(edited by Dark Savior.7589)
Showing Posts For Dark Savior.7589:
What a good thread, it seems that it really does have people thinking and questioning a bit, that is good. I tend to agree that the Separatists aren’t the freedom loving type, more like the post civil war southern KKK who refused to accept blacks. I would agree with the OP if the situation was Human War Machine vs peaceful freedom lovers against war! but it isn’t. Although I would love someone who thinks video games make people more violent to come read these posts, where some posters have expressed sympathy and resignation toward doing quest related violence to the pixels which they felt were “innocent”.
For me the more they hammer flat and homogenize things for pvp, the less of a reason exists for taking “your” character into PvP. For sPvP they already removed any gear advantage, and everyone is the same level. If they split the skills and flatten those nicely, you might as well just be playing a first person shooter where everybody is the exact same, because all of the above is just the roundabout method of achieving that result.
To the op, I am feeling the burnout on the lopsided matches too. Its not even close. In my current matchup, its something like 200k for the leading team, 70-77k for the others. I am in the Meguuma, Ft Aspenwood, Dragonbrand matchup. Its been like this every week since I hit 80 and have been messing with WVW. I am hoping this is fixed soon as WVW was how I planned to spend my end game, but in it’s current state, I am just not feeling it.
Yes, warriors at range are beastly, and can stack plenty of utility to go with the damage too, especially if built for it. Its a false expectation from playing other RPG’s that the warrior at ranged is less than.
Roll rifle or longbow build and take the traits that make shouts fill the adrenaline bar and you will be using f1 every time it is up. Only the greatsword build ends up holding onto adrenaline in my experience.
My only issue with banners is their overly long cooldowns, I just can’t seem to adopt them into my playstyle when they kill a utility slot for 2 minutes. Shorten the cooldowns would be my request. One of the things I like about warriors is short cooldowns, and the banners pretty much fly in the face of that across the board.
I will not judge PvP or WvW, but dont say that warriors are bad in PvE. I run with FULL magic set and I do not die if I don’t make a mistake. I used to run with full berserk before crafted MF armor and trinkets and of course it was easier but I just want use MF and there is completely no issues with that. Of course in dungeons I use knights set (but with ruby trinkets) and have no issues with fights. If people are dying I’m dying with them but usually at the end (except for Guardians but it should be that way).
From my point of view (so basically PvE point of view) the only thing that is really bad is melee fights in general when it comes to strong bosses/champions/dungeons. I like using rifle but I would like to swing my GS more often when I’m in epic fight.
Also I cannot agree that our utility skills are bad. We just should have like 5 more to give some diversity and more possibilities. And possibly some work should be done with banners. To many times staying in 1 place mean death (but whole idea of banners is really great).EDIT: One utility that could help for example would be protection for let say 10s at least. It could be separate one or added to some signet when it’s activated.
Depends on the fight and why people are dying in pve I think. I run full ‘zerkers in CoE and against Alpha, once i learned the fight and dodge timing, I rarely die (crystal cage still sucks). So in PvE I think you can learn away the dying no matter how you are specced. In WVW I rarely lose skirmishes with other classes, unless I am outnumbered, typically only dying when zerged. I can’t speak to spvp I haven’t really done that. My experience.
How would i fix the warrior? In short, I wouldn’t. Having tried playing many of the other classes, the warrior is in the best place by far. I love my warrior. I roll in two builds for dungeons and wvw. Either Rifle/Longbow build, or GS/Rifle, and either one owns. From up close or at a distance a warrior can deliver. I haven’t tried a heavy support build and I think the cooldowns on all banners are too steep. But I have experimented with a control warrior focused on hammer and the physical skills and that rocks pretty hard. The only drawback that build has is in pve content vs bosses with defiant stacks, then you don’t really do much, but that isn’t a flaw I would count as belonging the warrior class. My 2 cents.
If this had been suggested before, my apologies. The issue of off-peak capping of objectives in WVW when a large portion of the population is asleep is one that seems to be pretty big. I am not sure why since the servers are listed as American/European so the time disparity shouldn’t be that great, but I digress.
I propose that each tri-server bracket have 2 separate instances of WVW, active at alternating 12hr intervals. So one from hours 01-12 hours, and the other 13-24 hours. This way the majority of offpeak players will play against offpeak players, and primetime players will face other primetime players. Folks in the middle times can play and contribute to both. Just a thought.
For me I think that it mostly feels too often like when you died there was little recourse for it. Its one thing if I can reflect on my character’s death and say,“Ok, I see now how I could have done that different”, and for sure, I did that alot at first, but in many of the dungeons, it is literally so overtuned and imbalanced that there is not anything I could have done to avoid the death. Like being the only one fighting Alpha when he crystals you then AoE 1/2 shots you. Or mob packs who hit so hard that one or 2 hits kill you dead ( AC’s trash packs I am looking at you!). I am fine with rising to a challenge and learning how to beat a situation, but there seems to be too many situations that just punish you no matter what you do. The only skills required for getting through that is infinite patience and masochistic tendencies. I would love for them to run these dungeons through some serious tuning and balancing passes, not to make them easier, just less cheap in how they challenge players. My thoughts.
I feel like the crystal is a problem as well, classes that have a teleport being able to get out makes alot of sense, but classes that can’t get trapped in that thing and it is guaranteed death, especially since your whole party isn’t going to want to stop dps’ing alpha to dps the crystal. As often as everyone dies in those fights, it simply isn’t more efficient to save the one person trapped in the crystal by pulling dps off alpha rather than continue and try to end that torturous boss fight faster. I do wish the person trapped in the crystal could at least attack it from the inside.
I didn’t read the whole thread but I read the op, and thought, maybe this should be considered as a replacement for the current Outmanned buff. The side that is outmanned could be given advantages to dealing damage to enemies in the downed state and/or have their finishing moves become faster/instant. Also maybe have the Outmanned buff grant a bonus to the damage dealt to enemy players who are rezzing fallen allies. This would help the Outmanned group to be better able to use guerrilla tactics to help thin larger groups. My 2 cents.
I think you are spot on about addressing upgrades not being worthwhile. I mean the difference between a fully upgraded location and one with none is about a minute against a zerg, and that also depends on if the location is being actively defended. The upgrades honestly cost too much in both time and resources to be worth what little difference they provide, and that is why folks (myself included) just don’t find them to be worth bothering with. I mean each blueprint costs silver or gold and 3 to 5 or more men worth of supply to produce, that just isn’t worth in most cases what little return they honestly provide. My 2 cents.
I agree with what Voxnar has said as well. As to people farming them, they have introduced the anti-farm mechanic for dungeons, that shouldn’t even be an issue. I am all for Story mode being easier and letting hardcore mode be for Explorable.
You have to run a tabletop RPG for your friends and they will give you this title if you do it well…oh you meant in GW2. Carry on!
I like the waypoints, and agree they offer the choice. If you can’t be bothered to take the scenic route, even as a proponent of taking the scenic route, because waypoints exist, then you disprove your own argument. If you can, then sweet, you and everyone else have options. There are issues in the game, but I pretty much disagree that what you have pointed out and the proposed solutions are them.
The problem with adding vitality to eveything is that it really is only in some areas that the problem exists, dungeons and for some pvp. Adding vitality to everything would kill the balance of the regular mobs in the open world and in story missions. It would be better to look at how hard mobs hit in dungeons, especially since, IMO, the problem there is that everything is just inflated to create the challenge, hits harder, more HP, more immune to CC, as opposed to, for instance, being more clever AI, or using bigger monster packs of regular or at least less inflated enemies.
Honestly they need to copy CoH dungeon and mob design if they want to roll without a trinity and bring any player/build. Every mob wasn’t an inflated sack of HP, so blasters still could for the most part survive by killing before getting killed, melee was tanky enough to hold their own and not get one shotted buy hyper strong trash mobs, and boss fights worked well. I honestly thought based on many of the design choices and NCSoft’s involvement that they were borrowing ideas from CoH already, but they didn’t go far enough. Still, that game pulled off scaled dungeons and bring anyone you want very well.
I didn’t ask you to critique what I said. I asked if there is anyone else? If you’re part of the carrot-chasing crowd, then move on.
If you don’t want to hear other peoples’ opinion on a forum for a video game, then perhaps not post? You’ve been here all day countering what (obviously) a lot of people don’t like. You don’t get it, you will never get it.
It’s not about ‘chasing a carrot’ – what a tool remark.
It’s about how it was implemented. It’s about risk versus reward. It’s not about the phat lewt and coin at the end of the dungeon being nerfed into a slap in the face. Hell, I ran CM this morning, got nothing but white gear out of the chests, 6k experience and 3 silver.
People are not going into dungeons at 30 for the first time in game to fulfill your pathetic list above. They are there to better the character they play. Period. That is no longer the option when running a dungeon until you hit 80, and even then you don’t have to do that to build your end game gear (thank god). You want to run things for your list? Great, do that at later levels, even 80 – knock yourself out.
Some of the players just starting and coming into this mess of CM and AC and being totally stun-locked into dungeon submission, walking out with 10 silver repair costs, white gear that isn’t even close to upgrading, and no reward versus the risk of running these things is not a fun way to spend time.
Knockback after knockback, fear after fear, sniper shots taking you out even when you aren’t in line of sight… even while you interrupt mobs, they are so bugged that they ignore the little crowd control we have, and rip you a new one.
That’s what this mass exodus is about.
I Agree
Here is the problem I have with this argument from the OP. The expectation of being rewarded isn’t from some “shift” in gaming, or even from other MMO’s/RPG’s. From the first story mission in this game, GW2, you get rewards for completion. You get XP and rewards for everything you do in this game, its one of the main seilling points REMEMBER? It isn’t some strange new generation concept that anyone is foisting on this game, for 1-80 levels, THIS game acts in exactly that manner. Suddenly at 80 or for farming dungeons that is supposedly not valid anymore? Your argument fails on it’s face.
I for one am completely fine with rewards being solely cosmetic. I am fine with some rewards taking a long time. I am not fine with hypocritical behavior. Creating grind and then saying we are anti-grind is just so.
And for the record several dungeons weren’t “fun” to begin with. (AC just sucks, story or explorable) People grinding CoF weren’t finding that fun either, but they did at least find it rewarding. Now it is reverted to being just no fun again. Anet needs to fix the glitchy, unfun, overtuned and expensive to run dungeons and the fact that it is now way easier for a player to go broke than to make money. If the game is not about being rewarded, itkittensure shouldn’t be so good at punishing players, and should actually be more fun. I don’t expect this to do this by emulating WoW, that would make me puke, I expect this to happen by Anet taking action to fix the bugs that make their game less than it should be.
Here is the problem I have with this argument from the OP. The expectation of being rewarded isn’t from some “shift” in gaming, or even from other MMO’s/RPG’s. From the first story mission in this game, GW2, you get rewards for completion. You get XP and rewards for everything you do in this game, its one of the main seilling points REMEMBER? It isn’t some strange new generation concept that anyone is foisting on this game, for 1-80 levels, THIS game acts in exactly that manner. Suddenly at 80 or for farming dungeons that is supposedly not valid anymore? Your argument fails on it’s face.
I for one am completely fine with rewards being solely cosmetic. I am fine with some rewards taking a long time. I am not fine with hypocritical behavior. Creating grind and then saying we are anti-grind is just so.
And for the record several dungeons weren’t “fun” to begin with. (AC just sucks, story or explorable) People grinding CoF weren’t finding that fun either, but they did at least find it rewarding. Now it is reverted to being just no fun again. Anet needs to fix the glitchy, unfun, overtuned and expensive to run dungeons and the fact that it is now way easier for a player to go broke than to make money. If the game is not about being rewarded, itkittensure shouldn’t be so good at punishing players, and should actually be more fun. I don’t expect this to do this by emulating WoW, that would make me puke, I expect this to happen by Anet taking action to fix the bugs that make their game less than it should be.
I have to admit, I am finding this to seem like slap dash and patch developing. I could understand them halting an exploit, but this is heavy handed. To make matters worse, alot of people had complaints with the dungeons and their design and tuning before, so it looks like they quickly slapped down what players found to their liking, but still haven’t addressed what wasn’t working as related to dungeons.
This and the anti farming stuff, and nerfed rewards make it difficult even for someone trying to give arena net the benefit of the doubt to view things as not feeling like a brick wall for players to earn…well anything really in game at the current state. How was so much of this not caught in the beta I wonder? I hope they fix it soon. I had no expectations coming into this game, but I am getting disheartened with all this.
For my part, I don’t care if the aesthetics are a grind, I do care that you take a loss doing dungeons and waypoints monetarily and that it seems more difficult to get silver and gold out of the game and dungeons than they reap from you. I also wish that dungeon tokens were universal so that while you may have to run A dungeon 70 times to get your armor skins, it wouldn’t necessarily be the same dungeon, which would break up the monotony and make any dungeons run a useful one. My 2 cents.
How lvl80 killed the game for me {spoilers and belligerant rant included}
Posted by: Dark Savior.7589
I am not bothered by progression in stats capping, and the epic stuff being aesthetic. I am very bothered by not making enough silver to cover repairs when running the dungeons. That is a diminishing return that will cap my ability to have fun running the dungeons.
Also I wish the dungeons used a shared currency so when I begin gathering set tokens I could run a variety of dungeons, not just one over and over again. I don’t want to end up hating content due to repetition and monotony. My thoughts so far. I am all for Anet trying something new with the progression plateau, but the diminished rewards (especially on money which is already kind of hard to come by) seems a bit too much.
Could be either, but where exactly was the suggestion in this post? Isn’t this more of a general discussion item?
Your right, I forgot teleporting around the map to focus on doing the things we want while spending a minimum amount of time wasting time running was a convenience we payed for in GW1. Oh wait. It wasn’t.
That’s because in the original they pioneered some amazing ideas like “Hey, travel should be free so players can do what they want when they want to.” Sad to see that these ideas have now been lost.
If the cost is truly insignificant, then why not just remove it and rely on the bigger gold sinks like legendary weapons?
QFT, especially since in several of the reviews i read for GW2 this very same point of removing the tedium of travel was given as a major plus.
Also like how every person in history who responds to a complaint with the argument that it isn’t a big deal, or isn’t significant fail to see how that is just as valid a counterpoint like you pointed out. If it isn’t a big deal, then stop it.
(edited by Dark Savior.7589)
Ok so there is a reward system in place, there are items, an economy, everything already in GW2. Anet put it there. So what is the basis for the argument that player’s who want to receive a reward for running content are somehow doing it wrong? That makes no sense. From the first event in your character’s story you get rewards for completing content. At the end, you get items, exp, karma, and coin. Every event, everything gives a reward, so at what point are all the player’s who have bought into this system that Anet put into place suddenly wrong for expecting it to continue? I truly don’t find any logic in the argument against this. If from jump street logging in there were no rewards, loot, exp anything I would totally understand, but it seems completely insane to argue that player’s shouldn’t expect a reward when that is exactly the expectation that Anet has established from the beginning. Given this, I certainly don’t think it is outlandish for player’s to expect the trend to continue, and for the rewards to be commensurate with the task. In lower level zones you get lower xp than you would in higher level zones, even if you are over level. So the player’s didn’t magically manifest this expectation from having played other MMO’s, it was established right here in this one. So the argument that they are wrong for having the expectation is complete…kitten kitten kitten.
Have you tried it with the “Fast Cast Ground Targeting” option yet? That made the world of difference for me.
Sounds like a good idea. This would allow player’s to do different dungeons and try different things instead of farming just one dungeon until they are sick to death of it. Not seeing a downside to this suggestion, and in line with the “Play it your way” philosophy.
Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: Dark Savior.7589
I played many hours of Tetris and didn’t get any rewards. I don’t understand why you think you should get rewards for playing GW2. I think having pixels labeled as “money” or “stuff” in a game is distorting your perceptions and expectations. You should get that fixed sometime.
Because Tetris didn’t have in game costs either, and the reward system is in this game, I didn’t put it there, Arenanet did. There is money in the game, there are rewards in the game, Arenanet put them in there. I didn’t expect gold or items in Tetris because there was no expectation set by Tetris that I should be, as part of it’s game, earning them! That is not the case in Guild Wars 2.
By your estimation should I run a dungeon just to come out of it with less money than I started with from repair bills and consumables used? Is that “fun”? Like I said, if they don’t want emphasis on farming and grinding, then remove any economy altogether, and we’ll all just play for fun. But if there is going to be rewards and economy and farming and grinding elements, which there are, then Anet needs to offer content that at least recovers what was spent to do the content as well as a little profit. No one will do it more than once out of curiosity just to break even or go broke for the effort.
Just in reading the forums the past couple of weeks, I keep seeing where Anet and it’s fanboys all proclaim with pride that GW2 isn’t like other MMO/RPG’s and anyone with a gripe is just not adapting their expectations. What I am finding is more often the case is that Anet copied like half of what was in line with expectations and then didn’t offer the complimentary other half. For Example; Elementalists aren’t like all other casters, they aren’t dps, etc etc. Yet like every other MMO/RPG they are squishy, wear wet tissue for armor, and have no health, without any compensation. Subsequently, you see the playstyle for them being mostly centered around running back from the nearest Waypoint.
Same with this concept of there being no grind/farm in the game when there are items with costs that are hyper-inflated and induce grind and farming behavior to get them. Grinding and farming are symptoms of the treasure and inflated prices that encourages it. If Anet really wants this farm/grind gone, remove the cause, and stop encouraging it. Otherwise the claim is disingenuous. keeping the items and those costs and discouraging/eliminating any means of farming or grinding makes it appear as though they want the Gem Shop to be the only viable option to attaining these rewards in any timely manner. If that is their intent, just say so, at least it sets expectations that way, and people who disagree with that can move on sooner rather than later.
(edited by Dark Savior.7589)
Kind of glad GW2 sets itself apart on the MMO scene by not having mounts, it is a fresh take. The waypoint system works just fine (although free of charge would be even better, remember there is not profit in the Eternal Alchemy!!), and even in game from a lore perspective, would make little sense with waypoints.
Warrior: Master's of Weapons? Give us a 3rd Weapon swap slot.
in Suggestions
Posted by: Dark Savior.7589
I think every class I have played pretty much follows the spammy method the OP listed for warriors. I mean some thought obviously considering timing and range, but same basics for all classes. Warriors are the best builts and effective class I have played, and I have played alot of them so far to 20-30 levels, my warrior and elementalist are highest. Elementalist because I am sticking it out hoping it gets better because i love the pure casters, my warrior because he is literally the most effective. I don’t think a 3rd weapon swap is nearly necessary for them. ALot of fun, for instance, I think it would definitely benefit me when I want to roll Greasword/Rifle, and be able to occasionally swap to Hammer for CC or Longbow for ranged AoE. Super fun, but not necessary.
I think Elementalists could use a weapon swap function alot more. Each element plays basically the same on each weapon, all staff ones are ranged AoE, all dagger ones are fairly close. If I could swap between daggers and staff midfight, that would be tremendous, much more so than a 3rd weapon on my warrior. My 2 cents.
I like that the Thief in this game is much more balanced around misdirection and being evasive rather than perma-invisible literally ALL the time. It is refreshing that they stepped away from that concept IMO.
Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: Dark Savior.7589
Considering that ANet has repeatedly said their goal for GW2 was for it to NOT have people farming, you kinda did buy Anti-Farming System Simulator Wars 2. Learn how to have fun on the journey to level 80 instead of trying to rush things.
I have been reading on the forums and I see this argument alot. It isn’t really valid to say that Anet’s goal is to not have farming and not have grinding, when there are large requirements of materials and tokens that pretty much need to be farmed or grinded (ground?) for. Take out the reasons player’s have to farm or grind and then you won’t have farming or grinding, not punish those who are trying to get the rewards that require the farming or grinding. That just sets up a horrible catch 22 where the players can’t win.
As well, rewards necessarily need to be a little bigger for more challenging content, commensurate with the increased repairs and materials costs required to overcome these greater challenges, otherwise you establish a negative result even when you succeed. Like any business endeavor, if you continue and proceed to come out taking a loss, you go out of business. Same thing here with regards to dungeons and champion mobs, if the reward doesn’t net some profit, then no one will bother. If folks are coming away from these events not only NOT rewarded but poorer for the effort, then there is no point.
My suggestions are;
Remove repair costs, or at least make sure dungeons and other content that cause massive repairs are at least covering them and then some. It doesn’t have to be alot of profit, but enough to make it worth doing.
Remove costs for transporting, this is just a punishing money sink, and it is kind of hard in game to recoup the money if you aren’t playing the trade house out the yang.
If the philosophy is “play it your way”, be less unforgiving for player’s not playing the game as intended, those two concepts are directly at odds with one another.
Thanks.