Showing Posts For Delar.9456:
you guys seem to be overlooking that they showed 1 new trait per class, but we are getting 1 per trait lane per class, those might prefectly be the “weakest” ones
Might be the only ones that have agreed on and the rest all all Photoshop and power point slides at this point…
I would like to play a Skritt race
People leave GW2 after they realize that the end game for PvE is massive zergs or DPS only races. There is no teamwork necessary. No skill. Minimal participation required. One dimensional. CC is disabled for all boss PvE. And so forth…
People play GW2 for PvP only as it is the only aspect of the game that has any functionality…
Not only did GW2 remove tanks, healer and DPS as group roles but they completely made all of the boss NPCs immune to CC in all forms which leaves only DPS faster as the only option. Removing the holy trinity without adding something else leaves only one aspect of PvE gaming which is DPS, DPS, DPS and DPS.
They didn’t gain anything from removing the “holy trinity”…
GW2 lost 95% of what makes PvE interesting. The only thing GW2 can pump out is mass Zerg content which requires no skill, minimal participation and extremely rudimentary team work.
Half damage on dodge instead of no damage.
The current evade system of dodging for 100% damage reduction in PvE makes DPS the only stat that matters. Support, defensive, etc stats are meaningless since the damage caused by NPC attacks is death regardless if you have 3000 more hit points, heal 25% more, etc. The only option is to kill the NPC faster with more DPS which is the current PvE berserker meta for all classes.
Giving players token abilities such as bonus vitality/hit points, 25% more healing, etc is not addressing the primary issue. The only way to make defensive and support stats mean anything is if they are required to complete PvE content. The most straight forward way to achieve this would be to make successful dodges reduce direct damage by half instead of the current full damage reduction.
Have you tried pressing 5?
I think using Illusionary Wave is a kick-able offense in most PvE… Think I clicked it once by accident and promptly disabled the key.
Pistol makes far more sense in the Domination trait line which focuses on interrupts.
http://wiki.guildwars2.com/wiki/List_of_mesmer_skills#Pistol
Magic Bullet at least has an interrupt which would make far more sense to be in the Domination trait line.
http://wiki.guildwars2.com/wiki/Magic_Bullet
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Swap Greatsword Training Domination Trait X for Duelist’s Discipline Dueling Trait IX
http://wiki.guildwars2.com/wiki/Greatsword_Training
http://wiki.guildwars2.com/wiki/Duelist%27s_Discipline
Pistol benefits from interrupts, power and condition duration which makes a far better fit than Greatsword.
Master Trait X Greatsword Training should not be in the Domination INTERRUPT focused line. Greatsword has NO interrupt abilities, which is what the Domination line focuses on:
http://wiki.guildwars2.com/wiki/Greatsword#Mesmer
Adept Trait – Illusion of Vulnerability: Inflict vulnerability when you interrupt a foe.
Master Trait – Dazzling: Dazing a foe also applies vulnerability.
Grandmaster Trait – Wastrel’s Punishment: Increased damage to foes who are not using a skill.
http://wiki.guildwars2.com/wiki/Greatsword_Training
Master Trait X Greatsword Training – Increased power while wielding a greatsword. Reduces recharge on greatsword skills.
It does not work with basic attacks. So …. uhm … I don’t do much wvw / pvp, just stated with pvp a few days ago. But will this be really that amazing? I mean there are enough other skills to use, and there aren’t any “holy so important to interrupt!!” skills … are there?
I agree 100%… This is only useful in WvW / PvP and does little for PvE. I sure hope that the other new traits are not all focused on player verses player combat. Confusion is already the worst condition for PvE and yet we keep getting more PvP focused traits.
So… Were any of the fixes implemented with March 18th patch? Doesn’t appear so according to the patch notes…
I would love to be able to use Pistol in my MAIN hand. I hate scepter with its auto-clone and useless PvE confusion and wished I could use a pistol for a main one handed ranged weapon option that was more PvE focused. The sword works fine for PvE but I want a ranged weapon option as well…
1 – Autoskill: No gimmicks just a straight 900 range damage ability. No bleeds, vulnerability, etc. Combo Finisher: Physical Projectile
2 – Clone Generation (AKA Mirror Blade-ish): Shoot target and create a clone similar to Mirror Blade.
3 – Power shot: Shoot target for damage and most likely a condition of some type.
Phantasmal Haste
http://wiki.guildwars2.com/wiki/Phantasmal_Haste
Reduces recharge on phantasm attack skills.
Recharge Reduced: 20%
Notes
This affects only the recharge times for the skill used by each phantasm, it has no effect on any player skills.
Bug Bug:
Illusionary Mariner, Phantasmal Berserker, Phantasmal Swordsman, and Phantasmal Warden are unaffected by this trait.
Is it me or does the voice in the tower sound exactly like the character Moaning Myrtle (Shirley Henderson) from the movie Harry Potter and the Chamber of Secrets? Plus the cat meowing every time I get the insane color shift thing driving people crazy who own cats in RL… I can’t tell you how many times I have to look around the room to make sure my cat is alright…
I agree that the current weapon skills need improvement. Currently for my warrior its hit 2, 4, or 5 when cooldown is up and not interrupt your 1 chain ability. I like the GW’s concept of limiting what skills you can use at one time to 5 weapon and 5 utility but we need to be able to change which five weapon skills we are using more than equiping a different weapon.
Group Roles in PvE
I realize that Guild Wars 2 went to market boasting about the death of the Holy Trinity of tank, healer and DPS group roles, however in practice all they did was reduce PvE to a disorganized mob DPS race. I believe that the current PvE dungeon game can be vastly improved without falling back on the old trinity structure.
PvE is about a group of players working together as a team and right now as Guild Wars is currently implemented the “team” aspect is extremely lacking. The combo fields are a step in the right direction but do not bridge the gap needed to make this vital aspect of the game fully functional.
I recommend more inter-character support abilities that make the team more powerful without increasing the individual character’s relative power. Give defensive/tank like characters more abilities to absorb or reduce damage on other characters in the group. Give DPS/damage characters more abilities to increase healing done to team members.
I believe that Guild Wars PvE game has a long way to go towards focusing on the team instead of just a DPS mob race…
Weapon Skills
Having character skills tied to weapons is an interesting concept on paper but in practice it’s extremely repetitive and lacks variety. I play a warrior character and use the standard axe/mace combination which is optimal DPS for PvE. I have the same five skills forever… The utility skills change from solo to group but again not very exciting…
I do think that the limited number of skill slots is a great idea compared to the endless skill bars of other MMORPG games but it would be vastly improved if we can choose our own skills from a subset of skills tied to each of the weapons.
For example say there are ten possible skills tied to two handed weapons such as greatsword, longbow, etc and six possible skills tied to one handed weapons such as axe, mace, etc. You can move your selected skills to your weapons bar and it will save that configuration any time you equip that particular weapon.
Each weapon can have its own theme such as sword bleeds, mace stuns, etc while not locking you into the same weapon skills forever.