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Stadsport.8714

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Posts posted by Stadsport.8714

  1. I almost never see groups in LFG asking for KP on a regular IBS5 run. If they're doing those + EoD + SotO, maybe, but it's certainly not common enough I'd be starting a thread to complain about them.

    But as others said, there are way too many people who join groups in Experienced and hope no one notices when they clothesline the entire squad on Whisper, so I certainly don't object to commanders asking for some baseline confirmation that members know what they're doing.

    There are PLENTY of groups without KP requirements to join, or you can just start your own.

    • Like 5
  2. No, you get a salad, a human, and a bird. In Tyria, all of them are normal. We cast spells and fly around on dragons here. You may want to adjust your definition of "normal."

    Besides, it's a light-hearted story segment, not a dating sim. In fact, even in the context of the story it's not a real date. You're also given options to be flirtatious with your imaginary pretend date, or keep it strictly business. 

    Also, outside of Tyria, someone like Yao is also normal, and probably prefers to be referred to as a "person." 

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  3. On 2/14/2023 at 5:14 AM, Dreams.3128 said:

    ...People expect portals in DS of all places???

    I've would've been with the other argument if it was something like Harvest Temple, but DS?????

    I don't think I ever encountered that in all of my time of playing DS. Holy wow. Even when I played on mes I don't think I ever had someone even demand something like that. That's just ridiculous. 

    Yeah, I've never seen a portal used in DS. I run it almost every day. For a while I was doing it several times a day for achievements. 

    I can expect mesmer portals in Drakkar, for instance, but even then I ask at the start of the fight who can do portal 1 and who can do portal 2. It's not hard to establish it in advance, and it's not hard to ask instead of demand. 

     

    Commander in OP's story sounds like a clown, would ignore and move on. 

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  4. To me, the biggest reason Strikes don't feel like an adequate substitute for Raids is because Strikes are re-hashing existing content. They're reworks of bosses from elsewhere in the game's lore and story, and you're just dropped right in front of them. Raids are wholly original content (save for re-using a few assets here and there, which is forgivable). They have lore behind them, original maps, original bosses, original mechanics, each one feels like its own special ADDITION to the game, rather than another way to re-play existing boss fights. 


    The EoD strikes to deviate from the IBS strike format a bit and push it a *little* in the direction of raids, but it's really just because the fights are much longer and run through more phases along the way. 

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  5. I'm noticing some inconsistencies with Adrenaline generation lately, especially on Spellbreaker. On the training golem, when setting up the opener, Hammer 4 should generate enough Adrenaline to ready Hammer F1, but if you don't have your position to the golem's hitbox just right, it often doesn't generate enough adrenaline, so it ruins the opener (even if you got the rest of the opener right). You can reset and change your position slightly and it works fine.

     

    I suspect this is related to the same bug that causes the in-game DPS meter to not track all of the damage from Axe 5 depending on your hitbox placement, even though ArcDPS sees it. 

     

    In Shiverpeaks Pass/Icebrood Construct, the adrenaline issue seems way worse. It pretty much ruins the entire SpB rotation. On the flipside, both Octovine and the Crystals in Dragonstorm refill adrenaline on a single autoattack hit. Makes spamming F1 real nice on power berserker at least.

     

    Also, I recognize these last two might be related to intentional encounter mechanics I'm not familiar with, but the inconsistencies with the training golem seem pretty straightfoward. 

  6. On 2/10/2023 at 7:31 AM, Pati.2438 said:

    @Stadsport.8714 nah they want us to play Berserker as a Condition focused spec. Only problem here is that it isnt even decent on this one spot xD.

    I do think Berserker was somewhat intended as a condi spec (after all, torch). But the fact that the current condi zerker build spends so much time in longbow just tells me it's just a build the community made work despite the issues with the profession.

    On the flip side, axe/axe power berserker is so elegant, fluid, and fun to play, that if it wasn't done by design, it was a happy accident that ANet should lean into. They have at least acknowledged the existence of power berserker as a build, in one of the last few patches.

  7. On 2/3/2023 at 2:39 PM, ZEUStiger.3590 said:

    Is that it? Are you kidding me? So we're just going to pretend like power berserker is in a good spot, huh? One minuscule PvE-focused berserker change for a spec that's massively lagging behind almost everyone else? Is this what we've been waiting for 2.5 months? Do you have some spite towards berserker? Bladesworn and spellbreaker are your new favorite toys, and balancing berserker is no fun?

    Current benchmark is 34924 dps. This change would add 457 more dps, for a total of 35381. When bladesworn is at 40608 and spellbreaker - at 40351. Power berserker received a 1.3% buff, when it needed a 14.5% improvement to join the 40k club. Give me ONE good reason why it shouldn't.

    You wrecked this spec into the ground half-a-year ago, and you have done kitten-all to remedy the situation. You have failed to even bring it back up to the level it was at before EoD (38k), and it WASN'T GOOD ENOUGH EVEN BACK THEN to see popular adoption as a dps build, much less now when we have several >40k builds. Berserker is currently being played by 0.67% of players in raids - the only place they can compete in due to, ironically, the lack of burst damage that's oh so coveted in fractals - and that's counting BOTH POWER AND CONDI builds. 0.41% in fractals. Power berserker's benchmark is laughably low, considering the build's selfish nature, and that's even assuming you engage in the exploitey weapon stowing gameplay. If you don't - the dps falls down by another ~1.5k, putting the dps-only power berserker on the same level as some QUICKNESS-DPS builds of other classes.

    When soulbeast dared to fall out of favor a little bit due to nerfed OWP, you panicked and buffed every weapon skill they use in the very next update, but when berserker is down in the ditch for half-a-year - here, have a single +0.1 coefficient, suck it up. Oh and we're going to bug your trait for 3 months, just for the hell of it. This is frankly insulting.

    Fix what you broke! It's been 6 months! All you need to change is numbers! How many more months do we need to wait for it to happen?

    I still can't figure out why a greed-DPS class (berserker) is doing less DPS than the one using the Defense traitline. It's really frustrating to have ANet actively telling players not to play berserker. 

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  8. Could not agree more. It makes absolutely no sense that Spellbreaker (which is tankier and has more utility), using the Defense traitline of all things, can comfortably out-DPS Power Berserker, which is thematically and mechanically designed to be a pure damage class.

     

    Spellbreaker is less punishing for getting the rotation wrong, and more rewarding for getting it right. Producing good DPS on Power Berserker requires precise management and timing of Rage skills and adrenaline AND exploiting weapon stows, but still can't produce the same numbers that the spec using Defense can, even when perfectly executed, and Spellbreaker isn't even meant to be a DPS-only class.

     

    @Cal Cohen.2358 Please please please consider the above. It's incredibly disheartening to constantly see my favorite class in my favorite game put into the corner and ignored to guarantee it's played by less than 1% of the players in raids, and less than 0.5% in Fractals. The neglect this class has been facing for months is in direct opposition to the supposed goal that anyone should be able to play what they want. 

     

    It's exhausting.

    • Like 4
  9. I'm going to continue to push for a meaningful change to Warrior/Berserker for PvE. Despite being a class that's thematically and mechanically designed from the ground up to be a raw damage dealer and nothing else, it's severely underperforming in damage output even compared to the other two specs; there's some irony in Spellbreaker using the Defense trait to produce higher damage output than Berserker

     

    Over the last few months, there we changes made to how the Headbutt/Outrage chain works, and how F1 and F2 are handled, but they were ultimately arbitrary tweaks to the mechanics of these that didn't actually make any change to damage or gameplay. We're sometimes seeing traits and weapons adjusted that we don't use, and that's about it...

     

    All it needs is for Bloody Roar to have a higher multiplier. Others have done the math, but bringing it to ~33% would make Berserker comparable to other specs, AND the berserker time extensions provided by Rage skills have already been reduced over the last few patches. 

     

    Please, ANet, it's such a simple change that would let us play an otherwise brilliantly designed class that's extremely fun and has a very linear skill-to-reward scale. 

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  10. On 1/7/2023 at 3:27 AM, Charybdis.9042 said:

    You might want to take a look at an intermediate upgrade.

    Replacing the GPU with (say) an nVidia 1070 will address the DX11 requirement. Then carry the GPU over into the new PC, and finally upgrade the GPU when there is one available that you want. Then sell the 1070. Due diligence on hardware compatibility of course.

    Each of those steps will see a very noticeable improvement in game performance and you don't have to rely on the CPU/GPU market being at a price/performance sweet spot. This is the upgrade path that I've taken over the last 10 years and am still on (Intel 4770/nVidia 770 -> nVidia 1070 -> Intel 13600 -> ???)

    I picked up a 3gb GTX 1060 for $80 (it just needed a thorough cleaning) off FB Marketplace and it ran GW2 at very high settings like a dream. Then I later sold it for $100.

  11. 1 minute ago, Deadly Moth.5687 said:

    I am likely one of the few players that will be affected.

    I believe I have (financially) contributed much more than an average player having purchased multiple accounts/expansions (for myself and friends/family for GW1 and 2), many in game upgrades and even a reasonable amount of merchandise (easily adding up to many100s or even 1000+ since launch).

    yes my main rig is over 10 years old, but with an i7 CPU (8 core @ 2.80GHz), 16GBs RAM (1333MHz DDR3) and 4GBs GPU (GeForce GTX 260), it is still more than capable of running many games (currently GW2 at near max settings).

    however although the rig is already running DirectX 12 its the graphic card feature levels are "10_0, 9_3, 9_2 and 9_1", so there is a good chance it will no run the new client.

    I do plan to purchase a new rig but not for a year or 2 (unless this one packs up).

    although my laptop meets the new specs and I will still be able to play from time to time it is unlikely I will be buy any further updates/upgrades until I replace my main rig (which could be a couple of years away)

     

    Your GPU does support DX11, just not the full featureset:
    https://www.techpowerup.com/gpu-specs/geforce-gtx-260.c217

     

    You can also try it now by just switching the setting to DirectX 11 in-game and restarting.

    • Like 2
  12. 2 hours ago, DirtyDan.4759 said:

    Ah. There is the post.

     

    DX11 is from 2009. Why not wait for someone to post this kind of post who is actually affected by it?

    As soon as I read the announcement I knew we'd get this post. 

     

    OP, players are not being required to buy a new graphics card. DX11 is literally older than this game. In fact, DirectX 9 is older than Guild Wars 1. Frankly we run a greater risk of new hardware and/or Windows versions not supporting DX9 in the not-so-distant future. It's over 20 years old. The requirement is to own a graphics card that hasn't turned to dust by now.

     

    If your computer is capable of browsing the internet right now, it's practically guaranteed to support DX11. If your computer doesn't support DX11 at all, I would wager GW2 hasn't been playable for a long time anyway. 

     

    Asking ANet to continue to support DX9 for the players with hardware that is literally old enough to buy beer, means holding the entire game back for the two people who want to run it on their toaster. This isn't being classist; we're talking about hardware requirements an Amish household probably exceeds.

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  13. In open world, kind of anything will do, just have fun. Same with dungeons and T1 Fractals.

     

    As you go up in challenge (higher tier Fractals, Strikes, and Raids), you'll be expected to perform better. I think most would agree that if you're averaging around 10-20k dps for a typical encounter you'll be perfectly fine. 

     

    The de-facto DPS meter for this game is ArcDPS, just google it. Very simple to install.

     

    As for macros/automations, I'm sure there are people who do it, but I don't think it would be very productive. Sure it would allow you to fire off a rotation on the training golem, but in a real encounter, you need to be able to perform mechanics at the same time. Maintaining good DPS while doing mechanics means you need to have a solid understanding of which skills take priority and should be performed in a certain order, so you know what to use and when. A macro program really can't replicate that. 

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  14. 3 hours ago, Razadune.9260 said:

    Well, okay. But there's a lot of people that aren't, and for good reason.    

    Virtually requiring LFG, group assignments for boon distribution, explaining mechanics, long preparation phases, and pretty much everything else you mentioned are the antithesis of the rest of the game's open world design. You just do not need to do those things in pretty much any other open world meta event in the game. Dragon's End is designed like a raid instance with a lot of the same requirements, and if that's what they want...fine, I guess. Make it an instanced raid and nobody would even complain; it seems like the only reason it's not one is because it would have fractured the story.    

    But out in the open world, as an open world event, you cannot and will never have total control over who is there or how they participate. You can't kick the five people from the map who are just fishing while you run three people behind the timer on DPS, or the other four just grabbing hero points, but the encounter is designed like everyone on the map is there doing exactly what they're supposed to be doing at the exact time they're supposed to be doing it, and it fails if they aren't. I think there's a lot of people (especially the ones talking about DE's success rate) that don't seem to get that EoD's maps feel completely empty 90%+ of the time because the only people still doing the metas are the ones treating them like instanced group content. Everyone else pretty much gave up on them otherwise months ago.    

    Dragon's End isn't an issue because it's "challenging". It's an issue because it's a raid instance that's just tossed into the open world because they didn't want to isolate the story; and unless you approach it like it is a raid instance, you're almost certainly going to fail it.     

     

     

    It definitely is harder than other open world events, but to say it's the antithesis of the rest of the game's open world is just not true. There are plenty of other open world meta events that require participation on a large scale. For example, Octovine has a way higher success rate, but does still fail. Same with Chak Gerent, and even "newbie" maps have this with events like Triple Trouble, which is arguably harder to coordinate as it requires three commanders who are directing new players, and in Triple Trouble, you absolutely have to organize in advance, explain mechanics up front and along the way, etc.

     

    Like DE, those metas are more likely to fail without proper organization and coordination. DE isn't the antithesis of this, it's perfectly in line with other metas. Its just increased in difficulty. Again, no one of those things I mentioned are *requirements,* they just increase your chances of success. The same is true in all meta events.

     

    The comparison to raids is also just not true. Having organization for boon distribution helps DE a lot, but isn't a sole requirement for it. In a raid, it IS a requirement. The stakes are higher, and one player can often cause the entire group to wipe for multitude of reasons. Raids require much tighter coordination, more rigidly defined roles, and careful participation of ALL squad members. None of these are true of DE. 

     

    Your argument about not being able to control what people do in a map (and therefore needing to kick players for not participating in the meta) is also irrelevant because, as I said in my last post, there are simple steps squad commanders can take organize early, or to ensure they get a fresh map instance full of active participants, and it works. Yes, map size scaling in EoD maps is bad, but it doesn't preclude this event from succeeding. I actually do agree that it could work as an instance, and I think if it were set up as a Promoted Event like Dragonstorm it would make a lot of sense and probably have an increased success rate. But ANet wants it to be a map meta, and time spent making exaggerated complaints on the forums is time that could be spent just completing the event.

     

    As we've established, DE is certainly more challenging than other metas overall. But it also represents the very last fight, in the very last map of the very last of expansion. It's the conclusion to the 10-year long dragon cycle. So yes, it's fitting for it to be more challenging than prior open world content. It is one of three OPTIONAL modes of the literal final boss to the entire game. Having it require more preparation and coordination than prior events is not only fair, it would be irresponsible game design for it not to, and it's still not NEARLY as hard as raids introduced years ago.

     

    I'm not even sure why there are still long complaints on the forum about DE being too hard or unfair, 10 months later, while it's cleared several times a day, every day now. Just go join a squad and get your turtle.

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  15. Every world/meta event can expect to have a hodgepodge of players with random builds, and some with better optimized (let's say "raid") builds and DE is no exception. It can and is regularly beaten with such a hodgepodge of player composition.

    What DE does need is good preparation and direction. You only have to join a few PUGs early and watch how they evolve to see what the difference is. I'll give a few examples of my experience with PUGs:
    -I've been in a few maps where people are running events, but without a commander. Sometimes a commander tags up at the last minute, but isn't able (or doesn't have time) to properly establish roles, mechanics, grouping, etc. Usually improvised meta groups like these fail.

    -I had one commander who REFUSED to organize people into subgroups even after squad members were practically begging for it. They just planted their feet and said "it doesn't matter" even though it's a known fact that it absolutely does matter for boon distribution, and certainly helps with establishing roles & locations. A few people attempted to self-organize but it was too little, too late. Event failed. 

    -Commander tagged up and rushed around the map doing stuff, but never spoke a single word of instruction during the fight. Event failed, commander complained a lot in map chat after and got roasted for not actually commanding.

     

    Some of the things that help the event succeed are:

    -Grouping up early on LFG, NOT at the last minute. Running pre-events to get your buffs help, but is not required.

    -Advertising on LFG helps ensure you're getting people who are there specifically to do the event and not just wandering into it.  Some groups/guilds (like Hardstuck) will often organize in Echovald way in advance, then move over to Dragon's End to force a new map instance to make sure they can get as many squad members in as possible. Frankly, if you just want to beat the meta and get your turtle, join the Hardstuck discord and just do a run with them. They do it regularly with practically a 100% success rate at this point.

    -Having a commander organize people into subgroups of 5, and distribute boon-providing roles among those subgroups (it helps to have a solid understanding of which classes can provide which boons to speed this process up a lot).

    -Explaining the mechanics in advance, and ideally during the fight. Setting up Waystations and emphasizing the CC phases helps a lot, especially.

    -Establishing who (by subgroup, typically) will go where during the split phase in advance, and again during the fight will get the pre-events done quicker, which especially helps with the crystals. It helps with the pillar split a lot, too.

     

    This isn't to say you need to do ALL of the above to succeed, but those things help a lot. I recently joined a  group where the commander split people up into 3 subs, which was enough to help define who goes where during the split phases of pre-events and the primary fight, but doesn't help so much with boon distribution. The commander was giving people verbal direction on how to organize themselves instead of doing it themselves, so I think they were a bit new. On the 2nd pillar split during the fight, we had to re-do because one pillar didn't kill in time. Lost a little over a minute and the map was still successful, despite having some problems with the setup.

     

    So yes, DE Meta is easily the most challenging open world event in the game, but ANet has made it crystal clear that's how they want it to be, and I'm perfectly fine with it. Discussion about requiring highly optimized meta builds is irrelevant because it is regularly beaten by groups who take anyone who joins. It is challenging but can be beaten with simple but effective commanding and players participating. 

     

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