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Zoser.7245

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Everything posted by Zoser.7245

  1. It never worth use it for the Harbinger. I remember trying to get the attention on it a long time ago. Since the Harbinger was released. Sadly it seems that they never dedicated two neurons and time to code or rework it in a way that worth for the Harbinger. It has exceptions or conditional code for different specializations but for the harbinger as it does not exist. A grandmaster trait that only ticks a single ridiculous heal.... imagine. As i guess that it will continue like that, who knows if forever, it will be @Rubi Bayer.8493 nice if some dev can dedicate few minutes to update the tooltip of the "Transfusion" trait by adding the bold part: Transfusion: Bla bla bla.... ........ ............. Harbinger: "It s*cks. Don't waste your time with this trait" That will save a lot of testing time for new players and old ones hoping that it works now and "WORTH" and the developer will not have to worry about it anymore, as before and until today. Thank you very much. 🀞☺️
  2. Don't feel safe. They have already warned... What they've done is a general nerf to everything they thought passed the level they wanted. Above all, it has affected condition builds, but that is not going to save any power or condition that stands out from now on. It's time to let it all settle down and look at the new stats, anything that sticks out...any head that sticks out above the limit they've set will be cut off. Just like what happened today. They're just going to look at the statistics. and proceed. It doesn't matter if it's done in the right way or not. Or if the whole profession is gutted due to a single reason or specialization. No more void talks about reworks, better mechanics, etc. Easy going, easy life from now!!!!!! They have evolved, they have learned. 😝😁
  3. They already warned that there would be nerfs, so it is understandable that they do not advance anything. They know very well that there will be people angry, so why post anything? πŸ˜† Although sometimes I think why they bother. In short, when people don't like their numbers... they cheat and nothing happens. A while ago in fractals there was one in my group and he had no qualms about recognizing it. An "XD" was the single reaction in the group. If in competitive modes, cheaters run rampant, imagine in PvE. About the Patch Notes.... as usual: nerfs here, nerfs there.............. few irrelevant buffs or QoL no one is asking for and finally the most important: A lot of "GREAT WORDS" and promises of "FUTURE" big balances and "REWORKS". Player: Rework of the gyros... when? Anet: What are they? LoL skills? Player: πŸ₯΄ 😞 Although by watching the Mirage and how it ended................... Maybe it is better to forget that they promised a rework for the gyros as nothing good can be expected. Anyways, be ready fot the "great balance". ΒΊ\_^^_/* 😁
  4. All that hype and forgetting that it's Anet. πŸ€ͺ πŸ˜… They could decide to make it a "melee" weapon, near-mid range at most. Shotting around you (near you) something like the Mirage Mirrors and with some skills that let you detonate/blast them with the butt or something else. About all if they ask CMC to design that one. The poor version of the Catalyst. 🀣🀣 πŸ™„
  5. Radio-silence is the answer. So eat that sh*t. One of them want to play his GvG boonball and both visual heads at balance favour their mains personally and then do random things to others under the global idea of the moment while taking care they can beat them with no problem. Great!!! I wonder how much time they dedicate to this. The feeling is that they are working in a new project mainly and GW2 is something extra today. NCSoft is funding Arenanet for it. Time to go for a walk and do something healthy. I'm sure much healthier than staying to read the patch notes and getting really pi**ed off about the wonderful (crap) update they've made-released. At night I'll look at how many happy people are around here... πŸ˜†
  6. Well. My vote goes based on the population from my friends list that played the beta. And i detected that 1/3 of the regular players from my friends list never joined the beta. That is a 33% loss of regular players from my list. Around other 1/3 were always there, the hardcorde side mainly, they will play it even if the alliances is the most sh*t ever. They live there literally severals hours each day, so it doesn't matter how good or bad allliances are, they'll play anyways. So i was curious of the other more or less 33% that regularly plays from my friends, so i whispered them about it, etc ,etc. And part were curious but the majority were playing for the beta achievements. So my feeling is not good, and also that the achievements masked the real impact of the change. Let's see the next beta.... Hopefully i'm going to return to my server from now and enjoy playing with them and also getting my last leggy before the alliances hit again.
  7. There are other curious hacks. Few weeks ago, I discovered one i never saw before. I was at WvW and downed a player. It was a 1vs1 momment and instead of try to finish with F, i decided to go on my way and kill him from range with skills. For my surprise when i reacted, i was not hitting it while he was doing damage to me all time. As it was strange not doing it, i healed myself and tried to kill him with ground target skills and failed too. I can only explain it as he had something installed that made him untargetable as i was unable to target him and also each time i tried to ground targed a skill on him, my mouse changed its position to some random one near me when i was pointing on him lol. So both, the target hey and the mouse where failing. So he got time to call for help, etc. I knew about the speedhacks, flight ones, tp ones, etc. But no one like this that i saw and suffered this time. At least now I know there is also a hack that does that too because, for a moment, I thought it was my mistake and foolish to fail the skills at the time until i saw clearly how my mouse was changing its position when i click on him before ground targed skills do something. So the mouse changed its position and then the skill was cancelled completely. πŸ˜’
  8. June 27, 2023 Welcome to the Arenanet BoonWars 2!!! Where your life will be a pleasure. Enjoy every moment wrapped and accommodated in our exclusive mix of boons. You will feel at home, well wrapped as if you were among feathers and as comfortable as in your sweet dreams on the best viscoelastic mattress. ☁️πŸ₯°β˜οΈπŸ›‹οΈβ˜οΈπŸ₯°β˜οΈ
  9. Well, I'm happy for you. Perhaps the team that i got is not as active or good. Or I have not been lucky enough to see them. Who knows. In any case, I don't like to follow random tags. Often when you charge and you don't have voice communication you're stuck when the squad/commander maneuvers, uses portals, etc, for not being able to react in time. Although I imagine that some random or casual players can go with the non-private ones as extra bags if they don't know what to do on their own. As i don't have dedicated WvW guilds and space for add several ones to cover my variable play hours, i can't see this working for me. None of the betas have done so so far. Maybe Arenanet could or should add voice communication for teams/alliances regardless of whether the guilds have their own discord. But that will take resources and cost money, so i doubt they'll do something like that for improve the new WvW. If alliances/restructuring work for you, then enjoy them. One way or another is what will be in the future, there is no alternative. So those who like the new system will stay and those who don't or don't work for them will look for something else to play. There's no more. Greetings.
  10. No, my list of guilds is full. Some are really big guilds but only few players play WvW. The single guild i have with more WvW players has a time zone that is not complatible with my current play time and job. I played a lot WvW with them in the past but now is not possible. Anyways i'm not going to leave that guild as when we can meet sporadically, we have fun together. Even if Arenanet add more guild spaces, i'm not sure if i will choose a dedicated WvW for them. Maybe it will be better create and alternative system.
  11. I logged few times only for curiosity. I haven't seen a single commander in the whole weekend. The chat was also dead all time i was trying to figure what was going on out there. I did not even selected a guild this time, in the ones i have only few players play wvw and we use our public server/discord as a place to coordinate us with other players of other guilds. You can join it at almost any hour and find plenty of players to talk and speak your language. In a guild you only have few hours a week at the raid time to do that and also a lot less people. In our public one, when people are no raiding also join it with players of other guilds and randoms. You often find there 30 and more players, which make the experience a lot more fun., For me, alliances kill all that enjoyment. I also have my list of guilds full. With a lot of friends. So i'm not going to leave a single of my beloved guilds for a WvW dedicated one. It's a no go for me. So at most, i'll be a random the few times i'll need for some Gift of the Battle if i need one and stop counting. And that from a player with all abilities unlocked and a relative high rank that have played WvW for years since the beta. Enjoy your alliances. I will not miss them, although i will miss my Server and people there. In my list of friends from other guilds, i saw them all splitted randomly. I can't imagine the mess or join alliances when there are tons of guilds and a small limit per alliance when only few players of each one play WvW. Then add the "you are not allowed to join here" when they'll add the feature of kick guilds from alliances by vote and certain guilds will want to law/govern the alliances and lobby them to only allow the most wanted ones to own and dominate everything. Also, matchmaking or ranks? Well if the sytem works as good as in SPvP. It will be like R55 or Team USA at tournaments, or duoqs abuse, we will always know the winner unless they will be dodging or windtrading. Like when no ones want to play with Maguuma. Once some will watch X or Y guilds tags in certain alliance, it will time for holydays until the next match few weeks or months later. Hopefully, after this beta ends at 23th, i will still enjoy my server for a while and end my last legendary before alliances are released. Until then, enjoy your beta testing.
  12. Was a reaper by casuality? Ande**? 😁 Something similar happened to me recently, in May 2 of after i believe. The typical one who wants everyone to do what he wants. At some point he started whispering to me to stack and that i was doing less dps that i should due to not have buffs, but i have arcdps installed and I knew there was nothing to complain about, I was top 1- 3 dps in those fractals at that group and in one I even did more dps than him without having my as* glued to him at some phases and in a final T4 boss before his ragequit. My build allow it to me and maybe after that he was even more upset. Later, since I completely ignore him, I think he thought I wasn't reading the chat or undertanding his language. So then, he lied to the group. He wrote in the chat "sorry" and that he had to leave as i had a bad build, playing wrongly and that i only did 33k dps. πŸ˜† in that T4+recs PUG Imagine my face, i even wasn't sure if he was talking about the average damage or the total damage, my total damage was 2.4 millions in the last fight before hi wrote that, ironically only around 33k less than him, so almost the same damage. The funniest thing is that everyone in the group also ignored him completely, probably due to also know my dps and also have the arcdps installed. Once he left, peace reigned in the group and we only had to wait a bit for "normal" people to fill the group. The only thing he said that i remember was partially correct is that in one phase of one fractal, a single one, i changed to rifle from pistols to gain movility between phases and i did not changed again to pistols as i entered in combat by mistake, but anyways, my the dps was more than enough with the rifle in that phase. It was nothing related to a bad build like he blamed, in fact i use the rifle as a tool in few places for the extra mobility and use its jump skill πŸ˜‰, i even have it with the right stats to do enough damage if for some reason i enter in combat. Arcdps is a nice tool, but you know, in the hands of toxic people or stupid players, it will only make their behavior even worse. I blocked him so, at least, i should not see groups or squads in LFG which such a person there. I did not reported him but, with that behaviour and how wrongly he was typing at times... who knows if he was too high with the reaper update. A few days of meditation away from the game would have done him good. One last thing is that, at times, arcdps can detect some random final damage after get out ot combat, if some aoe from you at the ground, your pet, etc, damage a random add/mob around there before leave the instance, you will enter in combat again and ardcps will start again from zero so instead of be top 1 you could end being the last one with almost no damage below the healer. πŸ˜… But if someone blames you for that... what he needs is a new brain. And that has no solution. Also is not all black or white in roles. Sometimes if you can't find a healer with offensive boons, you fill with alacdps or qdps. Of course, those will be in between the healers and the pure dps roles when covering those boons 100% uptime for all the group. You can't expect them to be near top dps unless there is something broken/op or they are cheating.
  13. I guess that they will update some of the tons of skills that don't work underwater to work there. Add an underwater Mech too... Update the gyros as they promised for the Scrapper. Maybe, only maybe add a weapon to one or two professions that lacks of core weapon diversity and that is all in the short range. Probably, that is all for the first two mini-expansions (2 years). About the Mirage... I hope that CMC will laughs out loud again if asked about the "one dodge man" by @Rubi Bayer.8493 😁 I prefer "that" above a rework that will ruin it. At least for PvE, whatever they'll do, will end in something worse. But i fear that they'll mess with the Mirage sooner or later and i'll hate the result in all game modes. In the medium range, 3th-4th mini-expansions, with luck and if players are upset of don't have new "toys" to play, maybe they'll add a new set of skills (heal/utility/elite) for all professions to cover their weakness and make them more equal/balanced to each other in utility. So they can brag that they added new "tools". πŸ˜† What they could also do in the long range (5th expansion if ever released?), but very unlikely, is to add a new profession with its own specializations. as no more specializations are expected for the current professions. Something different of what we have today. And, also unlikely, add few new weapons to the game. With new themes and mechanics. Those are the things i can imagine they could do at some point. We will see.
  14. That is how they normally work. They have done it many times already. With only few undo exceptions in 11 years and a long list of underwhelming/disappointing things accumulated .
  15. I already see them adding a techno-mop as a staff, with some healing and a water field in the skill with the highest cooldown. But not sure how they'll name it. 🧹🧺 😁😁
  16. Engineer Blast Gyro: Adjusted might from 2 stacks for 6 seconds to 1 stack for 12 seconds in PvP only. Kinetic Accelerators: Adjusted might from 2 stacks for 8 seconds to 1 stack for 15 seconds in PvP only. Sneak Gyro: Increased cooldown from 60 seconds to 75 seconds in PvP only. Speed of Synergy: Reduced area-of-effect superspeed duration from 5 seconds to 3 seconds in PvP only. Reduced self superspeed duration from 7 seconds to 4 seconds in PvP only.
  17. As open as they are now, in theory, to change/split more some skills between game modes... or they say it. I doubt that they'll make two completely different Scrappers, one for competitive and other for PVE with different skills, traits and mechanics, like maybe keep the actual one in PVE and create a new completely different Scrapper for PvP/WvW. My bet is that the rework of the Scrapper will make it much less played and less fun to play, about all in PVE while in competitive it will make it as unproblematic as possible for those interested in it... you know. ☠️ Waiting for that moment to watch the "aberration", i mean, the ·"new Scrapper". ⏳
  18. Developers/balance team killed two of the Gyros for competitive game modes, one of them also for PVE. They also went too far removing the quickness and today another nerf because Scrapper be a thing is not welcome. So i want a rework of them for competitive, however i would prefer not touch/rework them for PVE. Less for "Kinetic Accelerators" trait that should have 3 seconds Quickness base for PVE and make Blast Gyro something usable again. Anyways, they published that they are in progress to rework the gyros. So, if you want to find the real "crap", then wait until the rework. Maybe in May 2? That is why PVE players are voting that is all fine. They are aligned with the most voted option and fear the changes. About all if "XXX" is behind them. 🀣 😞 And they prefer that the developers forget about the existence of the Scrapper as happened with the Mirage, the ONE dodge supreme in competitive!!! But with a lot better feeling playing it in PVE. Coincidence? Casually? I doubt it. Arenanet also mentioned an update for the gameplay and combat system for the next "mini-expansion". Not sure what that means, but we will see. Maybe at the end of the year? Be patient, the sCRAPpy is coming. 😁 😞
  19. If you didn't it in-game. Then do via ticket in the support page. You can login with your account if needed... Here: https://help.guildwars2.com/hc/en-us/articles/360010187753-Reporting-a-Player-or-Guild You have the instructions to do it via ticket and also in-game. So "submit a ticket" and add all the information needed, also attach the screenshots, etc. πŸ‘
  20. "Reconstruction Enclosure" and "Soothing Detonation" also does not work with Med Kit for the mechanist as the F1 of the mechanist does not trigger traits linked to the F1 of the toolbelt , dead traits for the mechanist, also is crap underwater, the mech should work underwater too. The feeling is that is still an unfinished product, an unfinished specialization.
  21. Edited: After do more test and compare the auto-attack of the hammer with the mech well positioned... It seems that yes is 130 but bad news... the patch notes mention "130 the first two strikes...". Well, the first two strikes are not related to "Hard Strike and Heavy Smash" of the chain: Hard Strike -> Heavy Smash -> Twin Strike, with the last one still with 240. What that means is: the autos from the FIRST TWO TRAITS that strike in melee range πŸ˜†πŸ˜… So yes, all them, all the melee attacks "Hard Strike -> Heavy Smash -> Twin Strike." of both traits 1 and 2 from mechanist adept traits are 130 range now. Mech Arms: High-Impact Drivers Mech Arms: Single-Edge Cutters Basically six autos, all the melee ones reduced from 240 to 130.
  22. I'm more worried about the real scenery and real situations than the numbers.... always numbers. Against what? An immobile golem or a stupid boss sitting there like a punching bag? Jade Mech CJ-1: Fixed an issue that caused melee autoattacks to be slower than intended. "Reduced the range of the first two melee strikes from 240 to 130." Actually they cover 240 and tomorrow only 130. There is a chain of three autos, Hard Strike -> Heavy Smash -> Twin Strike. (Power and Condi melee, both). With luck, at least Twin Strike with the longer cast time and slower animation will still cover 240. However your mele mech cleave capability and range with two of them will be lower covering a smaller area, so it will often hit less foes/enemies making it less useful, less dangerous for your foes when you are outnumbered and also missing hits a lot more often while your foes are in movement or try to kite your mech by simply walking outside of its new short 130 range, and probably not even needing to dodge for avoid those skills, you will avoid them by simply keep yourself moving, maybe with a small speed booster trait/signet/boon. The chain of three autos and cast times will give enemies/players time for be out of the 240 radius for the third one always unless something stops them moving or slow his movement speed. Only needing to put attention when a Fx skills are casted. Also, of course, the more time you need to kill your foes, the more damage you will also take from them and more often die. But well, even thinking in the numbers.... it should be affected too, the less number of enemies you and your mech hit, the lower your dps will be in a lot of phases if that is what matters to you. It's fun to watch how important for some is how much dps cmech will do against a static punching bag or jealous about it πŸ˜† But they probably made it more or less do the same dps against the "single" golem... Although, from a practical point of view, a nerf in its aoe/mele cleave capability. Maybe is time for devs to change its arms to a tiny ones that will make more sense for the new short 130 range and also reduce its size. Why keep the huge mech size disturbing everything visually and those large arms if it can't even reach a fly flying near its head with its autos unless it jumps in the third one? If its range is that short, it should not be larger than you or even smaller. πŸ™„ "Add to the user interface an option for select the size of your mech between few available ones. It will be even better if you can also add a dye/customization for them in some way, even if it's with gems."
  23. Hello. Well, after testing it, my hope of build the Harbinger in a different way, with some healing power and an active skill support way and not like a punching bag - tank way is discarded again. @Cal Cohen.2358 Excuse me this time for ping you but i thing it worth the time: Necromancer "Transfusion" Grandmaster trait was designed to work with shroud #4 "Life Transfer skill". Which steal 3% of life force up to 5 targets. Which is basically healing as life force for the core necromancer is a second health bar. In the case of the Scourge with no life force as a health bar, to simulate how Transfusion work originally, it heals per pulse, 9 pulses of XXX heal each one, which makes sense and give the trait the value it should have. That is also why it has a low coefficient affecting the healing power you have. But "sadly" it seems that the developer who fixed the "issue" with "Transfusion" not healing the Harbinger... forgot it and only heals a "SINGLE" pulse, a small amount even if you have a big healing power added, making that Grandmaster trait a crap one in that sense. I don't thing that it should use a bigger coefficient and a single big heal. I see it ok like with the Scourge and original trait healing with 9 pulses and giving time to counter it properly and interrupted. But, at least, FIX it properly too. And make it work as originally intended or designed. I don't understand why Grandmaster traits like "Transfusion", "Unholy Sanctuary" and "Dread" haven't been updated yet to work properly with the Harbinger's shroud mechanic, modifying them to have the value they should. It seems that are left weak on purpose with a narrow vision and forcing a single way to build the Harbinger to be competitive, which is sad, instead of balance and rework them accordingly to how the Harbinger works and with the value they should have, opening up a wider range of possibilities and build diversity. Probably the whole "Blood Magic" trait line should also be reviewed - reworked and "Spite" in part. For now, "Transfusion" remains a low value trait that the Harbinger should avoid in the hope that it gets updated/reworked properly in the future. Thank you for reading if you are there and have a good/nice work week.
  24. I'm surprised about the Transfusion issue. When the wiki even noted it as not healing the Harbinger more as a feature than an issue. But happy to delete it from my list of things to be addresed for the Harbinger, if it works ok, i need now test it. "Transfusion: Fixed an issue that prevented harbingers from healing themselves with this trait." Still a lot of things to address but happy to watch that issue solved. It's been nine months to correct it. Or who knows if it's a last hour present.... πŸ™„ Anyways, nice, as it opens a new build way for the Harbinger. One i was trying but discarded precisely due to the Transfunsion Grand Master not having the value it should for the Harbinger. Time to finish and test that build as an alternative to others i have with it. And also test the elementalist and untamed changes. A bit afraid about the engineer's rifle and how much dps i'll lose due to it. And how much the mech change will affect how to play it. Sadly my Scrapper will still be forgotten few months or more... until they find a proper way to rework the Gyros and other issues with that specialization. But at least, in my case, i have few new things to build and test. So happy test time for a while!
  25. Is amazing how fast they forgot their own roadmap, good words and promises. Where are those quarter big balances with the review of a complete set/type of skills for each profession or a trait line, rework some skills needed, etc? I remember those words in the published roadmap. Still waiting for the review of some Grand Master traits with low value for the Harbinger due to its mechanic and shroud. Like "Dread", "Unholy Sanctuary" and "Transfusion". Traits that have good value for the other specializations with their own exceptions of how they work for each one and core but are crap for the Harbinger. Blood Magic trait line need a complete rework after be ruined with the sustain and damage nerf. Spite trait line also need some improvements. Maybe recover a trait for "Wells" and add one for "Spectral" skills will be welcome too. Also still waiting for the Scrapper Gyros rework after they ruined them and my roaming build. 😠 I have not played scrapper since those low IQ changes. They weren't even able to split the behaviour of the skills and the gyros between personal and group utility that would make a lot more sense that the changes done. Now i have to wait another 4-6 months for watch if something profitable is released for the specializations i'm playing. I can only be positive to test the elemantalist and untamed changes. The rest of changes are mainly forgettable with two or three exceptions. The reactions to the main post speak by themselves. It seems that the honeymoon did not last long and we have returned to the past, we already knew this. 😩
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