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JusticeRetroHunter.7684

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  1. Ya for sure, very true, and i hope so. Legendary armor is expensive and for a longtime PVP and WvW had zero ways of money making in the modes. So lots of PVP purists (people who only play PVP and WvW) have a really late start.
  2. i guess I'm confused by this sentence: nobody has ever really ran a 50 man holo blob before (it's even in the title of the video). This is the first time i'm seeing this in 6 years. I feel like people imagine that gimmick zerg builds exist but most people don't do them, because it's hard to find players, getting them to play and learn a class, and gearing them up all before being able to just test an idea. In other words, gimmicks don't exist because its a logistical issue with trying to just get the idea off the ground. It's far easier to go to meta-battle, load whatever the meta is, and hop in the game and play with your friends. That doesn't mean the meta is actually better. It is at some small scale, a good build for a user to play, in the context of a larger group of players. gimmicks are no different and there's a variety of possible ways to "scale up" some build, in the context of large groups of players...like 50 Laser Beams. It's just logistically difficult to get people to test gimmicks, let alone successful ones, since they have to be tested first.
  3. people just forgot what this game is about. Part of the winning of this game is build wars 2, and many thinks builds “don’t change.” In the sense that they have to run the build they were told to run. so when they fight someone else and they lose to it all the time they feel like “the game isn’t fair” cause they have boxed themselves into a corner of their own making. it’s true that some builds are oppressive and anet design is partly to blame for the rigidity for people to create builds (solutions) to solve their problems (the idea that options should exist in the game is a big part of my theme when talking about game balance) But instead of seeing that the lack of meaningful options is the reason for their frustration people just say “nerf x! Nerf y, nerf z!” And before you know it, everything in the game gets nerfed and all the options are meaningless. videos like this are to me the true essence of what guild wars is meant to be and always has been. The invention of your ideas and pitting those ideas against each other and see what wins…then come up with a better invention next time in an endless race to build more and more innovative builds and strategies. btw these guys also have an all tempest video which seemed pretty fun too and is worth checking out. There’s probably many of these zerg gimmicks that could exist if people took the chance.
  4. This is the essence of true guild wars gaming : Creating builds and finding interesting, innovative strategies. Back in Guild Wars 1, the creation of such builds was called "Gimmicks" and was one of the primary motivations for theory-crafting in the game. Shout out to these guys for thinking out of the "meta" box and willing to take the chance to try something new despite what others might say. also lol at 3:30; epic Flamethrower PVD.
  5. Merp the player? dang man merp brings back memories of duel arenas lol. It’s true bro would smoke 99% of everyone.
  6. I mean you have a free utility slot on Firebrand (sanctuary is not necessary) to take Hammer of Wisdom, which has two ammo's. Ya i think you just haven't played in a while. Elementalist, Druid, Warrior, Revenant and more now (Support Scourge, and Support Chrono but i don't play these so i won't mention them) are viable healers...especially Druid which is why its getting nerfed this upcoming patch.
  7. You should do math, and some theory-crafting bro. Before understanding how effective Relic of Karkosa is, you need some reference frame to compare the skill to something else. Wash The Pain Away Let's take Wash The Pain Away with no gear on which is 4314 Healing every 25 seconds. WTPA also hits x5 targets so 4314 x 5 = 21,570. over the course of 180 seconds (a 3 minute engagement) you can use it 7 times. 4313 x 5 x 7 = 155,304 every 3 minutes Relic of Karkosa Relic of Karkosa with no healing power investment, does 800 healing which is actually pretty normal. But it can effect more than one target (x5). 800 x 5 = 4000 healing every time you use a blast finisher. Then you gotta ask how often can you use a blast finisher. Skills with different cooldowns can be chunked into a single bulk operation, which boils down into how many times you can blast finish in a given period of time. for 180 seconds, if you use skills that do a blast finishers every 4 seconds on average your triggering Karkosa 45 times. 800 x 5 x 45 = 180,000 every 3 minutes. And using a blast finisher every 4 seconds is pretty generous, because builds that actually trait into going on a Karkosa build can do blast-finishers faster than this (there's a build that can do blast finishers once every second...and other more practical ones, that are not far behind it with once every 2 seconds). Full Heal Borg For comparison, on a fully borged out healer, who's gearing for heals and proccing blast finishers with Karkosa in mind as its relic, Karkosa does 2400 x 100%(outgoing healing) x 5 (targets) x 90 (blast finisher every 2 seconds) = 2,160,000 Healing every 3 minutes...which already puts it above most other healing skills in the game (including WTPA). Adjust Outgoing healing % to the build your using, and average out your blast finishers per time, and you'll get a range between several hundred thousand, to several millions. As far as my knowledge is, I've only found Warrior and Elementalist builds that are able to do Blast finishers every 2 seconds. But putting on Karkosa, even if you aren't pumping Blast Finishers as your main focus, like say on a guardian cycling their normal weapon rotation, and running Hammer Spirit Weapon, makes it a very good option to other relics...So depending on how many BF's you can push out, it actually makes it BIS over monks in some cases.
  8. I don't know what Zyvera has said for years...but on the previous page, I asked him what his argument was...which was mathematical in nature and I quote from him: "Math disagrees. If x + y + z < a + b + c + d + e = true then a + b + c + d + e + f + g + h + i < x+ y + z is impossible to be also true, since we don't have negative stats... ...Was in another thread a while ago - basically i showed that if 2 rangers with the exact same build except gear hit each other with the exact same power only longbow skills - zerk dies before cele." This mathematical argument is the statement that because Celestial has more stats in total, it is going to be better than 3 stat and 4 stat combos. My counter argument is that this model is too trivial of a way to model the game, which requires understanding all these different factors since stat contribution contributes to the games elements in a non-trivial way. I used the differences in scale as one (of many) examples of a different factor that makes the equation he presented as not true (otherwise we would see celestials as meta in zerg gameplay, and everywhere else for that matter) This is exactly my argument which you just reiterated in your quote-block...and i'll quote you again : Just a few post before i said that cele is not the root cause of problems but a more realistic balance approach than altering skills/traits of every spec to give them access to the right amount of boon rip to battle the spam given the limited resources Anet uses on this matter. Again this is what my argument has been about over the past two pages...and why i said to you earlier that you are agreeing with me and you seemed to just have a misunderstanding about what i said at some point (in particular the definition of what "independence" means in the context of that post)
  9. I used zerg meta builds as an example: If Celestials is better than 3 or 4 stat by virtue of total stat count alone, then celestials should also logically be meta in Zerg play, but it is not. Thus that argument is invalid. Nope you have this all wrong. Celestial builds require the theory-craft to cross a certain barrier/threshold in order to make those builds useful. Those barriers include whether they can maintain certain boons, reach a certain amount of critical strike chance with traits, and then be able to use weapons, skills and traits that don't dilute themselves so much to the point of uselessness. Some builds have this property...where they are able to overcome those barriers. Many do not. Some classes need to use two trait-lines just to be functional...while others are just effortlessly functioning by virtue of how they've been designed, and what choices they can make with their traits and skills. But the pitch fork in people's eyes blinds them in seeing that the deeper problems in this game are and that they are not going to be solved with nerf after nerf after nerf to things that aren't even the actual problem. Btw i'm not even arguing against a celestial stat or ministrel nerf. go head. i just don't think it will really solve any actual problems. It's funny cause yesterday after this conversation, went ZvZing and decided to just drop minstrel and run clerics on my druid. Was fun, many bags...bigger healing, less self-crutching, feels good.
  10. No not really the point. It has nothing to do specifically with small or large scales. The point is cele "having the most stats makes it the best" is not a valid argument, because the games elements interact with each other non-trivially. Scale is one such way in which it is non-trivial...but it applies to builds and how people can choose their skills and traits...and what those skills and traits can do. Taking Celestials makes you a jack of all trades, but master of none. If your weapons only do power damage...then your condi stats that are upped in celestial are basically wasted...if you have to take a whole traitline just to make healing do something for you, than you had to give up a traitline that would have given you more power damage. Not all builds in this game, can take advantage of these features. It's just an obvious theory crafting fact that "throwing celestial on it" is not an optimal thing to do in most builds, because builds often can't do all 7 or 8 things that a celestial build demands out of it. It's really not that hard to understand that more stats don't always translate into more optimal. The problem that I have really...is that people don't get such a simple topic...how much more simpler can I word it? People are repeating the same exact things I said just a few comments earlier (almost word for word)...which is wild to me ... Just read more carefully is all I can say. Stats don't change behavior when you go from one scale to another (they dont change behaviour at all actually 🤓)....that's just a 12 year old fact that shouldn't even need to be said and yet that is the argument some people want to have about stats in this game its kind of ridiculous to me. About this, I just left a comment above, answering a question you asked me yesterday, that basically addresses this point you made as well. Minstrel gear is not prevalent due to concentration. If that were the case, everyone would be running Harrier gear in Zerg...obviously thats not the case so you have to think about why that is. the comment i left above, explains pretty much exactly why that is.
  11. You asked me this question way earlier, so it's fair to answer: There's many different ways you can deal with this problem. But "solving" the actual problem is really the key thing. You could just nuke from orbit these two stat combinations right...but does that actually "solve" anything or does it just kick the can down the road. My own perspective is that this just kicks the can down the road...doesn't solve anything, and more than likely just makes everything worse. If you look at what I wrote in these comments about the theory-craft behind why certain things get picked, for builds that are used, you find that the common thread isn't what stats they pick. Reducing concentration on minstrel gear for instance, will basically do nothing with regards to how hard it is to kill zergs...Because if it wasn't minstrels it would be Clerics, than Magi's then whatever else is going to maximize outgoing healing %, and group support for a healer. Back in the day, pog champ healers would not even run minstrels, because taking any kind of self-survivability when that survivability could have been exchanged for more group support, is basically a crutch or a training wheel. This philosophy is the same when it comes to berserker classes. Taking any kind of sub berserker stat combo with the intention of self-surviability, reduces your damage output and therefor usefulness to the zerg as a whole. Thus going full balls-to-the-wall is the most useful you can be to your group, and then it just becomes L2dodge and follow tag basically. I should also mention that, concentration was not that big of a deal in zerg back in the day, because it was assumed that your boons would be stripped and converted near immediately. It is the same reasoning why you wouldn't go full expertise in a zerg either...because your Condi's get cleansed near instantly and you are better off straight up stacking damage, as expertise becomes a wasted stat. With all of the strips and conversions gone, concentration has gained somewhat more value (expertise in contrast has not). But even then, the extra concentration doesn't mean much because if there are no strips to worry about, then your boons are gonna hit duration cap even if you had no concentration. As the mantra goes : Wasted stats is detriment and you need to pile on more useful stats if you can. everything else is just a treat. Anyway...that's what i really think is the problem : The lack of options for true counterplay to certain strategies...and this is a matter of how these game elements are intrinsically designed. It's not hard to just create skills that offer counterplay to such playstyles but Anet has been too busy deleting and nerfing everything in the game, rather than actually designing it, which is why all their problems are just cans they've kicked down the road since 2018.
  12. That's exactly what my argument is about. You are just confused on what "Independent of something" means. You should perhaps read more carefully all that has been written thus far. The argument from Zyvera, is that the celestial stat set is optimal just because it has the most total stats (It has 5721 total stats, where others sit around 3000 - 4000)...and can be summarized as "most stats = optimal". If that argument was true, then it would mean that everyone everywhere would be running celestial gear, which we know is not true. People still run 3 stat combinations and 4 stat combinations, which have drastically less stats. I explain that the reason why, is because trait choices, skill choices, etc...have non-trivial relationships to all the other elements in the game and the "moar stats = better" argument is too trivial of a way to describe the way stats interact with other things. If you didn't understand this from reading my previous comments then you need to re-read them again and you'll find that your literately agreeing with what i am saying, and that what you are confused on seems to me, just that you don't know what is meant by "independence" that stats or stat distribution don't magically change from one scale to another. Stats still behave the same way in all of these scenarios whether thats 1v1, small scale or large scale so that argument "moar stats = better" is invalid, since we don't see celestial on every build...optimal build composition in zerg runs 3 stat and 4 stat...and then there's plenty of builds (unrelated to game mode, or playstyle) that simply don't run celestial cause its not useful for them to do so...let alone optimal.
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