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Taril.8619

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Posts posted by Taril.8619

  1. @draxynnic.3719 said:Rifle and pistol/pistol are what I generally refer to as 'skirmishing' sets. They have cooldown skills that reward being in close, but they also have skills oriented towards opening a gap again, and their autoattack is intended for standoff use. The intended playstyle is one that involves closing in for a burst and then backing off to a standoff position again, rather than full melee.

    Except that their actual playstyle is one where it's optimal to stay in melee, because they don't have gap closers to get back into range to use their melee skills optimally.

    @draxynnic.3719 said:Elixir gun, for all that you claim it's support it's not, actually look at the coefficients

    I have and they're terrible and outperformed by Pistol (Which still sucks compared to actual damage weapons/kits like Grenade Kit).

    Fragmentation Shot - 0.4 coefficient and 6 second bleedTranquilizer Round - 0.4 coefficient and 4 second bleed

    The only advantage Tranq has is that Frag Shot is 0.266 coefficient in PvP/WvW

    Poison Dart Volley - 2.0 coefficient and 5x 9 poison stacksGlob Shot - 0.75 coefficient (Can bounce up to 3 times)

    Again, the only advantage here is PDV has a 1.0 coefficient in PvP/WvW

    Static Shot - 0.4 coefficient and 3x confusion for 5 secondsFumigate - 0.4 coefficient and 5x poison for 2 seconds

    Blowtorch - 0.33-1.0 coefficient and 4x burning for 3-6 secondsAcid Bomb - 0.85 coefficient

    The advantage of Acid Bomb is dealing continuous damage if targets stay within its radius, but that's not very likely in PvP/WvW (Especially since Blowtorch in PvP/WvW gets changed to 2x Burning for 6-12 seconds to reduce its burst)

    For "Hybrid" builds (AKA Condi builds) you're better off just swapping between Flamethrower and Grenade Kit than trying to use Elixir Gun or Pistol MH for damage and in PvP/WvW you might even want to skip out on even using Pistol OH and use either Shield for extra defence or Rifle for more damage (Since Blunderbuss deals up to 1.31 coefficient + 3x Bleed for 9 seconds and Leap Shot does 0.1 + 1.74 coefficient and 3x Vulnerability for 6s on each hit)

    @draxynnic.3719 said:Engineer, at the moment, does reasonably well at long range. Pistol/shield works fairly well at standoff poking... well, about as well as MH pistol works at anything these days. Rifle does decent damage just off Hip Shot and Overcharged Shot

    Simply auto attacking at range is not particularly good damage though, especially with Pistol and Rifle.

    Pistol having 0.4 coefficient and 6s bleed in PvE and 0.266 coefficient and 6s bleed in PvP/WvW which is terrible especially in a meta that favours burst damage.

    Rifle AA has a 0.65 coefficient in PvE and 0.44 coefficient in PvP/WvW while Overcharged Shot has a 1.0 coefficient in PvE and 0.01 coefficient in PvP/WvW.

    Both are superceded by Grenade Kit AA which is 0.33 coefficient per grenade (Meaning up to 0.99 coefficient on its auto attack), to say nothing of its low cooldown Shrapnel Grenades (0.63 PvE and 0.567 PvP coefficients and 10s bleeding PER GRENADE) which dwarfs anything capable by Engie weapons.

    @draxynnic.3719 said:It's true that they don't have a sniper-type weapon for rapidly downing a single enemy at long range, but that's not a capability every profession is expected to have - like guardian and thief

    Every class has at least 1 weapon that can deal good ranged damage, aside from Engineer.

    Guardian has Scepter, which is one of its highest DPS weapons and is used in meta PvE builds.Thief has Pistol/Pistol which can push out some decent damage. Heck, even Shortbow isn't that bad (Albeit suffers from projectile speeds)

    Sure, they only have 900 range but Engie doesn't have ANY weapon that deals reasonable damage at range given the lackluster performance of MH Pistol and Grenade Kit really only works at range in PvE vs static targets.

  2. @"Konig Des Todes.2086" said:I hope they don't do this. Because this is literally what Zhaitan was preaching. Practically word for word of the risen's persuasions.

    Sovereign Eye of Zhaitan: I see in your heart that you have lost someone to Zhaitan. Someone named.... She/He is waiting for you now, beneath the dragon's wings...Sovereign Eye of Zhaitan: All the death around you. All those who have gone before you. Come to Zhaitan, and find everything you have lost. You can be with them again.

    In addition, it's also strikingly similar to the way that Joko had manipulated people with the promise of Awakening. Alongside the threat that is killing and reanimating "Champions" (For the former, we have LW4 Ep 3 part 3 with Tactical Triage, where Sabil is being manipulated to spread the Scarab Plague with promise of awakening his dead wife. For the latter we have LW4 Ep 1 part 6 with The First City, where Joko threatens to kill and awaken Taimi in order to bypass the inquest door)

    The exploitation of raising the dead has now been used by 2 separate antagonists (Zhaitan and Joko) and copy/pasting it for a third one would be lame.

    It would be more interesting for Jormag to rely on their own powers that have so far been fairly successful with the Sons of Svanir. With the promise of power granted to the living making them willing servants to further their influence, not to mention it playing on norn ideals - With the promise of power playing off their reverence of heroic actions and feats of strength, as well as mirroring the gifts granted by the Spirits of the Wild via the ability to shapeshift into a powerful animal form.

  3. @"Cyninja.2954" said:

    1. ascended versus exotic will make a difference, but not one which will matter. I'd estimate a full exotic versus full ascended setup will lack around another 2-3k dps

    Ascended vs Exotic can make massive differences.

    Since it can mean the difference betweeen Crit/Expertise cap and not which are massive effects on DPS. The entire gearing set ups found on optimized builds are based on hitting exactly 100% crit chance via precision and not a single point more which will be amplified by Ferocity. Literally Precision >>>>>> Ferocity when below crit cap for this reason. Similar thing for Expertise, as it's amplified by Condition Damage and is again tuned by optimized builds to get just enough for 100% duration and then not a point more.

    There's leeway for some builds that might not rely on Spotter when doing benchmarks that include Spotter, but otherwise Ascended gear does have a significant impact for stat caps. As well as higher base damage from increased weapon damage (Which will then be amplified by all percentage damage modifiers)

    Not to mention, the literal fact that no Ascended gear = No infusions.

  4. After Zhaitan's death, it does seem that other dragons have inherited death magic.

    Mordremoth was able to create mordrem from corpses, as noted with blighting pods and blisters.

    Primordus has created some Death Infused Destroyer minions as can be found in Ember Bay.

    That notable LW3 encounter with the Death and Plant infused Unstable Abomination.

    As well as the various cases of Branded corpses being reanimated.

    What seems to be a limiting factor is how much death magic was absorbed by the particular dragon (It's noted in LW3 that because of Jormag's distance from Zhaitan/Mordremoth it shows less signs of corrupted Icebrood compared to Primordus) as well as how their methods of corruption function (Since, Mordremoth relied on the Blighting Pods and Blight Blisters in order to affect corpses. While Kralk, who corrupted things by creating brandstorms had a much easier time converting corpses into brand creatures)

    As such, it would seem that Jormag might be able to raise the dead, but could be limited in doing so given that she didn't absorb much of the magic from Zhaitan/Mordremoth after their deaths and Aurene absorbed the brunt of what was released by Kralkatorrik (We have not really seen how much of Kralk's energies have been absorbed by the other Elder Dragons. But given the location of where he died, pretty much the opposite side of the world compared to Jormag, it stands to reason that little of his energies would have been absorbed by Jormag)

  5. @draxynnic.3719 said:

    @"juno.1840" said:Just make pistol and rifle better and problem solved.

    It'd certainly
    help,
    although I'm not sure rifle really needs it - rifle is reasonably effective.

    I think a melee weapon would still make a lot of sense, though. Core engi has always had the problem that you could often have all the ranged options you need out of kits, to the point where what you're using beneath it is somewhat redundant - something that maybe you pull out now and then to pop off a high-impact skill and then swap out of because your kits generally offer better spammable options. A melee weapon, on the other hand, would allow engineer to be played in a fashion where kits are the primary ranged weapon, but they can pull out the melee weapon as a suitable sidearm when pushed into melee.

    Thus far, ArenaNet has 'solved' the issue by making every elite spec weapon melee... but that's going to get tiring if elite spec weapons end up becoming a constant string of filling the same gap in the core weapons again and again. Toss a melee weapon on core - ideally a one-handed weapon so it can be combined with shield, but I'm not picky - and the problem can then be solved not just for core engineer, but all future elite specialisations at once, which can now be free to have ranged weapons without making it so that the elite spec can't have a melee option without having to spend a utility skill slot on the tool kit or the bomb kit.

    I'm not sure the archetype of "Melee Weapon" is the one that's missing from Engie though.

    Given that, Rifle is best utilized as a melee weapon due to the way Blunderbuss and Jump Shot gain maximum effectiveness from being up close (To get the highest scaling of damage/bleed on Blunderbuss and to hit with both the jump and landing of Jump Shot)

    Pistol is in a similar boat, namely due to Blowtorch being the main reason to run MH Pistol as a damage focused build (Support builds like Heal Scrapper will also use Pistol MH but for Shield usage rather than actually caring about Pistol MH at all)

    If anything, Engie as a whole lacks an actual ranged weapon. Even with kits there's no actual ranged weapons available for Engie, Grenade Kit is the closest but becomes inconsistent at range due to travel times. Every other kit has melee/short range (Bomb Kit is melee range, Tool Kit is melee range, Flamethrower is 425 range with a couple of 600 range skills) or is a purely supportive option (Elixir Gun and Mortar Kit don't really deal damage they're more about the effects of their skills such as the elixir benefits and combo fields)

    Though, this isn't that huge a problem, given that in PvP/WvW projectile hate reduces the effectivness of many ranged weapons anyway and in PvE stacking in melee is the optimal strat anyway for boons and to get the effect of the Firearms traits.

    Hence why I believe the most notable lack in Engie's weapons is the Power based 1 handed weapon to pair with Shield (Which could also arguably be paired with the lack of a true Power based offhand weapon though Burn is OP enough where Blowtorch is still somewhat decent in Power, especially with Might stacks). One could argue to simply buff Pistol to be good in Power builds, but such a option could easily break Condi builds in PvP by making the hybrid stat builds that are popular (I.e. Carrion) even more bursty.

  6. @Dadnir.5038 said:

    Insidious disruption
    work with fear and necromancer do have quite a good access to fear (especially in PvP/WvW thanks to corrupted stability).

    Yeah, but it still sucks. Especially when you consider Terror which is essentially the same thing but way, way, way better.

    Good grief, they do not compete against each other so you can benefit from both in a terror build. I believe it's an "ok" option for some builds given that fear make your foes run and torment have increased damage on moving foes.

    And I still think it sucks. 3 seconds of 1 stack of torment is not particularly good.

    Even in PvP if you're running a mass boon corrupt build so have more instances of Fear occuring to make it proc.

    Literally, you'd get far more mileage out of the boon transfer on shroud that IS competing with this trait (Before even accounting for the defensive benefits it provides) or even the chill on blind trait that this thread is talking about.

    When you're running a Terror build, you'll rarely even notice the damage it does compared to the main source of your damage which is the Terror trait itself.

  7. @Dadnir.5038 said:

    @"killfil.3472" said:kitten THAT TRAIT BASICALLY USELESS NOW AIN'T IT!?

    It's devalued significantly due to new Well of Darkness, yeah.

    But it isn't "Useless" as it can still provide some benefit in PvP by applying Chill with Dagger 4, Reaper Shroud 2 and when boon corrupting Fury.

    Especially compared to an actually useless trait like the one on the same tier, Insidious Disruption which is just lultier what with a paltry 3s Torment on CC with all of Necro's almost 0 hard CC skills...

    Insidious disruption
    work with fear and necromancer do have quite a good access to fear (especially in PvP/WvW thanks to corrupted stability).

    Yeah, but it still sucks. Especially when you consider Terror which is essentially the same thing but way, way, way better.

  8. @EdwinLi.1284 said:Sadly they dropped this chance when they introduced Elite Specs.

    If there is going to be a Main Hand weapon it is sadly going to be locked to a Elite Spec.

    It's most likely going to be locked to an Elite Spec, but it is possible that they could add in new core weapons if they felt like it.

    On Topic:

    Core Engie could definitely do with a new MH weapon. A notable role to fill would be a MH Power weapon that can be paired with Shield as right now only Holo can run a Power weapon with Shield every other build has to use Pistol which isn't very good even for Condi builds let alone Power (Really it's only purpose is to allow you to use Pistol offhand for Blowtorch the one actually good skill in a P/P set up)

    Mace is a popular suggestion for the choice. Given the way in which Tool Kit functions as a mace + shield combo. Not to mention various Mace skins that look like wrenches and tools and thus thematically are perfect for Engie and as yet unusable by them...

    Dagger/Axe/Scepter could work, but are less intrinsicly thematic though you could try and mess with them enough to make them fit (Still, Engineers seem practical folk. To which icepick grip on daggers is not at all a practical way to utilize them...)

    But you never know, maybe ANet could decide to make offhand weapons also usable in main hands allowing for MH Shield so that Engie could run Shield/Shield with Toolkit to triple wield shields and become a literal tank walking through a battlefield blowing stuff up B)

  9. @"killfil.3472" said:kitten THAT TRAIT BASICALLY USELESS NOW AIN'T IT!?

    It's devalued significantly due to new Well of Darkness, yeah.

    But it isn't "Useless" as it can still provide some benefit in PvP by applying Chill with Dagger 4, Reaper Shroud 2 and when boon corrupting Fury.

    Especially compared to an actually useless trait like the one on the same tier, Insidious Disruption which is just lultier what with a paltry 3s Torment on CC with all of Necro's almost 0 hard CC skills...

  10. Hundred Blades is so bad right now. What with being forced root, not even having evade frames like Blurred Frenzy or Pistol Whip and to top it off is barely even stronger than just auto attacking (It does like 9% more damage than just auto attacking if you land all the hits in PvP/WvW...)

    Like what even is the point of the skill...

  11. @Wolfb.7025 said:

    @Randulf.7614 said:I'm not sure a Sylvari or an Asura moprhing into a giant killer bear is a good....

    What am I saying...? Go for it!

    Sylvari can turn into a moss tree or plant monster while an asura can become a golem ? Idk it could probably work . Guild wars 1 we had norn racial skills. It could prob work for guild wars 2 if done right.

    Excuse me, Asura doesn't turn into a golem, they
    ride
    a golem.

    Tell that to Blish.

  12. After the first quest in PoF you get the Raptor mount.

    After getting the third level Mastery of the Raptor mount, Canyon Jumping, you can get the Skipper mount by going to Highjump Ranch and completing the Heart there and purchasing it for 50 trade contracts and 1 gold. It costs 6 mastery points to get all three masteries for the Raptor necessary for obtaining the Skipper.

    You can go to Skimmer Ranch in Elon Riverlands and do a Heart and then be able to purchase a Skimmer for 50 trade contracts and 4 gold.

    You can go to Djinn Enclave in Desolation and do a Heart to then be able to purchase a Jackal for 200 trade contracts and 20 gold. Note: If not using a Teleport to Friend to access the Djinn Enclave, you will need a Skimmer in order to ascend the staircase leading up to it as it has a stream of sand flowing down it.

    The Griffon is attainable after completing the main PoF story and completing a series of collections which includes several events and purchasing items totalling 250 gold.

    The Roller Beetle is attainable after the first mission in the Season 4 Living World story chapter 3 Long Live the Lich and requires completing a series of collections.

    The Skyscale is attainable after completing the Season 4 Living World story chapter 6 War Eternal and requires completing a series of collections spanning across all 6 chapters of Season 4 Living World.

    Upon attaining a mount, it is then usable by any character on your account irregardless of level or story progress.

  13. @Rukia.4802 said:You think tanks just stand still and taunt on cooldown, and healers just stand there and heal.

    Please show me where I said that.

    Since I can show you where I pointed out that Tanks use skills to mitigate damage and I can tell you that healers also do other things (Like DPS)

    Playing those roles is so much more than that it would be massive tl;dr but you're just a troll baiting so its not worth going into detail.

    If the "Tl;dr" version is you just describing mechanics that exist in the game, then yeah, it's not worth doing.

    All games have mechanics. Telling me about them doesn't magically make a games intrinsic combat system suddenly more interesting or engaging. Especially when it does end up just boiling down to "Sit there, spam taunt and playing simon says with defensive skills" for Tanks and "Sit there spamming AoE heals" for healers. With general mechanics like "Don't stand in the bad" and "Interrupt the bad attack"

    @Rukia.4802 said:No one has evolved out of trinity because it works great and nothing so far has been better outside of extremely casual content.

    No one has evolved out of this archaic design because it's easy to just copy/paste what's already been done rather than actually put in thought into designing something new.

    @Rukia.4802 said:Feel free to come up with a better solution and make an MMO with it ,or you could just reference old dead games with this so called superior design lol.

    Sure. You gonna loan me several million dollars to make an MMO?

    I guess not. So I'll have to sit out on the "Make my own MMO" like it's a thing that anyone can do in their spare time.

    As far as better solutions, I've come up with several actually. It's just, not the kind of thing that you can just put into an existing game though, it requires combat systems to be built around them.

    A brief overview would be stuff like;

    • Tanking is done by way of control. You don't "Taunt" enemies or fart out aggro. Enemies are smart and focus the high priority targets such as healers and squishy DPS and it's the Tanks job to STOP them from doing that, by doing things like crippling them, chaining them down or even using themselves to physically block the enemy from walking past them. No "Sit here and spam taunt" gameplay that's so prominent. No "Simon says" where boss goes "SMASH" and you press a defensive skill (Either a CD or Block/Evade)
    • Healing is done alongside supportive duties. You heal, provide defensive boosts, chain with damaging skills and bolster allies resources (Mana/Energy/etc). You have an active role to play that contributes to overall party damage in addition to making sure people stay standing. Much less "Spam AoE healing" with simple generic gameplay outside of that and more dynamism with a plethora of tools to use in multiple situations.
    • DPS is done with a focus on capitalizing on conditional effects and situations such as positional bonuses, certain control effects (I.e. If the tank has made a boss fall down to the ground, DPS can attack its face for bonus damage) and allied skill effects (Like GW2's Combo Fields, but with more focus on needing to actually take advantage, rather than getting passive benefits for spamming fields on bosses) with add control being also part of DPS's responsibility (Since Tanks would be pre-occupied making sure the boss itself doesn't turn everyone into a fine paste). No AFK rotations while moving out of red circles or need to design every encounter to have complex and unintuitive mechanics just to give DPS something to do other than press their rotations...

    But of course, this is just a rough outline. Going more in depth would be pointless since these systems are utterly meaningless in any already established video game that has already created a core combat system that follows the lazy and uninspired trend of classic Trinity mechanics.

    @Rukia.4802 said:Tell me why raids were designed around trinity in GW2, I could tell you why, but I'd rather read your hilarious answer.

    Because it's easier to do. That is literally why.

    They couldn't think of a good way to make difficult content work with a "Play how you like" style focus on gameplay, without it being to easy to trivialize. So they opted to shoehorn in a trinity to make bosses that can require some tactics to beat given the nature of how combat in the game functions.

  14. PoF/LS4 maps are horrendous right now.

    Most notably, Desert Highlands, Sandswept Isles and Thunderhead Peaks are the worst offenders.

    But all of them lag frequently... And have been doing so for months with no improvement at all...

    Makes it really not fun to play in PoF/LS4 maps when you have 6+ seconds lag after pressing a skill for it to actually function. Not to mention how fun it is to get a lag spike and then suddenly take 1000000 hits to the face instantly...

  15. @Rukia.4802 said:

    @vesica tempestas.1563 said:The alternative to trinity is established in games like eso or gw2 both of which have solid pve and pvp.

    Err... Wut?

    Firstly, ESO uses a trinity for its PvE. You have a Tank, Healer and DPS...

    Secondly, ESO having solid PvE? lul

    Thirdly, GW2 having solid PvP? lul

    @vesica tempestas.1563 said:Mmos need trinity - meat shield/jump out of red circles like a hole in the head, the world had moved on.

    The fact that GW2 has persevered over 7+ years without the holy trinity would seem to disagree with this point.

    Might want to re-read that particular quote. As it's saying that MMO's don't need trinity.

    (It does however talk about meat shields and moving out of bad circles... Which is literally GW2's Raiding...)

    Whats wrong with ESO pve?

    Tanking is one dimensional, where you are spamming your Taunt skill once per 15 seconds because that's how aggro works in that game (Oh and you can forget about the high level of skill customization that the game prides itself on, because you're stuck with Shield because it is one of 2 lines that actually provides a Taunt but then has better blocks that is required for hard content)

    Healing is one dimensional, where there's a lot of AoE heal spamming because that's all the game is set up for.

    The game is pretty good if you're a DPS since you have a lot of flexibility with how you can build.

    But in terms of being a Tank/Healer, it's as lame as many other MMO's. With the only upside being the blocking system is pretty cool and infinitely better than the typical "RNG chance to block incoming attacks passively" found in MMO's.

    P.s. One shots are not condusive to good gameplay, since they literally invalidate healers if they land.

    Nice just strawman everything and pretend mechanics don't exist..

    Mechanics exist in all MMO's.

    Tanking/Healing is still one dimensional.

    @Rukia.4802 said:You could literally pull the same strawman for GW2 and it would sound just as dumb. "ball up, ez lol"

    I literally could.

    GW2's end-game PvE is also terrible.

    But at least it's OW PvE is entertaining because everyone can play as a DPS with a plethora of builds that are usable, just like in ESO's OW PvE.

    In fact, I could say the same about most MMO's end game PvE, because most MMO's PvE is terrible especially for Tanks and Healers. I should know, I main Tanks and off-spec to Healer in MMO's.

    MMO's are still using outdated Trinity mechanics from 3 decades ago. No-one has yet actually bothered to evolve Tanking/Healing mechanics to be unique and actually meaningful. Instead it's all just Tanks play Simon Says with the boss, pressing [insert mitigation skill] when boss does [Telegraphed big attack] while Healers just spam AoE heals when anyone takes damage (If they're not one-shot because that's how "Difficult" content is designed. You do the thing or you get one shot.)

    It's why I still consider one of the best MMO's to date to be Anarchy Online since, outside of literally hardest raids in the game, the vast majority of content was very flexible in terms of the "Trinity" with lots of classes able to work as a tank or prevent the need for a tank and a lot of classes able to provide healing to sustain. This included their static dungeons as well as open world PvE and instanced PvE. This lead to a lot more fun because you were less concerned with specificly "Tank/Healer/DPS" trinities and more interested in what the classes that you had with you could do.

    Of course, the game is very dated now and Funcom is a terrible company but it's still a solid game in terms of having build variety and having ways to deal with group content. It also avoids the annoying thing where developers artificically gimp Tank/Healer DPS for reasons, so that even Enforcers/Soldiers/Medics can deal decent damage if built right (With Soldiers being highest DPS in the game if you manage to build them for it, though it's crazy expensive to do so)

  16. @"Teratus.2859" said:By those examples they already do restrict lootboxes because the vast majority of games that include them, especially the main games/companies that abuse them the most!Usually have an age restriction right on the cover of the game box.Gw2 itself has a 13 age rating, so technically nobody under 13 should be playing this game.

    Except, gambling has an 18 rating minimum (Some places it's higher).

    GW2's 12+ rating is not there because of the lootbox gambling, but because of "Bad Language", "Online Play" and "Violence"

    If lootboxes were actually treated as the gambling they are, all these games that feature them would be PEGI 18.

    @"Teratus.2859" said:The companies that do not abuse lootboxes are innocent in this case.Laws like this are only going to hurt companies who don't abuse lootboxes by denying them a reliable source of income purely on the fact that a handful of greedy companies do abuse them, in some cases severely.I can't justify that.. I would much rather see the companies that do abuse Lootboxes dragged through the legal system and sued to hell and back for their behaviour.That is how we should be dealing with this.. not collectively punishing all gaming companies for the actions of a handful of bad ones.

    ALL companies that use lootboxes are abusing them. They're abusing the fact that they are unregulated. They're abusing the fact that they entice people into spending more than they normally would.

    There is no instance of "Innocent" companies that are "Not abusing" lootboxes, because ALL of them are exploiting them to earn more money.

    If a company was truly innocent, they'd just sell everything as direct purchases. No RNG crap, no gambling, no exploitation of people just "Here's a thing we offer, this is how much it costs"

    @"Teratus.2859" said:As I said lootboxes are not a predatory practice.They are abused by bad predatory companies!Those companies are the ones that deserve all the blame and anger.. not the concept of lootboxes.As I said in my OP, we shouldn't blame the tool for the actions of bad people.

    Lootboxes ARE a predatory practice.

    That's literally why they are used. Since they earn more money than direct purchases via the exploitation of people, either through whales willingness to pay excessive amounts of money until they get the items they want, addicts need to gamble until they get the rewards they want or even normal people by enticing them with the "Potential" of getting a desirable item for cheap.

    Any company that uses paid for lootboxes, are a predatory company. Of course, there's a scale of evil, where some companies are worse about it than others (I.e. EA is horrendous for it especially in their FIFA titles which are PEGI 3 rated...) but literally any company that uses them is being predatory.

    The only way lootboxes are not predatory, is if the ONLY way to attain them is through gameplay. That cannot be bypassed with paying real money. However, there are few to no examples of this because companies jump on the chance to exploit their playerbases for some extra cash because $$$$ > integrity.

  17. @Rukia.4802 said:

    @vesica tempestas.1563 said:The alternative to trinity is established in games like eso or gw2 both of which have solid pve and pvp.

    Err... Wut?

    Firstly, ESO uses a trinity for its PvE. You have a Tank, Healer and DPS...

    Secondly, ESO having solid PvE? lul

    Thirdly, GW2 having solid PvP? lul

    @vesica tempestas.1563 said:Mmos need trinity - meat shield/jump out of red circles like a hole in the head, the world had moved on.

    The fact that GW2 has persevered over 7+ years without the holy trinity would seem to disagree with this point.

    Might want to re-read that particular quote. As it's saying that MMO's don't need trinity.

    (It does however talk about meat shields and moving out of bad circles... Which is literally GW2's Raiding...)

    Whats wrong with ESO pve?

    Tanking is one dimensional, where you are spamming your Taunt skill once per 15 seconds because that's how aggro works in that game (Oh and you can forget about the high level of skill customization that the game prides itself on, because you're stuck with Shield because it is one of 2 lines that actually provides a Taunt but then has better blocks that is required for hard content)

    Healing is one dimensional, where there's a lot of AoE heal spamming because that's all the game is set up for.

    The game is pretty good if you're a DPS since you have a lot of flexibility with how you can build.

    But in terms of being a Tank/Healer, it's as lame as many other MMO's. With the only upside being the blocking system is pretty cool and infinitely better than the typical "RNG chance to block incoming attacks passively" found in MMO's.

    P.s. One shots are not condusive to good gameplay, since they literally invalidate healers if they land.

  18. @hugo.4705 said:your choice to be addict or not

    That's literally not how addiction works.

    @Solanum.6983 said:RNG is fine in game, It doesn't class as gambling

    Technically, with the Gems to Gold system, a lot more in-game stuff can be considered gambling in GW2 as you have the ability to pay real money for RNG chances at things.

    Most notably, Gems > Gold > Exotics to throw into the Mystic Toilet for Precursor chances.

    @Teratus.2859 said:I'm against this law personally, I see it as an overstep of power and this is something world governments shouldn't have the right to do.

    Governments have the right to restrict gambling. Hence Gambling laws, age restrictions, taxes etc.

    Lootboxes that can be purchased with real money is literally gambling.

    Ergo, governments should have a right to restrict lootboxes in the same way that literally every other form of gambling is restricted.

    @Teratus.2859 said:When innocents are punished because of the crimes of others purely on the basis that they share traits..

    There are no innocents when there are in game lootboxes purchasable via real money.

    All companies that do this are equally to blame for utilizing this predatory practice that looks to exploit a serious addiction in order to line their pockets.

    Since that's the only reason to use this mechanic over just making items direct purchases, because you earn more money out of addicts and whales by using RNG lootboxes where the average price is increased due to RNG and hidden allowing more people to get suckered in to gambling with them.

    It doesn't matter the availability of lootboxes for "Free" in a game, it still comes down to they're trying to profit off the exploitation of others when they're available for real money alongside them.

  19. I'm not entirely sure what internal cooldowns you're referring to for Scourge.

    There's exactly 2 that exist within Scourge:

    • Demonic Lore which you don't play around because it's not worth delaying Torment application when you spam enough of it out to be able to proc the trait pretty much on CD anyway.
    • Dhuumfire which has an ICD of 1 second which is easily played around by just not spamming F skills which you shouldn't be anyway since otherwise you'll run out of LF and not be able to use Shroud on cooldown.

    I can agree that Condi Scourge can be clunky to play well, but in my experience most of that comes down to the mechanics of Sand Sage and Sadistic Searing. The former wanting you to always spam F1 on CD to get the Expertise (Since it's not so easy to get 100% condi uptime on Scourge due to utilizing 3 different conditions - Bleed, Torment and Burning so you don't get an easy 50% duration boost from runes like you do with Firebrand's just Burning or Revenant's mostly Torment and so can use Balthazar/Fire Legion/Baelfire or Torment runes respectievely)

    While Sadistic Searing wants you to place down a Sand Shade after using a Punishment skill (Which mostly suck too... But that chunk of burning from the trait makes them worth using).

    If Sand Sage wasn't tied to having 3 shades up and Sadistic Searing would also proc on the pulse damage from F1, then Condi Scourge would be a lot more fluid, allowing more freedom to use F1's to adjust to boss movement or just to proc things like Dhuumfire/Demonic Lore/Sadistic Searing without expending LF.

  20. For PvE, pretty much yeah.

    Only thing is you take Well of Darkness over Shadow Fiend these days and Signet of Vampirism over "Your Soul is Mine".

    For WvW, you'd run Axe/Focus + Staff with Marauder gear and your utilities would be Consume Conditions/Well of Darkness/Well of Corruption/Well of Suffering/Lich Form as well as the traits Relentless Pursuit in Reaper and Soul Marks in Soul Reaping.

    For PvP, you'd ditch Spite and take Blood Magic with the traits Ritual of Liife, Vampiric Presence and Unholy Martyr. You'd also run Axe/Focus + Staff as well as the Soul Marks trait in Soul ReapingFor utilities, you'd run Consume Conditions/Spectral Armor/Spectral Walk/Lich Form

    With the 3rd utility slot being a choice of Flesh Wurm for the mobility, Corrupt Boon for more boon removal or Spectral Grasp for some extra CC.

  21. @Kodama.6453 said:

    @"Dadnir.5038" said:
    Warrior:
    I'd like to see a "legionary" spec (closer to a support than anything) where bursts are replaced by "chants" flavored based on the Off-hand weapon (or 2 handed weapon equiped). A GW's paragon yet not a paragon.

    Guardian:
    I'd like to see a "paladin" spec, replacing virtues by banners.

    Revenant:
    There is quite a few thing I'd wanna see on this one, But i'd like it if it was either a "transform" spec. Honnestly I'd like a transform spec based on the norn's frog spirit with a twist of lore in which this spirit decided to turn itself toward hylek because it's despised by norn and the legend end up becoming a legendary hylek.

    Ranger:
    I want a "minion" spec, with minions as utilities. The special mechanism would give access to a few spec specific pets but remove access to the classic one.

    Thief:
    A "shadow caster" spec with "steal" having an effect close to mesmer's
    phase retreat
    and
    corruptions
    creating powerful "shadow spells" at the cost of being revealed. It'd come at the cost of the "stealth attack" on skill#1 but with a bunch of traits making you want to be
    revealed
    .

    Engineer:
    Like I said on the engineer subforum, either a sound base e-spec or a "cyberpunk junky" that use implants to emulate signets (with obviously some side effects to make things fun).

    Elementalist:
    I guess a "summoner" would be fitting and would make good use of the minions created via
    glyphs
    .

    Necromancer:
    A spec with a concept of main mechanic that use life force and blood to grow parasites withing the necromancer's body that can be released onto foes (a bit like having mantras instead of the shroud). This would cover the theme of parasites/insects (recurent in the necromancer), self ailment, minions and condition manipulation.

    Mesmer:
    I want a spec where the clones are attached to the master instead of the foe. Something based on self-ailment and condition transfer/conversion.

    Wanting to be revealed kinda contradicts the thematic of a shadow caster, doesn't it? Thief's shadow magic is tailored towards hiding yourself and others, thematically the polar opposite of being revealed.

    Thief does currently have traits that provide benefits from being Revealed though.

    Revealed Training in Deadly Arts providing 120 Power while Revealed.Hidden Killer in Critical Strikes providing 100% crit chance for 2 seconds after being revealed (Though this doesn't seem to rely upon the actual status effect "Revealed" and is more about just leaving stealth).Flickering Shadows in Shadow Arts providing 33% damage reduction while Revealed (Which would likely be OP as heck with the aforementioned E-Spec)

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