766
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: August 03, 2013, 05:18:55 am »
Added Reudh and CognitiveDissonance to my friends list so I can spot you guys next time you're on.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
It was about the time I wrote an AutoHotKey script as a win-button for my Warrior that I decided this game wasn't for me.
I try to get into it every now and again but I just find combat too slow. There just aren't enough abilities to use in combat. Of course, the only class I have above level 15 or so is a necromancer (who also has terrible issues regarding pet balance and pet control). I've tried leveling both a rogue (which seem more resource based) and an engineer (still cooldown based but their grenades, for example, cycle quickly) just to experience other classes but the grind gets to me within a level or two and I stop and go do something else.
It's ironic, in a traditional MMO like SWTOR or WoW, in leveling I generally only use about four abilities anyway. But because I'm limited by resources instead of cooldowns, it feels more active (plus I actually do have a variety of non-spammable keys - cooldowns, interrupts, CC, etc). Even in boss fights where managing your resource becomes a kind of "delayed cooldown," I still have a lot more options to choose from than in GW2. As a necromancer, my highest DPS appears to be dual daggers and one, maybe two wells, and if I touch anything else I've chosen poorly. Auto attack should never, ever be a player's best decision for damage, it should only be supplementary. (Commentary void when options exist to benefit from staff's AE effects).
I may have complained about this before, possibly in this very thread, but no one's every bothered to discuss it.
Can anyone who is actively playing comment on the state of pvp?
Last I played the the bunker or burster setups were incredibly stale, with game balance set up for either extreme. The strategic restriction further magnified by only a select few viable builds. Any changes here, or is it still go full bunker or full burster or gtfo?
Also I remember ranged weapons and kiting dominating the battlefield, with melee weapons serving only for a few burst builds. Have they toned down kiting somewhat yet?
How about the ranking and queue system? Is there a seperation of group queue and solo queue so you can play at an even level if your team isn't on/don't have a team? Are they showing individual rating yet, or still just your relative position in the ranking?
Let me know if there's any other major changes relevant to the pvp scene, it's been quite a while since I played so I'm not up to speed.
I'm still curious wether they can live up to their promise of making the game esport worthy, something they sadly failed at on and after launch.
I still play periodically and am quite enjoying it (perhaps the only MMO I've been able to consistently keep coming back to), I'm on the Ehmry Bay server as well.
Well, I was more thinking of it as a way to build a ship that's good at countering disabling ships like the Mobula. By constantly turning back and forth (probably using the pheonix claw) I'd be able to get a powerful shot from each gun and have a good chance of sending the enemy into repair mode instead of "pound me over and over in the face" mode, EVEN IF they successfully hit my own guns.
). Relying on turning to get a decent damage output could be risky, especially if you damage your engines with the claw to do so as at least one of your maneuvering engines will be exposed at one point or another, or close enough that weapons with a blast radius can take them out. Another downside I see is that while normal guns can reload themselves while you go off and repair something, a lochnaeger-destroyed gun doesn't get "reloaded" unless you're actively repairing it, which costs engineer precious time. If someone takes your volley and decides they can keep firing at you and deal enough damage to get YOU in repair mode, it'll take a while before you can fire again. I've also just tested this and I'm not sure if this is a bug, but basically, you switch to the lochnaeger, it reloads the clip, you repair your gun, the clip is still selected on the second shot, but on the next repair the clip is unselected, forcing you to go through another reload on top of the repair.Heh, now that I see the video, I gotta admit I'm surprised we actually killed something that game, due to dying almost as soon as we made contact. Also, I counted about 6 hits at medium range I made with the Lumberjack. But those were also shots I probably shouldn't have made due to the fact on that map, at that range, it was likely half the time the enemy was also behind a building as well as hidden in the fog. Oh well!