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Raizel.8175

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Posts posted by Raizel.8175

  1. 43 minutes ago, Xainou.1502 said:

    I'm literally unable to do open world metas cause I keep freezing and then the map instance is full.

    The fact that this is still happening during the weekend is upsetting to say the least...

    I feel you. I'm suffering from the same problems. It's especially frustrating since GW2 doesn't have an instance-browser and/or protected map slots.

    One time, GW2 even crashed me straight into my Bios. That was really weird and creepy. I hope that they'll solve this problem soon.

  2. It's no secret that GW2 is very badly optimized and it's not just low FPS. I don't know how they've implemented DX11, but the game really isn't using Multithreading properly. My R7 5800X3D / RTX 4080 combination reaches ~30 FPS at the waiting zone during Pinata and drops down to 10 FPS and the "hole of doom and darkness" after the Tarir Meta Event. Aside from that, the loading times are also horrible. Some maps take especially long to load - like the Wizard's Tower. I do wish they'd try to implement proper NVMe-Support. It really feels bad to wait a minute for a map to load while having the game installed on a Gen 4 NVMe with a reading speed of 7.000 MB/s.

    • Sad 1
  3. 1 hour ago, Sobx.1758 said:

    Awful power creep -no, thanks. The idea behind relics is fine, it's the half-baked state they were released in which is problematic imo. Not like exactly that was pointed out before the release when we were talking about legendary relics.

    Which power creep? Some builds now have no equivalent to what they lost as 6/6 rune effect. Most relics are so awfully specific in how they work that you have even less choices than with the old rune system. There are some very obvious winners and also some very obvious losers. The system is just terrible.

    • Like 1
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  4. Hello, friends of the sun and disclaimer time: This is going to be half parts very reasonable criticism and half parts rant, because - for a while now - I'm losing any drive to play the game.

    Where do I come from: I'm at ~1.4k LI, have full legendary gear (mostly), 7 legendary runes (why not delete the aquabreather slot though? and 4 legendary sigils. I did most of the content in the game you can reasonably do as a working adult, meaning the easier raid wings, some rare dips into the more difficult ones, fractals with some dips into CMs, WvW and PvP and of course open world stuff. I'm at a point where I can play the game very - if not too - comfortably.

    One of the main goals still left is getting the last few necessary legendaries - especially the underwater nonsense (map completion is tedious as kitten though) - and cosmetic infusions for fashion wars. Cosmetic infusions are actually the first reason for my frustration. The drop rates are abysmally low. It's to the degree where - Asmongold put it quite well while talking about super-rare items in Diablo 4 - they may as well not exist. For example, there have been literally no Chak infusions in the marketplace whatsoever during several months by now. The only - and very low - influx we had lately was by people gambling away their collected materials for Zephirite boxes. Should a time-limited event actually drop more infusions than the actual content in a year or so? A guild mate actually gambled away 1k gold in ectoplasm globs and got a Chak and an Aetherglob infusion - something which I didn't even get in 6 years of doing the typical infusion train almost daily and sometimes even multiple times a day. Why can't I drop one even after doing the meta event for said infusion almost 2k times (if not more)? Hell, even the no-lifers which you can see every two hours at Pinata and Chak may haven't gotten an infusion. Are these drop-rates really reasonable? Is it reasonable that an infusion - if at all available - costs the price of 5~6 legendary weapons? Why can't there be a repeatable achievement for account-bound infusions where you do the event like 1k times?

    Another frustating thing with the endgame are unreachable goals and I'm not talking about some grand PvP titles or stuff like that. I'm talking about getting into decent parties/squads for the more challenging endgame content. There are some very steep cliffs from the HoT to the PoF raid wings for example as there are for normal and CM fractals and getting over these cliffs is incredibly difficult. Getting into reasonable groups is the main difficulty of GW2 endgame PvE. That's - of course - partly the communities fault, but ANet isn't quite innocent either. Most people I've talked to really dislike gimmicky gameplay (most people for example dislike the new Silent Surf fractal for that reason alone). The group building options are still trash. The arbitrary balancing doesn't help either - at least it doesn't lead to people wanting to play support-builds. As far as listening to Teapot and Co. goes, the game is apparently bleeding the hardcore-players the endgame PvE community needs. That certainly doesn't bode well.

    ...and true, the new expansion is on the horizon, though it's marred by what we already know. Our crafted legendary runes will get nerfed. Losing the set effect is quite horrible especially for healing builds and pDPS builds. pDPS builds lose 10% damage output. The idea of giving new weapon options to all classes sounds awesome in theory, but will probably be quite ambivalent actually. There are classes which will profit greatly from these added options while other classes will definitely get the lower end of the stick. I'm also worried for the quality of the expansion. There wasn't that much time between the latest episode and the release of the expansion and Gyala was already pretty bad both gameplay- and story-wise.

    Well, just my 2 cents... Like I've said, part rant, part reasonable criticism.

    • Like 8
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  5. 19 hours ago, Atomnium.1532 said:

    You've seen a lot of new player feedback, from preach and others who encounter the game, have they said 'What we'd like is that quickness and alac should really be hard to get and on very niche role and specs, so that players are forced to play convoluted builds that no one want to play' ? Is that madness, stupidity, ubris, lack of resources, rush ? 

    Sheer insanity at this point. Party- and Squad-Building is apparently supposed to take even longer. Support-Builds are always in demand and should be super easy to play to incentivize more people playing them. That's even true due to historical reasons as support-roles weren't part of the base game and are still only needed in which you could call niche situations (like instanced PvE and high-tier PvP/WvW).

    • Like 4
  6. I'm very sceptical about this one. Let's dig into it:

    Engineer:

    I'm kinda happy about Quickness-Application being reworked, but I'm worried that Quickness-Application will be more difficult now since you obviously have far fewer skills now that will trigger Kinetic Accelerators. This in turn may lead to having to use full Divinier which in turn leads to abysmal personal DPS. I also don't really like that you are forced to use Rocket Charge due to its animation locking effect. If this is supposed to work, you do need to increase the base Quickness duration of Kinetic Accelerators drastically or else, Scrapper will be phased out of meta/being viable due to stronger existing Quickness builds.

    The rework of Mechanical Genius makes Mechanist even worse than it currently. The main problem of DPS Mechanist and the Mech itself is the phenomenally bad Mech AI and how it works in actual encounters. Especially in certain fractals, the Mech just gets stuck and is unusable. The Mech just reacts far too slowly to movement commands in general. All in all, this is just a further nerf to Mechanist.

    Guardian:

    I still don't understand why you want to destroy Firebrand that fervently. Firebrand is a cDPS-build. It does need potentially higher DPS than pDPS-builds. Why the nerf to Master of Consecrations? In my humble opinion, your approch to balance Firebrand was wrong to begin with. What you should have done is putting the major amount of Quickness-Application into Tome of Resolve and/or Tome of Courage to create proper distinctions between varios Firebrand-builds. cDPS Firebrand "only" sits at 36.500 DPS currently. While that would be amazing years ago, it's pretty bad for a cDPS build in the current meta that has been powercrept over multiple years. cDPS Firebrand does need DPS improvements.

    Mesmer:

    Again something I don't understand. Why nerf Mirage? I get the nerfs for competitive modes and with that, I'm actually fine. Why nerf Chaos Vortex though? Alacrity Mirage is already a very situational build. Nerfing it further may even push it out of that niche, in turn making it unviable to begin with.

    I also don't understand the Virtuosu-nerfs/changes. Why remove the block of Bladeturn Requiem - especially in PvE? That's one of the skills which allowed you to BK at Deimos, for example. Why turn Unstable Bladestorm into a ground-targeted spell? The existing version is perfectly fine. Ground-targeted spells are often just more clunky/annoying to use.

    Necromancer:

    I'm looking forward towards Scourge getting access to Alacrity, but changing boon conversion into boon removal or downright deleting boon conversion entirely will most likely kill the build/specialization entirely - at the very least in competitive modes. If you don't offset this with buffs in other regards, Scourge is useless - especially since you're also nerfing support-options.

    As I've said, I'm looking forward to Scourge getting access to Alacrity. I do hope though that you increase the radius of Desert Empowerment and Sandstorm Shroud or else Scourge will be very clunky to use properly - especially in encounters which require a lot of movement. I you don't, you simply end up with the typical problem with static wells other builds also suffered or still suffer from.

    Ranger:

    I do like removing Alacrity from spirits, I don't like putting it entirely into Celestial Avatar though. This may not turn Druid into a more flexible build - you may even achieve the opposite in making it more unflexible. You can't just nilly-willy enter CA whenever you want.

    I don't see the Quickness you've added to Untamed?

    Revenant:

    I'm torn on the Herald-changes. Will Quickness now pulse if you have sufficient upkeep-points? Will this lead to you loosing DPS since consuming facets will now be punished?

    • Like 11
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  7. 30 minutes ago, Sobx.1758 said:

    Finally someone who knows gph of this map and -even better- the gph after the todays changes. Could you please share the values?

    Depends on luck. I usually made up to 13~15G before the nerf through selling unidentified gear (now it's more like 4~5G). You really really get a really lot less rare unidentified gear. You still have fishes though. There are two fishing holes with a really high chance for legendary fish. From what I've hear, you usually get 2-4 legendary fish, meaning 2-4 Ambergris = 3-6G. 20G per meta isn't all that bad. Doing a meta once per day is fine too. I don't really see a need why a map should be super repeatable - especially since Gyala's "endboss" is such a PITA.

    Edit: You also got freshwater pearls from the bigger chests (usually 2-4 for me) and Luxon chests with exotic weapons (0-2 for me) and of course other event rewards.

    • Thanks 2
  8. The nerf made this map obsolete. There is no need to do the meta anymore since G/h ist terrible now.

    12 minutes ago, Okhu.7948 said:

    They had help from the black-pilled whiny player-base who kept complaining about how much they hated Gyala Delves and how "Unrewarding it was" and "How kitten a keycard cap was".

    The meta was actually very rewarding with easily 10+ G daily - more if you do fishing and are lucky with legendary fishes.

    • Like 2
  9. 2 hours ago, Einsof.1457 said:

    the solution isn't to design the game to the lowest common denominator. the solution is to keep throwing these mechanics into the game and make failure devastating so that people are incentivized to learn. 

    As much as I'd love to agree with you (and I kinda do, actually), people still wouldn't want to learn - they'd just abandon content. There certainly needs to be far more difficulty variation in open world content though.

  10. 3 hours ago, Einsof.1457 said:

    The average gw2 player has encountered break bars many times before reaching this episode. 

    ...and the average player is still crying about these mechanics. I still remember the outcry over the Eater of Souls during the PoF story. The outcry over the defiance bars during the Soo Won fight is also still fresh in my mind. The average player is bad - as sad as that may be. There simply should be no mechanics that prevent melee builds from participating in the first place.

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  11. 1 hour ago, BumboJumbo.1308 said:

    What are you talking about?

    Literally crowd control the boss and it'll put the unstable magic mechanic on a 30 second time out period.

    This doesn't punish melee as much as you think it does. It punishes people for not bringing any crowd control abilities.

    Sorry, but the average GW2 player isn't all that great gameplay-wise. What you're writing simply means punishing people for bad other players. It also seems that some of the defiance bars are too strong - but maybe I just had bad luck with the players I've done the meta with yesterday.

    • Confused 1
  12. Overall a pretty bad episode.

    I do like going underground. I've been missing that since TD. But the map really feels empty and boring - there are no twisted passageways, nothing to explore - just a whole lot of empty space.

    I guess I like the general meta event structure, but the last phase is utter trash. Just bashing your skull into your keyboard for like 10-15 minutes just to kill some really mechanically boring damage sponges. Constantly cycling through the same boss phases is just so mindcrushingly boring.

    It's not just the boss though! All other monsters - including all story monsters - also needlessly feel like damage sponges. It's just so very mindboggling.

    I'm also starting to hate seeing Arena Net recycling stupid mechanics. Can we please review some of these? The "melee hate" bounty mechanic is just stupid and needs to go. The piranha underwater mechanic (for the last champion after the meta event ends) is also outdated. Do we really need that?

    A  lot of the design choices in this episode/map just feel like useless padding on one hand and on the other hand, they feel annoying just for the sake of being annoying. I really hope that this won't be the direction GW2 will take in the future. Game-Design-wise, this really is a rather big "L".

    PS: The breather "mechanic" is one of these annoying things - the charges won't even carry over to other map instances. Honest question: Why do we need that? It's just another useless mechanic that bloats the game.

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  13. 2 hours ago, Asum.4960 said:

    The thing is, from a PvE point of view especially, Necromancer as a whole is full of objectively bad design.

    Agreed.

    2 hours ago, Asum.4960 said:

    I feel that's far too harsh, but I suppose that's highly subjective. Personally I think there is, and always will be, quite the space between absolutely meta and trash tier. Just because something isn't meta doesn't mean it's trash to me.

    Well... We have Low Intensity Rifle Mechanist as some kind of benchmark now...

  14. On 12/8/2022 at 5:22 AM, Mariyuuna.6508 said:

    This is completely unneccesary. All they need to do is make it so that you can enter/exit Reaper Shroud at will (not be kicked out of it), and make the damage reduction relative to the amount of life force you have.

     

    This way you can still do damage but become glassier the less life force you have, which allows Reaper to fulfill its role of a hard-hitting bruiser, like it was originally intended.

    1. How is "damage reduction relative to the amount of life force you have" supposed to work? I can't really see how that should be reasonable.

    2. Again: How is "enter/exit Reaper Shroud at will" supposed to work. I nean, bad Reaper-players kinda neglect Soul Barbs uptime - at least it was like that in the past since it should be quite difficult to neglect that nowadays due to the prolonged duration. Shouldn't there be some skill checks involved? You also lose DPS uptime if you constantly enter and exit Shroud - at least in PvE encounters where you then have to enter/exit constantly if you don't want your Shroud getting obliterated.

    On 12/8/2022 at 9:41 AM, Asum.4960 said:

    Maybe a controversial opinion, but post buffs I'd actually rate Reaper higher than Harbinger. It's far from trash now. 

    I actually found Spectral Armor (over Signet of Spite) to be a pretty good damage increase for real fights, as it can counter the LF issues somewhat in fairly high pressure fights. Something like Boneskinner's damage Aura obliterating Shroud in <5 seconds comes to mind. Spectral Armor + Infusing Terror actually allows you to do your rotation still. 

    That said, I do think Reaper, despite the questionable Utility of Shroud survivability, still needs about ~3k DPS added to it's Benchmark to compensate for it's really poor DPS-Uptime due to being locked to melee and being utterly screwed against mobile targets due to Nightfall and Wells, as well as it's losing damage due to incoming damage - making it's Benchmark quite the fantasy. 

    Reaper is imo the only Necro Spec where the Shroud mechanic actually fits and makes sense though. It's weaknesses and downsides just need to be properly compensated for - and it's getting pretty close to that now. 

     

    As for why I actually think Reaper is better than Harbinger now - it actually has it's uses. 

    Any fight where you want condi damage or need range/high DPS-uptime, Scourge is just the universally far better, more adaptable and better designed pick. 

    Any encounter that favours power, burst and cleave, Reaper is actually the best option for Necromancer now, and certainly viable at that. 

    The only thing Harbinger has going for it is Quickness share, and that is so utterly lacking in Utility compared to the likes of Herald, Scrapper and Firebrand, that playing it over those is borderline griefing. 

     

    I think the next steps for Anet should be to rework Death's Embrace and Siphoned Power in Spite to be actually useful Traits, giving Reaper the last little damage bump it needs in the process (add a proper Auto Attack for Staff to that), and then shifting their attention over to Harbinger - although I strongly doubt it will ever get the comprehensive rework it imo genuinely needs. 

     

    That and the eternal hope of comprehensive core reworks of Death-, Blood Magic, Core Shroud, Core Weapons and a Utility skill pass.

     

    Anyway, while I think you are technically right on all points of critique, I don't think all of that still makes Reaper trash. It has it's useable niche in instanced content and is actually quite the beast for solo play now. Not Scourge level ofc, but certainly beats out Harbinger - which's only use seems to be a decent looking Benchmark on SC at this point tbh.

    I can agree with the argument, that Reaper may be better or at least tied now with Harbinger - Harbinger is - due to how it works - rather situational anyway. I do disagree though with Reaper not being trash anymore. Gameplay-wise, Reaper is almost a carbon copy of Holosmith. Holosmith is easily superior to Reaper and one reason why that's the case is that Holosmith actually encourages you to use your "resource" (Heat meter) for damage. Reaper is ultimately being held back in that regard by how Reaper Shroud works which is one of the reasons why several people already suggested to adjust the functionality of Reaper Shroud by traits. If you want an offensive build, have a trait that allows Shroud to be a consumable resource. If you want a defensive build, let Shroud work the same as it does now: something akin to a second health bar.

    • Confused 3
  15. Any news on this? I'm having the same problem - just like the other people exclusively with GW2. It goes so far that I'm getting BSODs because of GW2. Hardware is B550 Asrock Taichi, Ryzen 7 5800X3D, Nvidia RTX 3060 and 4 x 8 GB Corsair Vengeance RGB RT (Ryzen Optimized).

    Edit: Just to be clear: Every other game runs fine. Even Cyberpunk 2077 is perfectly smooth with a far shorter loading screen than any GW2 map. Has to be some weird GW2 error - probably due to spaghetti code or whatever.

    • Like 3
  16. On 12/4/2022 at 3:09 PM, Gaiawolf.8261 said:

    Actually, it can be done very easily. And could have been what many of us suspected from the preview image. Make tomes have shared pages. Increase CDs for the more powerful skills. That's it.

    No instant cast engi kit mechanics, hidden skill CDs, hidden trait ICDs, page costs, virtue debuffs, or any of that complicated mess. Keep tomes on a long cooldown. Tomes operate the same way as before, but if you use your pages for DPS, they won't be available when you open your support tomes. If you save your pages for support when you need them, you can't use them on a DPS rotation. Then they could rollout additional changes as needed.

    I'm all for this. The problem wasn't cFB anyways, it always was qFB and HFB and those builds - at least HFB - are even stronger now due to tomes always being accessible. cFB is just very annoying to play now.

    • Confused 1
  17. On 12/3/2022 at 9:20 AM, AlopiasGW.1932 said:

    Reaper is a much better now. In my opinion the last important change they need to do is changing the shoud mechanic. Give it the harbinger treatment. No damage negation only damage buff. Much easier to balance.

    This. Reaper is more or less trash in PvE due to how Reaper Shroud works. If Reaper Shroud would work like Harbinger Shroud or some kind of other usable resource, apart from some other things (2nd weapon set is putrid, no decent ranged weapon, mobility-problems outside of Reaper Shroud), Reaper would mostly be fine. Reaper Shroud gets decimated far too easily in actual PvE due to incoming damage. As it is, Reaper is far too situational - especially in content with continuous incoming damage or unexpected incoming burst damage like Ankkas bullet-hail or stuff like that.

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  18. I'd rather take small changes instead of big changes like the changes to Firebrand tomes which have the potential to kill off said specialization. Sadly, Arena Net has a quite disastrous track record with disfunctional to downright horrible balancing. The community itself is also rather slow with accepting changes in general. It took ages after making the Firebrand/Renegade combination overpowered until people finally used them in fractals - just to name one prominent example.

    • Like 1
  19. On 11/17/2022 at 1:22 AM, Hindenburg.3415 said:

     

     What the hell are you talking about ?

    No "viable" pDPS builds ?  Reaper can hit like 30k on golem.  This is more than enough to comfortably finish any encounter in the game.

    Scourge is on "lower" end ? I mean sure but difference is like 3-5k dps.

    It's still more than enough to do everything you want.

    🤦‍♂️

     

    Now we're back arguing with Golem benchmarks again - especially benchmarks which don't translate well into actual encounters. It's not like Reaper doesn't suffer from a lack of precision - having to use Thief-runes is a PITA no matter what since the "Thief-bonus" is situational rather than skill-based like the Scholar-bonus - and volatile life force generation due to the nerfs to Reaper Shroud, meaning these benchmarks will be considerably lower in actual fights.

    So... Why grief my team with rather low and inconsistent DPS when I can just play the vastly easier to play and far better performing Rifle Mechanist? Raids are a team effort after all and if you don't do your job as DPS well simply because you play a disfunctional build, oh well...

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