Making GW2 a bit more like GW1
No can do. That build freedom resulted in a balance hell. We do need more weapons and skills, and maybe a bit more specializations, but we can’t have what we had in GW1. It was 1319 skills that you could combine way more, but resulting also in way more crappy combinations.
The freedom resulted in a self-balancing meta, at least in pvp, where if a particular thing was too powerful, there was often some way to build your team to counter it. Balance wasn’t about making nothing overpowered, it was about giving teams the tools to counter. It wasn’t perfect but considering the sprawling quantity of skills it was amazing it worked as well as it did, and it certainly made the game more fun to have so many skills to work with. there were not so many crappy skills as you would think, many were situational for pvp or pve and 80% of skills saw use in important builds at one point or another. Again, not perfect, but infinitely better to have massive skill freedom and leave it to player to come up with good combinations than to have developer force you to use skills you don’t want and still have just as many balance problems.
1) Bring back a proper interrupt system. This was the key to PvP and made it a lot more interesting, as well as PvE bosses.
2) Bring back build freedom
You can interrupt. It isn’t a core of the game but many classes have access to some level of interrupts most speed running groups in pve will use interrupts to some extent as well. The problem is there is little reward in the effort of doing so outside of sPvP (where good players will in fact interrupt) there simply just isn’t a single ‘interrupt’ ability but several abilities that ‘can’ interrupt: Knockdowns, Launch(knock back), Daze, Fear, Stun, Pull, Push, Float(water), Sink(water). Animation or telegraphs indicating the usage of an ability could be accentuated more to make them more obvious but as long as you pay attention you can still accomplish interrupts even in sPvP even against a shortest-height variety of Asura.
You all ready have build freedom. The builds however just may not be viable and GW1 had plenty of builds that were not viable not every imaginable combination worked well by any stretch of the imagination. It was just as cursed with new patch metas as GW2 is, perhaps not as bad but it shared the ‘exact same problem’. You are romanticizing GW1 and nostalgia is embellishing your memory to make it appear better than it was. With that said with out a doubt they need to spend a lot more time working to have more builds that could fit into today’s perceived meta.
It would also be nice if they could make interrupts more rewarding by having bosses use far more dangerous abilities that you ‘could’ survive but not without risking death still so you would be better off interrupting and have it’s usage ‘random’ rather than on some kind of fixed delay/timer and just have it properly telegraph in some way. Possibly even track interrupts used against such bosses and offer a skillful play bonus loot bag or something for the carrot-on-a-stick players.
In regards to lack of viable builds/skill variety I know far to many people, some close friends who stopped playing due to boredom of playing ‘that one build that works and is accepted by the masses’ once they invest time in another MMO they’ll never look back especially in a monthly fee variety as it is literally an investment in their entertainment. I
(edited by NeuroMuse.1763)
While I miss the customizable skills, I do not think it would do the game much good if they start keying it now.
The game would only turn into a chaotic mess. Let’s just accept the damage there is now and move on.
Not at all if they confine these new more customizable skills to their own, new skill slots. Then they won’t interfere with the regular ones
Skill slot change wasn’t what made Gw1. What made Gw1 particular was how different 100% instanced Group/team could be so great with well balanced parties. I’ll be more direct on this by saying :
-Only dungeons are the instanced team/group stuff.
There is 9 dungeons in the game.
26 path + fractals.
Averagely, 1 path = 10-20 minutes and or so a fractal.
It’s not about by how they could add new attacking skill abilities..
In Gw1 : you had 8 skill-1 elite. Gw2 has 9 skill + 1 Elite. 5 attack -1 heal -3 Utility -1 Elite.
-Traits are how you can ’’Create’’ or ’’Boost’’ your actual 5 attack by traiting on them
-Also runes selected can have an impact on your skill or see ‘’ new abilities ’’ on your attack. I think it’s fair enought and very well better balanced.
Also sigils can boost your general attack/create more condi/increase condi duration.
It’s not about the attack. It’s about what your fighting. One very very good point was how we used to Interrupt boss attack in Gw1, something we dont see often in Gw2.
Since when in Gw2 you interrupt, pull, knock down/back a boss he gets the defiant boon where we need to stunt him back like 5 other time in the butter to finally be able to interrupt him again. Something not very realistic and/or not well made.
If you were asking what guild wars 2 is missing from Gw1 is in-deed Instanced stuff. And I mean group instanced stuff.
Now:
Do we need more dungeons ? No, even you if you made all paths 50×.
-Another dungeon would make you do that path 50 times for what ?
1 Single new exotic of all type /weapons/armors and a new token money.
- An elite instanced zone/dungeon ?
Would be correct, over played in 1st, but i dont think communauty is ready for it..
our Zerging abilites is making us less’’brained’’/less Aware/Zerk Builded.
Also all these option would take months to finally see the light, All of you by the time have the time to quite gw2 10 times.
What Gw2 could improve for challenging content ?
Something that make us be on our feet aware/focus alternating melee to ranged see what the boss is doing, looking at his abilities, timed dodging, defence full.. all this that could lead to better rewarding, a best magic find impact and for a content that is already existing. Something Un-zergable ( to be difficult and not bad-scaled like we are 200 doing fire elemental for exemple… last about 20 seconds )
-Future is not in the zerging.
Future is on instanced hard/rare content.
-How could Arenanet turn there cloak ? ( if they have.. because we dont. ). To bring us the dream of difficult challenging unseen content. You wanna know the answer ?
Because I know it. It’s named Hard Mode.
What is Hard mode ?
Upscaled content. Every mob over lvl 80s making them more rewarding. More ’’rarer’’ mobs.. different from downscaled dungeons. A rarer mob have better chance to give yellow/exotic content. And by there Anet could bring us rarer exotic skin with unique looking skin ( see Ghastly sword from gw1 dropped by kohler for exemple ).
Hard mode is lvl 80s only dungeon where bosses have more and so different abilities. Hard mode is more rewarding from the dungeon content. Not the very end reward.
Hard mode is challenging because it’s un-seen in the game ( lvl 84-85 bosses ).
Hard mode is has it says, Hard.
Hard mode is Team/group/party instanced.
Hard mode is not rushable, it’s patience and dominance.
(edited by Dark Jackson.3417)
For the PvP question.. see Zerging ( team death match ) and see Bunker for Capture the point match..Get gangbang if you’r Alone/Abandonned by your mate ( even if you came to save/help him ). It’s again not about the attack, more about rune/trait/stat selected. Everything is good. And how you play them adjusted to your gameplay/style is better.
But you wanna know what is Even better ??
Team work.. Balanced team work
Something your not gonna see until we see Hard Mode..
You wanna know why ?..
Zerging.
(edited by Dark Jackson.3417)
Y’all are romanticizing GW1 a little too much. Remember when every group running HoH was Bunny Thumpers, then there was the next meta. There was no freedom either.
Infinitely better to have a meta that shifts month to month than one which becomes stale 2 weeks after a patch and stays that way for 6 months before next skill patch.
It took how long for people to get used the way the game is? 6 – 9 months minimum. Now, you want it to change every 2 weeks? That is ludicrous.
Hard mode would be impossible with the mega servers.
People are basically lazy and just do enough to get things done – period. That is why we have: the Champ Trains, the complaints about the reduction to 10 in the number of dailys, the big zergs, and people complaining about how hard Tequatl and the 3 headed wurm are. They want to do the minimum needed to get by – people want a kitten game.
(edited by Dusty Moon.4382)
It took how long for people to get used the way the game is? 6 – 9 months minimum. Now, you want it to change every 2 weeks? That is ludicrous.
Hard mode would be impossible with the mega servers.
People are basically lazy and just do enough to get things done – period. That is why we have: the Champ Trains, the complaints about the reduction to 10 in the number of dailys, the big zergs, and people complaining about how hard Tequatl and the 3 headed wurm are. They want to do the minimum needed to get by – people want a kitten game.
The large masses often choose the path of least resistance, this is true. But does it mean that the devs have to raise up their hands, give up and start catering solely to this mass?
There is room for challenging content and mechanics, the devs just have to make a statement that if you don’t improve, you won’t succeed, even if it would start a riot of “we paid for this game, we want to see it all by pressing 1!!” well tough.
Dusty Moon.4382:
Hard mode would be impossible with the mega servers.
People are basically lazy and just do enough to get things done – period. That is why we have: the Champ Trains, the complaints about the reduction to 10 in the number of dailys, the big zergs, and people complaining about how hard Tequatl and the 3 headed wurm are. They want to do the minimum needed to get by – people want a kitten game.
Hard mode is not impossible and already Half-Exist !
-We got Teq-3 headed worm events : that is Hard Mode event.(fail)
-We got Aetherpath from TA dungeon : That is 80s only ‘’hard mode’’ path(fail)
-We got fractal to be the ‘’Hard mode’’ option ( fail )
Now, why or what made them a failure ?
-Events : the fact of the need to full the zone to have a better chance to outscale the events of a few players. Plus Leading that massive zerg require alot of : Understanding, quick general intervention. Mega server and the fact that even if you stand up as Commander and command, you wont get 100% understood, heard or get them doing what you need / communication .. even if the majority does.. Random peoples are random.
Dungeons 80 path: Even if the rare content of the dungeon is very interesting. (see Xanthium on TP ) The path is barely never done, players do it only for the achivements, have to admit that weapons from it cost a arm because the path is never done. But it’s still not a major fail as the others. Point is, it’s just a path in a
un-interesting dungeon, I believe.
Fractal as a Hard mode dungeon :
Not rewarding. ( 1g / 1 hour )
Bad difficulty ladder,
Additional condition and counter to add difficulty from doing it. ?!?
I dont think thats how you make the content harder if you even create something to counter it. Also fractal is not very played anymore. So global fail.
What hasn’t been made already?
Is a new dungeon tab written : Hard mode, so you enter has a full leveled characters fighting Over-leveled monsters with better drop rate and also a better loot table. Why ? Because it’s un-zergable and difficult and Most of all because it’s Guild wars content.
Teamwork the essence of guild wars
(edited by Dark Jackson.3417)
Dusty Moon.4382:
Hard mode would be impossible with the mega servers.
People are basically lazy and just do enough to get things done – period. That is why we have: the Champ Trains, the complaints about the reduction to 10 in the number of dailys, the big zergs, and people complaining about how hard Tequatl and the 3 headed wurm are. They want to do the minimum needed to get by – people want a kitten game.
Hard mode is not impossible and already Half-Exist !
-We got Teq-3 headed worm events : that is Hard Mode event.(fail)
-We got Aetherpath from TA dungeon : That is 80s only ‘’hard mode’’ path(fail)
-We got fractal to be the ‘’Hard mode’’ option ( fail )Now, why or what made them a failure ?
-Events : the fact of the need to full the zone to have a better chance to outscale the events of a few players. Plus Leading that massive zerg require alot of : Understanding, quick general intervention. Mega server and the fact that even if you stand up as Commander and command, you wont get 100% understood, heard/listenned even if the majority does.. Random peoples are random.
Dungeons 80 path: Even if the rare content of the dungeon is very interesting. (see Xanthium on TP ) The path is barely never done, players do it only for the achivements, have to admit that weapons from it cost a arm because the path is never done. But it’s still not a major fail as the others. Point is, it’s just a path in a
un-interesting dungeon, I believe.Fractal as a Hard mode dungeon :
Not rewarding. ( 1g / 1 hour )
Bad difficulty ladder,
Additional condition and counter to add difficulty from doing it. ?!?
I dont think thats how you make the content harder if you even create something to counter it. Also fractal is not very played anymore. So global fail.What hasn’t been made already?
Is a new dungeon tab written : Hard mode, so you enter has a full leveled characters fighting Over-leveled monsters with better drop rate and also a better loot table. Why ? Because it’s un-zergable and difficult and Most of all because it’s Guild *wars * content.Teamwork the essence of guild wars
You answered your own question – it is ALL TEAMWORK. If you have no teamwork, then it is a fail. Not the game’s fault, it is the players fault for thinking everything is zerg and wanting A.Net to force things. GW2 was set up this way BECAUSE people were complaining about being forced into things.
You can lead a horse to water but you can’t make them drink.
Into all Zerg there is groups that are good,careful players that are ready for harder content and there is groupless/careless player doing 1 on the boss get the reward and move on.
What i proposed is Hard content for Teamwork players. It’s easier to lead a group of 5 talented/experienced players than 150 players where half are careful and sucessful players and the other half are late/lagging player not very aware of the situation ‘’ bad focused inexperienced players ’’..
Where is the compromise ?
(edited by Dark Jackson.3417)
Into all Zerg there is groups that are good,careful players that are ready for harder content and there is groupless/careless player doing 1 on the boss get the reward and move on.
What i proposed is Hard content for Teamwork players. It’s easier to lead a group of 5 talented/experienced players than 150 players where half are careful and sucessful players and the other half are late/lagging player not very aware of the situation ‘’ bad focused inexperienced players ’’..
Where is the compromise ?
There already is hard content and they are ever so slowly tweaking the content. Look at how the different Dragon fights have changed over time.
It is about giving everyone a chance to get better – what you are doing is causing ‘Elitists’ and non-elitists with this suggestion.
More Instanced stuff ( 5 man )
Thats not what Arenanet want.
Atleast thats what they are projecting on us.
Let’s be more direct about that.
They are just focused on open world rather than instance, so it’s different…
So basicly scrap what made guild wars 1, in theory ?
I’m saying the game is adventure less.. and Guild wars is a Team/Guild adventure.
For them ? It’s just a name… Guild wars.. name doesn’t matter.
Another thing is many people : Dont want 5-man elite instancing
Why you’d say ?
-Some people are not good in the game, or they just play on weekends and they just want to be able to do everything without gear check or whatever.
-Like any MMO there is always way more Casual than Elite players.
-Arenanet are focused on Casual players, indeed and why would they care if 100-200 hardcores players leave the game if they can keep thousand of casual players who just wanna Zerg and stuff.
- It’s all about : What majority wants..
In my opinion, if there wasn’t any hardcore player in this game.
This game would be played on facebook.( remove all dungeons,wvw & pvp… What’s left ? Zerging around,period.)
How many casual players are anti-cash shops?
Another thing, how many Guild wars fans are proud to invest into something they like?
What kind of player is the most loyal toward Guild wars againsn’t all the others MMO?
Is Zerging improving the gameplay of individual players?
Why is personal story so easily soloable until arah ?
When guild wars 2 launched there was alot of people for the 3 very 1st months.
(All servers was almost full / Difficulty to pre-guild pick a server )
-How many never logged back for years ?
- What did they disliked ?
- Where are they now ?
(edited by Dark Jackson.3417)
The point is Dusty Moon : There is no teamwork in Zerging, Its Zergwork ( rofl )
It’s a school bus.
Zerg doesn’t build stuff, it destroy stuff.
Same/loot/thing to every1…
WvW is the place where zerging has is place..
WvW is a Game-Mode where on an other view its like a Warcraft 3
Build and destroy and may the bigger/larger army wins.. Not end-game for me.
I like WvW but I wouldn’t stay on GW2 Just for WvW.
(edited by Dark Jackson.3417)
^ ANet, pls. Hire this guy.
The point is Dusty Moon : There is no teamwork in Zerging, Its Zergwork ( rofl )
It’s a school bus.
Zerg doesn’t build stuff, it destroy stuff.
Same/loot/thing to every1…WvW is the place where zerging has is place..
WvW is a Game-Mode where on an other view its like a Warcraft 3
Build and destroy and may the bigger/larger army wins.. Not end-game for me.
I like WvW but I wouldn’t stay on GW2 Just for WvW.
I understand better than you.
My point was zerging is NOT coordinated, not thought-provoking, mob rule.
That is why Tequatl and the 3-Headed wurm CAN’T be zerged to death. Only with coordination and teamwork would it happen.
Having Tequatl and 3 headed worm is fine… thats the way they wanted those events, having the require players for it is not a problem anymore. But has said before hardcore player wont waste theire time there since they got everything they could want from those event leaving every1 who never been Very sucessful with those event alone. Because it’s failing too much now.. Sometime it’s sucessfuls for teq, But for worm i hardly think it still get done. I did worm, i did Teq over 50 times. Never got anything good from it ( mini hylek 5 g ), thats it. They are doable but require now , more than ever a Guild only private instance. I hope thats not where GW2 is going.
Overall , I only hope they dont plan for more ‘’Hard mode’’ events like these 2.
They are enough. ( Plus all those Zerging event already existing. + the un-deniable living world Zerg events. )
I mean we got it, everything new or interesting in open world will be Zerged.
But is that PvE for us ?
Is Gw2 PvE limited to Zerging ?
Actually, Yes, in someway.
Except for those overplayed 10-20 minutes dungeons run, there is no Team Content
I remember my 55 Monk or Necro…so much fun farming the underworld.
That was an exploit of the game, so I wouldn’t say go back to this way -also used dual profession.
That was not an exploit, it was a legitimate use of skill. ArenaNet never saw this possibility upon creation of the game and it’s skills and how they worked. When they realized that player ingenuity crashed the ecto market, they addressed it. They updated enemy AI, made small changes to the way some skills worked (not to the point that the build was no longer useful, but a little less effective and would require more player skill and proper skill use/timing), and even changed drop rates.
Says you. Says a handful of people, actually. But a lot of us (myself included) have an absolute blast with the game. I’ve been playing since GW1, and I personally like this game better. Really.
OP here. I also played GW1 and prefer GW2.
That being said, I’m starting to miss a better PvP system and more build freedom. You don’t even react to people’s skills on GW2 in PvP! Pretty much all other PvP games have you deciding to use a certain skill to counter what your enemy used, but on guild wars 2 you never do that, you simply try to do a combo of yours and spam as fast as you can, with some dodge action to try to count as the skill factor. This is a bad system. PvP in guild wars 1 was extremely addictive, on 2 I don’t even enjoy it.
And to be honest, I simply can’t play any games that lock me into a class. Choosing a healing skill and 3 other support skills is not enough in my opinion. Playing “the class the developers made for you” on point and click games is wasting your life.
You prefer GW2 over GW1 but you find playing GW1 more fun and addicting ?