Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
John Sharp is clearly a very clever guy. He has logic behind all his reasons and is articulate. I also like that he doesn’t just auto agree with all the forum guys. Sorry but 90% of you guys on here don’t have a clue about anything. Your not reasoned or good enough to know anything.
As far as I saw the sotg:
The amazing
Creating a minimum character size level
Making AI specs not top tier
Both of these are required for the game to even be fun and viable. There are screenshots floating around showing how incomprehensible gw2 pvp is and this is THE major issue for me. After all who wants to play a game where they cant see anything?
The good
They will do small shavings to classes
The bad
They are still intent on giving every class god mode vs conditions when the solution should just be to ton down conditions. You will never get rid of spam by just power creeping and giving everyone amazing removal.
The players weren’t capable of putting together coherent arguments. When they disagreed with jon sharp then he just owned them because he was 100x more articulate than them. They should just have a host and the devs.
The devs are out of touch with the meta. Warrior became viable the day after the final buff to sustain. This is what made warrior viable. I tested it and KNEW how strong it was the very next day. So to say it took a month is just wrong and shows they are out of touch with how things were.
The devs didnt think their testing was bad. But it is. Again people KNEW a 15 minutes after the necro patch that necro was OP. I KNEW after just duelling for a few minutes. So their testers failed because they are probably bad at the game or just fail at objectivity (see forums). If they saw this was a problem in testing maybe they could fix it. The fact he doesn’t think there is a problem is a problem. The players again didn’t have the confidence to challenge this critical issue, especially surrounding the warrior.
Summary
They need to get the QOL fixes out asap because this game is in a dire situation. Those are
1, Targetting
2, Asuras
3, Ai clutter on the battlefield.
Until those are fixed by making asuras bigger, targetting better and ai specs useless – then everything else is an irrelevance.
Hopefully the Devs are reading.
Also here is what my though about the ranger problem.
The problem actually lies with ANET mindset. They are so protective of PVE that all spvp players are suffering. Of course Pve catuals might suffer abit if my idea for rangers was implemented but again this can be worked on.
There are many things that can be done to avoid it, for example seperating these skills from pve. So that SPVP players can use these skills in pvp on their own while in pve the AI use it for them. This would avoid the problem that Jon talked about. But again the first step is definitely working on the AI so that it doesn’t run around doing nothing.
(you know, d/d ele pvp style) is simply not effective in PvE.
what are you talking about, now its s/d ele pvp style, and it is effective in pve, d/d is effective in pve too. i play with ele who runs d/d and s/d in fotm48 who did a amazing job. and personally i play a d/d ele in pve too.
Think you missunderstood my point a little or maybe I didn’t write it clearly enough given the context. The point is that you dont’ really need to swap attuments in pve to be effective enough, and so lots of eles just sit in fire. Because they can, not because they couldn’t swap. This was in response to the deveplover who claimed that some eles don’t swap attuments because it’s too difficult.
I know that lots of mesmers just sit in great sword when they pve. This isn’t because weapon swapping is too complicated, but because there is just no real need swap.
(edited by Master of Timespace.2548)
I thought this was a pretty good stream, other than players re-asking questions multiple times. A lot posters here are not understanding the developer side or taking things out of context. And I agree with Lordrosicky.5813, the players provided next to no benefit.
On the topic of skill ceiling vs complexity, the developers have a better point. First, you can’t just balance for the top. Balance has to be reasonable for the average and slightly above average players too. If you want to add skill complexity that requires good execution with good reward, then you often have to bring down the rest in order for there to be a penalty for poor execution. With the ranger pet question, if they made a second pet ability, it either has to be bland in order to not break balance or they have to tone down other aspects such that the new ability doesn’t overpower them at high levels of play. Right now, there are other things that can be tweaked first.
However, I will disagree with the devs and say that their testers are somewhat lacking in skill and mechanical ability. Or that ANet is intentionally low-balling. Maybe instead of adding lots of people to test servers, release early balance notes so that players can point out things to test.
Eles being the must underpowered class in the game, specially staff, is there anything being done to fix this?
Also engaging/disengaging with guardians, the lack of tools for either of these, if there going to be anything regarding this that does not involve having to take 3 utilities and 2 weapon swaps in order to just catch up someone?
Hopefully the Devs are reading.
Also here is what my though about the ranger problem.
The problem actually lies with ANET mindset. They are so protective of PVE that all spvp players are suffering. Of course Pve catuals might suffer abit if my idea for rangers was implemented but again this can be worked on.
There are many things that can be done to avoid it, for example seperating these skills from pve. So that SPVP players can use these skills in pvp on their own while in pve the AI use it for them. This would avoid the problem that Jon talked about. But again the first step is definitely working on the AI so that it doesn’t run around doing nothing.
I agree with it being an ANet mindset issue, however, I have a different way of going about the problem (note that I’m not disagreeing with you lol, just getting my own opinion out there).
The devs, at some point since the game was launched, came out as saying that the ranger pet was meant to be an “always on” mechanic, which effectively splits the capabilities, including damage, of the class between the pet and the player, and that the player has to work with the pet in order to accomplish full efficiency of play.
Now, that’s fine, but it seems like it creates a hard situation to balance around, and often times when introducing new content to the game, instead of balancing the content to cater to this one design, it seems like it just.. isn’t, meaning that if it is truly that difficult to balance around then it needs a design overhaul.
Giving more control to the player is great, but unfortunately the devs are right, the skill barrier is too high (for instance, at times I still have to explain to people who have more time and more vast experience in the game than me that channel skills are a running total, and not individual hits adding up and doing 60k damage).
Suggestion: Change the philosophy behind the mechanic from “always on” to “always available.” There is a perfectly good stow option for ranger pets already implemented into the code, taking up UI space and everything, that up until this point, is eating up that chunk of UI and code to make a purely cosmetic change, possibly only useful for screen shots and jump puzzles.
Take that pet, stow it away, and make F1 an activator for it, that toggles when the pet is activated to the current “attack my target” option. Then, make the pet work like pre-patch spirits; where the pet is activated into a fight, and lasts its duration (let’s say 60 seconds), and the recharge is ticking while the pet is active, so that once those 60 seconds are up, the pet is ready to be used again (instead of just making the pet drop dead at the end of its duration, have it “return to owner to regain it’s energy” or something). Additionally, no more RNG attack rotation. Just a basic attack that changes based on the family of pet, and the F2 is some unique attack or function.
Turn F3 into a pet “dodge,” where it stops attacking, but does not receive damage (with an appropriate cooldown), and F4 becomes the new “return to me” button (yes, no more pet swap).
If the pet is killed when it’s in battle, it goes on cooldown.
Boom, now we have a system that can be balanced better versus content, that is more active and requires a higher skill floor versus players, that gives enemies a better way to counter play the pet aspect of the class, and the class overall can be given more interesting ways to build by things like giving pets better utility options (through traiting).
As beastmastery gets more trait points put into it, the better the pet becomes, sacrificing player damage in the process. Without any beastmastery investment, the ranger player, in order to be successful, would still have to use the pet, but it might not necessarily be for damage (the pet would still do damage, but not having a pet wouldn’t reduce the power output of the class by 20-30% the way it does now), but maybe to use the pet’s knockdown/immobilize to setup a burst, or buffing the player to perform better in battle.
None of those specific examples even have to implemented though, as I honestly think that the system suggested is a good replacement for the current mechanic, and all of the things suggested already exist in-game, meaning that the guild wars 2 system can handle these features.
Just my 2 cents. Regardless, a redesign that gives the player more options in general is needed. Also, thanks to anybody that takes the time to read this lol.
(edited by jcbroe.4329)
- When will they fix AI spam.
- When they will fix low risk skill/high reward skills
- When they will fix targeting
- When will they fix AoE.
- When they will fix targeting
October 4th?
- When they will fix targeting
October 4th?
Hope so.
- When they will fix targeting
October 4th?
Hope so.
Well that was the idea in the twicth channel when we were all chatting. Of course, development work is never “as planned”.
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