I honestly enjoyed the Firebrand during my testing.
Can we, at some point, please get the elite-spec symbols in PvP?
I think it would at least be nice to see what you are up against since core thief does not equal dare devil or deadeye, same for any other class.
Yes. You read that right.
Dual Classing.
What do i mean by this?
Simple, if you take an elite spec i believe you shouldn’t be able to take your old class line (Discipline, Arcana, Illusions, Soulreaping, Beastmastery, Virtues, Tools, Trickery (and maybe Invocation which is sorta out of it because… it doesn’t seem to be a class line since the Revenant was designed with the spec-system affecting the whole picture)).
Why is this?
Let’s look at some of the stronger builds in the past, for example, Condi-Chrono.
Why did he work? Wells don’t really supply conditions, and by their own neither do his shatter skills, which are buffed by alacrity.
Well? Illusions, is the answer here.
Daredevil is another example of dual classing, where, at least in my opinion, Lead Attacks from the Trickery Line is a major contributor to balance problems.
Not to mention how the extra initiative relates to his playstyle.
See, i like build diversity, i really do. But when your choices obviously make you much stronger (with the Deadeye Lead Attacks and some other Trickery Traits are a problem AGAIN), maybe these options need a look at.
Sometimes dual classing is even used wether it makes sense or not:
Looking at Reapers here where the only reason to take Soulreaping seems to be unblockable staff attacks.
Maybe, just maybe, as i’ve been saying again and again over the past two years since HoT’s release, make the old class lines elite specs themselves.
I believe that in the long run that would really help build diversity and balance.
Core classes would have a more defined place again and the elite specs could shine for their own strengths.
I’d personally would prefer if Dry Top changed and turned into the new area for the bazar, but that’s just me i guess.
Same with Southsun, would love it if changes would occur there because living story returns to the area and shows how it was affected.
Instancing would be great for this, then again, that maybe would need some sort of party leader to work in groups…
Get more players to play then. The system itself is fine and not only used in GW2.
I play on a core build with plague lands and it works just fine.
This may be informative: https://wiki.guildwars2.com/wiki/Anomalous_vision
Good luck.
Thanks! It’s good to know that my Guardian doesn’t have a brain tumor, which was my wife’s theory.
I don’t think she’s that far off considering your character lived through the equivalent of a magical nuke.
Let me preface this with I’m still getting the hang of combos in general. This seems like it would pair great with Chillblains poison field if it was reliable. It seems like that or changing/making our blast finisher Putrid mark cause a bleed with enfeeble via the weapon or from the curses talent weakening shroud.
Any thoughts? Just seems like two neglected skills that could really improve the QoL for necro.
So you want 100% combo chance AND the life force gain on a piercing projectile? Sure, there are enough situations where you can’t reliably use it for the pierce but still.
It’s quite powerful for the auto attack on what is essentially a support weapon (yes, i mean that).
…. do people really not inform themselves how this works?
The system tries to predict if you win or not. If you win, great, little gain because you are in the place you are supposed to be in, if you lose, well, system predicted you should be able to win, down a notch.
That’s how matchmaking is supposed to work, pinpoint you as best as possible with the variety of possibilities in mind.
Oh, wait, wait, you guys want to go up up up no matter what right?
So you don’t want matchmaking, you want a reward progression, great you have your reward tracks and the chests for the league.
Opening up weapons and utility skills from the elite specs would be the wrong decision in my opinion.
I’d rather see it that the old class lines get turned elite and a weapon and/or utility attached so that the core classes are actually a choice and the current dual classing isn’t an issue anymore (yes, it is in essence dual classing).
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
You say 189 skills… lets check that…
What we got at launch was:
Warrior: MH=3 OH=5 2H=4 Total=39 skills
Guardian: MH=3 OH=3 2H=3 Total=30 skills
Engineer: MH=1 OH=2 2H=1 Total=12 skills
Ranger: MH=2 OH=4 2H=3 Total=29 skills
Thief: MH=3 OH=2 2H=1 Total=24 skills
Mesmer: MH=2 OH=4 2H=2 Total=24 skills
Necromancer: MH=3 OH=3 2H=1 Total=20 Skills
Elementalist: MH=2 OH=2 2H=1 Total=60 Skills
Total=238 weapons skills at launch.Well we already got more than your 189 skills at launch…
Ideally though what we’d have had is:
Elementalist: MH=6 OH=8 2H=5 Total=236 (skills could have been virtually identical across all 4 attunements with different boons and conditions)
Thief: MH=6 OH=8 2H=5 Total=107
Others: MH=6 OH=8 2H=5 Total=59(354)
Total = 697 weapon skills at launchSure it’s over 2x the skills… but it would have lead to better build diversity, it also would have been more in line with how people played on GW1. Unconventional weapons for various professions was pretty common place.
Build diversity thrives on freedom of choice, it is stifled by required choices. Requiring us to slot an elite skill to use X weapon is counter to build diversity as it limits your options. Sure it may be more beneficial for the weapon to be paired with it’s spec, but that might not be ideal for the build itself.
The 189 was a really, really quick estimate. As you could see, i didn’t even count offhands and i didn’t make the effort to count ele skills.
As you say Guild Wars 1…. -sighs- i wish people would stop a) comparing GW2 and GW1, they are not the same game and never will be; and b) remember that GW1 was a balance hell due to dual classing (which by the way, we have now too in this game).
But … i give up.
Limitations are bad, choice shouldn’t have any meaning behind it.
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
I just don’t see the problem.
More often then not in PvP i see more Scepter/Shield DH’s with a melee setup in the other set than one with a longbow.
Warhorn on the Tempest is rarely seen too.
Greatsword on the necro, sure, it’s a nice power-melee weapon but you can manage without and if you want it: Go reaper.My point still stands that chosing a setup, sticking with it, isn’t bad.
Going by what you said people would still choose these weapons if they were available to the core classes and if that comes up: Why not go elite then by default?Opening these weapons up to the core classes doesn’t change anything. Balancing core-classes alongside elite-specs (through elite-class lines) would be the more sensible approach in the long run.
If they were available to Core, it would open up more build possibilities. Some of us want the new weapons but DO NOT want the elite spec. And with new elite specs coming it’s even more likely that people will want weapons from one Elite Spec to use with the other. To be perfectly clear, every class should have had every weapon at launch.
It’s a little concept known as build diversity.
No, it’s a version of total freedom that in the long run would hurt build diversity more than it would help.
Choice and having weight to that choice is not a bad thing and you should stop acting as if it were.
Or do you go into an italian restaurant and complain that they don’t have indian cooking on the menu?
Do you play chess and say: Well… you know, every of the pieces should have the move set of the queen from the start, the inventors of chess just didn’t think about it clearly enough.
Limitations are what gives your choices weight.
You want the new weapons, play the elite specs. You don’t want that? Than life with that choice.
PS: Do you even realize what you are saying in terms of balance? We have, at least, 21 weapons (not counting the off-hand doubles like sword and stuff), we have 9 classes that means, at launch, you’d want to have 189 skills, not counting that a full weapon set on ele has 20 skills.
And seeing how bunked balance is already how do you even think that would work in terms of work force.
(edited by LouWolfskin.3492)
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
Soooo…. how long until the topic title is changed to “elite specs were the best thing since sliced bread”
Who claimed that was the case?
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
I just don’t see the problem.
More often then not in PvP i see more Scepter/Shield DH’s with a melee setup in the other set than one with a longbow.
Warhorn on the Tempest is rarely seen too.
Greatsword on the necro, sure, it’s a nice power-melee weapon but you can manage without and if you want it: Go reaper.
My point still stands that chosing a setup, sticking with it, isn’t bad.
Going by what you said people would still choose these weapons if they were available to the core classes and if that comes up: Why not go elite then by default?
Opening these weapons up to the core classes doesn’t change anything. Balancing core-classes alongside elite-specs (through elite-class lines) would be the more sensible approach in the long run.
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
My 2 problems:
- Core GW2 classes should have an elite spec (same power, dif. orientation) that the expansions
- Weapons shouldn’t be related to elite specs to equip -traits are fine- (It limits build diversity, specially when 2 or more expas can potentially bring more variants with main hand+offhand)
If we want core and elite to be different classes though we should have weapons, and their respective utility skills, be limited to each other in some way.
Honestly i’m fine with DH having the longbow but core guard not having that option, just like Tempest can have the warhorn but Ele not have it.
If anything i think the old class lines, should they ever get the elite-treatment, should limit a line of skills and a weapon too.
That way you’d actually have to make a choice. Technically more build diversity is great but only to a point, limitations promote growth in a different way.
Elite Specializations - were a terrible idea
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
“Just” turn the old class lines (soul reaping, beastmastery, discipline, arcane, tools, invocation, trickery, virtues and illusions) into elite specs in their own right so that we have either core classes or elite-classes.
Yes, that would fix a lot. I’ve seen in this thread, after having said so often myself, that the elite-specs are somewhat a double boost. That’s true, look at the chronomancer in PvP, the condi version uses both, almost every dare devil uses trickery, lot’s of druids take beastmastery.
The problem is that we are technically in a state of dual-classing with this.
If the core-class-lines were a stand-alone option for the elite-slot though this wouldn’t happen, and yes, that would need a lot of rebalance.
Here’s the thing, who’s to say that the next elite specs won’t have the same problem?
(edited by LouWolfskin.3492)
They could turn the spectral skills (aside Lichform (which is another problem for another time)) into skills that either give you life force or, when in shroud, heal you.
Still one cooldown, would need an open utility bar in Shroud (which would solve a lot for the necro to be honest) and actually open up more options since the spectral skills really have no place at the moment. At least from what i can tell.
Make old class lines into elite specs in their own right, balance around single classes (treating elite specs like classes) and stop the current dual classing some of the specs allow (look at mesmer and thief).
More work in the short term, better balance in the long term.
New Player, Sad Player. Expansion ruined it.
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
The more i read here the more i get anxiety how easy the next expansion could be… yes, sure, let’s have another set of maps with NPE-Level of mobs that barely do anything and no innovation brought to the table.
Oh and please, more powercreep please, even stronger elite-specs so that we can’t die.
Hell, let’s have FF 13 style corridors at maps so that exploration is more stream lined.
You don’t play games because they’re like the real world. You play them because they aren’t. In the real world there are far too many factors at play which can lead to changes you don’t like. In games it doesn’t have to be like this.
But just because you don’t like a change doesn’t mean it can’t lead to good things.
And just because you didn’t like it doesn’t mean there aren’t people that do.
The whole discussion, in theory, is moot anyway since it’s A-Net that ultimately decides.
I made my peace with the fact that mayor changes to the world won’t come again, it’s sad but that’s how it goes.
Yeah I also hate the fact, that Kessex Hills will stay that way for all eternity. But I would hate it even more if suddenly half of the world would forever change. You liked this one specific spot in map X and spend many hours there for whatever reason? Oh too bad! It’s gone now…
But that was the whole premise of the live story, i personally enjoyed it a lot.
And honestly? That’s just how our real world, maybe not this excessive, works too.
Oh, you love that bar down the street and spent a lot of time there? Well, too bad, it had to close down.
What? Do you throw a tempertantrum about that?
For me the changes in Kessex Hills were awesome… suddenly the area of the lake changed, the reveal of the Tower and then its fall.
It was great.
Can new players get the same experience? No. But that doesn’t mean it’s something bad.
I personally will miss the old approach to the live story a LOT and think the core game should be more involved again.
The remains of Scarlets marionette for example could make for a great world boss and a nice plot point to change the way the steam creatures work as enemies.
Will it happen? No, probably not and honestly that’s sad.
The fact that the coregame will probably stay in it’s sorry, way too easy state for the rest of the game is a real shame.
There would only be a problem if it turns out that Lazarus is actually Barry Allen, hit by the explosion from Mordremoth’s death.
I’d so watch that.
Because stacking duration increases damage per second. Pretty easy to understand. Not blowing all your burns quickly and spacing them out is how itl be effective. Teammates reapplying burns is how the dmg will keep going up to a capped amt of dmg.
I’m pretty sure stacking duration does not increase damage per second. Because damage per second is … well…. damage per second, the damage you deal in A second. If the burn damage is stacked in duration, yes, you’d deal more damage the longer the burn is applied but that only works if the burn isn’t removed.
I personally like that burning is a short lived but higher damage condition.
Did i die to it a lot? Sure, but the respective builds have to spec everything into burning and how to apply it, so they lose other possible utility and defense.
Voted for solo/duo queue, don’t see why i should regret that. I still feel like the overall match quality has improved over the last two seasons.
New Player, Sad Player. Expansion ruined it.
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
HoT mobs are designed to be more difficult, but are also designed to reward paying attention to your surroundings and to the mobs themselves.
I would LOVE to see HoT mob style encounters in core Tyria maps.
How do HoT mobs “reward” paying attention to your surroundings?
Obviously HoT maps are more difficult to move around and the mobs are more difficult to deal with. For those seeking difficulty, I guess HoT is more rewarding. However, this thread is about how GW2 was a more laid-back MMO for 3 years and how many of us who actually played it for those 3 years are disappointed in the expansion.
I can understand new players who enjoy a challenge joining GW2 because of HoT. What I can’t understand is why anyone who preferred a higher difficulty would play GW2 for the first 3 years as it was.
As someone who has played those first 3 years and still plays core as well as HoT: Because of the potential. Each single map and fight in core had the potential to be great and still has but would need lots of attention and care to be fostered into something better than they are now and have been so far.
Chances are we’ll never go inside the Wizard’s Tower. It seems to just be kept as a permanent secret forever.
One thing i’ve always been curious about in this area is the asura stuff in the top floor of one of the houses. Seems rather out of place to me.
An asuran personal story takes place here. It’s a secret inquest base, probably because they are interested in the wizards tower too.
In the story though it is a detainment cell for a troublesome scientist.^ This basically.
If you’re in the story instance you can use the Inquest aka Arcane Eye’s dervice, you’ll get information about Arcane Eye Agents and their leader, Rakt.It’s not Inquest at all. It’s Arcane Eye, which is basically the secret service for the Arcane Council.
Sorry that i mixed it up.
New Player, Sad Player. Expansion ruined it.
in Guild Wars 2: Heart of Thorns
Posted by: LouWolfskin.3492
I still maintain that core Tyria should be more diverse in difficulty.
The problem is: Core Tyria doesn’t teach you anything.
You can rush most content, exlporation is as easy as drawing a straight line on a map and fights need even less thought than they require in HoT.
I know a lot of people who started playing on release, played for a little while and after a month said: Jesus, this is boring as hell, no challenge at all.
And went on to other games. The first two years of GW2, from my stand point, looked like a revolving door and i’m not even sure that stopped, maybe just slowed down a little bit.
And then the NPE happened, because we had to turn Core Tyria into an even bigger joke.
No conditions in the starter area but the first utility skill you get is a condi counter.
Players are still over tuned when down leveled as well, it’s better than it was right after the patch but it’s still not good.
If we had a few more mechanics every ten levels or so i think that HoT would have been much better received in terms of difficulty.
Considering how bursty this game is, toughness desperately needs a redesign and to apply (perhaps especially) to condition damage.
Why?
obvious really, if you’re focusing on toughness and being tanky you’d expect it to be tanky to all damage, condis ignoring toughness is stupid.
I never quite understood that train of thought.
Toughness keeps you from getting hurt by direct damage, vitality makes you last longer against conditions, seems fine to me.
And it’s not like you have no way to counter conditions.
Don’t you get parts for mawdrey as well?
Maybe it’s because i’m on the EU servers, maybe i’m a weird player but i think the matchmaking works with the current system.
Quite honestly the biggest problem i could see is too small a playerbase to draw matches out of and that’s not something you’ll fix by introducing more and more filters into the search.
Sure, your perceived result will be more accurate but in this case that is not something you want to that level.
Your changes would lead to an incredible increase in queue times as the system would have to look all that over and find people exactly in your range, the possible sample to look into though would get smaller and smaller with each round, and, worst case, different characters played by the same person.
If anything A-Net should do a per character rating and, as sadly was voted out, lock the character relog at the start of a round.
It doesn’t require those numbers at all.
Guard and thief are simply more played than other classes, that’s not an issue A-Net is responsible for but the playerbase.
Also, changing builds is something that will eventually happen in a game where you have choices, how is it bad?
Not sure if i should laugh or cry when i read that people take 4 hours for this…
But hey, i’ll just be branded one of those elitist hardcore players when i say that it isn’t too long or hard.
Ánd games shouldn’t have a difficulty curve because entertainment shouldn’t make me think.
We’re not going to be getting new weapon types, especially not for single classes. Of course, Dervishes and Scourges could use Greatsword and Hammer, respectively.
Unfortunately, spears are strictly underwater weapons.
Devs said at some point that new weapons are a possibility they want to look into after spreading the original weapons out a little.
While i agree that there probably won’t be a weapon per single class i wouldn’t say it’s completely off the table that we get new types.
Wait…. you own the game since release (5 years ago) never did a dungeon or reached lv 80 with a character (or you mean the masteries)and/or (if you haven’t a lv 80 yet) never explored HoT maps or Orr?
Yeah. I’m not too sure that the op’s feedback is all that… valid? Important? Useful? Relevant, really, I suppose.
Actually, it is.
Here’s the thing, if the leveling curve isn’t interesting many people will jump ship. I’ve seen that a lot at release that there were quite a few of my friends that started playing say: Wow… this is actually really boring, why is there no challenge at all even in higher scaled events?
Now add to that that each zone not only has people of the respective level but with the system we have everything above that level is possible as well and even with downgrading still stronger than the average player at that level.
Yeah, it makes for a real compelling gaming experience.
And if you get to that, maybe through will to see the endgame or because you play with a friend and that keeps a certain motivation going, and start the HoT areas you get completely overwhelmed by smarter enemies that make you feel like the leveling process has begun again.
I’d actually praise the game for that except that with each new map that gets released A-Net Shows they can make better enemies.
Let’s take this further, each new expansion, they all will make the foundation, the core game, crumble more in comparison.
In my opinion the NPE should have made the game a bit harder, introduced a certain array of mechanics every 10 Levels or so to actually teach players how to play.
Instead we have no conditions under level 15 (maybe a bit higher even) but our first skill we get to show how utility skills work is a condi counter.
The only change i want to see is old class lines as elite specs so that they can balance core classes fairly with elite-spec classes.
Remove elites from pvp then balance from there -_-’
The problem is not that the elite specs are there but that the core-class-lines aren’t taken into account.
Over performance in most cases comes from taking the core line, for example Illusions, and the elite line, staying in example Chronomancer.
Core class lines should be elite-specs in their own right so that you have to decide: Do i want A or B.
And yes, that would bring more build diversity while killing some setups.
Sure, if toughness makes it so that i can’t get an 8K crit through 1.7K toughness we can talk about this.
A ranger can be rewarding to play depending on the playstyle. If you want to snooze and let the pet do everything, sure, you can do that, same goes for MM-Necro.
But you can also play very active and use every tool at your disposal.
Comes down to what you want and what not.
One thing i’ve always been curious about in this area is the asura stuff in the top floor of one of the houses. Seems rather out of place to me.
An asuran personal story takes place here. It’s a secret inquest base, probably because they are interested in the wizards tower too.
In the story though it is a detainment cell for a troublesome scientist.
I still maintain that one of the bigger problems is actually that the core-class-line can be used alongside the elite version.
From what i see that causes a lot of overperformance alongside some problems in the elite specs themselves.
If we could turn the class-lines into elite-specs as well there already would be some things taken care of, but i advertise this so long now…
Considering that would make it a different boon entirely, I really don’t get your point.
Why compare the two then?
Might, as pointed out, is only desirable because it stacks intensity.
The core game needs rebalancing in a big way to be honest.
The NPE made the whole thing a joke and i have to disagree with one of the statements here, while it’s true that you are probably used to the game, equipment makes a huge difference.
That being said it’s also a problem that mobs in the core areas are way too squishy, doe nothing in terms of attacks and teach you absolutely nothing about teamplay.
Combined with an often laughable event density it can make exploration with friends tedious, speaking from my own experiences so far.
Don’t know if your friends own or know HoT already but i think they’ll hit a brick wall as soon as they get there, not because HoT is bad but because the core game doesn’t prepare you for it.
But i rarely see people explaining HOW that happens. What stats are used, what weapons, what utilities.
Many people (like me) probably use the same builds that other players use that don’t find HoT difficult but are simply not as good at twitch combat. Other players might use builds that they made up as they went along. But if people wanted advice on their build and/or playstyle they would ask for it. Instead what this thread is about is the Difficulty Curve.
Okay.
Difficulty Curve.
It’s pathetic in the core game, even more so since the NPE and in HoT it’s on a level that someone with a character on 80 should be able to manage.
Done.
I want you to take any chill application, like Reapershroud 5, it works exactly like this. Yes, the Icegun is stronger than any of that, and maybe the gun will get a patch coming it’s way but the trait works just as it is supposed to.
Ayup. Also, the HP bars are smaller with small groups. Golem Mk-II with 5-6 people drops in about 2 minutes. With a whole map on it, 5 minutes. Vinetooth probably has similar problems in that not only do players have to manage CC for much longer, they have to DPS like crazy, without falling over, to smack down his bar.
Man, this almost sounds like teamwork could be required with EVERYTHING classes have to offer… like.. heal, CC, buffs, damage… wow… but.. yeah, no, that can’t be it.
Funny that you should sarcastically mention “heal” in there, as a buffed-up enough critter can three- or one-shot a player due to excessive damage scaling. But that’s not the point.
Breaking that bar is more vital to Vinetooth’s success than any other boss I’ve seen in HoT, specifically because he’s a massive HP sponge. Add in Vinetooth’s high mobility and very short CC window (cripple, chill, weakness are useless), and it takes a team of rather specific builds to beat him.
Eh, just bring a couple of necros along and it’s cake, my friend. Necro best at everything 2017.
Even more so recently with the oversight in regards to one of their traits. At least until it gets fixed.
I’m not actually sure to what you are referring, but now I’m super-tempted to google and see if I can’t figure out what I can abuse while I have some buggy OP trait.
…but, I was mostly meaning that condition necro brings some hard CC, and a lot of soft CC, to the table, as part of their normal rotation. The “best at everything” part was a joke based on the complaints.
The reaper gm trait that adds bleed stacks when you apply chill. Since you can do it with each application, anything that pulses chilled effects allow you to stack bleeds. There is an environmental weapon that does this.
I fail to see how that is supposed to get “fixed”, it’s overtuned in PvE because otherwise it would be too weak, the same trait, in PvP, does one stack bleeding for each application of chill.
It’s exactly like they wanted it to be from what i can tell.
Every reward should be available as long as you put in enough dedication into your chosen gameplay. That gameplay should not be gated behind a social challenge like in raids. On the other hand, a purely technical challenge, like in Dark Souls which stays true to the casual philosophy? That in my mind is fair to ask.
On a side note, if raids had heroes that I can personally control and take responsibility over. Then the accessibility of raids will become available to everyone with enough dedication to succeed.
You are complaining that GW2 has content that you need people to complete it?
Of course it has , its a MMO after all, if you want Challenge without getting anyone involved then you play Dark Souls, Demon Souls, Bloodborn as you said. ( i love those games too )
I’m a casual too, and I raid. Its actually easy to get a group together if you make a network of friends.
Everytime i got a nice pug group, i would add the commander, and say to him that he feels free to invite me again anytime he wants. Now its very commom for me to just be playing and get a pm “Hey wanna join a Xera kill” then i just go and get a fast kill.
So raids are really acessibly if you want to play little time, but for this to happen you need to get the social aspect of a MMO and socialize.
You can play a MMO solo, but complaining that something cant be dono solo, then go play single player games.
He’s not complaining, he was reacting to me and misunderstanding what i said.
@Chun
At the end there you quite honestly misunderstood what i tried to say.
From what i gather in this thread that’s how the game should be apparently. I know that there is content that requires minimal teamplay and all that stuff, but from what i read here everything that goes into that direction is bad.
And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.
The problem with that is enemies have to pose a challenge. If you are running around with regen that is as strong a heal/sec as your actual healing skill, your sustain more than doubled just from that.
I don’t get why people want everything to pose even less of a challenge than it already does.
I personally just want to be Regeneration as a buff to be more situational and a bit of a burst instead of sustain. Like it heals over a small time for more than now and is therefor still different from direkt heal.
Maybe that’s just me, i just don’t like the idea of stacking it for over 2 minutes or whatever is possible and it doing nothing in the time it’s there.
So the game should stay just as the core game, no added difficulty, no content that requires minimal teamplay in the open world, every reward should be available even to people who just started and every class should be equal on every front.
That… that sounds like a great game, yeah, please do that. Because after all that’s been said in this thread, i actually followed quite some time now, seems to boil down to that.
I’d actually ask: How casual is casual? Not even, what is casual, because apparantely i’m not despite only playing a limited time each day and not raiding, while i’d like to try in the future.
How casual should this game be in the long run, because honestly? I don’t like the core game after what it became with the NPE.

