(edited by Ace.1726)
Please just give us a FoV slider. People have different monitor sizes, one size doesn’t fit all. Some people get motion sickness from the FoV and some want to enjoy the environment in GW2 and not look at the ground all day.
Common sense says that it should be account bound.
Watching Wildstar streams I’ve noticed the huge amount of customisation they have and one really noticeable difference is the ability to set your FoV.
It’s been a year and a half since the game has come out and there is still no FoV slider. I’ll take a FoV slider over any other feature in the next feature patch.
It’s 2014, there should be a FoV slider, Arenanet please let me see the landscape.
For those that don’t know what FoV is watch this video.
Watch this video before you bring up common arguments like “it’s unbalanced for PVP” because you don’t understand FoV.
Link the other thread?
I don’t know if it’s a bug fix or a bug that eggs can’t be reflected anymore but the change from the recent patch should be reverted.
Reflecting eggs gave the reflect team a role and a sense of pride in being a reflector, this added depth to the fight.
Removing the ability to reflect the eggs just makes this fight messier and more of a zerg fest. Instead of having a team in place to time and reflect the eggs, you just have more teams zerg the spawn.
Does ‘D’ mean downscale as in the default scale when you equip the flute and ‘U’ the upscale, the scale you get when you press the arrow?
Threads like this are the reason why Arenanet can’t rely on their playerbase for feedback.
This is a shoutout to the devs(Crystal Reid?) who worked on revamping the bosses in the new Boss Blitz.
The bosses are way cooler than they were last year and there are some cool mechanics. The Sparcus fight looks amazing and the flame wall is really fun.
Thank you for this Arenanet.
It ruined my life. I’m having a hard time keeping up with the bills because i spend too much time trying to beat it. I don’t know how much longer I’m going to make it…
Be strong, there are thousands of folk just like you struggling in silence. Together we can make it.
This fractal reminds me of my old days working at a grocery store, after working a long 12 hours with no break, right at the end of my shift the delivery truck would come and i would have to unload it.
Or
When you’ve written a long kitten exam and you’re hand is cramping up, then you turn the page and there is one more long kitten essay question.
When this fractal loads and i see myself spawn in thart brown tunnel, all i can do is sit in a corner in the fetal position and sob gently to myself.
Please share your experiences and together we can make it through this.
If anyone has done Teq or the Wurm you know exactly what I’m talking about. The GW2 client is extremely unstable when it comes to large scale battles, there are guaranteed to be multiple crashes and disconnects.
It’s extremely frustrating when you wait hours on an overflow only to be disconnected or have your client crash near the end.
It’s not our computers or our internet connections, you know for sure people are going to crash or get d/ced come zerg time.
Just remove Skyhammer from soloqueue already. Why does Arenanet take so long to improve simple solutions that will improve the game? Simple things like disabling right click to select target, account bound WvW ranks, etc.
Everyone and their dog knows that Skyhammer needs to be removed, just like the Dredge fractals need to be removed.
Thanks for the great post Josh. Please don’t listen to the people saying it’s too hard because it isn’t.
This is the best PVE content Arenanet has made and they’ve come a long way. Arenanet should be proud of themselves, please continue to make more.
For instance if a monster is condition capped by a player with high condi damage, will a low damage condi build replace his stacks?
The elitism is strong in this boss event.
The simple fact that you have to be invited to the correct overflow server is prooof enough. And then there’s the elitists in this thread saying it’s ok if a content is only doable by 10% of the players.
That’s not what elitism is, elitism is when you aren’t allowed into a group because you are deemed not good enough. TTS allows anyone into the guild.
There should absolutely be content that only 10 percent of the players can do.
I can’t believe people are complaining about the Wurm. We’ve been asking for hard content that requires co-ordination since the beta. Now that we have people are complaining.
This is not only the best content Arenanet has released, it’s some of the best content of any MMO.
http://www.twitch.tv/helsethgw2/c/3565511
I apologise if it’s already been posted but it’s a good watch and Helseth has some very good points. Helseth is less of his usual gimmick in this video and he is always serious when it comes to sPVP.
I like the devs but I totally agree with Helseth’s sentiment at the end. Please don’t include your banter in the video just give us the changes straight up and be proffessional. You can save the jokes and trolling for the end of the stream.
I don’t do fractals anymore simply because there’s no way I’m going to sit through a dredge fractal.
It’s extremely worrying that Arenanet thought the dredge fractal was ok. I honestly think Arenanet are so disconnected as to what the players and want and good design at this point that there is no point expecting Arenanet to produce good content.
I’ve always defended Arenanet but at this point they haven’t proven themselves capable.
One thing I’d really like to see is a change for Offhand Axe 5. It’s a bit clunky to use as a reflect because of it’s high cooldown.
I think Offhand Axe 5 should be a ground targeted skill, you click on an area and the Ranger would roll(similar to lightning reflexes) to the area and then initiate the reflect bubble. I think this would improve the skill’s support tremendously.
For instance you see an ally about to eat a killshot, you instantly Offhand Axe 5 in between the warrior and your ally. Makes Rangers have more support in PVE as well.
Some good ideas remain from these videos:
QUICK LINKS:
Number 10: Poor Advertising — 1:01
Number 9: World Vs. World — 2:54
Number 8: Loot and Magic Find — 5:27
Number 7: Personal Story — 8:22
Number 6: Dungeons — 13:48
Number 5: Guesting and Realms — 17:45 – Good ideias
Number 4: Events — 21:49
--———————————————————————————-
Number 2: User Friendlyness: — 28:24
Number 1: Polish and Optimization — 30:47
I don’t think this video is a good at all. He doesn’t have a real grasp of the fundamental problems that need to be fixed. He is more like an outside player looking in.
I absolutely agree. The Clocktower is plain now.
The Clocktower was much better, people weren’t stupid wisps, there were more people and your friends could join you. It was hilarious to watch people fall and there was a sense of community. Arenanet took a massive step back.
I feel sorry for people who never got to experience the original Clocktower in its chaos, it’s sterile now.
Arenanet also listen to the wrong people and make changes that aren’t necessary, I really hope next year it is reverted to it’s original form.
Thanks Devon, I love it when Arenanet make these simple common sense changes that solves a lot of problems.
Hopefully GvG developers from here and then we can see what Arenanet can bring us in the future.
Your channel is amazing.
So currently when you have more than one condi based player in the party DPS can be reduced due to the limit on conditions.
My idea would be to have a new condition be added when max stacks are reached and this condition would replace the current stack allowing more stacks of the original condition to be added.
For instance, once 25 stacks of bleed are reached it becomes 1 stack of open wound, open wound ticks less than 25 stacks of bleed but would allow more bleeds to be applied, open wound could also have an additional effect(perhaps apply a stack of vulnerability?).
The same could be applied to poison(perhaps duration would be the determining factor) and the other condis.
This would also make the conditions on power builds more useful.
I think my idea could really expand conditions in GW2 and PVE in general, parties could get together and design builds around each other.
Thoughts?
(edited by Ace.1726)
Can I get an invite please? I’m hoping this fits my schedule.
Invite please. Fifteen chars.
The revamped Tequatl fight is a great start for changes in the open world but it doesn’t replace instanced raids.
The Tequatl highlights why Guild Wars 2 needs instanced raids. The hardest part about Tequatl is trying to get players to do simple players.
The Shatterer in my opinion has the best base for a revamp IMO and this is due to the pre events.
When The Shatterer spawns I think the pre-events should continue and these pre-events should be critical to the success of the fight, this means players will be split into 4 areas of the fight.
1) The first area of the fight is the gathering part, players are required to gather scrap metal so that the NPCs can be escorted to build and repair turrets, the turrets would be a requirement to defeating The Shatterer similar to Tequatl. The faster players can gather the more repairs they can make, this would people build around this event. Rewards and the drops of scrap metal would have to be scaled up obviously.
2) The second area would be the escort of the heavily armed troops to The Shatterer, you could spawn champions and interesting monsters to spice up this event, when the NPCs reach the Shatterer they would provide a DPS boost and NPCs to tank.
3) Defending the turrets, similar to what we have in the new Tequatl fight.
4) I think one awesome thing Arenanet could do is have The Shatterer encase players in crystals, other players have to free the encased players and if they fail the players would be branded just like in the BWE2 event. Branded players would be rewarded for killing regular players and regular players would have to kill the Branded players.
These are some of my ideas for the revamp of The Shatterer, imo spreading the event out to a much larger zone with a variety of different events would be a big step in the evolution of a world boss.
This game is slanted way too much towards the casual side. There needs to be a balance, right now there is nothing for hardcore players and guilds to do while every two weeks casual players get an update.
The Tequatl revamp is fine, but don’t call it a raid when it clearly isn’t.
I think it would be awesome if there were scenario based maps and game modes.
For instance an escort type game mode/map where you escort King Adelburn to cast the foefire. The defending team has to escort King Adelburn while the attacking team has to kill Adelburn to win.
I think this would be insanely fun and could open to sPVP up to a lot more players, this also solves the problem of everyone rolling Asuras. You could standardise the models.
Not only would these types of maps be fun but they would deliver lore and be fun to watch.
There are numerous scenarios that could be added.
Thoughts?
Josh you are the man, I always appreciate your honest and straight forward answers.
The Arenanet devs and Community team have it wrong, they are way too strict and never give straight answers.
Surely this can’t be it when they mean raids. Essentially Tequatl is a dps test, nothing like a what a real raid is.
Guild Wars 2 needs more exclusive content, something not everyone can do. Right now there is no reason to be good at your class everything is so easy in the game all you have to do is use zerker gear and auto attack essentially.
MattVisual mentions on GuildCast that Tequatl was what Arenanet meant when they said Guild Wars 2 style raids, I’m hoping he’s wrong but I had an inkling that was the case even before.
Can a dev confirm or deny this? Are Arenanet working on actual raids?
(edited by Ace.1726)
I was blown away when I saw that concept art, the whole look of Tequatl and the scale of the picture with the people rearing back in fear, it’s awesome.
Please tell me the revamped Tequatl fight isn’t what Chris Whiteside meant when he said they were working on ‘Guild Wars 2 style raids’.
The dragon revamps are needed but they definitely do not replace instanced raids. Guild Wars 2 needs raids, some difficult instanced content with to provide some sort of progression and overarching goals to work towards in PVE.
Tequatl almost got downed by a bunch of random strangers with unoptimized builds. It will most likely get downed when it first spawns with little to no communication.
Can a dev please confirm whether Tequatl’s revamp was what Chris Whiteside was referring to when he said Guild Wars 2 style raids?
After reading and listening to a few interviews it seems that new game modes aren’t a priority.
This is a big mistake, one of the major problems with sPVP is that it’s boring and the conquest game mode doesn’t have a lot of depth.
There isn’t any point in trying to fix the fundamental problems of sPVP(don’t get me wrong those need work) if sPVP isn’t fun.
I play sPVP a decent amount but the main reason I don’t do anymore and get bored very quickly is because simply conquest isn’t fun, nobody asked for conquest it was just forced upon us. Guild Wars 1 had many more fun game modes than GW2, some of those should be bought over and it should be a priority.
Thanks for the post Jonathan, as a player I really appreciate the honesty, but I think the rate of spvp development is too slow and needs more resources.
A lot of the top teams have left and a lot of them were pillars of the community like Xeph and Team Paradigm, spvp may have increasing numbers of players but you can’t replace people like Xeph and Team Paradigm.
The spvp community is by far the most active and supportive community in GW2 by far(despite how small we are) and we are the most hard done by.
I believe Arenanet planned to make either The Dreamer or The Wings of Dwayna bow have their tassels grow when they killed players in WvW.
I think this idea should be implemented for all the legendary weapons, would be an awesome thing to show off and give more of a draw for legendary weapons.
I hope ascended Gear is the Last Step in terms of Gear Treadmill, please Colin, don’t troll around with this.
If they add anything after ascended, I am done with GW2. I didn’t play GW2 for gear treadmill.
You obviously don’t understand what a gear treadmill is because adding another tier above ascended wouldn’t be a gear treadmill.
A gear treadmill is when content is continuously increased in difficulty and new gear tiers are constantly being required to complete this content. Hence it being called a gear treadmill because it goes on and on.
You don’t even need any ascended gear at all to do FOTM 48.
That’s really good.
The world in Guild Wars 2 would look amazing with a FoV slider, currently you miss most of it because you are looking at the floor.
Ember farming is exactly what GW2 needed, it promotes getting a group together to do events. What Arenanet need to do now is tweak it so that it’s more beneficial to complete the event.
Co-ordinating an event chain is way better than waypointing from champ to champ, if you removed the incentives for doing events like ember then all you are left with are waypoint farming.
I’d much rather do event chains than farming a champ rotation.
Liadri was harder.
Arenanet have made a lot of good simple quality of life changes in the past months, this one should be on the top of the list.
I would take a FoV slider over any amount of content(Raids, Guild Halls, Guild vs Guild), please Arenanet add one in already.
Thanks for the interaction Devon, ignore the immature posters in this thread they have no understanding of real life.
I’ve not even tried it. I can see how it’s a fun thing to try and have nothing against people who do it, try it etc etc but to me it’s teaching players the wrong message.
Namely the focus on solo play, giving credence to the thought that because someone is a good solo player they are suddenly the most, bestest, least noobie player out there and that solo skills are more important than team skills and synegy
I’d have much rather this be a group activity, they used it to teach group play, find ways to show there’s more to the game than wholescale DPS, timewarps and zerkers, found ways around the dodge>all mechanic and use it to showcase the possibilities the combat mechanics can create really rewarding team play, of how combo synergies can work, needing to work on stuff as a team to get it done in time.
Basically use it to show off and test various dungeon/fractal boss or mob mechanics to see what works and what doesn’t in a single focused place
I enjoy seeing the team lupi speed kills, more than the solo lupi kills. Because the team ones require co-ordination, a dovetailing of skills and traits between multiple players. In short IMHO a greater understanding of the game, not just a single profession
If I wanted to show off my gamerz skillz in a solo game i’d do it in a single player game.
Alas what this is teaching players is that group play is irrelevant, instilling an over -confidence (perhaps arrogance) that because they can do XYZ solo they don’t need to show any regard for the team they are in.
As I said, I can appreciate the fun and challenge people are having doing it but to Anet I would say Wrong lesson, wrong message for an MMO
Not really, MMOs should have different types of content.
I’m from Oceania and I did it. It’s harder but doable all the same.
You have a lot of good points and a lot of the points I wanted to make.
I was able to complete the boss, it was difficult and it took a while but the main reason after I figured how to do it was fps and internet lag.
I don’t live in the US and although I can run most other areas of GW2 fine I had to turn everything to low to even be able to play decently. I base this off of seeing videos of other people doing the fight, there were times where I had to dodge well ahead of time or I would get hit even if I was out of the red circles.
Now I understand part of that is my problem but I still think this should be accounted for somewhat.
The orbs are really buggy and it seems the real orb spawns behind the ‘fake’ orb so only AOE will go through.
I don’t think the orbs are necessary and they don’t really fit the theme of the fight, a lot of the mechanics are cheesy.
In its core the fight is nice and challenging but I think there could be a lot of tweaks that make it better, not just arbitrary mechanics to increase its difficulty.
I was glad when I beat it because I would never have to do it again, because for me the challenge wasn’t the mechanics but rather manipulating the clunky systems. It was the complete opposite for the clocktower(although it did have its issues) for which I completed about 50 times after my initial completion.
This patch has been awesome.