It’s the result of lead game designers not understanding the true concept, nor the appeal, of horizontal progression.
And if by small chance an anet employee is reading this, you know it’s true. lol
Horizontal progression. Thank you, I knew there was a good work for having a level playing field for stats but couldn’t think of it.
In GW2 ‘build = gear’ once skills are capped, so take away the need to grind gear I fail to see what raids or any other phat-lewt-chasing content is for.
Legendary skins. Ascended equipment. The exact same rewards at the end of the stick that has enticed players for 3 years.
Just before I get into anything: I’m not referring to ascended equipment, I’m referring to unique exotics and upgrade components.
One of the issues that comes up often is the handful of unusually difficult to obtain basic necessities for certain builds. You know the ones. Celestial stats held behind 5 charged quartz crystals (which recent changes have made exorbitantly expensive), Zealot stats held behind getting 500 watchwork sprockets, and Sentinel stats held behind getting 10 guild commendations. Likewise a good number of useful sigils and runes are held behind large amounts of watchwork sprockets and pristine toxic spores (neither of which have been readily available outside of niche locations for years). This is something that always frustrated people and I was believing it to be getting better with the release of easier to obtain stat combinations, sigils, and runes that came with the release of permanent content that included stats such as Sinister and Nomad.
It was a mistake to believe that, however, as the release of Heart of Thorns has doubled down on the inaccessibility of stats and confoundingly made certain exotic stats more complicated to make beyond obtaining a new inscription as previous new stats had done. The release of the four-stat combinations is a welcome change by many across all game types but it comes with a frustrating change: pointless new crafting materials. Oiled components, barbed thorns, charged thorns, leaf fossils, charged relics, and a number more. Another name for it all is clutter and unbalanced clutter at that. Charged Thorns and Charged Fossils (used in creating Commander and Wanderer stat combinations, respectively) are expensive upgraded form of Barbed Thorns and Leaf Fossils (used in creating Marauder and Crusader stat combinations, respectively). It seems like nonsense, like that certain stats should intrinsically be more expensive and valuable than others by virtue of being itself and not because gameplay and market demand decides it. Not to mention the charged items all require Charged Quartz Crystals, one of the most controversial time gated items in the game BEFORE the expansion came out but now the expansion has more than doubled the uses for Charged Quartz. To say they are in short supply is an understatement. Oiled components is another useless change, a full set of new crafting components for every single tier 6 crafting component that cost more due requiring linseed vials and do absolutely nothing that the old components could have done.
Heart of Thorns also contains a number of new runes and sigils that come as part of the map reward system: Rune of Thorns, Rune of Durability, Rune of Surging, Rune of Leadership, Sigil of Absorption, Sigil of Ruthlessness, Sigil of Draining, Sigil of Rending. All of these runes and sigils are varying degrees of useful to individuals but share one thing in common: exorbitant grinding. The currencies for these items are the map reward currencies for the four new world maps in Magus Falls but the matter is the amount of grinding required to get a pair of sigils or even worse a set of six runes it astounding compared to the acquisition rate of these currencies. I’m talking weeks of grinding for a set of runes, something that is seen by everybody as a very basic and essential part of a build. Acquiring a set of runes from a map reward vendor is by far the most time consuming thing related to map rewards across every single map. This isn’t for unique skins or special privileges, these are the things related to how you can build a character. It’s restrictive and it’s frustrating.
I was under the impression, with progressively easier to acquire exotic and runes and sigils being in the game since day one, that the game was designed around having fully built character a relatively easy thing to do so that players could focus on cosmetics (and later small boosts gained by ascended equipment). But this is being subverted time and time again, with one of the smartest things available to players: easy access to the ability to try new builds, being choked under pressure of harder to acquire stat combinations and upgrade components. When Guild Wars 2 came out, the available stat combinations were mostly equal and the players decided what would have value but the release of Heart of Thorns has skewed that common sense design choice in favor of needless grinding for new possible builds. I don’t feel like I can experiment between the capabilities of Minstrel’s and Wanderer’s like I was able to experiment between the capabilities of Cleric’s versus Soldier’s. I don’t feel like I can change my runes from Nightmare to Thorns like I can for Flame Legion to Balthazar. This seems like the wrong direction to be taking and the enjoyment of the game, especially with the introduction of actually needing a variety of builds in PvE for raids, will take its toll as more and more people decide that things like taking Rune of Leadership would be too much work and instead opt for less useful runes simply due to work needed to obtain those runes or the concentration bonus from Wanderer’s isn’t worth the extra work of simply making a set of Soldier’s equipment. The playing field needs to be far more balanced.
tl;dr: grind gating builds is bad
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I say nay, they should have not even bothered. While they say it was something the Marketing team came up with, I feel that money could have gone to oh I dunno.
Hire more modelers to model armor that drops in HoT
Hire more coders to balance the classes
Hire more people to focus on fixing WvWI dunno it just gives me a bitter taste in my mouth.
I agree with this. I don’t mind the E-sports thing happening, I’m just fed up with a lot of things that aren’t getting attended to. The class balance has made progress but it’s still out of whack, bugs are still everywhere in collections, HoT, and classes, WvW is a hot mess because nobody seems to be on top of things there, ANet threw away dungeons instead of actually TRYING to fix them, and seemingly half the new stuff we’re getting is behind the Black Lion Market and its barely been a month since the expansion. And to top it off, a bunch of (Elementalist discriminatory) visual nerfs have happened seemingly because of the leagues.
I’m frustrated. People are frustrated. The devs are too quiet, especially in the areas people want some answers.
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The purple is ugly and makes it too busy. The sparkles on the cubes is nice though. Do themes have any meaning to ANet? Why does every Fractal weapon have an effect color of a blue and white glow with white trails but suddenly the top-dog Ad Infinitum has a completely different purple glow that looks nothing like any other Fractal item? Do the devs just REALLY hate consistency?
All visuals should be removed. All battles just need to be floating numbers between two sprites. Visuals have no place in esports.
They also forgot to change Lava Font, Burning Retreat, Meteor Shower, Water Blast, Ice Spike, Geyser, Frozen Ground, Healing Rain, Arc Lightning, Lightning Surge, Static Field, Stoning, Eruption, Unsteady Ground, Shockwave, Dragon’s Tooth, Phoenix, Shatterstone, Water Trident, Arc Lightning, Rock Barrier, Dust Devil, Heat Sync, Wildfire, Tidal Surge, Water Globe, Cyclone, Sand Squall, Dust Storm, Dragon’s Claw, Drake’s Breath, Ring of Fire, Vapor Blade, Cone of Cold, Cleansing Wave, Lightning Whip, Ride the Lightning, Ring of Earth, Churning Earth, Glyph of Storms, Mist Form, Armor of Earth, Tornado, Grasping Earth, and every summoned weapon skill.
THEY MADE STEAL TARGET ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NINJA NERF!
/seppuku
Yup. Introduce a faulty unfinished feature and nerf the skills to accommodate this feature to hide its flaws. Because it’s the skills fault why such a faulty feature doesn’t work correctly — logic understood.
To be fair, I don’t see it as a nerf. At worst a neutral change.
I mean OOC thieves can still use signet of shadows. In combat thieves can use steal.
I would be mad if they’d nerfed SB#5. This is a minor change.
Thrill of the Crime was good in parties for 5 person swiftness and fury, even when out of combat (such as running from one place to another). Now that you need a target it can no longer be used on cooldown with no target to gain the associated boons. It’s NOT a neutral change, it’s absolute lose.
Following the December 1 patch, I no longer receive any speed boost in cities granted by the Leader of the Pact III buff granted by the Advanced Logistics mastery. I am unsure if Leader of the Pact I and II are suffering the same bug.
I think it’s hilarious just how badly they understand some things, such as the aura change. They were supposed to be obvious and easy to read, otherwise people would miss them being up.
Seriously this war on visuals has got to stop. I want to play on pretty MMO not a failing esport.
I have played a lot of SH and at least half games end in Lord finish. Timer games are fine, means the game was close.
It gives cheap ways to win for teams running stall tactics. Stronghold isn’t like Conquest, the numbers on top aren’t how much you’re winning, it’s how much further into the enemies base you are (and a few other things). Until a Lord is dead, the match should be fair game.
I think it’s a basic flaw with how the match seems to be portrayed in, a sequel/alternative to Conquest rather than an actual new game mode. The 15 minute timer on Conquest makes sense because points are the end-all be-all of that mode and you win and lose based on your points. Stronghold doesn’t follow that rule at all, so having the game end based on your points rather than an actual Lord being slayed (which is the goal of the match to begin with) seems like an arbitrary way to finish a match.
Pretty much every stronghold match I’ve ever run has ended in a timeout.
These matches should never end by a timer. Ever. EVER.
Do the GvG thing and have the lords become open and march towards the center after 15/30 minutes.
This war against visual clutter is going too far. We get turned into a pea shooter, meanwhile a Guardian can still press F1 and make an enemy a blue fire blob.
Nuhoch lane’s task of getting the legendary to come to the surface is frustrating. You need enough DPS to kill the boss but if there are too many in Nuhoch, you have to stomp so many nodules that you run of ones to stomp and the mushroom mobs you have to kill to make more nodules are difficult for the scattered groups to kill in a timely manner.
Whenever I join an organized, it’s always ALWAYS Nuhoch to fail to get the boss to emerge, usually in the 3rd phase. I feel that the bar for doing it in that lane is overtuned for scaling, when there’s not enough people for DPS the bar fills up easily but when there are the bar is difficult to fill. It creates a frustrating juxtaposition of worrying about having too many or too few and there’s nothing you can control about it.
This is still an issue that needs addressing. There are a handful of ways to make it better such as increasing how much you get from pods or make MoM’s big chest give 30 crystalline ore instead of dragonite ore.
Chrono+Herald is correct. Facet of Nature makes Quickness upkeep for both of them a breeze and boon upkeep makes Chrono’s phantasms (which in a 5 man group are usually ignored) much more powerful. Chrono can inflict a lot of hard and soft CC and/or bleeds (depending on stat setup and offhand weapons) that Heralds aren’t too attuned to and with all the Quickness the Herald can more sensibly use Dwarf over Assassin for sustain rather than just using Assassin for Impossible Odds (which is incompatible with Facet of Nature anyway).
ON Chrono, what stat line do you use? Condi or Power based?
Mesmer in PvE ultimately relies on power but numbers coming in from Viper pistol/bleed builds are nothing to shy away from either. Mesmer’s most natural condi is confusion what has limited use in PvE but can still hit certain enemies hard.
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Signed. It’s ridiculous how little you get. Completing the most complicated event chain and killing the biggest boss in the game shouldn’t be rewarded with scraps.
Tempest asks of you to take every trait at once to be viable. It wants you to take it over Arcane (because nothing works with only one attunement specialization) but doesn’t give a reason to. And within Tempest there’s too much conflict. Unstable Conduit needs to be a minor trait instead of Speedy Conduit (which is pretty much plain wasted space) and Hardy Conduit needs to be something more based on your current attunement. The Major Shouts and Aura traits don’t need to be separate spots because shouts and auras resonate with each other, and Elemental Bastion and Imbued Melodies are the only things that make Tempest worth a kitten yet they’re needlessly competing.
Too much conflict. Too much.
I’ll double down and say the two biggest things is making Unstable Conduit a minor trait over Speedy Conduit and allowing Imbued Melodies and Elemental Bastion to work together. Ideally move Elemental Bastion to Master and combine Invigorating Torrents with Latent Stamina, removing the vigor on attuning to waster but keeping the endurance gained when granting vigor.
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Lower cast times, maybe lower recharge times, Heat Sync NEEDS some sort of damage or burn ideally making it something like Fire Grasp, make Wild Fire actually painful and quicker to reach max distance (and fix that a few finishers won’t combo with it, most notably Phoenix), make Cyclone either give super speed with the tornado or make it pull in a large radius. For Tempest being heavily Auramancer its unique weapon oddly only has one aura it can directly apply. A Fire Aura on Heat Sync or a Frost Aura on either Water skill would be beautiful. Warhorn has beautiful potential but needs some work. As it is now it’s an awkward middle child between Dagger’s superior damage and Focus’s reliable control and survival.
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Scrapper doesn’t really have much to offer an Engineer who wants to use conditions but as far as power builds go, there’s little reason to skip on Scrapper and Hammer.
Instabilities in general are a spreading cancer in the once-rich gameplay of Fractals. The Boon Fumbler instability is terrible as explained in the OP and No Pain, No Gain is incredibly harsh and tedious when fighting bosses (what if you just flat out described it as [Bosses have 30%-40% more damage, take 33% percent less damage, have perma regen, deal 250 damage on your strikes, and are rarely susceptible to crowd control]. Likely the only reason Resistance isn’t in that lot is because it was introduced after No Pain, No Gain was originally instituted. It’s something designed to nullify practical playing and reward tailoring and running specific builds (no precision, no boons/dodging), something entirely counter to what Guild Wars 2 is supposed to preach.
One Fractal one scale was an amazing opportunity to tailor Instabilities to each island and change factors within the islands, creating a rich dynamic where instead of an overall atmosphere of penalty each scale would be given a new challenge rather than a penalty for knowing how to play (how to dodge, how to boon, how to damage, how to stack). It’s both disgustingly lazy and incredibly disappointing. And alongside the lack of reward scaling it will kill peoples’ interest in doing Fractals of the Mists.
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I get that it was designed around Charr but you’d think one of the eight profession armor items would at least try to hide how obnoxious bald caps are in this game.
Combine Pain Absorption and Embrace the Darkness. Make it pulse every 2 seconds, dealing torment, granting resistance, and drawing in conditions. Remove the stat buff. Make Pain Absorption a condi copy hit that lasts for only a few seconds like the GM trait.
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Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: GoZero.9708
Elites were the aspect of HoT that I was most excited for. I like taking my time with mapping and doing story stuff, especially with Halloween here for a short time and my preferences towards Fractals. I play all nine of my classes and I’ve really been enjoying Revenant. For the most part I’ve enjoyed the new stuff. But having to do each Hero Point in HoT at least 20 times (depending on how much I’ve mapped on each character) on NINE characters has cast a dark shadow of frustration on my ability to swallow the nerf to dungeon running and cost to buy the expansion. For the last 3 days I’ve just been doing the first steps for Finite Result, some Halloween stuff, and I used a Teleport to Friend to unlock Gilded Hollow with my guild. Why? Because I feel utterly terrified of getting into a grind for specializations. I hate feeling like I’m built incomplete so I’m likely not even to use specializations until they’re fully unlocked. Outside of PvP, the specializations don’t even exists yet besides a few I’ve seen doing Fractals and a handful I’ve noticed in the labyrinth.
Change it. Please change it.
Mai Trin’s fight area is green.
AoEs are red.
I’m red-green color blind.
You can see where I’m going.
Kitten Mai Trin.
I can’t see AoE lines. Great.
Many legendaries could stand an improvement but the offhand ones are in the most dire need of it.
Meanwhile Eternity gets updated time and time again to make it a bigger goldsink.
I’m just gonna extend my neck and make a case for healing, at least for my niche. I main Guardian which is one of the biggest blenders of the “soft trinity”. Even armor-wise, I prefer to run Zealot’s with Monk runes than Berserker’s with Scholar/Flame Legion runes (unless a group asks for zerker only) because my preferred healing skill in 5 party groups is the massively underrated Healing Breeze (scales 1:1 with both the incoming and outgoing healing). Combine that with the Selfish Daring trait which heals me and a radius around me for a little bit above my healing power with every roll, the buff to Bow of Truth (which can be overkill), and a tendency to keep my Mace as an alt-weapon to my main-hand Sword often allows me to keep the entire party healed above 90% in high-damage instances such as meleeing Frost in CM Path 1, melee stacking Laurent and his guard in TA Forward, meleeing Destroyer of Worlds in SE Path 3, and meleeing Aldus Stormcaller in HOTW Path 1, and many different instances in Fractals. This is particularly helpful in pug/LFG groups.
Knowing running something like this isn’t “meta” and won’t get me into DnT anytime soon, I still choose to run it because in my 2 year and 4000~ hours in the game I think it works very well. My lack of damage runes and Berserker’s armor (I still run Berserker’s trinkets and weapons) hurts the DPS for sure but it’s a mix of doing as much damage as I can do while still making sure that people downing and having to worry about healing themselves is kept to a minimum.
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Not much more to be brought to the table. I don’t really mind the trait every 6 level deal and the new UI, but unlocking the traits is confusing, expensive, unsatisfying, and completely against the “no grinding” ideal. And this is coming out of the mouth of a player who has played since launch. I shutter at the idea of watching a new player see this system.
Stop killing your own game. You’re approaching NGE levels of fundamental design undermining.
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8/10. The hair and beard bring out the face and the equip-able eyes make it more tone balanced.
My Human Guardian. Got plenty of faces I could post but this one is my favorite.
My newly geared Guardian, wrapped up in some nice shiny armor in celebration of completing my stupid expensive Keeper’s armor set.
I’d like these sets more if the hands and feet were also blue thanks to the top and bottom. This might be a technical limitation though. Just thinking that I’d love to wear my Heavenly Bracers with the set but my bare hands look very out of place.
I like the variety in appearance and tiered upgrade process.
I don’t really like the “barrels” at the base of the back piece though.
Right now it costs 300 gold to buy the Ascended heavy armor recipes off the Trading Post. This cost will never go down if left to its own means. That’s simply unacceptable.
I would think most people who have the legendary would much rather have the legendary itself get improved than have a secondary music function added.
Only certain people care about playing music in the game.
And among them are people who thought it would be cool to have an beautiful instrument as a weapon skin, even though it meant not having some special effects like footfalls or unique attack effects.
While I think that some legendary weapons still need upgrades (minstrel is one of them) I don’t see why you would expect to be able to play it like an instrument. It’s a weapon skin.
Why would I expect it to be played like an instrument? Because that’s what it literally is.
You upgrade the minstrel to have vanity-related effects to it, then they’re going to have to do the same with all legendaries.
All Legendaries are vanity-related items. And by no means are they all created equal.
I’m not one to complain about the gem store practices thus far, but this is absolute insanity. The recently introduced Musical Harp is a nice addition to the game but it’s an absolute thorn in the side of any player who has already created the Legendary HARP The Minstrel.
So not only is The Minstrel one of the least impressive Legendaries out there, it can’t even be used as a Musical Harp, which is what it literally should be! Despite the fact that the process of creating the Minstrel is at least twenty to thirty times more expensive than transferring gold to gems (depending on the current exchange rate) for purchasing the Musical Harp and thus sinks far more gold from the game than this gem store item, it seems necessary to demand a greater investment of gems to be able to play an actual harp.
So please, I implore that the Minstrel should be updated to be in a state where it can be played similar to the Musical Harp with the Minstrel’s skin.
If this is in the wrong forum I’ll happily move this topic. Legendary weapon topics typically go in the Crafting sub-forum but as this is a matter of a gem store item I feel it is more appropriate to have this discussion here.
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Personally I think the 10/15/?/?/? doesn’t make sense like 0/25/?/?/? does. While 100 precision isn’t as good as 100 power, you get the Major Radiance slot for whatever suits your fancy and Radiant Power is more reliable than Fiery Wrath and grants the same damage increase.
I giggled when they addressed Litany of Wrath by saying they’re reducing the cast time. The issue isn’t the length of the cast time, it’s that it has one at all.
Scepter’s Orb of Wrath AA can be cleaned up to be not so easily glitch with A and D. Smite and Chains of Light are fine.
Sword’s Sword Wave could be improved when it comes to striking objects and not being reflect-able because that’s nonsense for being part of a melee weapon’s auto-attack.
Sword’s Flashing Blade could have a bit of extra oomph to it, either a leap finisher or a damage boost.
Sword’s Zealot’s Defense doesn’t need to root but it’s not that big of a deal.
Mace’s auto-attack combo is slow for a crappy heal in Faithful Strike and doesn’t do any of the damage like Hammer does through SoP to make up for this. Speed up the third hit for the Mace on all classes or else it’ll remain a rarely used weapon.
Mace’s Symbol of Faith takes too long to cast.
Mace’s Protector’s Strike is just bad. If you’re not immediately hit you’re much better off canceling and resuming AA.
Hammer’s Symbol of Protection charge is long but more than that the combo is too easily reset once interrupted. One and a quarter seconds is a long time to cast an autoattack but it’s even worse when you have to dodge and lose your combo. This isn’t really an issue for any other weapon.
Greatsword is fine in general.
Staff is fine. Orb of Light could work better when your enemy is 90 degree to the side though.
Focus is fine. Ray of Judgment has a bit long of a CD.
Torch is okay as an alternative to Focus when you have no danger of being hit for whatever reason.
Shield is terrible. I’d make arguments but they’ve already been pretty well summed up earlier in this thread.
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I’m also experiencing excessive lag in GW2—and only Guild Wars 2—since the Wintersday update. I’ve notice some areas are better or worse than others, Queensdale running typically well, Lion’s Arch being in the middle, PvP areas being pretty bad in general, Malchor’s Leap being the absolute worst (constantly rubberbanding and DCing there but I can perform just fine when I go to the Cursed Shores).
Shield 4 is epic. It’s the only protection source a guardian gets that has no strings attached. Everything else always has something (it’s a symbol with longest windup, needs to be traited, horrible cooldown, good belch lasts longer then that or it’s an elite).
Shield 4 no strings attached horrible cooldown
You poked a hole in your own argument.
Ignoring Scarlet being shoehorned into everything, the Fractal is a lot of fun, so I’m happy.
It’s not just an issue with joining too much. I’ve had multiple instances where I’d get the spam block even when I hadn’t joined a party in over an hour. I agree, I see no point in the spam feature.
I only have one opinion about all this and it’s regarding the developer’s moves to make increase the variety and ability of DPS focused Guardian and some other directions they’re going in: Do not change Vigorous Precision out of a minor adept trait. And if you do, please give up a few thousand more baseline HP because it’s probably the single most important trait for Guardians with little to no vitality.
People who believe they’re entitled to join your specific LFG listing (80 Only, Heavy only, or Berserker Only, etc.) and particularly when they get upset when you say they can’t come and you kick them. I understand why it upsets people that they limit who can join, but it’s just as bad that they disrespect the wishes of people who started the listing.
Thieves, Rangers, Elementalists, and Necromancers who use the increased move speed Signet in dungeons. I understand it’s useful in situations, but on those situations you will more than likely be granted Swiftness if your party is half-competent. While the activated effect can be useful, you will never use those people using it because what it does doesn’t register beyond “movement speed increase”.
I don’t mind taking newbies, but it infuriates me when they don’t say they’re new until it’s brought up or, even worse, they don’t listen even when it’s explained what to do.
Certain class specs. Bearbows, Minion Master Necromancers, Pistol Thieves, and no Kit Engineers come to mind. I believe it’s because 90% of the time those specs work pretty well in open world exploration and dynamic event combat, but they have a lot of issues when integrating with dungeons.
Did you know that you can reflect the COE champion wolf’s leap?
I did not. My Mesmer and Guardian thanks you.
As someone on Yak’s Bend, I’d rather not have my face smashed in for four weeks because the other servers can’t handle us.
It’s not really a fix. You get in but so many people are suffering the same bugs that there’s no reliable way of inviting people who will be able to get in.
Since the patch, I myself and people I’ve grouped with have begun disconnecting when attempting to enter dungeons. They cannot enter no matter how many times they attempt it. The error is the familiar couldn’t connect to the log-in server issue.
I have a friend who sold a Dusk he got out of the Mystic Forge to max out magic find. Ignoring the obvious losses, you can no longer consume all the luck that builds up in your inventory once you hit 300%.