Dec 07, 2005, 01:50 PM // 13:50
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#1
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Ascalonian Squire
Join Date: May 2005
Location: Hell >:)
Guild: Elite Band of Killers
Profession: W/A
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Our 2 cents as a Guild-EBOK
Well some of this may or may not be covered in some of the other threads, so bear with me on some over laps if they happen.
Start with everyones favorite- HENCHMEN
~Why aren't they infused more than what they are after a certain point? They could be infused to a point of missing like 2 items out of there selection of armor@ the Fire Island chains. They would take less damage and I think I probably speak for everyone here when I say taking one is always going to a huge risk on any part and they always need t obe rez'd during battle.
~How about customizing the skills a Henchmen can use. Make a skills listing for them that we can take 3 to 4 skills out of and an Elite skill after a certain point in the game.
~I don't think I need to comment on the AI for the henchies...
~Battle commands for the henchies (another big topic)
~Rangers~ If there is a natural 12 (97 total cost points) in Beast Mastery let the Rangers carry 2 pets @ the same time.
~Let the Rangers cap more than one pet and once back into town the pet disappears onto a list, which the ranger is allowed to bring up and choose a pet for which ever his/or her/ next mission is.
~Customizing items- Stripping a weapon of customizing so it can be sold or traded. Make us pay double to have the customization stripped ora plat or something, but let us @ least get rid of the customization
~Customizing shields for more def or another attribute on the thing that helps save us as Warriors in heat of the battle
~Warriors~ The Balth Ghost in the ToA has a chest piece that has a Skull and Cross bones which best discribes a warrior and his ways. That should be an option for all the warriors @ one point in the game. The pigs face, err...I mean the Charr's head out of draknor's just looks like a childs piece
~A warrior using balanced stance while being hit by 'cry of frustration' still gets knock down, as well as, when an attack by a Herder in the Footprint or in the furnace. Balanced Stance should be just that, nothing in the game should be able to knock him down reardless. Well according to the description of the skill anyways.
~Runes~ When a gold armor drops fro ma creature why is it such a head game on us a players to salvage it? If a Gold armor drops let us have a superior rune, not to chance it by having the possiblity, lately the reality, of it beccoming a major rune and destroying our desire to even play because of crap like this in the game. If a Gold drops let it be Gold (superior), same with purple (major) runes.
~Suggestions without classes, or random thoughts on things that may make the game better.
-Map of the FoW, UW & SF (probably been beaten to death I know)
-The camera panes when you die and is INCREDIBLY anoying to say the least. Why can the camera not stay in one spot after we die? It is bad enough on our egos that we died in the first place.
-Collision. Why can we not run thru the henchies or people in the party? The pets get in the way all the time, as does Mhenlo and Lina.
-2 or 3 more slots for characters to be developed. I bought the game because I thought it was better, but now I am wondering where the betterment of the game is as far as having more guys available to me. LoD I had 8 guys on one account...now with GW I have 4. Hmmm, does anyone else see the mathmatical difference here? Give us 2-3 more slots please.
-Experience, how about a away to show other people the amount of experience that we have on our characters by including the CTRL (control) key. I, we, are fed up with people claim that they have a few billion XP and they get into a game and they completely suck asa player. It would be helpful for others to see what Xp someone had in the game as a PvE'er. Rank is for the HoH, we need something for the PvE areas.
-Dwarf Bosses armor sets...MORE GREEN(!) is all this is....It gives a different approach to the variable of armor sets someone in the game could have. The dwarf bosses are as big as everyone else in the game, so it isnt that big of a deal in the eyes of the players.
~Elementalists~ Well the fire elem are nerfed, can that please be fixed? which brings me to this...'Some' of the creatures, ie SMITES in the UW, are too smart and can see traps that were laid while they were out of the agro cirlce and send either one creature thru the traps to set them off, or they go around them. This has happened more than once and in different areas.
Elite Band of Killers
Leader:Executioners Blood (me) IGN
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Dec 07, 2005, 02:02 PM // 14:02
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#2
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by Executioners Blood
~Customizing items- Stripping a weapon of customizing so it can be sold or traded. Make us pay double to have the customization stripped ora plat or something, but let us @ least get rid of the customization
~Elementalists~ Well the fire elem are nerfed, can that please be fixed? which brings me to this...'Some' of the creatures, ie SMITES in the UW, are too smart and can see traps that were laid while they were out of the agro cirlce and send either one creature thru the traps to set them off, or they go around them. This has happened more than once and in different areas.
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I will agree with you everything except for these points. Customization means that you cannot sell your weapon, that is a choice you must make.
Fire Eles were not nerfed, they are still just as powerful as they were. You may need to add some skills in to avoid them leaving the damage circle, but they still work fine.
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Dec 07, 2005, 03:24 PM // 15:24
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#3
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by Executioners Blood
~Rangers~ If there is a natural 12 (97 total cost points) in Beast Mastery let the Rangers carry 2 pets @ the same time.
~Let the Rangers cap more than one pet and once back into town the pet disappears onto a list, which the ranger is allowed to bring up and choose a pet for which ever his/or her/ next mission is.
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Not sure about the 2 pet idea, agree with a Zoo or List idea for multiple pets.
Quote:
Originally Posted by Executioners Blood
~Customizing items- Stripping a weapon of customizing so it can be sold or traded. Make us pay double to have the customization stripped ora plat or something, but let us @ least get rid of the customization
~Customizing shields for more def or another attribute on the thing that helps save us as Warriors in heat of the battle
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Shield customization would be unbalanced.
I think customization works fine - you want to sell an item in the future? Don't customize it. (of course, if there was an option to de-customize, I'd bet weapon prices would fall....)
Quote:
Originally Posted by Executioners Blood
~Runes~ When a gold armor drops fro ma creature why is it such a head game on us a players to salvage it? If a Gold armor drops let us have a superior rune, not to chance it by having the possiblity, lately the reality, of it beccoming a major rune and destroying our desire to even play because of crap like this in the game. If a Gold drops let it be Gold (superior), same with purple (major) runes.
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I agree, Runes should always be salvaged from drops. However, once you put it on your armor, should it automatically salvage from there as well?
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Originally Posted by Executioners Blood
-The camera panes when you die and is INCREDIBLY anoying to say the least. Why can the camera not stay in one spot after we die? It is bad enough on our egos that we died in the first place.
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Just click on a another party member.
Quote:
Originally Posted by Executioners Blood
-Collision. Why can we not run thru the henchies or people in the party? The pets get in the way all the time, as does Mhenlo and Lina.
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Agreed it's annoying, but strategy wise I think it's important to have collision.
Quote:
Originally Posted by Executioners Blood
-2 or 3 more slots for characters to be developed. I bought the game because I thought it was better, but now I am wondering where the betterment of the game is as far as having more guys available to me. LoD I had 8 guys on one account...now with GW I have 4. Hmmm, does anyone else see the mathmatical difference here? Give us 2-3 more slots please.
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Well, seeing how you play the game for free each month, selling other accounts is a way for GW to make more money. I see nothing wrong with requiring people who want more slots to pay more money, although I wish there was an option to put the extra slots on the same account...
In any case, the expansion should have more slots.
Quote:
Originally Posted by Executioners Blood
-Experience, how about a away to show other people the amount of experience that we have on our characters by including the CTRL (control) key. I, we, are fed up with people claim that they have a few billion XP and they get into a game and they completely suck asa player. It would be helpful for others to see what Xp someone had in the game as a PvE'er.
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Not sure this would really do any good. Someone could farm XP, and still "suck" in group tactics.
Quote:
Originally Posted by Executioners Blood
~Elementalists~ Well the fire elem are nerfed, can that please be fixed? which brings me to this...'Some' of the creatures, ie SMITES in the UW, are too smart and can see traps that were laid while they were out of the agro cirlce and send either one creature thru the traps to set them off, or they go around them. This has happened more than once and in different areas.
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Wow, creatures actually reacting intelligently, like players would?
That's awful. The AI should be nerfed. (sarcasm)
Last edited by Mordakai; Dec 07, 2005 at 04:44 PM // 16:44..
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Dec 07, 2005, 04:32 PM // 16:32
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#4
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Quote:
~How about customizing the skills a Henchmen can use. Make a skills listing for them that we can take 3 to 4 skills out of and an Elite skill after a certain point in the game.
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Have you not noticed that the henchies do not do interrupts, consume corpses and other such activities? Anet specifically designed their skill sets to not "interfere" with players as much as possible. Thus they have straightforward skills that deal damage, heal and protect.
Quote:
~Rangers~ If there is a natural 12 (97 total cost points) in Beast Mastery let the Rangers carry 2 pets @ the same time.
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No, would be too many with 8 characters with ranger somewhere in their profession and 16 pets.
Quote:
~Let the Rangers cap more than one pet and once back into town the pet disappears onto a list, which the ranger is allowed to bring up and choose a pet for which ever his/or her/ next mission is.
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I like this idea, it is a bother to start over with a new pet.
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~Customizing items- Stripping a weapon of customizing so it can be sold or traded. Make us pay double to have the customization stripped ora plat or something, but let us @ least get rid of the customization
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It should be a choice you have to make between selling or using, leave as is.
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~Customizing shields for more def or another attribute on the thing that helps save us as Warriors in heat of the battle
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Warriors need more? Try using a stance or shout?
Quote:
~A warrior using balanced stance while being hit by 'cry of frustration' still gets knock down, as well as, when an attack by a Herder in the Footprint or in the furnace. Balanced Stance should be just that, nothing in the game should be able to knock him down reardless. Well according to the description of the skill anyways.
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Dwarf herders do not KD if you have balanced stance or dolyak signet running, not sure why you think they do? The other thing you are experiencing is an interrupt, which is different than a KD and is a quick down-up motion.
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Dec 07, 2005, 04:37 PM // 16:37
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#5
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Not all gold items are guarenteed to be good, armours should be no exception.
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Dec 07, 2005, 04:55 PM // 16:55
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#6
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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As far as the whole rangers capping 2 pets, all i can say is here comes even more iway........
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Dec 08, 2005, 05:26 PM // 17:26
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#7
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Ascalonian Squire
Join Date: May 2005
Location: Hell >:)
Guild: Elite Band of Killers
Profession: W/A
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Quote:
Originally Posted by DeanBB
Have you not noticed that the henchies do not do interrupts, consume corpses and other such activities? Anet specifically designed their skill sets to not "interfere" with players as much as possible. Thus they have straightforward skills that deal damage, heal and protect.
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I noticed that that do not do anything but take up space. I understand and agree with Anet on wanting the whole team concept in the game. Sometimes there aren't enough people online playing when I am, but there are times there are. I play the game about 6 hours total during the day, someone has to get paid to play why not me. =) They changed different aspects in the game, they could change this one.
Quote:
Originally Posted by DeanBB
No, would be too many with 8 characters with ranger somewhere in their profession and 16 pets.
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I haven't seen a 8 ranger team, other than in the HoH. The UW only takes 4 rangers to run it. They, Anet, could make an option where if there is more than 1 Ranger on a team that only 1 ranger could have 2 pets.
Quote:
Originally Posted by DeanBB
It should be a choice you have to make between selling or using, leave as is.
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You have your opinion and I have mine, let's see what happens. I prefer the option myself.
Quote:
Originally Posted by DeanBB
Warriors need more? Try using a stance or shout?
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I use stances and shout. What my point is, is this...I would like the option to add say -2 damage (stance or enchant) to a shield or even life for that matter asa customization.
Quote:
Originally Posted by DeanBB
Dwarf herders do not KD if you have balanced stance or dolyak signet running, not sure why you think they do? The other thing you are experiencing is an interrupt, which is different than a KD and is a quick down-up motion.
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I miss wrote that, it should be... just as...I know the herders dont knock you down when using BS, I use it ALL the time actually. They do need to fix the 'cry of frustration' knock down regardless. You didn't comment on that though... (?)
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Dec 08, 2005, 06:07 PM // 18:07
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#8
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Executioners Blood
They do need to fix the 'cry of frustration' knock down regardless. You didn't comment on that though... (?)
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He actually did. Cry of Frustration is not a knock down, it's an interrupt. There's an extremely important difference between the two. For example, Balanced Stance won't protect you from Cry of Frustration, but Mantra of Resolve will. Similarly, Mantra of Resolve won't protect you from Giant Stomp, but Balanced Stance will. As you can see, while getting knocked down does ultimately interrupt you, its important to know which skills are interrupts and which ones are knock downs as there are difference defenses against each.
Quote:
~How about customizing the skills a Henchmen can use. Make a skills listing for them that we can take 3 to 4 skills out of and an Elite skill after a certain point in the game.
~I don't think I need to comment on the AI for the henchies...
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I'd like to note that these two suggestions are counteractive to one another. Making the henches able to have different combinations of skill bars would require them to have separate sets of AI for each. If you want ANet to improve the hench AI, then you certainly don't want them having to create dozens of extra AI sets as well. Everything takes time and you have to prioritize what you want.
Also, I'm opposed to the ranger pet changes. If you know what you're doing right now, pets are quite powerful. The only thing limiting them is their poor AI. Personally, I'd rather see the AI worked on that simply allowing a second pet. If my ranger had 2 of her current pet, I can say with confidence that she would be over-powered. However, I still would have second thoughts about using her in PvP because poor AI is poor AI any way you look at it.
As to weapon customization, I disagree with you again. If you were allowed to un-customize weapons, there would never be any reason to not customize a weapon. I really like the fact that you have to plan ahead when you get a good item. Will you use it enough to justify customizing it, or should you save it for selling/giving to a friend?
I will agree though, with your comment on runes. I know its simply a matter of enjoying control of your environment, but knowing when you will be getting a superior and when a major before you start using items on them would be nice. It won't make or break the game, but I think making each armor type (blue/purple/gold) have a specific rune type would appreciated by many players. Then again, I really just dislike randomness or factors I can't influence/control. Variety and randomness are completely different things.
Quote:
-Map of the FoW, UW & SF (probably been beaten to death I know)
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I personally like that they don't have a map. For me, the map has always lessened my immersion in a game. It's so convenient that any exploration focuses on using that map: it'd be stupid not to take advantage of it. However, staring at a map definitely detracts from enjoying the beautiful scenery this game has. Therefore, I love the Underworld and SF (I don't play much fissure), because it rewards me for really learning the area. I have to look around and know where I am, as I don't have a little map telling me. There are very few areas that allow me the immersion factor of being mapless, so don't take them away from me, please. (otherwise I might have to cry for dropping the radar, so I can at least pretend I don't have a map )
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-Collision. Why can we not run thru the henchies or people in the party? The pets get in the way all the time, as does Mhenlo and Lina.
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Since, as was mentioned, body-blocking is a key strategic point, wouldn't a better solution be to fix hench and pet pathing? Afterall, if they weren't in your way in the first place, we wouldn't have the problem.
Quote:
~Elementalists~ Well the fire elem are nerfed, can that please be fixed? which brings me to this...'Some' of the creatures, ie SMITES in the UW, are too smart and can see traps that were laid while they were out of the agro cirlce and send either one creature thru the traps to set them off, or they go around them. This has happened more than once and in different areas.
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I've been trapping a bit more lately than I usually do, and I have to say that I think you might be seeing things that aren't there. When you aggro a group, they all start running at you. Therefore, if they're spread out of course one is going to get to you first and trigger all your traps by itself. This is where some strategic methods of balling them up before they get to your traps come in. That's half the fun of trapping, making sure the enemy takes the maximum damage.
Also, to the running around the traps, I think you might be seeing things here as well. Sometimes enemies will run straight at you when you aggro them. Sometimes they take a slightly curved path. This has nothing to do with them avoiding your traps, and everything to do with how they normally run at a player. I've seen many enemies throughout the game do this whether or not I had traps down.
My advice, therefore, on trapping is: don't put all your eggs in one basket (ie: don't lay all your traps in the same spot).
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Dec 08, 2005, 06:28 PM // 18:28
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#9
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Ascalonian Squire
Join Date: May 2005
Location: Hell >:)
Guild: Elite Band of Killers
Profession: W/A
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Quote:
Originally Posted by Mordakai
Not sure about the 2 pet idea, agree with a Zoo or List idea for multiple pets.
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I commented prior to this on a simple solution. A head of team Ranger or something of that nature would work. The listing is a must IMO.
Quote:
Originally Posted by Mordakai
I agree, Runes should always be salvaged from drops. However, once you put it on your armor, should it automatically salvage from there as well?
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Adding runesto armor is a risk in itself right now, so that is something for debate as well. I might agree with the chace of getting it back from salvaging armor, but I want the superior rune from the gold armor that drops in the game, not the major that is salvaged. It is discouraging when that later of the 2 happens.
Quote:
Originally Posted by Mordakai
Just click on a another party member.
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I shouldn't have to click on someone else. That is a simple solution from a bigger problem. The game is suppose to be enjoyable, and is most of the time, but that problem is beyond annoying to more than one person. It is bad enough that everyone's virtual ego is bashed and bruised becasue we die.
Quote:
Originally Posted by Mordakai
Well, seeing how you play the game for free each month, selling other accounts is a way for GW to make more money. I see nothing wrong with requiring people who want more slots to pay more money, although I wish there was an option to put the extra slots on the same account...
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The game should have come out with one of each profession/capability. There should have been 6 slots from the get go. IF Anet would have started the game off the way they should have, remember these are the guys who made D2 and LoD which sold billions of copies, then people wouldn't be leaving the game (going on hiatus) to go play WoW or other games for that matter.
Quote:
Originally Posted by Mordakai
Not sure this would really do any good. Someone could farm XP, and still "suck" in group tactics.
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If someone has 2.5 million XP they should have quite a bit of knowledge of the game. Now, it would be better if they have 4 characters with over a million a piece IMO. ( I have that and feel I am pretty knowledgeable about the game) The reasoning behind that request is that I am intereted to see seom other people I know experience in the game. It was more of a personal request that fits everyone. Once again my opinion.
Quote:
Originally Posted by Mordakai
Wow, creatures actually reacting intelligently, like players would?
That's awful. The AI should be nerfed. (sarcasm)
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I is a PITA when you set a ton of traps, remember that they have agro circles too and can't see whats going on initially, then the creatures approach and walk around them OR send a kamakazi in to set them off. It isn't right that the creatures 'know' that the traps are there. If you were PvP'ing you would know that the traps are in the ground would you? No, you wouldn't. So why shouldn't this be changed?
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Dec 08, 2005, 06:41 PM // 18:41
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#10
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Executioners Blood
It isn't right that the creatures 'know' that the traps are there.
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I think the reason we won't see a fix to this is that the enemies don't know that the traps are there, even if it might seem like it from time to time.
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Dec 08, 2005, 06:58 PM // 18:58
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#11
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Ascalonian Squire
Join Date: May 2005
Location: Hell >:)
Guild: Elite Band of Killers
Profession: W/A
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Quote:
Originally Posted by Jenosavel
He actually did. Cry of Frustration is not a knock down, it's an interrupt. There's an extremely important difference between the two. For example, Balanced Stance won't protect you from Cry of Frustration, but Mantra of Resolve will. Similarly, Mantra of Resolve won't protect you from Giant Stomp, but Balanced Stance will. As you can see, while getting knocked down does ultimately interrupt you, its important to know which skills are interrupts and which ones are knock downs as there are difference defenses against each.
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I know the difference between the 2, as you should have read, this was a compiling from many people in the guild, you must have missed that. As you already know, or I think that you possibly do, by DEFINITION balanced stance says that for X amount of seconds you cannot be knocked down. IMO, cry of frustration should only work on spells that are being casted. Not skills or spells for that matter that are already in affect. If you take the stance, no pun intended, that CoF should work then should CoF knock of enchantments as well, because they are in affect on say a monk or Elem. ?
Quote:
Originally Posted by Jenosavel
I'd like to note that these two suggestions are counteractive to one another. Making the henches able to have different combinations of skill bars would require them to have separate sets of AI for each. If you want ANet to improve the hench AI, then you certainly don't want them having to create dozens of extra AI sets as well. Everything takes time and you have to prioritize what you want.
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I owuld like to note that those are 2 SEPERATE suggestions. Suggestions...nothing more. Fix one or the other was the suggestion. If they fix the AI for the henchies in a a way to make them better, great, if they fix them so you can set skills, great. Either way they need to be fixed.
Quote:
Originally Posted by Jenosavel
Also, I'm opposed to the ranger pet changes. If you know what you're doing right now, pets are quite powerful. The only thing limiting them is their poor AI. Personally, I'd rather see the AI worked on that simply allowing a second pet. If my ranger had 2 of her current pet, I can say with confidence that she would be over-powered. However, I still would have second thoughts about using her in PvP because poor AI is poor AI any way you look at it.
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Actually, I personally am quite good at controlling my pet. In the manual for the game it stats the Rangers can capture 'pets', yes it is plural. either a List should be made from the pets we cap, or let us have 2 of them in the way I suggested. I understand that some people cannot control there pets because of the AI and there lack of control or understanding of the game, so I agree the AI should be improved some. I think you were trying to say that your ranger would be over-power'ing' with 2 pets. Right?
Quote:
Originally Posted by Jenosavel
I will agree though, with your comment on runes. I know its simply a matter of enjoying control of your environment, but knowing when you will be getting a superior and when a major before you start using items on them would be nice. It won't make or break the game, but I think making each armor type (blue/purple/gold) have a specific rune type would appreciated by many players. Then again, I really just dislike randomness or factors I can't influence/control. Variety and randomness are completely different things.
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agreed
Quote:
Originally Posted by Jenosavel
I personally like that they don't have a map. For me, the map has always lessened my immersion in a game. It's so convenient that any exploration focuses on using that map: it'd be stupid not to take advantage of it. However, staring at a map definitely detracts from enjoying the beautiful scenery this game has. Therefore, I love the Underworld and SF (I don't play much fissure), because it rewards me for really learning the area. I have to look around and know where I am, as I don't have a little map telling me. There are very few areas that allow me the immersion factor of being mapless, so don't take them away from me, please. (otherwise I might have to cry for dropping the radar, so I can at least pretend I don't have a map )
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but a map shows you were you have and HAVE NOT been in the game. I have been deep in the UW and I would like to go back to some of the areas, but w/o that map it makes for a more difficult time getting there. (I understand that the UW is suppose to be hard.)
Quote:
Originally Posted by Jenosavel
Since, as was mentioned, body-blocking is a key strategic point, wouldn't a better solution be to fix hench and pet pathing? Afterall, if they weren't in your way in the first place, we wouldn't have the problem.
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I agree with you on that. Better AI is a must at this point.
Quote:
Originally Posted by Jenosavel
I've been trapping a bit more lately than I usually do, and I have to say that I think you might be seeing things that aren't there. When you aggro a group, they all start running at you. Therefore, if they're spread out of course one is going to get to you first and trigger all your traps by itself. This is where some strategic methods of balling them up before they get to your traps come in. That's half the fun of trapping, making sure the enemy takes the maximum damage.
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I am seeing what other people in my trapping group are seeing. When 5 people see the same thing it is BS that the smites are sending one smite thru the traps and the rest are sitting back for this to happen. I was personally standing in the traps waiting for them to enter the pinch points where all the traps were set. I seen what happened with my own eyes and didn't 'imagine' it as you so eliquently put it. (sarcasum)
Quote:
Originally Posted by Jenosavel
Also, to the running around the traps, I think you might be seeing things here as well. Sometimes enemies will run straight at you when you aggro them. Sometimes they take a slightly curved path. This has nothing to do with them avoiding your traps, and everything to do with how they normally run at a player. I've seen many enemies throughout the game do this whether or not I had traps down.
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read the last response. If you were there you would understand what happened and you would also be asking for a fix to the problem. It is not about the route that the hydras took, it is about them seeing the traps in the ground and blatantly walking around them.
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Dec 08, 2005, 07:22 PM // 19:22
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#12
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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Quote:
IMO, cry of frustration should only work on spells that are being casted. Not skills or spells for that matter that are already in affect. If you take the stance, no pun intended, that CoF should work then should CoF knock of enchantments as well, because they are in affect on say a monk or Elem. ?
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Cry of Frustration: If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage.
So if you or an ally nearby are interrupted with CoF, you all are interrupted and take damage. It has nothing to do with your stance or an enchantment already on a monk. If you're getting interrupted when just attacking or moving or otherwise not using a skill it is because someone near you is.
My only complaint with PvE interrupts is the monsters that are focusing on another target so you start a skill and they switch and interrupt you. Yes, I realize that it is AI and deficient in many other ways so you can beat them, but this superhuman knowledge of what everyone on the battlefield is doing is annoying to say the least. I suppose if I were good enough I could tell by animations what everyone was doing, but I just can't focus/see all the enemies at once.
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Dec 08, 2005, 07:31 PM // 19:31
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#13
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by Executioners Blood
I know the difference between the 2, as you should have read, this was a compiling from many people in the guild, you must have missed that. As you already know, or I think that you possibly do, by DEFINITION balanced stance says that for X amount of seconds you cannot be knocked down. IMO, cry of frustration should only work on spells that are being casted. Not skills or spells for that matter that are already in affect. If you take the stance, no pun intended, that CoF should work then should CoF knock of enchantments as well, because they are in affect on say a monk or Elem. ?
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I would like to note that Cry of Frustration does not interupt if Mantra of Resolve is going. CoF is an interupt. It is not a knockdown. The animation for any interupt is to bouce your body off of the ground, but that is not a knockdown. WHen you are knocked down, you have to get back up, however when you are interupted you bounce back up.
Cry of Frustration is not broken.
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Dec 08, 2005, 08:09 PM // 20:09
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#14
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Executioners Blood
I was personally standing in the traps waiting for them to enter the pinch points where all the traps were set.
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There's your problem. Just lying traps in a choke-point isn't always enough, because since you're just sitting within the traps, the enemies still have the option of coming in one at a time. Instead, try to force the enemies to ball up before they get to your traps. I usually sit in front of the traps, wait for as many enemies to gather on top of me as I can without endangering myself and then carefully drag the group as a whole back through the traps. That way the one that rushes out ahead stops before it gets to your traps and can do its thing until its buddies catch up. Once they're all together, then let them start triggering things.
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Dec 10, 2005, 08:55 PM // 20:55
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#15
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Ascalonian Squire
Join Date: May 2005
Location: Hell >:)
Guild: Elite Band of Killers
Profession: W/A
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Ok, I understand where you are coming from on the interrupt with a mes character or creature using CoF. IMO, BS should work in a way where an interrput or a knockdown can not disrupt Balanced. I get the whole interrupt thing, I'm not a fan of Mes, but I understand what you are saying about them.
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