I rarely do PvP or Hard PvE, unless it’s organized.
Review of this new chapter
I rarely do PvP or Hard PvE, unless it’s organized.
I do not actually get everything you just said.
1. If you call it review, then it is a very subjective and only covering a small part of the patch itself.
Furthermore your first statement is about the state of the game and not the patch, so all your credibility is out of the window already
2. There is not enough explantion to your points, so that people, like me, who are not so well versed in the matter of your prefered playstyle and what you are on about.
3. What kind of “Endgame” are you talking about?
4. Are you upset about normal mechanics? What is so wrong with the hounds? Which area of the game are you talking about? (They are pretty hard for me if they gang up in the part “Not under my Command”)
5. What do you mean by “Universal Mob Design”? The fact that they work like any other enemy, with only slight variations to allow them to have a different playstyle, while still going down under the usual formular: More DMG = faster Kill?
I have no problems with my “play how I want” playstyle, even though I am balanced in my specs. It is only logical that this takes longer.
Can it be that you want more enemy variety, which are more reliant on certain tactics? Like some who have a higher defense against phys attacks, but go down from conditions? Some who need an understanding of their behaviour and are actually dangerous if you are not aware of the danger?
6. Can you elaborate the term Farm Grinding ? I get that fighting in the Silverwastes is a struggle and you run from point to point.
You get rewarded for it, whoch is actually a good thing. How is engaging players to work together for better reward a form of grinding?
As far as I am aware grinding and farming is something you do on your own behalf and is nothing that is directly enforced from the top.
The rewards here are more or less the same as the ones you get everywhere else, except of course for the local rewards, which are also different everywhere… so whats wrong with that?
7. You use the term “casuals” very hateful and unreasonable, since you are actually the description of a casual player
I do not actually get everything you just said.
1. If you call it review, then it is a very subjective and only covering a small part of the patch itself.
2. There is not enough explantion to your points, so that people, like me, who are not so well versed in the matter of your prefered playstyle and what you are on about.
3. What kind of “Endgame” are you talking about?
4. Are you upset about normal mechanics? What is so wrong with the hounds? Which area of the game are you talking about? (They are pretty hard for me if they gang up in the part “Not under my Command”)
5. What do you mean by “Universal Mob Design”?
6. Can you elaborate the term Farm Grinding ?
7. You use the term “casuals” very hateful and unreasonable, since you are actually the description of a casual player
Everythings given too easily, not to mention, end game doesn’t include “adventure the world and enjoy engaging combat” when ever there’s shown the significant gap on effectiviness between Berserker DPS and other builds.
Silverwastes, I went there with the grim outlook with only berserker gear and full selfish DPS build.
I didn’t need to utilize anything else than just deal damage, no need for active defense or any other combat mechanic that does something else than DPS.
GW2 is pretty much “farm grinding” game, mobs don’t slow players down, since they’re designed just to die, than fight the player.
The very little that is left, still annoys people. Have even some think that the mobs shouldn’t have any kind of skills that would slow down their farm trains…
GW2 lvl 80 end game: Dressing simulator with Internet Relay Chat and “Grind Farming”.
You don’t get much out of fighting the old mobs, which die too fast and cannot cast their skills, when ever players use Berserker gear and DPS builds.
Handicap yourself but someone will always come and wreck the mob before it manages to activate any skills.
“Offense is best Defense” here, I can’t play builds I like (Condition builds, Support builds or Control builds, which work only if mobs can actually resist and fight), if I play other builds, someone will eventually come to my spot and kill the mob before my character’s non-DPS skills do anything, which is annoying when trying to get a enjoyable fight where I can actually die if I’d use “stand-spam-DPS”.
- Healing is the integral of Support, but if mobs don’t deal damage that could be lightened with healing, it has very little use and takes away DPS potential.
- Conditions require time to deal damage, if mobs die too quick, then there’s very little damage done.
- Control is meant to prevent action, but if mobs die too quick before activating anything, then DPS has done the job of Control.
- Boon/Condition Manipulation work to turn advantages into disadvantages and vice versa, but if mobs die too quick, harmful or beneficial effects weren’t used due to having very little time to activate them.
“Universal Mob Design” is “High HP-High DMG per attack-Long skill activation delay-Abilities that deal little dmg-Very low armor”.
- High HP is used to resist Condition Dmg, but offers very little defense against Direct Dmg DPS builds.
- High DMG per attack, meaning mobs use same auto-attack as others, which deal alot of damage, but activate this auto-attack skill slowly due to Long skill activation delay.
- Long skill activation delay, means the time it takes for the mob to activate skills, usually mobs have 3-5 second delays for each skill activation, if you kill the mob fast enough, they cannot use their skills.
- Abilities that deal little dmg, usually activated at random and very slowly, deals damage in small packets and other variants, but the threat level is extremely low, as these skills deal less dmg in DPS comparisons.
- Very low armor, this is the important stat to resist Direct Dmg, this doesn’t offer any thing against condition dmg.
I’m not very fond of the “casual” design used in GW2, since it results this kind of end game, which tries too much on dragging players off from general combat mechanics and into more over-repetive activities. Easy mobs is positive thing for hardcore farmers, but not for players who try to play the game “adventure and do stuff”…
I rarely do PvP or Hard PvE, unless it’s organized.
Aren`t you describing how you feel about the state and direction of the game in general, instead of this particular episode in the living story?
I believe this is something more suited for the General Discussion section of this forum, instead of the Living World .
The Living World is not the Endgame of Guild Wars 2. It is a narrative driven content distribution vehicle , which tries to give a bit of context to changes that occour ingame.
While every update is somehow connected to this construct, each element still stays and works on it`s own.
Which means if you are talking about the difficulty of the content that is presented in general it does not neccesary have to be connected to the living world.
The Living World is not the Endgame, but an extension of the game itself and it is supposed to be for the majority of the players.
There can be harder content comming with it (see Tequattle or The Three Headed Worm at the beggining, before changes and everyone knew how to down them), however it will not be the focus, as it is nothing more than patchday in other games. Just with a nice little story.
Well, I am disappointed.
As a casual PvE adventurer, who plays general PvE for engaging combat and adventure, mostly solo, farm only once per day or 2 days, rarely enter Hard PvE content or PvP unless it’s organized.
That makes no sense. And contradictory at best. You don’t want hard PvE content [unless it’s organized] with engaging combat. But you are a casual PvE adventurer. Who wants engaging combat. And yes, the new map has added two elements of game mode. WvW and PvE. Since the races of Tyria are going to war against a dragon. That map is essentially the front line against him.