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Furball.1236

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  1. There are so few quests in the west Inner Nayos that the same quests you just finished 5 minutes ago pops up again. One of the selling points of GW2 when it was released was your action impacts the world, hence "living world. In the west Inner Nayos though, we don't feel any impact of our action other than the orange bar on the UI fills up and it gets tiring to hear the same NPC begging for the same help over and over. After finishing the Inner Nayos II achievements, I don't even want to come back to this map unless AFKing until the last wyvern spawns.
  2. or it sounds like Glint is dying. I agree. In general, the sounds from legendary stances are far too loud compared to any other dialog volumes. I keep the dialog volumes at max so I won't miss what's spoken in the story, and the legendary sounds try to give me heart attacks and hurt my ears.
  3. I'm positively surprised by the animations of warrior staffs today. Nice work on this one!
  4. +250 expertise from Chaotic Persistence from the Chaos trait line is the main reason why cMesmer builds take Chaos in group contents. The self regen built in this trait line is going to be removed even though regen uptime nowadays is unfortunately low from most of the groups out there. Sadly, regen uptime is also not a main focus of most healers. Needless to say, solo cMesmers need to maintain regen themselves and it doesn't make any sense to take this away from them. Please allow the builds that take advantage of Chaos trait line to have control of the boon themselves.
  5. My point is exactly that the hard mode should not be like fighting OW champions who simply hit harder and have more HP than normal mobs. That's very boring and the fights are repetitive.
  6. Yeah, it will probably improve the game experience to some extent. The issue for me would be: 1. Complexity of fights would be still lacking and the fight is no different from killing trash mobs in open world maps, which we've done again and again and again already in so many maps. 2. Some builds which take advantage of stats to properly function, say crit cap for the rotation to run smoothly or self-applied quickness to make the game play not too slow, will lose its good gameplay experience. 3. Some Living World stories, such as the one which took place in Gyala Delve, will still stay awful.
  7. I've seen this bug many times in HT CM and once in Temple of Febe yesterday. Edit: I also encountered this bug in W3 escort. No idea if it's related, but you can attempt to res dead players in some raids and strikes too while everyone's still in combat. They won't actually get up though. I think this is new.
  8. I thought this was a joke at first sight. This is obviously an extreme example, but it's sad to see more and more people demands ANet to remove the necessity of dealing combat/class mechanics instead of learning how to deal them. They demand to nerf the game or classes they don't play while not trying to learn how the classes they play are designed to overcome them. Very good example of why the devs can't always listen to the vocal players on this forum.
  9. I really agree with you. HoT mobs were unique. We needed to distinguish them and actually how to engage at them. There were enemies that summons flies that can be kited but deals a lot of damage, husks and tentacles that knock down or immob you and range attack you, mobs that charge towards you fast but strait and leaves strong condi aoe fields, mobs that charge straight and knocks you down, mobs that shoot projectiles that leave hard-to-see yet fatal AoE lines, mobs that blind you or cripple you, etc. etc. We were surrounded by these mobs and those maps felt actually hostle as the NPCs described them.
  10. Although this is one way to raise the difficulty to complete the story instance, it actually isn't something I wish to see. Allowing players to revive as many time as they want allows more people to engage more challenging combats. If someone wants to have their progression reset every time they die, they can do it themselves and the game doesn't need to enforce that role for everyone else. If they choose to complete without dying at all, they get the achievement as the bonus. I agree with the reasons you raised and that the story is designed as something everyone will play. That doesn't mean they should be easy encounters that don't match the seriousness of the story telling for everyone. The foes and challenges we face in the main story is supposed to be the main obstacles for the player characters and overcoming them is supposed to be meaningful achievements and the milestones of the character development. That is why I think it is a good place to have challenging solo combats for those who want. Having multiple difficulty levels allow those who want the challenging contents to play them while allowing those who want to clear the story easily keep doing that. I think one problem with designing an easy mode combat first and then scale it up for the hard mode is the lack of combat complexity. You can give the enemies more HP but it just makes them bigger sandbags and makes the fights repetitive routine tasks. I think the better way is to design a harder mode first, which has more levels of combat complexities including what I wrote in my original post, and then reduce enemy numbers or boss HP for the easy mode.
  11. It's too early to say anything 2 days after the latest game update. However, it does seem DPS is slightly lower for most classes compared to the last patch before SOTO. In the end, weaponmaster training just replaced our old weapon sets with the new ones with very similar playstyles and slightly worse performances. At least, we had different weapon skills that came with each elite spec before. Now depending on the role you play (pDPS, cDPS, or heal), you almost always use the same weapon sets. Elementalist is the worst example of this and all the 4 variants feel the same to play. The original aim of weaponmaster training was to allow more diverse weapon selections, but it seems it only homogenized the playstyle so far. If they want the player to have diverse weapon choices instead of 1 "best" weapon sets Snowcrow has told them to, each weapon will need more uniqueness and synergy with the class mechanics of different elite specs. However, I think this almost requires complete redesigning of weapon skills and very long processes of balancing the new weapon skills.
  12. Is this a secretly released fractal?! I'm impressed by how you managed to balance all these classes to put them in a narrow DPS range. Thank you. The changes on cGuardians and cDruid seems good ones too, but why did you do them secretly? Silent Nerf sounds like a cool fractal name but it is actually a not good thing for the players. (Please see https://wiki.guildwars2.com/wiki/Game_updates/2023-09-26#Guild_Wars_2_Wiki_Notes for the details of these silent nerfs)
  13. When you balance, please consider that - there are skill floors (indicated by how well a player would perform after playing that build for 30 minutes) and skill ceilings (indicated how well a player would perform after spending time trying to improve themselves). Hopefully the balancing is done based on the performance who reached the skill ceiling. -many players may react to the golem benchmark because that's the easiest indicator, but the balancing should be done based on its performance in real fights (which you can find in GW2Wingman or other sources). Thank you.
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