zealex.9410
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Posts posted by zealex.9410
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A player asked me yday about an item I had while gone afk and I answered them 20 minutes later when I scrolled up to see their msg, im sure that player would have benefited from a feature like this. Good addition.
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On 4/9/2024 at 4:05 AM, recipesw.7453 said:
I think pistol/pistol set was released for Firebrands due to lack of a proper ranged weapon. The set heavily relies on condition damage which is the key element of the Firebrand.
Pistol does alot of multi hitting which is the willbender's field, ofc pistol mainhand last i check was solid for both but yeah id say it was designed with willy in mind.
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On 4/10/2024 at 8:15 AM, DanAlcedo.3281 said:
Qheal Zerker is really good. Just outclassed by more busted heal builds at the moment.
Druid kinda stacked currently.
And Aheal + Qdps is often the better combo. Good luck finding a pug Adps.
The main thing is youd rather have the alacrity giver do the healing and q dps zerker is really strong so you kinda handicap it with giving it healing but yeah, in terms of performance it outclasses alac bsw as do most every boon heal provider.
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I dont agree entirely, yes warrior got staff but the only build that would logically use it, alac bsw is not good because of the 1 weapon limitation, compared to that fb has nothing to fear imo.
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Anet W??? Lesgooo
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1 hour ago, Ashantara.8731 said:
I think you can only earn the last required item via the meta achievement, not via map completion. That's what friends of mine reported, at least.
You get it from lanterns
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Map completion is bugged?
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16 minutes ago, kiroho.4738 said:
I like the change.
But the ear and horn clipping should still get fixed.
Ears ye, horns no.
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Remove this item from the gemstore, its predatory (especially to new players) and its just a kitten addition that just makes the game look worse.
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9 hours ago, Forgotten Legend.9281 said:
so, if i understand your point correctly:
1) offhand pistol is inferior to torch, because of Radiant Fire trait buffing torch so much.
2) the trait ruins torch on many builds, because it essentially removes the primary skill, by forcing use of only the flip-over skill.
3) the trait ruins many builds because you can't use the flip-over skill when torch is not the current offhand weapon, thereby wasting DPS potential.
My personal opinion of the trait is that the devs intended to force us to make a choice with the trait. use the flip-over skill by equipping torch. or choose different weapons for different purposes. The trait was designed in such a way to STILL give (melee range) DPS benefit for other weapons, but MORE benefit for using torch. They have done this concept with other weapon traits, also. Give a benefit for use with all weapons, and MORE benefit for using the specified weapon. (look at the traits the give say 120 stat, +120 MORE of the same stat when equipping the specified weapon.)
as for usability issues, i am FOR changes that would make the trait better for torch-bearers, instead of the trait making torch super clunky.
however, i must say that this is the first time in 11+ years that i remember seeing someone post about how clunky is the traited torch.
They can still have the trait benefit all condi builds and torch specifically. Just make it so when you crit you proc the zealot's flame effect (the pulsing aoe around you) but without it flipping torch 4, further more make it so picking this trait gives you another charge or zealot's fire.
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They nuked all the weapon enhancing traits, just roll the 2 charges baseline and detach the trait from the weapon. There, problem solved.
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3 hours ago, zealex.9410 said:
How you can be saying that with a straight face is honestly beyond me.
Ahhh nvm you weren't.
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6 hours ago, Gorem.8104 said:
or the past decade you could quit and come back and nothing would be fomo but this feels like the devs have tried to force it into this game for no reason.
How you can be saying that with a straight face is honestly beyond me.
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Ive done less metas for Archipelago and yet i have twice the map currency i do for Amnytas, you need a serious amout of both if you plan on going for the legendary armor and its rather disheartening how much less amnytas rewards, especially considering ive been skipping half the Archipelago meta while doing the entire Amnytas one.
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On 9/26/2023 at 5:33 PM, Sobx.1758 said:
How/when are you losing participation in amnytas meta?
Between events im noticing that my participation is dropping.
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Not gonna comment on the gameplay or difficulty, i have more technical issues with the meta, those being that you cant right click the chests you get every 1 minute and that you drop participation way too fast.
What gives with these choices by the devs?
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4 hours ago, Valfore.8416 said:
Where does the countdown come in handy 🤔
At starting the encounter for the group. Ready check is fine but it can be a while between the first person who presses ready and the last and that can lead to someone being alt tabbed because someone else took 5 minutes to ready up.
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Not locking squad functionality behind a gold cost would also be nice. Also, the ability to set a countdown, the ability to use squad functionality in 5 man groups as well.
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The expac has been out for a month and every time i visit amnytas and the tower i have to avert my gaze lest my frames drop to unplayability. Seriously as soon as i look towards the maps instead of the edges if the maps my frame nearly halve if not more than halve.
This kind of performance is honestly a joke and it boggles my mind we havent seen it addressed. I dont know myself whats wrong and ive heard various claims, such as culling being broken in these maps, but whatever it is it makes the game unplayable.
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For some the boss just materializes while others are so long you have to wait 6 or so seconds after the timer has ran out for the boss to be killable.
This is especially annoying in t1 rifts were the boss takes a third of the time to kill that it takes for the timer to run out and the animation to play. These animations should happen while the timer is still ticking down not after, rifts are already not that great of an experience and the way you have the animations play out slows it down and makes it less fun.
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Rifts need to be disabled on a map of a meta of that map has progressed and is in process.
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You generally want to let torch 5 do the whole animation if the enemy is alive because its dmg is back loaded, if the target dies or you need to use a diff skill i believe most skills interrupt it so you dont need to wait for it to end.
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35 minutes ago, Astralporing.1957 said:
"if you actually engage with the system".
That's exactly how FOMO works, if you haven't noticed.
By that token the entire game is a big ol fomo trap, you had to engage enough to log in for the old system as well and every missed day mean lost lost rewards.
If you dont log in for a day or a week thats fine you can still enough enough aa to get everything you want out of the vault.
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9 hours ago, Ashen.2907 said:
The prior iteration of the daily system was more fun for me as it allowed me to focus on elements of the game that I enjoyed more. The improved rewards do offset the downgrade of fun factor a bit.
Like?
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Next-Level Fashion Wars: Cosmetic Inspect Coming to Guild Wars 2 April 16!
in Guild Wars 2 Discussion
Posted
Why would anyone check for your gear in open world? It only matters where you make squads with very particular requirements and expertise such as instanced content (strikes, fractals, raids to a lesser extend dungeons) theres prob a handful of commanders throughout the entire game that are waiting for gear check to pseudo gatekeep ppl out of the game, hell in ow you arent even required to be in the tag to partake, just follow it.
Every meta that players care about has multiple commanders and instances if one of them ends up being a prick block and try the next lfg post.