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Xelqypla.6817

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Posts posted by Xelqypla.6817

  1. On 4/8/2024 at 2:35 AM, anduriell.6280 said:

    At this point in the movie there is no need "to convince" anybody

     

    9 hours ago, Kazze.8405 said:

    I don't need to convince anyone

     

    4 hours ago, Assuk.2157 said:

    Kazze.845 don't have to convince anyone

    Ok, then don't.

  2. 13 minutes ago, draxynnic.3719 said:

    Quickscrapper requiring leap finishers to provide quickness is a relatively recent change, though, and pretty much everyone I've talked to who plays quickscrapper in raids hates it.

    I would consider this to be primarily a quickscrapper issue, though. Willbender and mirage have enough control that you'd have to really mess up to get in trouble. Daredevil is a bit more chaotic, but it only DPSes and thief has other options to switch to when it's a problem. Quickscrapper, however, was poorly thought out and should probably be redesigned.

    I have to say, though, that I do find it darkly amusing how many "I don't do raids/strikes, but..." players are openworldsplaining this thread. I could refute many of the arguments made here, but they can probably mostly be summed up as "yeah, the very fact that you made that argument shows your lack of experience." The OP might be sensationalising it and pushing more more extreme measures than are really warranted, but there is a real issue here. Pretty much everyone I know who quickscrappers instanced content is quite definitely doing it DESPITE the reliance on forced movement to do their job.

    Raidsplain to us how making some sort of change to ALL forced movement skills is a great idea because the way Scrapper provides quickness is not ideal in some instanced situations.

    If it's a Scrapper problem, then the solution should be contained within Scrapper.

    • Like 2
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  3. 3 hours ago, Sindust.7059 said:

    People have managed to live without modern amenities for millenia too. Does it mean you want to go back to taking a dump in the woods while you fight off wolves with a stick?

    Managing and being enjoyable are different things, and the current design is unnecessarily creating problems where there don't have to be any, because the solution is very easy.

    The current design works. The Devs were aware of movement skills prior to developing bosses. It's an expected part of those fights.

    The solution is for you to watch your positioning. There is no need for the game to change.

    • Like 3
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  4. 2 hours ago, Vayne.8563 said:

    This is factually wrong.  I don't get this entire tendency of people to generalize saying why people do what they do. You may like to talk about HoT more than play it. I've completed all four maps of HoT more than I've completed any other map in the game.  I think I've completed Verdant Brink on over 40 characters, and I wouldn't mind doing more.

    I'm an outlier as I don't like AB as much as the other zones, but they're all fantastic and I enjoy playing them.  And when I go to HoT, I see more people in the open world there, going around doing things than I do in say PoF.  Just my experience, but I wish people would stop generalizing about what people feel or want. Tell us what you like, sure. But if you're trying to speak for me, you're doing a pretty bad job.

     

    I see people saying they like HoT. I don't see people playing HoT. Players dropped like flies when HoT hit. Each expansion afterward had far less complex map navigation as well as easier enemies. I'm just calling it as I see it.

    1 hour ago, Bladestrom.6425 said:

    Its not 'Just' , The reason the HOT maps are wonderful in terms of  both the art and the complex layering, designing that was no mean feat I would guess.   Hot maps are interesting for those that love exploration and something other than a big flat map with a few valleys and caves. 

    Farming is not necessarily a reason to visit a map, especially with an  older with older Meta.  That doesn't make it a bad design, it just means players are consuming other more recent content, or for farmers, farming the most cost efficient map based on current currencies and demand.

    It IS 'just' for a rather large group of people.

    I'm not saying you can't enjoy it. I'm just saying there are plenty of us who just find it a pain.

    My farming is generally hopping around to various maps spread across expansions/living world depending on what I feel like doing. Less gold per hour, but far less burnout as well. There are plenty of reasons to revisit HoT, but I avoid it due to the complexity of navigating and the enemies. I highly doubt I am alone on any of this.

    You guys can praise HoT to the heavens, I won't stop you. Just pointing out the "1st -wonder of the game world" probably isn't a popular viewpoint.

    • Like 2
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  5. It's just complex navigation along with far more difficult encounters. I am pretty sure it's more popular to talk about than it is for people to play it.

    People enjoy the desert far more due to the less convoluted way to get around the map. Cantha has dramatic differences between the areas. SotO has the grand scale magical feeling. Each brings something interesting to the table.

    When I am farming or looking for something specific, HoT maps are usually my last choice.

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  6. Seems a bit odd.

    1. This seems like a far more convoluted way than to just make Expansions purchasable by gems. We already have a gold-gem conversion.

    2. Leaderboards are not anywhere near as popular as a few people make them out to be. Maybe some competition for the top 10%, but after that, no one cares. It's why you don't see them much.

    3. First area World Bosses were revamped and old players still do those. Rift Hunting is the current expansion "thing" which also hits core maps. Assuming you are correct, that players leave after the first map, I have no idea how it would help if they could suddenly play Heart of Thorns - that would be a ridiculous leap in difficulty.

    4. I've played a ton of PvP servers. They don't work. Despite what people claim, very few are interested in "fair" open world PvP. They just wish to dominate and will target the players who are clearly weaker than they are. This continuously drives the bottom level players out. When they leave, then the next weakest start leaving, so on and so forth until only a small population remains - usually the dominating guild. It's why you don't see these types of servers much anymore. Easiest to see this on Survival-craft PvP servers. V-Rising launches in a month, so you can watch the server deaths in real time.

    5. I think that would be a waste of resources. WvW gives you PvP benefits if you need to be carried. Structured gives you PvP benefits when you are good. 20v20 seems like it would be useful for the people who play MMORPGs and like PvP, but don't have the time to "get good" or to play WvW. Then again, the pool is so small, I think they'd simply quit while waiting in queue.

    • Like 6
  7. On 4/3/2024 at 6:20 AM, Kazze.8405 said:

    I don't know how to say this... I don't want to offend but in your video you are either fighting bots or they are very very noobs. What I mean is that I don't see you being "good", I'm not saying you're "bad" either but I don't see you in a position to fight people who know how to handle their character well and survive, which is what this post is about, the imbalance between ranger and the rest of classes and the need for survival check and bows. What you see in your video is like going to wvw and fighting soldiers at tower gates. 
    I'm being honest with you mostly because of the way you talk about those of us who use ranger, that the fault is ours because we are bad and say that ranger has a higher level. 
    If those you fight with were good at handling their character, you would be dead in 5 seconds and there is no argument for that, it is a reality. 

    I'm one of those who stay alone in wvw looking for fights and with my way of playing I kill 2 or 3 like in your video, very noobs. But someone comes along who knows how to handle his character well and we already have the complications, you can see the lack of resources to survive. 
    And to clarify, I have a character of almost every class in the game, and I have tested them to see different possibilities and compare, so I know what I'm talking about. 
     

    Zyreva opened himself up to critique by showing a combat video and has offered advice.

    You have just claimed Ranger is bad.

    It will be impossible for you to convince people at this point. It would be more beneficial for you to post your own combat videos so we can see what you see.

    • Like 1
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  8. 2 hours ago, Sansar.1302 said:

    Been playing Ranger from start and I never thought of it as a artcher. 

    Always been playing as close quarter character. 

    It seems some people believe that the name "ranger" comes from ranged weaponry, not land space or region.

    • Like 1
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  9. 4 hours ago, Gaiawolf.8261 said:

    Knowing you eventually have to buy an expansion to access advanced classes is not a rare concept in MMO gaming. New players will accept this. I'm not exactly an new player; a returning player, but I expected to shell out some green after going through core again if I decided to keep playing. I did the same as a new player for FF14 too.

    Even considering that, I would have jumped on board even faster if I knew I could play more of a cleric class with firebrand rather be locked into the paladin concept presented with guardians. I was heavy into priests from other games when I came back to gw2, but I don't generally like paladins. I wanted a priest/cleric and didn't think the game had one until someone told me about FB. Similarly, I would have jumped at being able to play a stealthy sniper instead of my old thief that I never bothered to level because I didn't like their lack of ranged weaponry. It was the main reason I didn't pick thief at launch. I wish I had known about the deadeye spec.

    Advertising elite specs can inform new players that there are other ways to manifest your desired character concept and other ways to play a profession that may match your style more. And if you think firebrand is anything like willbender or even core guardian, you play them much differently than I do. I absolutely advocate an intro to elite specs and how they change the base class in concept and mechanics before locking your character into a profession.

    I can understand the appeal, but that would be for players who are already familiar with the game. I'd even be more inclined to support it if the game was a standard WoW clone. But as it stands, players need to understand the mechanics of the game before they could make any sense of the changes Elites bring. Firebrand changing Virtues into Tomes, which are similar to Engineer Kits might as well be talking about Hephalumps and Woozles to a new player.

    After all, at level 2 you open up the second weaponskill.

  10. 1. New players have no frame of reference for "elite spec." New players don't have access to elite specs and "Pay monies" at the very beginning of the character creation is going to be very, very ugly. On top of this, elite specs... don't actually impact the profession as much as you think. A Specter Thief is not a Necromancer. It doesn't play like a Necromancer. It's still plays like a Thief, with Thief traits, utilities, weapons, stealth, and mobility. Sure, Specter may seem much different from Deadeye but... they are both very clearly "Thief".

    More faces/hair/whatever would be nice, but I don't think that is going to make or break many newbies.

    2. Intro is fine. They are playing a game in an easy newbie zone. Map and mini-map have icons they can move towards to discover what they are about. Each level already gives the player basic information like weapon swap, buffs, etc. Throwing everything at them when they log in and then... have them play for 80 levels where none of it matters will just have them forget it faster than they do now.

    No codex. It's 2024. Game Wiki's are common. YouTube is common. Game forums are common. I see no reason to spend so much developer time to not only create the codex, but to keep it updated when the Wiki exists. Not only does it exist, it doesn't need the Devs to keep it up to date every patch, since tons of players will do it for free.

  11. 2 hours ago, Baloo.1947 said:

    Why do you think it's not fun ? 

    In my opinion, it's not "fun" because of the lack of content (mostly one fractal once you've finished the map completion) so I don't bother learning nor stuffing properly my chars.

    So if they release, let's be crazy, an UW oriented expansion maybe people will start investing on builds/stuff and may find it fun in the end. And I agree, it's one helll of hail-marry dice roll x]

     

    People struggle with height.

    I like the underwater stuff, but people really struggle with that extra dimension.

    • Like 1
  12. 15 hours ago, Bunny.9834 said:

    Do they get removed in PvE ones? 
    I have the Mistlock Sanctuary and Armistice Bastion, which I can understand since WvW and Fractals do remove these buffs. 

     

    They work just fine in Thousand Seas.

    I don't keep the Arborstone Portal Scroll in a shared inventory slot, so I use the City Portal near the Thousand Seas waypoint to get there. Then it's just a short move to Echovald, where a zipline, 2 batteries, and both Protocols are at the entrance.

    Quite frankly, Thousand Seas is already a huge value with quick access to most locations aside from SotO, as well as Jade Bot Bench. Also an easy area to practice Griffon flight with the large height and zipline back to the top.

    I wouldn't refuse the Protocols though.

  13. 1 minute ago, Zacchary.6183 said:

    And yet you're on the old system again after putting your entire kit on CD. That 5 initiative will only get you so far and you'll still have to wait for initiative a/o CDs to use more unless you pop a utility. Just as intended.

    You still get punished for spam, but the consequences of it are not as severe. Again, my whole point of the idea is to create a buffer so you're not screwed out of your entire kit unless you willingly opt into it. So what, you get an extra heartseeker on top of your extra death blossom. It isn't like these single attacks are going to put a cosmic dent in your overall DPS considering thief is plagued with having damage stacked on auto and dual wield skills. Everything else is for utility.

    ... and that's where you miss the point.

    I am getting an extra evade and an extra stealth. But this is just talking about D/D.

    Maleficent Seven Rifle would get really interesting.

  14. Just now, Zacchary.6183 said:

    No, you actually don't understand and I doubt you read Yasai's entire post.

    Initiative is prioritized first and then cooldown. The initiative system hasn't changed. You run out of initiative first, then cooldowns apply. Should you have enough initiative to pay the initiative cost, regardless of cooldown, the skill will go off anyway. But then you must wait for whatever remaining cooldown is left or wait for initiative to regen to use it again. You will never have "ALL of your initiative" while anything is on cooldown unless you get it all back through traits and utilities. The "extra skill usage" is the singular cooldown buffer, and that is specifically meant to keep your other weaponskills from being locked out while you have no initiative. That is what they meant when they said "cooldown bypass".

    I understand now.

    It's STILL free skill usage. I'll just change my priorities to burn each cooldown while I am bottomed out of Initiative, starting with the lowest cost to the highest cost.

    You understand that the ONLY thing that changed was that I got things on cooldown a little later. I am 100% still going to get what I can on cooldown, especially if I can bounce back with initiative boosts from traits/skills.

    I'll 100% bottom out, D3 for the evade, D4 for a cripple, D5 for the Stealth. If I am rolling with "Shadow Rejuvenation" that's 3 initiative. Another 2 initiative if I am using Axe/D. Not hard to rebound.

  15. 12 hours ago, Zacchary.6183 said:

    I don't think any of you actually understand the concept, and that's the real problem here. It isn't a CD AND initiative requirement, its OR. You run out of initiative for any reason, you still have the other three weapon skills available. If you can fulfill the initiative cost while its still on CD, then you can use it. Explain to me how this is bad.

    No, I do understand it. Reread what I wrote.

    I understand you guys wish to dump all your initiative into damage.

    What your "great idea" would do is cause me to prioritize putting skills on Cooldown.

    Oversimplifying the D/D earlier, I would D5, Backstab, D4, D3, D2. That way my skills start their cooldown and I still have ALL my initiative. THAT is where "extra skill usage" is coming from. I would do that so the cooldowns would "cool off" while I use initiative normally. They all go back to being a initiative-free use while I play normally.

    This change gives YOU the ability to have an active defense while you burn your initiative for damage. What it gives ME is an initiative-free use of each skill every X number of seconds. It would make the +3 initiative from Trickery look like a joke.

    It's far from bad. It's ridiculously powerful. So powerful that Anet would definitely nerf Initiative into the ground to compensate.

  16. 14 minutes ago, Zacchary.6183 said:

    This was the exact idea I proposed a while ago. Never got any traction because people like to gatekeep, or they are allergic to anything that doesn't make thieves a free kill from the other side of the aisle.

    Never got any traction because it's a bad idea.

    Thief initiative cost and damage would get balanced around this. You aren't going to sneak extra skill usage past Anet.

    If you have trouble understanding why things would be rebalanced, then think of any other class getting 10 initiative on top of their Cooldowns.

  17. 2 hours ago, uberkingkong.8041 said:

    I feel like Palworld and GW2 are similar curious to see what others think.

    I feel like you should play more video games.

    If you enjoy Palworld, I would suggest looking into "Survival Crafting" Genre of games. Ark: Survival Evolved is similar. Nightingale is in early access, so that might be one to look into.

    • Like 12
  18. 33 minutes ago, Crimthan.9308 said:

    I'm not certain how this is slow death over time.  In WvW roaming:  I have died to both thieves (I still can't believe this) and necros within seconds from their conditions; even when I use several condition cleanses, smartly (realizing they put a crap one on you just so you blow your cleanse wad). 
    They just reapply it the moment I remove the condition(s) and I die on cleanse cooldown.  
    They don't even have to engage for long.  As long as the conditions can be applied over and over, all they have to do is wait for your cooldowns.
    All of this, even with a ton of direct damage pressure from me, stability, and good healing.

    This didn't happen years before.  I came back in the last 5 months and noticed this is a bigger problem than ever.

    I think one of two things are happening:

    1. It's not actually Condition build. It's a power build that applies some conditions.

    2. They toss some conditions on you to bait your cleanse, then burn their own cooldowns to reapply the conditions in bulk.

    After all, conditions need to be stacked to deal significant damage. Bleed, Burning, Poison, Confusion, and Torment at once is going to look dangerous, but if it's only 1 of each, it's not much of a threat.

    • Like 4
  19. 1 hour ago, Random dude.5089 said:

    even yesterday on neyos gate breaching only one guy used the turtle , rest were on fireballs , aint that telling you something ?

    Yeah, Expansion surrounding the usage of Skyscale will see more use of the Skyscale than a mount locked behind a different expansion with few grinds, some events, and a strike?

    • Like 3
  20. 7 minutes ago, Dadnir.5038 said:

    You know, I don't want phantasms, I just want the things to work like phantasms and get a bit of synergy with the necromancer's kit out of it. I don't even want a full spec, I'd be satisfied with a weapon skill set filled with such skills (I'm not going to expect the devs to suddenly release new e-specs any time soon but I do think they can still release a few weapon skillsets).

    Could do a pseudo spec with Hammer. Slow moving "projectiles" that look like random human/char/norn ghosts and have a chance to proc "on death" traits and items. Not true phantasms or clones, but can have a few in play depending on quickness and distance.

  21. I think people who are used to burning cooldowns in a rotation will dump initiative on opening combat, leaving themselves waiting for regen.

    Slow down. Keep some in the tank so you always have options.

    • Like 5
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