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Josiah.2967

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Everything posted by Josiah.2967

  1. You might want to check the Gem store. I remember seeing Jora's Cape.
  2. The current profession balance (or lack of) is causing a lot of issues.
  3. Anyone else worried that next Living Story episode will bring a new currency? Something like Cosmic Magic? It would be helpful if the developers just outright talked about their plans. Just tell us if this will get an update. That way we can get rid of this useless crap if it is not being updated. If they don't do this, I see old areas in this season being deserted relatively quickly.
  4. Why do you use Unbound Magic tools instead of Volatile Magic tools? It seems (sounded) like volatile magic is more profitable.
  5. Firebrand! If you enjoy the play-style, it is so far ahead it is the only thing I can recommend that meets your requirements.
  6. Forgot to beg for Skyscale skins.Starlight Skyscale, Primeval Skyscale, and Exo-Suite Skyscale. I will buy the Starlight and Primeval day 1.
  7. 1.) DX12 Ultimate or Vulkan support (We need to be able to use our CPU cores to improve performance)2.) Balanced DPS for end game content. (Each profession should have a spec in the same range)3.) Dungeon Finder (Que and port in) - Give buffs for each player outside of your party (Like WOW) -> First _ Randoms give achievement benefits4.) Fractal Finder - See Above (Option to select Difficulty)5.) Strike Finder6.) Raid Finder7.) Ability to unlock infusions to the wardrobe. That makes the item Bind on Account. Functions like normal before added to wardrobe.8.) Master Tome/Portal. New interfaces that doesn't take bag space. Having the item allows you to choose from the options in a new interface.Can't accidentally be deleted...9.) New Elite Specs10.) New Races. I would personally love to be a Skrit. :-)
  8. Please bring back the Choya and Unicorn finisher. Apparently we missed the one day in years they were brought back for the March sale and would like to buy them. Family emergency came first. We still are actively waiting for them. We would of bought them any other day, just bad timing.
  9. They would have to make it wardrobe related or a new infusion slot just for none stat items. Otherwise you lose out on whales like myself. Full of Agony + stat infusions. I like the idea though and would by effects.
  10. Please finish the Starlight collection. I would buy a Starsky (Starscale is already taken). I even have the outfit and backpack/glider.
  11. I miss these events. They are just rewarding enough to get us to experience content that is not part of a regular rotation. This keeps things fresh. I would love PoF, LS3. LS4, and HoTs week/weekend events as well.
  12. I appreciate this! All that person has been doing is belittling others (including myself) that are in non-casual guilds. He doesn't want necromancers to be competitive. If you participate in speed clears, carries, and more he will find a way to twist your words and call you toxic. If you try to help others or state facts, you somehow become the problem. I would love to see Necromancers included again in the main raid teams; however, to make fights quicker and easier (having the ability to skip mechanics), we are going to stack guardians (which are easy to learn) and mesmers with the necessary easy to play banner warrior that buffs others while providing incredible DPS all things considered. Beginner Necromancers (who apply for non-casual guilds) are now doing less DPS than beginner for other classes because the balance (spread) has become to great. Necromancers are not alone in this, they just get unfairly picked on for some reason. It almost feels like chauvinism.
  13. Do you. If you do not feel comfortable, wait. The game is about having fun first. The best way to enjoy the experience is to go at your own pace. From personal experience, as long as you are performing decent in your role, you should be ready for some of the easier raids encounters.There is no wrong way to raid, it is about finding a good group and having a good time. There is nothing wrong with min/maxers, speed clears, or casual groups. It is about finding a good fit for you. Each raid group is going to be different. I recommend trying more than one group when you are ready.
  14. That's not a problem ... they CHOOSE how they want to play. My guild also chooses ... and we run necros all the time ... successfully. Sounds like you just identified another choice you can make if you want to play how YOU want. See, all the things you are talking about ... it's related to players making choices. it's not a deficiency with the game. The ANSWER is choice that you have the ability to make and use to do what you want with other players that also do what they want. The irony of your request to fix something class related is exactly the attitude that perpetuates this class exclusivity among players. In otherwords, you are part of the problem that you want fixed. If you change your attitude and acknowledge the tools in the game that allow you to play how you want, your problem gets solved. TLDR: this isn't a problem with the game and it's solved by making choices that align with how you want to play. Nice personal attacks. A lot of "you" being used. I was just the observer, reporting what is actually happening in the game. I did not make any of those decisions, they were just announced by the guild leaders. This is a direct result from the unnecessary DPS gaps. Feel free to keep attacking me though.
  15. Why stop there. Give me a Skyscale so I can hover over people in my pixelated glory.
  16. This does not feel like a premium mount. Especially when we have things like:
  17. I raided on a few characters this weekend. This included some introductions to Raids/Strike missions, as well as gold carries. This week marked the point where another guild I know no longer trains Necromancers for raids. The imbalance has gotten so bad that multiple "Raiding Guilds" no longer justifying training Necromancers for their main raid teams. I wanted to restate/clarify some of my points that have been twisted over time. 1.) The 9-10K difference between fights is actually based on the raid boss encounter benchmarks. While we have a boss encounter that has a 12K difference, 9-10K seemed to be a common spread between raid bosses for the top performers. Even during training, the same professions at the top are the same professions that beginners are doing better with who are interested in raiding. One glaring issue is Guardian vs Necromancer. Guardian now has 5 raids specs that are viable. 2.) 10K difference applies to Golems. As you can imagine, there is a strong correlation between this benchmark to Strike Missions and Raid Bosses that allow you to stay grouped and on the boss most of the encounter. 3.) I keep encountering more guilds that simply aren't willing to train Necromancers for raids. It is considered a waste. The spread is so big, the decision is understandable. 4.) Some professions/specs are so overpowered that they allow you to bypass end game raid/strike mechanics. This makes fights much easier. It feels like you activated easy mode since it is both quicker and easier during the encounter.I am guessing this is an oversight and the top DPS specs need a heavy nerf. 5.) Healing needs to be equalized. The low end after the last few patches has caused a imbalance. Please fix this before we end up in the same place we are for DPS. 6.) It is now apparent that you can balance PVE vs PVP. I am asking that we take that one step further and balance Open World PVE vs End-game PVE (raids/fractals/strikes) vs PVP. This will allow you to adjust numbers without impacting the open world experience. 7.) The current imbalance results in justification for toxic behavior. a.) The top 5 DPS specs have now been on the top for years. It becomes understandable that they are extremely vocal against balancing end-game content. They have played and perhaps re-rolled for the advantage they have had for years. While the lower end needs a buff, the top needs a nerf if you do not want people to be able to bypass mechanics. b.) Without all professions being viable, you create an atmosphere where certain professions are shunned for certain types of game play. The longer this goes on, the longer it will take to revert this stigmatism. As someone that does raids and strike missions regularly, it would be nice if all professions had competitive specs. I would consider within 5% DPS to be viable. People should be able to play the theme/gameplay they enjoy while remaining competitive. If you are following the money, you know my friends and I are "cash cows" that care about the game.
  18. That would end up being a great thing. In the beginning we have the hardcore (me) and those hungry for new content. That would just make the even populations taper out slower. I still like the idea of better scaling. Then they wouldn't need to adjust. Just make the minimum like 4 or something.
  19. I would be happy if just the damage portion of lifesteal would crit. That patch really hurt.
  20. I love it how some people try to convince others by taking real valuable and significant values (like percentages) and turn them to insignificant absolute values (like seconds) in a terribly specific scenario.Let me do the same now, as an example:Let me substitute that 20% into a cut in your income: if you're working 10 minutes this might only contribute to mere cents (or even less) that you're losing out on ... Why would you get your "panties in a knot" on less than a few cents, really??? Even worse: in your team: if you're the only one getting that paycut, your team notices even LESS. Wow, what are you even worrying about, right? You see what I or actually you did there? First of all, you are describing a situation from a team perspective, while we're talking about single class (DPS) performance; not team/squad (DPS) performance. But the real elephant in the room is obviously you taking a specific absolute number (8 minutes) of which literally NO-ONE will exactly bound him/herself to in their lifetime. To get into somewhat more real potential time-loss scenarios (without getting tooooo complex): you have to multiply this number (8 minutes) with how many raids you do on your Necro, and well, let's just put Fractals in there as well, and while we're on it: Strikes, and maybe all other stuff where DPS is important, like dungeons, story instances, world bosses, etc. ... (oh wait, this game (or at least the PvE part of it) is one of the most heavily focused on DPS games, I've seen in a long time, so you might just type /age and you have your number right there :)). And when you then have some kind of estimated number of total time spent, you can divide this with your 8 minutes sample, and then multiply this with the time loss that you as a player contributed for, for you AND all other players (you conveniently left this out in your calculations, but that's ok, I'm here to remind you!), because they ALL could've done better. Because of your choice of class, you're taking away time from everyone, not just yourself. And then you have a more genuine depiction of the truth, instead of your: let's put this in a VERY specific vacuum scenario! Btw, you know what really helps in complex calculation like these! Percentages. Without really having to do complex estimated potential time-loss calculations, you could just look at a relative values and have a straight away feeling with it.I.e.: at least 20% less DPS than other classes, because you've chosen the wrong class is quite significant! Simple! K.I.S.S. :) Your entire first argument defies the very logic you lay out and is based on a logical fallacy called a false equivalency. You say I would be upset about losing the money, but your rhetorical 20% pay cut only has implicit merit because most people can't afford to lose 20% of their income based on numeric absolutes like the value of their wage and the fixed cost of housing groceries, and so on. That's not the case here; if I told you I could pay you $10 million per year to work 5 days a week or $8 million to work four days a week, I can almost guarantee you would take the latter option. Why? Because the consequences of losing an insignificant relative value - the abstract concept of value driven by numeric absolutes in how we live our lives - is lost when considering the positives of work/life balance. See, your money example only works because the value you attach to it is based on a preconceived fixed value INSTEAD of a percentage. In all reality, the percent is totally worthless. And reality is the basis of my argument, because nobody gives a kitten about percentages of anything. Those seconds lost are not significant at all in the real world, and you're conflating it based on fallacy of how the numbers are actually handled. Period. If you're playing an MMO and raiding, you're not panicking about a raid taking 20 more seconds because you absolutely NEED to not be playing for those subsequent seconds with negligible value. Further, such extensions in time, measured in the real world as overall time spent are not measured against other variables (you claim this as a loss of overall time) and are not spent continually at 100% content-completion for said math to matter. Time in the real world that we let ourselves play should be allocated to complete a raid based on its realistic low-ball-expectancy investment; you do not say "I have five minutes so I'll pray for a quick raid and if we don't complete it by then I'll log out midway through." No, instead you look at your remaining play time, make a judgment on if you can realistically complete the content by the time you actually have to log out, and go from there with no regard to its duration. If you only have 2 minutes left to play on a hard time cap, you don't go to a raid and log out early. It takes 10 raids to match that point to "save" that time, so for the "lost time" to actually matter, it carries some major assumptions:A.) You would have had the same, optimized group with no wasted time between raids, such as having no waiting periods at all between content. Realistically, this isn't happening;B.) Everyone else is max damage or the skill level is identical across all players pushing upper thresholds;C.) There is a hard time limit;D.) The nominal amount of successive raids is substantial enough to impact the chance of possibly doing another one under the optimal circumstances at the beginning of play time to impact others cumulatively. None of these criteria are realistic to all incur, especially the notion that there is no downtime; if you wait on average longer than 12 seconds to form a group in between raids, your entire argument of "lost time" is literally nullified, and the same goes in most realistic scenarios where the time cap isn't hard; 8 raids at 8 minutes translates to 96 extra seconds. And to make it matter assuming all of the above criteria ARE fulfilled, to do another raid with said "lost time" in numeric values (because this is the only benchmark that matters in terms of out-of-game time and rewards), would require four and a half times that consecutively to make a difference; meaning the actual time spent playing prior is 884.5 or nearly five hours of game time under IDEAL circumstances. Most players also have a bit of time for leeway when they stop and start, usually by a matter of some minutes (implicitly meaning a significant chunk of a raid in it of itself), so it's more a matter of "do I want to go a little later tonight?" versus "do I want to call it now?" And like your initial flawed logic I pointed out in the first argument pointing out the abstract value we assign to our time, is also philosophically my point about the very nature of playing in it of itself; you speak on the level of someone optimizing solely around quantitative values that are the result of raid completions, because your only innate defense is based on the number of completions for reducing time, like budgeting a paycheck to accrue a resource based on a numeric value (back to my point about it being the only thing that matters). But in reality, this has absolutely no bearing on anything quantifiable in the real world, and we should be deriving worth as perceived fun, an immeasurable concept that can't be quantified. The only reason any of the attitude towards optimization to anyone is for the act of playing itself and some compulsion to optimize, which is in itself unhealthy; you're basing your time spent managing raid completions akin to a financial optimization problem made by someone frantically trying to figure out how to pay the bills. That's not healthy behavior, and if people are playing enough successive raids to see substantial increases in numeric absolutes (I.E. doing enough "extra" raids to shave significant amounts of time for their far-reaching goals), there's serious concern for other real-life problems given the emphasis on expedition and minute value of in-game acquisitive goals. Not to mention it's strictly hypocritical to say that "wasting" another person's time in such insignificant "losses" (in quotes because of the aforementioned) is justified. You specify it impacts everyone else, but so does reworking classes or expecting other players' patterns to change based on some notion that all people must play according to a certain structure because of your perspective of needing that "saved time." The one constant through this - the one percent which actually holds weight - is whether or not people are having fun in the very act of playing their class, because 100% of the time spent playing is playing said class. If it completes the content without a significant cut in terms of the pragmatic absolutes per player (I.E., not in the matter of seconds relative to several minutes), That's the one and only thing which matters with such minutia. If the class is redesigned, and it's made less fun or less-well-designed, it impacts everyone in the PvP and WvW sections of the game 100% of the time as well as players who previously liked the existing design. ANet has already cited of all content, raids and "difficult group content" have the lowest active playerbase. Reworking a class without perfect implementation/ideas with an overwhelming amount of support for the sake of such minutia is literally the best way to negatively-impact the objective most number of players and play-hours from all mathematical perspectives. That's what I'm defending, and why demanding reworks is absolutely asinine, selfish, and is based on unrealistic expectations of play patterns and nothing more than some very oversimplified math. You talk about depictions of the truth but then put situations in vacuums in your own words. In the scientific and engineering worlds, we call that one thing: BS. Your designations don't follow pragmatism enough to actually work in the real world, to which we develop surrounding models and simulations to get a real picture, because such simplicity is not accurate. If you're going to try and math me out, I want the full explanation, because strictly speaking, from a pragmatic perspective, I think your argument is indefensible with real numbers and harms the bulk majority of players.This got toxic fast. Since we care about real numbers, why don't we balance end game content using benchmarks that can be measured during raid content. Time for balance.
  21. I would like a "party only" mentor option. Sometimes I want to help friends/guilds in my party without broadcasting my location to the whole map. During this time I want them to easily be able to find my location on the map, mini map, icon. I do not want people outside of my part to know my location. I feel bad for people that think I am going to lead a meta event, when I am just trying to help my guild do something. Until they balance the professions, this would be terrible for the game.
  22. Necromancers have a lot of fights that Guild Wars 2 Raids sites deem as Unsubstantial and Inefficient. If that was even remotely relevant to how the game is designed, you would have a point to make an argument with that. The fact is that people do raids all the time with necros ... and those raids succeed. So what is the compelling argument that for Anet to change how the game works? Nothing stops people from using necro and nothing prevents a team with succeeding with necros in that team. If you want optimal peformance, you have it by making different choices. People get carried all the time. Your claim here seems to be basically that everyone deals optimal possible dmg for their build and whenever you bring necro, he's automatically getting carried. That's plain wrong. As was said before: you don't need anywhere near top available dps to succeed (or even skip some of the mechanics with it), so saying that raids are imbalanced because some builds have the possibility to outperform other builds' dmg is wrong. It's not a competitive mode.And if necro chooses to go into shroud "because he's low hp" instead of relying on a healer then it's his own choice/problem/fault. In fights like Twin Largos, Necros do not have a DPS option to do even mediocre DPS. I am starting to question if you have participated in all the raiding content. Your shroud argument also has a problem. If a Necro is maximizing their DPS they are going to go in shroud regardless of what their health looks like. Those die for the same reason, or decide to intentionally lower their already lower DPS. I also stand by my statement that a moderately good player will do more DPS with the op specs than a Necromancer playing perfect is capable of. I see it all the time.
  23. Necromancers have a lot of fights that Guild Wars 2 Raids sites deem as Unsubstantial and Inefficient. If that was even remotely relevant to how the game is designed, you would have a point to make an argument with that. The fact is that people do raids all the time with necros ... and those raids succeed. So what is the compelling argument that for Anet to change how the game works? Nothing stops people from using necro and nothing prevents a team with succeeding with necros in that team. If you want optimal peformance, you have it by making different choices. People get carried all the time. OK ... and? If anything, to me that's a compelling reason for Anet to NOT change it. The fact that other professions specs are so OP that they can easily carry a Necro on these fights is a reason for Anet to not change anything? I guess we will just agree to disagree. Necro being so low and selfish just forces me to raid with Mesmer/Guardian. I can not bring a DPS Necro in good concussion even though it is the profession/theme I enjoy the most. Especially during our training raid, where we try to introduce new players and need to carry them while they learn to keep things enjoyable and moving forward. I will keep topping meters with my Mesmer/Guardian for serious raids. I have already adapted, but it should not be this way.
  24. Necromancers have a lot of fights that Guild Wars 2 Raids sites deem as Unsubstantial and Inefficient. If that was even remotely relevant to how the game is designed, you would have a point to make an argument with that. The fact is that people do raids all the time with necros ... and those raids succeed. So what is the compelling argument that for Anet to change how the game works? Nothing stops people from using necro and nothing prevents a team with succeeding with necros in that team. If you want optimal peformance, you have it by making different choices. People get carried all the time.
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