Showing Posts For BlueCheez.4873:
Also, I’d like to point out the BIAS in taking a survey on the sPvP forum.
You are going to have a much higher amount of players who like conquest as a gametype, as the majority of players who didn’t like it enough have already left the game and will not be on this forum.
I don’t know why GW2 developers are so obsessed with designing a game that doesn’t require teamwork and coordination.
Bring back HA or GvG please. Make support a viable option. Provide greater build variety. Make teams defined by their team compositions and coordinations, not by their individual player skill.
Make teams centered around what cross-profession combos are available to them.
The devs need to stop sitting around in their office looking at cat videos on reddit and fix their bad game.
They ruined a great competitive PvP franchise because they wanted it to be like the casual games they enjoy like call of duty.
(edited by BlueCheez.4873)
Every time you hear the “pro” players brag about how good they are at the game.
Over six months and we haven’t seen a single “team-strategy” dominate the meta. In GW1, nobody would complain “the warrior is OP” or “the profession I play isn’t strong enough,” but things like “IWAY is OP” or “Balanced builds are underpowered.”
First:
There were single bars / professions which were too strong (you may recall assassins being a profession), so that part of your post is wrong. If that wasn’t enough, there were also entire trait lines of professions which were unusable for a long time, about which there was complaining.Secondly:
Many skills in gw1 were nerfed because they were too effective for how easy they were to use.
Balance discussion was dominated by strength of team composition.
Yes, there are examples of particular professions making a build too strong. But it’s the team build that’s too strong as a result. Shadow Strike being resistant to prot. makes bloodspike uncounterable. Issues like this are TEAM issues. It has nothing like the stupid, casual nonsense you hear now: “My profession is way too underpowered. The devs need to get off their butts and make my profession playable. I’m tired seeing too many people play mesmers and assassins.”
Over six months and we haven’t seen a single “team-strategy” dominate the meta. In GW1, nobody would complain “the warrior is OP” or “the profession I play isn’t strong enough,” but things like “IWAY is OP” or “Balanced builds are underpowered.”
Why is your focus only on fixing individual professions instead of promoting whole-team-strategies? With cross-profession-combos being so underused, underpowered, and underdeveloped, do you WANT this to be a game where every player on a team “does their own thing”? Is this somehow supposed to “appeal to causals”?
Over six months and we haven’t seen a single “team-strategy” dominate the meta. In GW1, nobody would complain “the warrior is OP” or “the profession I play isn’t strong enough,” but things like “IWAY is OP” or “Balanced builds are underpowered.”
1. Why is your focus only on fixing individual professions instead of promoting whole-team-strategies? With cross-profession-combos being so underused, underpowered, and underdeveloped, do you WANT this to be a game where every player on a team “does their own thing”? Is this somehow supposed to “appeal to causals”?
2. Anytime I hear “GW2’s PvP community is small,” someone tries to come up with ways to appeal to the “PvE causals.” But have you considered that PvP isn’t successful NOT “because causals don’t give it a chance” but because there’s not enough lasting depth for competitive gamers?
3. Why do you think GW2 is significantly less successful than GW1 was 6 months into the game, even with the entire past GW1 playerbase? Do you think changes like locking skills actually helped you “properly balance game”? Or that homogenizing all the classes with very little focus in team-synergy or support was a good thing?
Same issue here
I like events; I hate hearts. Though it feels as though I’m always forced to grind through hearts.
Traits missing vital informations in tooltips to make informed decisions.
in Suggestions
Posted by: BlueCheez.4873
You see…if we make the traits and tooltips actually tell you what the skills do, someone out there might take the game competitively.
But we don’t want that because then we’ll get an elitist playerbase that’ll run it for everyone.
We’re not going to let elitism destroy GW2 the way it destroyed GW1.
\Keep it casual 2012\
A solution to make people play all the of dungeons (Make a weekly achievement reward - Tokens)
Posted by: BlueCheez.4873
I vote replacing the current system entirely with the proposed one.
Meaning that players should only be able to obtain armor by experiencing all of the content, rather than having to repeat the same content over-and-over.
Instead of doing the two easiest explorable modes of CoF 30 times, players that want CoF armor should be rewarded instead for playing every explorable mode across all dungeons.
On the other hand, it shouldn’t be a weekly achievement. This is because players who cannot complete all of the dungeons in a week will be unfairly punished.
Maybe an achievement that you can obtain, at-most, once per week.
(edited by BlueCheez.4873)
All PvP in GW1 was a clearly a failure. Just ask the devs.
This is a problem with the community. Not with the commander book. The commander book forces you to either be: A) dedicated to leading in WvW, or B ) have a giant guild backing you. Both are great qualifications for leading in WvW. If people think you are just being a rich show off, that’s fine. The block function exists for a reason.
if they already have a 1000 person backing, why the hell do they need it?
1000 people already follow you, do you really need more?
1. Please make tokens universal.
2. Please make rewards encourage players to do all of the events in the game.
(one idea would be to give players books they can hand in once they’ve done every explorable mode in every dungeon)
Illusionary Leap around 1/3 of the time will not produce a clone.
The skill will activate in range and nothing will happen. (with less than 3 clones up)
It’s a good thing Anet has their priorities straight. The price of butter completely ruined my GW2 experience. I’m glad they came up with an intricate system of keeping the economy perfectly balanced by spending their resources creating mystic forge recipies that funnel out supply of butter.
And I’m glad they fixed butter before fixing the game.
Are Orr’s event chains completely broken? Fixing the price of butter should take priority.
Do 200 skill points not work? Fixing Butter is more important.
WvW is completely broken and gives no rewards or incentives for players?
Better up the price of blueprints.
WvW is a mindless zergfest that isn’t fun for neither casuals nor competitive players?
Let’s charge them ONE HUNDRED GOLD for organization that everyone should’ve already had and isn’t even good.
You want dungeon armor without 90 runs of mindless grind?
Gotta make sure you don’t inflate the economy while you’re doing it.
of couse making sure the gemstore still has value completely IS SO MUCH MORE IMPORTANT than players actually having fun.
They gotta fix the economy before they fix a broken game.
Gotta make butter the right price before of making WvW or dungeons fun…
It makes me pretty upset how horribly they handle these kind of things…
Thread shouldn’t be deleted.
What OP is focusing on is the fact that GW2 rewards players for optimizing a particular route.
If I want to get ANY rewards for doing the dungeons, instead of playing EVERY explorable mode in every dungeon, I get a MUCH larger reward if I just do the same explorable mode in the same dungeon over and over and over and over.For people who still think GW2 doesn’t require grind, you haven’t looked at the math. They want over around 1000 tokens for exotic armor. An average run gives 25 and can take over 2 hours. That’s around 40 runs. Fourty runs doing the SAME THING OVER AND OVER.
The point is that the rewards are geared towards grinding a single mode, instead of encouraging players to go through everything.
Why didn’t they just use the dungeon-book mechanic from guild wars 1?? Well, maybe because all the developers are completely different people and don’t know anything about guild wars 1.
So? How many runs in GW1 did you do for OBSIDIAN ARMOR? (before other chapters came out) Hrmmm? Cmon I’m waiting…..taps foot impatiently.
You could purchase ingredients for obsidian armor. Also, fissure of woe and underworld also had MANY different routes you could take and do.
1. About a third of the events are bugged. Preventing continuation of the event chain.
2. All events in Cursed Shore are in their “final event” stage. Everyone wears their “+magic find” items and just spam AoE at the “defend waypoint” event. No one ventures out of the waypoints. Why would you? All the events have been completed.
3. Anet claimed that orr would be challenging. I found it easier than lower level areas. And it’s not a scaling issue, I’ve completed many events with 2-3 people. With 500k karma vendors, do you seriously expect me to grind this content? Where’s the fun? Where’s the challenge? Why is this fun to repeat again? There’s no challenge, I can just push my autoattack and continue to not communicate with my zerging allies until I win.
I agree with everything you say, but I think the biggest problem is just the sheer inabliity for communication and coordination. Too much reward is given for just bigger numbers, and there’s not a lot you can do with a team of 5.
On another note:
I hate how expensive seige weapons are.
Why do they even charge money for them? Why can’t they just make them something that is obtainable only through WvW drops. (It would at least make the PvE aspects of WvW actually not 100% useless)
Orbs of power feel useless.
Too much reward is given to “zergs” and there aren’t good rewards for smaller teams.
While they’re at it, they should just charge 1 Million gold for mystery boxes.
It’s a great gold sink for people who have too much faith in the developers.
There’s NO WAY I’m paying 1 Million gold for just an empty box.
….kitten
Anet hates GuildWars1 PvP’ers.
They don’t like you and don’t want you to play their game.
They blame “elitists” for ruining other people’s experiences.
The sad truth: they want GW2 to be a casualfest with no level of teamwork that GW1 had
Thread shouldn’t be deleted.
What OP is focusing on is the fact that GW2 rewards players for optimizing a particular route.
If I want to get ANY rewards for doing the dungeons, instead of playing EVERY explorable mode in every dungeon, I get a MUCH larger reward if I just do the same explorable mode in the same dungeon over and over and over and over.
For people who still think GW2 doesn’t require grind, you haven’t looked at the math. They want over around 1000 tokens for exotic armor. An average run gives 25 and can take over 2 hours. That’s around 40 runs. Fourty runs doing the SAME THING OVER AND OVER.
The point is that the rewards are geared towards grinding a single mode, instead of encouraging players to go through everything.
Why didn’t they just use the dungeon-book mechanic from guild wars 1?? Well, maybe because all the developers are completely different people and don’t know anything about guild wars 1.
http://wiki.guildwars2.com/wiki/Detha_Tremblebones
Went through entire dungeon to get to final room.
Mission doesn’t continue; everyone is forced to leave.
Happened twice in a row.
http://www.guildwars2guru.com/topic/24505-less-health-more-enemies-please/
Issue addressed in February
One of the Ascalon catacombs explorable mode is completley bugged & unplayable as well.
Absolute kitten quality control.
Did they even test it ONCE!?
Story mode is too hard.
Explorable mode doesn’t require enough team coordination. Dungeons aren’t difficult in the way the game should be difficult. Monsters shouldn’t have infinite health and infinite damage, but should require team coordination to take down. Right now everyone just has to dodge insert-telegraphed-skill and unload their skillbar to get through any dungeon.
gw2 instace= hey lets add alot of hp and make them hit really hard because thats what makes a instance hard and also buggy…also forget about playing the way you want to.
Unfortunately, this has been addressed as an issue since Ascalon Catacombs was previewed 6 months ago…
I cannot imagine them changing it. And I think we are just stuck with a boring endgame.
The player base has been emphasizing this problem since Ascalon Catacombs was released.
Unfortunately, Anet was so concerned with eliminating role specialization, they gave us game mechanics that don’t reward team coordination, but just a group of talented individuals.
:/
I’m amazed they’ve made absolutely no progress fixing this issue for the 6+ months it has been addressed. It’s at the core of the “where is the endgame” issue. I’m skeptical they will ever even acknowledge it’s an issue.
While the “endgame” content is technically there. It’s not the “group” experience. It’s just 5 people coming together for their own shared solo-experience.