break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
[Updated Thread purpose]
Simple place to fire off quick thoughts on the changes as a whole. A few rules however.
-no Q.Q, this isn’t a collection of rants. Now if you have a problem, you can explain it (preferably brief) but don’t go on and on about some “game breaking nerf”.
-this is for what could of been addressed (bugs, broken traits,etc) and for what was changed and why the result may or may not be acceptable to someone.
-Respect others opinions (kinda a given)
-Shorter is better, or atleast use some format of tl;dr to help readers understand.
-Not a place for suggestions as they usually need either several posts explaining it or long posts to cover all angles.
With that, I’ll start up the format.
Problem: Elite stat removal
Why: Not every profession have a luxury supply of elite choices. When some were utilizing the stat increases just to make use of a channel it only further cut their place in the game. I do believe in the end elites should stand on their own but until they are all looked into this should of been left alone.
Problem: Amulet choices
Why: There are a bunch of amulets that are simply too exclusive to certain professions due to their natural stats in either a builds’ trait line or from their vit/armor. The recent addition of assassin didn’t really give us anything we didn’t have before in various forms, also curious as to why valkryie isn’t the pve/wvw form still :/
Problem: Self might stacking and fire/air sigils
Why: I don’t believe this is a new problem, just one that’s more commonly used as people found out they could ditch their offensive traits and gear and just use heavy self-might stacking for their damage. I have no problem with groups blasting for group effects, this comes down more so to traits and other effects that dish out long lasting might giving heavy damage for more “tanky” builds. Fire/Air sigil plays a role in this as well unfortunately. I wouldn’t say flat out nerf these things but just look into them to make them less attractive over true offensive build properties from trait lines, runes, amulets, etc.
[Updated thread purpose]
(edited by NinjaEd.3946)
This not detailing a specific change but just thoughts on patches in general.
Problem:: The more changes made to a class in a given patch the greater the number of unanticipated balance changes this creates
Corollary::If there not enough changes in a patch then players get a feeling nothing was changed.
Problem: Retreat skills
Why: When immobilized or in the few retreat skills that break stun, you cannot aim the direction you fall back towards. With position being so important especially for some classes, this really hurts the player in not being allowed to make such decisions. Skills that are meant to aid in defenses should not have negative outcomes.
Problem: Stacking sigils
Why: In the case of ele and engineer (this has been brought up already iirc), they cannot take up a second weapon set to throw one of these on there like other professions. When looking at the professions as a whole this is, without a doubt, in favor of classes who can use multiple weapon sets. Additionally, 250 of 1 stat does not equal the same amount of another so using this baseline number only makes their placement in the game questionable.
Problem: Limited risks resulting in no balance changes.
Why: By this I mean take a trait like empathic bond for example. You might say a ranger with this trait really has no issues with condition removal especially with signet of renewal. However, what about a ranger without this trait? There are more than just this example even post patch where 1 strong trait or skill is restricting any chance of buffing other traits/skills relating to its function because of the potentially overpowered combination. There are such things as negative effects to balance these out so they do not work too well together, yet I don’t really see any of that. As a result we are stuck with the same build choices because they work.
(edited by NinjaEd.3946)
Problem: [Post-Patch] Game Sucks
Solution: Revert
Problem: [Post-Patch] Game Sucks
Solution: Revert
Hardly helpful, many patches have messed with the balance and reverting them would do no good because they weren’t 100% bad. Problem is they never address the bad :/
Problem: Patch feedback
Why: Ignoring people who actually play the game instead of a small group of testers who ship out these pieces of work with several bugs is only fueling the forum rage. To top it off, there is no response from anet both in text or by patch notes addressing the bugs and poor designs that have either recently been added or been with us since launch. Ignoring the elephants in the room is terrible for you dev’s, which causes extreme dislike from the community often erupting into violent posts or causes people to move on to bigger and better games looking for a dev team that takes their game seriously. With such a good foundation it’s a shame to watch it crumble ever so slowly.
Post Patch Hard/Software Problem: Lack of quality control. Several “near game breaking” bugs appeared. The performance changes was, to many, a 180 degree turn for the worse causing more lag, more instability and more frustration.
Post Patch Balance issues: While the attempt to further increase build diversity was a nice one, it did ruin or outright remove some builds on several professions. This is counter intuitive and in the future, such changes should be more carefully weighed up against the “increase” in diversity.
Post Patch Player Base Problem:
This one pertains to the Ranger updates in particular. The player base has “taught itself” that “Rangers suck, and will always be outdone by others”. This patch, they realized perhaps they do not suck. The community as a whole must learn how to adapt before crying wolf, if not, the real wolf will be on the prowl unnoticed.
Problem: Over exaggeration post patch
Why: I doubt its enjoyable let alone helpful having people yell at you all day for your work. Has anet messed things up now and in previous patches? Yes. Do they deserve constructive criticism? Yes. Do they need a dozen posts crying about the same topics? No.
I understand people need to vent time to time but there is nothing productive about getting sniped and instantly raging about how something is OP despite numerous posts showing easy methods to counter such bursts. Try having a dozen + posts about such topics and finding something worth taking notes on. Everyone can do there part and be a little more productive here and maybe get more red posts for meaningful discussions. Some actual communication with the dev’s once in a while would do wonders but with such rage against them I’m not surprised they stay hidden for the most part.
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