Jump to content
  • Sign Up

Lumikki.1725

Members
  • Posts

    117
  • Joined

  • Last visited

Lumikki.1725's Achievements

  1. That's just personal playing styles choises as what player want's from content. Not all players want high challenge. I don't mean that game should not have challenges, I just say that this reflects just for personal taste of content. Dodge rolling is avoiding to be hit by enemies, that isn't active defence. Active defence is where you deside to stay same place and block or reduse attacks amplitude by defence tools what you have. Example soldier raising shield, mage casting magic barrier. Now that doesn't mean you can allways do that, because like all skills they have recharge time. At the moment the challenge in this game is nothing more that increase of enemies HP (and some damage) and player counter effect that by trying to maximize they DPS. Base combat is same from start. Without active defence you just move and dodge as avoiding been hit. This isn't bad think it self, because at least it's movement compared to "Holy Trinity" combat. But this combat still has major flaws in defencive side as been too offensive only. Fractals uses tons of active defense. Especially CM's. 99% of it comes from firebrand spamming aegis/stability. DPS dont need to take it as the fb will cover it for whole group. For the other 1% in raids ect, heal scourge can cover it with barriers. Again supports provide the defense, not dps.I can understand this, but that starts to sound little bit like "holy trinity". DPS doing damage and support providing the defence. Only think what's missing is the tank.
  2. That's just personal playing styles choises as what player want's from content. Not all players want high challenge. I don't mean that game should not have challenges, I just say that this reflects just for personal taste of content. Dodge rolling is avoiding to be hit by enemies, that isn't active defence. Active defence is where you deside to stay same place and block or reduse attacks amplitude by defence tools what you have. Example soldier raising shield, mage casting magic barrier. Now that doesn't mean you can allways do that, because like all skills they have recharge time. At the moment the challenge in this game is nothing more that increase of enemies HP (and some damage) and player counter effect that by trying to maximize they DPS. Base combat is same from start. Without active defence you just move and dodge as avoiding been hit. This isn't bad think it self, because at least it's movement compared to "Holy Trinity" combat. But this combat still has major flaws in defencive side as been too offensive only.
  3. How ever, reason why you need DPS measurement tools is because how hard the content is. No, the reason you need DPS measurement tools is because without them, it's hard to actually discern the differences between getting better gear, picking better traits and getting better at playing your class on your DPS. Open world mobs fall over if you sneeze near them. Bosses have high enough health pools that your individual damage won't have much appreciable effect on their health bars. The only way to really tell if you're playing well and improving or flailing around with a meme build is via DPS measuring tools.If all content would be so that when you "sneeze near" them, they die, what would be measurement tools needed?My point is that I disagree that measurement tool and content hardeness isn't related, because they are. No, it's DPS because, like in every single game that has ever existed, DPS scales infinitely with regard to the affect it has on content (Well, up until you can literally insta-kill every available target). Every additional point of DPS you get, shaves the time to kill an enemy by a fraction. With defences and healing, there's hard caps for how useful they are. If you're tanky enough to survive an encounter, that's it you gain nothing else from getting more tanky. If you can heal up all the incoming damage, that's it you gain nothing else from getting more healing. Once Tanks/Healers have met their goals of being able to survive/heal through an encounter, the only thing that's left to focus on, is DPS. Since as mentioned earlier, DPS is always relevant. The only time additional defence/healing matters, is if it allows for more DPS because the Healer/Tank can forgo their own roles and focus on DPS (In a way that outperforms both players having more balanced builds) It's a fundamental flaw at the heart of the RPG genre as a whole, there simply hasn't been invented a system where defence and healing can actually scale infinitely with an appreciable effect on encounters (Outside of mechanics that convert them into DPS). Nor has there been any attempts to provide a hard limit on DPS where it stops being beneficial to encounters from increasing it (With exception from some older JRPG's, such as when Final Fantasy had a damage cap of 9999 making additional damage stats redundant) I was taking active defence, not about tanking or healing. While I do agree that "Holy Trinity combat" has flaws, I don't think this kind of DPS only combat is much better. As long it doesn't really have active defence.
  4. While you right, this games combat focus is DPS and DPS-lite as you say. How ever, reason why you need DPS measurement tools is because how hard the content is. Not all group content should have to be so challenging that it requires DPS measurement tools. As for DPS been the main thing in combat, that's only because this game lacks active defence. That is actually this games biggest failure in combat, been just DPS. Only class what has even little bit active defence, what I know, is Guardian. But as long some defensive attributes has so little meaning in this game and some stuff even totally ignores them, this games combat will be just full DPS and notting more. That's why I call this games combat "headless chiken dance" because only real defence what player really has in this game is avoiding to be hit by enemies, using movement and dodge. How ever, not really worth of talking, because as far I have learn to understand about this game, game developers don't really fix anyting, they just fine tune some stuff.
  5. I solo everyting and without mouth, I have clider. It's still little hard to do HoT Hero and master points, but I did do some of them for my characters elite skills. If you get first mount from PoF, as it's first story missions, then HoT will be little easyer. You also need clider from HoT story missions, to reach certain places. You will be fine. Soloing open world and doing events is great, alot of content to explore. PS: Some HoT Hero points are for groups, so not all can be soloed. But usually there is others doing them too, so just join and it's gets done. No need to team up.
  6. I can understand that player would wanna improve them self and wanting some way to measure they perfomance. This isn't neccassary good thing, because it requires players to play this game certain ways. There is difference between wanting to improve your own character, than starting to require that others do same. Gameplay (powerplaying) where you maximize your own characters efficiency is choise what some players like to do, but not all players likes that. If some content starts to require certain playing styles, it basicly discriminate players who doesn't like same kind of gameplay. This has negative affect to community. Not all players are powerplayers, some play this game just for casual fun, some roleplay an so on... Having fun can be arrived so many different ways by different people. What's fun for one, doesn't mean it's fun for someone else.
  7. I think lag where it depense what zone you are, can't be network lag. Because network is allways same for "all" servers/zones in same network. It has to be server or client related in those situations.
  8. First I do understand you point about healing and the effectiveness of class doing what it's doing. No disagreement there at all. However, if I'm soloing example in HoT content in open World as Druid using longbow and staff, is Berserker's gear best for Survival?I quest what I'm trying to ask is, that been the effectiveness as doing one thing, example damage, doesn't neccessary mean it's best for survival, does it?Or are you saying that Druid should not roam in open world at all, but change as Ranger to totally different build?
  9. I still don't get why the "Staff Farmer" as base idea is not good choise, if someone gonna solo in open world content and do some events. I mean it's not so far from berseker build anyway. Ranger/Druid (longbow/staff) can not do much damage anyway (both weapons has low damage) compared to some other classes. As for support "healer" that's so situation build anyway, only for team based content. I mean while maximazing damage is most cases best option in this games combat style. It's not always the best option to all classes in all situations. Because it's all about survivability. Most the time if team or solo player can kill enemy fast, damage is then best survival option. But when they can't kill the enemy fast, then sometimes defensive options can benefit the situation. Even if it's very rare in this games combat system, where all defensive stuff has weaken and often has very little meaning. There is only so few classes what can heal more or have good active defensive abilities. I do understand the idea having different gears for different content. I ques, my point is that Druid has alot of healing options, so ignoring healing attribute, just because maximazing damage, is it really best for survivability, when doing solo open world content or be part of events?
  10. In my opinion when buying anyting and there is option what currency to use, use the currency what is easyest to get more.
  11. Lets look situation as reversed ways. Lets start from server side. Now depending what direction on this planet you are compared to servers location, the connection will start to go different route after it get's out of servers internet provider. Example let assume server would be in German. Now route to Italy will be totally different than route to Norwey. Same ways that car would have to go different roads. How ever route to Norwey could be some parts same than Sweden, because they are in same direction to compared to German. Point been that server could be only common for these players, but it could also be internet provider to servers or some internet provider after that. When there is alot of people suffering by the situation, but not all, I would assume that issue is very close to servers. If it would be servers, then everyone would have same issue without no exception.
  12. In my opinion some people are suffering "major" network lag, but also many are suffering some minor server lags when there is a lot of players in same locations. Minor lag is when you FPS drops very low and actions aren't as smoot as they should be. Major lag is when everyting just stops fully for second or few. Full stops are usually network lag as lost of packets in network. In some cases major lags happens in server side, but usually in some massive events. Mostly what I see is FPS droping low. I play in EU, example Legendary ley-line causes me sometimes, not allways, major lag, but Dragon Bash situation often cause minor lag, specially if there is alot of players in same spot. So I don't have so much major lags that people here talk, just some minor mostly. Also I have zero login game issue. How ever there is some issues, even I can "feel" them in the game. My point is that people seem however suffer the lag issues as little different ways. What isn't possible in server based lag, more like network lag or combination of both.
  13. One of the crafting is behind guilds and not all "players" are in guilds.
  14. You are right, there aren't really many good interesting crafting systems as far I know, some may little more interactive than this, but almost all are the same. It's like nobody even tries to make good one. I do remember Ryzom had interesting material gathering system, it even has group gathering. I have never used/seen Final Fantasy crafting, but some say it's good. I don't think GW2 developers can change too much crafting system it self, but they could improve it. They should at least try to make crafting economy to work. I mean GW2 crafting side doesn't really offer much for players. It's almost like leveling crafting up and making ascended gears are the only purpose it has. As long you don't count it as just for money sink. I think part of why the crafting system is failing, is that GW2 economy around crafting has become disfunctional. Too many green and blue item supply from everywhere. They should remove almost all blue and green items from loot/rewards and replace them with something else, at least loots above begining zones. I mean many higher level characters doesn't need blue or green items, they however get alot of them, higher level rewards should be targeted better. Hole reward system has become little bit obsolite in many ways, because TP based economy has slowly changed. Also there should not even be blue items above level 40-60, even in crafting. Crafting items while leveling is almost all about blue and green items. If these items supplay as economy would be more in the crafting side, it could make hole crafting experience better, as worth of doing for everyone. Of cause if there is still too many crafters and supply, then it would require new ways to balancing crafting material requirements and material supplay. So that supplay and demand would be more balance. Interface could also be little better, now it's just big list of stuff.
  15. One thing what I really don't like in general is that so many action skills, do so little. It's like why even push this, when it isn't gonna do much anyting. Druids has so many useless skills and so many healings what do so little. Lets use Druid staff (5) as example. It has two parts, it creates small wall. If projectile goes thgough it, it will heal. Second if player goes through it, it will give boons. Duration is 5 second. How often in 5 second there is so dangerous projectile that you need it to heal you self. How you even predict that there will some projectile be coming to you or someone in so you could put the wall correct place for 5 second. That's usefulness is allmost so situational that it's impossible to happen. If you create wall that players would go trough, how much players gonna waste time in combat, if they try to go trough some wall somewhere. So getting boon, while gonna waste combat time at least half of it just for moving. Now compare situation, that this skill would not be wall like, but circle dome. Where druid puts that dome over the players. That would mean players don't have to move anywhere to get the boon and any projectile from any direction would heal them for 5 second. That would be very usefull. It's not about idea what skills do, but how usefull they are in combat. Any push of buttom, what doesn't give succesfully positive benefit, is waste of time in combat. So, how you balance something, when some of the skill are basicly broken by design it self.
×
×
  • Create New...