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Importance of End Game (scale 1-10)

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Posted by: Anoddhermit.4602

Anoddhermit.4602

10/10

Leveling is a chore, world events a boring zerg, personal story/living world stuff of absolutely no interest to me either. I wish they hadn’t even bothered adding levels to the game – just less to do once you hit 80 which is where you’ll spend the most amount of time unless you’re crazy and actually enjoy slogging through the solo PvE. I want more challenging content, I want better class balance, and I want more PvP modes ideally something larger scale and less strictly organized than tPvP but with less number imbalance/lagginess/PvE mixed in than WvW. In all of the content I do I’d prefer to feel my personal contribution is important and my ability to play my class well a significant factor.

Search the trading post by armor type?

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Posted by: Anoddhermit.4602

Anoddhermit.4602

Seems like a no brainer option, but unless I’m missing something it’s not there.

Ranged weapons seem to suck in this game

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Posted by: Anoddhermit.4602

Anoddhermit.4602

  • Melee builds do more damage for every profession with no exception I can think of
  • Stacking in melee allows for convenient boon stacking in a small area to put AoEs
  • Melee just seems to do more damage, in general.
  • Ranged weapon sets tend to have lower mobility and thus can’t effectively kite in PvP against superior mobility melee sets

I get that staff AoEs and so on have certain roles they’re effective in for support in WvW, and there’s some place for using a ranged weapon for backup/versatility, but otherwise I feel like there aren’t many competitive ranged playstyles in the game using them as primary weapons.

State of The Game

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Posted by: Anoddhermit.4602

Anoddhermit.4602

There are exceptions of varying degrees but point stands the majority of PvE content is pretty simple.

It’s also very imbalanced, PvE doesn’t encourage taking a decent variety of professions right now. Which is sort of to be expected when they homogenized buffs into only a few boons and got rid of the “trinity”. It’s one thing to not need a tank, another not to really need any defensive /healing geared/traited players whatsoever.

(edited by Anoddhermit.4602)

Utility skill instead of an elite skill?

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Posted by: Anoddhermit.4602

Anoddhermit.4602

Yes, the more short CDs I can get the better, they make a play style more interesting than having a long CD “powerful” ability – granted not that many elites are even very powerful.

State of The Game

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Posted by: Anoddhermit.4602

Anoddhermit.4602

PvE is still pretty dull and doesn’t require any serious group coordination. Everyone is still just wearing DPS gear and spamming down everything – there’s no place for a support focused class(unless it’s damage buffing) when everyone can very well keep themselves alive and well on their own without them.

Bosses have some mechanics but they’re not like you’re going to see in a game like WoW where people start dropping like flies if they don’t properly handle them. For better or worse, there’s a lot of cushioning for failure, and some classes can get away without doing much active avoidance. Multiple serious mistakes have to be made by multiple people to fail most PvE content.

Winner to most beautifuly Prof. design is...

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Posted by: Anoddhermit.4602

Anoddhermit.4602

I think Thief’s initiative system > the rest of the classes’ designs. It’s the least clunky and you aren’t stuck auto-attacking if you want to keep using a single weapon rather than swapping.

I think the whole point of having multiple weapons should be the versatility to use two for different purposes, not to cycle through important CDs on one then switch to the other when you’ve spent the first.

It can devolve into spam if certain abilities are too powerful without any assistance from your other skills, but then that’s more of a numbers issue with the specific abilities available and traits that buff them than it is the initiative system.

Are GW2 Player Skills Boring?

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Posted by: Anoddhermit.4602

Anoddhermit.4602

I think dividing skills between weapons was a failure, personally, and weapon switching and other such bar-swapping mechanics feel more clunky than complex and engaging. So many classes have weapons I only really want to use one or two skills in, and with only five per weapon set up, even if there’s only one dud it bothers me having that wasted skill sitting there. Plus, traits often focus your build on certain weapons making the secondary feel like something you’re “stuck” in until you swap back to your “main” weapon considering there’s a CD on weapon swapping.

The one thing that is nice about it, is having some versatility when it comes to range, but I don’t feel that makes up for the flaws. I’m not against multiple weapon sets if they could fix it up though, but the way they implemented it hasn’t panned out IMO.

There are too many CDs as well, every class but thief feels too similar due to this. Class choice becomes a matter of power/practicality or aesthetics/theme, and sadly some of the classes I like the latter of don’t cut it when it comes to the former. Having only one auto-attack/no-CD attack with the rest being CDs of often considerable length was a really poor idea. If a weapon has a fail auto-attack it can really ruin the rest of the weapon considering you know, everything else is on CD – making it more of a utility stick that you swap out of ASAP after popping the useful CDs on it.

Then there are utilities which vary, the short CDs can add a lot to a class giving them less time sitting on auto-attack or forcing them to switch weapons to keep doing decent damage or whatever. But some classes are really locked into a passive or two which again, with only 5, even having one that just sits there being a boon most of the time reduces complexity dramatically. And some are just excessively long, I’d take all 40 seconds or lower CDs for utility if I had decent options for such on every class if I could.

And last but not least, too many skills are quick and easy. . Building up power and/or creating opportunity to use more powerful abilities is mostly absent from GW2 and it feels spammy. Combos only go so far and many classes can’t smoothly/efficiently create them without weapon swapping – and even then some aren’t worth bothering with. Very little high risk high reward feeling. While a few classes w/certain weapons/traits are better than others when it comes to this admittedly, because of how quick and easy most other classes’ abilities are some of the high risk high reward skills just feel like extra work for the same result.

Overall, the combat just feels shallow and a significant part of that is of course the skill system and many of the individual skills across the classes. I’m sure almost everyone has skills they dislike using or don’t use for various reasons, but are stuck having on their bar because of the weapon system.

(edited by Anoddhermit.4602)

[Brainstorm] Improving Deathshroud

in Necromancer

Posted by: Anoddhermit.4602

Anoddhermit.4602

I just want Dark Path be a teleport(or maybe similar to ride the lightning) with an AoE chill, useful for both escape and for catching targets.

Would actually be nice if it were just an F2 skill we could use in any form but maybe that’s getting greedy? Necro is so slow getting around the world compared to most of the other classes I’ve played.

Can anyone really see through the clutter?

in Guild Wars 2 Discussion

Posted by: Anoddhermit.4602

Anoddhermit.4602

Please let me edit the UI.

PLEASE let me reduce particle effects.

I would love to edit the UI and have full bind customization – having the same binds for every class and weapon is so bad.

Discussion: Leveling alts - boring?

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Posted by: Anoddhermit.4602

Anoddhermit.4602

levelling any character after level 30 is boring. The extra 50 levels serve no purpose whatsoever other than a pointless grind.

The rest of the zones after 30 could all have been “endgame”, but no, we have 50 levels of underpopulated boring grind for no reason.

uhhh… Traits?

They could’ve just given more traits per level.

Discussion: Leveling alts - boring?

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Posted by: Anoddhermit.4602

Anoddhermit.4602

I freaking hate leveling. Suggestions to improve/make less painful:

  • Better access to mobility stuff at low levels, every class should at least have 25% move speed on a signet, or better yet scrap them all and just increase run speed by 25% across the board. Larger races look wrong running at the default speed anyway.
  • Less annoying XP boosting consumables to worry about trying to keep active, just boost XP across the board instead.
  • More XP for killing mobs in general, I’ve explored the world once and just want to wade my way through blood to 80 just let me get it over with. Most leveling zones are kind of dead so can’t just do group events anymore either. Grinding mobs is mindless but mucking around the map doing zone completion is tedious, I’ll take mindless over it any time.
  • Waypoints and PoIs account wide, dump their XP into zone completion or vistas or something.
  • Character story missions can be “skip to the end”-ed(everything including combat, not just dialogue) if you’re the appropriate level, but for reduced XP.

(edited by Anoddhermit.4602)