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bq pd.2148

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Everything posted by bq pd.2148

  1. all the while being useless in most encounters on the map. surviving itself wont win the mode or the wallrunners would be the true meta.
  2. since Tuesday (i think) the rev scepter skills have been changed in the hero panel, they are the only class with icons for these skills now and for example scepter 3 is no longer an upkeep skill but 8s (12s in WvW) cooldown skill with 7s duration, boons/conditions dont apply every 3 seconds but every second and still only 5 energy. however the barrier on 3rd AA has been lowered a bit. so some changes seem to come since beta. for the scepter itself: my rev would like the now changed scepter for healing in WvW, but i think along with rifle for mesmer that will just worsen current disparities in larger scale, putting an even greater focus on numbers and coordination over individual player capabilities, as it requires multiple people coordinating to down a supported player with the current lack of damage. as for the topic: personally i would bet on anet overbuffing necro swords after the many complains for lacking impact on the skills, especially for a health cost that i expect to get reduced or changed so that their dream of power harbinger can come true. thus i expect to have a lot of fun with those.
  3. i don't think i ever installed a 30th january one, only 31st and that one i had no issues with so far.
  4. like the wiki article states, you have to first read the message in Eye of the North but then also unlock the vision of the past you want to do specifically. for Canach it would be this.
  5. no need for that, there is a new arc version up. even has a fix for area stats when out of squad!
  6. optional challenges like champ/legendary that were designed as group content could have a downscale for solo, with lower stats (less HP sponge) but more reactive play patterns. i don't think regular OW mobs are a good target for such changes. by the time an intelligent mob becomes a challenge to an experienced player with a coherent build, it would be impossible for newer, less experienced players with questionable builds and OW is not where you would want to filter them out as that is kind of the entry level of difficulty.
  7. that depends on how much alac you get. if you still reach 100% uptime because of your scourges/druids, then its still faster recharge than not taking it.
  8. i got it from a guildmate, i think they had it from elite insights (the ones that make the parser for the logs) discord. personally i think its not worth fixing now when the patch on the 30th will break it again 100%, there will likely be a working version on the site on 31st or 1. is my bet. edit: looks like i was wrong, arc version from 9th still works with todays(30th) patch.
  9. for me the one from 9th is still working
  10. think of bounties like events that you need to trigger by going in the area with a contract in hand. like any other event, once they are done on the map by any player, they have a cooldown which is 30min for legendary bounties. (on kill or timeout) after the cooldown the bounty will be back on the board until it is dead/timed out.
  11. with might and ferocity nerfed, you wont be dealing much damage anymore aside from conditions, however AoE cleanse was not on your list of nerfs -> nothing would change, only the damage/heal numbers get a bit smaller which is safer for the ball as it then requires more players/coordination to spike anyone of them down.
  12. so many years into the game, can you elaborate how it is urgent now? a new localization is not a one and done but requires constant maintenance going forward, are there enough players that would pick up the game and spent in significant amounts only with a localization for this to be a worthwhile investment for anet? it is a buisness decision and wasting resources at it would cost the game in other areas, so it has to be made very carefully.
  13. as some people look at this, it might be worth noting that overkills are fully valued and steal some of the metric from other people who did reduce the HP. hit a target with 500 HP left for 15k and you get 15k down contribution but someone else who actually did HP damage just lost almost the same amount, thus it rewards late bursters. hits into barrier also dont count for damage done, thus you should really burst slightly too late if you want to maximize Arc Numbers but not too late to hit into invuln.
  14. sure if we skip over the part where i said these awesome players should swap to support instead of complaining. or would you want that terrible damage dealer to be your support and have the entire group die because they don't know when to use their abilities?
  15. on a public tag there can easily be a large skill gap in any of the roles. now you can group the best damage dealers with the best supports and you will much quicker lose half the squad in the next fight, but numbers matter so it can be beneficial to provide the better support to less experienced damage dealers and have the ones that wont go splat instantly be supported by the less experienced supporters. now if you have too few support players for the amount of damage dealers, it would be beneficial if someone logged to support. then the larger the squad the more i would prefer the good players on support unless you are severly lacking damage. asking for the worse damage dealer to get no support at all is just asking for them to feed kills or log off.
  16. the topic is almost always tied to events or dailies when it was still a thing, where players are given the task to do X amount of events in lower level zones. just like this one here with the return to season 1 event. specifically for those events it would be nice if the downtime of the events on those maps was reduced, so they can handle the influx of players with that singular goal. or come up with different tasks. beyond that a high level player can be troublesome for lower leveled players in those areas while they are doing map completions, that is to a large part because there are hearts out there that can barely (if even) sustain a single player. if you have to wait for respawns for your heart, while you are all alone at the area, that is a problem. at some hearts other people are a welcome sight as they can spawn targets (e.g. the grubs at monastery in queensdale) but for many hearts other players in the area will slow you down regardless of their level. personally i would like to see shared participation for groups doing hearts together (same area, not across the entire map), instead of fighting over every bit of progress.
  17. for another source of MC, i would suggest an option to trade Chunk of Ancient Ambergris 1:1 into mystic coins without timegates. because ambergris comes from fishing at a somewhat predictable rate, but lacks spending options beyond gen3 legendaries, while MC have a broader use but no good way to farm them, except for buying as many accounts as one can farm AA per season.
  18. to access such information a site would need the API keys with sufficient permissions, for example gw2efficiency can see which equipment template is currently selected on all of your characters and what stats they have. i am also fairly certain the API can read on which map you are currently online. however this would only give the info about stat usage in WvW by people who provide the key to a site that would like to track this, it would not specify whether the stats are used in solo roaming, small groups, moderately sized guilds or big blobs, might even be used for standing afk in spawn and running into a wall. glass players have always been common, cannon were only a smaller subset of them, the others are still glass, even with cele.
  19. in those screenshots the healing is mostly compared to tempest. alot of tempest heals are tied to their auras which do go onto the party if they are in range and they do not like heals just go off party when your party is fully healed. because of this druid will compensate the lacking or underperforming healers in other subgroups and steal their arc numbers more than tempest does. further with mostly tempests you will have almost squadwide regen ticks, as only the one with highest healing power (before outgoing modifiers) will get to heal with regen which is a ton. a vindi should be able to outheal the druid but would be behind in cleanse (druid cleanses alot more than needed anyway so vindi still cleanse enough). they would have the option to perma projectile hate vs druid CC spamm. nerfing druid just pushes more vindi heals to the front.
  20. i do feel like we are missing some pieces of the story here for it seems like way too much effort and an unnecessary fixation on you from the guilds side. that being said you can report them with an actual ticket and not just in game, i am not sure if every in game report is looked into or there need to be a threshold of reports, but the tickets are always looked into by someone.
  21. i would like more useful build options for larger scale fights when i happen upon them, given how other roamers are a rare encounter, especially ones that do not bring their entire family with them. why roam on a thief when other classes can do so just fine and also be more useful in group fights? at least for me that is the reason i will mostly go to WvW on a different class, granted even then i rather go fishing than roaming most days as it is more engaging and rewarding.
  22. in zergs people play more specialized roles and when you have a full squad, even if you go 4 supports 1 dps per group you can have 10 zerker/holos hitting roughly the same area, anything there should die. because they are build 100% for damage, no tradeoff for sustain allowed. the supporters usually just need to pump some boon (concentration), heals/barrier (healing power) and cleanse/strip/cc (no stat, expertise would help soft CC but not with the expected cleanses) so they might as well all run minstrel which has more healing power than cele. in smaller groups 5-15 maybe 20 you can run some of those supports on cele to help with the damage as you will have less DPS players and are more likely to fight larger groups, but the larger your group the less need do you have for that bit of extra pressure and might as well go full autopilot. for WvW splits quite a few skills already provide less/shorter boons, what that mainly does: increase average group size and run more supports. because as said above, you dont need that many DPS if they hit roughly same area at the same time while you are essentially a walking fortress. you have time to take down the opponents bit by bit. having concentration + expertise on cele doesnt put cele in its current position, but the total amount of all the stats. take a chest armor it has 343 total attributes on 3stat, 376 on 4 stat but 603 on cele. so the argument is usually either remove the 2 again or reduce the amount per stat to be a bit more in line with the rest.
  23. can you tell me where in that video the scrapper is healing 8k/s ? i only watched the first few fights and he gets outhealed by vindis and druid(s), tho not all druids are sharing healing stats in there. the 8k/s in the first fight for instance is the total healing of all people sharing the healing stats, not the healing of the scrapper.
  24. if you have the time to port an entire blob in there 5 at a time, you would have time to flip it solo multiple times or the blob would have had enough time to go through outer + inner + lord a few times. but i must admit i am impressed by the discipline, 50 pugs not contesting a keep until everything is ready is a rare sight and still of questionable value. from my experience the lords usually drop faster with around 10 players that actually deal damage instead of 40 minstrel monkeys scaling it up.
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