Thoughts on ANet Q&A

Thoughts on ANet Q&A

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Posted by: Vayne.8563

Vayne.8563

Removing glory? Wait, what?

Glory will be removed from the game…it’s already been announced.

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Posted by: Miss Sugarific.8471

Miss Sugarific.8471

Removing glory? Wait, what?

Glory will be removed from the game…it’s already been announced.

Ohhh snap. I’m going to spend all of it on wintersday gifts now. xD

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Posted by: storiessave.3807

storiessave.3807

I have to say, I’m really disappointed about the answers they gave pertaining to condition builds. My condimancer is my favorite playstyle by far out of all the classes I’ve tried, but I’ve all but stopped playing it except for in WvW.

Their big “fix” for condition builds is mobs that are weak to them? Really? The strength of conditions isn’t the problem…the cap is. There have been a lot of good ideas thrown around on what can be done to fix the problem the cap creates without actually having to raise the cap. I don’t see why ArenaNet isn’t looking at them and seeing if they can make one work.

Adding in mobs that condition builds will do more damage on is nice and all, but still useless if you’re getting a whopping 5 stacks of bleeding on said mob. And this would do absolutely nothing to fix the severe imbalance of power vs condition builds on world bosses.

Tarnished Coast

Catorii | Lustre Delacroix | Catorii Desmarais | Synalie

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Posted by: Ghostextechnica.3270

Ghostextechnica.3270

If conditions are not fixed retroactively (i.e. across all previous content), then creating new mobs vulnerable to condition will just make me sad.

It won’t be worth speccing into condition for a few new mobs if we are severely limited in groups in the entire rest of the game.

The same old situation occurs.
- Bring 5 direct damage and everyone does 100% of their solo damage.
- Bring 5 condition specs and everyone is limited to 20% of their solo damage (as everyone can hit the 25 condition cap solo).

Anet devs please remember that half of Necromancer skills are tuned toward conditions.

When I get that feeling I want… spectral healing.

(edited by Ghostextechnica.3270)

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Posted by: Atlas.9704

Atlas.9704

You searched for a link with PvE.
Blobbing = very casual level for PvP, hardly competitive at all.
If you take WvW in that sense, it’s a middle ground.

But Player versus Environment doesn’t use the requirement of attacking players.
So if anything the ‘blobbing = casual PvP’ is spot on, but that still doesn’t support PvE at all. Which makes that link stronger for the sPvP crowd instead.

Of course I’m of the type that believes PvE should have the strength of storytelling whereas PvP should have the strength of showing your player domination skills.
Which then goes to show why I believe WvW is ever more into PvP camp.

Now if they try to put a story into WvW then maybe that’s some middle ground, but then you risk rankling the WvW crowd because that may not be something they want.

Elona, Land of the Golden Sun….and undead…and poison. The travel brochure lied okay?!

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Posted by: Obsidian.1328

Obsidian.1328

We feel like WvW is a really good middle-ground between PvE and PvP and …

This snip right here is why players say they are so out of touch with the game. W3 is in no way, shape, or form a “casual middle ground” between PvP and PvE. It’s more competitive than sPvP for Christ’s sake. Yet simply because it wasn’t intentionally designed that way, they refuse to acknowledge that.

It’s like ANet is holding their hands to their ears and shouting: “la la la la la la la la la la…”

Hi. So I was an anonymous pve’er, and for me wvw was a middle ground. Anet just doesn’t spoon feed people. I happen to have a good grasp for understanding things, and after I got better in wvw I started to spvp. Boom. Middle ground.

I don’t see how that’s middle ground, you used one PvP mode to get better at another PvP mode. That you took one less seriously than the other doesn’t really make it a middle ground. I mean, I could just as easily get some buds and go into an sPvP map and kitten around for an hour and call it “casual”. W3 is simply a massive PvP map within a pseudo-PvE environment. Putting things like material nodes and crafting stations doesn’t make it PvE either.

What separates them is really very simple: PvE is Player vs Environment, PvP is Player vs Player. Even if 90% of a zone is PvE content, that other 10% makes it a PvP zone by default. Why do you think people get upset when they see players just farming nodes or going afk in W3? Since it’s population capped, they are taking up slots and inadvertently causing the server to be at a disadvantage.

Maybe it’s a Tier thing, I don’t know. All I know is my server has always viewed W3 as strictly a PvP zone, and a serious one at that. The thought of anything casual or “middle-groundish” never even entered our minds. If anything, we’d use a private sPvP map to practice on before going to W3. :/

Note: Anet…why in the world is the word “berp” but with a “d” censored??? You guys seriously need to lay off the zealous moderation…it’s quite far from actually being moderate.

Obsidian Sky – SoR
I troll because I care

(edited by Obsidian.1328)

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Posted by: perilisk.1874

perilisk.1874

If conditions are not fixed retroactively (i.e. across all previous content), then creating new mobs vulnerable to condition will just make me sad.

It won’t be worth speccing into condition for a few new mobs if we are severely limited in groups in the entire rest of the game.

The same old situation occurs.
- Bring 5 direct damage and everyone does 100% of their solo damage.
- Bring 5 condition specs and everyone is limited to 20% of their solo damage (as everyone can hit the 25 condition cap solo).

Anet devs please remember that half of Necromancer skills are tuned toward conditions.

They should just take the reverse approach and eliminate direct damage. Replace it with one of a few new intensity-stacking condition types called “Wounds” that are governed by power instead of condi dmg and duration (the duration is fixed, and pretty much constant between skills). Critical hits would have their own separate Wound class (and would still use crit% and dmg mult), so they don’t compete for stack space with ordinary, lower-damage Wounds— but at the same time, a group of zerkers might get more use out of taking a condi or PVT player who isn’t using the critical stack.

If it’s difficult to make existing armor calculations work with this approach for technical or balance reasons, they could repurpose armor stats so they basically just spread non-critical Wound damage across time (increase duration, lower rate, same or slightly lower overall dmg). Meaning, high armor wouldn’t do much but buy time for a single hit, but would cause sustained damage to be shrugged off due to the stack caps kicking in. That would increase the distinction with one-off defenses like Aegis.

The plus side of this approach is that everyone becomes as redundant as condi builds (yay race-to-the-bottom balance), so variety becomes valuable in and of itself. Of course, there’s only so much more damage you can squeeze out with additional damage types, so zerging becomes substantially less useful, especially for groups that can optimize their use of their stacks. So, skill gets a leg up against numbers. And you could always add a special Wound type for pets so that Rangers become less useless, if they can keep the thing alive.

On the downside, hybrid DD/condi (well, wound/condi) skills become even more of a group liability. There isn’t much you can do about poor player stat distribution, but at least skill design itself should figure out whether a weapon is geared towards Wounds or Conditions and stick with it, otherwise it will be geared toward the garbage bin.

Ceterum censeo Sentim Punicam esse delendam