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Jokuc.3478

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  1. "Accept / Reject" feature for Squad merges. It is extremely annoying how random people can merge with a whole squad of 9 players in lfg. Add a timeout if you join and leave a squad or party lfg (fractals) more than 3 times in a row so you can't troll lfg by joining over and over after getting kicked. "Accept / Reject" feature that allows the person hosting lfg to choose if a person on their block-list is allowed to join the group or not / or just straight up make it impossible for blocked players to join a commander that blocked them.
  2. Anet has still not fixed this, I really expected them to fix it with this update but apparently not. You can buy it if you did legendary mode but since they added regular cm afterwards I would assume that they just forgot to update the unlocks and the infus+backpiece are tied to the legendary instead.
  3. You got a link for this statement? ok found it https://www.businesspost.co.kr/BP?command=article_view&num=347188#:~:text=측은 주총 후 “-,길드워3,-프로젝트는 검토 중인
  4. I think it would be good to have some kind of visual or mechanical difference between the Challenge Mode and Legendary Challenge Mode, since it is hard to tell the difference between the two for viewers on twitch or on youtube videos (if not specified) and such. Maybe have him called Legendary Cerus, or some fx that is only shown in Legendary, or if anet decides that regular CM still needs to be tuned down maybe tune the mechanics rather than the hp such that people can actually tell which mode it is they are playing. The top right msg also only says "challenge mode active" before you start the fight regardless of which of the two it is, which is also very unclear.
  5. I think this is a good solution. Make it detonate on your target, not first one it hits. This way you can pierce with it without having the annoying crap of having to blow it up yourself. I still like the ability to blow it up manually, but the fact that the 3rd charge can go right through the targeted enemy is kind of bs.
  6. They're fine for the most part but I really hate pistol 5 because it's so awkward to use. Not only is it really annoying to have to "explode" the projectile even if it hits a target as it would otherwise go right through, but it's hard to know which charge of the skill you are at. 1 2 or 3. I would like there to be some visual indication like a bar split in 3 slices or so that clearly shows you how long you have to wait to get which charge. And about the explosion, if you let it explode by itself the timing is much slower than making it explode manually which is also stupid.
  7. It does not require portals. You can do it perfectly fine without portals, portals just makes it easier. Here's an example of me doing it with no portals.
  8. I completely agree, I just personally don't care about ap (and I would assume most people who actually do this encounter don't do it for ap either) so if removing ap can stop unnecessary commotion I think that could be something to consider.
  9. This. This is not to be understated, they should avoid attaching achievement points to these extremely high end titles or the ap hunters will whine (as already seen in this thread). Plus "unobtainable" (to them) APs is a massive reason for why people who buy clears.
  10. There are no groups that sell htcm for 4 players at a time lol, a 6 man kill was completed once after numerous hours of grind, it's not something you do for a sell run. I know because 1. I sell htcm and 2. the 6 man was completed by members of my guild. Can you carry 4 players that are somewhat new to the encounter if they follow experienced player? Yes, but they still have to execute the mechanics themselves. There are servers dedicated to running htcm which requires log verification to get roles, here we find over 1400 unique players that has killed it, and there's plenty of players who killed it but only use their own discords. If one assumes half of the players with the title have bought it that's still over 2500 players. 2500 is a substantial amount for such an encounter in a game like gw2 where most are very casual. Recently we had a progression event over the weekend in the Void Longue discord and saw hundreds of new players join in to learn about the encounter. There is definitely a demand for this type of content. Yes, Cerus' biggest obstacle is the dps check, but again my point was that people thought ht was too hard for more than 5 groups but it proved to be false once people actually figured out efficient strategies, they just had to put in a lot of time. It will be similar to Febe. You put time into getting comfortable with doing the mechanics efficiently so that you can have higher dps uptime. You put time into practicing your rotation so that you can do more damage. Just like players were able to practice doing mechanics in htcm they can practice doing more dmg in febe cm. Again, I do think that the current hp will be too much if anet wants more than 10 groups to beat it, but 10-15% nerf would most likely have more of an impact that you think. This I kind of agree with though. It does indeed heavily favor cvirt just like many bosses which is a bummer, but that's not so much of an issue with the temple of febe specifically but rather cvirt and the gw2's encounter design in general. They would have to change something such that there is a downside to playing a class with 100% dps uptime at long range because if they only nerf the health pool it's not like people would suddenly start playing non-ranged classes. You'd still play the most efficient option, and the only thing that would change is that the encounter got easier. Also people haven't really tried that many different comps, but as for 2 Heralds that you mention it's not like this is some requirement to beat it. You'd probably be just fine replacing those with Chonomancers.
  11. What do you mean we don't need mythic encounters? That's exactly what players that enjoy hard content have been asking for for years. Nerfing this by 35% would in my opinion remove a lot of the excitement of the fight. If 60 million hp was removed it would eventually get farmed by playing a safer comp once people get comfortable with the mechanics cause the dps check isn't tight anymore. Yes it would still be tight for the average strike enjoyer, but for players that speed kill instanced content such as myself, we'd already know we have the dps so the thrill of a dps check is completely removed. Again, the current hp might be a bit too much, but 35% nerf is too big of a nerf if they want to preserve it as an encounter that tests guilds like SC.
  12. A challenge mode encounter is supposed to be challenging, content for players that want something extra. It's not meant to be "accessible to all" or even "accessible for most". Because reality is that most gw2 players barely even know the basics of their class and struggle on Boneskinner. Assuming gw2 has ~50k daily concurrent players your 0.0001% claim literally means 5 people. In its current state, the dps check for Febe is so tough that I would estimate around 10 groups or max 100 different players have what it takes to beat it within a few months of trying. There's currently 10-15 different groups that have reached sub 40% already, and a lot of hardcore guilds haven't even gone at it yet. A 10% nerf and the stack reduction at the last phase as I suggested would open up for way more groups to beat it, definitely more than 500 players within a year. People said HTCM was too hard and would only be beaten by 5 groups or whatever when it came out too, but now there's like 5000 players that has beat it. Anyway, I think it's completely fair that the game has a few encounters than only a few thousand people will ever beat. It's not a completely different encounter from normal mode, which is perfectly accessible to all.
  13. It might be a bit too tight with the hp or chaotic at the 10% phase, but please don't nerf it so much that it's not super difficult anymore. Honestly, something like -10% hp and 2 empowered stacks per slam at the last 10% phase instead of 3 is the most you should do to keep it super high end but still beatable by more than 10 groups. And fix the empowered walls stealing boons from pets/clones bug.
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