Showing Posts For Alsatian.6307:
The trailer gives goosebumps, I love it, can’t wait on the update! <3
You’re referring to the TAFU path not TA Up path. TAFU was removed and replaced by the aetherpath because of all the complaints. Something many people are unhappy with. It was possible with all class combinations, it just required some coordination and skill. Which is kind of what explorable dungeon paths were designed for (coordinated groups). When gw2 was released it was stated that story modes were meant to be possible for casual groups but explorable modes werent meant for coordinated experienced groups. The fact that they removed it is a massive fail on anets part. One of the best designed bosses in the game was in that path (Vevina) and now we can never fight her again.
And no i dont want dungeons renovated, balanced and improved if it involves removing them from the game and replacing them with timegated scarlet dungeons.
Thank you for your comment ,
My bad on the referring part, I indeed meant TA Fo/Up.
But what I imply to say is that I have tried it that path a couple of times and that every time the room got full with spiders and it became impossible to get through, even with a group of full exotic geared, fine-tune build, experienced people, the difficulty spike was immense in comparison to the rest of the dungeon. The only way to counter it was through use of Guardians and Mesmers (something my group ofcourse didn’t consist of) That doesn’t sound as balanced, especially if those people came prepared. We either had to start over or kick out people and replace them with Guardians and mesmer’s. It just doesn’t add up in a good way.
I wasn’t aware that the path doesn’t exists anymore, which is very sad.
By renovating and scaling I don’t mean to remove whole paths, what I mean is by removing bugs (no pun intended) and improving the AI of mobs/bosses. Cause all stacking and just brainlessly button mashing is boring and not engaging at all. I fully agree on that explorables should be a test of skill and coordination.
I also don’t want future dungeons to be like Scarlet Timed dungeons, that’s the wrong way they are heading in. Right now Anet is satisfying the casual players but do nothing on the part of giving skilled players a challenge which requires strategy and trial and error.
The idea for Scaling dungeons is meant as a compromise: Anet can re-use the dungeon and focus more on strategy, new bosses and balanced difficulty. It would be an effective way if suddenly all dungeons could also be raids to satisfy that demand. Cause not having that challenge drives people away to other MMO’s.
Some dungeons within Guild Wars 2 still have some strange difficulty spikes and are only able to complete with certain profession combinations. For example: like the up/up path in Twilight Arbor at the last boss where you have mass spiders which do massive damage, only a combination of Guardians and Mesmers can get through that. Dungeons should be renovated, balanced, improved.
To add to the improvement part: Since Guild Wars 2 has the scaling mechanic, how about implementing that for dungeons?
Making dungeons able to scale to a limit of 10 people, or 25 people would be great. By doing that you can solve the need for raiding and give guilds more reason to play together. Now guild raids are only created for guild missions, world events and world bosses. I would love to do a big instance with 10+ guild-members which demands coordination, strategy and teamwork.
When you need to make room in you inventory you can stack all kind of materials, chest etc. But when I try to stack up salvage kits, they will just swap places.
This is really annoying and I would love to be able to stack them. Keeping them within 25 limit, I can live with that. But not being able to stack a 17 and a 1 together is just frustrating.
Yes, they should definitely do something about the guild management, it’s impossible to assign type teams (PvE, PvP, WvW etc) no personal description, no possibilities for guild-wide mails. All these things could really help with communication and organizing.
https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview/page/26#post3149078
I have posted the urgency of Condition vs Power builds within PvE on that topic. Hopefully they agree that the imbalance has a great impact for build diversity in PvE.
I am gonna give my feedback based from a PvE and Condition Warrior perspective, so bear with me:
- Skill: Healing Signet
This skill needs to be nerfed. Make it based on your healing power so that it becomes interesting when you focus on a support build.
- Trait: Leg specialist
This skill is not interesting, pretty worthless, 1 sec immobilize is to low, if you want to encourage more control playing (effect based, not damage!) Then it would be fun with something like 2-3 sec.
- Trait: Inspiring Banner
Banner have a 2 min cooldown before it can be summoned again, when you compare the trait with Vigorous shouts, its easy to chose for Vigorous shouts. It would be more interesting if Inspiring Banner would have 5 sec regeneration.
- Skill: Battle Roar
Doesn’t point out to be a shout like “For Great Justice”, “On my mark” and “Fear me!”, I dunno if people agree with this, but the definition of a shout is yelling out loud to empower your allies or weaken your enemies, so a battle roar would really sound to be in the same category.
- Skill: Charzooka
Doesn’t tell anything about range, damage and number of casts, needs to be clarified.
- Weapon Skill: Whirling Axe
At the weapon skills section within warrior’s Hero tab. There seems to be two Whirling axe with the only difference to be the damage (x15). The rest is exactly the same. Looks like a cosmetic bug.
- Condition vs Power in PvE
https://forum-en.gw2archive.eu/forum/game/gw2/Condition-Catastrophe/first
I don’t know for sure if this subject fits within the topic since the focus lies on traits and skills. But I am convinced that this is a big issue with build diversity in PvE.
Right now power builds are far more superior than condition builds when it comes to world bosses and destroying objects. I agree with the fact on objects that they don’t bleed, they don’t get confused. But our base damage is ridiculously low, so low, that console-based parts within dungeons and the open world, condition damage players are pretty useless.
Then there is the problem of the 25 stack. It needs to be shared with all other players within the vicinity, so technically, condition builds won’t do an effective 25 stack, because 5-10 of that stack goes to the 4 other players in dungeons. It gets even more worse/ridiculous when you need to share that stack with 20 people, 50 people, or even 100 people!
Condition builds are being hated by players within world boss events, because they do effectively so small damage, that one power build makes up for five condition build players. That is way out of balance!
I would love to see people have their own 25 stack, or that in case of champions, bosses and world bosses their maximum is increased, that way condition builds will be welcomed again at such events.
http://gw2.hazno.net/
This calculator is based on:
http://wiki.guildwars2.com/wiki/Bleeding
http://wiki.guildwars2.com/wiki/Burning
http://wiki.guildwars2.com/wiki/Confusion
http://wiki.guildwars2.com/wiki/Poison
So the calculator shows how much condition damage is done. If you compare bleeding as a Condition Warrior with the hits of a Power Warrior, then you know that the basic hits of the Power build has more damage than the basic hit and Condition damage combined from a Condition Warrior. That only encourages more and more players to go power build and mindless button bashing. It’s awful to see!
Please, on behalf of me and all condition build players, do something about this!
I wouldn’t mind it myself, but then the goal of the cap is to keep people from hoarding tons of material rather than putting them into the economy. Now for account bound materials like the bloodstone dust and so on, I’d just rather see those material boxes be unlimited just like with the wallet items where you can keep your badges of honor and dungeon tokens. Since you can’t sell them because they are account bound, having a cap on them makes no sense. You wouldn’t be hurting the economy whether you have a only 1 stack or a million stacks of them.
When you get your weaponsmithing, huntsmans or Artificier done, the stacks of bloodstone dust will reduce greatly, every craft takes 100 bloodstone dust. Although I agree that the cap within the bank should be higher, like 1000.
Right now invasions will be indicated through a notification on the middle of your screen and chat interface. Which works fine for informing players, why not use that mechanic to not only notify about invasions, but world boss events and temples?
Right now, people will only move in when someone transfers from the world boss map to Lion’s Arch to yell in map chat which boss is up, and surprisingly, not a lot people do that cause that’s busywork, but it does help gathering enough people or scale the event up to a higher level of fun. A simple notification like that would take such busywork away, while informing every player about it.
I understand your idea of a world chat, but I see problems in the application of it: we already have the map chat for everything within a certain map, which is used for casual chat, world boss chat etc. If people want to even have more coordination and control, they use squads or even voice applications. To add another chat version, even though the difference is that it’s universal, might make things even more clunky cause people will continue switching more and more through different channels, making a simple idea at first another obstacle in achieving a simple, effective interface.
I will be honest that I speak more from a PvE perspective, which doesn’t synchronizes with your arguments with pvp and WvW. Using it for WvW might be nice cause coordination would be server scaled. But I also see a problem of hundreds of people talking at the same time. Even filtered it could be a mess.
I would like to see the new guild halls to be plot of lands you can buy with influence. You will expand on more land/buildings through the use of influence, making huge amounts of influence still interesting for huge guilds. The concept of the guild halls in Guild Wars 1 will be improved with the idea of a dynamic environment. With the option to build your own guild halls it makes future guild vs guild fights much more interesting, especially since different designs per guild make fights always interesting and new. Giving the guild vs guild concept a new dimension.
You can create your own crafting stations which give more XP and crafting success to members. Buy/hire traders for all sorts of materials, guild armor and guild weapons at a discount. Profession trainers and an ambassador for the trading post. A PvP NPC which give access to WvW and sPvP. A big treasure trove giving an appearance of the wealth. A practice field with dummies to practice your fighting style.
We are already able to capture forts, outposts, keeps and castles. But it would feel rewarding, awesome and grand to have your own place for the guild which would give a good impression how good your guild fares. Think about the size, decoration, creativity and authenticity you can give to players.
Half of Tyria is still open to new maps, which might be a good opportunity to use the unearthed lands to make as possible spots of land for the guildhall. The entrance to the guild hall would be a portal within the home instance of every city. With you own house within the area (which is more realistic and appropriate), while a portal close by leads you to the guild hall/plot of land somewhere within the map. Just like in guild wars 1, these plots of land will, when most guilds have gotten started, being opened up for guild versus guild fights.
I know that many of those things have already been done in Guild Wars 1, but I hope that the suggestion for open design and dynamic environment for your guild halls will be one which will be added in the future. It would add a lot of value to the game and give something unique back to the players that made Guild Wars 1 stand out in comparison to other MMO’s.
(edited by Alsatian.6307)
Counter Play, every game developer needs to watch this video.
http://youtu.be/BRBcjsOt0_g
This.
Thats what we are missing: depth for a lot of professions. It’s quite clear that some professions are the underdogs in this game (ranger due to this years nerfs, elementalist cause of their low health which forces them on water/arcane builds). Then we have the OP professions/builds like the berserker warrior and stealth thieves.
I find it hard to believe that this core mechanic still isn’t solved out. ArenaNet promised before launch that every profession would be independent, versatile, unique and flexible. But all I see now is OP professions/builds being nerfed down in the name of overpoweredness, while other decent, unique builds or even different area’s like PvE and PvP of the same profession need to suffer the consequences.
I really hate it that 9/10th of warriors is berserker because that build is OP, there isn’t enough versatility, even with the improvement on shouts and warhorns.
I for one play a condition dps/support warrior, and this build was very nice and decent: It didn’t have the huge dps like berserker warriors, but it made up for great AoE, dots and most of all, survivability.
Then ArenaNet decided to nerf down the food buffs which gave 66% chance to heal on crit to have a 1 second interval each time. So heal-1 sec-heal-1 sec, instead of heal for each crit that successfully applied, which changed my decent build to completely worthless, simply because they removed the survivability. (Attacking big groups with AoE gave enough healing to survive through, giving a new dimension of strategy, now, I simply die by being hit by 3-4 enemies).
I can understand that people want OP professions to be nerfed cause the other professions aren’t so strong, but nerfing down things and destroying dept in the process is just completely wrong.
Instead of nerfing, they should focus on improving the professions that feel underpowered, and leave the builds that are good enough to stay as they are. Because nerfing them down is the same as removing some optional builds, destroying the versatility in the process, which doesn’t improve the game as a whole.
I hope that ArenaNet will restore the mechanic of the food buff back to it’s original state, if the buff is way to OP because of the amount of healing, then lower down the amount per successful crit, that way only builds who are focused on it will still benefit the most, while the buff won’t be OP anymore for builds that don’t need it.
And please, do something about the guns, they aren’t interesting enough or strong enough within fights, bows are more used than guns from my point of view.
Please fix 25 stack condition cap in PVE, allow us to have our personal 25 stack damaging-conditions space.(bleed, burning, poison, confusion, torment etc) Passive debuffing condition stack limit can stay the same.(for example vulnerability, weakness etc) Make condition weighted classes useful in pve, don’t obligate us to play as berserker only. This just makes some good berserker classes overpowered in pve in terms of dps.
I also would like this to be added, it’s annoying if there are 2 condition damage players within the same dungeon, do apply this only on PvE, I agree it would get way to overpowered in other area’s, but in PvE, condition builds will be easily undermined simply because of the cap and having to share that cap with other players.
In the end, I just wish that everyone will have their own, unique, interesting and awesome characters to have fun playing with, this is your chance, ArenaNet: do something about it!
(edited by Alsatian.6307)