Showing Posts For Fiddlybitz.6982:
3) bosses so huge you need to fight them on top of them.
Shadow of the Collossus-esque boss encounters would be amazing in a multiplayer environment!
If they plan on adding a new race, I hope it’s years down the road. Adding a new race will give me access to one more starting area’s worth of content but would require tons of updates. Armor has to be made to fit the new model. New cultural armor sets have to be made a new city and a couple of new zones. New personal story content.
To me, none of the above is very compelling. Especially not when compared to adding a new class to play. Game balance is already crap and the game will never be adopted into esport. Might as well embrace the situation and crap out a ton of classes and skills to make the gameplay much deeper and more fun.
Why is this thread still alive?
They said before this game launched that there would never be a GW3. Play GW2 or don’t play it and move on with your lives.
Saying there will never be GW3 is about as short sighted as Bill Gates saying that 640k RAM should be enough for anybody (paraphrased).
If people want gw3 in the future and A.net has it in the cards, you will see a Gw3.
If you think it should be written differently, then edit it. It’s a wiki. That said, there is nothing wrong with the way it is. The wiki says there will be no tiers after ascended. This obviously doesn’t preclude Ascended Armor, as that would not be a tier after ascended.
I’d rather have pole arms and the ability to leap over tall buildings.
It’s without a doubt Monk using 2-swords support skill and blade grasp. Either that or Orlandu.
They’re pretty close in power, slightly favoring Berserkers for most builds. If you want assassin’s for consistency, go for it. But don’t go over 80% crit chance unbuffed.
I’d like it if guardian had more options to make it behave more like a spell caster. The staff and scepter don’t feel very magic-y to me. Something like a smiter monk (but less bad) from GW1
…you`ll probably end up screwing harder…
Many would consider this a good thing.
1) more skill choices
2) more use of the skills I already have but don’t use because they suck
3) choice of weapon skills
4) better trait system
5) more (and half decent) armor skins
Manifesto or otherwise, Arena.net reneged on some pretty key points which absolutely were a major selling point of the game. For some, these points may have been the key reason for buying the game. I fall into this lot and when I see the game move so far from what I was told to expect, I have a right to feel upset and voice opinion about it.
For me, the primary draw to the game was when they told me characters would reach max level quickly, and upon reaching max level, quickly reach a gear plateau. The type of horizontal vs vertical progression A.net was touting was the reason I loved GW1 and the reason I bought GW2. That combined with the “no grind” statement are the two biggest betrayals.
As an alt lover, I was ready to love the game I was promised before launch. Now I’m just hoping things start trending in the opposite direction they currently are.
People keep looking at berserker gear like it’s the problem and needs to be fixed. In reality, berserker gear is the solution to the lack of interesting mechanics in fights.
The way to “fix” the current meta isn’t to make berserkers gear untenable, it’s to make content and character building mechanics have a purpose for other playstyles.
If a support character can buff the rest of the party so the other four players are making up for the lack of a max DPS build, people will start playing that too. If combat encounters change to the point that support is useful to counteract near constant damage (like the floor mechanic in Aetherpath, or per a retaliation), so DPS can go balls deep all out, then people will play that too.
Likewise, if content is designed so control specs are able to boost the DPS of the party (herding, special boss mechanics that require the boss to be in one spot for a length of time) and reduce the damage the party takes by preventing mob actions, then people will start playing that too.
Of course, the flip side to this is that you’ll have people complaining that groups now must have a support and a control before going to an encounter. But I’d personally prefer more well defined roles as opposed to character design for every class consisting of a selfish way to deal damage and a selfish way to prevent or recover from damage.
1) Character customization (better choices for skills)
2) Character customization (better choices for traits)
3) Character customization (better choices for armor skins)
Dervish would be my preference for a new class, but it’s not a heavy so that’s not likely. If I had to throw my lot in for a heavy, I’d say let’s take a trip to Cantha and come back with a Samurai themed class.
Also i was thinking the foot prints would always remain.
We would all be waist deep in period blood by now if the footprints were permanent.
The problem with the suggestion is that the event reset times are intended to make the events pop for the person coming just after you. Consider this: If I’m ahead of you in the game by just a minute or so and we are both travelling in a linear fashion; as I complete each event I encounter then as you arrive at that location, there would be nothing for you to do until that event resets. With any significantly long reset time, that would just make the game a ‘non-experience’ to you. I get what you’re asking for, but that design is really best suited for a single player game.
What I think would be nice to add to the game is some additional story lines using instances, such as was done with the main storyline in the game. This way, you could have some instanced event chains that you only do once per character and where you have an effect on which direction that story chain goes.
Unfortunately, it doesn’t seem feasible to have players’ actions permanently change the content nor to have events that aren’t on some type of loop system within the open world without adversely affecting the game experience for other players.
You don’t have to be present from the beginning of an event chain in order to jump in at any moment and participate in it and feel like you’re doing something. The same concept applies in real life. People get swept-up in the goings on around them and just go with the flow. It doesn’t lessen their experience that they weren’t at the first bar in a bar crawl.
I’ve always been an altaholic. One of my favorite things about GW1 was the number of features (low level cap, easily attainable max power armor, skill books) that enabled players to effectively play alts. Sadly, the direction that GW2 has gone in makes alt characters untenable for someone like myself.
I would like to propose a lore and economy friendly solution to the alt character conundrum: Home Instance Affluence.
This concept takes inspiration from other areas of the game as well as some good features other games have had to enable players to play their alts to the same level as their main. Essentially, players would invest gold and materials into their home instance to “level it up” through Affluence levels. Please note that raw #s have been left out of this suggestion as those are something that could be tweaked to hit the sweet spot between investment (of time, gold, materials) and reward.
Different levels of affluence would modify the way the instance looks and give players the ability to unlock rewards that can be distributed to any character on the account for a nominal fee. For example, once I craft a Zojja’s Greatsword, I can donate it to my home instance weaponsmith who will then spend some amount of time studying it. Once he has studied it, I can spend a fraction of the original materials to have him craft one for my alt.
Affluence would require a certain amount of investment (gold, materials, spare items) per month to maintain. If not maintained, it would drop a max of one Affluence rank and then stop degrading, so you could never lose ALL of your Affluence.
Here is an example of how it would work:
I run fractals every day, frequently getting rings that are useless to me.
I can take those rings and contribute them to my home instance for a set number of affluence points. I can also directly contribute gold if I so choose.
At each affluence rank, I can choose to spend materials (wood, metal, etc.) to build an upgrade to certain facilities in the home instance (Weaponsmith, Amorsmith, Bakery, etc.).
After upgrading my affluence to the max level, I can choose to upgrade my weaponsmith to the point where he is able to study Ascended weapons.
Having already created a Zojja’s sword, I gift my sword to the weaponsmith and he starts studying it. He can only study one weapon at a time (perhaps upgradeable through affluence). Once his study is complete, I can log in on any of the characters on my account, go to the same home instance I’ve leveled up, and then purchase a Zojja’s sword.
I would propose that any item in the game should be available through this method.
+1
This is the way ground targeting skills work in several other games. Skill shots in League of Legends use this mechanic. I don’t think anybody (except the one guy who did so in this thread) can claim that this makes it any less skillful to use.
Added bonus, this should be a fairly trivial change to make.
Perhaps you should explain what you are expecting in raid content. From my point of view, I don’t see how Tequatl isn’t an open-world raid boss.
WRT your comment about rewards and gear progression. Arena.net has already reneged on their original stance of horizontal progression and cosmetic only vertical progression. What more do you want?
It sounds like you want a game that isn’t GW2. Everything you’ve asked for was touted to be something they WOULDN’T do in their manifesto. Of course, we all know how well they stuck to the manifesto … :-\
Prior to the 500 crafting skill cap update, leveling any skill from 0-400 used to give you 10 levels. I have been in the process of leveling a new Mesmer and got tired of grinding out hearts and doing zone completion, so I decided to buy some mats and level my cooking from 0-400.
30 minutes later, my cooking is maxed and I’ve only gained ~7 levels. I’m assuming the reason for this is that the remaining 3 levels are supposed to come from the 400-500 skill level. But I cannot for the life of me figure out why it would be implemented this way. Should leveling 400-500 not give you more in addition to the 10 levels you used to get from leveling 0-400?
I’ve leveled all the classes except ranger and necro up to at least 20 so far. That puts me in a situation to be able to provide a fairly objective assessment of the different classes’ relative performance levels at low levels.
Before I do that, allow me to make a subjective statement. Leveling in this game is easy. If you’re really struggling them you’re doing something wrong. However, certain classes are obviously easier than others.
In order to really make an objective comparison, let me clarify what exactly is easier to do on some classes. Mesmer is great at escaping and avoiding damage. There is no doubt about it. In that respect it is an easy class to stay alive with. However, that’s not really the goal when you’re leveling up; the goal is to kill efficiently (in terms of time), not to run away efficiently.
There is absolutely nothing my Mesmer can do to compete with what my warrior or guardian was capable of doing while leveling. My warrior could easily run headlong into a group of five or more mobs including a veteran or two and come out on top without once having to bother healing. Even in single mob encounters, my warrior’s killing speed far outpaces that of any Mesmer spec I’ve tried so far (which is a substantial list).
So please, don’t kid yourselves. @OP, it’s not hard to level Mesmer, it’s just not as easy as some other classes. @the people claiming to kill +10 level champions at a reasonable speed, stop lying. Half an hour of summoning clone after clone to tank hits for you isn’t a reasonable speed.
Correct me if I’m wrong, but I thought that DR was account bound. So you couldn’t get the same amount of tokens with alts if you’ve already done them on another character.
There are 2 different DR effects that can occur in dungeons. The first is a character bound completion counter. The first time you complete a path in a single day on a specific character you’ll get 60, then 20, then 10, then 10, then 10… If you change characters you’ll get 60, then 20, then 10…
The DR timer I’m referring to is an account bound thing that stacks up the more (or faster) you do certain actions. At a single stack, things like dungeon rewards will only provide you with 50% of the original amount. This is what happened to my alt today.
The problem is that I don’t understand how I triggered the diminishing returns logic. My main got 60 for P1, then 60 for P2. Those two paths took me at least 45 minutes combined. Following that, I had 10 minutes of standing around doing nothing, 15 minutes of doing the CoF opening event, and then at 15-20 minute run through P2 for which I got 30 tokens (1 stack of DR which reduced the original reward of 60 tokens by 50%). Why though? what triggered it?
I think there needs to be some more transparency from Anet on this.
In the past I have rarely run up against the Diminishing Returns timer. Yesterday I joined a group for CoF P1 speed farming. I did 6 runs in an hour, obviously I expected to hit DR here.
Today I decided I wanted to go through CoF on my main and 2 alts to collect as many tokens as I could. That should have provided me 60*6 = 360 tokens. First character I got 60 for P1, then 60 again for P2 which took at least half an hour by itself because my group was horrible. Following that, it took me at least 10 minutes to get a group on my alt and another 15 minutes of waiting for CoF to open, then another 15-20 minutes to clear it. At the end of all this I got only 30 tokens.
Can someone explain to me how this behavior would trigger the diminishing returns timer? Everything that I did was clearly very spaced out. The truly sad thing about this is that I could have gotten more drops, more tokens, and more coin just doing my P1 speed runs even with a maxed out diminishing returns counter.
I personally hope that all dungeons get the FotM treatment which makes graveyard zerging impossible to do. In that case, it would obviously be necessary to tone down certain encounters of certain instances. As compensation (the event is not actually hard to do), the FotM difficulty treatment could be applied to them as well.
Difficulty can be a bit subjective, all of the paths are certainly possible to complete even with an “average” group provided they come prepared.
The real problem with this dungeon is just the length. I’m all for having dungeons of variable length, but the average time to complete for an average group should certainly be a factor in deciding the rewards.
A good group can clear CoF path 1 in under 10 minutes. This path gives more coin than most other dungeon paths in a small time. Additionally, the tokens you get on the run are more valuable than most other dungeons as well since you can buy salvageable 70+ rares with only 30 tokens to convert to ectos.
After some of the more serious bugs and balancing issues are worked out, I hope arena net does another pass over the pre-existing dungeons to make them more worthwhile to run. Add some unique skins to each dungeon that can drop from the bosses, chests, etc. Make it so it’s worthwhile to kill trash, champions and bosses instead of skipping, etc. People will come back to these instances if this happens.
I love this event. We should petition Arena Net to have it available year round through guild influence. Then guilds can host Snowball Mayhem events that last for a few hours by spawning an NPC in LA.
I personally think it’s an interesting and dynamic mechanic. It’s essentially the same as skills like Empathy (damage when you attack) Backfire (damage when you cast a spell) in GW1. Those were interesting because of the fact that it forces the player to make a quick decision. Do I keep on dealing damage and maybe kill this person, or do I back off and spare myself the damage. You’re arguing that it’s the same as stunning, but being stunned doesn’t push the player to a decision the same way as having huge stacks of confusion.
If anything, the biggest problem with it is lack of visibility. It needs to be more apparent that you’ve got confusion on you instead of a tiny debuff icon and purple numbers on your screen when you’ve already activated a few skills.
Edit: Now if only Mesmer could make a huge condition stack, and then give their opponents quickness somehow.
The best advice I can come up with is something that I’ve done every single time I made it to the end successfully. On those attempts, I simply didn’t fall. That’s the best advice anyone can give you, don’t fall.
It really depends on how you want to level. If you’re going with the exploration route where you just solo your way through renown hearts, skill challenges, etc. then you’ll want decent killing speed and lots of swiftness to move across the zone quickly from point to point. The best traits to support daggers are auras to boost your movement/killing speed and cantrips to make up for the fct that daggers are inherently more dangerous.
If you level through speed clearing dungeons (AC is best for this), then obviously a good dungeon build is important. I’d recommend daggers, but at low levels with low quality gear and few trait points, daggers are hard to pull off successfully. So I’d sat staff is your best bet here, and condition damage through fire 3 and earth 2 is a decent way to go which really only requires +condition damage gear, meaning you can gear more defensively for the dungeon.
Most of my Alts once they reach about level 50 are leveling up in WvW, not participating in the battle, but speed killing mobs in the area for the huge bonus XP they give. Fights here will be a little longer than fighting your own level, and thus more dangerous, so that should be accounted for in your build. I’d recommend using a lightning hammer oriented build here as the attack chain is incredibly powerful and has built in defense through AoE blind. This allows you to build more for damage to kill the mobs quickly, since the majority of their attacks will be missing you.
Don’t listen to people that are knocking hammer. It catches a lot of flack because its attack animation is too slow to be useful in pvp. The thing is, it’s that slow for a reason, and that reason is useless in pvp.
The symbol it provides on its 3rd attack actually makes the hammer’s auto attack much better than the great swords. Not only will the hammer out damage the GS (you can test this with a steady weapon in the mists), but it also provides better defenses because the symbol provides protection (which triggers AH) and the pulses can also crit to trigger empowering might.
That’s just considering the auto attack, when you look into it further, the hammer also has better AoE (hits a better area with its attack chain) and its #2 skill outperforms swords in every way (small gap closer, shorter cooldown, not channeled, blast finisher, more reliable area of effect). after all this, in my opinion binding blade and the GS leap ability don’t bring enough to the table to compete with the hammer (given the right spec).
Another thing I’d like to point out is that the 1h sword is better for single targets than any other weapon in terms of killing speed.
My advice to you is to test things out in the mists and find something you’re comfortable with. I find 0/15/30/20/5 to be very effective at solo, meditations are also great.
DR is a good idea with an imperfect implementation. ANet’s goal with this game has been “play it your way” from the very beginning. Obviously there are limits to their ability to deliver. I can’t play this MMO as a FPS for example, but you can clearly see that they are trying towards that goal.
DR is a means to that goal too. If a strategy for achieving in game goals is 5x more efficient than another, then players who are aware of it but don’t like it will feel slighted. It creates a scenario where people are willing to do something they otherwise wouldn’t do in order to get to their end-goal. That’s unfortunate because the game should be about the trip to the goal just as much as it is about the goal.
DR is intended to flatten the playing field so whether you want to progress y doing events, dungeons, or WvW, you can be there are roughly the same rate. I say roughly because there will always be a dominant strategy and people will always find it. As long as that strategy doesn’t confer benefits 400% greater than others (50% more is a reasonable upper limit) then there is no reason to nerf it.
Additionally, when a strategy is so much better than others that people start flocking to it like flies to manure, it degrades the experience for others nearby. I would argue that the average player doesn’t find it fun to happen upon an event with 20+ bots spamming AoE abilities making it difficult for me to actually experience the event.
So to me, if DR Levels the playing field in terms of strategies for advancement and makes it so I don’t encounter tons of bots farming specific events over and over, degrading my experience in the process, then I’m all for DR.
On the other hand, if DR degrades a normal play experience, and you are unable to complete an event chain from start to finish without hitting the limits, then it obviously needs to be adjusted. ANet has already spoken out on their intention to keep an eye on DR and make sure it doesn’t degrade a normal play experience. As long as players continue to give them feedback on their experiences, I trust ANet to make the necessary adjustments.