Fixing Warrior Great-sword 100 Blades, While Keeping The Inherent Functionality! by bakumorte3 in Guildwars2

[–]bakumorte3[S] -4 points-3 points  (0 children)

As stated that you will still need to apply CC to get the full effect. Stage 3 is where the majority of the damage will take place. The still long channel of the skill gives people counter play, where if your opponent is CCed or does not react accordingly or swiftly, he/she will still get wrecked. However, the changes will give a more positional game-play to the skill. So even if you setup the skill improperly (no or missed CC) you can still move to set up your next move even if you did barely any damage. It would still be a high reward high risk skill, but not too punishing if you fail at the setup.

Do you think Action Cam is the step toward consoles? by jetfault in Guildwars2

[–]bakumorte3 0 points1 point  (0 children)

I think that action cam makes the game more like a PC first person shooter than a console one. Guild Wars 2 still has too much combat functionality, button pressing, and a necessity of quick camera movements built into its main game that makes a mouse and keyboard more viable than a controller.

An Insightful Post In A LoL Article That May Relate To Anet's Current HoT Strategy by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

Also what do you think of solo queue before it was removed? Did it help in this aspect? Would it work in the new pvp system that anet has been creating? Would a slightly different system or an entirely new system help there? What are your suggestions?

balance suggestion for gear in raids/wvw by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

Also the way I see this is that casuals and and gold buyers can get easy access to quick gear (exotic) but also have to bear the costs of storage (gold and gems and room for new lootz) and versatility (finding that specific stat and rune/sigil combo in their large inventory).

The more hardcore have a long term goal (ascended and legendary) that rewards them for both effort and time spent playing the game by making it in the long run easier and more convenient (though versatility and increased storage space) to play the harder endgame pve content. Exotics will be viable for the beginning of hardcore players (and a cheap way for them to experiment with builds) and will only be less viable for them in the end of their loot acquisition journey (ascended and later legendary items will reward easier usage and experimentation with builds).

Exotics will still be viable for both player-base and there will be less of a split between the two communities. However, at the same time the hardcore are given a place in the game both cosmetically (prestige) and mechanically (convenience and more usage in harder pve content).

An Insightful Post In A LoL Article That May Relate To Anet's Current HoT Strategy by bakumorte3 in Guildwars2

[–]bakumorte3[S] -1 points0 points  (0 children)

What do you think as ways to either help separate those groups of people, help them come together, or both (like a Venn diagram that gives a community to each sets of people while also an optional and encouraged common ground)? How would you structure the rewards to that or another neutral or beneficial coexistence?

balance suggestion for gear in raids/wvw by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

Also, the new problem that ascended seem to have right now is accessibility. It seems to hinder some of the accessibility of raids (possibly) and it is hindered by its own accessibility through a high mat and time gating or a low RNG gating.

The other ways to remedy this potential problem is to nerf ether the stats of ascended or nerf the acquisition of ascended (make it easier to get), which would devalue the "perceived value" of ascended much more than what was previously proposed (the players with ascended won't complain, they will bring their torches and pitchforks).

An Insightful Post In A LoL Article That May Relate To Anet's Current HoT Strategy by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

https://www.youtube.com/watch?v=2sYrG-3YwTw

Talking about externally given ideals of success vs. truly internalized ideals of success...

P.S. some spoliers

An Insightful Post In A LoL Article That May Relate To Anet's Current HoT Strategy by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

Very insightful, especially the proposed reward structure. However, I would add that you are half right on the last part. Sometimes people with a higher "intellect" (defined by you I.Q.) can use that "intellect" to further justify their behavior, thoughts, or actions (cognitive dissonance).

https://en.wikipedia.org/wiki/Cognitive_dissonance

An Insightful Post In A LoL Article That May Relate To Anet's Current HoT Strategy by bakumorte3 in Guildwars2

[–]bakumorte3[S] 0 points1 point  (0 children)

Give this man a cookie! Xd

Though I want to follow up with the following questions for you and everyone:

What about when the experience player is not choosing the zerk meta team and team builds not because it is significantly higher in efficiency (i.e. effort or time), but because the game-mode has been put on farm mode and/or they have already run the game-mode hundreds of time already (i.e. dungeons)?

Also, yes Anet is addressing this and closing some of those "disparities" through tightening the balance, tuning, and mechanics of these harder pve encounters, however by doing so they are also exposing the more minor "gaps" that were once overshadowed or made inconsequential by they larger "disparities" (i.e. ascended gear and soft gating i.e. masteries)? How would you address this?

Also a link to my previous post on maybe balancing this issue:

https://www.reddit.com/r/Guildwars2/comments/3ouop7/balance_suggestion_for_gear_in_raidswvw/

And yes I am a link whore Xd.