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Aenesthesia.1697

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Posts posted by Aenesthesia.1697

  1. On 3/9/2024 at 3:23 AM, igmolicious.5986 said:

    As someone who owns all the expansions, I actually agree with this in part. I really wish at the very least specializations/weapons were available to core game players, but it does mean that they'd have to add ways for core-only players to get more hero points, which I feel like would like would most likely wind up being a gem store thing and still out of reach for at least a certain subset of people. I don't necessarily believe all the expansion story and masteries should be free (mounts could still be made available, but with less functionality if you don't have the expansion to get the mastery), as a free-to-play game like GW2 still needs a way to appease the NCSoft overlords' earnings expectations.

    But it is not a free to play game. It's a buy to play game. The fact that they are giving away some content for free doesn't make it free to play. You only have access to what, 50% of the game for free? It's a lot, but not the whole game and the company still wants to sell the game they invested a lot of money, on to pay the wages of the developers and hopefully make a profit.  

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  2. 15 hours ago, draxynnic.3719 said:

    The issue is that this would result in swords being THE weaponset to use in group content where you have that pocket healer to negate the sacrifice.

    As has been said a few times before, the sacrifice seems to be intended more to offset the healing. You can choose not to sacrifice and have lower damage in exchange for sustain, or you can sacrifice, offsetting the sustain in exchange for damage.

    I think there are several possible niches for the swords in PVE:

    - Higher sustained damage than GS above enemy's 50% (which would make GS a burst option to pop before going into shroud and then the go to option below 50%)

    - higher burst damage than dagger/staff, in which case it would replace both as the burst weapon to use before going into shroud

    - Neither of the above, but a decent weapon for ranged damage. In this case, it would have its use in fights where you cannot always melee, or need mobility, but it would be a subpar option for fights where mele is not a problem, allowing for some dagger/staff use depending on the encounter.  I think this is where the kit is at right now. I haven't tested yet whether the damage uptime from ranged attacks offsets the loss in burst from not using dagger, and it's actually difficult to test it in a controlled environment.  

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  3. On 3/10/2024 at 6:17 AM, mirage.8046 said:

    I do agree with some of the sentiment because swords feel like they would've complemented harbinger's life sacrifice theme way better than pistol. As much as I love harbinger, it has its own thematic problems. Even now I think sword's flipover skills need their damages buffed, especially sword 3 as a whole.

    Why sword 3? it's a great mobility skill, why does it need to be part of the rotation? 

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  4. On 3/1/2024 at 8:12 PM, Gotejjeken.1267 said:

    What about WvW? Anyone can enter it, and at this point it's I think six different games by your line of reasoning.  It's also competitive endgame content.  The counter here is, having no warclaw and on a core spec is going to be a vastly different experience than the cele wb or DE that just wrecked you is having.  

    So, can we conclude that PvE mostly isn't pay to win because you can pick and choose subsets of what you buy and none of it is monetized for progression? As I do agree that PvE is mostly cosmetic--the only real overlap is fractals (as strikes/raids you have to buy xpacs for IIRC) but can still do the lower tier ones on core specs I'd think.  

    Anyone can enter wvw so what? 

    Look at the alternatives to achieve what you want from a monetization point of view: the game is 12 years old and, to avoid being dubbed P2W, it should have either no expansion, or have all expansions be free, or not tie any new spec, skill, mastery, anything that may affect combat or movement across the map, to buying the expansion.

    At that point, players wonder what it is that the expansion offers, if they can get most of it without paying for it, and the game dies before the second expansion is out. 

      

     

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  5. OK, so i finally took the swords to raids. 

    While i ended up doing decent damage on Deimos (21k on target), none of my sword attacks ended up in my top 15 most damaging skills.  

    On top of that, I barely used gravedigger, I guess I was caught too much in sword/sword and gravedigger only amounted to 1% of my damage, meaning I could have done fairly better by camping greatsword. 

    There was always the fear of hitting #3 and ending up triggering the oils, or jumping out of the plaftorm. 

    During Matthias, it was nice to use #3 to cleanse and drop the poison, I hate that fight though and always avoid wing 2.  

    I guess i have to get used to them but, for the moment, i only see them as a very convenient (and fun) mobility tool... 

  6. 15 hours ago, Gotejjeken.1267 said:

    Out of curiosity, do people differentiate 'pay to play' and 'pay to win' depending on how toxic they feel the 'paying' part is?

    No, you just simply take the game as advertised. GW2 was never advertised as free to play. You pay for the game, you can unlock everything that gives you a chance to 'win'. Fair and square from day one. 

    A pay to win game, on the other hand, may charge you for the game or not, but then offers a substantial advantage to players who pay extra. And by substantial i mean that they can beat the content or other players with the same game, carried by their cash investment.

    In the case of GW2, you can beat other players based on your cash investment but only because they are not playing the same game. If they don't have the expansions, they just have part of the game you are playing. 

    And, of course, you can gain some advantages even by playing the same game, but having extra bag slots or nicer skins doesn't give you an advantage in any kind of competitive endgame content.  

     

     

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  7. 18 hours ago, Gotejjeken.1267 said:

    Yeah, for better or worse GW2 has always been 'pay to win' in this way.  

    Before the 'omg it's not gacha with waifu girl summons and random super stat items so not pay 2 win!' brigade comes--I will just say this, there are no core specs that hold up to e-specs at this time.  You can play core specs and weapons, but they will always be behind on any balancing, as all of that is done with the paying in mind. 

    Fun fact too, if you go to the WvW notary and use the scroll but haven't done the steps--it just disappears, and you have to do it through the story anyway.  It was unclear to me if you had to get to the step in the story and not want to do the 5-min treasure hunt so just go to WvW and buy it from the notary or what---but yeah.  

    Wrong, the game is, and always has been, pay to play. If you didn't pay, you are just giving it a try. Don't expect to be competitive or have full access if you are not playing the full game.  

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  8. On 8/6/2023 at 5:15 PM, Kozumi.5816 said:

    There should not be pvp only weapons just like there aren't pvp only specs anymore because pvp isn't even the main game mode.

    It's not a pvp weapon. Just a weapon that offers a little more than damage. As such, it's going to be outclassed if your only aim is to hit a golem and get bit numbers. 

    Try dual swords on the golem to see what the actual dps loss is. You might be surprised. Or ask the people that made the builds, they will surely have the numbers. 

    Keep in mind they look for the absolute highest dps possible against a non moving target that doesn't hit back. Convenience or real encounter mechanics are not even in the menu for their builds (and yet, some may include weapon and utility variations for specific encounters).  

     

     

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  9. What the title says. Worst offender is the Wizard's Tower, which can crash several times in the few minutes I go there. I avoid it at all costs. 

    But the rest of the game, too. Even Strike Missions, which is particularly troublesome when it happens near the end of a long fight. 

    I used the Repair several times and nothing has improved so far. 

     

     

  10. 3 hours ago, draxynnic.3719 said:

    Firebrand is no longer undisputed BiS, but it's still pretty darn competitive. I'd have to see what the current benchmarks are to really judge, and I'm not sure I like how they nerfed the damage, but the prepatch numbers were high enough that it could certainly afford to lose about 3k and still be a fairly good choice (and healbrand is still going strong).

     

    Around 3-4k loss after a couple of tries at the golem? Seems quite a lot, but maybe I screwed up my rotation.  

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  11.  

    Quote

    Recent buffs have really beefed up Necro's life force generation, and that includes the meta reaper build. It "generates the minimum" if you are going in-out optimally, but it has the capacity needed to fill up fast if needed.
    In comparison, this build has a marginal bit more LF generation, but sacrifices a lot to get it. 

     

    I am not sure you know how reaper works anymore? 

     

    Incoming damage is not a problem while out of shroud. It´s a problem during shroud, because it depletes your life force and that cannot be topped up by a healer. If you think LF generation is enough, you haven´t faced sabetha with a group of randoms that constantly refused to walk away with their bombs. 

     

    Quote

    No. Because, again, if being hit is an actual risk to your damage output and general wellbeing, you would be better off using the meta reaper which *has actual sustain*. A bigger health pool is not sustain, but healing off your own damage output constantly is.

     

    The "actual sustain" of the meta reaper is actually low sustain with low damage, that´s marginally better than the other options. No one takes the Fiend for the healing.  

     

    Quote

    For what possible reason would you imagine incoming damage, boon uptime, mechanics, or rezzing would affect the meta build more than this? This isn't 200APM Untamed vs last May's powermech.

     

    Because you stay in shroud longer (actually, you can stay in shroud forever against the golem using Fear of Death), and this build is optimized for reaper auto attacks. Your reaper AA generates might and quickness, so those won´t be a problem for you, and also apply vulnerability. So, you have might and quickness covered, and don´t rely so much on alacrity since you don´t have access to your utilities and the AAs don´t need alacrity. See how boon uptime affects you way less? 

     

    Then you have incoming damage, which you can try to survive with Signet of Undeath LF generation, and you can even throw in some Fear of Death (since you don´t really want to go out of Shroud ever, making Soul Barbs a bit of a waste).

     

    Again, this works in theory. I would have to try if but I updated my necro to ascended before this patch and I am a bit reluctant to spend the gold on valkyrie gear just to try it. 

     

     

     

     

     

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  12. 9 hours ago, The Boz.2038 said:

    Friendly reminder, kindly reader, that this build is not good, and has less sustain than the "glass cannon meta build", and less DPS than it, while somehow managing to bring less utility, too.

    Take care!

     

    Ah, I fail to see how this build is not good. 

     

    First, the snowcrows build relies on not being hit while on shroud or your damage goes down the drain. As all builds, the benchmark is tested on a golem that doesn´t do any damage. 

     

    Now, if i am playing condi mechanist, I know I can tank damage and a healer is going to top me up, so i don´t have to interrupt my rotation. If I am playing reaper, and i get hit while on shroud, I can lose a big chunk of life force and then i´ll be struggling to rebuild my life force pool because the build is optimised to barely generate the minimum required, so I´ll have to either interrupt my rotation to avoid damage if i cannot walk out of it, or suffer trying to rebuild my LF pool for a good part of the encounter.   

     

    As i see it, this build has superior LF generation, and superior LF pool. Of course it will do worse on the golem where those things are not needed, but the question is: can it do better in a real encounter?

     

    I would have to try it but, if playing power mechanist has taught me anything, it´s that most pug players don´t get anywhere near the benchmark and melt like cheese under pressure. An easy to execute but subpar build can outperform any meta under most circumstances, because the meta requires zero incoming damage, 100% boon uptime, no rezzing fallen comrades, and no mechanics that will interrupt your complex rotation. 

     

    Practice makes perfect, and you can time your skills to nail your complex build´s potential in every encounter, but you seldom see players with this level of mastery in pugs, because pugs don´t provide the stable scenario you need to perfectly tail your rotation to each encounter (someone always screws up and you have to adapt).  

     

     

     

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  13. On 6/23/2022 at 2:55 PM, Einsof.1457 said:

     TL;DR:d Infantile mode helps no one, it cheapens the experience for everyone, and makes rewards feel less rewarding

     

    Not only is infantile mode apparently going to be default (wtf?), but those who are using it get FULL rewards? With the current power-creep the game is already seeing, and the skill ceiling and skill floor basically right next to each other, arenanet seems adamant about destroying the 0.0001% of the game that requires just a little bit of brain power in favor of the screeching masses who want everything without any effort. This HURTS the game. Why? Reward without effort is CHEAP. It does not have the same dopamine hit as the kind of hit you get from struggling and then succeeding. Without the thrill of overcoming a challenge, people are actually more likely to quit. Imagine if everything was given to you. You'd be bored in days, if not hours. This is not good design. If anything, they should have added CM+ mode to raids, to keep those playing raids engaged. 

     

    OP, don´t know what to say. 

     

    Infantile mode? Let´s call the other one gatekeeping mode? 

     

    I am sure you raid with your static, good job, you must feel great downing all those impossible to beat bosses. 

     

    I tried to get myself into raids when they came out and I couldn´t. I just couldn´t put up with the downtime required. Putting a group together takes more time than raiding, and commiting to a static means commiting to a schedule I cannot keep. 

     

    I recently cleared my first raid on my first try, after doing harvest temple with some randoms. The guys say: let´s go raiding now! and i was like: what? i don´t have any LI or KPs!

     

    We cleared W1 without wiping. I topped the dps in all encounters (in Sabetha, the second was 5k below me). After that I spent a lot of time trying to find pugs and I completed w2, 3 and 4 (save for the last boss). This means i spend more time looking at the lfg than playing, nowadays. I started playing less, too, as I quite enjoy the raids but it´s not always possible to find a group. 

     

    What are you cheapening exactly? The biggest difficulty of Raids seems to come from the lack of players playing raids. If you value that, then yes, it seems it would be better to keep your precious elitist thingy closed to casual players that may discover there´s not much prestige there either. 

     

    Otherwise, this change should make it easier to group for at least one wing per week. The "infantile" mode doesn´t kick in if you don´t wipe, and it will at least help prevent the group from disbanding after the first miserable fail. 

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

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  14. On 3/20/2022 at 10:32 PM, Shiyo.3578 said:

    The mech can EASILY tank strike bosses. It should not be able to generate enmity at all.

    The mech makes all open world content a snoozefest and extremely safe. Actually safer than any torment runes/self sustain build you nerfed going into EoD.

    Support mechanist is just as good as Firebrand in groups(provides alac instead of quickness though).

    DPS mechanist is doing extremely high DPS.

    The skill floor on this class is extremely low, probably the lowest in the entire game.

    You can do ~26k DPS while literally AFK only auto-attacking.

     

     

     

    OK, I´ll bite. 

    I have every profession in the game, and I have played most, since my main was always necro, trash tier for all group content until Scourge arrived. 

     

    Only full ascended condi gear I had pre EoD was medium, from when i fully decked my core engi to excel at dps just before it got nerfed. That will always be remembered as the piano engi. 

     

    I checked snowcrows benchmarks, and decided: cool, let´s try the new mechanist condi. I also came up with some sick skin for my character and I am loving the theme and aesthetics. 

     

    And it´s FINE. It won´t break anything? there are professions with higher dps potential and it shows when people know how to use them. It also has a relatively long ramp up time, which makes it lose A LOT vs more bursty condi specs in some encounters.

     

    As DPS, it´s near top, but many other professions are. It was nerfed on thursday, too.   

    As heal, it´s as braindead as Hfb, with potential for some big play if you really know the profession and the encounter (same as hfb). 

     

    The rifle was probably too much but only overperforming condi where ads die too fast. Now it´s back to too little. Also, boring as hell for PVE.

     

    I think mechanist is fine. Other professions need more love and to be played by more capable players. 

     

     

     

     

     

     

     

     

     

     

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  15. @Tazer.2157 said:Once again not surprisingly the story is the weakest element in the episode and quite frankly spoils the entire episode. So well done. After you retconned and antagonized Smodur, you’ve killed him off in a similar manner. Also after building up Bangar, this bad kitten of a Charr who has always been ahead of you, who has rallied troops to his side, who convinced Ryland to attack Almorra, you’ve collared him and put him in a cage. Just why? Please just go ahead and kill Bangar off because he clearly doesn’t not belong in this sad excuse for a story. Let him and Smodur be erased from memory and have a peaceful afterlife far away from this dreadful story. To Smodur and Bangar, two bad kitten Charr who have been badly written. May you both Rest In Peace.

    I think you are missing the point of the story. Jormag wakes up, and the first thing he does is turn Bangar into its voice. Hence, to Jormag, Bangar´s role is the most important there is. My take is Jormag will use Bangar to corrupt Aurene.

    Making Ryland Jormag´s champions was almost an afterthought. It wouldn´t have happened were it not for Ryland begging for it. Clearly, the champion is not as important a role to Jormag.

    As to whether this is justice for Bangar and Smodur, well, Bangar started a civil war and went against a dragon, only to be used by the dragon, it suits him.

    Smodur, yeah, the last few episodes were a mess for him. I am glad they killed him, he had become a Meme at this point.

  16. @ScottBroChill.3254 said:

    Tempest does have a tradeoff. If the tempest doesn't use the overloads, he is just a core elementalist with a wasted specialization. If he uses the overloads, he is punished with longer cds. In both cases, there's a tradeoff for being tempest.

    What kind of argument is that? The tradeoff of being Tempest is that if you don't use the overloads you don't get the benefit of the overloads? Its literally 4 extra skills that are extremely usefull boon and aura suppliers, stunbreakers, aoe fields and finishers that make it so I don't have to play the ele like a piano to get good results and you're telling me that is in some way a tradeoff? I guess you're right in a way, I traded out stress for relaxation.

    The traitline never counts as a tradeoff for other classes so I'm not sure if thats a good argument. Having an additional option in the form of overloads is also not considered a tradeoff because it is an option that is just additional whether you want to use them or not. The skills themselves are not a tradeoff for the class because what do you trade in order to have access to these skills? nothing.

    The problem lies in ele's core mechanic, attunements. It's less of a mechanic than it is a playstyle. It's more comparable to thief's initiative or revs legend swapping, which is why I think core ele should get an extra mechanic or unique buff because they can't really trade or alter attunements in many more ways than weaver did, and it will always cause a huge upheaval in balance.

    I was answering the OP, who said that the tempest doesn't have a tradeoff because the longer cds after overloading atunements, can be bypassed by not overloading at all.I said that it's a non argument: if you bypass the main specialization's most powerful mechanic, there's no point in going for that specialization in the first place. If you do use the mechanic to get the specialization's main benefits, then you face longer cds, and that's your tradeoff.

  17. @Kodama.6453 said:Anet is trying to install trade offs in all elite specs of the game, which means that the elite specs lose something permanently compared to their core classes.Recently, they installed more trade offs to other classes, like removing the in combat pet swap from the soulbeast.

    Looking through the elite specs, tempest is the only one left without any real trade off in Anet's sense.I know that the attunement CDs are longer after overcharging, but the point is that the CD is just longer after using these. As long as you choose not to use the overload abilities, the tempest absolutely loses nothing compared to the elementalist.

    That's not like the trade offs for other classes. Reaper's can't choose not to use their Reaper's Shroud and use their Death Shroud instead. Holosmiths can't choose not to use their Holoforge and get back their access to elite toolbelt skills. Chronomancers can't choose not to use their new set of shatters in favour of the core ones.

    Tempest should get a real permanent trade off compared to the core elementalist. Most logical thing for me would be to increase their attunement CDs by default instead of just after overload use. But I want to ask you guys what you think, too. Is there another trade off you could think of to install in the tempest?

    Tempest does have a tradeoff. If the tempest doesn't use the overloads, he is just a core elementalist with a wasted specialization. If he uses the overloads, he is punished with longer cds. In both cases, there's a tradeoff for being tempest.

  18. @"HnRkLnXqZ.1870" said:This is so heartwarming to read. In moments like this, I wish I could experience the game from scratch again.

    A few notes about downed-state:

    • skill 4 can be interrupted by everything. If the NPC hits you while you heal, the skill gets interrupted and goes on cooldown.
    • skill 1 is you normal auto-attack, usually ranged.
    • skill 2 is a CC (= crowd control), which stuns or disables your opponent. Use it when it is about reach hit-range. This can buy you extra time to either slay it or heal up.
    • you always revive if you happen to kill an NPC while downed.
    • if you hit an NPC that is about to die and land a single hit, it counts as kill for you = revive. It is always worth to re-target on a NPC that is about to die.
    • if you are surrounded by NPCs, pick the one with the lowest HP bar and try to kill it.
    • sometimes there are other objects around, like turrets. Some count as NPCs, so if you kill a turret, you also get revived.
    • if you happen to meet a player who is downed and you see the enemy they hit is with low health, assist killing the NPC. In most cases this is faster than getting to the player and reviving them.
    • if you play THIEF or MESMER, do not use skill 2 when someone started to resurrect you. This also applies if you feel a regenerative effect while downed. If your HP goes up without pressing skill 4, do not port away.
    • there is a 5th downed skill in the game. It can be unlocked during LW Season 3 - Head of the Snake. It works in PVE and is highly overpowerd = worth to unlock.
    • if you happen to fight a champion, e. g. a bounty, try to use the CC skill on its break-bar. Some classes like the Engineer have two hard CC skills while downed and can easily stun such a powerful creature. While stunned, it is a lot easier to kill it and revive you. So if your CC is off cooldown, the enemy is in range and the breakbar (blue bar below HP bar) is visible, use that instead of auto-attack.
    • while in downed state, you constantly lose HP. You lose more HP when using skill 1. Some times it might be a wise choice to just wait till skill 4 is off cooldown instead of mashing skill 1. Especially if the NPC has too much health. Maybe you are lucky and a random adventurer comes by to aid you.

    great summary. You forgot to say: if you are necro, you can even heal yourself up with the #1 skill, that also causes quite some damage.

    There was even a meme pvp build in the past that consisted buffing everything that affected downed state, and then going to downed state on purpose, since it was like a god mode for the necro.

  19. @Ashantara.8731 said:

    @Ashantara.8731 said:Where is my third option? Namely, "Great story contents through expansions."

    what's the expansion for?

    This would be the third time I'd have to type this today, so I'll simply copy and paste from
    :

    • I'm excited about the topics the next LW season will deal with. :) The graphics and cinematics looked awesome!
    • That said, I would prefer it to be an expansion. I don't mind the wait. I prefer story content that you can play through at once instead of being spoon-fed over the course of 1.5 years, that has a conclusion at the end (not counting any cliffhangers for upcoming stories) and has
      one
      team that wraps up the whole thing and ensures it is well-rounded and - most importantly - consistent in terms of quality and coherence.
    • [...]

    ah, but you don't know if the saga will be consistent in terms of quality and coherence or not, same as, even with a single team handling the expansion doesn't guarantee it will be workth playing.

    which then, leads us to the second part: content that can be played at once and not being spoon fed. I see where you are going, but then all people are going to breeze past the content, ignoring 95% of it, only to complain the expansion is too short and there's not enough things to do. Been there, done that.

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