torment machine, much worser than even the mesmers.. and they even have already really braindead easy lot of access to torment, if build for it ...plus together with even confusion ...

     

    But fixing the Boon and Condition Systems/Effect Spam problem alone are by now absolutely no solution anymore for this game. anet has so massively crashed this games balance by their 6 years of ignorance of all other combat system mechanics, that the game balance can eventualyl be fixede by now only, if they finalyl start looking upon all other elements, which have seend for 6 years no love at all from Anet, like

     

    - Readjusting and Rebalancing the Max Health System finally, which is totally outdated and in no way or form anymore fitting to the game state of GW2 now.

    This system was designed and balanced around the state of the game from GW2 at 2012, when there existed no elite specs, when there existed no Taunt, Tortment, Alacrity, Slow and Resistance, when there existed alot of Traits all not and the trait system workred completely different.

    Its finalyl time that the health system gets redesigned and rebalanced, that Vitality becomes much more impactful and doesnt increase per point the HP anymore by just only ridiculous 10 HP, but instead increases the maximum HP per point by +25 HP.

    That would make a big difference then and woudl help making defensive builds become more eual too all the overpowered DPS powercreep that the game received over the last 3 years after the implemention of HoT, while ANet did absolutely nothign at all to readjust the defensive gameplay aspects to all this offensive powercreep to keep them equal.

    That is in factthe reason, why CC spam was at HoT times so massively overpowered, because ANet did nothing on the defensive side to give us ways to protect us from all this massive CC spam they added via Hot, because it was neccessary to have all this CC spam for HoT PvE, where enemies receives Breakbars and were CCing became essential to beat the new bosses right in time...

    Where is the Breakbar System implemented for players that helps us gettign temporarely immune from gettign cced, so that we cant get cced to death, cause stability wont do this - it has been nerfed into total uselessness...

     

    If ANet would fix alone these three things - Condi/Boon System redesign/reduction, make resistance an Attribute and readjust7rebalance the Health System with making Vitality now signficantly more impactful for raising your Max Health, then the game woudl be alot more balanced and all this effect spwam especially in WvW would be nmo problem anymore, cause then wouldnt die people left and right of you within seconds anymore, but woudl be in fact able to react in situations and have actualyl healthy long battles that make in fact fun and aren#t already over and lost, before you were even able to do anythign at all !

  6. If you have like me basicall ydone everything in core tyria and like already over 20+ mastery points over the amount you need to have to max everything, its just natural to want to see some usage for this over exccess of so far useless points, that they receive some kind of use - and the best way to give these points some use is by giving the game a mastery, which improves the game through someres, that make inventory management better/more comfortable, but are NO MUST and with the Starter Bag getting improved with its amoutn of slots, similar like upgradign it via crafting, due to the point that we can turn 20 slot bags by now into 32 bags, I thinkl its not a great thing to have the upgraded backpacks, as the bag with the biggest space have as its final tier have 40 slots.

    Raising its amount of inventory space is also no player advantage over other players, which don't would learn this new mastery, cause not every player does need to have that much inventory space, others just simply run a bit more oftenly to the npc vendor and are totally fine with that and feell due o this not the need to have to learn such a kind of mastery, so its a total optional mastery for everyone and as long its optional for everyone, I see no reason why not to add such a kind of mastery that gives the game some helpful optional QoLs and gives people which want to spend their mastery points they earned also for mastery something that they can use them for.

     

    Ive atm 24 core tyria mastery points, which i would love to spend for somethign, thats in fact the reason why I made the thigns that learn me earn them, so that I can spent them on masteries, but the game sadly has yet not enough masteries to spent those earned points on.

    I can understand, that there should be more than enough mastery points to max basically everythign ,so that people don't feel being forced to make everything to max everything, but on the otherway shoudl there exist also just complete optional masteries like this Carryweight Mastery, that aren#t neccessary for everyone to have, but are exactly there for these kind of people like me, which don't want to have tons of excess MP which can't be spent on anything and feel due to this then like a waste of time and not like a "reward" at all that can be used to progress with your character, which in the end is the one and only reson for which mastery points have been added to the game - as part of an improved character prgression experience and not to just be collected and then being not able to use them on something, only because you have collected already way much more, than you need in fact to learn everything.

     

    I understand that this might be some kind of conflict between interests here, but thats the reason why for this are needed as solution new masteries, which feel beign completely optional like this one here, so that you can learn them, if you really want to have them, but them being by design absolutely no must haves.

  7. Id love to see a complete different and unpredictable map for once next, something like for example the **Tarnished Coast**, which is still an unexaplorable map part in GW2 and more of the **Magus Djungle** maybe with the story going about Palawa Joko maybe searching there for some old hidden ancient relics that he has heard from the Inquest exist there, that have somehow the powers to help him return quicker, cause that territory is Asuran territory, so its normal that the inquest maybe has wisdom about some powerful magical hidden artefacts that can be retriebed from these maps somewhere that could be helpful for palawa, if he gets them into his undead hands first

  8. I'm tryign now since several dayds to get this silly destroyer champion in the sandwept isles chamber event to kill, but he does not ever spawn at all...

    ive killed all other champions like already half a douzen times and more, but yet ive never seen Crematus ever spawn a single time.

     

    Have any other people made so far the same experience, or is this just simply very bad "luck" of mine ???

    I think this event should get changed from a random spawn system to a system of where like the first 5 people that enter thre room first are able to decide by choice, which one of those champion test subject clones should spawn....

     

    This way it would take out the silly RNG element of this achievement for killing all of them and players would have a way to positively influence the choice of which champion spawns towards the ones, they are personally missing, so that they can complete the achievement faster and not based on pure luck to be the at the right time when rngeesus is so merciful to let the one and only champion that you still need finally spawn ...

  9. The more stuff you can carry, so longer can you farm without needing to go to a vendor, simple reason as that.

    Howev,er I didn#t knew the Starter bag has become replaceable by any other normal bags, in this case also replaceable by those newer 32 slot bags.

    Hmm, at least a start (no pun intended)

     

    @ Danikat

     

    Yes, in regard of Auto Salvage the Playewr woudl be able to decide, like i described, which Salvage Tool the Game should be using for the automatic process.

    You#d be able to mark the item which should be auto salvage in future and the game asks you then, which Salvage tool should be used for the auto Salvage process.

    Do you say the Mechanic should use limited use tools, then the automatism will work automatically for you only as long you dont run out on Salvage Tools.

    Do you decide to use for the automatic process onme of the unendless Gemstore Salvage Tools,, then the auto salvaging process will run eternally, as long until you go back to your Mark List to deactivate there the entry of the Item that should be auto salvage.

     

    In regard of the Sell Protection via Invisible Bags, nobody stops you to still use invisible bags, even if you have learned the first Tier of the Carryweight mastery already, if you want to have the items that shouldnt be sellable at a specific place in your inventory. The Mastery should be only an alternative help for those people, which just want to have in general only some very specific few items to be protected, but which dont need to have them at a specific spot in their inventory, or dont want to use extra for this invisible bag. its just an alternative of the same feature, no must to use, if you rather prefer still usign the old method with invisible bags, then thats fine too.

     

    In regard of Automatical Depositing.. its also just an optional mechanic, that the game will do only for you, IF you marked first items for the game to do this process for you.

    if you don't need this feature, then you just don#t have to mark in your Inventory any items for Automatic Chesting. But I'm pretty sure, that there will be situations, in which people would find this little Qol helpful. Personally for example i nsitations, where you want to avoid having to go back in a town, if you have no bank access, to put soem stuff into your Babnk, then you'd just mark the item for Auto chestign and it owuld be put into your Chest simply, without that you have to leave the map for a town.

    Would this make bank access items obsolete? - Guess yes, but hey, Anet can easily replace them ten with something more useful and meaningful instead.

     

    Same for Auto Selling, yes it woudl make Gemstore Merchants useless, but thats just the nature of character progression, and gettign improvements of QoL when old mechanics get enhances, changes are big, that older mechanics will become obsolete and once old mechanics get obsolete and ripe to be removed from the game, then its just normal for gemstores, that old stuff that has no use anymore, gets just replaced with new items that will take in the spots of the old removed items that have lost their reason of existance due to new improved better mechanics havign found its way into the game that are superior compared to the old methods.

    But QoL and Player Comfort would receive great benefits, Inventory Management would becoem much lesser of a hassle and in the end the game woudl make more fun, having to click on these process alot lesser and thats the whole point in the ed of QoL improvements - to make game mechanics that are unfun and uncomfortamble more fun, quicker and more comfortable - even if this means that old mechanics become through these kind of improvements obsolete.

     

    However, due to it beign all based on a mastery, it stays fact that it will be every persons own choice to train the line, or just to ignore it, if you are on the opinion ,that you'd like not having those QoL effects active, then its stands free to you to ignore the mastery and not learn it, unlike auto Lootign, which is somethign that can't be deactivated sadly anymore, once learned

     

  10. Gold Sink ??

    i haven't even said anything about the whole thing becoming a gold sink...

    Ive suggested making a Mastery which allows us to get some useful and helpful Inventory management features, while upgradign at the same time the Starter Bag to an fitting legendary backpack with 40 instead of 20 Slots ...

     

    Why would you want to keep a silly 20 slot bag item, if you could have a way to upgrade it to 40 slots and get some helful QoLs alogn the way too? i don't understand your reasonings for not liking, what woudl be a clear improvement over the current situation ....

     

    Could you please explain with more detail, why exactly you don't like the idea... or is it just some kind of RP thing here, who wants just to keep desperate beginner stuff for RP reasons? If that is the case, then you need to make sure only that you never complete this new Mastery then and you will keep this way forever your Starter Bag, if you like it sooooo much that you don#t want to have the character progression that you'd get without any gold sinks otherwise ....

  11. > @"alchemyst.2165" said:

    > I don't understand why people would want GS thief. It doesn't fit thematically at all. Just because one GS skin looks like a katana doesn't mean all greatswords would fit.

    >

    > The "Samurai" aesthetic is better fit for warrior who already has greatsword. The "Ninja" aesthetic is given through daredevil.

    >

    > Offhand sword, torch, or even longbow would fit better. None of this anime giant sword-wielding rogue nonsense.

     

    my words, my words, totally agree ;)

     

    PS: oh and if you want to see a GS thief concept that isnt an anime clone or unfitting wannabe samurai. go look upon my Raider Concept *shameful sidenote* ^^

    That concept shows the gs using thief more like a brutish thug/bandit with martial artistic swift gs moves to have an alternative over Shortbow/Main Hand Dagger Mobility while having an upgraded Initiative System for more fearsome stealth attacks, but in a strongly limitated way that affects your Initiative, so that it doesnt get brainlessly spammed.

  12. > @"Ashantara.8731" said:

    > I hope the next Elite Spec will be more like the Ritualist. A Revenant, after all, is someone who has returned from the Mists. There should be something creepy to it (in relation to spirits and ghosts) rather than evoking some lame legends.

     

    the only class that ever should receive a Ritualist Spec is the Necromancer - Ritualist as like Necrmancers are OCCULTISTS, they belong together, commanding ghosts or undeads is basically the same, just that ghosts are still souls that are bonded by emotion to this mortal world, until they can do what bonds them to the world to find their peace so that they can finally rest in the mists... thats also why the ritualist ghosts were all based on negative emotions, like pain, sorrow ect.

  13. > @"Laila Lightness.8742" said:

    > Sounds nice

     

    I know, and its so long overdue...

    Now that we can even craft 32 slot bag items to increase our inventory space that way even further, it becomes quite irritatign ,that we have still only 6 year old 20 slot starter bags and that there is no way in this game to make them better.

    If making them better could, like I propose be even be xombined with addign new inventory management Qol features that we need to reduce drasticalyl alot of obsolete clicks, then even better I think.

     

    This really must be some kind of oversight by anet for all these years, otherwise I can't explain myself how they made it possible for us to upgrade our normal 20 slot bags to now maximum 32 slot bags, but completely ignored the starter bag for all this time.

    When i begin to upgrade now even the 20 slot bags, it should be a normality to be to improve the starter bags as well too ...only with the difference, that for doing that is using a new mastery liek kind of the best way presented on a silver platter here now on how it could be possibly done ;)

  14. i want definetely first and foremore more different modes, and that ANet doesn#t abandon the first different mode they added, like they abandonded dungeons ..

    I mean Stronghold.. Stronghold has so much potential for improvements to to become more fun and different to Conquest/Deathmatch PvP.

    All it needs is some more new maps and more Mist Heroes...

     

    Aside of this, pvp needs more fun and interestign different game Modes... 6 years of permanent Conquest has become total boring, theres so much more you can do with PvP, than only conquest style of PvP:

     

    * Hunger Games - Since ive seen the tribute of panem Trilogy, I'm absolutely in love with this kind of pvP concept of team based last man standing pvp, cause in fact, I know absolutely no single mmorpg in this world, which offers this as game feature. it would be saomethign totally new and at the same tiem a nice homage to the trilogy movie Tributes of Panem to have a PvP Mode, where you have to fight in 2v2v2v2v2v2v2v2v2v2v2v2 , so twelve teams of 2 person teams agaisnt each other, until the last man or woman of a team standsnas the victor having battled it out in big maps full of environmental deadly traps and dangers.

     

    * Classical Duel Tournaments 1v1 in a Collosseum Style, fighting your opponents until death through finishing move like a true gladiator ^^

     

    * Guild Battlefields, small scaled WvW like Pvp where you do 10v10, 25v25, 50v50 or even 100v100 PvP battles (GvG) or for nostalgia 8v8 GW1 Style

     

    * King of the Hill - a different type of Conqust Style pvp, which is just focused on 1 spot - the hill , instead of having like 5 spots to conquest for points, making these battles in KOTH more focused on point

     

    * Codex Arena - Bring back GW1s Codex Arena, where you fight random peopel with random by the game given to you builds/classes where for fulfilling certain tasks in the battles grants you extra points.

     

    * Heroes Ascent - As a kind of Guild Wars based MOBA style pvp, where you dont play your character, but instead as one of many for that mode designed GW2 based Mist Heroes and play the pvp with their own Skills which are completely different from our own player Skills for a total new and different PvP experience this way.

    Didn't you want never to play maybe one day as Nika, or play a Shiro Tagachi battling their fights out in PvP style?? Heroes Ascent as a MOBA Pvp similar to games like Paragon, or Overwatch and Co, which have become quite very popular lately is defientely somethign that is missing in GW2 and would be somethign fresh and fun to have defientely as a different way of PvP which doesn't use our own characters...

     

    Just some ideas I think which woudl be great to have implemented for GW2's Pvp mode to expand this game mode and make finally usage of this games potential for the game mode of Pvp, then lettign it rot with havign permanentlsy always only Conquest and nothing else...which will only lead to PvP being played less and less over time by the players, once more and mroe people ged fed up by always having only Conquest to play there...

  15. use the new wvw enrichments, which can boost up your gainecWvW exp or WvW reward track progress.

     

    The ones for exp give +5% WExp per Enrichment

    The ones for reward track give +10% more reward track boost per enrichment.

     

    So if you have a full wvw specialized equipment you can gain through this now alot more WvW exp or reward track progression.

    Aside of this its naturally neccessary to play on an active server

     

    more you cant do...

     

    personally I found it always bad, that anet removed from the game the Rank Boosters players were able to buy via Badges of Honor.. which made badges of Honor so much more valuable as a WvW currency to use them to boost your wvw ranks up quicker and it gave also especially newbies a way to close up ranks quicker, so the removal of these items was kind of completely counterproductive ...

  16. Absolutely no..

    always these tries to get back dual professions ... GW1 this way ---->

     

    The game is already horribly balanced right now with only 1 Spec in usage.. two at the same time won't make it any better.

     

    This game first needs to get finalyl under control its whoel combat system to get back to a more balanced state, where the game and its players can handle the changes that ANet has doen to the game , so that all this 1 hit killing finally stops in this game . Combat is no fun anymore at all when you can get hit any second before a battle as even really begun left and right of you out of a sudden with like 1 hit killing blows from totall overpowered builds that blast you full within a second with nearly all conditions at the same time, lettign the situation end up in you being already dead, before you had even at all a slightest chance to REACT.

     

    Made yesterday again a bit WvW,m just to get quickly the daily, and what I experiences there in that tiem, was just simply said iregard of the current game balances absolutely DISGUSTING and in no way fun anymore, when you get bombed to death everywhere, whereever you go in battles full with douzen of scourges that spam you all full with the huge red circle aoes, that you see everywhere only red circles, but not anymore even the effecs of your own skills at all.

     

    This has become to incredibly ridiculous, that by now i feel just being happy the moment i can leave WvW as soon as possible again, than feeling rather having fun to stay there and actually help my server, just because the battles have become so awfully annoying and bad and are by no ways anymore the slightest same as much fun, as like how much fun WvW made 4 years ago within the last WvW tournament, where all this overpowered BS didn exist and the combat system wasn't so bloated full with aoE effect spam from CCs, boons and conditions with exaggerating big radiuses like that of the scourge.

  17. Something little, which kind of begins to annoy me more and more.

    I'm pretty sure, its only a tiny oversight by Anet, but we all are running around since release of this game for 6 years now with these silly 20 Slot Starter Bags, without that we have a way in the game that is part of our Character Progression to improve the Starter Bag to a higher quality bag that fits to our characters experience level of being by now legendary heroes who have slain dragons to gods all over Tyria - and we still run around with a Starter Bag.

     

    this should get changed and I propose the implementation of a new Core Tyria Mastery for this, which upgrades on every Mastery Rank our Starter Bag and adds to our Inventory System also this way some new features as a way to give the game at the same time also some QoL improvements this way.

     

    **Carryweight Mastery**

     

    ## Strong Muscles - 1 MP

    You have received over time of carrying the Starter Bag stronger Back Muscles, so that you can carry now more and heavier things around on your Back.

    This will upgrade your 20 Slot Starter Backpack into a 24 Slot Adventurer Backpack. Additionally unlocks this Mastery in your Inventory the Feature to mark Items to become "Unsellable", so that they won't get listed in Vendors as long they are marked by you as Unsellable. This way you don't need to use any invisible Bags then anymore extra just for this Feature.

     

    ## Strong Legs - 2MP

    You have received over tiem of carrying the Adventurer Bag stronger Leg Muscles, so that you can carry now more and heavy things around on your Back.

    This will upgrade your 24 Slot Adventurer Backpack into a 28 Slot Explorer Backpack. Additionally unlocks this Mastery the Feature, that you won't get slowed down anymore, should your Inventory become full and all Items you collect up while your Inventory is full will be automatically put into your Account Chest instead as long that is also not full.

     

    ## Merchants Management - 3MP

    You have become able to manage better your Inventory, so that you you carry now around more thigns on your Back due to your better inventory management.

    This will upgrade your 28 Slot Backpack into a 32 Slot Merchant Backpack. Additionally unlocks this Mastery the feature of Automatical Salvage, meaning that you can now setup in an Item List you can open up from your Inventory, which items that you have owned once at last, shoudl get automatically salvage the very moment you obtain them (again) and by which item they should get salvaged, so that you donät have to do all this manual clicking of salvagign these items from that moment on ever again, the game will do it now then automatically for you ,while you are looting items ..

     

    ## Heroic Presence - 4 MP

    You have become such an experienced Hero, that by now you have become able to carry via all that experience that you have made even more stuff on your back, knowing by now even better how to manage those items to make better usage of your space in your back...as a hero you get so many gifts from saved people, you must know by how to stuff these things all into yoiur bag... upgrading your 32 Slot Merchant Backpack inti a 36 Slot Hero Backpack. The Hero backpack unlocks additionally the Feature of adding to your Inventory System the ability of Automatical Chesting, allowing it for you to mark items, which should on receive be put automatically into your Account Chest, what will be doen then until the Chest is full.

     

    ## Magic of Eternal Space - 5 MP

    You have become a Legend with equipment full of magic and mysteries. One of those mysteries has been lifted. You have upgraded your heroic backpack with Magical Runes of Eternal Space, nobody knows, how on tyria you got your hands on them, but legends say ... and therefore you are a legend by now. This upgrades your 36 Slot Hero Backplack into the final 40 Slot Legendary Backpack. This last mastery also unlocks for your Inventory the final feature of allowign you to mark your items in your inventory for Automatical Selling, so that when you marked sn item for Automatical Selling while lootign stuff, these items will get instantly magically sold for you to a NPC vendor. This way will get for example trash loot instantly sold for you or unwanted upgrades instantly sold b you magicaly to a NPC vendor, so that you obtai nthe few coppers that this trash is worth and you have never anymroe the hassle of managing all this trash by your self, but the game does it from then on automaticalyl for you for all items that you have marked for Automatic Sell in your Inventory Management.

     

    Total MP needed for full mastery = 15 MP

     

    This would be a great QoL improvement and it would give as a little bit more ivnentory space as part of our character progression that comes via Masteries to upgrade this way our 6 year old starter bags finally into somemthing more appropriate by now.

    We can run aroudn by now with full legendary equipment, but have no legendary bagpacks fitting to this? This needs to get changed ;)

  18. hmm, yeah, congrats anyways.

    if you have such kind of battles constantly with your zergs, then i can understand it, sadly i have this kind of intense battles long time not seen anymore on my server xD

    And when there were some, they are mostly always lost lol beign on the taking side, than on the givign side, there is naturally then not much with farmign kills liek that ^^

     

    poF made anyways everythign only worser, sure, scourge is definetely now better at farming kills withh all this massive overpowered aoe spam that this spec provides, than staff guardians were, when their aa still had more range, but at 2014er times defineterly made playing WvW still 1000x more fun, than it does right now with this games terrible overall state of balance right now, that even if i could do the same, like show in those videos, just thinking of enduring this for a long time to just get this way to at least the 250k kills would annoy me to death xD

  19. > @"LucianDK.8615" said:

    > A total rework of the proffession is not realistically going to happen.

     

    Thats not the question of this thread, how realistical it is ;)

    For me has this bad designed class under its current design absolutely no future and it woudl be better in my honest opinion for the third soldier class, if Rev woudl get completely replaced with a new class with differente E-Specs, which are by design in line with all other classes that have free choice on healing, utility and elite skills, without all this legendary stance nonsense which makes eactly this at the moment not possible for this class, while all other classes can do that by design from begin on and Anet just failed with Rev in their rush to make this class hyper unique to give them the most basics that all classes have just for the sake of ensuring, that the class is unique and different in hope, this will raise HoT sales - very bad decision

     

    The rev is in its current state nothing half and nothing full with no real identity. This needs to get changed. Theres nothing the rev does, what other classes couldn't do too (and that eventually even better, if designed just right with their skills and traits in regard of class roles).

    At the moment are revs nothign else, but just boon bots still, which is also the only reason why they have spots in raids due to them giving essential perma boons while being in their near .

    A functionality, which I personally woudl rathe expect from a guardian, than the rev, cause the guardian should be more of that kind of boon group supporter, than the rev, cause hes in fact the defensive and supportive soldier class, not the revenant. So in this case the rev is even stealing identities of other classes, like the guardian, or in certain cases even the thief.

     

    Good designed classes don't have it neccessary to steal on the identities of other classes, they shine with their own unique identidy and gameplay that shares the basics, but still gives the player the experience and feeling of playing somethign different, which just doenst copy other classes, or takes them somethign away that woudl fit by design and theme better to other classes than them.

     

    However, basically I can agree with you what you said - "realistically" seen is this thread and those of that type for all other classes pointles,s nothign what we write down here will lead to any changes we wish for - ever.

  20. 16k..

     

    but oh yes, I forgot guardian staff and the whole stuff of tagging being enough to count as a "kill", even if you didnt kill the player in the end self, but somebody else for you, as logn you just tagged enough ...

     

    Am not playing guaridian, so I never had these kind of cheaps ways to accumulate quickly so miuch kills for just only "tagging"

    I play thief, i have actually to do somethign for my kills :-P. than to run around in circles with a zerg and tagg just everythign with staff that doesnt run away on 3 ^^ jk

    But that staff tagging got removed, so this can't it be alone I guess...

    Yeah, goood old times in the tournaments, when peopel actually did really defend their things until the bitter end eagerly, gold old times..

     

    how much id wish Anet would do again some WvW Tournaments like the last one 2014 ...

  21. > @"Sylosi.6503" said:

    > Forget the kills, I am more astounded by the playtime - 19,707 hours, that is over 9 hours a day, every day, since the start of the game. :o

     

    pretty sure, that not all of these hours sat someone in front of the pc.. but rather a bot, cause you know, people need to sleep, eat, have work eventualy..theres not much left over to stay **every single day since release in the game for over 9 hours!!**.

    Even if not playing every single day, it even means that therem ust be then naturaly some day where must have been played even for much longer, to close the gaps, if there were breaks in between eventually.

    So I think theres something fishy on this amount of playing hours, cause a normal human couldnt possibly do this with a "normal life", unless you have no job maybe.. but if you have no job, who has then the real money to get your food and to pay the electricity ect to play the game, unless theres somebody else doing that for you ....who has a job.

     

    Even when being a fulltime active WvW player I doubt that someone would have within 6 years in this game mode over 1 million kills, unless all your enemies in WvW were all the time non defensive brainless zombie players that let them kill themself free by you, or through some kind of high speed kill farm method like that OS farming to make collecting the kills fast enough to reach that amount of kills in that time.

     

    I have never os farmed, I played WvW very actively within the first two years when there were tournaments, from then on not so actively anymore, but still playing WvW every now and then when I finished pvE story stuff and I've only close at only like 16000 kills, far away from beign anyhow even close to max that silly kill achievement, which hasn't been reduced, only because some peopel reached the 250k kills via that os farm method before, and have much lesser playing hours, due to having to sleep, having to do work, having made 1 year break meanwhile also too due to having myself burnouted wintersday 2016, that I needed that break from the game.

     

    There simply can't be something normal about these numbers Ive the strong impression, just by normal human logic and math. Otherwise the Op shoudl explain, how this can be possible

  22. reduce the total amount of boons and conditions down to 8 on both sides and rebalance all skilsl and traits of all classes based on this change alone. Done - problem solved

     

    less effect spam on all sides, much easier to balance the rest of this games cobmat system with now much lesser condition and boon spam everywhere.

    Boon removal and Condition removal will be better balanced then again and able to keep up bette again with the effects getting reapplied, without that usign these skilsl feels to you as a player like wasting your time...

  23. The compete. runes of this game just need a toal rebalance finally. 90% of all runes in this game are just utter total trash and useless, because they don#t get consistently rebalanced and overworked, like anet does do it consistently in balance patches with skilsl and traits...

     

    Would Upgrades in this game and all the other ignored combat system elements receive only half as much attention as like skills and traits receive, then we would have by now already a definetely much better balanced game in overall.

    Especially for WvW and PvP, where it matters the most that all parts of the combat system need to get consistently looked at and not just always permanently skills and traits only, like as if all the rest of this game's combat system mechanics don't matter at all under Anets view, as it seems.

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