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Starshine.8739

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  1. I've seen changes in numbers and (as far as I remember) nerfs to the pistol. Hence my concern.I'm glad Mirage PvE did not get affected much then! Haven't had time to test it out yet :) These changes are only for pvp/wvw, list of changes relevant for PvE can be found in this post:https://en-forum.guildwars2.com/discussion/comment/1166673/#Comment_1166673
  2. No idea what your metrics are of potential dps per trailblazer scourge i'd still stay that very good ones could ditch out 15k at a very minimum, considering the check is at 85k, that makes it a mere 12,14k per person (not including the dps from supports, which would lower it even further even if it would be something as funny as 3k total). If you feel like that's unreal dps for scourge then idk what to say.
  3. Might aswell just do no split strat with gliding from right to left platform(takes 15 seconds, no clue how crucial they could be). P.S. Never considered splitting the group in this scenario to begin with.
  4. Tanking can be solved with food.Alacrity is covered.Half of the squad is indeed without quickness(oh well, just like they are in pug runs anyway, doesnt seem to be stopping anyone from killing largos) - You can also manipulate sub groups to make better use of the quickness that you have to your disposal.Banners are completely optional there anyway.Dps check stands at around 83-85k, pretty sure that 7 scourges(even if trailblazers) could somehow pull it off.
  5. I'm not disagreeing to disagree. You seem to miss the point of strike missions. They are designed to be group content in order to get people skilled enough to move onto the group content of raids. Each strike mission is meant to get harder in order to prep players for raids. The fact that some strike missions are soloable is pure luck and not by design. Adding 3 minutes to the enrage timer would hurt that function of strike missions. Yeah, in theory group content in mmo's is not designed to be soloed, and since there are people that actually do manage to find a ways to solo said content makes your design argument irrelevant, aside of that, something can be designed with one particular use-case in mind and people will anyway manage to find 100 other use cases for that thing. Soloing things in general is more of a way to challenge yourself rather than some standard of how things should be done(cuz it's just very few players that would manage to solo things 10 normal players are oftentimes struggling to complete). It's way less of an accomplishment to finish something with 9 other people than solo, by increasing the time limit you do not make it easier for normal groups since they really do not hit the enrage anyway, when they fail to kill it it's due to wipe not due to timer(goes to raid bosses too). And thus making it impossible to solo by putting an unreachable dps check is just stupid. This is for raid bosses and MAYBE future strikes. Players dont hit enrage timer as they are forced to play with low amount of healing in group and close to 0 self sustain. If you would increase the enrage timer that would open an option to add more healers and tankier builds while still be able to kill the boss. Enrage timers are not there to wipe "normal squad compositions", they are there to prevent cheesing. 2-3 healers are low amount of healers? You optimally would do 8 of them or what? You literally need 10 players doing 2.5k dps at average to take these bosses down, any decent player can cover 10k on his own. Please, consider bringing an argument that's actually serious, thanks :) P.S. Tankier builds like trailblazer scourge/fb/rene/ele/whatever would still manage to ditch out way more than enough dps per person to take these bosses down. I said for raid bosses and maybe future strike missions.. go do twin largos with 3 heals and and trailblazer scourges, let me know did you wipe to enrage or not ^^Sure, take 1 heal druid, 1 hfb , 1 heal rene and 7 trailblazer scourges, quite confident they'd make the dps check :)
  6. I'm not disagreeing to disagree. You seem to miss the point of strike missions. They are designed to be group content in order to get people skilled enough to move onto the group content of raids. Each strike mission is meant to get harder in order to prep players for raids. The fact that some strike missions are soloable is pure luck and not by design. Adding 3 minutes to the enrage timer would hurt that function of strike missions. Yeah, in theory group content in mmo's is not designed to be soloed, and since there are people that actually do manage to find a ways to solo said content makes your design argument irrelevant, aside of that, something can be designed with one particular use-case in mind and people will anyway manage to find 100 other use cases for that thing. Soloing things in general is more of a way to challenge yourself rather than some standard of how things should be done(cuz it's just very few players that would manage to solo things 10 normal players are oftentimes struggling to complete). It's way less of an accomplishment to finish something with 9 other people than solo, by increasing the time limit you do not make it easier for normal groups since they really do not hit the enrage anyway, when they fail to kill it it's due to wipe not due to timer(goes to raid bosses too). And thus making it impossible to solo by putting an unreachable dps check is just stupid. This is for raid bosses and MAYBE future strikes. Players dont hit enrage timer as they are forced to play with low amount of healing in group and close to 0 self sustain. If you would increase the enrage timer that would open an option to add more healers and tankier builds while still be able to kill the boss. Enrage timers are not there to wipe "normal squad compositions", they are there to prevent cheesing. 2-3 healers are low amount of healers? You optimally would do 8 of them or what? You literally need 10 players doing 2.5k dps at average to take these bosses down, any decent player can cover 10k on his own. Please, consider bringing an argument that's actually serious, thanks :) P.S. Tankier builds like trailblazer scourge/fb/rene/ele/whatever would still manage to ditch out way more than enough dps per person to take these bosses down. So if the timer is this generous to begin with, why does it need extending? You make no sense. You are literally arguing on the one hand that the timer is of no significance in a 10 player scenario, which this content is intended and designed for btw. Yet at the same time you want this timer extended? Please take a moment to consider who and what this content is designed for, then reevaluate which course of action makes the most sense to achieve those goals. Not what you WANT, but what makes sense from a design and implementation standpoint to achieve the contents GOALS. Because in the end, this might be the last instanced group content we see in this game. For some of us who actually enjoy group content, a lot is on the line. The way I see it right now for the new strikes, the enrage timer is lenient enough to not allow cheesing to a massive extent, but still strict enough to require some sort of group composition (except for the first strike which can be soloed). That is absolutely in line with what this content is designed for and I have explained this further up already once.Yeah, true, that renders the entire time limit useless since 10 man squads are anyway killing the boss way before it, might just get rid of it and replace it with raid enrage mechanic that will increase the boss dmg by anywhere from 200 to 500%, would be fair right? Would at the same time be punishing enough to players that struggle to get the dps check in 10 man(if they even exists) as it would open a window to the top 1% that are able to solo the thing and give them some fun out of the maybe last instanced content we will see. Anyway, would making it possible to solo be that big of a deal while all of these bosses are duoable as it stands?
  7. I'm not disagreeing to disagree. You seem to miss the point of strike missions. They are designed to be group content in order to get people skilled enough to move onto the group content of raids. Each strike mission is meant to get harder in order to prep players for raids. The fact that some strike missions are soloable is pure luck and not by design. Adding 3 minutes to the enrage timer would hurt that function of strike missions. Yeah, in theory group content in mmo's is not designed to be soloed, and since there are people that actually do manage to find a ways to solo said content makes your design argument irrelevant, aside of that, something can be designed with one particular use-case in mind and people will anyway manage to find 100 other use cases for that thing. Soloing things in general is more of a way to challenge yourself rather than some standard of how things should be done(cuz it's just very few players that would manage to solo things 10 normal players are oftentimes struggling to complete). It's way less of an accomplishment to finish something with 9 other people than solo, by increasing the time limit you do not make it easier for normal groups since they really do not hit the enrage anyway, when they fail to kill it it's due to wipe not due to timer(goes to raid bosses too). And thus making it impossible to solo by putting an unreachable dps check is just stupid. This is for raid bosses and MAYBE future strikes. Players dont hit enrage timer as they are forced to play with low amount of healing in group and close to 0 self sustain. If you would increase the enrage timer that would open an option to add more healers and tankier builds while still be able to kill the boss. Enrage timers are not there to wipe "normal squad compositions", they are there to prevent cheesing.2-3 healers are low amount of healers? You optimally would do 8 of them or what? You literally need 10 players doing 2.5k dps at average to take these bosses down, any decent player can cover 10k on his own. Please, consider bringing an argument that's actually serious, thanks :) P.S. Tankier builds like trailblazer scourge/fb/rene/ele/whatever would still manage to ditch out way more than enough dps per person to take these bosses down.
  8. I'm not disagreeing to disagree. You seem to miss the point of strike missions. They are designed to be group content in order to get people skilled enough to move onto the group content of raids. Each strike mission is meant to get harder in order to prep players for raids. The fact that some strike missions are soloable is pure luck and not by design. Adding 3 minutes to the enrage timer would hurt that function of strike missions. Yeah, in theory group content in mmo's is not designed to be soloed, and since there are people that actually do manage to find a ways to solo said content makes your design argument irrelevant, aside of that, something can be designed with one particular use-case in mind and people will anyway manage to find 100 other use cases for that thing. Soloing things in general is more of a way to challenge yourself rather than some standard of how things should be done(cuz it's just very few players that would manage to solo things 10 normal players are oftentimes struggling to complete). It's way less of an accomplishment to finish something with 9 other people than solo, by increasing the time limit you do not make it easier for normal groups since they really do not hit the enrage anyway, when they fail to kill it it's due to wipe not due to timer(goes to raid bosses too). And thus making it impossible to solo by putting an unreachable dps check is just stupid.
  9. See people disagree with the idea for the sake of disagreeing, 3~~ min added to enrage timer wouldn't hurt anyone, especially when you basically never even go past half of it in 10 man squads(regardless of skill level, really). For now these are duo-able for highly skilled players, they aren't really carrying the noobs by duo-ing it either so not really sure what's the issue in adding bit more time to make them possible to solo for the few players that are good enough to solo them. Who knows, maybe it would even encourage the people who just started with 10 man squads to try and lowman these and get better in process? This content can be perfectly suited for both sides of the stick, total newbies and the best players so really, I don't think there is a reason to put limitations on it. P.S. Dungeons, fractals and few raid encounters weren't meant to be soloed either, yet here we are :)
  10. People who claim that "oh my god 20 steps complex rotation" should first of all take a look at the rotation, huge part of them are literally weapon skills coming off cooldown, it's not that hard(cast dmg amplifiers, throw your burst, fill in the gap with filler skills until cooldowns are up), ele rota may be hard yeah but for the rest it usually takes around 1-2 hours of practicing on golem to do atleast 75-80% dps and believe me knowing your class dps rotation will not only benefit you folks in raids, it will benefit you even during a boss fight in story instance, silly things like queens gauntlet or everyone else at any meta in open world. And no, the game is not hard to be good at, it is hard to be at the top level but that's hard in ANY game. Oh, and to the one dude who's time is too valuable to prefill his muscle memory with some in game crap, can you enlighten us how come it's yet that low value that you are spending it on games instead of saving the world or smth?
  11. My assumption too. I’m thinking the ring isn’t having enough of an impact in getting players to do those wings as legendary armor does for the first five. Probably, but i'm pretty sure the difficulty has done a lot to decrease interest in PoF wings as well. Especially for wing 5, which also has the additional problem of being the first of PoF wings (even though there's no raid tier progression, and no logical reason to do wings in order, many players wil still do them that way, and once they hit something that blocks them, won't follow to next wings), and the one that starts the Coalescence collection. Though ring being one time purchase, and LD not being useful for anything else certainly doesn't help.In my opinion it doesn't have as much to do with lesser interest in PoF wings but in the fact that if you want to do W1-4 you are fine with like 50-100LI and so, which you are still able to get even by doing escort and gorse pre for a year. PoF wings however, if you missed going there and clearing them for first few weeks after release - good luck, people will be asking for 50-60KP which you cannot get because they are asking for 50-60KP ¯_(ツ)_/¯.
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