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AquaBR.9250

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Posts posted by AquaBR.9250

  1. On 6/23/2022 at 12:19 PM, Rubi Bayer.8493 said:

    Signet of Courage: Cooldown reduced from 90 seconds to 60 seconds. Active effect radius reduced from 1,200 to 600.

    Why are you doing the opposite what you should be doing, you should increase the range of that stuff SO PEOPLE DONT NEED TO HUG EACH OTHER STACKING TO RECEIVE HEALS

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  2. 1 minute ago, Astralporing.1957 said:

    Ironically, this has less to do with the specs, and more with the fact that more people are actually running meta.

    Just look at this, or at this attempt at speedrun (where players actually messed up at the last boss). Or this (apparently considered a "casual" run by [qT] 😛).

    But yeah, everything is sooo completely different now.[/sarcasm]

    Yeah its just a coincidence that literally all PvE dps meta build use elite spec, its not like they deal almost double the damage of a core build [/sarcasm]

  3. Mech Core: Jade Dynamo changes: please dont do that, is the only thing that helps me use Jade Cannons arms on a condi build since all Spark Revolver's attacks can explode and deal bleeding, and please dont reduce cooldowns, GW2 is already a spammy game, i have chronic tendon pain in my entire hands, mechanist having only 3 profession mechanic skills with high cooldown was a blessing and i can play engi more now, at least allow us to put mecha skills on auto.

     

    Overcharged Cartridges sounds pretty cool, i just have one problem with it: it feels pretty strong with gunsaber, but rifle for example, its explosion skill have a 5 seconds cooldown, even with lush forest still is a cooldown, so or it lasts for a good long time or the skill will increase the damage of only the next attack instead of next 5 is you wanna use another weapon instead of gunsaber. Making those atks unblockable in WvW can help ranged playstyles ALOT!

     

    And bladeswords still pretty useless in WvW, untill you make a dragontrigger for the other weapons (LIKE YOU DID WITH BERSERKER IN THE GOOD GW2 EXPANSION) its profession mechanic will be pretty weird in wvw when playing ranged

     

     

     

     

     

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  4. Thats called powercreep, before Hearth of Thorns dungeons were challenging if you didnt stack and played it the way they are supposed to be played, when HoT came out the hardest boss from the hardest dungeon got killed in 11 seconds by players running the new elite specs.

     

    Not only Anet doesnt care about ajusting the scaling of old content to balance it with people running elites, they never really cared about fixing the one thing everyone agrees to hate that is stacking, we still have important boons on a 180 radius skill.

     

    Making a CM dungeon mode, nothing complex, everybody takes +50% damage and the mobs have +150% HP, make you actually have to fight stuff instead of skipping to the bosses... Fights would last more than 10 seconds, players would need to evade instead of tank, the rewards could be reskins of the dungeon's skins, done, you made all dungeons feel like new, 25 new dungeons. Don't believe me? Try playing Arah with a party without elites and fight the monsters instead of skipping, its like a new dungeon, thats the most fun i had in GW2 in years.

  5. Theres IS people that enjoy the concept of stacking: standing in place só spamming skills while the healer keep you alive, if you are one of those close this please.

     

    One of the many stacking reason is area healing and buffing.

    The way it works right now is: a skill heals for 50 hp in area, it hits 1 guy, 50 hp, it hits 5 ppl 250 hp total heal, so why not stack?

    The way it should work is: 50 total heal, only one player low on hp/in the area of the skill, heals that player for 50, it hit two players it heal for 25 hp each, 5 players? 10 hp each.

    Same for buffs: 20 sec quick skill, hit one players of just yourself 20 sec quick, hits 4 players 5 seconds for each, for buffs it could use a different equation but this is just an EXAMPLE

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  6. You are nerfing hard encounters, nerfing Soo-won, cool, very cool, its too hard you are nerfing, but why aren't you buffing the "too easy" bosses? The entirity of dragon's end pre events are boring as hell, and the main reason is how easy the bosses are, the salt spray dragons are cool, nice animation and mechanics that we can all just ignore because the thing dies in 30 seconds and we don't even need to evade, in the 5 times i played dragon's end i barely saw people getting downed there.


    Finished new kaineng's meta for the first time, nobody died in the entire fight single digit downs, i didn't knew the mechanics patters, ate alot of attacks, did not got downed once.

     

    Echovald's Meta, cool hard insta down mechanic, the rest: easily avoidable attacks that if you don't avoid the damage equals 30% of a dps's HP.

     

    Not gonna talk about the first map's meta because, well we can all agree thats a tutorial map for new players, so i think the meta's fine as a tutorial.

     

    And all that easiness while everyone can also put an waypoint on top of the boss for a free second chance.


    You can't just think the only mistakes in this expansion are making some bosses too hard and that you made NOT A SINGLE BOSS too easy to the point everyone can auto-attack to win just like drizzlewood's bosses.

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  7. Hi, first of all sorry for bad english, second i need to talk about something, this is for the devs not for the players: i don't really feel like buying EoD.
    I've been following this game since beta, and playing since launch year, i was astonished with dinamic events and the open world and the dinamic combat, bought every exp and played every living world episode the day it came out, lion's arch attack was the best thing i've seen in an online game, and heart of thorns took everything to another level.


    But now i feel like the games not for me anymore, playing gw2 feels like playing minecraft on creative, i barely die and when i die is when it doesn't matter, dying in open world is just an inconvenience, and danger in story is just an illusion, theres no penalty for dying, the bosses don't even reset, and you can't fail those even if you try.
    "Well but theres raids and CMs" group content in here sucks due to stacking, wich is a problem since dungeons but you INSIST in 140 radius buffs and ignore those complains while listening to people saying "oh game is too hard i have to dodge", then you made all champs in Queensdale into veterans so the 2 level 8 friends i brought into the game had the delightful experience of killing one of those "bosses" without taking damage what a fun event! They droped the game right after btw. And the group content bosses mechanics feel more like a puzzle than a battle, every other major MMO have better group content, im here because i prefer open world and exploration, but if every monster is just a pinnata to me, theres no point.

    I enjoyed the progression of masteries in HoT, but the masteries now require only 1/4 of the XP they required in HoT (from around 4kk xp to around 1kk, and 198 points on HoT to 130 in PoF) and as the ONLY progression system in the game it should be more lasting than that, might as well let us start with everything unlocked. I'll be paying 170 bucks for this thing (in don't live in a country as easy as you guys 29 dolars are 170 bucks here). I enjoy you bringing back the verticality of maps but you keep making the game for casuals, i feel like you make the game for people that doesn't play the game as much, instead of making a game for those who actually play the game more.

    And after i max out every mastery like they are nothing i just play the game for fun, wich i don't have if i just explode everything.

     

    I'm currently playing a stupid automatic mobile game, wich i feel a bigger urge to play then gw2 because it have 20 progression systems, its like 10 times gw2's, and i feel like progressing because theres actually hard guild content that requires the guild to progress together to beat then (guilds actually have a use there).

     

    And every old content got easy because of the subtle powercreep gw2 have because you don't nerf strong stuff, you just buff weaker builds so you don't upset anyone and don't compensate in mobs HP scaling, so everybody's damage increase while the world bosses HP stays the same, this way we kill an elder dragon in literally 1 minute (or 1 bite kitten ppl say).

     

    Im not saying the content from EoD is bad, i loved everything, the best elite specs ever, but i feel like this amazing content will just be like i said, playing minecraft on creative, not like i wanna play it on hardcore, i just wanna play it on survival.

    Im not saying to make the game "hardcore", HoT difficulty was perfect but just stop holding player's hands, they will never learn to evade if you don't make it matter, make consequences for missplays so everyone can improve themselves and have a lasting gaming experience.

     

    Most people here will disagree with me, because they are the casuals, the veteran players are actually getting better at the game not complaining about how hard it is on the forums, and of course they will disagree, you are makign the game for them, for people that can't pass through dark souls tutorial and blame it on the game not on themselves.

     

    Just needed to vent, as i said, i really love this game i have almost 6k hours in it, but i don't feel like you are making the game for me anymore.

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  8. Was reading an article talking about EoD strikes, how boneskinner had this damage mechanic that everyone just ignore because you can overheal it, so they said they are increasing the bosses damage for EoD, i face palmed so hard when i read that.

     

    I'll just say two things.


    First: If you wanna increase damage so ppl don't just overheal damaging mechanics you'll need to make everything insta kill
    Thats a fact, healers can fully heal a party with a fart and they eat mexican food for breakfast, and even if you go down theres necros teleporting you and reviving you in 2 seconds. the damage from boneskinner is BIG, it kills me in 3 to 4 seconds, is just the healers can heal faster.

     

    Second: I don't think a healer should be that strong in a game where you can avoid damage so easily by moving, dodging and where everyone can self heal

    Actually dodging is bad, you loose dps, just let the healbrand aegis the attacks, and whats the point of a self heal skill that heals 40% of your HP every 30 seconds when you have a healer that heal 100% of it every 5 seconds

     

    Solutions:

    1: Make more bosses attacks unblockable to aegis and pierce barriers

    Area attacks and some others should not be blocked by aegis, aegis should work differently from a shield block. Mechanics like vale guardian's greens where you die if  you fail are ignored by barrier, you could increase the damage of things like that to compensate for barrier but that will just make barrier a must.

     

    2: Nerf monk runes and buff others

     One healer rune being that strong is not good, if monk runes give 5% boon duration, then grove rune should give 15% protection duration. With the current state of the other boon duration runes you are loosing 5% duration for 10 boons from the monks runes for 5% extra duration for one single boon, doesn't look worth it does it? Take this +10% healing effect for other allies out of monk runes, that should do it.

     

    3: Nerf high scaling healing power

    Simple, just change the math, make so after a given amount of heal power it starts giving less healing, this way if you just wanna pop 2 or 3 healing power equipments just to help a bit more this nerf will not affect you. 

     

    I heard you are nerfing firebrand and scourge, good, but druid and scrapper can do the same insane healing, you need to nerf healing in general.

     

    Sorry about bad english and come to brazil.

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  9. So devs butchered turrets for everyone and thats because of bots, and i agree with that change in some parts (not like the bots will use necros anyway), and they want a move active turret gameplay so heres my suggestion, improve tool kit as a turret management kit:

    Tool kit:
    1: Increase the turret healing to 10%, and to 20% if you don't hit any enemy.

    3 Pry Bar: Make it fully heal the first (so ppl don't stack turrets) turret it hits (heal hp enough to fully heal all turrets but thumper turret) and increase its strike and condi damage by 15% for 5 seconds.
    4 Gear Shield: The turrets within 1200 range also block incoming attacks (maybe also pop up the projectile dome if you have the trait).
    5 come to brazil Magnet: Make all turrets within 1200 range overcharge.

     

    Btw a bit off topic but WHAT IF mechanist had a trait that made so when you use a turret it comes out of the mecha's shoulder and moves with it? up to two

  10. Yall asking to be more specific i'll be for him: Premade faces that you can't change much, theres no tattoos and make-up, only like 2 human female faces that have lipstick that you can't change the color, even tho you can change eye color to any color (behind payed itens) you can only change the iris, i like to use black sclera on my characters and in this game you can only do so with a medium helm skin, no sliders for body, zero, no scars and the few slides we have on the face are worthless

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  11. 2 hours ago, Obtena.7952 said:

    I'm sure this is rehashed somewhere but ... this is JUST misinformation.

    Firstly, the premise that the OP has that swapping is NEEDED is just wrong. It's not needed.

    Second, it's not 'bad game design' that results in player's deciding to swap a weapon or not. That's actually absurd if you think about it because the reasons to swap (or not) likely depend on a player wanting to access skills on the other weapon ... a completely LEGIT game mechanic. 

    Weapon swapping is supposed to be for people to have versatily, i remember the youtuber that made me start GW2 playing GS/rifle war and switching to rifle when low so she could regain health and go back to melee.

     

    And yes in some ROTATIONS you have to swap weapons constantly, thats how most rotations work, thats the most efficient way to play, you don't have to you are right, but you don't have to remain in the raid squad either, they can easily kick you because your dps is garbage because you don't like to weapon swap.

     

    IF the best way to play is unfun it is bad design, like Harbringer where you play 95% of time in shroud.

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  12. 1 hour ago, ArchonWing.9480 said:

    People didn't stack in dungeons.... lol. Yea stacking has been a thing since 2012 long before healers came along.

    Also, again Firebrand is a terrible example for needing to weapon swap. They have a lot of utilities with no cast time, but not weapon skills. (That'd be nice though). The only thing that weapon swap matters for is symbol uptime and some occasional utility that doesn't require swapping off cooldown.

    Was not an example for weapon swap is an example for profession with lots of button to press, firebrand have more weapon skill than ele, with weapon swapping and tomes it have a total of 25 skills while also having mantras that are a ammo type of skill, for a person like me with tendinitis i can't play the thing is literally PAINFUL to play healbrand.

     

    I never said ppl did not stack in dungeons i played the guard/war stacking meta in dungeon, i said if you don't stack the game is completelly different.

     

    Stop being toxic and putting words in other mouth, thats stupid, what is your problem people??

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  13. I replied it in another post but i think the suject deserves its own post.

     

    The problem:
    The main reason of UW combat being clunky is because it is outdated, lots of core game weapons feel that way, or would feel if they did not occasionally update some, having only 3 underwater weapons and up to 2 usable per profession doesn't help either, also the movement feel so slow and clunky in general.

    Lack of skills are also a thing, since only half of your utilities are usable underwater.

     

    The solution:

    I find thief's spear hella fun, i have even ascended underwater stuff on my thief, and also he is a daredevil, not only i have 3 dodges but they go far and they feel amazing underwater, if you give this freedom of movement to base dodge rolls for all profession underwater and also increase endurance regen underwater it would improve highly the UW combat experience, if you don't believe play spear daredevil yourself.
    Every profession should have 1 utility skills line that are exclusively underwater, put it behind the mastery system that would be nice, those skills can only be used underwater and are made for it.

     

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  14. On 12/7/2021 at 1:02 PM, Reborn.1738 said:

    Returning player here, just curious as to what happened with underwater content over the game's life? Apologies if this is a duplicate or redundant thread...

     

    Searching over a few older threads in the forums here it seems pretty divisive. Some players love it, some players hate it. Seems that the devs may have shifted focus away from underwater in the expansions - I just finished Heart of Thorns, while it was a big jungle so I wasn't expecting an ocean, the underwater chasms in that one zone felt particularly empty. Path of Fire being set in the desert I can only assume this to be the same?

     

    I know the Skimmer got the underwater mastery semi recently, the Siege Turtle will be able to go underwater, and Skiffs are coming too. Is this perhaps a sign that some new underwater content may be heading our way too?

     

    I love the immersion (pun sort of intended) of being under the water, the audio and visuals are great. I know the combat can feel a little clunky at times, but once I got used to the extra dimension I found it pretty manageable. I can only hope that more comes in future expansions.

    The only reason of UW combat being clunky is because is outdated, lots of core game weapons feel that way, or would feel but they ocasionally update some, having only 3 underwater weapons and 2 usable per profession doesn't help.

     

    I find Thief's spear hella fun, i have even ascended underwater stuff on my thief, and also he is a daredevil, not only i have 3 dodges but they go far and they feel amazing underwater, if you give this freedom of movement to base dodge rolls for all profession underwater and also increase endurance regen underwater it would improve highly the UW experience

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  15. On 12/7/2021 at 7:07 PM, Macabre.3829 said:

    A friend got me into the game, we got to lvl 80 and started doing some more serious content, but I've noticed that both my Dragonhunter and Deadeye need to weapon swap. Dragon hunter way more so.

     

    I made a character to play 2h only and another one to play ranged only .Why is the game forcing me into playstyles that I do not want to play?
    This is just annoying. You guys really think it's a good idea?

    Quick answer: Bad game design

    Long answer: GW2 have a bunch of builds and professions that have tons, and i say TONS of buttons to press, like firebrand and scourge with lots of skills that don't have casting time, including the tomes where you are punished if you waste a page instead of having reduced cooldown if you do. 

     

    With the meta of stand still stack rotation and how healer is broken in this game you just need to press all skills off cooldown, IF you play the game the old way you need survivability skills, and you need to use them in the right moment, in old content without healer and stacking, melee range is actually dangerous so if you are a ranged boy you can easily die by swapping and going melee just for dps if you don't have a build for that, and forget about getting some change, they won't nerf healing that would be good for PvE in general but that will upset a lot of people so they won't do it

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  16. 15 hours ago, Redfeather.6401 said:

    I left a month after southsun cove released and didn't come back until a month or two after heart of thorns released. I just went in blind and got really frustrated at the difficulty spike, but later learned to appreciate it. Not being able to level to handle tough stuff threw me off.

     

    For path of fire I played it at release and ran around playing with all the toys and wanting to get it all asap which I think ruined it for me as I burnt out faster than heart of thorns for sure.

    Is not a spike if you played season 2.

    The average cost of the fifth mastery of a line on HoT was like 12 mastery points and 5kk exp, in PoF is 6 mastery points and 1,5kk, that explains why you burned it so fast

  17. 2 hours ago, TwinFrozr.6214 said:

    HoT: gliding and guild halls.

    PoF: mounts and Istan.

     

    Also: death to PvE/WvW farms, daily/monthly achievement hunting, levelling and other things hugely appreciated by the playerbase. New maps feel like quantity content. Still prefer core world, maps, and specs.

     

    All in all, GW2 was a better game pre-expansion and pre-unvariegating everything.

    Theres is leveling with the masteries, but is so fast now, and the player base appear to like it that way by the posts in the forums... They don't like to do stuff, they want everything the easiest way possible, is like they don't have fun playing the game, what is literally what you have to do to level masteries, just play the game

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  18. HoT got me literally 4-5 years of gameplay exploring maps and leveling masteries, and i still come back to those maps because they are still fun and i still have fun things to do there.


    PoF i finished all masteries within 1 month since theY butchered the XP req to level masteries by 3/4 compared to HoT, i completed the maps once and only returned there to level elite specs and to make collections that forced me to play that content

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