Showing Posts For Aldjeron.1062:
personally all i would like is rocket boots to break immobilize for at least 1 sec i hate using it then immobilize hits you at the same time causing you to basically do nothing. And all breaks should do the same give us at least 1/2 a sec to gtfo whatever we break PLEASE.
I’d be happy with the ability to at least change the colors.
There can be only one
Thank you I’ll bug report it
I completely disagree with the opener.
1) When there is a lot of kitten going on and a lot of particle effects on screen, especially in the tight corridors of the tower it is extremely hard to see those red circles that let you know you are standing in something.
2) Players have fewer dodges available than number of things that need to be dodged in the tower.
3) Some of us either lag or just have kittenty reaction times. We are being penalized for things that are essentially out of our control. And then you are calling us crap players simply because we aren’t you.
This content wasn’t challenging, it was just way overtuned. There were too many mobs doing too much damage with too much hp who were given too many CC and debuff abilities.
I agree 100% plus don’t forget where most die is on the 3rd floor, everyone thinks its cause we suck its never the fact we can’t break combat due its constant effect EVEN while in bubble, and actually heal yourself and/or at least pace it to match your skill or non-OP warrior abilities. I swear the Anet designers don’t play anything but f’n warriors. I’d like to see them try to get thru the 3rd floor with two or three non-stealthy non-OP warrior types. and not get whacked near the end.
You mentioned the fact there are elements used on this new map that may be moved to the others, such as the ability to destroy and rebuild bridges. Are there any other things that may have this potential of transferring over? Or are you going to test new things down the road later on this map to see if it would be a viable standard for WvW maps?
I think this extra map can be a great testing bed for new ideas, and one that I would like to test is new types of siege that are GW2 only subjects. like rather thanthe typical “human historic” equipment, buildings, and layout, we need the other races represented. Especially Charr! I mean come on half the stuff is already in game!
Charr style siege cannons, or Asuran Mega Lasers that do a single blast to kill a door that needs to build up and be defended while it charges (Tequatl style) or Norn Seige Pets (like a giant minotaur) That would ram into the wall or door. Hell even Sylvari could have something like a growing vine that can grow up a wall and make it climb able. Lets not forget defenses. Charr style turret cannons, Asuran force fields, Norn battle pets that act like guards or trample areas, Sylvari vines that reinforce doors, ect. I mean come on guys…lets see some Guildwars 2 in WvW!
The key thing is making the masses happy. Anet will not do something to appease the minority, its just bad business. So the trick will be to apply a change that will appease both sides. Currently there seem to be only a few major types of WvW players. Zergs, Havoc, and Roaming. I must assume you are in one of these categories.
1. ZERGS: Zergs can be fun and basically are the big one for the population numbers problem. Generally bigger zergs beat smaller zergs. But really its the fact nothing can stop a zerg except another group in large numbers. This is due to a failure in the game design. Reality is not an option I guess. The fact that the defenses were not adjusted to counter this tactic has left a major imbalance. So the answer would naturally be a balance to the problem. The large population server with its giant 50+ manned zergs melting a smaller population server’s holdings can be fix.
-NPC scaling. This would balance the time it takes to do things rather than the 1 sec to melt the guards, creating a farm, and benefit the members in the zerg by allowing everyone to participate and get credit who’s in zerg. This may not be enough to balance but it should at least be a 1st step.
-Anti-stacking balancing changes. Staking is not a tactic, its a failure in the system players exploit. And it feeds the zerg system. I find it hard to believe this was intended. with the clear limitations on the servers to allow most changes people may put forth, there are some things that can be tweaked. AoE target limits are a big one. Its a fact they cant add to the total targets with current system. However a change on how the AoE targets can be made to allow for more targets to be “tagged.” Best idea I can come up with is using the same system that non-circle Field Effects use but place it on the circles like the hand of a clock. The hand makes a 360 degree rotation every click. This would be as the same as someone running thru the line shaped field effect. In result you wouldn’t be simultaneously targeting over 5 at a time.
2. HAVOC: Havoc groups tend to be smaller than zergs but larger than a roaming party. Currently IMO balance tends to good enough and can be put on the back burner for population issues. The Ruins update and soon to come new map will solve most players concerns.
3. ROAMING: Roaming teams tend to be the smallest and have little to no effect from population problems. That I’m aware of.
Missing groups forced into a minority that I find are only a minority because of population issues. Defenders, and supply runners.
1. DEFENDERS & RUNNERS: Basically the guys that like to own a keep and upgrade it and hold the fort so to speak. This is something that can be much more popular IF the balance of the zerg issues can be established. A small group + NPCs (scaled) should be able to defend camps and get lots of experience and help with the dolyak runs. Havoc sized groups should be able to defend a tower, and small zerg sized groups to cover Keeps. Pretty basic. Defense should be 50% of WvW tactics. holding what you got needs to balanced with taking what they have.
Core adjustments as stated above can change the aspect of WvW into more advance tactical play. Which WvW is really all about. Keep this in mind with all changes and focus on the balance. The populations will spread naturally as a result and help displace the problem, making the proverbial “Mountain into an anthill.”
Currently the Fast cast with the Range Indicator acts more like Normal than fast cast on the release of the button. Please change the release to be instant like Fast cast is so that when we’re casting multiple attacks very quickly it will cast them rather than constantly interrupting the previous attack selection.
i.e. I play a Grenadier Engineer. I basically constantly attack by taping the 1-3 then 1,4 then 1,5. On fast attack it works great allowing me to throw constant barrage of grenades. With the Fast with Range indicator the 1-3 will only throw maybe one or 3 skill then just cancel themselves over and over so I stop attacking all together. The change would make the release of the button cast as an instant and keep the range indicator visible as intended.
Even slowing down the pressing results in the same actions of the canceling of the previous released button. So its either a bug, or as intended which is why i posted here.
New bug added to the list – as expected, Turrets don’t trigger Runes of Perplexity.
Side-note: Anybody know if there’s any progress on Engineer Turrets not attacking World Bosses?
The world bosses seems to be a target distance issue. The large movements of the World Bosses seem to go out of range a lot. The other issue is adds will attack the turrets more often than the world boss causing them to switch to the target. However the 10/15 change will fix this issue whereas the turrets will target your target is able.
Tested the following to check for Rifle Turret Detonation bugs when involving the Healing Turret:
- Healing Turret Toolbelt + Rifle Turret Detonation (First attempt, the Rifle Turret did not detonate until the end of the Toolbelt skill’s animation; unable to replicate issue)
- Healing Turret Overcharge + Rifle Turret Detonation during animation (Works fine)
Anybody have any more information, or turret bugs to add to the list?
The toolbelt action is instant cast, if you want the combo you’ll need to blow it immediately after you cast the tool belt skill. The OC is a delayed cast where as you must wait for the cast to happen before the combo field is created. Both work just fine. its just timing and knowing your turrets action timers. Same effect just very different actions.
Class balance:
Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:
- Elixir S toolbelt is now guaranteed stealth.
- Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.
We also did QoL (quality of life) improvements to skills that saw little play.
And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.
Can you give any details on the QoL improvements for Engi’s?
So far I love these ideas.
Two things though, regarding the Engineer.
1. It would be awesome to have a “turret toolkit” utility skill, with all our turrets in one toolkit similar to Grenade Kit or Bomb Kit, instead of a single turret per utility slot. Or would this be OP?
2. Can you please make our Elite Mortar skill into a Mortar Turret?? Right now, as cool as i think a Mortar is… I never use this skill because it needs to be manned, and takes away my mobility. If it functioned on its own like a turret does it would be so great!thank you!
PS.. Why cant My Necromancer’s Flesh Golem learn how to swim already?
1. We couldn’t fight while they were out? Cause the kit would be our attacks? No thanks.
2. Mortar can be manned by anyone, however we seriously need to add some range to it. Its useless due to range limits, not cause it has to be manned, IMO. And you can buy Mortar Kits (non WvW) that are mortars that act like turrets. Last thing about mortars it would be awesome if they operate like siege mortars instead of ground targeting, it could open up the use for them a lot more.
Ok. I’ve gone away and thought about it. As for engies, I still think the turret idea stinks.
What I would like to see, as someone that runs not one, but 2 engies (yes, I love the class), is:
1. weapon swap. Not like we have a lot of weapons, but I’d love to swap pistols for rifle sometimes.
2. make turrets tougher, or make them ignore aoe skills. They draw aggro like crazy, but are one-shot by ordinary monsters. Too weak to do any good.
3. make healing turret NOT targetable. No other class has their aoe heals draw aggro and be destroyed.
4. make turrets target whatever the player has targeted when they drop them. Then if the player changes targets, the turrets do not, until the target is dead. then it is closest target/player target.
5. fix the flamethrower animation. The skill does not reach as far as the flames do.
6. give us the option to make skills like the grenades be throwable at a target, not ground targeting. Many of us are just too slow for ground targeting, or lose our mouse cursor too easily. In fights, I run 8-10 fps usually, ground targeting just doesn’t work, unless I can stand still and use it.
The Following is IMO.
Ok 1st nice to see a fellow engi player we are rare. I’ve stuck with my engi since day 1. So I have some disagreements to some of your suggestions.
1. We have Kits, we’ll be over powered with a third weapon slot, however I would like the weapon swap to remember the last kit so we can swap back easier.
2. Traits can increase their toughness, but to blanket them to be tougher would not be good considering we also have traits that can utilize the destruction of them as well.
3. Sorry it would be unfair. No other class has a heal that can be recycled and last for such a long time. We also have non targetable healing several in fact.
4. Disagree I prefer the idea they are going with where it targets our target. This will really be a nice add to grenadiers cause we don’t target our victims but now we can focus turrets at the same time. Very nice.
5. I thought they fixed this, but at full distance your chance to hit is pretty low. Personally i get right on top of them so I really don’t know. BUT if its true yea should fixed.
6. Never will happen. Sorry it would make us overpowered. And having ground targeting is an advantage. However as I’ve stated before we could use a bit more camera zoom to allow us to aim properly when using nades. Especially when fighting in hills or at max range. And I do VERY well as grenadier it is a talent, and can be difficult to master but placement and skill choices can really make the difference. And i don’t have a great frame rate either. Especially in WvW
Overall sounds more like you want the game/skills to adapt to your play style, rather than honing the skills that match your play style. I wish you luck on finding the better build
Well I being an engi 100% of the time, have a limited understanding compared, however I have found that when i do condition builds i can easily out-damage power builds, with attack-to-attack count. The difference is time. i.e. i can do 40k+ burn damage with just a few quick attacks, but i do have to wait for the time it takes to burn. Which I find fair considering condition damage bypasses armor and requires something to stop it. And in PvE its very easy to just step back, or switch targets, or dodge and avoid and let them burn to death. In fact i kinda like to do that.
But IMO the real problem i tend to see is the way players tend to build, they go all out for one or the other. A good build should never rely on one thing, whether it be only condition damage, or crits, or whatever, balance is the key in GW2, it has always been that way. They call the power builds Glass Cannons, for a reason, well most condition builds I’ve seen in action have very big weaknesses too. As do crit-builds, and bunkers. The trinity can be forced, true, but again IMO i feel its not the wisest path in GW2.
Rather than trying to build your characters to only fill one part of the trinity, build it to fill all 3. Balance a little and see the strength in everything. My Celestial build, which I affectionately call Champ-Killer, is just that, a nicely balance build that can solo most champs in the game. There’s still a few i haven’t quite succeeded soloing yet, but I’m getting there :P
Now the fix for conditions on targets when dealing with stacks is where I do agree there should be a change. The way I see it the math can be changed to help with limitations and better represent the fact there are more than 25 stacks happening.
1st: Change the base feature of stacks to represent individual players attacking. Each players single stack will adjust to represent duration and damage per tick. This will remove the ridiculous compounded formulas created by the current stack system now, and most likely free up the server computational limits.
2nd: AoE effects. Currently the target limitations are due to the fact the AoE fields (circular ones) mark all targets in field at the same time. Again the math is super complicated for no reason. The circle effects themselves don’t need to be change graphically, just the way they hit their targets. Best idea I can come up with is based off the way that vale, and other such line shaped AoE effects pretty much work well and hit everything that passes through it, this same effect can be made with in the circles, like the minute hand on a clock; the AoE circle would do a sweep of the hand 360 degrees every tick, and all targets with in the AoE can be targeted and effected.
If they insist on the silliness of the AoE effect splits up among the targets still, then this would at least open up the math to increase the number of targets able to be hit, by allowing the targets to be recounted each tick and hit different targets, therefore effecting more with each tick. The servers should be able to handle this, considering they do this already with compounded stack system + multiple AoE’s at same location.
3rd: Rebalance to help even the playing field will be a must if these two steps are met.
Lastly the effects of conditions on structures and such. I kinda like the idea just not the choices of what a structure is. Teq for example should absolutely be immune to several conditions, like poison, confusion, even fire since he lives underwater and maybe to wet to burn? Whatever, just have some logic about it please. Same goes with all critters, like bleed on elementals? They don’t have blood, and love to see fire not damage fire….duh. Finally critters that are counted as structures, need to be seriously reconsidered. The fingers again can be immune to several logical conditions, but they should not be treated like a wall. Its a moving critter. You can still make them tough as nails but lets have some logic to it. Please.
Since fast casting is on the table heres my 2 cents.
1. Allow use to see the target reticule at all times, (grenadier mostly will help)
2. Make reticule 3D. By this i mean give it some height effect so we can see it at max range just over the terrain. (again grenadier :P)
Second request:
Can we get the camera to zoom out further than normal max? Currently maxed range grenadier can be VERY difficult to place attacks due to limits of my camera’s view. If i pivot up the targets info bar is in the way, so it forces me to climb to higher ground just to see down at a long enough range to cast properly. PLus grenades are slow so i need to lead the target, kinda hard to do at the EDGES of my screen where all the maps, info, and HUD is.
just have guildmates email you and the other is obvious
LOVE the engineer skins for turrets and kit skins idea!
Thief can have skins for the pets too. the teo thieves they spawn
Mesmers however not sure you can’t change their clones because it would break the point. maybe have different visual effects on there AoEs like the symbols on the Twisted’s Reflection bubbles, have gears on them.
Personally I like the timegate, slows it down a bit, everything shouldn’t be instant gratification. Prevents pay to win to get ahead of those who don’t too.
Profession: Engineer
Skill Name: Storm Turret
Description: Storm Turret attack with lightning chain hitting multiple targets (like toolbelt use trait attack) Upgrade attack would do a blizzard effect (snow) and AoE Chill.
Good idea?
OP has not played WvW recently I see.
Take the skill lag we have today, then multiply it by 5-10 and you can imagine what it would be like without the cap.
And Politsu, graphics have nothing to do with it. It’s a purely mathematical problem with too many calculations in too little time.
Yea the skill lag would only be there IF players continued to use the stack tactic, which would fail with the change, hence forcing players to spread out and attack more open field, so this may actually improve the skill lag, rather than increasing.
1.
Simple question. Why is there an aoe cap? And no, please do not come up with that “technical limitation” lie. There has been thousands games before this with massive pvp and no aoe cap, why would your engine be somehow so infernior to that of these older games?
What you seem to be missing is that technical limitations are not about the fact that a solution somewhere may have existed for some other thing. Our game is using an engine that has these technical limitations. We could, for instance, display everything as text, which would solve the problem quite nicely, however we’ve found that our graphics offer something a text-based MMO couldn’t quite deliver. The point is, it is very much a limitation of our engine. The load on the server CPU would be quite simply unsustainable if we were to increase the AoE cap as the more players hit by skills the more calculations it has to do and it actually starts increasing exponentially, rather than sequentially. We continue to seek out ways to squeeze more performance out of our game and our servers, but it is highly unlikely we would ever make a change to the AoE limits on player skills.
2. That’s not what I meant. Compare the abilities to do aoe damage between the different classes.
Yea DevonCarver is not a dev. I can blab a bunch of technical crap at people too just cause i think I know, but until a dev comes out and says its impossible, I still think it can work. This is based on the fact as I stated before Siege does it. Siege may have a cap also but its much higher than players, so a compromise would be to raise the cap. Or Change the algorithm to act more like vale. Which will hit all players once.
Veil doesn’t hit everyone at once. The reason it works is it’s a line AoE, it’s very thin so even when a zerg runs through it, it’s uncommon for the veil to have to calculate more then a handful of them at a time, where as circle AoEs have to factor everyone in them within the same instance.
A good analogy would be a counter at a fast food place. If they have a lines in place, rushes of customers are manageable, if there were no lines and customers could all give their orders at the same time, the rush would be an unmanageable nightmare for the staff.
Hmm so they COULD change the way area aoe tags. To simply put it just leave the graphics the same but the circle could have an effect line like a hand of a clock and cycle around every tick the aoe last. Might work.
Here is a fine example to explain what I feel needs to be fixed.
You have two 30-man groups. One is stacked, while surrounded in a big circle by the other.
Who wins?
You all know stacked wins everytime.
This is the problem. IMO of course.
(edited by Aldjeron.1062)
And Necromancers Epidemic just slain entire zerg.
Epidemic only works on those who can’t remove conditions, but see post above, about tactics.
Engineers can even spec to where conditions can’t kill them. You have to hit them with real damage. And then turn all those lovely conditions into boons. So theres a counter to almost everything. Except 30 people stacked all together.
Um… without a cap on AoE, couldn’t you just use something like Earthshaker with a single party of warriors to stunlock the full zerg?
Death from Above from the walls with Stability, then Earthshaker. Former launches the whole zerg, latter stuns them afterwards.
Well if there wasn’t a cap zergs wouldn’t operate the same they’d spread out and conduct more tactical assaults creating a proper battlefield, rather than a blob. So true if a large group was silly enough to stand all in one spot while being attacked…well they should all get hit.
Now with the limits I can deal with compromise as I stated above, perhaps make the initial damage tick only hit all, and keep the AoE effect the same? IDK. I just feel they need to do something to destroy the stacking attack tactic. Right now “mostly” (i know there are amazingly perfectly built groups that can take down larger than themselves zergs) its all about numbers who has more at the time. And with these new updates those zergs will hold those points easily and be even stronger. And once they have one map they’ll be stronger to take the others. They think because one person can stop the zergs capture that will stop them…um yea one person is dead in seconds while out numbered 10 to 1 it will be another zerg thats the only way siege will not even play a part because its open terrain. The hardest place to defend is a place that can be attacked by any direction. Looking forward to see the Dev’s faces when they see the zergs rampage threw everything with 3 stacks of orb buffs on them.
1.
Simple question. Why is there an aoe cap? And no, please do not come up with that “technical limitation” lie. There has been thousands games before this with massive pvp and no aoe cap, why would your engine be somehow so infernior to that of these older games?
What you seem to be missing is that technical limitations are not about the fact that a solution somewhere may have existed for some other thing. Our game is using an engine that has these technical limitations. We could, for instance, display everything as text, which would solve the problem quite nicely, however we’ve found that our graphics offer something a text-based MMO couldn’t quite deliver. The point is, it is very much a limitation of our engine. The load on the server CPU would be quite simply unsustainable if we were to increase the AoE cap as the more players hit by skills the more calculations it has to do and it actually starts increasing exponentially, rather than sequentially. We continue to seek out ways to squeeze more performance out of our game and our servers, but it is highly unlikely we would ever make a change to the AoE limits on player skills.
2. That’s not what I meant. Compare the abilities to do aoe damage between the different classes.
Yea DevonCarver is not a dev. I can blab a bunch of technical crap at people too just cause i think I know, but until a dev comes out and says its impossible, I still think it can work. This is based on the fact as I stated before Siege does it. Siege may have a cap also but its much higher than players, so a compromise would be to raise the cap. Or Change the algorithm to act more like vale. Which will hit all players once.
Implementing this would also open it up to account dyes maybe
1. technical limitation is not true. Siege attacks do it.
2. The balance is broken in WvW, in PvE you can only aggro so many, this is where the balance makes sense and maintains its integrity, but this is not true in WvW, because if those 30 players all auto attack you, you get hit by all 30. So balance is broken.
Ok I LOVE all the drops i get from the invasions, but i’ve come to realise the process of selling them takes forever. Why? because you still have buy orders which list under the vendor price still on the trading post. Remove them, and set the minimum to our actual profit number. So then we can just quickly sell anything and KNOW we at least made vendor price.
Currently if i have a weapon kit and use weapon swap i have to reselect the kit again to equip it.
Please have it just switch back to which ever kit we had when we hit swap weapon again.
Currently the common thing for large groups of players to do is stack. Whereas to prevent the masses of AoE and multiple target attacks from killing anyone. The reason this works is there is a cap on how many players you can actually hit with your attacks. So for example 30 players are all standing in the same spot and I throw 5 grenades and hit them I do damage to 8 players? (not sure on actual numbers) Even persistent AoE does nothing cause its divided between all the players in the area. This is ridiculous. Fire should burn them all just the same if it was 1 or 30. Remove the limits on hits let us actually hit everything in range. Not magically hit random persons in a stack. This alone would make zergs vulnerable and force players to spread out, avoid attacks, and oh maybe use some tactics. Zergs in reality work with mass numbers not because they can absorb damage but because absorb casualties. The zerg loses tons of units but can still plow thru because of its high numbers. Example D-day WWII.
I feel this will change the whole aspect of WvW tactics and make it feel like a real battle, as it should be.
Looking forward to your comments.