Suggestion: Increase the range of boons
in Guild Wars 2: Heart of Thorns
Posted by: sevenDEADLY.5281
in Guild Wars 2: Heart of Thorns
Posted by: sevenDEADLY.5281
I’m sure this has probably already been brought up, but I feel like, for the purposes of pve and dungeons, increasing the range of boon applications would solve part of the “MUST clump in melee range” problem that seems to persist in PvE. One of the arguments I always see is that if people don’t clump they’ll miss might stacking and other boons. So am I crazy or would increasing the range of boon application pretty much quash this? I mean the boons could still be limited to 5 people or so to not make it an overwhelming zerg buff. It seems so simple but maybe I’m overlooking things.
I agree with this, I am looking forward to Guardians getting longbow (as it seems they will be) but I like playing with shouts. Granted the specialization may make a different build the optimal choice, but with such a short range on boons, they won’t be much of an option with a ranged weapon…
I think that’s a PvP thing. You see, in PvP, the short range on boon sharing is a risk/reward thing. To share a boon with a team mate, you have to get close to him, but if you do, you can be cleaved by the other team. So usually, you see one guy on the capture point, with other gravitating around, and when one guy want’s to share a boon, they quickly group up and take their distances after that. Boon-sharing and heal-sharing builds in pvp are already very powerful and they are often 2-3 of them in any good team, you your proposal would make them a bit OP imo.
in Guild Wars 2: Heart of Thorns
Posted by: sevenDEADLY.5281
Then simply separate them for pve/spvp. They’ve already done this with other things. Quite frankly this potentially “a bit OP” design choice is absolutely murdering pve build choice. PvE and dungeons are almost required “CLUMP FOR BUFFS!!!!!1!!one!!!!”
Then simply separate them for pve/spvp. They’ve already done this with other things. Quite frankly this potentially “a bit OP” design choice is absolutely murdering pve build choice. PvE and dungeons are almost required “CLUMP FOR BUFFS!!!!!1!!one!!!!”
It’s not gonna fix stacking. Reason melee rules is because it concentrates where projectiles are flying for reflects( so you get most projectiles reflected instead of wasting a wall on 1-2 projectiles on a separate person), melee does more DPS than ranged weapons even without boons factored in, and melee cleaves 3 targets whereas ranged autoattacks besides staff ele and rifle engi do not.
Then simply separate them for pve/spvp. They’ve already done this with other things. Quite frankly this potentially “a bit OP” design choice is absolutely murdering pve build choice. PvE and dungeons are almost required “CLUMP FOR BUFFS!!!!!1!!one!!!!”
That’s an arguable point. Sure, for players who only play PvE or PvP, there wouldn’t be any difference. But for people who play in every game mode, a separation of skills is not a good idea. Don’t forget that GW2 is a RPG: I have learnt a set of skills through leveling, why would I learn another by stepping into pvp? And what about WvW, which is a PvE/PvP mix? I don’t care for small adjustments (confusion being stronger in PvE, CnD dealing more damage), but I like the idea that a new player who plays pvp for the first time can use the skills he learnt already.
Nevertheless, I think Anet cares about the issue you’re talking about. Maybe the defiant changes and the removal of condition stacks will help? Another problem is that we’re so used to the old dungeons now that they seem super easy, and we can do them with zerker gear. We also have ascended, so we don’t really need to care about our survivability.
Then simply separate them for pve/spvp. They’ve already done this with other things. Quite frankly this potentially “a bit OP” design choice is absolutely murdering pve build choice. PvE and dungeons are almost required “CLUMP FOR BUFFS!!!!!1!!one!!!!”
That’s an arguable point. Sure, for players who only play PvE or PvP, there wouldn’t be any difference. But for people who play in every game mode, a separation of skills is not a good idea. Don’t forget that GW2 is a RPG: I have learnt a set of skills through leveling, why would I learn another by stepping into pvp? And what about WvW, which is a PvE/PvP mix? I don’t care for small adjustments (confusion being stronger in PvE, CnD dealing more damage), but I like the idea that a new player who plays pvp for the first time can use the skills he learnt already.
Nevertheless, I think Anet cares about the issue you’re talking about. Maybe the defiant changes and the removal of condition stacks will help? Another problem is that we’re so used to the old dungeons now that they seem super easy, and we can do them with zerker gear. We also have ascended, so we don’t really need to care about our survivability.
I’m sorry but one game mode shouldn’t languish for years just because some lazy people can’t learn and adapt.
I guess new people can’t grasp the concept of dodging or blast fields so boons should just instantly happen on them so we don’t inconvenience them with having to learn game mechanics.
Few(maybe none) mobs focus on range players, that why you have world events where you camp range weapon just with AA. It’s a design games follow as an excuse for melee to have more defense and AoE. Boons are usually to survive more than boost there is less threat at range why do you need them?? It’s the design nothing to do with boons, if you like range that much come at melee with your ranged weapon voila.
in Guild Wars 2: Heart of Thorns
Posted by: sevenDEADLY.5281
Well the skills themselves wouldn’t change. Just the range of boon application in pvp and pve. I don’t really see a problem with the boons having the same increased range application in wvw. Isn’t there already a limit on how many people can be affected by boon applications? So its still just going to buff the 5 closest (or people in your party) players in the zerg.
So its not about changing what the skills do in pvp/pve just the range.
As far as projectile reflection is concerned that’s not a valid point either since as long as we just stand in a line I can still move 10 yards back from you and range while you put a wall up and it will still reflect the same amount of projectiles.
I understand that melee auto attacks for the most part cleave but many class’s ranged auto attacks can be traited to pierce. But to have ranged get doublely screwed over by both lack of aoe and lack of boons is even more of a reason to increase the range of boon application.
Few(maybe none) mobs focus on range players, that why you have world events where you camp range weapon just with AA. It’s a design games follow as an excuse for melee to have more defense and AoE. Boons are usually to survive more than boost there is less threat at range why do you need them?? It’s the design nothing to do with boons, if you like range that much come at melee with your ranged weapon voila.
Might is not a defensive boon. It’s a massive, if not the biggest dps boost ingame.
Also even if boons were ranged, can’t make use of blind fields if not stacking in melee, can’t stack mobs with los for aoe/cleave.
It’s a core game design issue and boon range is a tiny aspect of what’s the problem. AoE spells and cleave on melee in this game are just too good. What’s the point of single target weapons when weapons that cleave/aoe are doing similar damage.
(edited by Zenith.7301)
in Guild Wars 2: Heart of Thorns
Posted by: sevenDEADLY.5281
It’s a core game design issue and boon range is a tiny aspect of what’s the problem. AoE spells and cleave on melee in this game are just too good. What’s the point of single target weapons when weapons that cleave/aoe are doing similar damage.
Then this core game design is literally forcing some classes to be absolutely worthless. What option does a necromancer have for melee cleave? Absolutely none (Dagger hitting 2 targets is relatively new and 2 targets is still not even comparable to all other classes). I assume they’re going to address this with Necro Greatsword to be honest but still my point is the same.
My arguement is that they seem to have all of these obstacles purposely set up to absolutely demolish choice in pve/dungeons. Why not start fixing some of them. Even if boon range is only 1 aspect of the problem. It needs to start somewhere. At least if that’s fixed its one problem down.
It’s a core game design issue and boon range is a tiny aspect of what’s the problem. AoE spells and cleave on melee in this game are just too good. What’s the point of single target weapons when weapons that cleave/aoe are doing similar damage.
Then this core game design is literally forcing some classes to be absolutely worthless. What option does a necromancer have for melee cleave? Absolutely none (Dagger hitting 2 targets is relatively new and 2 targets is still not even comparable to all other classes). I assume they’re going to address this with Necro Greatsword to be honest but still my point is the same.
My arguement is that they seem to have all of these obstacles purposely set up to absolutely demolish choice in pve/dungeons. Why not start fixing some of them. Even if boon range is only 1 aspect of the problem. It needs to start somewhere. At least if that’s fixed its one problem down.
Yeah, we’ll see what HoT does.
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