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volca.7234

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Everything posted by volca.7234

  1. I wouldn't call knowing CC, having at least 25k dps, or dodging obvious red circles that glow harder than the sun really "skill requirement" our guild, a fashion guild did it with no raid build in sight, and yes it was an exclusive map where we were pretty much the only people around.
  2. Your line of thinking is critically flawed here. "Steam rolling" content is not socially fun because it lowers the feeling of responsibility on each member of the team, That feeling of your social circle counting on you is one of the main satisfaction social-players have, so when content is easy, there is no longer this feeling of banding together, you are no longer taking the risk of failing your friends and working for the reward of having their backs and succeeding together which what gives your action true meaning, we just play solo together because nothing is pushing us to be count on each others backs and turn all our actions into meaningless non consequence actions. So no your "easy content is also social content" is exclusionary to the core. Yes we have only 1 open world boss, and 2 private instances for +11 players pve content, is it too much to ask for more?
  3. The guild i did it with is a fashion guild... not raid not fractal guild all we do is fashion, what im trying to communicate is not that "ED is easy" you seem to conflate skill with effort, i am 100% sure that if players pressed more than an auto attacks and clicked on the CC couple of times vaguely knowing what is he doing that its more than enough for ED, also you think that DPS loss comes mainly from "casuals' i disagree i think the fault lies not in maximum DPS players can do but their DPS uptime, the amount of downed time switching between tail and head unorganized, getting downed and bubbled etc... is what really kills the DPS. Also calm down, and try to actually enjoy yourself, Not worth frustrating yourself over a turtie. It appears you not been keeping up with the MMO scene but WoW for years has been solo-fied into a solo rpg, and sadly it was for exploitative reasons, Because lonely solo players are easier to get into game addiction i.e pay subs more, and make better whales than social butterflies that enjoy MMOs without feeling the need to spend much and can easily relocate to another game since their social bond are stronger than their bond with their avatars. And what do solo-players demand? They demand that their idea of fun is the only way to have fun and DE and EoD should be regeared from anything that doesn't conform to their idea of what is fun Prior to EoD and DE we social players literally had only 1 open world event to call our own "triple trouble", is it much to ask for couple more? Also the main reward of this meta is literally "the friends we made a long the way" and to reinforce that its other reward is a social-mount!, most solo-players won't ever share its second seat with someone, so why feeling that you need it? i myself have no reason to unlock skyscale because i simply think flying mount is bit unfun "love my griffon" and i don't need it yet you don't see me making threads complaining about it not suiting my play preferences if you like your skyscale all the power to ya, outside your inner completionist if you are not a social player, you won't get much value out of the turtle tbh.. Its like if people raged over DE for not giving them the teatime chair
  4. The tl;dr: DE has no skill requirement, it has a social requirement. 1-The biggest boost to win rate in this meta is not alac or quickness uptime, its not never canceling autos in your rotation, its not having power infusions, its playing it with a guild instead of a pug, playing it with a guild will boost your win rate by at least 70%, i did it with my guild and succeed on the second try, with like 5 min remaining on soo-wan 2-The real description of players unable to clear this meta is not "casual" its "solo-player" sorry but joining a pug is not social play you are just pressing your LFG, and play alone together with other 30 people and then wonder why did you all fail when you had 0 synergy plan or though to your composition or builds, the only way you are going to clear this meta is by becoming actively social, start your own guild or join someone's and i grantee you a higher win rate. 3-There are multiple low skill easy builds and roles to fill in a squad, quickness harbinger and scrapper are both easy to up keep their boons, if you are a warrior you can play whatever you want just bring a banner and if you feeling spicy a mace for that defiance bar breaking, guardian? just slot in a single skill for group stability, the idea that DE is a skill check is bit silly since you can provide value with very little skill requirement 4-Even if you fail, since you did it with other actual human being not solo grind drones, you will have this magical human ability called "learning from experience", combine that with the fact that this is now your social group and you bonding over this meta this experience is shared between all of you multiplying its effectiveness, meaning that you will come next time to the fight with people who ALL did it at least once and discussed it from multiple PoVs and are ready for it even more. 5-The main reward of this meta is literally "the friends we made a long the way" and to reinforce that its other reward is a social-mount!, most solo-players won't ever share its second seat with someone, so why feeling that you need it? i myself have no reason to unlock skyscale because i simply think its bit unfun and i don't need it yet you don't see me making threads complaining about it not suiting my play preferences if you like your skyscale all the power to ya, outside your inner completionist if you are not a social player, you won't get much value out of the turtle tbh.. 6-Its a game, have fun, its not work and stop treating it as such. Now go and make your guild, join one, meet new people, have fun, party and get that water noodle smacked out of her high tower.
  5. You know what? i am doubling down EVERYONE IN THE THREAD STRUGGLING WITH THE META: I am ready to establish a guild or talk with big guild leaders in EU at least to organize and invite 3 or 4 well experienced commanders to do this meta with you, got ties to really big guilds with amazingly skilled commanders and players, if you want simply quote me with your server NA or EU, thats all you need to do, and if you don't get your turtle on the first try i will myself give you 10 golds of my bank, my max wealth is like 400ish gold liquid and assets so 10 gold really hurts me to give, but im willing to do so.
  6. I see what you talking about and it would be cool flavor wise don't get me wrong, but don't you think arcane trait elemental surge, or cata's empowering empowerment giving stat buffs for combos already does that? Sorry for not quoting you thought i did, so heres the reply for what you asking for:
  7. as the darksouls people say, gitgud. But as we say here in guildwars, gitguild get yourself a guild of like minded people who wants to finish this meta, the game gave you the tools and your frustration is self inflicted, this is not a solo game, this is (for the first time thx to EoD) an actual MMO, so establish a guild If you want the 3 or 5 golds the guild establishment fees i am ready to give you that, i am being honest and without a shred of sarcasm or irony, i want to not only see you take that water noodle boss, but also have 10 20 30 friends as a reward.
  8. Adding the ability to choose between 4 instant cast fields that combo with your projectile is already an added buff for your projectiles, and since more combos = more auras that means a combo in catalyst is an access to the robust aura system ele already has meaning combos now can cleanse condis with smoldering aura, give protection or fury, or stability with the catalyst grandmaster, as well as the 2 other catalyst aura traits empowering and hardened auras. As for the 3 finisher it reward you with a combo thats 3 or 4 separate projectile finishers in the same time. so its like having a x4 buff on projectile finishers but in numbers of projectiles rather than modifiers 1-600 is the perfect range for a hybrid ranged weapon, 900 and you will compete with scepter and then hammer has to do less dmg than scepter to justify having AoE skills or risk becoming a scepter clone single target high dmg weapon which would be unfun and proves my point, that we already saturated the ele's ranged options, so going melee is the only way forward. In 600 you have that ability to jump between ranged and melee faster reinforcing your hybrid ranged bruiser style, if you started in melee lets say earth you do 3 2 then 4 then 5 to immob, then you are free to switch air and air5 for the delayed stun taking advantage of that delay for a quick air4 to go into ranged for a nice hurricane of pain, then see your options, wanna keep at range? switch to fire, wanna sustain yourself? return to melee go for water, this tempo this dance would be much harder if the ranged options were 900 because at that point you forget about walking in and out of melee range, all your mobility will be either with superspeed or skills, which weaver already does with its middle trait rows being all about speed buffs and slot2 skills in sword as your kite and chase skills. Catalyst is perfect gameplay wise with a 600 range if it was any higher it would be much worse both balance and gameplay wise. 2-Im not commenting on rev, im not familiar with rev and its meta game. but i know for a fact hammer rev is one of the slowest most deliberate weapons in game and focuses more on being safe not by kiting run and gun like ele's staff but by expending energy for a safe hit like hammer 3, or health steal from the dark field that the hammer 4 gives to combo with blasts for defensive blinds or projectiles for life leeching combos that link hammer to rev's life leeching meta game. 3-the orb is not a gimmick and is the most fluid part of the hammer kit, its the way catalyst communicate that melee phase the i.e the sustain phase is the phase where you build up energy as you sustain yourself since the orb circles at melee range meaning more energy build up for the jade sphere, why do you think that earth and water 2s has multi hit, and why do you think air's hurricane of pain is the highest multihit skill which also the one that gives quickness jade sphere the main boon of catalyst... no its not a coincidence, the energy metagame flow rewards you for sticking to melee sustain and then disengaging for a quickness jade sphere with hurricane of pain giving you enough energy to go for either another quickness or another attunment's boon sphere 4-Most people wanted longbow as purely ranged weapon, and were angry at hammer for being """another melee weapon"" i too won't mind longbow as hybrid, or if they reskined hammer as a longbow i won't mind it, but i don't think longbow makes much sense as melee weapon, animations and stuff.
  9. "ANET SAVE MEEEEEEE!!!! I CAN'T MANAGE AN INSTANT CAST SPELL THAT I CAN CAST MID ANIMATION AND MID BEING STUNT THAT LASTS 5sec WITH A WINDOW TO PRESS OTHER 5/6 SKILLS BEFORE ANOTHER ORB IS NEEDED, N-NO THE SKILL IS BAD NOT ME!!" Go back to tempest and camp air there, or git gud
  10. Now thats EoD is in my hand i got to play with catalyst more i gotta say its the best spec ever, actually deep combat that takes core ele swap mid animation idea and run wild with it, pure unadulterated fun. The infamous Forum Eles maybe bit harsh on catalyst due to a lack of understanding and they themselves being bit clunky because they refuse to relearn how to play ele, be patient.
  11. Sorry for not responding, too many replies and got irl and EoD on my hands. Ranged is the standared ele variant and most ele's weapons are mid to far ranged (scepter, staff, warhorn, focus) as oppose to (daggers, sword) and hammer being the hybrid ranged weapon. Trident is a staff reskin for underwater (funnily enough lots of trident skins are actually litirally staff reskins) and its saving grace is the fact that its underwater which introduce 4D movement, not only that, water and air being CC and mobility attunments IS EXACTLY WHAT STAFF IS "Distance control run and gun kiter weapon" "So we are speaking High CC Skills with skills that have to be aimed, with a casttime even, but with devastatiing effects/damage." A kit made entirely of pile driver like skills and a simplified water = only distance control via slowing down enemies + air = only distance control via speeding you up, is a bastardized version of staff, Not only that staff is in this way a superior weapon design wise, because you find control on all attunments "fire4, earth2, earth4, earth5, water4, air3, air4, air5" allowing you to always have a kite button no matter what even in your heal and fire dmg phases, ie a more fun weapon. The idea that "we can have a ranged weapon only if we have weapon swap so we are able to switch between melee and ranged" is already included in catalyst in the fact that you got 2 ranged attunments and 2 melee ones as i already alluded to in an earlier reply
  12. Both of these posts do not engage with the subject of the thread at all, Here we aren't talking about balance how strong a weapon is or how viable it is, we are talking about the PLAYSTYLE of the weapon, The game loop under constraint of the game engine tech and the game meta-balance, so yeh i do agree maybe staff needs a buff here and there and maybe more encounters that actually takes advantage of its distance control run and gun playstyle rather than fighting stationary target, as for scepter it is a really good spike dps weapon its just under current game balance you can get higher dps spike with less risk on other classes and builds. Again please understand the purpose of this thread, its not about balance, i do agree current balance isn't a 10, its about the metagame of playstyle risk vs reward under the hood design of the weapons. I NEVER SAID RANGED IS BORING. I said A NEW ranged option would be boring because we already got the ranged DPS space covered by staff scepter warhorn and focus On the Archanist: The main issue with your proposal is the fact that nothing is in the idea of 2 attunments 2 weapons inherently needs or must be ranged DPS infact it kinda promote hybrid range playstyle of long range weapon + close range weapon, so it goes against the idea of a new long ranged DPS weapon, and since ele has more ranged DPS weapons rather than melee(only dagger in base ele) the Archanist MUST COME WITH A MELEE WEAPON and not be in the dagger space of meleeDPS-bruise sustain, something like uhhhh THE CURRENT IMPLEMENTATION OF HAMMER since its hybrid range is flexible to be paired with either a melee weapon or a ranged one. On the Mechanist: i am not familiar with the engie metagame to comment on it.
  13. Without any disrespect, your argument is more about having to not think about basics of balance, and game/class design to try to have a staff reskin rather than tackle why elite specializations are a thing in the first play, to give us NEW WAYS to PLAY our class. All ele weapons are hybridized on the axis of utility/sustain to DPS and thats the best thing about ele's design and why it trumps all elemental wizard classes in all games even tabletop RPGs on that point and how ele flows between them, there is simply nothing like it. I won't talk much about mesmer because im not expert on it and its meta game really. Elementalist a more single target / direct damaging ranged weapon, its call scepter and to has its high single direct damage its sacrifice for balance reasons uhh some of it uhhh RANGE to gets its high single target DPS spike. Its almost almost like the people who make these things know what they are doing
  14. Yes, because every new spec give a new playstyle with it to ele, warhorn as a midrange support weapon, and sword a new play style we didn't have before Yes because base ele had only dagger as its melee and EVERYTHING ELSE was ranged, more melee options was a dire need for ele and is welcome addition, in fact till now still most of the ele kit is ranged check this graphic i made to illustrate my point https://files.catbox.moe/x6bgwm.png i will edit it into the main thread post Hammer 3-key ability ITSELF is a hybrid range between a spinning orb phase and something people usually forgets ITS 800 RANGE LAUNCH(higher than the 600 range of the other ranged skills) that has a high dmg spike in keeping with the general hammer playstyle (fire and air being ranged dps), It almost like these people who make Specs know what they are doing. Not only half of the skills in this new spec do already exists in current ele but the playstyle has THE SAME DISTANCE CONTROL like fire3, air2,4, water4, even earth the "melee" attunment has a distance maker at earth3 maybe the fire smoke field is fun to think about and blast out of with an earth4 for a nice stealth combo, but it doesn't gets us out of the staff playstyle really just because earth is melee and water4 is a stationary distance killer deference the core gameplay loop isn't really hybrid since the sustain on earth is just a single barrier skill, and on water a self freeze, while hammer has a water field on jade sphere a block a blast finisher earth a leap finisher on water a mag aura on combo on earth, an ice aura on combo on water, a missile block on earth to force melee etc.. 1-So you are ok with it being samey and boring, huh i thought people wanted new playstyle not same old ones but maybe im in the minority? 2-And no staff having fields of dmg of versing sizes isn't problematic its peak game design, because HALF OF YOUR SKILLS already encourage distance control to make sure the target keeps at bay as your sustain strat, this makes damage fields flows beautifully into this gameplay loop, its litirally one of the best weapon designs in all of gaming, the damage fields here aren't arbitrary they are what slots best into the already established distance control playstyle of the staff 3- Staff ain't broken, people just miss when it was OP 4- Being ranged MUST as a point of balance be less DPS than melee due to the fact that a melee player is in putting himself in the range of every damage type melee or ranged, while a ranged player has the inherent advantage of being in the range of other ranged dmg only, this is balance 101 in games basic risk vs reward. 5- I assume you talking about pve? because in wvw staff is THE HIGHEST AoE DPS weapon still, in pve its utility made the highest AoE healing per second weapon in all the game so this balance between utility and damage is present in all of the ele's kit, its almost like balance is a thing. 7- Again with the vague "i love the idea of hammer but i don't like it cuz uhhhh i don't like it" be specific, this vagueness when talking about the hammer is because 90% of the people don't even understand the weapon. 8- An increase in ranged DPS skills to 900 will be too close to the scepter playstyle and will make the switch between melee and ranged clunkier and promote attunment camping by design, already the gap closers (water4) reverse (air4) and air5 are 600 range and perfect to switch between the 2 playstyles.
  15. No, melee unlike range is a high risk playstyle since you are in the dmg range of all types of dmg, ranged or melee; so the sustain part of it is inherently more interactive since the "maintain distance" strat is no longer an option for balance reasons And simply saying make "make it condi" not only doesn't get you out of the "distance control" playstyle of the staff, but the condition usage here is arbitrary and doesn't serve a bigger gameplay role, Usually conditions are used to imply a possibility of delayed kill "Much like how mirage uses this delayed kill idea to encourage a playstyle where you swap targets with axe 3 skill just before your first target dies from the condi to keep up your illusions at max as a reward", it doesn't slot in the 1200 range playstyle in any meaningful way by your simplistic description.
  16. How will you make a ranged kit that differentiate itself from staff and the conjure weapons to justify it existence without gimmicks? I don't see it happening, Staff already covers pretty much everything for an Ele as a ranged option, large AoE damage, distance makers (from CC, backward dodge, and slowdowns), small AoE damage to take advantage of that distance control, combo fields, combo finishers, On the water side we see the repeat of the large AoE and small AoE idea we find in fire but applied to healing instead of damaged (water 5 & 3), Even our ranged conjures already struggle with being not-staff; Flame axe by being 900 ranged, And ice bow having a discount meteor shower and has to reuse the idea of a projectile attack 3 times just with different permutations(1, 2, 3) and only has the fifth cc skill as a unique skill So this Ele staff playstyle of distance control weapon which makes sense since Ele is squishy already achieve the goal of what a ranged weapon for Ele should be, staff isn't range because devs wanted ranged for Ele, its ranged because the squeamishness of Ele necessitate the existence of this play style as low risk low reward unless you know how to hit your small AoEs or put yourself at risk channeling a meteor shower, this is the essence of a ranged Ele and why its different from any other ranged kit in gw2 So here is my challenge bow Eles, make a fully ranged kit that is not gimmicky and doesn't intersect with what staff already does with the same consideration of an actual new playstyle which hammer achieves by being a hybrid range where the damage phase is ranged and the sustain phase is in melee a playstyle Ele had no access to before really, see this playstyle map i made to better illustrate my point https://files.catbox.moe/x6bgwm.png (funny how we actually still have more ranged weapons than melee still, but le another melee spec am i right fellow eles?) To clear some misunderstanding: 1- I don't think Ranged weapons are boring at all, i love my ranged ele builds, i mean a NEW ranged dps weapon would be boring since it wouldn't be much far in game design space from staff or scepter 2- THIS IS NOT ABOUT IF STAFF OR RANGED DPS IS BALANCED, VIABLE OR NOT. we are talking high theory here, yes i do agree i'd love for ele ranged dps to be tad bit lil buffed or more wish for the game balance to be good again for scepter and staff to be viable due to not having OP options that trumps them
  17. The focus would be great if it lined up with the arm in human male lmao https://i.ibb.co/LQkr6Yf/Untitled.jpg
  18. This is not the place to discuses it and meant more as a player to Dev dialog, however i can't leave you being wrong like that buddy, Sword and hammer ARE POLAR OPPOSITES, the sword focus is nothing like hammer due to the fact that sword disengages as a defensive measure to kite where you pop your water2 to evade and get your water field and then make a run stalling, while in hammer you engage as your defensiveness measure with water4 a leap which heals the more enemies u engage, water orb for water combo field which are present in fire and earth 5s, earth orb, etc.. and the strength of attacks is also flipped, sword focus ranged is a CC set up phase for your vortex to land, while hammer the melee phase is meant to sustain you and the ranged abilities are where the real damage is being dealt air2 fire4 etc.. You clearly didnt play it much or played it without actually even trying to find its flow.
  19. Man i really hope the devs aren't looking for feedback exclusively on the forums but also taking into account other gw2 communities, this place is notorious of being somewhat of a cryfest Hammer, is good weapon imo it has a very interesting fluid pace to it and a playstyle not really present in other ele weapons, this half melee half ranged combo fieldless weapon is really really awesome and i hope it stays that way, its clear that immobilization is big part of its defensive and lock down capability to land the big damage small area skills, so i wish there was another immob to it so we can be free to choose between picking up arcane or not OR the fifth skill in earth gets a lower cooldown to flow better into triple sear or shock blast, maybe a 25CD would feel much better for the weapon earth 1 animation also is somewhat mmm not that great so a change in it would be nice The new jade sphere is awesome and i love how u can get a sphere of one element, then get the combo skill from another element only to get an aura of a third element if u so choose, thats amazing and i love it, however the UI of it leaves something to be desired, i suggest u ditch the F5 and treat it like an overload reducing the F-buttons to 4 again, and get the energy bar under the attunment buttons much like how weaver get a spliced bar under his, just splice it into 3 heres a pic https://i.postimg.cc/13ncK4mK/UI.png maybe even make the first energy bar faster to gain than the following 2 and signify that by making it a shorter length bar compared to the other two! And thank you ❤️
  20. NO please no, Conjured kits would be too OP and too unbalanced on ele, Engie has to sacrifice a secondary weapon with NO attunment swapping of any kind to get their kits, the idea that ele with 4 weapon skill bars"attunments" also get to add 2 for picking up a skill is ridiculous
  21. Mathematically false, because the launch of the 3hammer is 15sec cooldown, so to pop in an attunment just to press 3 and get out is a DPS loss in every scenario since it doesn't conflict with any other animation, so even in water the optimal way to play is to extend your aura dmg buff via water4, then press2+3 cuz 2 is a good melee dps increase and 3 doesnt conflict with it, if you pop in and out of water or earth just for the 3skill the second round of quad3 orbs will be wasted cuz the flip 3launch over will be on cool down, please play the spec more and experiment with it instead of typing 3 paragraphs
  22. Problem is i base my opinion on the PVP matches i have played not PVE, the hammer is just too good in a team fight mid noder and as a duelist, F5 doesnt break fluidity its 100% fluid its an instant cast no animation that u can cast mid slow hammer animations for a combo enabling you to not only cast mid animation for combo, u can cast a field for boon, then swap for a combo finisher in another attunment, then swap to which element u want your aura in, thats so much control in your hand its crazy, the fact u still looking at your skills instead of the fight is just cuz we still new to catalyst bro, till now playing catalyst as a team fighter i haven't lost a single match
  23. Actually hammer is the most fluid weapon ele has right now, Just because you aren't familiar with it doesn't mean its bad, the no cast time on the 3 skill allows you to cast it mid animation with a grace period of 2/3 skills between each 3 activation for maximum fluidity, this entire thread feels like people who didn't find the rhythm of a musical instrument yet so they call it trash lmao
  24. Question from a total noob who is planning to leg it outta windows into linux, when activating the DXVK thingie in lutris does it matter if im running DX11 beta or dx9? or is dxvk doesnt care which one i swap to cuz it translate both dx9 and dx11 calls regardless? beeeeg thx linux bros
  25. gw1 style fire ele exist in gw2, its called condi firebrand, your welcome ❤️
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