A guy who thinks too much

A guy who thinks too much

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Posted by: garethh.3518

garethh.3518

I’m more or less done with GW2 but always loved what the game could be, so decided to compile all the thoughts I had on different mechanics in GW2, how a number of tweaks could really change them, seemingly, for the obscenely better.
I bolded/ital important parts and put fixes in spoilers so any sane person could just skim threw it.

Complaints lately seem focused on leaderboards, queing and balance. Not that there aren’t problems in those parts of the game, but I’ve seen, many games thrive with worse, if any of those aspects.
With people who left GW2, the main issues seem to always come back to pug playing and bunker/spike conquest, instead of trinity/team-based.

The map and combat scheme is where great games define themselves. A few stellar ideas there will hold a population for ages.
When it comes to combat scheme, the trinity is a staples of the genre for a reason, it brings groups together and create innate, game carrying combat. It should never be tossed without just compensation.

The core of GW2 combat…
-lacks team dynamic in combat
-forces bunker/burst/condi
-rezzes
-awkward boon/condi situation
-mediocre weapon setups
-bad amulet-stat distributions


How well power/crit/crit-dmg scale together forces anyone interested in physical dmg to have to play as glass or cheese. Just power or crit will lead to negligible physical dmg… you have to run berserker or valkyrie w/ fury to do notable physical dmg.


Raw stats/traits/PassiveMight being the only source of hitdmg causes glass dps to be the only way to have notable dmg. Glass dps should be a perc (less situational necessities in dmg) instead of outright necessity (2~ in EVERY premade) to pull off the dmg GW2’s combat revolves around.To help that…
-other factors should be involved in hitdmg (spike debuffs/boons)
-crit damage should be dropped.
-power scales differently for dif abilities? (spike attacks have high base dmg but don’t scale well, auto attacks have low base but scale well)

The game should stray a bit away from trait-based passive dmgs bonuses, burning, exc. and more towards ‘active’ percs. Like gain fury and might for 2s along with 10 stacks of vuln for 2s on axe skill use.

Anyways, I’ll start where seems best, tweaks to heal skills and combo fields. That can improve the team dynamic, vigor spamming, make spike boon/condi’s, it’d make teamwork matter and spike dmg more ‘noob friendly’ and ‘skill dependent’.


The typical heal skill would pulse aoe heals and a short duration boon.
If you take the 25s CD heal and make it aoe heals at the area you cast it for 8~ seconds, healing allies for half it healed you, a group dynamic will form as people now have reason to group up…
Different classes, different heals
necros – a 10s~ Troll Ungent like heal, but it aoes out healing while in death shroud
Ranger – a 5~s spring that bursts an aoe heal at the start and end.

Most heals should, over time, pulse out 8s~ of vigor, sometimes a lil protection. ‘Easy access vigor’ traits have to be dumped though.
That’d kill two birds with one stone, create more need for good positioning and make vigor uptime scale mainly with fight size (get ally heal-vigor pulses) so dodges can always be a viable first layer of mitigation, instead of continually less effective as fights get larger.

(edited by garethh.3518)

A guy who thinks too much

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Posted by: garethh.3518

garethh.3518


Combos should be a source of spike dps, it’d add in a possibility for team coordination and help the glass dps situation.

Combo’s and vulnerability should make a great spike take prep, something any MMO can respect since it allows ‘jump into a fight insane spikes’ (100-blades/shatter/BS) to be decent out of the blue, but GREAT if prepped, so the best dps is skill/teamwork related.
(adds a cushion for lower tier play, yet increase the teamwork of competitive)

Combos should be similar in function and given to every spec, that’d create innate synergy between players but still differences for the sake of competitive play. Most classes would be able to pick from one of 3~ common types.

—IN PRACTICE—
To make this work, the easiest way, by far, seems to be adding in an extra skill slot next to utilites, one for a field that after used toggles to a finisher based, weapon style skill

Each kind of field will focus on one boon or condition.
Water applies short duration weakness
(if changed to a good anti-dps/spike condition)
Fire – short duration fury.
(if changed to stackable 7->10% crit chance and 5->7% crit dmg)
Light – mid duration might.
(high stacks should only be for short times + large dedication to the boon and/or a REALLY good premade)

That allows counter play WHILE giving innate synergy between players, since all the combo fields share a simple vital thing… everyone can combo off them and the common ones all make your dmg better than your opponents.

Map Change.

Conquest side objectives being capture points… forces a bunker (bad) to generally hang around it (even worse) with a 15~ seconds cap time (boring) making an all around bad concept. Don’t get me wrong, I have nothing against breaking off from a group fight or strategizing over secondary objectives, I actually love it, if the ‘why’, ‘when’ and so ‘effects on gameplay’ are well thought out.

Things that need fixing here…
-the focus on bunker/spike
-the focus on skirmishing *
-unsuspenseful score system
-the lack of changing goals/‘dynamic of the group’ as the game goes on (great concepts for a game to play or watch)

*-group combat >>> non-group innately. It is based on working with people [why something like the trinity is such an attractive base concept for a game] bringing a much higher skillcap from positioning and coordination, to boot it makes a game feel much more social.


When it comes to SPvP, GW2 conquest ends up being a lobsided back and forth zerg (bad) in a game not at all set up for group fights (even worse)… it personally drove away the few people I had the highest hopes of playing GW2 with.

That pug based sacrifice, for only a debatably workable competitive map type, is by no means even remotely worth it.

To make the game more shoutcastable and suspenseful for players…
I like the idea of personal points.
You get so many over time and when you kill someone or a monster, the more you have the more you get (by up to 75~%), but have to turn them in at a third party place to turn them into team score.
It creates an IRL sportlike suspense, something the audience can really sit on the edge of their seat for.

Another thing I really liked was two citadel like capture points in a jungle of a map. You get more points the longer you hold a capture point, creating a larger need over time to uncap the opponents. The point would have something like scattered buildings and some confining walls near the middle that people inside can possibly stand on, making safely pewing into the flag area impossible, yet you could beat down walls with some time, to change up the situation.
Everything is destroyable.

Capping/uncapping could use tweaking.

To keep on the ‘constant action’ take, there has to be a secondary objective. Basically in the majority of the maps monsters would work fine, most notably one or two in between the fastest way between the two points (survivable CC heavy beasts), that gives you points based on most dmg dealt to it (killing blow can count for a 1/5~ of the lifebar bonus), it’d give players something to do in between larger scale fights, and fighting mobs mixed with players does tend to be pretty entertaining.
You get only personal points for killing monsters, ones you lose most if not all of if you die.

Stealth changes (I list later in thief) would make running in personal points more balanced.

(edited by garethh.3518)

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Posted by: garethh.3518

garethh.3518

Rezzing.

More a general population issue, and stopping other large improvements (mainly for a new map with more, not complete, focus on group engagements), than immediately competitive one. Rezzing is something that with tweaks could be an enjoyed addition instead of coped with mechanic.

Things to be fixed here…
-ruining progression in fights
-one of the few ways to reverse attrition atm
-causes close fights to be group wipes on one side
-brings little strategically to the table
-frustration of chain rezzes
-grossly punishes 1v2+, further promoting lobsided fights

There is no strong perc in the current rez mechanic any way, at least I, look at it… I mean short of a shoutcaster getting to flip a nut when 2 people get rallied off a kill.


Being ‘rezzed’ just gets you up for a time (Dependent on how much life you had left in the downed state?) 5 to 15 seconds (or until you get killed/click-suicide) before you collapse into a dead rag and have to go back to spawn, and ?it takes longer to respawn after?
It takes 2, possibly 3, seconds to stomp someone
It takes a 1.5~ second channel by an ally, or 3~s channel that is interuptable by dmg by the downed player, to rez
?Cannot do either while in stealth or invulnerable?
There should be no life gain while in the downed state
In terms of being downed, it should consist of crawling and stabbing and trying to stall out your bleed, or just suiciding.

Rezzing would then be able to change the tide of a fight but not the war.


Boons and conditions

Its bad that next to every spec NEEDS hard counters to conditions because of only imob and dps condi’s… making other condis mainly into their cover against cleansing, I mean, that isn’t innately an unworkable situation… if cleansing was well made… if group fights weren’t spews of miscellaneous conditions….
>.<
Things to be fixed here…
-better design the counters to dps conditions, put non dps condi’s on a shortish duration cap (3->6s), you can evade while immobilized (it’s invading on hard CC’s job).
(less anti-condi necessity while speccing, and allows for better strategic condis)
-make vulnerability/weakness and blind much better strategic conditions, shorter duration higher impact.
(adds to skillcap and teamwork)
-make movement impairment involve more finesse
(adds to skillcap)


No offense to anyone at ArenaNet, but boons/condis just seem to be conceptualized as ‘buffs verse not’ then after being thrown blindly into the game were felt out to find out how much general countering through cleansing you need to make them not OP.

Right now non-dps condi’s have to be balanced under par since being cover for good conditions is a large strength-—-
That along with the mass condi removal necessary to deal with dps conditions, it makes those cover condi’s lose so much worth, they are downright unreliable (weakness, vulnerability, crip, poison) I mean short of in condi dps specs.

Having the only way to cope be ‘niche heavy any condition removal’ seems to be the core of the problem.-—-
That is a problem that can either be coped with through giving classes, innately (like F1-4 skills), a barebones amount of cleansing, or in general all cleanses should be more sporadic (cleanse triggers 2s after activating) and/or on longer cast times (not CD!!) so cleansing mainly counters longer duration conditions (typically dps ones) since vuln/weakness/blind should be more short duration high impact conditions.


sidenote
That’d let a few nerfs to condition dmg and changes to amulets to not make specs so niche (all phys dmg, all burst, all bunker) you NEED 3 phys dmg stats to do effective phys dmg because they all scale so well off each other, that’s terrible since it pushes any and all phys dmg, not just spike dmg, ANY PHYS DMG towards glass to be viable.


—OR— if condi’s wants to thrive, tragically, as far as I can see it, it can only be done with a few larger changes to cleansing (making condi removal focus on specific conditions instead of all would be a start, but it’s a bit tricky of a situation, I’d have to put more thought into it to come up with an overall great solution).

If Anet aims at making boons fallow suite into that same sort of situation as conditions… extremely strong and cover boon based, but terribly niche to spec against… it won’t be doing the game any favors.

(edited by garethh.3518)

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Posted by: garethh.3518

garethh.3518


Condi removal
I’d have to put more thought into it… but something like Fifteen point minor traits would give three or four passive condition duration reductions.
Would give every spec a base condition tolerance.
It is passive though so by no means should be the only way to deal with conditions.
The rest I haven’t really worked out how to fix… I’m not a large fan of tagging removal on to utilities, its like trying to make the three slots serve a few too many purposes. It could be fine though.

Condi Tweaks


Vulnerability makes a good spike take prep, if you got hit for over 10~k its because you got wailed on with vulnerability stacks and watched a guy combo a few times seconds before an eviscerate…
To do this, I ’d up the cap on vuln stacks to 50, change a few NON INSTANT vuln abilities to have shorter duration(2-3s)/high stacks(15-20) and make some 25 point minor traits give bonuses… like CD reduction based on vulnerability stacks on the target. That with less ways to remove it (from cleansing fixes) would make it worthwhile.

Weakness to be an anti dps condi. It average 1-3s in duration with a cap at 4~ seconds on a target.

-Weakness reduces movement speed by 10->15%, half dmg on crit, and 1/3 condition dmg.
-Blind doesn’t go away from attacking. It’s durations are also NEVER over 1.5~ seconds. It reduces dmg and condition duration by 30->50% as well as making any tagged on CC fail half the time.
-Vulnerability cap moved up to 50 stacks.
-Poison stacks in intensity, deals 1/3 the current dmg per stack, reduces healing by 20% and an additional 5% for each stack.
-Fear duration reduced by roughly 30~% in a few cases.
-Chill reduces movement speed by 20%, endurance and CD recharge by 33~%.
-Cripple reduces movement speed by 33%.


Either down to roughly 1-3 seconds and minor traits reduce its’ duration (letting certain classes/specs be innately better/worse against it) or make imobs generally be 1s long with the rare 2s~ and keep minor traits only for the other conditions (my preference)

IDEA
making condition removal based on cutting condition duration and number of stacks… not complete removal… it would help gameplay be more dynamic and stop conditions from being so spastic (goes from 10~k dmg stacked on a guy to 0 after he clicks one 30->60s CD). Duration based conditions can have the max duration on a target capped at 4 to 8 seconds to compensate, it would be necessary to stop insanely large durations stacked on someone in a group fight.

Working around endurance (bonus is rare)/dmg mitigating conditions/boons should for the most part fill the gap imob and CC are taking right now

Intelligently preventing dmg instead of intelligently speccing for stun breaks, invulns and outrageous self healing should be the thing. It’s what Anet wanted and tweaked blind/weakness/knockbacks/interupts and more group related protection/vigor along with aoe heal skills can easily take care of it.


shorter caps in duration.
That would make boon timing more important than just stacking it for the long-haul. In my eyes, with some skills people should be able to get decent boon durations out of them, especially if applied to an ally, so they are useful short of being expertly timed, yet not in risk of being stacked for grotesque durations.

Something like…
Swiftness caps at 10 seconds.
Vigor caps at 8 seconds.
Retal caps at 6 seconds.
Stability caps at 4->6 seconds.
Protection caps at 5 seconds.
(Burn/weakness will have 8~ second caps too)

Swiftness affects movement speed in every direction.
Protection includes condition dmg.
Might and Fury will stack in intensity.
Fury now buffs crit chance per stack and crit dmg. Caps at 6~ stacks.
Every low tier ‘vigor’ trait is gone. It is a strong boon that should be treated almost as harshly as protection.
Vigor and partly protection should be mainly, caused by short duration pulses out of heal skills.

An idea, with capped boon durations, is that boon hate could be mainly done threw hits to boon duration.
Null field hits all boon durations on an enemy by 1.5~s on each second in it.
A warrior trait could remove 1/2 second of protection and stability on a target each time crit.
Armor runes could be focused on boons (removal and buffing, a lil more on that in the gear section)

(edited by garethh.3518)

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Posted by: garethh.3518

garethh.3518

Crowd Control.

I have never been a fan of hard CC.
GW2 seems to thrive on them, fine if its their style… go for it… but personally I find losing control of your character for extremely prolonged times to be silly… with only speccing to come to the rescue (vigor/stability for prevention, CC breaks for after).

Interrupts, I’d like to see play more based on them since the GW1 fans seemed completely in love with them, meaning the Anet guys have a good amount of knowledge of what interrupts should do and how strong they should be. (it’d draw back old GW1 players and, at very least for me, largely improve gameplay in one foul swoop)


Knockbacks would be more positioning based, with the changes to heal skills and combo fields, knockbacks would be extremely strong in competitive/somewhat-coordinated play because you can knock people out of aoe heal skills and completely screw up combo-spike attempts.

Knockbacks will have only a 1/4 second standup time.
Stuns will generally be 1/4-> 1/2s long on near instant casts.
Dazes will be generally 1/2-1.5s long on slightly delayed casts.
Knockdowns will be generally 1/2->1.5s long on delayed casts.



They are an unavoidable high dmg class in a game based around active defense.
I’m not against instant/twitch abilities, just uncounterable actions.

I’d rather they were an extremely tricky class with some anti spike hate and good vulnerability stacking. It’d be coupled with good short range mobility, and decent dmg making the opportunity for spikes if well played.

A nifty idea for a thief ‘gimmick’ is that they gain a boon whenever they deal a condition to an enemy, vuln→protection, bleed→regen, weakness→fury, exc.

MAIN CHANGES TO REACH THAT GOAL:
1——Stealth is more debilitating/positioning based.

Openers from stealth shouldn’t be generally dmg based, but condition/interrupt. They can be strong at it, thanks to a few other tweaks (on smoke fields, C&D and a few stealth utilities) being in stealth isn’t typically near as instant/long duration/unsituational thing as before.

-Smoke fields don’t combo
-No internal CD on stealth.
-The thief moves 50% faster in stealth.
-Stealth durations tends to be an unbuffable 1 to 3 seconds.

2—-Initiative isn’t a necessity to spec for, for next to every thief.
-Steal is scrapped for legitimate F1->4 skills.
-Initiative will be a half mechanic for the class, the #3 skill and the F1->4 will take initiative, everything else is on CDs.
-15->20 initiative base with low regain in combat.

Smoke fields instead periodically give stealth (every 3s~) for 1->1.5s. Tend to cover most the size of shadow refuge and pulse 1/2s of blind every second (if blind is revamped).


F1 – 4 SKILLS
1- teleports you to a spot 300 units away, you can click it again to teleport back. 10s CD. 1/4s cast.
2- kicks up dirt around you blinding anyone in 160~ range for 1.5s. 10s CD. 1/4s cast.
3- Stealth for 3 seconds. 1.5~ second cast, have to be at least 400~ units from an enemy during the 1.5s cast for it to work. 5s CD.
4- An interchangeable while out of combat venom Or 1s of quickness, 1/4s cast. No CD.


OPENERS FROM STEALTH
Backstab should apply 20~ stacks of vulnerability for 2s~ and weakness for 3~; half stacks/duration if it hits from the side.
Tactical strike – teleports you 300 units to behind a target, then stun/dazes.
Pistol, I didn’t get there yet. Something like kill shot could be work, the thing is, this 2~ second cast knocks you out of stealth about half way through, so it gives a chance to be evaded/interrupted.


WEAPONS
DAGGER
Bump up danceing dag’s damage to 80% of what it used to be. It can only hit a target once. Put it on a 10 second CD.
C&D, 20s CD, 70~% current cast time but makes the thief flicker so more obvious, it now cripples for two seconds, stealth for 2s if landed in the side/back and can shift you back to the spot you cast it within 7~ seconds of using the ability.

UTILITES/TRAITS
I really like the ‘blind on stealth’ now, it should be a 25 point minor. A great defense for allies, and yourself if you open from stealth right away.

For smoke fields… shadow refuge instead makes one, of the skills normal size.
Targeted ranged attacks count as being blinded when outside yet fired in, being in the smoke periodically blinds enemies in it for 1/2 second every second~.
(blind was tweaked to reduce dmg while it is up, not cause miss)

(edited by garethh.3518)

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Posted by: garethh.3518

garethh.3518

As a side note, when it comes to playing a class, I’d like to see more situational CD reduction traits, something to improve gameplay by making every action have a goal, to setup reduced CD times or use the CDs to their fullest.
Like… each hit of your spammable or crit reduces CDs by .25s…
Or… each flanking hit or using a CD while flanking reduces CDs, reduce CDs for each vuln stack on the target you hit with the CD, reduced CD for each skill off CD…

Gear-Stat distribution

Things to be fixed…
-Forces mismatched stats… or spike dps
-Amulet stats don’t fit the weapons Anet made

The game seems based on a split between power and condition dmg, weapons and specs seem like they were never supposed to be entirely dedicated to condition dmg… but the thing is you need 3 stats (power/crit/crit dmg) to do viable physical dmg (short of retal)… its a mess.
The scaling between power/crit/crit-dmg needs a massive shift, you either need all 3 or the stats are useless… it forces glass dps or bust…

That can either be fixed by tweaking amulets to have more of different stats on them, or by re-evaluating the scaling between power/crit/crit dmg…


For Mesmers.
Distortion gives you retaliation and anyone who hits you 1~ stacks of confusion for 5~ seconds(1s internal CD), that could be weakness (for more dmg mitigation) or protection for the time (for more dmg mitigation).
For warriors/engi
Shield stance/toolkit block causes you to have stability and take 60~% of less dmg during the channel.
Example for utilities…
Mist form is on a 35~s CD, causes you to take half dmg, ignore CC/movement impairing conditions and move at 50% bonus speed until clicked again or 3s passes. Removes 2 stack of bleed/poison, 10 stacks of vuln, and 4 seconds of burn.
Armor of Earth is on a 20~s CD, gives 2s of protection and stability. Removes 3s of weakness and chill.
Illusion of Life, 60~s CD, instantly revives an ally from 500~ range gaining you life each time the ally is hit (the normal 10~ seconds till they die).

Ranger spirits.
Innately ground targeted, 800~ buff range, 20k life, 2.5~k toughness, the spirit gets 15 stacks of vulnerability and 1 stack of poison for 8 seconds each time it is hit (3/4 second internal CD), naturally regains 500~ life a second. Makes them kind of single spike/aoe repellant but a lil dedication or consistent well clipped aoes will take them down. Their actives proc after so many hits, work at half~ effect on anyone who isn’t the ranger.
tooltip ‘summon a spirit that buffs you every X hits, it gets weaker as it takes dmg. Allies get —-% diminished returns. Y range. Z active.’
Examples for passives would be something like ‘10 stacks of vulnerability for 1.5 seconds every 5~ hits, 3~ second internal CD.’

An example of a good weapon
(the dagger one)

Aaaaanyways, I found the time pondering this stuff week->months back entertaining.
Figured I might as well throw it out there.

(edited by garethh.3518)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

You’re right. You think too much.

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Posted by: KarlaGrey.5903

KarlaGrey.5903

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

RIP ‘gf left me coz of ladderboard’ Total views: 71,688 Total posts: 363

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Posted by: garethh.3518

garethh.3518

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Hindsight is 20/20, but yeah I would have killed to get into the game’s alpha testing.

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Posted by: Exedore.6320

Exedore.6320

Ya, you over-think things. The sPvP mechanic is pretty good as-is.

- Many heals (not necessarily heal skills) are already group or position based. Anything with a water field is huge for team-play and comb-based play.

- Combo fields are already a very important part of gameplay. Fire fields for might stacking, light for condition removal and retaliation, and water for healing. The system doesn’t need as big of a change as you think. Some of the weaker field types just need improved and the relative power of blast finishers vs. other kinds may need tweaking.

- The conquest concept is fine as-is, but some of the maps need fixed. Ideally, all nodes should be viable to hold for either team. However, some maps are too linear, allowing the center node to easily defend the close node. As a result, the fight stagnates and becomes lop-sided. Legacy of the Foefire shows this a lot, whereas Temple of the Silent Storm has all the points constantly being flipped.

- The downed state mechanic is going to stay. It makes bursting down a player more than just stacking damage while at the same time lending some support to squishier builds that get CC locked. It promotes build diversity. However, the downed state may be tweaked and has been in the past. Things like what percent of health you start with when downed, how fast allies revive (currently it’s faster than a stomp), the duration of the downed penalty, and the relative power of downed state #2 skills (vapor form is really good compared to others).

- I agree that certain boons need some changes. Protection is extremely powerful already. If anything, I would reduce the amount of damage reduction. Stability is good and somewhat balanced on its own, but when it can be stacked, it causes problems. However, straight capping boons is not helpful to casual group play; it adds an additional timing aspect that’s too much of a burden. A more targeted approach at offending skills or runes would be better. What exactly is wrong with a player able to have permanent swiftness? They do have to give up something for the mobility increase.

- The condition system is good enough as-is, even with full stack removal. If you use a skill with a longer cooldown that puts up a long condition or lots of stacks, it’s a risk being taken versus condition removal. Abilities that put up conditions often but in small quantities can counter that, but aren’t as easy to spike. That’s balance. What needs adjusted is the amount of condition removal, including group condition removal, and how the quantity allows it to be used carelessly yet still be remain effective. Guardians are your big offender here.

- The weakness condition does need re-evaluated though. It seems to be intended as an offensive version of protection (reduce incoming damage). However, the fact that it only applies to non-criticals really hurts its use in PvP. With 0% chance to crit, it would reduce damage by an average of 25%. In PvE, NPCs usually don’t have a high crit chance, so this works. However, any player that is going to be putting out high direct damage will have a significant amount of critical chance, which is heavily negating the weakness condition.

- Stuns, etc aren’t a big problem from what I’ve seen. There are stun breaks in the game, you can dodge most of the stun skills, and stability negates them. ANet said they’ll be doing a pass over professions to re-evaluate stun breaks on skills. Launch (formerly called blowout) is a bit problematic because you can’t stun break it until you stop moving. Immobilize is far more powerful than most stuns because it prevents dodging and generally lasts longer.

- ANet is already re-balancing thieves. They stated that thieves have too much burst and too little survivability. They want to reduce the former and increase the latter. However, they will always be somewhat bursty.

As an aside, it’s funny how you constantly refer to 100blades as being such a great ability. It’s mediocre if anything. It’s a joke to anyone that knows how to avoid it. The problem is that new or bad players don’t know that and get chewed apart from a relatively easy to use combo. If you watch good warriors, they rarely use 100blades initially and save it for when their opponents have no anti-CC or dodges.

Kirrena Rosenkreutz

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Posted by: garethh.3518

garethh.3518

Yes Exedore, most things GW2 has can avoid being a ‘problem’ with the right balancing, they can easily be made to work with something that simple.
But when I think about a game, I don’t try to look for what makes it just work… but what makes it worth playing.

Anyways


Heals——
There are ‘heal skills’ right now that do effect the group… but they are rare.. so very rare. Off the top of my head the only one I can think of is healing spring in the ranger class. It doesn’t provide much raw health though… it isn’t a strong support skill in the sense of any other MMO, and those are what are innately lacking in GW2. The changes to heal skill I suggest would make notable support common, threw the heals and tagged on durations of vigor and sometimes protection to pulses in the heal.
(explained the benefits of on dumping ‘on crit’ vigor traits and sigil endurance, for heal skills pulsing vigor, a few times in the main post)

The main perc of having heal skills typically aoe out roughly half their healing to allies over time, in some way shape or form, (the suggestion I wrote) is that it pulls a group together and provides enough cushion healing to allow tweaks for the downed state.
——Combos——
Right now, combo fields are a situationally nifty parts of gameplay.
They are neither a notable part of spiking or preventing a spike on someone nor reliable/large way to help allies. Retaliation, a few stacks of might and 1.2k~ heals are nice, but not when they are nichely shoved into certain classes/specs and combo’ing isn’t worth any notable sacrifices in positioning… I’m not saying combo fields, right now, are bad, but that there is so much potential in them to fill a role the game desperately needs (a good way for the typical player to really help an ally, and add more focus on positioning)
——Conquest——
Conquest is a terrible map for SPvP, that alone drove away many of the people I played with. It always ends in lobsided zerging in a game not close to setup for it. In competitive play it is decent, nothing great, nothing bad… GW2 needs something great to draw people in (at from how I see it) and the map is a great place to do that.
——Downed State——
Downed state I never wanted to get rid of, its a fine mechanic it just needs some tweaking to be an all around enjoyed one.
——Boons——
Capping boon durations, the point was to make boon timing more important than just stacking it for the long-haul. In my eyes, people should be able to get decent durations out of their boon skills, especially if applied to an ally, so they are useful short of being expertly timed. The easiest way it seems to let that happen, yet stop grotesque stacking of specific boons, is to set a cap on durations, that or just stop stacking in duration (but that seemed a lil too mean).

Swiftness, at least with the tweaks I suggested to cripple and weakness and chill (less movement speed reduction, but not easily cleansed) would be a much more powerful boon in combat.
——Conditions——
I don’t have issue with how dps conditions are applied (the point I made with regards to them was just something to be wary of how to balance them), but how they force other conditions to be mainly just be sidenotes, cover conditions… then that same situation makes non condition-dps specs unable to use cripple and weakness and whatnot very effectively since they get eaten up in the mass condition removal necessary to deal with dps conditions.
——CC——
The point of shifting stuns more towards interrupts was to bring a callback to GW1 (always a good thing when your desperate for population), it frees up specs threw not forcing so many stun breaks/stability abilities short of channel heavy specs, and makes dodge timing/rationing more a factor (since good ‘bonus endurance regen’ is tough to get outside of a group fight) so setting up spikes is more about working threw and around the others person’s defenses than sneaking in a CC.
—-Thieves—-
Thieves… every class needs some level of rebalancing, that’s just part of an MMO. My point was that theives are conceptually in the worst place. Their ideology (unreactable dmg) just doesn’t fit with the sort of defenses GW2 seems to be setup on.
It’s just my opinion though.
I liked what Anet said when they were making the game, about thieves not being spike dps assassins, instead more focused on mobility and debuffing or whatnot… and always thought that they had it right the first time…
—-
“As an aside…100blades… such a great ability.”
I made one reference to 100-blades?
And that was just a reference to ‘hop into a fight insane spikes’.
Yes it is very counterable in 1v1s, especially after the nerf to warrior frenzy.
But that wasn’t the point.
100 blades and backstab and mug->basilisk venom do not make good gameplay even if ‘numerically balanced’.

(edited by garethh.3518)

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Posted by: Paradoxine.8192

Paradoxine.8192

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Sadly true. I seriously don’t know what they do with all their time. There are so many changes needed in gameplay, let alone infrastructure, even though so much time has passed since release, that to have any hope at this point would make you a fool.

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Posted by: Mathias.9657

Mathias.9657

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Sadly true. I seriously don’t know what they do with all their time. There are so many changes needed in gameplay, let alone infrastructure, even though so much time has passed since release, that to have any hope at this point would make you a fool.

My mind is indeed boggled, really makes you wonder what the hell they do all day only to turn out some updates that have temporary content that maybe 5-8 people out of a 300+ man team worked on. Seriously, what the HELL are they doing? Building a space ship?

They also don’t seem to play their own game at all if patch notes are any indication.

Back to WoW, make GW2 fun please.

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Posted by: garethh.3518

garethh.3518

They also don’t seem to play their own game at all if patch notes are any indication.

From what I’ve seen that notion seems pretty common, about MMO dev teams.
I hope its true in this case though because the only other option is that the devs just don’t know what they’re doing or are incapable of doing it… either way that would mean there is literally no chance of anything good coming from GW2.

(edited by garethh.3518)

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Posted by: GankSinatra.2653

GankSinatra.2653

Everytime i see the 2 devs on a video somewhere they make some kind of mistake about class abilities and stuff. Like how they said rock dog procs from a weapon sigil in a video where they’re EXPLAINING the game.

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Posted by: Chopps.5047

Chopps.5047

Great post, I agree about stun locking.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: dECA.2370

dECA.2370

this thread cannot fade away among all the troll posts on this forum,
it’s simply a too good writing to be overlooked.

+1, I really like your suggestions and support all of them.
(even tho my breakdown earlier lol)
I hope the devs are taking these stuff in, it’s brilliant.
Love the part about healing and combo fields.

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Posted by: Blackhat.4016

Blackhat.4016

+1

I feel like the things you mentioned are the main reasons why a lot of players don’t like PvP.

In general I expected a lot coming from GW PvP. The game was balanced and you had a lot of different builds.

GW2 is completely different. No build diversity, only 1 game mode and mediocre balance at best. Even GW Prophecies was better when it comes to PvP.

I stopped playing PvP a while ago because I hated being forced to play 1 build without any other options. Since I am mainly a PvP player it won’t take too long until I finally quit the game.

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Posted by: garethh.3518

garethh.3518

I hope the devs are taking these stuff in, it’s brilliant.
Love the part about healing and combo fields.

Yeaah, what I wrote is actually roughly what I thought combo fields were like and, in part, heal skills when Anet talked about them pre-beta, so was phyced for their brilliance…

aaaanyways, glad people seem to think the suggestions are worth the time to read, it took long enough to type all that out that I would hope a lil’ good could come from it.
;D

(edited by garethh.3518)

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Posted by: mbh.8301

mbh.8301

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Hindsight is 20/20, but yeah I would have killed to get into the game’s alpha testing.

I like you, but here’s a reality check.

In alpha there was a guy, Ensign, who has unparalleled insight into this game / everything. At minimum, he is at least as smart / insightful as you – though I would consider this to be an insultingly conservative estimate. He was a huge pvp figure in gw1, it was often joked that one of the top guilds was just him on 8 computers.

Ensign was in the alpha, well respected by all the players, and gave anet buckets upon buckets of great suggestions and analysis. Ensign was later kicked out of the alpha for being a negative influence since everyone agreed with what he wrote (you know, because it made sense). It wouldn’t matter if you were in alpha because the devs would never tell you anything more than “Yeah we’ll take that into consideration, cya”

As a player you have no influence over design, the best thing you can hope for is whatever our boy Grouch is doing behind the scenes to try and make things better.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

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Posted by: Paradoxine.8192

Paradoxine.8192

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Hindsight is 20/20, but yeah I would have killed to get into the game’s alpha testing.

I like you, but here’s a reality check.

In alpha there was a guy, Ensign, who has unparalleled insight into this game / everything. At minimum, he is at least as smart / insightful as you – though I would consider this to be an insultingly conservative estimate. He was a huge pvp figure in gw1, it was often joked that one of the top guilds was just him on 8 computers.

Ensign was in the alpha, well respected by all the players, and gave anet buckets upon buckets of great suggestions and analysis. Ensign was later kicked out of the alpha for being a negative influence since everyone agreed with what he wrote (you know, because it made sense). It wouldn’t matter if you were in alpha because the devs would never tell you anything more than “Yeah we’ll take that into consideration, cya”

As a player you have no influence over design, the best thing you can hope for is whatever our boy Grouch is doing behind the scenes to try and make things better.

I’ll be honest, I don’t know who this guy is, but it doesn’t surpise me to hear the ANET chose this path on their own. Sad thing is its working, GW2 is making them piles and piles of cash.

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Posted by: garethh.3518

garethh.3518

@mbh.8301

Where did you hear that?

And I didn’t conceptualize the changes I threw out there all the way, front to back (since there never was a point), but yeah I’m sure some great players out there could write up a better walls of text with less time/effort earlier in the game’s development than I ever could.

But, wow, though.
Odds say then, GW2 was never dedicated to being a competitively stellar game if that was the case, that or either Ensign or the devs had a few serious issues around making a game (like pride &/or ego &/or stupidity, exc.). I mean, if true, that blarb you wrote is outright depressing.

(edited by garethh.3518)

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Posted by: mbh.8301

mbh.8301

the devs had a few serious mental issues around making a game (like pride &/or ego &/or stupidity, exc.). I mean, if true, that blarb you wrote is outright depressing.

I don’t think it was necessarily ego, I think it’s just hard to see straight about something you’re passionate about. I’m sure there’s reasons which don’t stem from contempt or malicious intent.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

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Posted by: KarlaGrey.5903

KarlaGrey.5903

I don’t think it was necessarily ego, I think it’s just hard to see straight about something you’re passionate about. I’m sure there’s reasons which don’t stem from contempt or malicious intent.

It’s a mixture of both, I’m afraid – too certain about themselves (to the extend they kick people out of alpha..) and too passionate about their idea of pvp, which sadly doesn’t quite concide with most players’ idea of (good) pvp.

Ensign was in the alpha, well respected by all the players, and gave anet buckets upon buckets of great suggestions and analysis. Ensign was later kicked out of the alpha for being a negative influence since everyone agreed with what he wrote (you know, because it made sense). It wouldn’t matter if you were in alpha because the devs would never tell you anything more than “Yeah we’ll take that into consideration, cya”

That for real?
Oh Anet, what hast thou done. Words cannot describe how mindboggling your actions are.

And yea, that is their most popular phrase (ab)used to give one the feeling their opinion and feedback are being taken into account. It sort of reminds me of a psychiatrist saying ‘Hmm, interesting’ to each of their patients’ stories.

But they really kicked him out of alpha? Holy fk.
I just…huh

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(edited by KarlaGrey.5903)

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Posted by: GankSinatra.2653

GankSinatra.2653

In alpha there was a guy, Ensign, who has unparalleled insight into this game / everything. At minimum, he is at least as smart / insightful as you – though I would consider this to be an insultingly conservative estimate. He was a huge pvp figure in gw1, it was often joked that one of the top guilds was just him on 8 computers.

Ensign was in the alpha, well respected by all the players, and gave anet buckets upon buckets of great suggestions and analysis. Ensign was later kicked out of the alpha for being a negative influence since everyone agreed with what he wrote (you know, because it made sense). It wouldn’t matter if you were in alpha because the devs would never tell you anything more than “Yeah we’ll take that into consideration, cya”

Hmm that sounds familiar…oh yeah

‘we have amazing paid tournaments for you guys coming’
-oh god that system doesnt make sense at all, randoms will end up getting farmed, and this is a horrible way to implement ratings
‘LIES’
4 months later
‘ok maybe that wasnt such a good idea, lets remove it and make a new conquest map’
randoms still getting farmed, back where we started

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Posted by: garethh.3518

garethh.3518

I don’t think it was necessarily ego, I think it’s just hard to see straight about something you’re passionate about. I’m sure there’s reasons which don’t stem from contempt or malicious intent.

People are rarely simple enough that a decision can just be nailed down to one motive.
What I threw out were more to show ‘what I meant’ by issues instead of ‘what they had to be’.

I’m pretty sure I can say that the devs did everything with their thoughts set towards a great game. They seem to want it, just have problems achieving it.

(edited by garethh.3518)

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Posted by: Fourth.1567

Fourth.1567

The only thing I see is a lot of those problems come from a PvE design philosophy. This game is pretty obviously designed for PvE first. There is no way a game focused on PvP would design the ranger as it is. Where are the skill shots? Why is their damage so passive? Why do I have to bring a pet? What happened to the interrupt system? There is no way the ranger was designed to interact with other players positively. If you break down each of these the choices they favor PvE but obviously have large negative consequences for PvP.

Downstate vs healers. Healers are a pain to find in PvE but PvP they add an entire layer of depth to the combat. Gw1 PvP was literally defined by how awesome monks were. They were what the team interaction was based around. Progress could only outweigh a monk if coordinated. Not keep hitting a target and it will eventually die regardless of if you pay attention to what the rest of your team is doing. Downstate can be nice in PvE though, such a simple nice deed you can do without being class dependent.

Basically Gw2 has reached its niche and it isn’t what many of the e-sports crowd are looking for in a game. It caters to its group of players and is a bit rude to pull out the rug from them even if the majority are looking for something else. It just leave the door open, rather widely for a new game to come in that focuses on the other crowd.

On a side note about ensign I believe there was a number of Gw1 players who were removed for strongly disagreeing with the core principals of a game. If what you want doesn’t match the core principals of a game, sucks but that is one area where strong negative feedback doesn’t help much. Maybe useful in looking at other audiences to target in a later title?

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Posted by: garethh.3518

garethh.3518

The only thing I see is a lot of those problems come from a PvE design philosophy. This game is pretty obviously designed for PvE first.

Yeah, that’s what I came to start thinking.
I kinda just looked for any way that Anet could have thought their choices were good ideas though.
Casual PvP + tons of PvE patches…

A real tragedy… I was dying for this to be a good game.
One of the most sad parts though is that most vocal memers of the community seem to think streaming and better shoutcasting matches to ‘show people it can be fun’ will suddenly fix GW2…
I mean, that might make slight sense if GW2 had like no population out of beta… but it had an outrageously high one in a B2P game… that it lost in a few months time… to no competition…

People don’t care for the game, it needs massive player pressure on the devs for large gameplay tweaks or its instanced PvP is just going to keep faltering.

(edited by garethh.3518)

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Posted by: milo.6942

milo.6942

the absolute best thing the devs could possibly do would be to completely separate the pvp game into an actual other game so pve design choices don’t influence it. redo conditions, boons, traits, and heal skills to fit pvp needs. then we will have best pvp game ever.

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Posted by: garethh.3518

garethh.3518

the absolute best thing the devs could possibly do would be to completely separate the pvp game into an actual other game so pve design choices don’t influence it. redo conditions, boons, traits, and heal skills to fit pvp needs. then we will have best pvp game ever.

That could be interesting.
First getting a larger dedicated PvP team would do wonders, after doing something like remaking the PvP cosmetics so there are a more cool looking things yet are notably hard to get with PvP currencies (like 5→100 slivers a piece of gear), yet you can pay gems for slivers or something like that (to actually get an income from PvP’ers), then I could see a larger split go somewhere.

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Posted by: ArcTheFallen.7682

ArcTheFallen.7682

The only thing I see is a lot of those problems come from a PvE design philosophy. This game is pretty obviously designed for PvE first.

Yeah, that’s what I came to start thinking.
I kinda just looked for any way that Anet could have thought their choices were good ideas though.
Casual PvP + tons of PvE patches…

A real tragedy… I was dying for this to be a good game.
One of the most sad parts though is that most vocal memers of the community seem to think streaming and better shoutcasting matches to ‘show people it can be fun’ will suddenly fix GW2…
I mean, that might make slight sense if GW2 had like no population out of beta… but it had an outrageously high one… that it lost in a few months time… to no competition…

People don’t care for the game, it needs massive player pressure on the devs for large gameplay tweaks or its instanced PvP is just going to keep faltering.

I think the idea is that there’s only so much you can do in a certain amount of time. Having a more dedicated PvP Team would be a lot better. I am not sure how big their current development team is, but if it’s as small as it sounds, the amount of the stuff they’ve churned out thus far is understandable.

When I claim that in order for pvp to take off we need shoutcasting/casting and major support for these initiatives, I don’t mean that that’s the only thing we need in order to get the pvp realm of gw2 going. I mean, of course we need the developers to fix a lot of issues and introduce more reliable/defined content. However, I don’t doubt their ability to listen/read these forums. Shouting out ‘dying’ or ‘spvp is fail’ can bring attention to developers—sure. But it’s not going to change anything if they already acknowledge the decline of pvp. What needs to be done is support for whatever works now, and then constructive criticism on how to improve the system in future patches.

I believe in working as a team with the developers. Give them the feedback. Try to make do with what we have, etc. I know our list of ‘broken’ mechanics outlists some games, but some players make it an effort to account for that.

Broken Ranger Lick Wounds underwater – Never use Capricorn as a map til it’s balanced
Broken mobility of other classes when running orb – Never use Spirit Watch til it’s balanced

I’m sure if it comes down to literally broken moves, organized tourney goers can come up with a ban-list which happens often in fighting games (which don’t get updates) and some mmorpg pvp (such as Dragon Nest).

I do support the ongoing criticisms and what needs to be done. But providing constructive, well-written and statiscally proven feedback is much much different than going on a strike.

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Posted by: Baldric.6781

Baldric.6781

Trying to build the house from the roof it’s usually a bad idea, or useless at best.
We have a unsuccesfull pvp game that by casting some games will become a succesfull pvp game and also an esport that will have sponsors and all that stuff.
This transformation includes some kind of magic or probably mind control, i guess, the idea is to mind control people via casting so the playerbase increases and everybody starts believing that gw2 spvp is awesome. Sort of the same way HBO does with its series, like the wire, i’m sure it mind controlled me because i couldn’t stop watching it.

By the way, it’s not working well with me, i tried to watch some tournies but instead of start believing that gw2 spvp is awesome, the only thing i saw was sparkles, fires, and plenty of aoe lights. Maybe i have some kind of resistance against mind control, being mind controlled by HBO series is probably the cause.

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Posted by: garethh.3518

garethh.3518

When I claim that in order for pvp to take off we need shoutcasting/casting and major support for these initiatives, I don’t mean that that’s the only thing we need in order to get the pvp realm of gw2 going.

By starting to strive towards the realm of ‘Esports’ the games gameplay NEEDS to solidify to a certain extent to allow metas to form so competitive teams can work on perfecting GW2… preventing larger changes to how it plays.
GW2 needs larger changes to how it plays.
Well, at least to be popular.

I’m not saying people can’t enjoy GW2 or it can’t have great hidden potential, just what seems best for the game as a whole. The people that enjoy the game’s play will still enjoy it with an ever expanding skillcap and the hidden potential isn’t going anywhere, the only thing that can is the playerbase willing to give GW2 another shot.

It’s why personally I find easing up on this massive stream attempted hype, Esportly, deal a good idea, until the game starts showing gameplay the general population finds great. I mean, right now in the B2P game they lost the vast majority of their launch population with no MMO competition… after progressive change, everyone can/will be entirely behind GW2, to do what it takes to push for popularity.

There is no rush, take LoL as example… it took 2 years for it to get popular, and look where it is now.
GW2 is a buy to play game, people are always willing to give it a second chance if it really does improve.
BUT if the community seriously pulls to be an Esport…. halting any changes short of balancing…. causing the game never truly to progresses… short of amazing, still hidden, potential; it will unavoidably stay grasping at that larger population of people, at people who refuse to find its gameplay worth any dedication.

Trying to build the house from the roof it’s usually a bad idea, or useless at best…

…By the way, it’s not working well with me…

Lol, that’s the gist of it.


But what is really interesting, at least if you want to think about people being convinced to like things, is music. There has been a study where large groups of people could mainly only use this specific ‘itunes-like’ software to find out about and get music, it then ranked and compiled all the ‘popular’ stuff for everyone to see… the thing is, they split up the community into different ‘worlds’. People on one couldn’t see anything about another and vice versa. All the different ecosystems of music ended up with generally different hits, hates and popular songs…

Our subjective take on things isn’t entirely ours… what other people deem ‘like-able’ is a pretty big factor (not necessarily consciously).

(edited by garethh.3518)

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Posted by: Eccentric Duck.7510

Eccentric Duck.7510

This is a really awesome post and has a lot of points that resonate with what i also think. It just seems as though, the more i play this game and obtain a deeper understanding of how it works, the less i seem to enjoy playing it and the more flaws i see in its style of combat.

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Posted by: Motoko.2875

Motoko.2875

If Anet spent as much time contemplating Gw2, we’d have a completely different game.

Hindsight is 20/20, but yeah I would have killed to get into the game’s alpha testing.

I would love to say it would have mattered with additional input in the Alpha test but…

The Test Krewe in Guild Wars 1 was hardly productive in the basics of game mechanics and the balancing of skills for PvP.

Anything that was a good idea had to be submitted higher up for whatever reason and rarely if ever got cleared to go through.

Even when devs approved of ideas – they would come back with crazy ideas that were never suggested and always made the game worse and would pass those instead.

It is mind boggling to me why ANet has made so many mistakes.

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Posted by: Acelerion.6820

Acelerion.6820

All good points.

If you think about it its amazing any company developed even half decent PvP. Its incredibly difficult to design and you can only do it if you’ve played at a high level and given it some serious thought.

Developers are not hired based on their ability to play but on experience, education and coding skills. They may have never pvpd at all and from that perspective its akin to taking some random guy from LA and putting him in charge

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Posted by: garethh.3518

garethh.3518

Developers are not hired based on their ability to play but on experience, education and coding skills. They may have never pvpd at all and from that perspective its akin to taking some random guy from LA and putting him in charge

Well, that’s what game testers are there for, at least I would hope.


I guess Im just dieing to hear if Anet has any plans to really work on their base gameplay or if they just want to try to make what they have work while promoting shoutcasting..

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Posted by: Muramasma.1570

Muramasma.1570

Bumping this thread for the sake of knowledge. Good read garethh, I agree with a good amount of what you’ve said.

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Posted by: New Character Yo.6487

New Character Yo.6487

I agree with almost everything you said. I also agree with the fact that trying to hype GW2 PvP with shoutcasting and streaming might detriment it in the long run. If Anet is able to fix PvP, then no doubt it can become a successful esport, just not now.

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Posted by: GankSinatra.2653

GankSinatra.2653

I think pushing for e-sport is a mistake too. Dont let people down twice. Dont assume they will all come back a third time when there is an expansion to be bought along with it. It boggles me mind how e-sport is the new buzz word around here, have people not been paying attention these last 9 months? They actually think a spectator mode is all that made people quit in droves and now we’re ready for lift off…amazing.

Ofcourse the remaining community is probably convinced this will be a success despite failing catastrophically before, since they are genuinely enjoying such an action packed super fun game as MW2, oh sorry i meant GW2.

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Posted by: Zelulose.8695

Zelulose.8695

Garethh. Gw2 is a dictatorship. They will allow us to rant. But if we hurt their cash flow in the slightest, we get infracted or banned. If we were to bribe them they might. Change something.

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Posted by: garethh.3518

garethh.3518


-gear/trait/util dependent dmg
glass dps should be a perc (less situational necessities in dmg) instead of outright necessity to pull off the spikes dps GW2’s combat revolves around. Raw stats/traits/PassiveMight being the only source of hitdmg is the cause. To help that…
-other factors should be able to be largely involved in hitdmg (spike debuffs/boons, positioning?)
-power always affecting dmg a lil less the more you have? or it scales more differently for dif abilities? (more for auto attacks, less spike attacks?)’

and a section for amulet stats not matching weapon setup.

After watching some matches, it seems like the reason every team runs 2~ spike dps.
There just isn’t another way to pull out the necessary physical dmg…

Thanks for the bump and whatnot

“Ofcourse the remaining community is probably convinced this will be a success despite failing catastrophically before”
That seems to be the general consensus from people I’ve talked to who think so, “I am enjoying it at the moment and people left last time in a blaze of ‘no esport tools QQ’ so GW2 is all good now, right??’? right?!?!?!?”

@Zelulose
Pff, that or there is one other possibility…
Because at this rate it seems those cruel sadistic kittens could be kitten good at it.

Anyways, yeah I’m bored enough, or have enough hope, or maybe just there really isn’t any other good game out there… to really care if GW2 goes somewhere.

(edited by garethh.3518)

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Posted by: KarlaGrey.5903

KarlaGrey.5903

Bumping what is basicaly an obligatory reading material for our dearly beloved devs. And Ncsoft.

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Posted by: garethh.3518

garethh.3518

The more I think about it, the more I think the game could really use tweaks to power/crit/crit dmg to kind of avoid the spike/burst meta that is forming.

It was one of Anets main design principles back in beta to avoid something like that, to not be a terribly reflex based game just to be able to play, yet it has completely and utterly strayed in the other direction.

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Posted by: swiftpaw.6397

swiftpaw.6397

I feel the devs are quite passionate about their game, the reasons for all the screw ups may be derived from somewhere else.

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: garethh.3518

garethh.3518

I feel the devs are quite passionate about their game, the reasons for all the screw ups may be derived from somewhere else.

They are passionate, there doesn’t seem to be much of a doubt about it.
Sorry if you thought I seriously meant otherwise.

BUT I have to say, tragically, passion doesn’t give prowess.
To make a good game the developers have to have a mind for it, and that is what is… debatable…

Anyways.
I’m sure there were also funding or time scale issues through alpha-beta since the game was released so unfinished, with so many core concepts still begetting leaps and bounds more testing/revision.

(edited by garethh.3518)

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Posted by: Tyler.3451

Tyler.3451

This thread has a ton of good ideas, although I think a lot of them would take a ton of time to implement. My somewhat easier solution is to leave abilities the way they are and add 350-400 vitality on all amulets and remove down state in tpvp. Make us work for a kill by using teamwork and combos instead of being bursted down in a gcd and without downed state, people can run utilities that they enjoy rather than one that is required to rez a teammate.

(edited by Tyler.3451)

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Posted by: CutePicsHunter.7430

CutePicsHunter.7430

Totally agree that teamfights should be group/position based, and that combo fields should be kinda improved/reworked.

Dunno if this thread may be helpful:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Combo-s

HoT is just a cash grab.
Almost nothing in this game will ever be fixed.
Anet fix things only if it might increase gemstore sales.

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Posted by: Conan.8046

Conan.8046

Its bad that next to every spec NEEDS hard counters to conditions because of only imob and dps condi’s… making other condis mainly into their cover against cleansing, I mean, that isn’t innately an unworkable situation… if cleansing is well made… and until it starts pigeonholing near all conditions onto condi dps specs.

This! Now condition removal seems to be something every class whines about…yet they already have a lot. There will come a time where condition damage just won’t be worth it.