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Powercreep

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Posted by: Anari.2137

Anari.2137

I think the concept of “everything is DPS-hybrid” is interesting, but i have yet to see it implemented correctly. Its not a new thing its been done in many games.

What iv noticed is that consistently what ends up happening is the melee just end up tanking, with the increased amount of healers.

So all it really does is invalidate tanks (Which is good (for ques) but bad for the role aspects).

Countless Responds to Gw2 Guild Chat Video

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Posted by: Anari.2137

Anari.2137

WvW Is PvP. The Difference between it and Instanced is the lack of control of population on each side. Other then that it’s basically the same.

IF you want to address WvW Problems (assuming pvp is balance) You really need to address the issues of Mechanics on the WvW itself, not really the classes.

It’s possible to tailor your idea to fit all three, but its very hard.

I think the point Hugh was making was try not to spam your idea’s and be a little more insightful and make them a little more thought out.

Powercreep

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Posted by: Anari.2137

Anari.2137

We and anet has to sacrifice new specs and classe, because it will make the mess greater and harder wo work out…. They should focus on other contet not new classes in the next expansion. But i fear this is somthing we won´t bring into the minds of Anets marketing …

Well that part I completely disagree on.
This is not related to powercreep, but the introduction of moar elite specs is the best way to save build diversity.
A lot of the recent patches have shown pretty clearly that they dont want to bring elites back in line with core.
That suggests that in the long run you select 2 traitlines from the core pool and 1 from the elite pool (because 3 core will always be inferior)
So either they change their attempt entirely, or they have to introduce new elite specs to make the current ones less mandatory.

I don’t agree at all here.

Lets look at some conditions

- Some Builds (Based on weapon abilities) are massively invalidated by the lack of support from talent tree’s. A great example of this is Guardian hammer or Great Sword.

- Adding more options to an already massively unbalanced game will just make the problem worse. its like throwing gas on a fire to put it out.

What needs to happen is

- Talents need to be toned to make various concepts (not builds) more valid. for example, a guardian should be the best healer in the game (it has the most specs for it) yet some how remains to be one of the worst.

- Talent Tree’s should gave a definitive Role, as opposed to more options. Look at world of warcrafts talent system. You will generally find “Damage” “Control” and “Defensive” as options. This is different then focusing a spec in a full “Role” (Damage, Control, Support, etc) but follows a principle that works.

Right now it seems that they are repeating the same tread (Get a heal when you turn something one, get a buff when you turn something on, 20% Reduction in weapon time, and a damage boost to two (or three, but not all) of the classes weapon types While invalidating that weapon with lack of talent support itself out side of that one or two talent options: For example Ranger Long Bow, Shortbow)

These issues need to be addressed, this is why my reworks of classes were so radical (but not game breaking; in theory anyways)

Powercreep

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Posted by: Anari.2137

Anari.2137

Im trying to respond to this, but its really hard to put into words what I want to say.
All of what you just said you should probably tell Anet, not me.
If you have a game with perfect balance. Unfortunately that is not the case.
The current meta is soemwhat fair, but not balanced.

And the last statement goes against my most basic beliefs im afraid.
If there is a problem you work to fix it. You dont ignore it.
Supressing symptoms of a disease is not enough. Its the cure you should work towards.

Oh i agree fully.

A Cure is better then numbing the plain, but do you know whats better then the cure? Prevention.

All of this could be prevented, sadly.

Perfect (for lack of a better word) balance is possible. The problem is you think that balance is 10 dps on one class, and 10 on another, but this is actually game breaking. This is due to the fact that range classes can kite melee, so why do 10 dps at melee when you can do 10 dps and range and kite away. This shows us that perfect balance is possible, and it’s something like 20 dps on melee, and 10 on range.

As i said, a large amount of it really had to do with the fact that power creep and complexity all mixed into this game is destroying it all. This is all addressed by firing the lead developers, and replacing them with people that know how to design games properly, not just spam lines of code in.

That’s the problem with arenanet, not bad balance, because you can know how to balance a game (as a player) but as long as the designer has no idea or hates your idea because he/she “emotionally” thinks his or her position is better… well that’s a waste of time and leads to all kids of problems like this.

Powercreep

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Posted by: Anari.2137

Anari.2137

no one is saying you attacked me. I just called you out for calling me out on things you were saying i was wrong about in the recent past.

All of this has to do with your post.

Power creep and Player skill should not be addressed in the same topic (for the most part).

This is because player skill is a very subjective concept (as i mentioned in the past), much like “Fun” “hardcore” and many other words commonly used.

Don’t try to balance player skill. It’s a natural thing, inherited in our species. You should not work against millions of years of evolution, or the will the creator.

For example,

If you have a perfect game with perfect balance, player skill will offset this balance spreading people out naturally over a series of ranks. This is not a bad thing, infact its good because it simulates progression for players, and something to “challenge” themselves against.

The moment you start playing with skill is when you start messing with the natural progression of us as an apex-species. Basically your saying those who have adapted to be superior are not worthy of it, or are worthy of more of it and in both cases you break this beautiful, and natural aspect of game play (and life).

So you should not address skill in the game to much.

The only time the topic should come into play is when you are violating a condition which is

“When competition and or competitive game play is removed, Intercede”.

So unless there is this huge gap, like 1% Elite, and 99 % Being slaughtered by the 1%, you should leave it alone.

Powercreep

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Posted by: Anari.2137

Anari.2137

I would say you’re spot on with the problems I have with the expansion. Your text is basically a well phrased summary of exactly all the things I have been complaining for the past months.
Thanks for putting it up.

However, I have to warn you that while you will get a lot of support from many, many others seem to have just accepted that this will remain like this and will ask you to move on.

But I hope with enough messages, a-net will understand that this problem is the highest priority for PvP for many of us. They recently made a poll for WvW asking what was their priority, and if there was one for PvP, this would be hand down mine.

My priority order would be

  1. Fix power creep
  2. Increase build diversity (for me #1 will already go a long way for build diversity)
  3. an expansion
  4. change maps to make them more competitive
  5. anything else

and #3 should really really REEAAAAAALLLLLLLY not happen before #1.

You cant just “Fix” Power creep like this.

To put it in context, your talking about changing the way your cells multiply, or the way you breathe in air.

Changing the numbers of the game would require a massive overhaul of the numbers. This is a HUGE task, that takes months and months (if not more) Just to investigate, test and change. You also need Database engineers to deal with massive amounts of data (with the balance team) and do massive changing to all aspects of the values in the database. I Cringe at the thought of this.

Its for this exact reason i am designing our mmorpg around the concept of skills being built on a base principle, and their (rank upgrade) values being modifiable directly with out having to tailor the entire game.

Its a huge push forward for game balance because it just requires us to modify the skills upgrades itself, with out any need to worry ever about full game value changes.

Look,

Solutions need to be the fix of a problem. You need to learn to diagnose the problem precisely and accurately. If you cant do this, any suggestion made is invalid. To change
the state of a situation you need three things; Knowledge to diagnose it, Knowledge on how to fix it, and power to implement that change.

You cant just make a generic statement like “wvw” should be the biggest priority. First of all, because “wvw” may not be the focal point of playerbase. For example, if 80% of the players do Raiding, 12% do PvP and 8 % Do WvW there is no reason why WvW should be prioritized over PvE or PvP.

WvW’s Problem

There is this ongoing issue in the industry on how to deal with the topic of “Zerging”.
It’s a very tough issue; Largely because players find ways around the fixes. Blizzard has taken a very strong stance on this by doing two key things

- Removing incentive to do WvW
- Instancing all other PvP To force team sizes to be equal.

Since we cannot do the first, we are forced with the positions that we need to create “Anti-zerg” mechanics.

In the design of our mmorpg, We looked at this issue and took a page out of the “art of war” by putting a key component back into WvW Game play, Namely, Supplies.

The reason why people can zerg in this game is largely due to the fact that they can cluster in an area. If there was mechanics in play that would stop this “psychology” you would see the dissolution of larger bodies, and more competitive aspects of game play.

What we do in our game is this.

Guild halls create “farms”. Farms generate “supplies”. “supplies” dictate re-spawn rates.

In Gw2 this could work in a number of ways, like

- Longer Respawn timers (not recommended)
- Limited Respawns (a possible option)
- Some sort of Mechanic related antigrouping aspect (recommended).

For example.

Lets say we change the map of WvW Significantly, and some objects that have key roles like

- Lumber Mill (Generates Wood used to build siege)
- Stone Quarry (Generate Stone for Some Siege Ammo, And Walls)
- Farm (Generates Supplies).

If there was a mechanic that did something like

“If all of your team gathers in this subsection of the map or set distance, you start to lose supplies. If supplies reach 0, you will start to die (Dot) or experience this negative effect (Like Fatigue giving 20% Slow, and – 20% HP until you obtain more supplies).

Then you work into the map the need for players to go to each node type, and “f” action key the resources and turn them in to your keep, or some set of other buildings (like a “watch tower” or something).

Keeping in mind this would mean that the map would need to be fractured significantly into 30-50 sub sections across the 4 zone area’s (or what ever it is).

Its mechanics like this that would improve the game play, but also stop the zergging.

Powercreep

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Posted by: Anari.2137

Anari.2137

Asrat,

You spent two weeks attacking me for saying the same thing (About both sides being against each other) and now you are here saying the same thing? #Big Sigh.

Let me break this down for you in a very simple way to understand it.

Horizontal progression is the concept of progressing with more “tools” or “options” with seemly no (or almost no) gained “power” or “value” gain.

Vertical Progression is the concept of very few (or Singular) “tool(s)”, with very high “value” or “power” gain.

We use VP and Power creep because it does well at “simulating” Progression, however VP/PC are largely resposible for a huge number of problems like

- In efficient game design (zones become invalidated after a period of time).
- Large amounts of instability (Balance)
- Historically, VP//Power creep kills game (Largely due to repetitive usaging of inefficient design aspects. For example, 0-100 Level in wow over and over). Additionally, VP Simulates one single path for player expression.

On the flip side Horizontal progression also has perks and issues like

- (the strongest benefit of this system is ) Many forms of paths for player expression. With many types of tools you gain many ways of expression, and subsequently the game is very hard to get “bored” of.
- Horizontal progression massively lacks any native form of simulating progression unlike its brother, VP.
- In general, When HP is in place developers focus less on options for players to engage in (as opposed to VP Focusing on options) instead, the objective is finding ways to simulate the feel and psychology of progression.

The way to look at it is like this

You have two Valves

When you lower one, the other increases.
On is Power
The Other is Expressive Options

The more power you add in, the more you accelerate the decline of Expressive options.

For example,

One spec is “meta” Because it dwarfs the others in power output, there by invalidating all other forms of “expressive options” or unique player created builds.

Hopefully you will get it now.

GW2 PvP: A new player's perspective

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Posted by: Anari.2137

Anari.2137

This problem is only gonna get worse with Anet reducing the CD on so many abilities, instead of increasing their power. Passive procs also come to mind, since new players have absolutely no way of knowing which enemy procced that passive.
They actually tried to make game more casual by introducing passive procs and lower CDs, but it seems that concept has backfired. Unless I understand the whole thing wrongly.
Edit: Remembered one more thing. The unranked queue is terrible at matchmaking, it sometimes puts me with my main Ele (some decent amount of hours on it) with some F2P players. Wut?

I want you to explain to me exactly how you come to this conclusion (that reducing cd’s is going to be negative for the game).

Cd Reduction allows for more use, which removed timing aspects of game play, which puts both skilled and unskilled players on the same field of play.

This is good for balance, not bad.

Whats bad for balance is massive amounts of power in classes, and massive amounts of complexity.

Guild Hall needs more activity

in Guild Wars 2: Heart of Thorns

Posted by: Anari.2137

Anari.2137

The reason the guild halls have no activity is because you have the choice to access 5 of them.

The multi-guild system does everything it can to invalidate every form of purpose of a guild. It needs to be gutted, and laughed out of the industry. I have never seen a design concept more abusive, and absurd than this system.

Just a quick bravo to the balance team

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Posted by: Anari.2137

Anari.2137

Like i said 100 times,

The Imbalance is directly tied to power. The more power that is in something, the more its broken. All they did was reduce the power to a few things, this does not make the patch good at balancing; It made the patch good at killing what was previously “meta”.

This is an utterly fail development process. Why? Because 90% of the stuff out there is still broken, the only difference is your not complaining about it because its not being noticed by you.

If the Class Balance team knew what they were doing that patch would of been a lot larger then it was.

Point in case is the fact that i posted 2 weeks ago a bug that allows anyone to invalidate range attacks (making them never hit).

It is a utterly game breaking mechanic, that if any pvpers caught on to it the entire pvp aspect of this game would be utterly destroyed. Beyond that, Even PvE would be effected, but still no change.

As someone who is aware of the internal workings of studio’s, I suspect that something up on the top of the latter hit that forced Arenanet into a position of what i like to call “development death cycle” Which basically equates to “content spam”.

If you look at any of the other successful studio’s (ones that have been successful for decade(s) You will see there all have a common theme, That is the number on priority is Bugs, Instabilities, and the like.

Blizzard would never allow for such a game breaking bug to exist so long. Nor has any point in time a healing spec been fully useless in wow.

So when it comes to Balance in this game, It has Light years (not miles) to go; though i suspect it wont change due to the spam cycle, and large catering to pve

Guild Quests Bugged

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Posted by: Anari.2137

Anari.2137

So all of our guild quests are bugged.

4 people in group with rep on.
Quests started before matches.

In all situations (ie all quests) we are not given credit.

I want my 900 Favor.

Great Balance

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Posted by: Anari.2137

Anari.2137

Actually, The reduction to times on the abilities is good. The problem with them is that some of them are not mechanically tuned, or their power ratios were not tuned with the CD reduction.

Having the abilities on a large CD does not really do anything except encourage an unbalanced game, due to the fact that you could train them with a rotation, making specific rotations over powered.

By reducing them they have given the general population an easier way to deal with situations, which in return has closed the game of player skill between the casual and hardcore player base.

To be honest, This was a great change, but at the same time the devs just straight need to do a full design pass on the class system.

This isn't 'balance'

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Posted by: Anari.2137

Anari.2137

Im giggling at the fact that people told me the guardian changes is sugested were bad, and yet now are complaining guardian is useless, I guess people are starting to recognize what i was saying the whole time.

The classes are out of balance, there is massive instabilities in it. Changing the system to be cyclical in its nature (fully) and not based on forced specs, will give both the aspect of diversity, and balance to the game.

Who ever is in charge of Class balance, no offense, but you need to reconsider your positions, or step down and give the balance to someone who knows how to actually do it (not just change a value).

Bad Projectile Prediction

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Posted by: Anari.2137

Anari.2137

Please note the projectiles for other classes are also doing this.

Video of the bug

Bad Projectile Prediction

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Posted by: Anari.2137

Anari.2137

The following Bug , plus a little kiting (literally just running away) highly invalidates a few classes, like the guardian.

Reproducing the bug

Player a stands are mid to max range (works better at max range) of player b, who is a guardian.

Player b, who is a guardian attacks play a with any range attack(s).

As the projectile flies, Player A strafes about 20-30 yards left and right, tapping the A,D keys (holding right click).

As player a repeats this action, all projectiles of player B become invalidated, never hitting the target.

Thanks for the time guys

ps. Please give the guards some speed buffs (passive talents) so they cant be kitted so easily.

Guardian Class Full Rework.

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Posted by: Anari.2137

Anari.2137

It’s more accurate to say, if there was no trap spam on dh, this class would be worse then warrior.

Design Pass: Elementalist

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Posted by: Anari.2137

Anari.2137

You guys need to learn to run math because you start making statements like this.

The Elementalists damage is subpar. The only reason you think its effective is because the ele has perma 40% Dr. If you remove that, i promise you the class will be really bad.
It will be in the position warrior is in right now.

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

I always found there was very rarely a moment of idle time where you could only autoattack. At the same time though there is a long wait between specific skills. This I find more the root of the problem as there is a lack of secondary skill gating for most classes. Having some type of energy or mana system allows classes the flexibility of spending that resource to target specific threats while potentially leaving themselves more vulnerable to other effects. This allows a character to maintain at least a decent coverage against condition heavy threats or stun heavy threats while using a balanced build.

Right now utilities get grossly overpowered by the effects they aim to mitigate so instead a large portion of the mitigation occurs passively from traits. So I agree the cooldown on a lot of utilities could come down but with the addition of a gating resource mechanic and a large tone down of passive traits filling the same role as utilities.

Its really best that the 6-9 Abilities serve as stronger version of the main abilities, with lower cool downs.

So if the main abilities heal for 1500 HP, and Damage for 1500, with 5-10 Cd’s then the 6-9 Abilities should heal for 5000-8000 every 20-30 seconds.

The reason you want it to be like this is because 0-10 second Cds provide a important point of making you feel like your controlling the combat, and should make up around 60-70% of your output, but the rest of it is to be used to time your nukes, counter nukes etc, which is where the time of 20-30 seconds come in.

Anything more then that and your talking about once use every few battles (depending on how evenly matched the teams are). so if you keep the 6-9 abilities low, you keep the game flowing.

If the stability in the game works out to be like wow (Which it would if it was well balanced) then you slightly improve the 6-9 abilities to be 10-20% (which is 10-20% over the max potential rotation) over tuned and tune them up from that point until where they are not breaking the game, but they are making combat not stay static like in wow. This way Gw2 Keeps its moba like combat, but has the balance system like wow does. It will be excellent.

Design Pass: Elementalist

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Posted by: Anari.2137

Anari.2137

I find it incredible how some people write down rework ideas for elementalist that are completely over-the-top broken, while also being completely cancer (30% chance to stun for 1 sec when in air, mate)

Mate, you need to learn to pay attetion.

Its 30% Chance on critical Strike.

Even if you have 100% Chance to Crit (which i think like 89% is soft cap for most classes) you still will only stun once every 3-4 attacks (well the may says that, but its realistically every 5-6).

That is not over powered at all. It just gives air a little time to Kite, cc etc.

here is a suggestion
Try something like

“hey mate, i think this might be op, do you think we can change it? how about making it a slow instead”.

You know i am not stuck on these changes fully, i just want to try to help ele go back to damage(aka cele ele), and while keeping the possibility to bunker (even better then now if only in earth).

Just for you i’ll change it

Design Pass: Elementalist

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Posted by: Anari.2137

Anari.2137

Yes, its almost as good as permanent 40% Which they have now, for themselves and allies, right?

I gave earth 30%, so it can potentially do some form of bunker/bleed building. Thats why i buffed the condi damage it gains from toughness, So a unique Earth Bunker/bleed build was possible

I felt that earth was really being left in the dust a lot behind the other specs, followed closely by fire.

So my design position was

- Buff the damage that air and fire do, one being condition based, and the other heavily build on precision and ferocity.

- Play with water a little to provide some more utility. Like swapping talent with trait to make aura’s apply automatically so the end choice between talents was harder to pick, providing more potential for diversity.

- Air got some heavy damage oriented changes to talents, so they are much more competitive as a main spec, even allowing people to favor scepter combinations (As the channeled auto will really work well with the lightning strike changes providing some very nice damage output from a power build).

- tempest got a little more options to support less support oriented builds.

Design Pass: Elementalist

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Posted by: Anari.2137

Anari.2137

Conjure Weapons
Reworked: Conjure Weapons are now passive. 50% Chance on Bleeding, Burn effect to summon a weapon which will immediately attack the enemy and dissipate adding 5 additional stacks to the target. Water And Air Will Report the Same effects, but will add direct damage or healing.

Overloads
Fire: Burn damage increased to 1100 over 3 seconds..
Water: Initial Heal Increased to 3,250, Finishing Heal Decreased to 1,250 Base.
Air: Lightning Strike Damage Increased To 900 Base Per a Strike.
Earth: Bleeding increased to 1600 Over 8 Seconds.

Fire
Traits:
Empowering Flame: + 150 Power and 10% Burning Duration.
Sunspot: 500 Base Damage
Burning Rage: Burns deal 30% more damage
Tier 1:
Tier 2:
One With Fire: Each time you apply burning effect to enemies you gain 150 HP.
Tier 3:

Water
Traits:
Aquatic Benevolence: Swapped Places with Soothing Power.
Tier 1:
Stop,Drop, and Roll: Radius Increased to 400.
Tier 2:
Soothing Disruption: Heal Is not a Direct Heal, for 800 HP (Base)
Tier 3:
Soothing Power: Swapped Places With Aquatic Benevolence.

Air
Traits:
Electric Discharge: 50% Chance on hit to Strike Your Foe With Lightning dealing 600 (Base) damage.
(Weak Spot) : Lighting Strikes Now Deal Strikes 3 Times.
Tier 1
(Zephyrs Boon) Zephyrs Strike: When Changing to air, you stun near by enemies for 1 second.
One With Air: Speed Increased to 6 Second Duration.
Ferocious Winds: 20% of Precision is converted to Ferocity.
Tier 2:
Inscription: 20% Recharge Rate of Glyphs. Elementals and greater elementals Now Have 150% Hp and 100% more damage and glyph of Storms lasts 5 seconds longer and its radius is increased by 200 radius.
Tier 3:
Fresh Air: + 250 Ferocity and 100 Power.

Earth
Traits:
Stone Flesh: Now Grants Protection (30%) Permanently While in Earth Form.
Earthen Blast: Damage Increased to 1100, and Blinds the Targets.
Geomancer’s Defense: Reduced Damage From Foes With in 120 Radius by 20%.
While Attuned to Earth
Tier 1:
Armor of Earth: Now Grants Stability and Reflection.
Serrated Stones: Damage Increased: 20%, Bleeding +20% Duration.
Elemental Shielding: Provides: + 350 Toughness To Yourself and Allies in 600 Yards [Instead of 40% Protection]
Tier 2:
Strength of Stone: 30% Of Toughness Converted to Condition Damage
Tier 3:
Diamond Skin: Removes 2 Conditions Every Second When Below 45% HP.
Stone Heart: When Attuned to earth, You and allies in 600 radius cannot be critically Struck.
Written In Stone: Now Also Grants + 200 Vitality.

Tempest
Trait:
Unstable Conduit: Now grants Aura When Starting Overlord.
(Speedy Conduit): Eye of the Storm: After completing the Overload All allies are granted quickness for 8 seconds.
Hardly Conduit: Now Grants Stability, instead of Conduit when starting overloads.
Tier 1:
Tier 2:
Invigorating Torrents: + 15% Spell Power. (instead of Other stuff)
Tier 3:

Trinkets
Ether Renewal: 4500 Healing, and remove 10 conditions 1/4 Cast, 20 Sec Cd.
Arcane Brilliance: Damage increased to 2500. 1/4 Second Cast, 20 Sec Cd
Signet of Restoration: 500 Health a Cast. 1/4 Second Cast, 20 Sec Cd
Glyph of elemental Harmony: Summons A Random Elemental, Grants 5000 HP, and 2 Random Boons.

Signets are set to 20 Second CD
Arcane Waves are set to 15 Second CD
Catrip are set to 25 Second CD
Glyphs are set to 25 Second CD.
Conjure Weapons are set to 15 Second CD (Passive Condition based Triggering)
Shouts are set to 20 Second CD.
Ultimates are set to 75 Second CD, Except Greater Elementals which are set to 30 Second CD.

That should Sum it up.
Weapons need some tweaking but i am on a win streak in spvp atm, so ill finish them later.

(edited by Anari.2137)

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

Did you really just ask for metrics proving pushing buttons means more interaction with the game?

No, I asked for a source on the “higher retention rates, and more competitive play.”

Still waiting on that API…

magical unicorns have the metrics

Keep waiting, It will come.. Maybe when you go to sleep.

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

These are basics in balance

You heard it here first folks. Skill spam is the quintessence of perfect balance! No need to question this, this guy is clearly an expert, he said so himself!

20-30 seconds is not spam, its just not waiting for 3 minute cd for an effect in battle to take place.

And thank you for your kind words, they make me blush wink

mm sure, just hurry up and get to mesmer, I want my share of chuckles!

In my opinion Mesmer needs a huge redesign.
I dislike that all of it is about “clones” i want to see specs that are about doing things like Time bubbles, Invisibility, etc.

Next will be Elementalist (probably after i go eat in a few)

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

These are basics in balance

You heard it here first folks. Skill spam is the quintessence of perfect balance! No need to question this, this guy is clearly an expert, he said so himself!

20-30 seconds is not spam, its just not waiting for 3 minute cd for an effect in battle to take place.

And thank you for your kind words, they make me blush wink

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

Faster cool downs, creates more interaction between the player and the GUI, which means higher retention rates, and more competitive play.

I’d like a source on that please. More like reduced cooldowns=more mindless spamming off cooldown=less skilled play. Whatever happened to counting cooldowns and dodging critical skills?

Also, please post your API so we can see your vast experience on these classes you are attempting to balance.

Did you really just ask for metrics proving pushing buttons means more interaction with the game?

And then seriously go off by contradicting that statement in your first sentence to reply to that exact point?

Rolls eyes

No wonder why i am running circles around you guys. And you think you have a grasp on balance because you want everything to be what you want, what is good for you, but not for the other 85% of the game? Give me a break.

In the eyes of any studio Casuals > you hardcore players. So get over it.

Spring Balance Patch 2016

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Posted by: Anari.2137

Anari.2137

@OP:

Where is the nerf to ele sustain?

Two types of protection should be created, a light and a heavy. Heavy should be applied to self, and light to group. Heavy should be give to melee (only) and set to 33%, and light should be given to caster/group and set at 10-15% (about equal to 750 toughness)

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

Please post your API so we can see what experience you have on all these classes you’re trying to “balance”.

Good god, I just went to look at some your “Ranger Rework”s:

Healing Spring: Cool down reduced to 15 seconds.
Shouts: All shouts have 30 second CD.
Survival: All Survival abilities have 20 Second CD
Signet: All Signets have 25 Second CD.
Traps: All Traps have 15 Second Cd.

Nice. A waterfield that removes condis every 15 second. More SnR from reduced shouts. Stunbreaks every 20 seconds from survival skill CD. ALL SIGNETS HAVE 25 seconds cooldown? So rangers get Signet of Stone every 25 seconds! And a full team condi clear every 25 seconds. And a KD every 15 seconds from traps.

The rest of your post is no better. What is it, 4 seconds of retaliation every 10 seconds?

Is this a joke?

No its not a joke.

Faster cool downs, creates more interaction between the player and the GUI, which means higher retention rates, and more competitive play.

If something is op because of the reduction in the Cd’s, then it should get nerfed. It’s not rocket science.

Main abilities should be 5-10 seconds CD for Melee, 10-15 Seconds for range. Melee should have more cc, and range should have more utility. For exaple, a Ele will have lots of speed boosts but a warrior will have roots to stop them to catch up. The reason why the melee get the cc is because it allows them to catch the range kiters, as opposed to the range kiting while perma-ccing.

These are basics in balance

4/12/2016 Game Balance

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Posted by: Anari.2137

Anari.2137

As long as you do this you will have a successful game.

It really is not practical at all when you write these wordy posts about your ideal game, as if GW2 could become self aware of its flawed theoretical foundations and be redesigned.

Think low hanging fruit – like what are the most reasonable, feasible, and effective changes that can be made to have the biggest improvement in the enjoyment in PvP?

It’s unanimous from the community’s word of mouth on balance: uniformly nerf the survivability, pressure, or both, of Elite specs. PvP has almost zero build choice because we tacked on 1 ultra elite playstyle per class to classes that often had multiple strong playstyle previously.

The difference between you and me is found in a pharse by Albert Einstien who said
“insanity is doing the same thing and expecting different results”.

Just to be clear, probably a bigger difference is you have 1k games played, and he is on the top competitive NA PvP team. There’s a huge knowledge gap in gameplay right there.

When will you get that the foundation is not solid, and doing a rotation of nerfs/buffs will never fix it?

Let me give you an example.

If Power creep was not on amulets, and runes and was only on the talent specs, and abilities themselves, you would have static values to modify. This means that after a while (eventually) you will get to a point of relative balance.

Your trying to diagnose the game with the problem “this is to op” when your not addressing the cause of “why it is op”.

I am providing a cure to the situation, where you (and others like you) are advocating for medicine that just dulls the symptoms until never patch.

There have been countless posts that thoughtfully addressing the topic of “why it is op” in detail…you’re just ignoring them. You’re metaphor is misplaced because your cure is like a vaccine at 100x the dose—it is the disease.

You could play a game 1000 times, and be 1000 times better then any dev, yet we are the ones making the game. Being a player does not in any way shape or form making you knowledgeable about how a game should be modified.

This argument is presented by a lot of you on the forums. You know the meta, and the counter meta at best. There is an immense amount of other conditions that go in to balance, Like Time, Money conditions, approvals to even make those changes, and so forth.

There is so many moving parts in these things you guys (ie the players) are not aware of, i dont get a flying turkey if your rank 1 pvper in all games in the world, im still going to tell you that the worse dev knows more about it then you do.

as for 1000 times the vaccine to the disease

You have in no way proven that is the case, you post your opinion, cry about it, resort to character attacks is a good example of your logical capabilities.

The fact that you constantly avoid guardian (and other classes) doing 1/5th of what other classes are doing is a good example of that.

Not Power creep. Ability creep

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Posted by: Anari.2137

Anari.2137

The source of the curent power creeps are heavily healing related. For example, mesmers have multiple defenses in the inspiration and chaos line. Theif has too much sustain in the shadow arts and acrobatics trait line. These examples serve to show the root of the problem across the classes. Initially, I had hoped sustain could be balanced. But after coming back from games such as league of legends, I am convinced this is no longer possible. The issue is that too many immortal specs exist giving rise to a power creep that will continue unless sustain is brought down instead.

I propose an heavy Nerf to sustain across classes

The purpose would be to create 5 vs 5 based on wining team fights on point rather than staying alive long enough for an ally to re spawn and replace his deceased partner to hold the point in a cycle of brain dead point holding by tanks.

No, that would mean everyone would die every 10 seconds, which would annoy the crap out of everyone.

What needs to happen is people need to be punished more harshly for making a mistake. The way to do this is to make adjust values (by about 10-15% for the high damage classes, and a lot more for the lower ones) to be higher (for some classes) but with it also increase the Power creep in healing.

What this will do is people will day a lot faster, but if they are quick enough they can spring back from it much faster. This will improve the value of having support in the group, which may also give way to double heal teams, which will get rid of a lot of double tripple stacking etc.

But this is a temp solution, the entire system needs a design pass (full) Done on the pvp, with a lot of reduction in choices, a lot more validation in talents, and power shifted off amulets and runes, to talents.

Balance elite specs idea

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Posted by: Anari.2137

Anari.2137

Personally, I hate that so many classes get so many weapon choices.
I would really work it down quiet a bit, to say 4 weapons (ish) for each class (give or take the warrior with a lot more). it would look something like

Another thing that really annoys me is the “20% Reduction to weapon skills” Talents, These talents should be on the main hexagon (like you get box on Dragon hunter etc) and they should naturally give a bonus as an incentive, but not a negative aspect of “not picking” that talent. This way you can get the bonus for using that weapon, but are not forced to lose something in return for it.

Removing to many weapons would be negative for a class. I’m Not sure if you ask me about this idea, But i know some other classes (like guardian) i would fully support removing “long bow” from.

Full Class Reworks

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Anari.2137

None of your changes will make the game better.

You’re turning guardian into an unkillable tank that also manages to full heal every second and deals massive damage to enemies through either power or conditions and also applies every boon in the game all the time.

You’re turning ranger into an unkillable tank that also manages to full heal every second and deals massive damage to enemies through either power or conditions and also applies every boon in the game all the time.

Your effort is admirable, but I would rather have Karl balancing the game. And that’s saying something. Sorry.

Did you stop to read the math behind these suggestions?

I am purposing that the guardian will be just short (100-200k) of what ele and druid do in a match (in healing). Other classes (like ranger and rev) already have perma 33% Dr. So what are you basing these conclusions on?

Your comparison is ele using clerics with heal bot build while guardian is using marauders

Not even Close. I Put a full healing build in with Dwaya, and Magi Amulet.
Its 1800 Healing.

Its not even close to what an ele does.

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

None of your changes will make the game better.

You’re turning guardian into an unkillable tank that also manages to full heal every second and deals massive damage to enemies through either power or conditions and also applies every boon in the game all the time.

You’re turning ranger into an unkillable tank that also manages to full heal every second and deals massive damage to enemies through either power or conditions and also applies every boon in the game all the time.

Your effort is admirable, but I would rather have Karl balancing the game. And that’s saying something. Sorry.

Did you stop to read the math behind these suggestions?

I am purposing that the guardian will be just short (100-200k) of what ele and druid do in a match (in healing). Other classes (like ranger and rev) already have perma 33% Dr. So what are you basing these conclusions on?

How Do you Feel About Multiple Guilds?

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Posted by: Anari.2137

Anari.2137

I promise, this will lead to the downfall of any (mmo) game out there.

You keep saying this, but have yet to elaborate on it. I’m curious about how you expect that to happen, and when. Considering it’s been possible to join multiple guilds since the game came out and that was over 3.5 years ago now.[/quote]

You say that yet i have given very clear statements about the life force of a game being around it. Read back at the first page to see explination of why a game will die when its robbed of guild purpose.

4/12/2016 Game Balance

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Posted by: Anari.2137

Anari.2137

As long as you do this you will have a successful game.

It really is not practical at all when you write these wordy posts about your ideal game, as if GW2 could become self aware of its flawed theoretical foundations and be redesigned.

Think low hanging fruit – like what are the most reasonable, feasible, and effective changes that can be made to have the biggest improvement in the enjoyment in PvP?

It’s unanimous from the community’s word of mouth on balance: uniformly nerf the survivability, pressure, or both, of Elite specs. PvP has almost zero build choice because we tacked on 1 ultra elite playstyle per class to classes that often had multiple strong playstyle previously.

The difference between you and me is found in a pharse by Albert Einstien who said
“insanity is doing the same thing and expecting different results”.

When will you get that the foundation is not solid, and doing a rotation of nerfs/buffs will never fix it?

Let me give you an example.

If Power creep was not on amulets, and runes and was only on the talent specs, and abilities themselves, you would have static values to modify. This means that after a while (eventually) you will get to a point of relative balance.

Your trying to diagnose the game with the problem “this is to op” when your not addressing the cause of “why it is op”.

I am providing a cure to the situation, where you (and others like you) are advocating for medicine that just dulls the symptoms until never patch.

How Do you Feel About Multiple Guilds?

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Posted by: Anari.2137

Anari.2137

Guilds are not important in this game, this is not a guild based game, Guild are a grind system were player are tricked to farm for several GH, or a grind to use gimicks on WvW, priceless.

TS/vent and other tools are more important for the game than guilds are.

I promise, this will lead to the downfall of any (mmo) game out there.

Why Gw2 Will Never Be Balanced

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Anari.2137

Personally I would not doubt your knowledge of the industry, since a lot of what you say is mathematically reasonable and makes sense from a professional point of view.
But now here is the problem: You seem to have little knowledge of gw2 as a game, especially pvp. Your first ‘review’ came ~1 month ago. I will suppose this is about the time where you started playing it. Even with 5-6 hours a day that is not much. Next to nothing actually. Add the poor knowlegde of the more uncommon game mechanics (referring to piercing debate for example) and the mentioned low amount of Ap you are likely a relatively inexperienced player.
You second topic proved you know what you are doing as a designer and have knowledge some other contributors might lack.
Your first topic however proves you were not yet in the position to balance the game. ‘Trap stacking=op’? (its the most dumb thing a guard can do) The lifeforce bar should be removed cause it ‘is a balance issue’? (its the only thing preventing necros from getting melted on sight)
Now we generally disagree on several aspects of the balance approach (power creep vs nerf hammer) (competitive vs casual), but that would be alright, different opinions are important.
What im concerned with is your look at the game itself. If im remembering what I thought to be op just a few months ago…

So, from a professional perspective you are certainly capable of setting up a game balance, but a lot of your threads have proven your personal experience with guild wars 2 is insuffiecient.
That would be fine unless you seem to not take feedback from more experienced players and dont listen to reason as much as you should.
Just because you have a theoretically greater knowledge, doesnt mean youre right.
Actually I would dare to ask you for a couple of duels. Not for a ‘1v1 me noob’ reason, I would just like to get the chance to find out, whether im maybe just biased towards your ideas because they are too ‘cheesy’ and underestimate the positive impact they could have.
Maybe you actually know what you are talking about and I just cant see it. However if it should turn out you are in fact only suffering from ‘l2p’ issues as some here suggested, it might help you to take some time and understand the game before you make another approach on its balance.

Did you guys stop to wonder why i said Piercing, but then mentioned unblockables?

The whole conversation went something like this

“you and i both know there is piercing attacks that go through the shields, so it wont be open”
“omgzomglol Pierce dont go through”

If you guys want to misunderstand what i want then play “semantics” around that knock yourself out, but the point still rests, You can go through those protection bubbles, call it piercing, Unblockables or other wise.

the real discussion, not personal attacks

Trap Stacking is not op? Are you kidding me? I sit in games killing 4-5 people at a time. It’s all about paying attention to rolls.

I will break it down in a simple way to understand, by defining what “op” is to me.

OP (overpowered) abilities are ones that defy the aspect of the target livability rates of a class. If all classes are targeted to have between 20-30 seconds in battle before death, then any class (or abilities) killing faster then that is to strong, and anyone killing lower then that is to fast.

Balance of the game does not rest in the soul opinions of players, but in the collective outcry of the player base specifically the casual players.

The way you know pvp is broken in your game is because of the effects that come from match’s.

- Excessive amounts of toxic game play
- Very unstable matching (meaning you destroy in one game, and utterly fail in another)
- games should all be about equal, a very close match When they are not its a sign something is off.

Why Gw2 Will Never Be Balanced

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Anari.2137

Well, aside from the fact that you’ve proven yourself to be abrasive, stubborn, and you attempt to make yourself out to be of a higher standing and have more weight than everyone else here, while refusing to give any evidence of the standing which you are trying so desperately to cling to, you have also repeatedly referenced World of Warcraft in your arguments for how things should be, so in my eyes you generally also lose all credibility; Not only is World of Warcraft a completely different game, and therefore should not be applied to the scope of Guild Wars 2, but it is also a game which, in recent years, has completely fallen from the graces it once knew long in the past, therefore making it a debunked foundation for how a game should be handled.

So your telling me, Wow and Gw2 are not MMORPGS? That do not have raiding in them, pvp, ranked pvp, etc?

Your kidding right.

While we are on this topic, who told you that you have to be exactly the same to have anything to do with balance? I cant Even because to understand how in the world you came to such an enlightening position. Please, Tell the rest of how exactly wow and gw2 are nothing alike, and how its impossible for wow (and other games) to be examples of balance when the balance is based on math and psychology in the first place (not the genre or type of game).

Why Gw2 Will Never Be Balanced

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Anari.2137

Well, aside from the fact that you’ve proven yourself to be abrasive, stubborn, and you attempt to make yourself out to be of a higher standing and have more weight than everyone else here, while refusing to give any evidence of the standing which you are trying so desperately to cling to, you have also repeatedly referenced World of Warcraft in your arguments for how things should be, so in my eyes you generally also lose all credibility; Not only is World of Warcraft a completely different game, and therefore should not be applied to the scope of Guild Wars 2, but it is also a game which, in recent years, has completely fallen from the graces it once knew long in the past, therefore making it a debunked foundation for how a game should be handled.

And if I may, the OP also said, fps games are harder to balance than MMO, that’s where I dropped the ball.

I Said they are easier to balance because they dont have as many values in it to track.
1 class has more things to balance then the entire fps game. Please pay attention.

Why Gw2 Will Never Be Balanced

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Posted by: Anari.2137

Anari.2137

It’s like this Anari. You jumped into our game

Do you have a mouse in your pocket, or are you implying your one of the anet staff members?

with a blindfold on talking up a storm about how great and experienced you are, then proceeded to propose absurd changes in multiple threads that suggest you have no knowledge of this game. Then you proceed to talk down to anyone that disagrees with you (had to report a couple of your posts and have them removed) or just plain ignore them. Now here you are telling us that we should provide evidence concerning your lack of experience.

Wrong. It was not mentioned until either today or yesterday. I’ve been on these forums for some time now.

The Changes i purpose are absurd? You mean actually bringing a Guardian to 1 million healing a game, when it has 3 specs dedicated (or partially) to healing, yet does not heal a 4th of what the other classes do; to a Rate which is competitive to the others, and that is Absurd?

If it is absurd to bring “balance” to the classes, you sir need to leave this industry, because you clearly dont know what you are doing.

I say no good sir, you done that job for us by plastering it all over our forums. You want people to take you seriously, you’re gonna have to prove to us that you can actually do what you claim to do, cause so far all we’ve seen is nonsense.

Lets be real here. Your opinion means nothing to me, and the likelyhood that this studio or any other one will listen even if i provide my credentials is nonexistent. So i’ll make a deal with you.

Go Write up a legal document granting my creative rights over GW2, and have the CEO, Board members sign it and present it to me and ill give you my credentials.
Until you do this, I’m not interested in providing you with any form of information.

Of course, you’re always more than welcome to keep trying to make crazy balance changes, just don’t expect the community’s attitude toward your ideas to change when you can’t even be bothered to meet these people halfway.

P.S. – Most people refuse to provide proof of their experience when it either a) doesn’t exist or b) doesn’t live up to what they’ve claimed it to be. Not a personal attack or insult, just a general observation buddy.

I guess “i dont care about your opinions” is not clear to you. I think you dont understand my position and reason on these forums. So let me explain.

1 – My primary objective is to try to reason with the development team (which are generally hiding on alt forum accounts, as you know from your practice of this method)

2 – I mentioned i had 5 years invested in studying games, but did i mention anywhere i stopped?

3 – Interaction the forums helps me understand people. One of the big points of our game when it comes out will be a completely new forum concept. In fact, iv actually considered making this a big thing for our IT off company, to develop a forum concept that does not really require mods to read posts, or have to deal with multiple posts on the same topic.

Discussion with people on forums helps me understand the management system of a forum, and that gives me something to study for this new software technology we are working on.

“Our game” as in the game we were playing and you were not. Twist it however you want though.

Yes, if we’re going to drop technicalities on this thing you didn’t immediately mention your experience when you came to the these forums a month ago, that was just when when you started spouting absurd balance changes. And yes, they are absurd. You have no concept of “balance” in this game, sorry.

And lets be real here, I could care less what you think of my opinions. Was simply trying to explain to you how you are coming off to others, cause you really seem to have a hard time properly interacting with others.

In fact at this point I’m pretty sure you’re just an elaborate troll, in which case kudos to you, very well done. But now the proper thing to do is just wait until your silly posts inevitably fall off the front page of the forums. ^.^

Where did you get the metrics for me playing the game?
Because i play 5-6 hours a day (minimum)

How Do you Feel About Multiple Guilds?

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Posted by: Anari.2137

Anari.2137

I have a main guild and a raid guild
multiple guild system is great

I mean, people are members of multiple organizations in real life. Different ones do different things

This is a solid point right here. I may have to revisit my view of ghe multiguild system in light of this insight. Thank you for pointing out something that I had overlooked.

I have to ask, OP, do you have every member of your extended family involved in everything you do in life? Do you invite your grandmother, that you love visiting with on sunday afternoons, along when you go out drinking with your buddies on friday nights? Do you invite your vulgar, hard partying, drinking buddies along for lunch with grandma?

Or do you, in real life, socialize seperately with different people. Essentially belonging to different groups, real life guilds if you like, according to the different interests of each group?

I belonged to, lead for a while, a full guild that was the lead guild in a full alliance of mostly full guilds in GW1. We had a multi-guild waiting list to join our alliance. Even within the 900+ membership of players with a broad interest in the game there were sub-groups who primarily played with their own members and rarely with members of other specific sub-groups within the overall alliance. The guilds and alliance were vibrant, engaging, active, and funfilled even so.

Actually its no because the organizations have purpose, and reason. You dont tell an organization you part of “hey, ill come do stuff when i feel like it”, especially if your a founder/ceo/xo, etc.

Full Class Reworks

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Posted by: Anari.2137

Anari.2137

At any rate, lets get back on topic of the balance. The personal stuff is getting old. I’m playing gw2 like you because i want the game to be better so i can enjoy 10 years in it like i did wow.

How Do you Feel About Multiple Guilds?

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Posted by: Anari.2137

Anari.2137

I’m lazy on forums when it comes to grammar etc. Bleh, old habits die hard.

Basically what i am saying is that multiple guilds (at the same time) kill the “purpose” of guilds.

Full Class Reworks

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Anari.2137

You obviously have never done NDA level of testing or have not had any involvement in early stages (alpha, and pre-alpha) of development. I know with Certainly that one of my former employers explicitly did this with super testers.

Taking feedback from testers particularly testers that have been vetted to the level that internal testers are is a whole different ballgame.

There is also a very large gap between “taking feedback from” and “only listening to.” Also believe it or not players occasionally come up with decent workable ideas that don’t conflict with design goals.

Im not going to go around believe the world is full of liars (Ie everyone does it for no reason) In fact most of the time lying is done to get out of trouble. Thus, i really have no reason to doubt that Gazzy is lying about this until he proves himself a liar, or until the developers prove it to be false (or claim it is, in which i will request evidence from both sides to distinguish who is not telling the truth).

There is a difference between a liar and someone who is just wrong.
You can go over to the revenant forums and find players that believe Anet is out to screw revenants over. Obviously that’s incorrect, but that doesn’t mean those players are liars, it just means those players are really jaded and have adopted irrational and incorrect viewpoints.

It’s not a conspiracy from some random player. It is one of the most well known players in the game (who i understand is widely hated, but very good at pvp) who has played since launch. I think he has some credibility to his statements.

If he is popular as you say he is chances are the devs interact with him as a PR stunt, much in the same way devs might occasionally grace some random streamer or podcast with their presence.
Heck I’m willing to bet the devs he interacts with are actually the marketing team.

And dude you’re being extremely hypocritical. The entire point of this thread of yours is to convince the devs to see your side of things, yet you’re bashing the devs for potentially listening to other players.

No, its not being hypocritical, because i do not see myself as a player.

I have no objections to a heart surgeon talking to another one from another hospital about an operation. It’s not equal to taking advice or opinions from one of the people in the ER room because he stubbed his toe on the table.

How Do you Feel About Multiple Guilds?

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Posted by: Anari.2137

Anari.2137

I’m hearing both “It’s not the way our guild runs, it’s how the players treat guilds in this game” and “It’s going to kill the game.”

Could it be guilds in this game aren’t exactly the same as they are in some other games, and could that be okay? Guild features got a big spike with HoT, and the multi-guild situation didn’t kill the game in the years prior to HoT.

Maybe the service you’re offering isn’t the service people want, when you’re blaming the playerbase for a lack of guild success. (By whatever measure of “success” you want to go with.)

It could be that a new guild syste is not only ok, but good. For example in my up coming MMORTS, we are designing massive new upgrades (innovations) to the guild system.

We are allowing guilds to collect “parts” (like spores but higher poly models) and design their own races. We are also allowing them to modify technology (i guess you can say abilities) and pattern it so that the guilds have unique concepts for pvp tactics that is isolated from others in their area. We are also giving guilds unique styles of governments that have unique bonus’s, and models of leadership (like the guild feature to have a democratic guild vote every 6 months for its leader and them being promoted if they accept the role after the role).

All these things are more are valid and good and im sure there is other examples out there for these things. What is not Good is a system that devalues the purpose of guilds to the point that the guilds lose their identity and reason to exist. Here’s Why…

Guilds Serve as the sort of “family” of a society, or the “heart of a body”. They produce a purpose to live, or the reason you live. If the family is taken out of society, you lose procreation, or at the very lease break down the morale fiber of a society to a point of self destruction. Likewise if you remove the heart from a body, the body dies.

Guilds are the essence of a game, and the blood, or people are the driving force for its existence; However, People need guilds to progress, like the blood needs the heart to progress through the body. With out it the body dies, and subsequently the blood (mutual survival).

Thus, if you devalue a guild to the point of people not needing it you will end up invalidating the reason for the heart to exist, or the guild and and once the blood stops bringing nutrients to the heart, the heart and body dies.

So, you cannot invalidate a guilds purpose (community progression), or you will kill the game.

The symptoms of this can be seen when you start to see guilds not talk to each other, or very rarely. Out cries about the games content being boring is a great sign guilds are the cause of the problem. Why? Because we are a social species. We would clear 1000 instances if it means good laughs and good times, but we would hate to do it once if such things did not exist.

Why Gw2 Will Never Be Balanced

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Posted by: Anari.2137

Anari.2137

Actually, that’s on true. I’ve worked for 3 major companies, 1 indy team, and i currently run a studio (with 23 developers). Out of all of those examples, The only time iv seen this applied was by EA (though i know blizzard does it).

In all other cases it is 2-3 people capitulating idea’s of where they think the damage / game play should go.

The amount of people working on balance depends wildly on how complex the game combat system is.

A generic FPS probably doesn’t even have a dedicated balance team outside of the metrics guys since FPS are mechanically fairly simple.
A MMORPG with dozens of interlocking traits and abilities that have to be balanced across multiple game modes however requires a dedicated and often specialized team.

Also you’re moving the goalposts since my post was responding to the fact that you where implying that the “coders” where the ones doing the balance, which is something that really doesn’t happen outside of games with really small dev crews.

Broken Record much?

No one is advocating for perfect balance. You don’t want perfect balance. You want “Competitive” Game play, which means plus or minus 10% variance in class / spec performance. Though if you had any real experience in the industry you’d know that.

10% variance from what?

Tell me how do you define a spec in this game? If I run the standard metabattle scrapper build but then use a different rune and change the elite does that count as a different “spec?”
Or what if I run identical abilities to metabattle but then pick different traits? Is that a different “spec?”
Take generic p/p condi engi. If all I do is swap the offhand pistol out for a shield I end up radically changing both the DPS and the survivability. Yet that was just one simple change.

The problem with saying “10% class/spec variance” is that what defines a build is very ambiguous. This isn’t WoW or SW:TOR where your spec is almost completely locked in.

MMORPGS consist way more “values” then FPS does, thats why its easier to balance.

Im not moving anything, you claim that every team has dedicated specialists for this task of balance, which is really only the case with very large companies (and even then its questionable).

In regards to power creep, my position on it is condition based.

- Starting Players will be competitive to senior players
- Its dangerous, so avoid it unless its needed
- my experience across multiple games is that there is a “golden ratio” For balance, that ratio is also what blizzard uses (because of metric data). That value is around 13%.
In general my experience has been 8-9% Variances are the key/target area for balance.

This means if a ability does 100 Damage, the top end of it should be 108-110 Damage.
Of if a player is doing 1,000,000 Condition damage a game, the lower end players should be around 800,00-900,000.

When we look at GW2 we see a lot of 100-300k’s, a few 500-600ks, and 2 800-900ks. This means by my standards

- Players are not being competitive with specific builds
- Some builds are massively under tuned, or over tuned
- Someone is bad at paying attention to server metrics or understanding them correctly.

A “Spec” is a build. In general, I use this to refer to “meta-builds” or “cookie Cutter Builds” But it may apply to any “spec”.

If the development team was following principles of logic we’d see things like

- No skill having + Weapon bonuses (instead lower the cool downs) as 20% reduction in a cool downs is a significant upgrade to damage, and forcing people to pick that over other options, when the already need that weapon for that build concept totally invalidates the purpose of the other three abilities with out naturally making the different options valid.

- All Builds having a target Damage output, that equates to a targeted life expectancy in time rates (20-30seconds is prime from my experience of faster moba like gameplay)

- A few other examples can be provided, but thats not the point, the point is you should already be working off these sorts of principles and when you have people dying in 5 seconds, there is an issue with power creep.

Hopefully you get the point.

Why Gw2 Will Never Be Balanced

in PvP

Posted by: Anari.2137

Anari.2137

It’s like this Anari. You jumped into our game

Do you have a mouse in your pocket, or are you implying your one of the anet staff members?

with a blindfold on talking up a storm about how great and experienced you are, then proceeded to propose absurd changes in multiple threads that suggest you have no knowledge of this game. Then you proceed to talk down to anyone that disagrees with you (had to report a couple of your posts and have them removed) or just plain ignore them. Now here you are telling us that we should provide evidence concerning your lack of experience.

Wrong. It was not mentioned until either today or yesterday. I’ve been on these forums for some time now.

The Changes i purpose are absurd? You mean actually bringing a Guardian to 1 million healing a game, when it has 3 specs dedicated (or partially) to healing, yet does not heal a 4th of what the other classes do; to a Rate which is competitive to the others, and that is Absurd?

If it is absurd to bring “balance” to the classes, you sir need to leave this industry, because you clearly dont know what you are doing.

I say no good sir, you done that job for us by plastering it all over our forums. You want people to take you seriously, you’re gonna have to prove to us that you can actually do what you claim to do, cause so far all we’ve seen is nonsense.

Lets be real here. Your opinion means nothing to me, and the likelyhood that this studio or any other one will listen even if i provide my credentials is nonexistent. So i’ll make a deal with you.

Go Write up a legal document granting my creative rights over GW2, and have the CEO, Board members sign it and present it to me and ill give you my credentials.
Until you do this, I’m not interested in providing you with any form of information.

Of course, you’re always more than welcome to keep trying to make crazy balance changes, just don’t expect the community’s attitude toward your ideas to change when you can’t even be bothered to meet these people halfway.

P.S. – Most people refuse to provide proof of their experience when it either a) doesn’t exist or b) doesn’t live up to what they’ve claimed it to be. Not a personal attack or insult, just a general observation buddy.

I guess “i dont care about your opinions” is not clear to you. I think you dont understand my position and reason on these forums. So let me explain.

1 – My primary objective is to try to reason with the development team (which are generally hiding on alt forum accounts, as you know from your practice of this method)

2 – I mentioned i had 5 years invested in studying games, but did i mention anywhere i stopped?

3 – Interaction the forums helps me understand people. One of the big points of our game when it comes out will be a completely new forum concept. In fact, iv actually considered making this a big thing for our IT off company, to develop a forum concept that does not really require mods to read posts, or have to deal with multiple posts on the same topic.

Discussion with people on forums helps me understand the management system of a forum, and that gives me something to study for this new software technology we are working on.

How Do you Feel About Multiple Guilds?

in Guild Wars 2 Discussion

Posted by: Anari.2137

Anari.2137

Definitely in favor of it. If anything I think 5 is too few. If you’re limited to 1 guild then it becomes an absolute must to separate them between characters. As it is, if you wish to focus you’re entire efforts with one guild, you have the option to do so. Trying to force others to do the same is silly and wouldn’t work anyway – with different characters they’d join different guilds and they’d still divide their efforts.

Its very easy to stop that (a rule im getting close to putting in our guild)
If you un-represent and are caught = gkick

Yes, because your guild totally does everything in the game. Maybe they stop repping your guild outside of pvp because you DONT do stuff outside of pvp? I wish you would put that “rule” in place. I bet your guild would fall apart pretty quickly.

our guild is pvp only. We confirmed this three times with people before inviting them. This really shows its not us its the player base.

Full Class Reworks

in PvP

Posted by: Anari.2137

Anari.2137

That’s funny because a mutli-legendary was just telling me that he and another person were directly involved in the balance choices of the game, In fact he stated very clearly
“the devs listen to this (player name) person for all the balance for the game and they pretty much do what he says”. Im not saying he is dong the balance himself, but im pretty sure that they are not doing all they can to fix the issues (if what gazzy says is true).

Oh please, saying “oh such and such player/guild has the devs in their pocket” is something that people say in practically every game. Here it’s the proleague players people accuse, when I played SW:TOR it was <Zorz> that everyone accused of being in cohorts with the devs.

The fact of the matter is devs interact with members of the playerbase from time to time, and salty players often like to use such interactions as ammunition for their conspiracy theories.

Believing the devs are blindly following what some players says is silly.

You obviously have never done NDA level of testing or have not had any involvement in early stages (alpha, and pre-alpha) of development. I know with Certainly that one of my former employers explicitly did this with super testers.

Im not going to go around believe the world is full of liars (Ie everyone does it for no reason) In fact most of the time lying is done to get out of trouble. Thus, i really have no reason to doubt that Gazzy is lying about this until he proves himself a liar, or until the developers prove it to be false (or claim it is, in which i will request evidence from both sides to distinguish who is not telling the truth).

It’s not a conspiracy from some random player. It is one of the most well known players in the game (who i understand is widely hated, but very good at pvp) who has played since launch. I think he has some credibility to his statements.

How Do you Feel About Multiple Guilds?

in Guild Wars 2 Discussion

Posted by: Anari.2137

Anari.2137

Definitely in favor of it. If anything I think 5 is too few. If you’re limited to 1 guild then it becomes an absolute must to separate them between characters. As it is, if you wish to focus you’re entire efforts with one guild, you have the option to do so. Trying to force others to do the same is silly and wouldn’t work anyway – with different characters they’d join different guilds and they’d still divide their efforts.

Its very easy to stop that (a rule im getting close to putting in our guild)
If you un-represent and are caught = gkick

How Do you Feel About Multiple Guilds?

in Guild Wars 2 Discussion

Posted by: Anari.2137

Anari.2137

I’m for it. It allows for specialty guilds to exist.

Guilds can only have 500 people in them. By allowing for multiple guilds, a player can choose to join a small guild that only focuses on one aspect of the game. But still be able to join another guild for a different aspect of the game.

A great guild will be able to get and retain the best members no matter how specialized or how general it is. And no matter how many other guilds its members are a part of.

A great guild would deal with those leechers. The one who only asks for help but is never able to give help to other guild members may soon find themselves in a situation where no one in the guild wants to help him anymore. Because he doesn’t help them.

A guild just looking to keep its numbers up because there’s nothing special about it wouldn’t. And that’s why there’s nothing special about it.

You have some Good points, Guilds could manage the issues themselves, but the problem is not guild management its player mentality.

Lets take my guild for example,

We were created on the bases of “Hardcore PvP”. I have asked over 200 people to get on teamspeak when pvping, and none of them do it. I ask them to flag when in guild groups, None of them doing.

So the only think the seem to be using guilds for is LFG system, not actually guild.
I believe fully this will cause hte decline fo the game (i have no doubt about it actually).

Sounds like a problem with guild management to me, not the multiguild system. If they’re not meeting the requirements of the guild, why are they in it?

Without multi-guild, I don’t think specialized guilds like “Hardcore PvP” would be all that effective, especially since guilds are account-wide. Even hardcore PvPers may feel like doing other content that is best with a specialized guild that isn’t yours.

I am the leader of a 3000 player multi-gaming clan, on top of the other things i do.
believe me is not me. I kicked 100 people( about 99% Of the guild) to restart with more strict positions to resolve the issue… And guess what? Same thing.

That means its the players attitude, not me. The guilds are highly undervalued, and i’d it will absolutely cause the downfall of this game.