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Lumikki.1725

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Everything posted by Lumikki.1725

  1. That's just personal playing styles choises as what player want's from content. Not all players want high challenge. I don't mean that game should not have challenges, I just say that this reflects just for personal taste of content. Dodge rolling is avoiding to be hit by enemies, that isn't active defence. Active defence is where you deside to stay same place and block or reduse attacks amplitude by defence tools what you have. Example soldier raising shield, mage casting magic barrier. Now that doesn't mean you can allways do that, because like all skills they have recharge time. At the moment the challenge in this game is nothing more that increase of enemies HP (and some damage) and player counter effect that by trying to maximize they DPS. Base combat is same from start. Without active defence you just move and dodge as avoiding been hit. This isn't bad think it self, because at least it's movement compared to "Holy Trinity" combat. But this combat still has major flaws in defencive side as been too offensive only. Fractals uses tons of active defense. Especially CM's. 99% of it comes from firebrand spamming aegis/stability. DPS dont need to take it as the fb will cover it for whole group. For the other 1% in raids ect, heal scourge can cover it with barriers. Again supports provide the defense, not dps.I can understand this, but that starts to sound little bit like "holy trinity". DPS doing damage and support providing the defence. Only think what's missing is the tank.
  2. That's just personal playing styles choises as what player want's from content. Not all players want high challenge. I don't mean that game should not have challenges, I just say that this reflects just for personal taste of content. Dodge rolling is avoiding to be hit by enemies, that isn't active defence. Active defence is where you deside to stay same place and block or reduse attacks amplitude by defence tools what you have. Example soldier raising shield, mage casting magic barrier. Now that doesn't mean you can allways do that, because like all skills they have recharge time. At the moment the challenge in this game is nothing more that increase of enemies HP (and some damage) and player counter effect that by trying to maximize they DPS. Base combat is same from start. Without active defence you just move and dodge as avoiding been hit. This isn't bad think it self, because at least it's movement compared to "Holy Trinity" combat. But this combat still has major flaws in defencive side as been too offensive only.
  3. How ever, reason why you need DPS measurement tools is because how hard the content is. No, the reason you need DPS measurement tools is because without them, it's hard to actually discern the differences between getting better gear, picking better traits and getting better at playing your class on your DPS. Open world mobs fall over if you sneeze near them. Bosses have high enough health pools that your individual damage won't have much appreciable effect on their health bars. The only way to really tell if you're playing well and improving or flailing around with a meme build is via DPS measuring tools.If all content would be so that when you "sneeze near" them, they die, what would be measurement tools needed?My point is that I disagree that measurement tool and content hardeness isn't related, because they are. No, it's DPS because, like in every single game that has ever existed, DPS scales infinitely with regard to the affect it has on content (Well, up until you can literally insta-kill every available target). Every additional point of DPS you get, shaves the time to kill an enemy by a fraction. With defences and healing, there's hard caps for how useful they are. If you're tanky enough to survive an encounter, that's it you gain nothing else from getting more tanky. If you can heal up all the incoming damage, that's it you gain nothing else from getting more healing. Once Tanks/Healers have met their goals of being able to survive/heal through an encounter, the only thing that's left to focus on, is DPS. Since as mentioned earlier, DPS is always relevant. The only time additional defence/healing matters, is if it allows for more DPS because the Healer/Tank can forgo their own roles and focus on DPS (In a way that outperforms both players having more balanced builds) It's a fundamental flaw at the heart of the RPG genre as a whole, there simply hasn't been invented a system where defence and healing can actually scale infinitely with an appreciable effect on encounters (Outside of mechanics that convert them into DPS). Nor has there been any attempts to provide a hard limit on DPS where it stops being beneficial to encounters from increasing it (With exception from some older JRPG's, such as when Final Fantasy had a damage cap of 9999 making additional damage stats redundant) I was taking active defence, not about tanking or healing. While I do agree that "Holy Trinity combat" has flaws, I don't think this kind of DPS only combat is much better. As long it doesn't really have active defence.
  4. While you right, this games combat focus is DPS and DPS-lite as you say. How ever, reason why you need DPS measurement tools is because how hard the content is. Not all group content should have to be so challenging that it requires DPS measurement tools. As for DPS been the main thing in combat, that's only because this game lacks active defence. That is actually this games biggest failure in combat, been just DPS. Only class what has even little bit active defence, what I know, is Guardian. But as long some defensive attributes has so little meaning in this game and some stuff even totally ignores them, this games combat will be just full DPS and notting more. That's why I call this games combat "headless chiken dance" because only real defence what player really has in this game is avoiding to be hit by enemies, using movement and dodge. How ever, not really worth of talking, because as far I have learn to understand about this game, game developers don't really fix anyting, they just fine tune some stuff.
  5. I solo everyting and without mouth, I have clider. It's still little hard to do HoT Hero and master points, but I did do some of them for my characters elite skills. If you get first mount from PoF, as it's first story missions, then HoT will be little easyer. You also need clider from HoT story missions, to reach certain places. You will be fine. Soloing open world and doing events is great, alot of content to explore. PS: Some HoT Hero points are for groups, so not all can be soloed. But usually there is others doing them too, so just join and it's gets done. No need to team up.
  6. I can understand that player would wanna improve them self and wanting some way to measure they perfomance. This isn't neccassary good thing, because it requires players to play this game certain ways. There is difference between wanting to improve your own character, than starting to require that others do same. Gameplay (powerplaying) where you maximize your own characters efficiency is choise what some players like to do, but not all players likes that. If some content starts to require certain playing styles, it basicly discriminate players who doesn't like same kind of gameplay. This has negative affect to community. Not all players are powerplayers, some play this game just for casual fun, some roleplay an so on... Having fun can be arrived so many different ways by different people. What's fun for one, doesn't mean it's fun for someone else.
  7. I think lag where it depense what zone you are, can't be network lag. Because network is allways same for "all" servers/zones in same network. It has to be server or client related in those situations.
  8. First I do understand you point about healing and the effectiveness of class doing what it's doing. No disagreement there at all. However, if I'm soloing example in HoT content in open World as Druid using longbow and staff, is Berserker's gear best for Survival?I quest what I'm trying to ask is, that been the effectiveness as doing one thing, example damage, doesn't neccessary mean it's best for survival, does it?Or are you saying that Druid should not roam in open world at all, but change as Ranger to totally different build?
  9. I still don't get why the "Staff Farmer" as base idea is not good choise, if someone gonna solo in open world content and do some events. I mean it's not so far from berseker build anyway. Ranger/Druid (longbow/staff) can not do much damage anyway (both weapons has low damage) compared to some other classes. As for support "healer" that's so situation build anyway, only for team based content. I mean while maximazing damage is most cases best option in this games combat style. It's not always the best option to all classes in all situations. Because it's all about survivability. Most the time if team or solo player can kill enemy fast, damage is then best survival option. But when they can't kill the enemy fast, then sometimes defensive options can benefit the situation. Even if it's very rare in this games combat system, where all defensive stuff has weaken and often has very little meaning. There is only so few classes what can heal more or have good active defensive abilities. I do understand the idea having different gears for different content. I ques, my point is that Druid has alot of healing options, so ignoring healing attribute, just because maximazing damage, is it really best for survivability, when doing solo open world content or be part of events?
  10. In my opinion when buying anyting and there is option what currency to use, use the currency what is easyest to get more.
  11. Lets look situation as reversed ways. Lets start from server side. Now depending what direction on this planet you are compared to servers location, the connection will start to go different route after it get's out of servers internet provider. Example let assume server would be in German. Now route to Italy will be totally different than route to Norwey. Same ways that car would have to go different roads. How ever route to Norwey could be some parts same than Sweden, because they are in same direction to compared to German. Point been that server could be only common for these players, but it could also be internet provider to servers or some internet provider after that. When there is alot of people suffering by the situation, but not all, I would assume that issue is very close to servers. If it would be servers, then everyone would have same issue without no exception.
  12. In my opinion some people are suffering "major" network lag, but also many are suffering some minor server lags when there is a lot of players in same locations. Minor lag is when you FPS drops very low and actions aren't as smoot as they should be. Major lag is when everyting just stops fully for second or few. Full stops are usually network lag as lost of packets in network. In some cases major lags happens in server side, but usually in some massive events. Mostly what I see is FPS droping low. I play in EU, example Legendary ley-line causes me sometimes, not allways, major lag, but Dragon Bash situation often cause minor lag, specially if there is alot of players in same spot. So I don't have so much major lags that people here talk, just some minor mostly. Also I have zero login game issue. How ever there is some issues, even I can "feel" them in the game. My point is that people seem however suffer the lag issues as little different ways. What isn't possible in server based lag, more like network lag or combination of both.
  13. One of the crafting is behind guilds and not all "players" are in guilds.
  14. You are right, there aren't really many good interesting crafting systems as far I know, some may little more interactive than this, but almost all are the same. It's like nobody even tries to make good one. I do remember Ryzom had interesting material gathering system, it even has group gathering. I have never used/seen Final Fantasy crafting, but some say it's good. I don't think GW2 developers can change too much crafting system it self, but they could improve it. They should at least try to make crafting economy to work. I mean GW2 crafting side doesn't really offer much for players. It's almost like leveling crafting up and making ascended gears are the only purpose it has. As long you don't count it as just for money sink. I think part of why the crafting system is failing, is that GW2 economy around crafting has become disfunctional. Too many green and blue item supply from everywhere. They should remove almost all blue and green items from loot/rewards and replace them with something else, at least loots above begining zones. I mean many higher level characters doesn't need blue or green items, they however get alot of them, higher level rewards should be targeted better. Hole reward system has become little bit obsolite in many ways, because TP based economy has slowly changed. Also there should not even be blue items above level 40-60, even in crafting. Crafting items while leveling is almost all about blue and green items. If these items supplay as economy would be more in the crafting side, it could make hole crafting experience better, as worth of doing for everyone. Of cause if there is still too many crafters and supply, then it would require new ways to balancing crafting material requirements and material supplay. So that supplay and demand would be more balance. Interface could also be little better, now it's just big list of stuff.
  15. One thing what I really don't like in general is that so many action skills, do so little. It's like why even push this, when it isn't gonna do much anyting. Druids has so many useless skills and so many healings what do so little. Lets use Druid staff (5) as example. It has two parts, it creates small wall. If projectile goes thgough it, it will heal. Second if player goes through it, it will give boons. Duration is 5 second. How often in 5 second there is so dangerous projectile that you need it to heal you self. How you even predict that there will some projectile be coming to you or someone in so you could put the wall correct place for 5 second. That's usefulness is allmost so situational that it's impossible to happen. If you create wall that players would go trough, how much players gonna waste time in combat, if they try to go trough some wall somewhere. So getting boon, while gonna waste combat time at least half of it just for moving. Now compare situation, that this skill would not be wall like, but circle dome. Where druid puts that dome over the players. That would mean players don't have to move anywhere to get the boon and any projectile from any direction would heal them for 5 second. That would be very usefull. It's not about idea what skills do, but how usefull they are in combat. Any push of buttom, what doesn't give succesfully positive benefit, is waste of time in combat. So, how you balance something, when some of the skill are basicly broken by design it self.
  16. I would like to move one of my crafting to other character, so accout recipies would be good.Experience points? Who cares, I get millions of experience and it doesn't go anywhere anymore.It's not about exp, it's about invested money and time. I was just crafting ring, one of material was needed 750 piece, just for one ring. Also why items are soul bound at all? Accout bound is more than enough.
  17. I agree. Issue isn't that there isn't need for PvP or people wanting to PvP. Issue is that mmorpg as gameplay style is not good for PvP. In my opinion, if you wanna good PvP, game should be design only for PvP, without PvE side. Every mmorpg there, where PvP is strongly part of the mmorpg, the player base is small. Every mmorpg where is alot of players, the game has very strong PvE side. Is this because there is alot more PvE players in general or because PvP gameplay style doesn't really fit in mmorpgs? GW3, hard to say anyting, but in bussiness wise it's better to just make good PvE only mmorpg. There is no point to compromise game design as trying to balance two totally different gameplay styles, what can't be balanced without full seperation.
  18. Could be, unless it's require to have PoF. Then it would not matter anymore. Of cause that would not solve "everyting". It's hard to find best solution for this. Of cause they could have done event so that everyone gets same reward and size of reward would depent how many holograms all of the player would have done "togather". Then mount user would be just plus to situation, but maybe some other issues would have rise like allways...
  19. As you pointed out, the person sayed my ALT doesn't have mount. That means he is maybe veteran player. I my self have played this game like half year, so I have very little issues to get rewards, at least I get usually 3 chest or more. It's sometimes hard, but not impossible. How ever, for real new player, this can be major issue. When they realise that they can't get anyting done, because the mounted (or veteran) players does them all. The efficient of the gameplay for new player and veterans are totally different level. My point is that unmounted veteran can do the event, because player has expierence about these situations, but reward may suffer little bit. New player situation can be even worst, they could even get no rewards at all or very little. Mounted players can do the event easy. Even if I have seen even mounted players to arrive too late to spots. More player there is in event, harder it comes to everyone.
  20. I'd advise you to read the post 2 above yours.They didn't try it without a mount, they were already doing it without a mount. I've seen individuals clear all 5 holograms in a few seconds. They have great builds. We shouldn't all need great builds to do one event among many in a Festival daily. I really enjoy the event concept when mounted, and I'd like to see the event expanded into regular game play but it's remarkably frustrating unmounted and I can see it driving away new players. It would be great in a different format within the game. While you are right as pointing out what's the different between mounted and unmounted player in this event (and also many other events). I don't really see, what we players can do about it. I mean if GW2 game developers don't understand by now this point of view, when we have discussed the situation many times in this forum, there is not much what we can do about it. Because anyone who actully have walked around by foot to these kind of events can see the difference. It doesn't change anyting if mounted player can see it too. I think many of them can, but they are just doing the event how the GW2 game designers has design. I do understand the fustration and affect to new players this does have, because I'm one of those who do walks everywhere, so me it's very easy to see. I don't think it's good idea change event's in long terms, better solution would be giving somekind beginners mount to "all" new players (at least those who have buyed the game). Example give new player as reward somekind non upgratable version mount, example "donkey, pony, turtle, ostrich", when they have done they personal quest at level 10 or 20. That would solve alot of issues about event's. I do understand veterans players view point as they have worked hard for they goals (mount in this case). How ever game has changed alot by these years and mount have had really huge affect to event based gameplay. This is because old quest bases gameplay required player to start the quest by every person them self. In event based gameplay even one player can start the event and others can join to it or events happens by them own. That means when event start players need to go to event, there speed of travel has significant impact. Event can be done before player even arrives to it. Meaning events are time sensitive way to do "quest", old system was not. Don't get me wrong, I think event system is better, even if the old quest system has it place too.
  21. As for discovering recipes, it basicly happen so that you crafting list have list of insignia, usually few on the top (3 - 6) are orange or green, (red doesn't count), make one of each what is top of the list. Then find item parts from top of it's list and make as many item parts from one of the hole item that you have made insignias. Example helmet is two parts. These can be even gray sometimes, but top on the list are highest tier materials what you can make. Then go to invention system click one of the insignia and then two of different item parts what are part of same item. Then invent it, but only ones. Do same for next insignia. When you have done all insignia's, usually 3 or 6 different with one item, do hole thing again with different item with the insignias what are top of you insignia list. Hole idea is to invent as new possible different combination of items on top of those list, that gives alot of experience. Also when you have invent enough those combination. Top of insignia list will have new ones (orange), old ones becomes gray and sometimes part list change too to next tier materials. You can do items parts / insignia by your self from materials, but it's also possible to just buy those parts from TP and then invent. It doesn't matter, because the "big" experience isn't about making items, but inventing them. Armors has 6 different items, all are insignia + two parts.Usually there is few different kind of weapons, but they are also insignia + two parts. Chef and jewelry crafting is litte different than others, so these "rules" doesn't apply to them.
  22. Or is forced to play some content, because they are connected to someting else. Example, what if player would not want to play main story at all, what would player miss, as unable to get other ways? But yes, I'm also pretty sure Anet collects data of our playing and use it for future game content design directions.
  23. If they can do the engine update so that they also supports for older computers, then that would be great. How ever, I think a lot of people (casual players) here plays this game with little older computer. They don't gonna upgrade they computer just because some mmorpg would require it, they would have allready done it by now. So that means alot of lost players. While they may not be the best gem store customers, they do fill the game world. "Empty" game isn't good for anyone, just because game engine. I'm pretty sure Anet knows what kind of computers we have and can make they own decissions when it's good time to do engine upgrade.
  24. Yes, it's compromize build without actually having to have seperate healer and damage build gears. I don't see need to maximaze my healing or damage, when I mostly just solo open worlds with longbow and be part of events with staff. This allow me to do/use some critical hits (sigil) and still support little bit others if needed. I don't consider my druid as full time healer, because that character is very weak and situational. But I do like to help others as healing as much I can, because so few actually does it in open world event situations. Example world boss or legendary fights. If I ever gonna do harder content, then I have to think situation again, but for now I just do world explorations. Yes, this kind of gameplay doesn't need to have ascended gear, but when you allready have exotic, ascended gear is only direction where to go. My other choise would have been: Marshal's (Nadijeh's) what is same but with addional condition damage. Not sure if my traps does conditional damage.
  25. Thanks. I have both Zealot's Intricate Gossamer Insignia (Exotic) and Keeper's Zealot Insignia (Ascended). Keeper's Zaelot's insignia actually needs as crafting component Zealot's Intricate Gossamer Insignia. How ever I did not find any armor recipe, what has Keeper or Zealot's as prefix. So I assume there isn't? I'm just wondering can these insignia's used as invent Ascended armor parts or is the Mystic Force only option or does the Zealot's armor recipe's has to be buyed some special place? These are the only prefix what can be choosen to learn from recipe what the master sells: WupWup, Occam's, Ferratus, Morbach, Tateos, Hronk, Veldrunner, Gobrech, Zoija, Ahamid, Forgemaster, Saphir, Leftpaw, Angchu, Beigarth, Zintl, Wei Qi, Ossa, Svaard, Tixx and Gifbringer
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