Wooden Potatoes Grande Review

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Posted by: Amaimon.7823

Amaimon.7823

update: added part 5

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Posted by: Cyninja.2954

Cyninja.2954

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

There is 0 requirement for group or tactical play in open world pve. The only fight that comes close to requiring a small amount of organisation is the 3 headed wurm, and even here class balance makes no difference. The only thing raids have done is add some form of balance to the game besides spvp. Before that, classes were all over the place, now at least they get adjusted to fit some objective.

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Posted by: Astralporing.1957

Astralporing.1957

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

Actions, not words.
Remember, remember, 15th of November

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Posted by: zealex.9410

zealex.9410

I disagree that character bound masteries would have been a better approach. All it would have done is spread out the grind somewhat. But eventually it would require more grind to get all of your characters their masteries than it currently requires.

The masteries system was presented as a character progression system pass lvl 80 and to that it failed because after i did everything with my main and i said “hey lets lvl up a guard and do raids and t4 with it” i got to 80 and had everything unlocked and there was nowhere to be found that supposed lvl 80+ character progression. Ofc its a give that if the next expac masteries are chharacter bound the xn need will be normalised for the fact that you gotta do it seperatelly with every char. Its the same thing with elite specs tbh they were sold as this goal ppl would have while playing the expac no the free run around vd reword bs that it has become because ppl cried about it on forums.

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Posted by: zealex.9410

zealex.9410

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

raid balance doesnt kill the class to other areas of the game. And it certaintly doesnt kill classes in open world pve fractals or dungeons so yea..

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Posted by: Cyninja.2954

Cyninja.2954

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

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Posted by: Blaeys.3102

Blaeys.3102

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

But it does have a real impact on how the professions feel and play. My biggest concern is that, by focusing too much on balance for raids, the developers will end up homogenizing the professions to the point that they all basically play and feel the same. That would be very bad for the game.

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Posted by: Aeolus.3615

Aeolus.3615

Part 5, he is really on spot about almost everything, the guardian shooting potatoes with bow and drop trapplets was really horrible choice.
DH started to be “balanced” and well designed to player when they tweaked it to be easy to carry with that spec against alot of players, i felt super carried while playing that…

Still next expansion will have new spec traitline will be mandatory for any kind of mode, and will outclass the older stuff.
Anet made the choice to players not progressing through armor crafting but progress from mandatory gimmicks and traits, so players buy the expansion that is wxeactly what they did with guardian reason nowadays everything resumes to meditraps builds.

The new specializations and the atual elite specializations need to sacrifice more for what they do and will do, Anet gives the classes to much perfomance and some dont sacrifice much since they need that to bahave in a certain way for pve reasons… well its a wrong concept that Anet needs to stop.
Anet need to nerf and boost some stuff on the actuall ones, but i dont think they are that good to see and understand what is needed.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Xstein.2187

Xstein.2187

I think the best aproach would’ve been a combination of the current exp grind, and an unlocking point that’s character bound. That way it would make some sense.
“don’t glide until you did the story chapter where get the glider”
“don’t eat mushrooms until you’ve actually learned to”
“don’t autoloot around you until you killed a demon who gave you a million long invisible arms”

I couldn’t agree more with this statement. Awhile ago, before this discussion was created, I watched a video on how “levels” in mmos don’t make any sense, at least compared to the real world. The better system would be to learn new skills throughout the game. When I heard this, it immediately made me think of the mastery system in contrast to the level system. The idea behind the mastery system is great. However, they have to really make it feel like you actually learned these skills, just like real life. How is grinding mobs or meta events suppose to teach you how to use updrafts while gliding or how to communicate with the Itzel? Learning them while playing the story or going through side stories/quests would be perfect.

Lägertha Lothbrök: PvE Mesmer
Schrödingers Clone: PvP Mesmer

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Posted by: Jski.6180

Jski.6180

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Aeolus.3615

Aeolus.3615

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

That balance tells alot of the quality of balaces this guys do… and why i dotn expect good stuff from this dev team balance and the way they think.

Even on WvW, its the other sources of cleaves/aoe that need to be reduced in quantity not damage… AOE strong spells should be the way to actually aoe… damage instad of stacking every source of anything that atacks more than 1 target in a spamzone.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Jski.6180

Jski.6180

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

That balance tells alot of the quality of balaces this guys do… and why i dotn expect good stuff from this dev team balance and the way they think.

Even on WvW, its the other sources of cleaves/aoe that need to be reduced in quantity not damage… AOE strong spells should be the way to actually aoe… damage instad of stacking every source of anything that atacks more than 1 target in a spamzone.

It kind of shows that the game is falling apart. I do not think they have the dev team any more and the next expansion maybe the last. I realty do like the combat in this game (the main thing that sells me on games) but not being able to play staff ele in wvw as dmg has comply sucked the fun out of the game for me.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Aeolus.3615

Aeolus.3615

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

That balance tells alot of the quality of balaces this guys do… and why i dotn expect good stuff from this dev team balance and the way they think.

Even on WvW, its the other sources of cleaves/aoe that need to be reduced in quantity not damage… AOE strong spells should be the way to actually aoe… damage instad of stacking every source of anything that atacks more than 1 target in a spamzone.

It kind of shows that the game is falling apart. I do not think they have the dev team any more and the next expansion maybe the last. I realty do like the combat in this game (the main thing that sells me on games) but not being able to play staff ele in wvw as dmg has comply sucked the fun out of the game for me.

I do like the combat system as well but i get droved of the game due how bad it looks with all this spam gameplay of auto atacks…aoe classes arent almost needed besides gimmicks roles.

thats why ive been complainign alot latelly due how Anet manages the AOE+cleaves on this game, i believe Anet should remove the cleave from autos so AOE classes becomes actually needed besides use other sources of cleave spam or even both, and we all know some AA cant be actuyally broken and hit 3 targets(LOL) , so to me that is being carried.

And maybe if they could remove cleaving from autos, maybe they could later improve some elite spec to increase aoe target by +2 or 3 on some spells.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Cyninja.2954

Cyninja.2954

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

Good point, yet ele has not become unplayable, is still leading the damage meters as spots 1-3 and has absolutely no problem operating in either of the game modes you mentioned.

On the otherhand, many classes were buffed and are better off now than before. I’d chuck this off as: overall improvement to game balance.

But it does have a real impact on how the professions feel and play. My biggest concern is that, by focusing too much on balance for raids, the developers will end up homogenizing the professions to the point that they all basically play and feel the same. That would be very bad for the game.

Possible and actually a valid complaint, personally I still think we are far enough off from this happening though. Currently most classes play quite unique with maybe warrior and guardian being the most similar.

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Posted by: Jski.6180

Jski.6180

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

Good point, yet ele has not become unplayable, is still leading the damage meters as spots 1-3 and has absolutely no problem operating in either of the game modes you mentioned.

On the otherhand, many classes were buffed and are better off now than before. I’d chuck this off as: overall improvement to game balance.

But it does have a real impact on how the professions feel and play. My biggest concern is that, by focusing too much on balance for raids, the developers will end up homogenizing the professions to the point that they all basically play and feel the same. That would be very bad for the game.

Possible and actually a valid complaint, personally I still think we are far enough off from this happening though. Currently most classes play quite unique with maybe warrior and guardian being the most similar.

Power dmg over all is not even close to leading dmg out put in wvw i am not sure what game your playing. That and ele lacks major effects to be a ture power dmg class in wvw as things stand.

As for air overload in pve its one skill that makes ele able to be viable in pve as dps but this is from a tankly elite spec in a way it should not be hitting as hard as it dose and its doom to be nerfed agen and agen. Kind of eggs in one basket type argument knowing full and well that the basket is badly made to hold thoughts eggs. Something that is wrong with all the elite spec as in they fill a roll but for some reason they fill other rolls better then the core class.

You cant fix the game though elite spec your only coving over major problems by adding in new things to distracted from underlying problems with the core class and the core job system. “What your attks being aoe do not work well with icd effects at the core of your class…. well here a skill that you can use that dose a lot of dmg during and after its cast that dose not require you to aim or even time well.”

I just hope the dev watch these video because they do not seem to use these forms any more it feels like we are all screaming into a void here.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

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Posted by: PyrateSilly.4710

PyrateSilly.4710

I listen to my own opinion from playing the game myself. Does not matter what anyone else decides they like to not. I like what I play and no one can tell me something is wrong or terrible or bad about it if I enjoy it.

So if you like it and there’s absolutely no chance of him changing your mind, where’s the harm in listening differing opinions? How do you even know what he said if you didn’t listen to it?

So nope sorry not gonna listen to someone’s opinion, it’s theirs and theirs alone.

I don’t know how old you are, but this is bad recipe for reality. Humanity would still live in caves if we didn’t exchange opinions.

I am 50 and a grandmother. I have been playing online games since the BBS days. Learned a long time ago that no one elses opinion in gaming is better than mine own. If I don’t like it then I don’t play it, simple as that. There are games the oldest son plays and loves and tries to get me to play, I try them and don’t like them so don’t play them after the first time. My opinion is mine and mine alone and no one else can change my taste in games.
Life on the hand I will listen to opinions but not in games as games are not part of reality. They are there to waste time and to relax, at least for me.

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Posted by: DaShi.1368

DaShi.1368

Part 5, he is really on spot about almost everything, the guardian shooting potatoes with bow and drop trapplets was really horrible choice.
DH started to be “balanced” and well designed to player when they tweaked it to be easy to carry with that spec against alot of players, i felt super carried while playing that…

Still next expansion will have new spec traitline will be mandatory for any kind of mode, and will outclass the older stuff.
Anet made the choice to players not progressing through armor crafting but progress from mandatory gimmicks and traits, so players buy the expansion that is wxeactly what they did with guardian reason nowadays everything resumes to meditraps builds.

The new specializations and the atual elite specializations need to sacrifice more for what they do and will do, Anet gives the classes to much perfomance and some dont sacrifice much since they need that to bahave in a certain way for pve reasons… well its a wrong concept that Anet needs to stop.
Anet need to nerf and boost some stuff on the actuall ones, but i dont think they are that good to see and understand what is needed.

I think he highlights well the reason that the elite specs were overpowered and why they needed to be. The problem is, as he describes, some don’t have purity of purpose and all allow players to be just stronger versions of the builds they were playing before HoT.

They could have avoided this by either releasing a second elite spec with HoT (which they should have done). Then they could have really focused each elite spec on a role/purpose while giving players an option to choose among the two. The alternative would have been to release the next expac sooner (or an elite spec booster) with new elite specs and have done the same thing over just a little longer bit of time.

Instead they balanced the elite specs to fit any role and gave the players no choice. I believe most people want elite specs brought in line with the other trait lines just so that have more choices of builds. Releasing new elite specs sooner would have significantly solved this problem.

In fact, I would be surprised if Anet doesn’t release two need elite specs for each class in the next expansion. Making the same mistakes as HoT will truly kill this game, if it doesn’t die before the next expac gets here.

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Posted by: DaShi.1368

DaShi.1368

I listen to my own opinion from playing the game myself. Does not matter what anyone else decides they like to not. I like what I play and no one can tell me something is wrong or terrible or bad about it if I enjoy it. So nope sorry not gonna listen to someone’s opinion, it’s theirs and theirs alone.

That’s your choice. But why tell us?

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Posted by: Aeolus.3615

Aeolus.3615

Part 5, he is really on spot about almost everything, the guardian shooting potatoes with bow and drop trapplets was really horrible choice.
DH started to be “balanced” and well designed to player when they tweaked it to be easy to carry with that spec against alot of players, i felt super carried while playing that…

Still next expansion will have new spec traitline will be mandatory for any kind of mode, and will outclass the older stuff.
Anet made the choice to players not progressing through armor crafting but progress from mandatory gimmicks and traits, so players buy the expansion that is wxeactly what they did with guardian reason nowadays everything resumes to meditraps builds.

The new specializations and the atual elite specializations need to sacrifice more for what they do and will do, Anet gives the classes to much perfomance and some dont sacrifice much since they need that to bahave in a certain way for pve reasons… well its a wrong concept that Anet needs to stop.
Anet need to nerf and boost some stuff on the actuall ones, but i dont think they are that good to see and understand what is needed.

I think he highlights well the reason that the elite specs were overpowered and why they needed to be. The problem is, as he describes, some don’t have purity of purpose and all allow players to be just stronger versions of the builds they were playing before HoT.

They could have avoided this by either releasing a second elite spec with HoT (which they should have done). Then they could have really focused each elite spec on a role/purpose while giving players an option to choose among the two. The alternative would have been to release the next expac sooner (or an elite spec booster) with new elite specs and have done the same thing over just a little longer bit of time.

Instead they balanced the elite specs to fit any role and gave the players no choice. I believe most people want elite specs brought in line with the other trait lines just so that have more choices of builds. Releasing new elite specs sooner would have significantly solved this problem.

In fact, I would be surprised if Anet doesn’t release two need elite specs for each class in the next expansion. Making the same mistakes as HoT will truly kill this game, if it doesn’t die before the next expac gets here.

2 elite specs would be to much, but one normal trait line that is not stuck to a weapon after the elite specs could be a good move.

1st April joke, when gw2 receives a “balance” update.

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Posted by: DaShi.1368

DaShi.1368

I could support that. I really don’t like that they tie weapons to the elite trait lines.

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Posted by: Ticky.5831

Ticky.5831

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

There is 0 requirement for group or tactical play in open world pve. The only fight that comes close to requiring a small amount of organisation is the 3 headed wurm, and even here class balance makes no difference. The only thing raids have done is add some form of balance to the game besides spvp. Before that, classes were all over the place, now at least they get adjusted to fit some objective.

All of the HoT maps require organization to get the highest tier.

It’s true that classes are more or less irrelevnt at open world, but the idea that people can pull off a Tier 4 Verdant Brink, or a Dragon’s Stand without at least commanders is ludicrous.

(edited by Ticky.5831)

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Posted by: Cyninja.2954

Cyninja.2954

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

There is 0 requirement for group or tactical play in open world pve. The only fight that comes close to requiring a small amount of organisation is the 3 headed wurm, and even here class balance makes no difference. The only thing raids have done is add some form of balance to the game besides spvp. Before that, classes were all over the place, now at least they get adjusted to fit some objective.

All of the HoT maps require organization to get the highest tier.

It’s true that classes are more or less irrelevnt at open world, but the idea that people can pull off a Tier 4 Verdant Brink, or a Dragon’s Stand without at least commanders is ludicrous.

True, then again all it takes is usually 3-5 commanders to lead the zerg in sort of a brainbug manor and stuff works out fine. No reason for individual effort. HoT events are still being blown way out of proportion even after multiple nerfs to them. If they were still this hard, there wouldn’t be constant farm maps which develope 5 minutes before an event goes up and clear it.

How does that fit in with class balance though when all this content is doable no matter which class you bring along?

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

Its the same thing with elite specs tbh they were sold as this goal ppl would have while playing the expac no the free run around vd reword bs that it has become because ppl cried about it on forums.

No, they were sold as content you did HoT with, that’s why people were rightfully angry at the ridiculous cost. Anet deliberately hid that part from us until a few days before release.

I could support that. I really don’t like that they tie weapons to the elite trait lines.

The weapons and skills are literally tied to the trait lines for balance purposes, so you can’t cross-pollinate between elite specs.

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Posted by: Astralporing.1957

Astralporing.1957

I could support that. I really don’t like that they tie weapons to the elite trait lines.

The weapons and skills are literally tied to the trait lines for balance purposes, so you can’t cross-pollinate between elite specs.

No. If weapons were not tied to trait lines, you could not “cross-pollinate between elite specs” because the weapons would not be part of those specs.
It’s that part (weapons being a part of elite specs) that is being called into question here.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Jski.6180

Jski.6180

I could support that. I really don’t like that they tie weapons to the elite trait lines.

The weapons and skills are literally tied to the trait lines for balance purposes, so you can’t cross-pollinate between elite specs.

No. If weapons were not tied to trait lines, you could not “cross-pollinate between elite specs” because the weapons would not be part of those specs.
It’s that part (weapons being a part of elite specs) that is being called into question here.

They should of went a bit more in that regard by removing the ability to use weapons of the core class and an utility line type. I think that would of made the core classes more viable to stand on there own and the elite spec classes more relevant to your game play. Ele is what i know so i will use that as an example tempest should of not been able to use off hand dagger or foces and lose arcain utility and the over all arcain line. If you class got a 2h wepon they would need to lose a 2h wepon from there core class and of that line utility too.

This will happen when they add in the new elite specs but the core class for most classes did not become an elite spec in it self like a lot of ppl though it would.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Swagger.1459

Swagger.1459

Interesting vids as usual, but too bad these weren’t done a long time ago when the feedback would have been more relevant. I’m sure the devs are way too deep into the next xpac for any of this info to be useful.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: zengara.8301

zengara.8301

idk about potato…..He is rarely right based on prediction, even though he makes at least 1 on each of his videos. I think he have been right 2 times, and pretty sure it was the video that influenced the devs there….. It does seem like he is VERY subjective and tries to be broad about the game, but ends up in the video just talking about exactly what his thoughts are about the current game………

He paints a lot of peoples minds, before they actually get a opinion.
But then again, I enjoy GvG, Solo Dungeons and some other stuff that arent made by A-Net but the players……..So I can see why he is kinda narrow minded based on what he likes. Even though GvG is quiet BIG in this game

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Posted by: Vayne.8563

Vayne.8563

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

That balance tells alot of the quality of balaces this guys do… and why i dotn expect good stuff from this dev team balance and the way they think.

Even on WvW, its the other sources of cleaves/aoe that need to be reduced in quantity not damage… AOE strong spells should be the way to actually aoe… damage instad of stacking every source of anything that atacks more than 1 target in a spamzone.

It kind of shows that the game is falling apart. I do not think they have the dev team any more and the next expansion maybe the last. I realty do like the combat in this game (the main thing that sells me on games) but not being able to play staff ele in wvw as dmg has comply sucked the fun out of the game for me.

They factually have a dev team. Aside from the fact that I have a couple of devs in my guild that have been with the company for quite some time. they couldn’t produce a new zone and new story every 2-3 months, plus a new raid wing, plus new fractals, if they didn’t have a dev team.

You don’t like the game does not equal the game is falling apart. From my observations the game seems to be doing okay. Not as good as it was at it’s height, but nowhere near falling apart.

I still get groups for everything, all the metas are still done, there’s a leather farm going actively over 90% of the time even. I just did the jade meta in Bloodstone Fen for two days in a row and it was quite populated. One of those times was at off hours.

It’s true with more new zones the population is more spread out, but it doesn’t stop me from doing anything in the game.

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Posted by: Jski.6180

Jski.6180

The big thing HoT did wrong was making raids way too important to the over all game. Classes live and die off of the balancing to raids aimed builds but for some reason it effects both wvw and open world pve. In a way anet is giving up there old game types for a new one and much smaller / less played. HoT kind of messed things up in that way.

Open world pve doesn’t need balance, it never has and never will unless arenanet moves away from gather 50-100 people, zerg down event, done.

That’s exactly the thinking that leads to raids’ overblown importance in this game.

No, there’s no content that “doesn’t need balancing”. Not unless you treat it as completely unimportant.

No that’s the type of thinking which realises that open world content in this game is not designed around certain classes but certain amounts of people doing said content. Yes, some classes are easier/stronger in open world (necromancer for example) and others are inherintly more difficult (mesmer comes to mind) but guess what, that was the case before raids were introduced and it would remain to be the case even if raids were to be removed.

The only difference is we now actualy have some sort of balance being done. It doesn’t change that the difficulty in open world content is about as hard as finding your 1 key and targeting stuff with it.

Raid balance has literally 0 effect on class viability in open world content at this point in time.

Ele dose less dmg vs big mobs in open pve and over all has lost dmg due to blunt dmg -% because of nerf aimed purely at raids. Have you not seen any of the updates up to this point a -7% dmg reduction to an effect of air overload hits ele in raids (the aim) open world pve dungeon pve and wvw.

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

That balance tells alot of the quality of balaces this guys do… and why i dotn expect good stuff from this dev team balance and the way they think.

Even on WvW, its the other sources of cleaves/aoe that need to be reduced in quantity not damage… AOE strong spells should be the way to actually aoe… damage instad of stacking every source of anything that atacks more than 1 target in a spamzone.

It kind of shows that the game is falling apart. I do not think they have the dev team any more and the next expansion maybe the last. I realty do like the combat in this game (the main thing that sells me on games) but not being able to play staff ele in wvw as dmg has comply sucked the fun out of the game for me.

They factually have a dev team. Aside from the fact that I have a couple of devs in my guild that have been with the company for quite some time. they couldn’t produce a new zone and new story every 2-3 months, plus a new raid wing, plus new fractals, if they didn’t have a dev team.

You don’t like the game does not equal the game is falling apart. From my observations the game seems to be doing okay. Not as good as it was at it’s height, but nowhere near falling apart.

I still get groups for everything, all the metas are still done, there’s a leather farm going actively over 90% of the time even. I just did the jade meta in Bloodstone Fen for two days in a row and it was quite populated. One of those times was at off hours.

It’s true with more new zones the population is more spread out, but it doesn’t stop me from doing anything in the game.

Talking more about numbers its as if they put every one on the next expansion but there no info on that expansion eta and there realty has been no major adding to to game for a long time. That and most of the balancing has been raids only nothing for wvw. There some major problems with classes in wvw and there is nothing being done. The last thing that was wvw only was epi nerf and that took a dev acting a fool showing how low of info they realty have about the game into a meme of “epi wvw doors” and effectively focusing anet to do something about it. I am not saying there no devs but it seems like they lost a lot of devs from the hay days of update ever 2 weeks to what we have now.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Sartharina.3542

Sartharina.3542

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

Are you using Mob in the sense of “Horde of enemies” or Mob as in “Mobile OBjecet” (Single enemy). If the former – yeah, large AoE skills are good for dealing with large numbers of enemies, or denying areas to more mobile people. But if the latter – No. Elementallists should not have a DPS advantage over every other class simply because the designers want major bosses to be highly visible and not too hard to hit. Though I guess more bosses like Captain Ayshm from the Urban Battleground fractal might be a nice changeup.

Ooh! There should totally be an overpowered-but-not-oversized Asura Raid Boss.

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Posted by: Aeolus.3615

Aeolus.3615

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

Are you using Mob in the sense of “Horde of enemies” or Mob as in “Mobile OBjecet” (Single enemy). If the former – yeah, large AoE skills are good for dealing with large numbers of enemies, or denying areas to more mobile people. But if the latter – No. Elementallists should not have a DPS advantage over every other class simply because the designers want major bosses to be highly visible and not too hard to hit. Though I guess more bosses like Captain Ayshm from the Urban Battleground fractal might be a nice changeup.

Ooh! There should totally be an overpowered-but-not-oversized Asura Raid Boss.

i would not calling DPS advantage and its very situational, its just that if something bigger stays on my aoe circle more meteors will land on target.

1st April joke, when gw2 receives a “balance” update.

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Posted by: Cyninja.2954

Cyninja.2954

They factually have a dev team. Aside from the fact that I have a couple of devs in my guild that have been with the company for quite some time. they couldn’t produce a new zone and new story every 2-3 months, plus a new raid wing, plus new fractals, if they didn’t have a dev team.

You don’t like the game does not equal the game is falling apart. From my observations the game seems to be doing okay. Not as good as it was at it’s height, but nowhere near falling apart.

I still get groups for everything, all the metas are still done, there’s a leather farm going actively over 90% of the time even. I just did the jade meta in Bloodstone Fen for two days in a row and it was quite populated. One of those times was at off hours.

It’s true with more new zones the population is more spread out, but it doesn’t stop me from doing anything in the game.

Talking more about numbers its as if they put every one on the next expansion but there no info on that expansion eta and there realty has been no major adding to to game for a long time. That and most of the balancing has been raids only nothing for wvw. There some major problems with classes in wvw and there is nothing being done. The last thing that was wvw only was epi nerf and that took a dev acting a fool showing how low of info they realty have about the game into a meme of “epi wvw doors” and effectively focusing anet to do something about it. I am not saying there no devs but it seems like they lost a lot of devs from the hay days of update ever 2 weeks to what we have now.

Jski you’ve been jumping all over with your arguments this thread. First you argue pve balance, then conveniently shift to wvw once the pve argument goes stale. Please stick to one argument or train of thought, it becomes very hard to disscuss or debate when the other party keeps shifting to some other aspect of the game.

Yes, wvw has been neglected in the past and until now and it is the most likely the most ignored game mode from a developer perspective. That has very little to do with raids or pve balance. The devs have stated that wvw is about numbers and the best that game mode can hope for (and I do hope they do something) is to adjust for such. It is very unlikely that they will ever balance around wvw.

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Posted by: AliamRationem.5172

AliamRationem.5172

I think the best aproach would’ve been a combination of the current exp grind, and an unlocking point that’s character bound. That way it would make some sense.
“don’t glide until you did the story chapter where get the glider”
“don’t eat mushrooms until you’ve actually learned to”
“don’t autoloot around you until you killed a demon who gave you a million long invisible arms”

I couldn’t agree more with this statement. Awhile ago, before this discussion was created, I watched a video on how “levels” in mmos don’t make any sense, at least compared to the real world. The better system would be to learn new skills throughout the game. When I heard this, it immediately made me think of the mastery system in contrast to the level system. The idea behind the mastery system is great. However, they have to really make it feel like you actually learned these skills, just like real life. How is grinding mobs or meta events suppose to teach you how to use updrafts while gliding or how to communicate with the Itzel? Learning them while playing the story or going through side stories/quests would be perfect.

This is not a new concept. There are numerous examples of systems that have attempted to do this. Of course, they come with their own problems. To simplify, instead of grinding for experience you’re forced to grind skills. Want to be proficient at gliding? You need to go glide around for several hours. Want to be good with a sword? You need to go beat on monsters with a sword. And so on.

That doesn’t really alter the situation significantly. If your primary focus is unlocking the skill, then this still feels like a grind just as filling an experience bar would. And just as with the experience model, you could always opt to just play the game let things happen when they will. Let that experience bar fill while you play the game or let that gliding proficiency increase to fill your “proficiency bar” while you play. Pick your poison.

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Posted by: AncientYs.8613

AncientYs.8613

list needs an update mate, part 6 is already out

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Posted by: Amaimon.7823

Amaimon.7823

list needs an update mate, part 6 is already out

chillax mate, it’s there ^^

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Posted by: AncientYs.8613

AncientYs.8613

list needs an update mate, part 6 is already out

chillax mate, it’s there ^^

awesome mate :> thanks!

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Posted by: Jski.6180

Jski.6180

They factually have a dev team. Aside from the fact that I have a couple of devs in my guild that have been with the company for quite some time. they couldn’t produce a new zone and new story every 2-3 months, plus a new raid wing, plus new fractals, if they didn’t have a dev team.

You don’t like the game does not equal the game is falling apart. From my observations the game seems to be doing okay. Not as good as it was at it’s height, but nowhere near falling apart.

I still get groups for everything, all the metas are still done, there’s a leather farm going actively over 90% of the time even. I just did the jade meta in Bloodstone Fen for two days in a row and it was quite populated. One of those times was at off hours.

It’s true with more new zones the population is more spread out, but it doesn’t stop me from doing anything in the game.

Talking more about numbers its as if they put every one on the next expansion but there no info on that expansion eta and there realty has been no major adding to to game for a long time. That and most of the balancing has been raids only nothing for wvw. There some major problems with classes in wvw and there is nothing being done. The last thing that was wvw only was epi nerf and that took a dev acting a fool showing how low of info they realty have about the game into a meme of “epi wvw doors” and effectively focusing anet to do something about it. I am not saying there no devs but it seems like they lost a lot of devs from the hay days of update ever 2 weeks to what we have now.

Jski you’ve been jumping all over with your arguments this thread. First you argue pve balance, then conveniently shift to wvw once the pve argument goes stale. Please stick to one argument or train of thought, it becomes very hard to disscuss or debate when the other party keeps shifting to some other aspect of the game.

Yes, wvw has been neglected in the past and until now and it is the most likely the most ignored game mode from a developer perspective. That has very little to do with raids or pve balance. The devs have stated that wvw is about numbers and the best that game mode can hope for (and I do hope they do something) is to adjust for such. It is very unlikely that they will ever balance around wvw.

It all ties into HoT from raids and its consequent taking over game balancing and elite specs that effectively became classes +1 for most of the classes in gw2.

Resources it has a lot to do with it and that if you changes things in pve it effects wvw so its comply related to it. As much as i did not like ghost thf this type of build was nerfed a good bit because of it being able to solo a raid boss in wvw. It was nerf so fast because of a video and what it did in a raid because that IS the aim of the anet team raids and nothing more.

Do we even know how many ppl run raids is the population of gw2 players that big? GW2 is split into 3 major game types spvp wvw and pve. Spvp is its own stand alone wvw and pve share the same balancing. Pve is split into a few different types of events open world dungeon/fractals and raids. What is the % of ppl that runs raids for non gear progression (skins and that it) as in the type of players who do these tend to love there gear treadmills. I realty think HoT put anet in a bad mind set and if they keep pushing one small event type in a game type lets say 25% of the game (i think its much lower but i will over estimate it) that for some reason it is effecting 66% of the game types.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Cyninja.2954

Cyninja.2954

Do we even know how many ppl run raids is the population of gw2 players that big? GW2 is split into 3 major game types spvp wvw and pve. Spvp is its own stand alone wvw and pve share the same balancing. Pve is split into a few different types of events open world dungeon/fractals and raids. What is the % of ppl that runs raids for non gear progression (skins and that it) as in the type of players who do these tend to love there gear treadmills. I realty think HoT put anet in a bad mind set and if they keep pushing one small event type in a game type lets say 25% of the game (i think its much lower but i will over estimate it) that for some reason it is effecting 66% of the game types.

I agree on all acounts. Wvw deserves more of arenanets attention. Since we have no numbers we can only assume that arenanet does keep an eye on how many players they are developing content for. Let’s not pretend though that wvw wasn’t neglected before raids were introduced because it received just as much attention before raids as after, namely close to none.

Now as far as wvw balance, sure let’s have tripple split skills. Unfortunately I doubt arenanet will go that route since it would make balancing even more tedious and complicated. Which is exactly why I would prefer for them to make adjustments to wvw and additions which work unrelated to which classes run the content. This way if they make wvw worth playing again the game mode can actually benefit from the pve popularity GW2 has.

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Posted by: zealex.9410

zealex.9410

they will have to at some point wvw is its own thing balancing wvw for pve and voceversa will only cause complains. A 3 way balance is pretty much what can help wvw get back to its feet, oh and making the ghs not a pve instance and instead a wvw one

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Posted by: Sartharina.3542

Sartharina.3542

wich was nosense… thats one of the points of having AOE radios spells, huge mobs will take more damage sicne they will get more hits due its size :\.

Are you using Mob in the sense of “Horde of enemies” or Mob as in “Mobile OBjecet” (Single enemy). If the former – yeah, large AoE skills are good for dealing with large numbers of enemies, or denying areas to more mobile people. But if the latter – No. Elementallists should not have a DPS advantage over every other class simply because the designers want major bosses to be highly visible and not too hard to hit. Though I guess more bosses like Captain Ayshm from the Urban Battleground fractal might be a nice changeup.

Ooh! There should totally be an overpowered-but-not-oversized Asura Raid Boss.

i would not calling DPS advantage and its very situational, its just that if something bigger stays on my aoe circle more meteors will land on target.

“Significantly Greater DPS than every other class on a single skill” is a significant advantage (To the point that pre-nerf, the meta was ’Minimum number of Non-Eles for max boons, everyone else Ele or GTFO", and the situation is “Absolutely Every Single Dungeon, Fractal, Raid, and World Boss.” That is not “very situational”

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Posted by: Astralporing.1957

Astralporing.1957

list needs an update mate, part 6 is already out

Oh, yes, that part.
“The Raids are the best new addition to the game. If you like them, that is. It seems there are people that dislike them, but since i’m not one of them, let’s just mention them and then skip that part in order to not confuse the message. Which is that Raids are the best thing in this game.
If you happen to like them.”

Yeah, great review. [/sarcasm]

Actions, not words.
Remember, remember, 15th of November

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Posted by: Amaimon.7823

Amaimon.7823

list needs an update mate, part 6 is already out

Oh, yes, that part.
“The Raids are the best new addition to the game. If you like them, that is. It seems there are people that dislike them, but since i’m not one of them, let’s just mention them and then skip that part in order to not confuse the message. Which is that Raids are the best thing in this game.
If you happen to like them.”

Yeah, great review. [/sarcasm]

I take it you’re one of the people who doesn’t like raids.
Well, you’re sarcasm conveniently left out the criticism he had about raids in favor of your “raids are bad, mm-kay”. Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2, because it opened so many windows of content. In retrospect, if you’re one of the people who don’t like it, raids are designed in such a way that they are a very rewarding experience without becoming obligatory in the slightest. You can excel in this game without ever stepping foot inside. Same with fractals.

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Posted by: Blaeys.3102

Blaeys.3102

I take it you’re one of the people who doesn’t like raids.
Well, you’re sarcasm conveniently left out the criticism he had about raids in favor of your “raids are bad, mm-kay”. Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2, because it opened so many windows of content. In retrospect, if you’re one of the people who don’t like it, raids are designed in such a way that they are a very rewarding experience without becoming obligatory in the slightest. You can excel in this game without ever stepping foot inside. Same with fractals.

This is a bad argument, imo, and here is why.

Nothing in this game is obligatory (a good thing). You can do pretty much everything independently and still have fun.

But, at the same time, people have always had greater accessibility to every aspect of the game when making that choice. Raids in their current iteration cause problems because they essentially build a soft wall in front of content many more casual players would find interesting.

The most visible example of this is the saul d’alessio storyline in wing 4. Technically, it is a side story, but that is really just semantics (and WEAK semantics too, given the tie in between Saul and the White Mantle/Mursaat). No matter what you call it in order to justify what they’ve done, it is interesting story that ties into game lore and, for those that played GW1, is something many have wanted to experience for a long time. Placing that storyline in raids (in their current format) is basically telling everyone interested in story that they have to raid – and deal with all of the things many find frustrating about them (10 player issues, horrid balance, etc) – in order to experience these interesting stories. And that is a much different thing from telling people they needed to fractals or living story for that experience (specifically because of the accessibility issue).

That is offputting to many people. As far as I am concerned, that isnt the game many of us left other raid heavy MMOs to come to. Anet needs to right the ship and do it before the next raid wing comes out (and definitely before choosing to put any lore heavy content into raids again).

I will also say, for the reason I mention above, that I think Wooden Potatoes has lost touch with those kind of players recently. I’m glad that he enjoys raids in GW2, but I also think he comes at the game from a perspective now different than that of the typical GW2 player (something he did very well when the game first came out – back when he developed his strongest following). This changed perspective will hurt his appeal long term.

I think he has lost touch with much of the very audience that supported him in his early days (like myself).

(edited by Blaeys.3102)

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Posted by: Astralporing.1957

Astralporing.1957

Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.

That’s your opinion. I happen to disagree with that.

Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2

Subjective (and highly subjective at that). Their very existence had an impact on the game that for many players is really negative.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Amaimon.7823

Amaimon.7823

This is a bad argument, imo, and here is why.

Nothing in this game is obligatory (a good thing). You can do pretty much everything independently and still have fun.

But, at the same time, people have always had greater accessibility to every aspect of the game when making that choice. Raids in their current iteration cause problems because they essentially build a soft wall in front of content many more casual players would find interesting.

This is where the argument `If you make a foolproof system, only fools will use it´ comes in. You see, this game has both veterans and casual players alike. If all content always needs to be tuned to the lowest accessible point, then the people wanting a challenge of any kind will be turnt away. So who do you turn away? the casuals who already have the entire storyline, dungeons, fractals and world missions. Or the group of people who only have T4 fractals as challenging content? Whichever side you choose, the other will not play it. At least not for reasons other than the monetary rewards. Do you get my point? There is already so much casual content in the game, let us have something challenging on the side that won’t affect the rest of the game

The most visible example of this is the saul d’alessio storyline in wing 4. Technically, it is a side story, but that is really just semantics. No matter what you call it in order to justify what they’ve done, it is interesting story that ties into game lore and, for those that played GW1, is something many have wanted to experience for a long time. Placing that storyline in raids (in their current format) is basically telling everyone interested in story that they have to raid – and deal with all of the things many find frustrating about them (10 player issues, horrid balance, etc) – in order to experience these interesting stories. And that is a much different thing from telling people they needed to fractals or living story for that experience (specifically because of the accessibility issue).

Don’t get me wrong, you are right to some extent. It’s a shame that not everyone can experience the closure of Saul d’Alessio. However, the devs have made their position clear on the subject and for a very good reason (in my opinion) namely that raids can now be used to tell the darker, and sometimes downright morbid aspects of history that they cannot insert into the living story because the living story needs to remain friendly for all audiences. Saul was exposed to great torture, and they wanted us to get into that vibe. A vibe that simply cannot be experienced in a world as `family friendly´ as the Living Story. That said, I do agree with some semantics that it would be great for raids to have a `story´ mode without the legendary rewards so people can practice mechanics and casuals can experience the story.

That is offputting to many people. As far as I am concerned, that isnt the game many of us left other raid heavy MMOs to come to. Anet needs to right the ship and do it before the next raid wing comes out (and definitely before choosing to put any lore heavy content into raids again).

no comment, other than all my previous comments. Do you really play a game just for the fact that it doesn’t have raids? not because it has a cool living world story and all these big event chains?

I will also say, for the reason I mention above, that I think Wooden Potatoes has lost touch with those kind of players recently. I’m glad that he enjoys raids in GW2, but I also think he comes at the game from a perspective now different than that of the typical GW2 player (something he did very well when the game first came out – back when he developed his strongest following). This changed perspective will hurt his appeal long term. For example, I think he has completely forgotten about some of the things people would want to hear about in any review related to HOT, such as its impact (positive and negative) on guilds (does he even mention guild halls in any of these videos – I didnt see it), the new approach to events and world bosses or the on again/off again legendary weapon system they tried to implement.

There is a collision in GW2 you don’t see in many games. The desire to be representative of both the new playerbase, the GW1 playerbase, and the casual playerbase. Note how all three playerbases are VERY different and have very different likes and dislikes. The raids will most like cater to the GW1 players and to some extent the veteran GW2 playerbase, but not so much the casual playerbase. But then again, the casual playerbase has access to 95% of the game, so it really a war worth fighting?

(edited by Amaimon.7823)

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Posted by: Amaimon.7823

Amaimon.7823

Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.

That’s your opinion. I happen to disagree with that.

Very good, then please share your supported opinion. We don’t battle with single sentences.

Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2

Subjective (and highly subjective at that). Their very existence had an impact on the game that for many players is really negative.

Then I recommend you rebuke my argument with a less subjective one, not with a more subjective one.

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Posted by: Blaeys.3102

Blaeys.3102

There is already so much casual content in the game, let us have something challenging on the side that won’t affect the rest of the game_"

except it is possible to add in that challenging content without denying that same content to more casual players. Fractals are the best example of this – and there is a mechanic in raids now that could be utilized for this (challenge motes, which could just as easily be story motes).

Don’t get me wrong, you are right to some extent. It’s a shame that not everyone can experience the closure of Saul d’Alessio. However, the devs have made their position clear on the subject and for a very good reason (in my opinion) namely that raids can now be used to tell the darker, and sometimes downright morbid aspects of history that they cannot insert into the living story because the living story needs to remain friendly for all audiences. Saul was exposed to great torture, and they wanted us to get into that vibe. A vibe that simply cannot be experienced in a world as `family friendly´ as the Living Story. That said, I do agree with some semantics that it would be great for raids to have a `story´ mode without the legendary rewards so people can practice mechanics and casuals can experience the story._"

They actually said on reddit that there is nothing inherent in raids that restrict darker storylines to that content. Difficulty doesn’t magically make a difference in the kind of stories people want to experience. These same storylines could easily be done in living story (or better yet, in tiered difficulty raids).

But then again, the casual playerbase has access to 95% of the game, so it really a war worth fighting?_"

Of course it is worth fighting for. Raids are going to be a bigger and bigger part of the game moving forward – even moreso than they are in other raiding MMOs simply because there is no gear/level treadmill. The gulf between players, the split in the story, the angst over accessibility – these will only grow worse with time. They need to address it now before it does greater damage to the game and its community.

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Posted by: NikeEU.7690

NikeEU.7690

Oh look blaeys chiming into a thread about easy mode raiding.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: flog.3485

flog.3485

There is already so much casual content in the game, let us have something challenging on the side that won’t affect the rest of the game_"

except it is possible to add in that challenging content without denying that same content to more casual players. Fractals are the best example of this – and there is a mechanic in raids now that could be utilized for this (challenge motes, which could just as easily be story motes).

Don’t get me wrong, you are right to some extent. It’s a shame that not everyone can experience the closure of Saul d’Alessio. However, the devs have made their position clear on the subject and for a very good reason (in my opinion) namely that raids can now be used to tell the darker, and sometimes downright morbid aspects of history that they cannot insert into the living story because the living story needs to remain friendly for all audiences. Saul was exposed to great torture, and they wanted us to get into that vibe. A vibe that simply cannot be experienced in a world as `family friendly´ as the Living Story. That said, I do agree with some semantics that it would be great for raids to have a `story´ mode without the legendary rewards so people can practice mechanics and casuals can experience the story._"

They actually said on reddit that there is nothing inherent in raids that restrict darker storylines to that content. Difficulty doesn’t magically make a difference in the kind of stories people want to experience. These same storylines could easily be done in living story (or better yet, in tiered difficulty raids).

But then again, the casual playerbase has access to 95% of the game, so it really a war worth fighting?_"

Of course it is worth fighting for. Raids are going to be a bigger and bigger part of the game moving forward – even moreso than they are in other raiding MMOs simply because there is no gear/level treadmill. The gulf between players, the split in the story, the angst over accessibility – these will only grow worse with time. They need to address it now before it does greater damage to the game and its community.

Just chiming in and wondering. If unlike any other raids in other games there is no gear/level treadmill, why is it so hard for people to get into raids in this game ? Because of social skills ? There is not much Anet can do about that. Because of no story mode ? This doesn’t change the fact that when story mode is introduced, people will just play the story mode and never look back because they no have interest in doing content that is perceived as difficult. And when this happens, then it means that Anet has to cater to another subset of players who will then complain that story mode is not enough rewarding. That is where you hit another problem, what other rewards you add to the game if the game doesn’t need that much reward in the first place to be considered endgame geared because there is no gear treadmill ? No thx I would rather have these skins released in a current event or LS update.

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Posted by: zealex.9410

zealex.9410

I take it you’re one of the people who doesn’t like raids.
Well, you’re sarcasm conveniently left out the criticism he had about raids in favor of your “raids are bad, mm-kay”. Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2, because it opened so many windows of content. In retrospect, if you’re one of the people who don’t like it, raids are designed in such a way that they are a very rewarding experience without becoming obligatory in the slightest. You can excel in this game without ever stepping foot inside. Same with fractals.

This is a bad argument, imo, and here is why.

Nothing in this game is obligatory (a good thing). You can do pretty much everything independently and still have fun.

But, at the same time, people have always had greater accessibility to every aspect of the game when making that choice. Raids in their current iteration cause problems because they essentially build a soft wall in front of content many more casual players would find interesting.

The most visible example of this is the saul d’alessio storyline in wing 4. Technically, it is a side story, but that is really just semantics (and WEAK semantics too, given the tie in between Saul and the White Mantle/Mursaat). No matter what you call it in order to justify what they’ve done, it is interesting story that ties into game lore and, for those that played GW1, is something many have wanted to experience for a long time. Placing that storyline in raids (in their current format) is basically telling everyone interested in story that they have to raid – and deal with all of the things many find frustrating about them (10 player issues, horrid balance, etc) – in order to experience these interesting stories. And that is a much different thing from telling people they needed to fractals or living story for that experience (specifically because of the accessibility issue).

That is offputting to many people. As far as I am concerned, that isnt the game many of us left other raid heavy MMOs to come to. Anet needs to right the ship and do it before the next raid wing comes out (and definitely before choosing to put any lore heavy content into raids again).

I will also say, for the reason I mention above, that I think Wooden Potatoes has lost touch with those kind of players recently. I’m glad that he enjoys raids in GW2, but I also think he comes at the game from a perspective now different than that of the typical GW2 player (something he did very well when the game first came out – back when he developed his strongest following). This changed perspective will hurt his appeal long term.

I think he has lost touch with much of the very audience that supported him in his early days (like myself).

Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Regardless of what your believe are that content was specoficly targeted to that audience the more dedicated players. And the great or overwhelming majority of that audience loved it. It was never targeted to the casual base and as the more dedicated players sacrificed time to do that why cant you? No one told you to be able to clear it first week who ever woth theor own speed raids arent going anywhere. I have 8 li atm and im fine i joined training runs joined a raiding guild amd went and killed what ever boss i was interested in.

I was imterested in gettimg “the eternal” title before wing 4 was out so i went for that on my own pace and igot it. Now i will go for the first collection for the legendary armor again at what ever pace my daily life allows me of.

(edited by zealex.9410)