Showing Posts For Dedalus.3065:
Great build, but was wondering why you use the soldier backpack when the rest of your trinkets are berserker. Is this just cause you can’t be bothered to get another ascended backpack or is it because of the stats?
For the love of god, do not nerf her! This boss is an example of the hard content this game desperately needs! It’s rather humorous to hear people say that legendaries are not legendary and just require farming, then we see people complain when things get challenging. A boss like this is (probably harder though) is what should be dropping precursors.
SoR is like the Desolation of NA T1, always the underdog but just needed some coverage
So you went from one server with skill lag and blobvblob to another server with skill lag and blobvblob? What’s the difference then? Oh you can provide EU coverage so you can become what you complained about. Just go and join viz and steamroll everyone all day erryday.
providing anti stealth abilities on other classes.
Traps are their way of doing this.
It’s only because of stealth, which is why they’re introducing the anti-stealth traps in a couple of days. Seriously, a mechanic where the counter is based on luck is a bad mechanic.
Took them long enough.
Without Blu, we wouldn’t have the little Esports that we currently have. +1 definitely.
Yup, and now there’s this huge monetary gap between players who dislike dungeon farming and those that don’t. Seriously, people are walking with thousands of gold because Anet for some reason hasn’t done anything about this ridiculous dungeon.
We’ve had these threads since the start of the game, and every time the same thing gets said. Honestly, at this point it’s meaningless.
Reading the blog post, I couldn’t stop from wondering about the possibilities offered by the custom arenas.
Seeing as you can adjust the score limit, time limit and respawn time, it could be possible to play a variant of TDM. If we can choose to set the score, time and respawn limit to infinity, we could simply ignore the points. The problem would then be that even if only one team remains, the match would continue (unless Anet can implement a feature that prevents this) without anybody winning.
It seems like adding this feature within custom arenas should be next to no work for the programmers of Anet, but we will see if it’s even possible to have infinite caps for the scores, etc. (I doubt it, but a man can dream).
The thing is, remove the daily and the amount of players will decrease even more. PvP is in desperate need of players now and removing the daily would only work against that.
I would love to know the extent of modification allowed by the custom arenas, and whether or not these will be expanded on in the imminent future.
This sounds awesome. Hopefully it will gather enough interest and happen successfully.
Yes Vizunah, you’ve won WvW in GW2! You’re the best server, have the best players, the best commanders, you truly are the greatest! Now please, in order for people to actually enjoy playing (no one enjoys pvd), transfer some guilds to some other french servers.
With custom arenas there are so many opportunities for Anet to give players what they want in unranked matches. The greatest update in GW2 history (for me), would be the one where you could choose to join a custom arena with the downed state disabled. Make it happen Anet!
They need money to make good sized steps forward.
They have to have a decently sized PvP population to be able to make money from them.
They have to have a reason for people to play PvP to have a decent sized PvP population…Anet is in quite a pickle.
The PvP population is trash atm and they have literally no income and never did since they didn’t even sell skins when allot of people played the game.
It will be a slow kitten crawl forward for them at best, full of minor half kitten tweaks, bad que’ing and conquest…
I think that this patch will increase the PvP population, and at least bringing back those who thought that Anet didn’t care about PvP. They will probably make some money from the custom arenas as well, which they can use to improve PvP further.
If not, then they can always buy their population. Put up a tournament with a big reward and the players will come streaming (hehe) in.
Now that custom arenas and spectator mode are going to be released, it seems that PvP is finally moving forward. However, it feels like the future of PvP relies a lot on which features that Anet will provide and work on in this year.
A lot of people want GvG, dueling (which will be possible with custom arenas), and new game modes. I personally think that PvP gearing needs quite a bit of polish, since the entire setup in HotM is pretty bad and unnecessary.
What should Anet work on next? What does the PvP scene of GW2 need the most after it has taken this huge step?
So like, you know how the thief has the backstab thing? More of that. Or, like if someone is blocking their front, you need to hit them from behind. That kind of positioning and movement. The actual “dance” of the fight.
It is definitely a step in a different direction, although I would hesitate to call it better or worse, just different. However, I think that it could have been done in a way that still provided more depth to combat than what we have now.
Yeah, I think it’s quite interesting how they have tab targeting yet somehow location based damage still exists. I would love it if they developed that more, and your suggestions are steps in the right direction, both in pve and pvp. But arguing about depth is rather pointless as the question reaches the point where we ask ourselves not if we can add more depth, but rather if the depth we have is enough. At that point, it becomes a personal opinion.
I think that the combat depth in pve is ridiculously low and should definitely be expanded. On the other hand in pvp, I’ve played the game for quite some time yet I still haven’t memorized all the animations for the different bursts of professions or stuns, so I dodge the wrong attack a lot of the time. I think a lot of the depth of GW2 comes from reading your enemy, and I also think that that’s one thing a lot of players ignore (mostly because it isn’t prevalent in pve). That’s also the reason why skills are bound to weapons; so we can see our enemy and know which skills he has. For example, defeating a D/D elementalist requires a lot of knowledge and observation; see when he just switched from water attunement and focus your burst then, and if you notice that he’s good, then try to make him use his cantrips (which he undoubtedly has), then attack when he’s out of water.
Anyway, a long discussion but it boils down to preference, as most things do.
But that’s the thing, for an action game, all they really added was a pretty shallow dodge mechanic.
If they wanted a real action game, what happened to things like blocking or parrying or making movement and positioning matter. I mean, they did it a little, but it isn’t spread out to every class type.
As such, we have a really bad mix of action and skill based combat that doesn’t work all that well. If they wanted to make it more action oriented, I would have preferred to see the same things that make action oriented games great in this game – and we don’t.
Also, this is just my experience, but one of the biggest complaints I hear about GW2 is about the combat system. This is from all sorts of people, not just GW1 players.
I agree that they could’ve done a better job at the combat system with things like tab targeting and whatnot, but I think part of the reason was because they didn’t want to alienate GW1 players too much.
Anyway, I still think positioning and movement matter a lot. Hard to demonstrate with words, but here are two videos that I think demonstrate why I find the combat system rather satisfying.
The thing is, guild wars 2 drops the quantity of skills because it strives to be more of an action game than what guild wars was. It relies more on execution than builds, and I think that that’s one of the reasons why guild wars players feel disappointed. What they need to understand though, is that there are a lot of people who prefer this system.
Personally, I want to spend as little time as possible on mixing builds and changing armor. I would like everyone to be equal so that the only thing determining the winner is his actual skill. Of course, I’m a pvp player and I understand how equal footing would be boring for the pve people.
This is the same problem that I’ve experienced for a couple of weeks. I even started a thread (https://forum-en.gw2archive.eu/forum/support/tech/Can-t-update-game/first#post1840156), but since I haven’t received an answer (even after doing what Ashley is suggesting you to do), I’m guessing you won’t get an answer either. If you want to play you can go to your gw2 folder, where the .dat, .exe and .tmp files are located. Deleting the .exe file and changing the .tmp to .exe fixes the updating issue for me. However this is a temporary solution since I have to do this with every update.
I tried reinstalling it, but I still have the same problem. I would really appreciate some help here.
That fixed it, thanks!
Whenever I open the buy or sell window of the trading post, guild wars 2 freezes for a couple of minutes. It has been this way for some time now, and it’s really annoying.
Any fixes or tips?
Should I try reinstalling or do I have other options?
Attached is the requested file.
Attachments:
Disabling my firewall as well as my antivirus did not change anything. I always have UAC disabled and I also tried running it as Admin but that didn’t help either. The problem persists.
Whenever there is a new update to the game and the client proceeds to update, I get an error message which states “unable to verify the Guild Wars 2 executable. Please try again. If the problem persists, uninstall and reinstall the application, or contact customer support.”
Now I found a temporary solution where you can delete the gw2 executable and rename the .tmp to .exe. This allows the client to update. However, whenever a new build is released I have to go through the same procedure, which is very tiring.
I would prefer if I didn’t have to reinstall everything, which is why I’m here asking for a possible solution to my problem.
Is it possible that the rune summons a wolf instead of a bird?
That’s evolving meta game.
But at some point when a certain class becomes so overpowered it negatively affects the game as a whole, you really need to swing the nerf bat. There are a couple of synergies in the Elementalist build that are clearly too good.
But once running 3+ Elementalists in your 5 man group becomes increasingly popular you start having a problem.
Eles aren’t the only ones in dire need of a nerf however. They’re just the most obvious.
Synergies in a profession makes things fun. Strategically choosing abilities, having options and dynamics in battles makes them fun. Instead of removing them from one profession, they should add them to the others. Naturally, this requires more effort hence the fact that developers prefer to nerf instead of buff.
The funny thing is that the ele bunker build that everyone is complaining about has been up for what 3 months? It was even nerfed because of EA, and it’s been pretty stagnant since then.
I do however like your suggestion on a required target for RTL. But I think many eles won’t surely like it. :P
That’s because it would make it useless. It would be an alternative to autoattacking, which is boring and dull. The ele is designed as the king of versatility, you can’t change that because then you would have to redesign the entire profession.
Funny how Jonathan Peters claims that pvp population is increasing, the falls silent when that US player said they play against same team for hours every day.
That could be because of the fact that there are no other teams with the same rating as those guys, which means that the system puts them together. Doesn’t however mean that the overall population of pvp players is low, but rather indicates that the number of high ranked pvp teams is low.
I don’t understand why you would want a solo queue though when their MMR already (according to them) fulfills that purpose. If you go in as randoms, you will meet randoms.
Did you change your daggers from the Ghastly Daggers?
To add to this question, I would like to know if there’s any point in using sigl of minor corruption? There’s no explanation for it in the guide, and it seems more logical to maybe use the bloodlust sigil or something like that.
Which infusions do you recommend btw?
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I’ve said this before but I couldn’t disagree more with the OPs suggestion. A key part in GW2 pvp is reading your enemy, and knowing that when you see a GS warrior that he has 100b combo prepared, you can react based on that. Removing that element would be extremely damaging to the pvp game. Pve sure, add whatever to that.
I honestly believe that the downstate is one of the biggest drawbacks of spvp as it is today. I understand that it adds a certain level of difficulty in battles between premade teams, but when you just want to be on your own and try out your own skills independently of a premade team, the downstate hinders that.
I’m not going to divulge any further with how horrible it is, but dive straight to my question. Do you think that we will be able to disable it with custom arenas? I think Anet wants it in for team vs team battles since they think that everyone who does pvp should be in a premade team, so will we be able to create ffa tournaments where we could be rid of that horrible feature? What do you guys think?
I would probably never touch PVE since that gameplay is pretty dull and stale. I would however play WvW and sPVP where the combat is actually entertaining and the enemies are not braindead shells.
Tbh what everyone is describing as GvG sounds a lot like tPvP (except for guild halls).
Didn’t we already get ctf in wintersday? Did anyone actually enjoy that?
If it’s like other games, then that means that I can rent a custom arena and adjust the settings as I want and then I can make it so that other people can join in and play. Someone will have to pay, but you won’t necessarily have to.
I thought it was great. Finally talked about spvp game modes, WvW advancement, esport, events and yeah. Pretty excited now tbh.
New stuff in Orr coming this month…
What can you share about the prestige and advancement systems designed for WvW? How will they work?
Yes, in the last MMO I played there were several people who spent $5,000 + and a few who even spent $10,000+
The difference is that in those games they got a statistical advantage. They got gear so strong that very, very few people could compete against them.
I don’t know anyone who has spent that much on cosmetics.
Team Fortress 2.
You seem to confuse agility with depth, Dedalus. We’re not talking about the same topic at all.
Depth is not about timing the use of a static pool of skills.
Depth is about thinking which skill you’d better use at a certain time, under a certain condition. So right now, there’s as much depth as there are different skills on your bar. Which means not a lot. Maybe for the first 20 levels, having to learn 5 – 10 skills will force you to think, but once you understood them, as they have no real interdependancy, what you call “depth” quickly becomes “muscle memory”.
I respect your opinion, but I’m afraid I must disagree. I agree about your definition regarding depth, but you seem to limit the available conditions this game offers. Let’s stipulate that a condition is a summary of all factors given a time period. This is not simply limited to your available skills. Terrain, positioning, enemy skills and health, stamina, combo fields, distance, cooldowns etc. are all factors that you as a player must be aware of in order to be efficient and timing being one of them. In fact, your statement regarding depth implies that timing does add depth.
Let’s admit than some people around are expecting their 100th fight not to feel the same as their 52th, or their 101th.
Especially people who have been playing MMOs for more than 2 years.
You know what increases the probability of a fight being the same as another? Conditions. Add more conditions and there is a greater probability that some of these won’t be the same under the next time period. Adding skills is one way of adding conditions, but not the only way, and only if the skills themselves are useful. But adding the action element to a game is exactly what makes a fight feel more dynamic; your adding a lot more variables since aiming and positioned affects them all.
If what you say has any value at all, it means that this game has no difficulty at all and all players are at the same skill level after they’ve gotten used to the mechanics. I would like you to seriously reconsider your statement, since then it would imply that I could take 5 people such as yourself and put you up against a team such as supersquad, and out of an infinite amount of games, you would end up with as many losses as wins. Do you honestly believe this to be true?
EDIT:
I saw that you had edited your post to include this:
TL;DR : It’s not an action console game. It’s advertised as an MMO, built upon the MMO model. We’re supposed to fight thousands and thousands of times per character. So to avoid simple brainwashing, you’d better have tons of choices.
This game has been incredibly open about its combat system, which was designed to have a more active component in comparison to the traditional mmos. Adding positioning and aiming, together with dodging and enemy analyzation adds a lot more dynamics to combat engagement than adding skills. Even if you do not believe this, you should have been aware of the design of this game before purchasing it and complaining about something that the game advertised as a design choice.
(edited by Dedalus.3065)
Kiting and dodging does not = depth
Yes it does. Very simple way of showing this; if they did not add depth, then the game’s difficulty or complexity would be the same if they were removed. You would have to have limited brain capacity in order to think that this game would be equally complex if all targets would be immobile.
A wide variety of skills that are equally viable depending on how you want to play and in depth combat based off those 5 skills = depth
The term “equally viable” is ambiguous in this context. In what way is a skill equally viable to another? I mean there are skills that do the same damage as each other, and there are skills that cause conditions. How can these be equally viable? As in, the end damage is the same? Still not equally viable in certain contexts.
Right now a majority of the class’s do most of their damage though 1 button. That isn’t in depth game play.
I haven’t played all professions extensively, but I got this feeling from playing a ranger. However, as a d/d elementalist I never use my autoattacks.
Reading player movements and attack patterns and predicting them really has nothing to do with the game itself thats something you do in general as a pvp’er in any game like this.
Two scenarios, either skills are attached to weapons or they are not. This is a game design and something that has something to do with the game itself. Are you stating that combining skills with weapons does not reward an attentive player? Imagine if all thieves had the same model for all their weapon sets. You could not differentiate between a HS spammer or a CD thief just by looking at him. You must realize how this adds a level of complexity to the game, ergo depth.
For instance maybe as a ranger with the short bow if you hit 5 daze your opponent a chain skill appears allowing you to do something else, like maybe leap towards them allowing you to swap to a melee setup lay down some damage then hit 2 with your sword and leap back and swap back to a ranged weapon…. that is an example of adding depth to existing skills. And perhaps you could use skill points to get new chain skills based around different things… control, damage, defense, healing… etc etc.
Maybe you should actually watch the OPs video where he shows linking attacks in this game. It’s not like Tera where an icon pops up where it says “hit space”, you actually have to think of these yourself. Hmm… depth?
People who complain about the lack of skills or skills tied to weapons, need to start thinking about why Anet implemented this design in the first place. I think it is quite obvious and definitely tied to PVP. The fact is that this addition adds more depth to combat, and requires players to think a lot more about their opponents and at the same time requires players to know all professions. Because this means that if I see a thief with dual daggers, I can know exactly what kind of abilities he has. I know that he will most likely use heartseeker in one way or another, so I as an elementalist will either bring up air 3 or water 4 or just prepare myself to dodge. Or if he were using pistol and dagger, I would know that he will try to get his c&d attack on me, so I’ll keep my distance and watch for the animation. Same goes for GS warriors and a lot of other professions.
This is why we hear an incessant amount of crying about warriors and thieves, because people don’t bother to learn the other professions and watch the enemies that they fight. Tying together weapons with skills was a brilliant move in my opinion, because it adds a nice amount of depth and makes the player focus less on the UI and more on the combat itself.
Couldn’t agree more, they are one of the best things about this game. People who complain because they are too hard should just try to do more jumping puzzles. I mean I completed the wintersday one on my fifth try or something, and that’s probably because I’ve had so much practice doing the other ones.