Wynd Cloud | Fierce N Licious
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Wynd Cloud | Fierce N Licious
No.
http://www.twitch.tv/sylarscreed
No dodge Lupicus (except grubs) ft. Dub & Rezardi
It was finally here, the moment they had all been preparing for. “Does everyone have their berserker gear?”, Snaff inquired of his team mates. Logan chimed in and said that since he was a guardian he felt he should use clerics. After a lengthy argument in which Snaff valiantly touted the many benefits of berserker gear Logan said that his girlfriend was calling and he had to leave. “Fine, we’ll four man it.” They proceeded to begin the encounter only for Snaff to realize his team wasn’t stacking where he had asked them too. “Wait Rytlock! We have to kill the adds first!” Rytlock proceeded to vainly try to solo Kralkatorrik wth his mainhand sword. Eir was sitting out of range with her longbow, while Caithe was kiting a mob of branded around the room. With the lack of support from his party Snaff was quickly overrun and killed. “Guys, why didn’t you stick to the plan? Rytlock, you didn’t even use your banner. And Eir what the hell is with the longbow and no spotter or frost spirit, this is why I didn’t want to bring a ranger.” Eir retorted “Longbow has good damage, and I stay safely out of range.” “You know what, screw it…I’m tired of carrying you guys through all these dungeons. I’m going back to pvp.” Without a further word Snaff disbanded the party and hasn’t touched any pve content since. So whenever you doubt the validity of stacking, just remember Kralkotorrik is only alive because Destiny’s Edge didn’t use proper dungeon tactics.
Trollberius- Charr Guardian
Drink The Antidote- Human Engineer
A Guide to Phantasm DPS
Hi all,
Since we don’t have a dedicated dungeon guide on the forums yet, I thought I would write up the community consensus on builds and playstyle for dungeons/fractals. I am deeply indebted to many, many members of the mesmer and dungeon forums, but especially colesey, frifox, Jerem, Sandy, and Slurpee. I have come up with very little that is original and mostly just parrot things that they have suggested.
This guide will be covering the phantasm + sword set of meta builds. This has been established, for many reasons, as the optimal setup for dungeons, providing the greatest amount of utility and DPS to your parties. Greatsword/staff/scepter are generally out of the question— I’m fully aware they are useful in some situations, but the debate is done to death and the consensus is that they should not be used in general dungeon running.
PS: Thanks also to Fay, whose html I stole to make organization clearer.
Table of Contents:
1. A Few Words on Damage Bonuses, and Reflections
2. Weapons
3. Builds
4. Gear
5. Utilities
(edited by maxinion.8396)
I think that the consensus is: assassin’s weapons + armor, zerker trinkets.
If you’re stacking, you can get away with zerker weapons + armor and use perception stacks, and that will be good as well. But given the inconsistency of stacking (and the fact that the underwater weapons might be “fixed” at some point), it might not be good to rely on this.
Heya, Dan Daze of [LOD] here. My guild and a couple other collaborating guilds have been tracking the drop rates of fractals since before the fractured update. It has come to our attention that droprates of fractal weapon skins, and ascended weapon chests had their drop rate DECREASED at levels 41-50 when according to the patch notes, their drop rate was INCREASED.
To quote the patch notes:
“- Ascended armor and weapons now drop more often from all levels of fractals, particularly as the fractal level increases.
- Ascended armor pieces will drop more often than ascended weapons."
You can have a look at all of our data here:
https://docs.google.com/spreadsheet/ccc?key=0Av4NvDVKEaOzdHJPaTlsRU5LeEJWN3hodklXWGFCU1E&usp=drive_web#gid=0
All of this data has been meticulously documented to be as transparent as possible. Also, we have well as over 1000 entries to keep RNG to a bare minimum.
You can see a breakdown of what dropped for each individual run in the tabs marked “data” at the bottom.We have separated the data out into two tabs, pre and post 3/18 patch.
If you compare the numbers, you will see there is something wrong:
Chance to receive Fractal Weapon Skins:
Pre 3/18 patch, 11.89 % chance
Post 3/18 patch, 2.28 % chance
Chance to receive Ascended Weapon Boxes:
Pre 3/18 patch, 10.19 % chance
Post 3/18 patch, 2.51 % chance
Chance to receive Ascended Armor Boxes (the only one that was buffed)
Pre 3/18 patch, 3.82 % chance
Post 3/18 patch, 6.38 % chance
According to our data, you get better rewards running a lvl 31-40 fractal than a 41-50 fractal daily. Now, that doesn’t seem right…
Something is wrong and its incredibly disheartening to run arguably the most challenging content in the game EVERY SINGLE DAY and get improperly rewarded for it.
Please double check the numbers and look to see if the proper loot is being rewarded.
Thank you.
The new Dueling Grandmaster trait will be decent for zerging. The only requirement is you have to tag a lot of people with your awesome cleave atta- oh…………….
I vote Logan x Rytlock.
op pls post video of full clear of arah path 4
pls
RIP Assassins gear. 2013-2013.
I think its rather telling that the most toxic posters in the this thread are Elrey and Nemesis.
Is there a thing such as “reverse” elitism, a sort of a race to the bottom to avoid being called “meta” or a net build?
See our point of view: For us the toxic players are the ones forcing everyone else to use their meta builds… or kick. Nevertheless, let’s not take it personal and let’s focus on the topic.
No one is forcing you to join their party, don’t be a drama queen.
Since we have this handy forum I might as well dump some of the things that I’m sure a lot of us were already thinking, which is that holy kitten, this game promotes the hell out of just stacking TANK and defensive boons and TANKING through everything.
This is fine in some areas but it also creates problems in others because:
The less you contribute, the easier it is:
- Make the aggro system more transparent: the more health/armor/healing you have, the more aggro you take. The more damage you deal, the less aggro you incur.
- Give mobs in general more high-damage, avoidable attacks (swipes for 50k per, etc.).
Explanation: Right now, tank/healing gear are pretty much the only viable gear sets because the game heavily favors just tanking everything as hard as you can and not dodging any shots. reducing the frequency of these attacks and replacing them with slower, bigger hits that cant be tanked, but easily avoided, means that offensive stats and player skill actually make a difference. The more straightforward aggro mechanics means that these attacks will primarily be directed at the tankier players. This will have the effect of forcing tank players to pull their weight more and deal more damage instead of watching how other players are doing all the work, and also incentivize players to balance their stats a bit more.
Taking ten minutes to kill a boss and not dodging at all is lame.
(example in the video below)
More emphasis on defensive stats:
- Rework the effectiveness of certain stats. For example, vitality, toughness and healing-power could be weaker.
Explanation: Most fairly self-explanatory. Encouraging build diversity by making it so that straight tank/healing and bearbow-power isn’t always the best option for every single fight. as you can see in the following video, tank/healing gear allows you to faceroll trough dungeons and take away the benefit of dodge and player skill. allowing tanky groups to turn their monitor off and still successfully finish a dungeon.
video example:
http://www.youtube.com/watch?v=b2VhmwLwvrM
tl:dr.
tank/healing gear allows to faceroll trough dungeons without any downsides.
it also removes core mechanics of the game such as boss mechanics and the key of the games combat system, dodge.
this shouldnt be possible in what we call “endgame content”
we need to encourage the use of offensive stats and individual playerskill.
@mods: dont you have anything else to do beside deleting serious topics?
i posted my feedback in a respectful, constructive manner.
stop deleting it.
(edited by NoTrigger.8396)
Play how you want walked into a room and noticed Zerker meta.
Play how you want asked Zerker meta,
‘Why does everyone hate you and yet love me so much?’
Zerker replied: ‘Because you are a beautiful lie while I am a painful truth.’
(edited by J Eberle.9312)
European Community Manager
LIVING WORLD
A Very Merry Wintersday
Toymaker Tixx and his flying Infinirarium are returning to Lion’s Arch, which can mean only one thing: Wintersday is coming! Sharpen your snowball-throwing skills and pull out your warmest clothes; the festivities are about to commence!
Toypocalypse
- Protect the gift dolyaks from waves of malfunctioning toys.
- This activity can now be entered with a preformed group.
Winter Wonderland
- Navigate the treacherous snowflakes, exploding presents, and narrow ice ledge to earn Wintersday gifts.
- Toymaker Tixx will now wait at the halfway point and will give players an option to receive a present right away, receive more presents at the end (if players can make it there), or to create a temporary checkpoint.
- There is no longer a delay to allow all players to attempt and complete the puzzle.
Bell Choir Ensemble
- Players can show off their musical skills in this rhythm-based activity and earn Wintersday gifts each time they successfully complete a song.
Snowball Mayhem
- Players can join a team, pick a role, and battle to return presents to their base in this PvP activity.
Tixx’s Infinirarium
- Group up with friends to help keep Tixx’s toy-making operation under control.
- All five paths will be available for the duration of Wintersday.
Donation Drive
- Ho-Ho-Tron (aka Hobo-Tron) and Marcello DiGiacomo have returned, and they’re looking to collect coins and ugly sweaters for the victims of Scarlet’s attacks.
- After receiving enough donations, they will load up their gift dolyak and make for the asura gate to Divinity’s Reach, dropping gifts for players along the way.
- Protect the gift dolyak from greedy snowball-throwing skritt to ensure a merry Wintersday for all.
Rewards
- Wintersday gifts have been updated for the new year. Open them for chances at crafting materials (including the coveted ascended crafting materials), Essence of Luck, new crafting recipes, and more. To show off Wintersday pride, keep an eye out for special rare items such as the adorable Mini Ho-Ho-Tron, the returning Unbreakable Choir Bell, new Endless Tonic recipes, and recipes for the new ascended back-slot items: Light of Dwayna and Shadow of Grenth.
- The gift-exchange vendors have returned to Lion’s Arch. Players can exchange their unwanted gifts for something else.
Achievements
- Each of the activities listed above has one or more achievements that can be earned by participating in the festivities.
- After completing the Very Merry Wintersday meta-achievement, players will be awarded a box containing their choice of either one Wintersday toy miniature or a giant stack of Wintersday gifts.
The Nightmare Ends - Return to Kessex Hills to experience the culmination of the Tower of Nightmares.
- When entering Kessex Hills, players with an actual level higher than 25 will automatically be redirected to a story instance.
- Players at level 25 and under may still opt to play the story instance by speaking to Marjory’s helper, Dee, in Kessex Hills.
Open World
- The lands surrounding Viathan Lake in Kessex Hills have been forever altered by the tower. Explore the region to discover new events.
- Toxic Offshoots and Seedlings continue to appear across Tyria.
- Several renown hearts in Kessex Hills have been updated based on the lingering effects of the Toxic Alliance’s tower.
- The Moogooloo Waypoint and the Meadows Waypoint have been removed.
Rewards
- Completing The Nightmare Ends story instance will reward players with a new Antitoxin Injector Skin (back-slot item).
- Finishing the Nightmare’s Aftermath meta-achievement will award players a Tricolor Key.
- The Tri-key Chest can now be found in Kessex Hills.
- Pieces of the key for the Tri-key Chest can be dropped by creatures throughout Kessex Hills or can be acquired through trade with Marjory’s helper, Dee, back at Thunder Ridge Camp.
Achievements
- The Nightmare’s Aftermath meta-achievement will task players with exploring the fallout of the Tower of Nightmares throughout Kessex Hills.
- Additionally, completing Nightmare’s Aftermath daily achievements will also contribute to the meta-achievement. These are earned by participating in specific The Nightmare Is Over content each day.
NEW FEATURES AND CONTENT
Crafting - Armorsmith, Tailor, and Leatherworker can now be leveled to a rating of 500.
- New ascended-material refinement recipes unlock at a rating of 450.
- Ascended insignia recipes are now available for purchase from master craftsmen and require a rating of 500 to craft.
- Ascended armor recipes are now available for purchase from master craftsmen and laurel merchants and require a rating of 500 to craft.
- Crafting discoveries for exotics have been reset to allow for rediscovery that gives bonus experience and facilitates leveling to a rating of 500.
Changes to Rewards
- Ascended armor can now drop anywhere that ascended materials or other ascended items can be found.
- Loot dropped by the Karka Queen has been improved; she also has a chance to drop Settler’s insignias.
- Sentinel’s insignias can now be purchased from the guild vendor.
- Exotic armor pieces with the stat combos Rabid, Dire, Magi’s, Soldier’s, Cavalier’s, and Shaman’s now have a chance to salvage their insignia.
Structured Player vs. Player
- Players will now have a chance at receiving Essence of Luck when salvaging PvP items.
- Players can now earn gold while participating in PvP.
- There is a 5-gold-per-day cap in Custom Arenas and a 15-gold-per-day cap in Solo Arenas and Team Arenas.
- Rewards are higher in Solo Arenas and higher still in Team Arenas.
- Added a temporary vendor to the Heart of the Mists that has items that can be purchased with both glory and gold. The vendor contains the following items:
- Tomes of Knowledge
- PvP dungeon armor sets
- PvP cultural armor
- 20-slot bags
- Custom Arena starter kits
General
- Fixed a bug with the dredge commissar group event in the Dredgehaunt Cliffs that would cause it to run too frequently. With this fix, the event will have a minimum downtime of 20 minutes between runs.
Dungeons
- Pristine Fractal Relics can be converted to the Fractal Relic currency by double-clicking them.
- Mistlock Instability on fractal level 37 has been re-enabled.
Items
- The ascended version of the Triforge Pendant is now account bound and soulbound on use, instead of soulbound on acquire.
Profession Skills
We are introducing a new healing skill for each profession. These skills are locked in both PvE and PvP. They can be unlocked by purchasing them with 25 skill points. When a skill is unlocked on a character, it becomes unlocked in both PvE and PvP.
General
- Immobilize can now only stack 3 times.
Charr
- Shrapnel Mine: Updated the skill facts to indicate its proximity radius and explosion radius.
New Healing Skills:
Elementalist
- Arcane Brilliance—Arcane: Blast the area, hit foes with critical damage, and heal yourself. Healing effectiveness is increased for each target hit.
Engineer
- A.E.D—Gadget: Activate your A.E.D., enabling the system to heal you after a brief period of time. If you take lethal damage while A.E.D. is active, it disables and heals you for a large amount.
- Static Shock (Toolbelt):* *Use your A.E.D. to stun an enemy.
Guardian
- Litany of Wrath—Meditation: Heal yourself. For a brief time, heal yourself based on a percentage of damage dealt to enemies.
Mesmer
- Signet of the Ether
- Signet Passive:* *Regenerate health based on the number of active illusions you control.
- Signet Active:* *Heal yourself and recharge all phantasm skills.
Necromancer
- Signet of Vampirism
- Signet Passive: Heal when struck by a foe.
- Signet Active:* *Heal yourself and mark a foe. Friendly players will siphon life from that enemy.
Ranger
- Water Spirit—Spirit:* *Summon a water spirit that grants nearby allies a chance to heal when attacking.
- Aqua Surge:* *Heal yourself and cause your water spirit to heal nearby allies.
Thief
- Skelk Venom—Venom: Heal yourself. Your next few attacks heal you.
Warrior
- Defiant Stance—Stance:* *Heal yourself. Absorb all incoming damage for a period of time.
BALANCE, BUG-FIXING, POLISH
Elementalist
The goal of this release for the elementalist was to increase the power of the Earth Magic, Air Magic, and Fire Magic trait lines, while taking away some of the need to go into the Arcana line. This was done by bringing up the base cooldown of attunements so that elementalists aren’t forced to go as deep into Arcana in order to get the old attunement-cooldown percentages. In doing so, we decided to move some of the most powerful Adept-tier traits in Water Magic and Arcana to the Master tier. This was done to avoid power creep that would have occurred by letting players gain powerful effects in the Master and Grandmaster tier of Fire Magic, Air Magic, and Earth Magic and still get the extremely powerful traits in Water Magic and Arcana by only investing 10 points.
- Fire Magic II—Conjurer: Moved this trait to the Adept tier.
- Fire Magic III—Ember’s Might: The effect of this trait has been changed. Burns applied now last 25% longer.
- Fire Magic VIII—Burning Fire: This trait has a new effect and now automatically uses Cleansing Fire when the elementalist has 3 conditions. There is also a 40-second cooldown. Moved to the Master tier.
- Fire Magic 25—Burning Rage: Increased the damage dealt to burning foes from 5% to 10%.
- Air Magic V—Soothing Winds: Increased the conversion from 5% to 7%.
- Air Magic XI—Tempest Defense: Decreased the cooldown from 60 seconds to 25 seconds.
- Earth Magic 5—Stone Flesh: Increased the toughness while attuned to Earth magic to 1.5 per level (120 at level 80).
- Earth Magic VII—Strength of Stone: Added a 10% gain to condition damage based on toughness.
- Earth Magic XI—Diamond Skin: This trait has been redesigned. Conditions now cannot be applied to players when their health is above the 90% threshold.
- Water Magic I—Arcane Abatement: Moved to the Adept tier.
- Water Magic III—Cantrip Mastery: Moved to the Adept tier.
- Water Magic V—Soothing Wave: Moved to the Adept tier. This trait is now redesigned to gain regeneration on incoming critical hits.
- Water Magic VIII—Aquamancer’s Alacrity: Moved to the Master tier.
- Water Magic IX—Soothing Disruption: Moved to the Master tier.
- Water Magic X—Cleansing Wave: Moved to the Master tier.
- Arcana III—Final Shielding: Decreased the cooldown from 90 seconds to 75 seconds.
- Arcana IV—Vigorous Scepter: Moved to the Adept tier.
- Arcana V—Blasting Staff: Moved to the Adept tier.
- Arcane VI—Windborne Dagger: Moved to the Adept tier. This trait now functions outside of combat.
- Arcana VII—Arcane Retribution: Moved to the Master tier. Decreased the cooldown from 90 seconds to 45 seconds.
- Arcana VIII—Elemental Attunement: Moved to the Master tier.
- Arcana IX—Arcane Resurrection: Moved to the Master tier.
- The following changes were done to reduce the burden of putting points into the Arcana trait line:
- The base cooldown of attunements has been reduced from 16 seconds to 13 seconds. The attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that attunements now go from 13 seconds to 10 seconds instead of the old range of 16 seconds to 10 seconds.
- The base global attunement cooldown is now 1.625 seconds. The global attunement cooldown rate now increases by 1% per point in Arcana, down from 2%. The end result is that global attunement cooldown now goes from 1.625 seconds to 1.25 seconds instead of the previous range of 2.0 seconds to 1.25 seconds.
Bug Fixes
- Cleansing Wave: Fixed a bug that caused the trait fact to display an incorrect number of targets.
- Static Field: The strike from this skill will no longer be limited by range or line of sight, making it consistent with the stun portion of the skill.
- Ring of Earth: Added a range indicator.
- Conjure Frost Bow, Conjure Flame Axe, and Conjure Lightning Hammer: These abilities will no longer go on full cooldown when interrupted.
- Signet of Restoration: Fixed an issue that caused the skill to heal for incorrect amounts when traited with Written in Stone.
- Magnetic Wave: Added a range indicator. Updated the radius fact to display the proper distance.
- Soothing Mist: Updated the trait fact to indicate its proper radius.
- Conjure Fiery Greatsword: This skill can now be cast while moving.
- Zephyr’s Speed: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.
- Stone Flesh: Fixed an issue that caused this trait to behave incorrectly with Lingering Elements.
Engineer
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into Firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow swiftness to be maintained more reasonably without having to constantly swap kits. This change will also bring down the total uptime for vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent vigor, and this is one of the areas where we needed to tone down the uptime of the engineer’s vigor.
- Explosives V—Accelerant-Packed Turrets: Moved to the Adept tier.
- Explosives VI—Exploit Weakness: Increased the health threshold from 25% to 50%.
- Explosives IX—Incendiary Powder: Moved to the Master tier.
- Firearms XI—Modified Ammunition: This trait now works regardless of the equipped weapon.
- Inventions V—Energized Armor: Increased the conversion from 5% to 7%.
- Inventions VIII—Power Shoes: This trait now works outside of combat.
- Inventions X—Autotool Installation: Increased the healing percentage from 1% to 5%. Decreased the interval from 10 seconds to 3 seconds.
- Inventions XI—Elixir-Infused Bombs: Scaling with healing power has been increased by 50%.
- Alchemy V—Blood Injection: Increased the conversion from 5% to 7%.
- Alchemy 15—Transmute: Increased the percentage chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
- Tools VI—Speedy Kits: Increased the swiftness duration to 10 seconds. This effect can now only trigger once every 10 seconds.
- Tools XI—Armor Mods: Changed this to now trigger when struck instead of on incoming critical hits. Reduced the cooldown from 25 seconds to 15 seconds.
- Blunderbuss: Increased the range of this skill from 400 to 500 (700 when traited with Rifled Barrels).
*
Bug Fixes* - Elixir U: Updated the skill facts to display the proper information associated with this skill.
- Med Kit: Added duration facts to the skills on this kit.
- Rifled Turret Barrels: Updated Rifle Turret and Rocket Turret to display a damage increase when this is traited.
- Slick Shoes: Added a duration fact.
- Grenade Barrage: Updated the skill facts to indicate the number of grenades thrown when Grenadier is traited.
- Glue Shot: Added a skill fact for pulses.
- Jump Shot: Increased the radius of the initial damage from 120 to 240 to match the land radius. Updated the radius fact.
- Mortar: The global cooldown has been increased to 2 seconds, which is the actual rate of fire that it’s able to have.
- Net Turret: Fixed an issue that occasionally caused the turret to lose its attack when overcharged.
- Flamethrower—Napalm: Burning duration now shows the proper burning duration when traited with Napalm Specialist.
Guardian
Tank and supportive guardians are in a strong position in many game types. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities), we opened up more offensive guardian builds.
- Zeal V—Shattered Aegis: This trait now applies damage instead of burning.
- Zeal VII—Zealous Blade: This trait now scales with healing power by 2%.
- Zeal XII—Kindled Zeal: Increased the conversion from 10% to 13%.
- Radiance V—Searing Flames: Reduced the cooldown from 20 seconds to 10 seconds.
- Radiance X—Powerful Blades: Increased the damage from 5% to 10%.
- Valor VI—Retributive Armor: Increased the conversion rate from 5% to 7%.
- Honor VI—Pure of Heart: Increased scaling with healing power from 25% to 40%.
- Virtues VIII—Supreme Justice: Decreased the number of attacks from 4 to 3.
- Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds to players without swiftness and 1 second to players with swiftness.
Bug Fixes
- Virtue of Justice: Updated the skill facts to indicate the number of attacks required to trigger this skill. Added a fact that indicates radius when Permeating Wrath is traited. Updated the skill to indicate the increased burn duration when Supreme Justice is traited.
- Virtue of Resolve: Updated the skill facts to display the correct healing when Absolute Resolution is traited.
- Tome of Wrath—Zealot’s Fervor: Fixed the range indicator so that it will now update properly.
- Signet of Wrath: Updated the skill facts to indicate vulnerability when Binding Jeopardy is traited.
Mesmer
The bulk of the mesmer changes are focused on two things: 1) Increasing some of the mesmer support traits and condition-removal traits. 2) Reducing the dependency on certain trait lines. The changes to Mender’s Purity and Shattered Conditions as well as the move of Dazzling Glamours to the Adept tier are meant to accomplish the first of these two. The changes to Shattered Strength and Illusionist’s Celerity accomplish the second goal. Before this change, mesmers needed to place 25 points into Illusions for many of their builds. Now they can place only 15 points to get the illusion cooldown reduction, which will give them back 10 more trait points to open up some new builds. Finally, we felt that the mantra-centric traits were fairly difficult to collect. Moving Mantra Mastery to the Adept tier takes some trait pressure off of the Dueling line, allowing mantra mesmers to gain a good trait with only 10 points.
- Domination XII—Confounding Suggestions: This trait now also increases daze duration by 25%.
- Dueling VI—Mantra Mastery: Moved to the Adept tier.
- Dueling VII—Protected Mantras: Moved to the Master tier. Increased the toughness from 400 to 600.
- Chaos I—Chaotic Revival: Reduced the cooldown from 35 seconds to 10 seconds.
- Chaos VII—Mirror of Anguish: Reduced the cooldown from 90 seconds to 60 seconds.
- Chaos 25—Chaotic Transference: Increased the conversion from 5% to 10%.
- Inspiration IV—Mender’s Purity: This trait now removes 2 conditions.
- Inspiration XI—Shattered Conditions: Increased the radius from 240 to 600.
- Illusions VI—Dazzling Glamours: Moved to the Adept tier.
- Illusions VIII—Illusionary Invigoration: Reduced the recharge from 90 seconds to 60 seconds. Moved to the Master tier.
- Illusions 15—Illusionist’s Celerity: Moved to the Master tier.
- Illusions 25—Shattered Strength: Moved to the Grandmaster tier.
Bug Fixes
- Ether Feast: Fixed a bug that was preventing the heal amount per illusion to properly scale with healing power.
- Temporal Enchanter: Fixed an issue that caused this trait to display multiple durations on glamour skills.
Necromancer
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw damage conditions that the necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the necromancers to focus on sustaining themselves through the use of death shroud, health siphoning, and slowing down their opponent’s ability to act.
- Mark of Blood: Removed 1 stack of bleed when used in PvP.
- Spite X—Chill of Death: Increased the trigger threshold from 25% to 50%.
- Spite 15—Death into Life: Increased the conversion from 5% to 7%.
- Curses IV—Enfeeble: Decreased the weakness duration to 2 seconds. Decreased the bleeding to 1 stack and 6 seconds. Removed the cooldown.
- Curses VIII—Banshee’s Wail:* *Increased the cooldown reduction from 15% to 20%.
- Death Magic 5—Reanimator: Decreased the cooldown from 30 seconds to 15 seconds.
- Death Magic VIII—Reaper’s Protection: Decreased the cooldown from 90 seconds to 60 seconds.
- Death Magic 25—Deadly Strength: Increased the conversion from 5% to 10%.
- Blood Magic 25—Blood to Power: Decreased the health threshold from 90% to 75%. Increased the power from 90 to 120.
- Soul Reaping II—Vital Persistence: Increased the reduction of life force drain from 25% to 50%.
*
Bug Fixes* - Dark Path: Added a radius skill fact.
- Plague: Fixed a bug that prevented both of the spectral buffs from the Spectral Walk skill to be removed when activating this skill.
- Well of Power: Fixed a bug that prevented this skill from properly converting fear into stability.
Ranger
For the ranger, we’ve adjusted the placement of some traits in order to have more build combinations. For example, by swapping Nature’s Vengeance and Spirits Unbound so that rangers can have spirits follow players in tier 2, players can now opt out of the higher damage output from spirits and still have options elsewhere. We also enhanced some Marksmanship traits and a Skirmishing trait to make power specs more appealing. We feel rangers also currently have too much endurance regeneration through traits. Due to this, we’ve made adjustments to Wilderness Survival traits, and we’ve also brought down the passive effect of Sun Spirit and the active effect for Storm Spirit.
- Long Range Shot: Increased the damage at the less-than-500 range by 20%. Increased the damage at the 500 to 1000 range by 15%.
- Marksmanship V—Predator’s Instinct: Increased the threshold from 25% to 50%. Increased the cripple duration from 2 seconds to 10 seconds. Increased the cooldown from 15 seconds to 30 seconds.
- Marksmanship VI—Beastmaster’s Bond: Decreased the cooldown from 90 seconds to 60 seconds.
- Skirmishing XII—Moment of Clarity: Stun duration increased from 50% to 100%.
- Wilderness Survival 5—Natural Vigor: Reduced the increased endurance regeneration from 50% to 25%.
- Wilderness Survival VIII—Oakheart Salve: Decreased the recharge of this trait from 20 seconds to 15 seconds.
- Wilderness Survival XII—Bark Skin: Increased the damage reduction from 30% to 50%.
- Nature Magic I—Circle of Life: Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
- Nature Magic V—Strength of Spirit: Increased the conversion from 5% to 7%.
- Nature Magic VII—Spirits Unbound: Moved to the Master tier.
- Nature Magic IX—Two-Handed Training: Greatsword and spear attacks now have a 50% chance to grant fury on hit. Each attack will have 3 seconds of fury. There is also a 10-second cooldown.
- Nature Magic X—Enlargement: This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allows it to interact with the Signet of the Beastmaster and Signet Mastery traits.
- Nature Magic XI—Nature’s Vengeance: Moved to the Grandmaster tier.
- Beastmastery VI—Mighty Swap: The might from this trait now applies to players and their pet.
- Sun Spirit: Reduced the passive burning from 3 seconds to 2 seconds.
- Storm Spirit: Reduced the damage from the Call Lightning skill by 33%.
Bug Fixes
- Trap Potency: Updated this trait to indicate the correct condition duration increase (100%).
- Path of Scars: Fixed a bug that enabled the skill to be fired at enemies behind the ranger.
- Whirling Defense: Updated the skill facts to be more precise, adding a separate radius for attack and reflection.
- Winter’s Bite: Added a weakness skill fact.
- Hunter’s Call: Updated the damage fact to reflect the proper amount of hits.
- Call of the Wild: Removed the unnecessary range fact.
Ranger Pets
- Global
- The ranger pet health bar now displays the current health of the player’s pet as a raw number. A tooltip has been added to display the current and maximum health.
- Fern Hound
- Regenerate: Removed the extra radius fact.
- Red Moa
- Furious Screech: Added skill facts for radius and number of targets.
- Arctodus
- Rending Maul: Updated the facts to properly represent the two hits from this attack.
Thief
One of the issues we are working on for thieves in this release is the dependence on traits that boost initiative. We did this by shaving a significant amount of initiative gain from these traits while simultaneously boosting the generic rate of initiative gain by 33%. We have also reduced the effectiveness of high-evasion thieves by reducing vigor uptime and adding some cast time to the Shadow Return skill on the sword. This prevents thieves from evading and easily dealing with being disabled (stun, daze, fear, knockdown, etc.). Also, we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait. This will reward thieves who are actively engaged in the fight rather than those who are just dodging over and over again. The change to Infusion of Shadow is meant to stop players from gaining initiative by applying stealth while already in stealth. This should keep thieves from being able to recharge all of their power while idling in a very long stealth. We felt that using a lot of different abilities to maintain stealth is okay, but reusing the same ability over and over for almost permanent stealth was just bad for the game, especially when gaining large amounts of initiative.
- Increased the base rate of initiative gain from .75 per second to 1 per second.
- Sword—Shadow Return: Renamed to Infiltrator’s Return. Added a .25-second cast time.
- Pistol—Pistol Whip: Reduced the aftercast on the first half of this skill by .25 seconds.
- Deadly Arts VI—Sundering Strikes: Increased the trigger chance from 33% to 50%. Removed the internal cooldown. Decreased the vulnerability duration from 14 seconds to 6 seconds.
- Critical Strikes VI—Practiced Tolerance: Increased the conversion from 5% to 7%.
- Critical Strikes VIII—Signet Use: Reduced the initiative gain from 2 to 1.
- Critical Strike X—Critical Haste: Increased the trigger chance to 25%.
- Critical Strikes 15—Opportunist: Increased the trigger chance to 50%. Increased the cooldown from 1 second to 5 seconds.
- Shadow Arts V—Infusion of Shadow: Increased the amount of initiative gained to 2, but only when entering stealth.
- Acrobatics III—Vigorous Recovery: Reduced the vigor duration from 8 seconds to 5 seconds.
- Acrobatics IV—Assassin’s Retreat: Increased the swiftness duration to 20 seconds.
- Acrobatics IX—Quick Recovery: Reduced the initiative gain from 2 to 1.
- Acrobatics X—Hard to Catch: Moved to the Master tier.
- Acrobatics XI—Assassin’s Reward: Increased the scaling with healing power by 35%. Moved to the Grandmaster tier.
- Trickery 5— – Kleptomaniac: Reduced the initiative gain from 3 to 2.
- Trickery VII—Bountiful Theft: Reduced the vigor duration from 15 seconds to 10 seconds.
Bug Fixes
- Ink Shot: Updated the damage fact to function with Power Shots.
- Ink Shot—Smoke Trail: This skill will now return to Ink Shot if the projectile is destroyed.
- Dancing Dagger: Updated the cripple skill fact to display the proper duration.
Warrior
The overall goal here is to reduce the damage for very high-control warriors. This means reducing some dependency on spending 30 points for the Burst Mastery trait and making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the Earthshaker skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area-of-effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on the longbow also saw some rework. It will scale better with adrenaline levels and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
- Strength III—Great Fortitude: Increased the conversion rate from 5% to 7%.
- Strength 5—Reckless Dodge: Increased the damage by 25%.
- Arms IV—Crack Shot: Moved to the Adept tier.
- Arms VII—Unsuspecting Foe: Moved to the Master tier.
- Arms XII—Last Chance: Increased the threshold from 25% to 50%. Reduced the cooldown from 45 seconds to 40 seconds.
- Defense XII—Spiked Armor: Reduced the recharge from 15 seconds to 10 seconds.
- Defense 25—Armored Attack: Increased the conversion rate from 5% to 10%.
- Tactics 5—Determined Revival: This trait now correctly displays the amount of toughness.
- Tactics 25—Reviver’s Might: This trait now applies 3 stacks of might instead of 1.
- Discipline II—Thrill of the Kill: Increased the adrenaline gain from 1 to 10.
- Discipline XI—Burst Mastery: Reduced the damage increase from 10% to 7%. Removed the erroneous adrenaline gain fact.
- Earthshaker: Reduced the damage by 20%.
- Staggering Blow: Reduced the damage by 23%.
- Skull Crack: Increased the cast time from .25 seconds to .5 seconds. Updated the animation and effects of this skill to be more clear.
- Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds. Normalized the damage per pulse. Updated the pulses per adrenaline tier to 2, 3, and 4 respectively for adrenaline levels 1, 2, and 3.
Bug Fixes
- Crack Shot: Added a piercing fact to the trait and to the affected skills when it is traited.
- Healing Signet: Added an interval fact.
- Eviscerate: Fixed a bug that caused the damage facts to display the damage levels with Burst Mastery at all times.
- Uppercut: Fixed the damage facts in regards to Burst Mastery.
- Earthshaker: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
- Forceful Shot: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
- Combustive Shot: Fixed an issue that caused the field to be created at incorrect locations when the warrior moved out of range of their initial target. Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
- Skull Crack: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
- Kill Shot: Fixed the skill facts to indicate the damage increase when Burst Mastery is traited.
- Berserker Stance: Rewrote the description to more clearly reflect the function of the skill.
- Battle Standard—Whirlwind Banner: Edited the description and fixed some spelling errors.
- Determined Revival: Updated this minor trait to indicate the toughness gained.
- Call to Arms: Added an unblockable fact and range indicator to this skill.
- Rifle Butt: Fixed a bug that prevented the knockback fact from displaying the correct distance.
- Signet of Stamina: Fixed a bug that prevented this skill from properly removing all conditions.
- Shrug It Off: Fixed a bug so that prevented the “Shake It Off!” skill triggered from this trait to properly break fear. Decreased the radius of Shrug It Off to 600 to match the radius of “Shake it Off!” Updated the facts to reflect the trait’s functionality.
- “Shake It Off!”: Updated the skill fact for conditions removed to display the actual number of conditions removed.
- Desperate Power: Fixed a bug in which this trait would work while above the intended health threshold.
Structured Player vs. Player
- Increased the visibility of player nameplates and health bars while spectating.
- To reduce the frequency of players leaving tournament matches, the maximum amount of dishonor has been reduced to 3.
- To make Slayer and Conqueror achievements more attainable, we have added additional tiers to the achievements.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
- New, exclusive faces have been added to the Total Makeover Kit. Three new faces for each race and gender have been added for a total of 30 new faces that can only be acquired from the Total Makeover Kit in the Gem Store.
- The Collection Expander is now available in the Gem Store in the Upgrades category for 800 gems each. Each Collection Expander increases the stack size allowed for all collections by 250 to a maximum of 1000.
- During the Wintersday celebration, every Black Lion Chest now contains 3 Giant Wintersday Gifts in addition to its usual rewards. Black Lion Chest Keys can be purchased in the Gem Store in the Consumable category for 125 gems each or 25 for 2100 gems.
- The new Permanent Snow Globe Finisher is now available in the Gem Store in the Upgrades category for 700 gems. Drop one of four randomly selected, beautifully animated, snow globes on defeated foes.
- Holiday Gifting Event
- From now through December 31, players who send a gift to a friend can purchase that same item for themselves at 40% off! Let the sharing begin! All discounts must be claimed by 11:59 p.m. PST on December 31.
- Improvements
The Style category of the Gem Store is being streamlined, and the following pieces will no longer be available starting December 17^th^:- Bunny Ears
- Aviator Sunglasses
- Sport Sunglasses
- Wide Rim Glasses
- Boxing Gloves
- Khaki Cargo Shorts
- Riding Gloves
- Riding Boots
- Riding Pants
- Layered Vest
- Cherry Blossom Shirt
- Ornate Ruched Shirt
- Country Lace Gathered Shirt
- Silk Brocade Vest with Shirt
- Leather Hoodie
- Casual Hoodie
- Designer Hoodie
- Fitted Casual Shirt
Players who previously purchased these items will still retain the ability to use them.
(edited by Moderator)
I’d like a refund on my human t3, I paid 100 gold for armor that is now reskinned into the gem store with particle effects and has lost all prestige and uniqueness that it previously held. I’d like a dev response as to whether I will receive my refund and should go ahead and submit the ticket, thanks.
I remember back in time when paid tournaments were still here that you won gems on second map +.
I want skins, more character slots and other features that are bought with gems.
Now is not more possible make gems with pvp and that is sad to me considered I do only pvp.
Please give us back gems in pvp.
So im rank 1 now despite playing with pugs and solo q ing and dcing (loseing 40 rankes even when i win) and playing on 1 account no matter who is on.
i know the first thing that comes to ppls minds when they got first was to stop playing or buy a new acct but not me all that came to my mind was this
gg’s people
Congrats on your accomplishment.
Up next: The spelling bee.
I used to run the Academy Gaming tournaments for GW2.
Anyone who makes a thread on forums for bragging about his rank is a complete kitten in my book.
What I’m thinking of is actual tournaments. The current tournament incarnation really are to small to set a really competitive scene (whoever heard of a one round tournament >.>) . The tournament system is a wonderful one, an ever rising skill level as teams fight through the competition, if ever there was a healthier kind of competition I wouldn’t know what it was. All culiminating as the tournaments reach their finals, the larger the tournament the higher the stakes. I’m thinking large pre planned tournaments with qualifications, a dozen or so brackets and hundreds of teams. Who wouldn’t want to spectate something like that. Of course it should be scalable, if only because the current competitive community is for to small for such numbers. Also timing is another thing when going with these pre planned events. Maybe have pre planned ones at standard times and allow for players to organize their own tournaments at a time of chosing? It would all be possible with custom games, but why not fully give the players the tools to make this happen.
Let’s assume the game has a healthy competitive community of players who got through the entry barrier, got a good enough first impression, are scaling the learning curve and engaging in a clear spamless combat environment with lots of counterplay and variety. (last time I type that out, good lord ^^). Now it’s time for fame and glory through
Spectatorship
Last but not least, if a competitive game can support spectatorship I think we can all agree it is worthy of being called an e-sport. Spectators take a competitive community, and makes it ten times more awesome. Let’s be honest regarding the current situation, the spectator scene is atrocious right now and has been for a long time since launch. So long as issues like that ones I have brought to light persist I don’t think this game will ever have a competitive community large enough to sustain an competitive scene that is compelling for viewers. The biggest problem however currently plaguing the spectator scene is as I have previously spoken of the games visibility. It’s very hard for players to figure out what is going on in combat and this is for a player who is a direct participant in the match viewers will be seeing, for a spectator seeing what is going on is even harder. This will be less of an issue if a solution for previously mentioned problem is implemented, but still visibility could be improved. I believe spectating this games spvp matches is also an acquired taste, meaning you need to take some time to really get to know the game before you understand what is going on. Again, it’s important players learn to play the game, in
this case so they can enjoy watching pro matches to the fullest as they can tell what is going on.
What I’m thinking of is a spectator mode to be implemented into the game. Ranked matches and beyond would have room for spectators in the server with their own view of the battle, instead of relying on someone to stream their view of the battle. I’m thinking a birds eye view would be ideal to fully catch all the action, but not intirely top down. You could go all out with this like LoL and have a fully automated computer controlled camera showing the best action, but something simple will work just the same. This should be easily accessible ingame, and streamers showcasting such matches will come naturally as he games popularity possibly increases.
And that’s all I can really think of that I find major problems in spvp as it is now. This is all subjective ofcourse, and as I said I’m not expert let alone a qualified game developer, but I hope the read was somewhat helpful. If anything I should congratulate you for reading this far. Do please discuss!
TLDR: Game has problems. Fix problems make game e-sport.
(edited by Jelle.2807)
I’m not sure what to suggest, obviously this is a class balance issue. As I said I won’t be going in the specifics of class balance, so the only thing I can say is work on it so anything else then the two extremes of being either fully offensive or fully defensive are viable. Let’s see more well rounded builds.
Let’s proceed to the next section. Our player has crossed the entry barrier, had a good impression, is well on his way to scaling the learning curve, has the necesary visibility to allow for a rich combat filled with counterplay and variety.
The player is ready for
Competition
Ah finally, we’re ready to get started on competition Thought we’d never make it, but we’re not there yet. A well designed game needs to be able to encourage its players to compete not only to win the match at hand but overall be driven to play and win more matches. That probably sounds very simple, but at present there is very little encouraging this outside of the glory grind, wich by the way doesn’t even require a player to actually compete but just grind sufficiently. A player who does well has very little to show for it and is quickly discouraged when the game keeps him completely oblivious to the progress he may be making.
But for victory to have any meaning a match must first be competitive. This can only be possible if both teams in a match are more or less equally skilled. A player with lesser skill then his opponent will find defeat inevitable and be completely discouraged from even trying to win, and the player with a higher skill then his opponents may find his victory to be an empty one. The game needs to promote HEALTHY competition. This is done with a matchmaker. Yes the game finally has one (although I would say it is not yet trialed and tested), the reason I want to talk about this is because how utterly destructive it was to launch spvp without any matchmaking whatsoever. In such circumstances new players will quit out of frustration, veteran players will quit out of boredom, everyone will quit trying to compete. It’s a good thing there finally is a matchmaking, now to make sure it will work well enough to make up for lost time.
My suggestion here is just to not lose track of matchmaking and keep monitoring and adjusting as necesary. It will have a rough life before population increases for matchmaking to be more effective. Don’t forget how important this is to promote healthy competition.
Now then I was saying earlier a player needs to have a sense of progress. It’s a core design principle behind games really. In fact it is a core principle in many things, storytelling, work you name it, when someone puts time and effort into something he wants something to show for it. Here in pve your progress will be in the form of levels acquired, equipment, skill points, achievements all that good stuff. In pvp you get glory and cool cosmetic armors, but this is not enough. To make for a competitive environment the player needs to be rewarded for his efforts relative to his fellow player. I’m sure you can see where I’m getting it, we need a ranking (or ladder, however you wish to call it). Not only will this give the player a sense of progress in his spvp but it will also allow for him to compare his skill lvl to other players. This is very important in the learning process (wich never really ends in a game like this), where a ranking will tell the player wether or not his plays have room for improvement or wether they are top notch. The prestige of having a high rank will by far outweigh the sense of accomplishment of grinding glory. The player needs to be
challenged and then rewarded, a reward will only ever be as sweet as how much effort had to be put into gaining it.
Simple fix for a simple problem, a ranking needs to be implemented. Seems like progress is being made in this regard, I have been told rankings are largely hidden at the moment but will be revealed after the system is fully tested. Definatly don’t wait to long with this, it’s just as important as matchmaking for the player to really get a sense of progress as his skill level increased and subsequentially is rewarded with a higher rank.
Last point on competition, the game needs gamemodes for different levels of play. What I mean is that a player only looking for some casual fun needs to have a go to gamemode, the player looking for a slightly more serious competition needs one and lastly a full on competitive game mode. Currently we have hotjoin for casual fun and rated tournaments for competitive play. I think we need another gamemode to really get players the kind of gameplay they are looking for at that time in spvp. LoL has player vs ai (training mode), unranked (casual mode), soloqueue ranked (competitive mode) and teamqueue ranked (hardcore competition) Add custom games for a total of 5 gamemodes. We could do with a third.
(edited by Jelle.2807)
Honestly this is a difficult issue, removing stealth at this point isn’t very practical. I do believe it could do with a tweak that, while it maitaining the balance around stealth there is now, allows for the player to do SOMETHING to counter it. Maybe you could take the same path LoL took and have opponents revealed within certain radius. At the very least it will require the player using stealth to keep this in consideration when sneaking up to his opponent. Again, counterplay. Even if available counterplay is not all that effective in such a situation it is still better then having the player be powerless to react.
Next up quickness. I’m going to try and make this quick (couldn’t resist sorry) so I’ll cut to the point. Firstly I imagine it is a balancing nightmare. I promised not to talk to much about balance and I’ll try to keep my word, but I really can’t imagine balancing with quickness in mind is easy. Every single strategy, oftencase a burst strategy coupled with quickness, needs to be balanced when it can be pulled off twice as fast. As I see it a burst strategy will either be balanced at normal speed and be gamebreakingly powerful with quickness, or be balanced with quickness but rubbish without. I really do not see this promoting build variety, but more on that later. Let’s stick to counterplay; the game is already very fast paced, and that’s fine. Having the game be fast paced as it is can add depht because of the skill required, however a fine balance must be found. Just as it adds depht making the game to fast paced can
remove depht; a player is only human and as such his plays are subject to human reaction time. Let’s be positive and say this is somewhere between 0.2 and 0.3 seconds. Add in some time required to think of a way to react to an opponent
and putting your plan in motion and you amount to a sizable timeframe to realisticly start engaging your opponent in counterplay. When quickness is involved (to some extent target drops in the form of stealth) this time often does not exist for our unfortunate victim. I find the best description as I’ve seen on these boards is the game can play a bit like an FPS, where victory is largely decided by who gets the jump on the opponent, killing before he can react. Thus the game loses depht because potential counterplay is lost.
So the solution to this problem. I can’t think of anything drastic other then removing quickness. I can’t really comment on what to give all classes that have such skills instead as, as I’ve said, I don’t nearly know enough about class balance and all classes’ skills yet. One example I do know is Time Warp since I main mesmer. My suggestion in this case is to reverse the effect and instead slow down the opponents actions. Hell the mesmer already had acces to such mechanics in gw1, it would serve to make for more counterplay, maybe even help out the often forgotten interrupting aspect to mesmer. This is only one idea for one case of quickness though, so do brainstorm and post an idea if you’d like.
Next to if not even more important to counterplay is
Variety
Variety is the spice of life, and it’s no different in games. When it comes to combat in spvp we have a variety of classes with a variety of different builds these classes can run. This is good, namely for two reasons. Every player his has own play style and preferences, having multiple classes and multiple builds to chose from lets the player get a functional build he can be competitive with and that is closest to his playstyle as possible. Secondly nobody enjoys fighting the same type of build over and over again, this makes for a boring shallow experience. Players enjoy new combat scenarios, new things to learn to counter (so long as the player can learn how to), the battlefield
needs to be unpredictable and full of variety. Sadly variety is not something spvp does well. There really are to few working builds to keep things fresh. It’s a terrible thing to offer all these different potential builds on different classes only to take them away if the player wants to seriously compete. Nobody likes to have things taken, no player wants to be pigeonholded into certain builds because they are simply optimal given class balance and the game mode being played. The end result here is an extremely shallow experience where there are two ways to build any class to be useful in spvp, bunker or burst. This ‘metagame’ as people call it is far to restricting, no competitive game with such poor variety will maintain most of its players once they become more engaged in the competitive scene. It’s boring for the players, it’s boring for the observers and it removes a lot of depht from a potentially deep gameplay experience.
(edited by Jelle.2807)
Care must be taken not to scale them down in a way important visual cueues from effects become hard to see, only in a way that doesn’t clutter the screen but still relays important information. For example you definatly want to be able to see when an elementalist is raining a blazing firestorm down on an area, but not in a way it clutters all over other important visual cueues. Keep effects moderate but clear.
Again another problem with visibility in combat, albeit a smaller. Don’t laugh, but there is a potentially major size difference between combatants. It’s simple really, the smaller the opponent is the harder it is to keep track of his position and what he is doing. Again, visibility hampering plays and counterplay. Asura may have somewhat more visible animation to make up for their small size, but really minimum size asura still have an outright advantage in combat. Perhaps I misjudge the issue since as I said I’m still a new player, but from what I have seen it appears minimum size asura are still the most popular choice for competitive play. A balance issue to be sure, but also a design one since visibility is key in competitive play.
What to do here? You could just accept how it is and force all players to play a min size asura if they want to seriously compete, but what is the point of offering the choice then. I believe it’s fair to simply up the min size for asura in pvp, and have all asura who chose a size smaller in pve to be upscaled to this min size in pvp. Not an elegant solution but it solves the problem of the unfair advantage and the lacking clarity in combat.
Alright what next? Our player got through the entry barrier, got a good enough impression and is learning how to play the game competitively and combat has been made clear to allow for
Counterplay
And here’s the part where I link that nice video regarding counterplay! Just kidding I won’t be doing that, it got a little old if you ask me. An important subject though, no game can be called competitive without counterplay in it. But what is it? In a pve environment you will most likely be facing opponents with a static unchanging combat tactic. All the player needs to do is execute his optimal strategy whilst the enemy simply takes it. There is no real interaction in this scenario because you are not facing a human opponent who can respond to your actions. That is in fact more or less what counterplay is, a dance of action and reaction, endlessly feeding back until one combatant is victorious. Combat that allows for counterplay will have combatants constantly change their battle strategy in response to changing conditions brought on by the actions of one or more opponents. A simple example, in pve a greatsword warrior can run up to a monster and start swinging his hundred blades, a devestating attack. The monster will not respond to this and instead take the full brunt of the attack. In pvp with good counterplay however the opponent
may try to avoid getting hit by this skill through the use of an evasive skill or a well place dodge. The warrior now not only needs to simply pull off his powerful move, but consider wether and if so how an opponent can counter him by avoiding this attack. In turn the warrior may chose to change his strategy to for example bait out escape abilities and dodges, waiting for the perfect moment to strike. Then his opponent may in turn respond to this strategy etc etc.
So now that we have that out of the way let’s see where this game falls short on promoting counterplay. Obviously poor visibility hampers being able to respond to enemy acions and strategies but I’ve already mentioned this earlier. Let’s talk about a mechanic that by its very nature does not allow for counterplay: stealth. That’s right stealth, I think it comes as no suprise as many this mechanic is a problematic one. There is a reason after all why LoL (referencing yet again!) took a good moment to realize ‘hey wait a sec these stealth mechanics, wether or not they are op, are they actually healthy for our game’ and proceeded to take an eternity to figure out how to redesign champions relying on such mechanics. This is because stealth does not allow a player to respond to the stealthed target thus effectively cuts counterplay short. There is nothing more frustrating to a player knowing his enemy is stealthed and there is very little he can do about it other then hoping he is equiped to survive whatever his enemy has in store for him when he pops out of stealth. Better for a player to lose knowing he did everything in his power to try and win then to lose and being able to do squat because of stealth.
(edited by Jelle.2807)
So what needs to be done? A scoreboard to put it bluntly. I know there will be players who will see their score as nothing more then boasting material, perhaps going as far as to play the entire match in function of maximizing certain scores whilst foregoing the actual objective. This will happen and this isn’t to great yes, but not giving the player any sort of feedback is even worse. And let’s face it, forsaking the objective in order to maximize something else is already happening, it’s called glory farming. A scoreboard that should keep track of the combat statistics mentioned earlier of each player. This will allow a player to compare his performance to other players or to himself when trying out different strategies or builds. As also mentioned a more in depht combat information analasys may be desirable. Certainly you can test scenarios versus the npcs in the heart of the mists, but this is no substitute for a real skirmish. Perhaps a sparring mode that gives all this in depht information after every duel. Yes I said the word, more of it in next section.
Dueling! Players are doing it, devs don’t want it. I can see why, the game is not balanced neither is it meant to be balanced for 1v1. Why am I about to say then that not only is it a good idea to have it, but that it is a horrible idea not to have it? Simple, it is the best way to learn how to play. The larger the battle the more variables, the more variables the harder it is to discern what you need to know to improve you play. A duel is the most simple battle possible, the minimum of two combatants. In a controlled environment of the duel it is a lot easier to learn plays and counterplays. It cannot teach you everything, but it can give the player a basis on wich to build on for fully fledged fights. I think only a scarce few really want rated 1v1 competition, something I personally would hate to see it make into the game. No, dueling would be a tool to make the learning process easier and less frustrating, in a game with a
learning curve as rough this why would you deny the player this comfort.
So implement dueling! You can keep it simple and have players initiate a challenge anywhere and anytime, and have battle commence when both parties are agreed and ready. This makes for good entertainment for prospective observers as well. Or you could have it somewhat how players are dueling now, in a server. I hear custom server may be implemented down the road wich would make this possible, so there’s a solution. However since in a duel no players are actually interested in the objective it seems silly to put them in a conquest map. Again, this idea of a dueling system could be incorporated with the previous suggestion of having a training mode with in depht combat reports akin to the suggested improved death recap, but ofcourse for either victory of defeat. There really is no better way to learn the ropes then in a controlled minimally complex combat scenario.
So those were a few issues with out of combat information display, next up let’s talk about what information a player needs to be able to see in combat in the next section.
Visibility
Combat can become very…chaotic for a lack of word. Ability animations and effects can overwhelm (especially new) players easily, with result that plays and counterplays are sometimes thrown out of the window and combat reverts to a
spamfast as many have called it. I believe this to be a problem caused by overdone ability effects obfuscating vital combat information from ability animations. Ability animations should be clear and distinct to allow for players to keep track of what their enemy is doing, wich I believe in this case they largely are, however this is meaningless when combat is riddled with fancy effects. AoE effects especially are the main culprits here, but all sorts of bright flashy effects really must be toned down so both learning and competitive players have an easier time figuring out what is actually going on in combat. The same problem exists in pve as well, where large battles are more or less akin to attacking a target that looks like a lightshow. Naturally in pvp this problem is amplified given how dynamic it is. Oftentimes when talking to players I introduced to spvp they tell me they have no idea what was going on due to all the visual effects cluttering the battlefield, keeping them from seeing the opponent and figuring out what they should be doing to get closer to victory.
What must be done is for all these fancy effects to be toned down, or give the player the option to do so using settings. This will make it easier for players to keep track what the opponent is doing and his position, allowing the player
to learn to play better and engage in counterplay.
(edited by Jelle.2807)
So what makes learning how to play so frustrating? Well the way to learn, be it learn what you’re doing right or what you’re doing wrong, is to analyze combat information. If there is one thing this games combat has it is a LOT of it’s information. This games combat however is so fast paced (nothing wrong with this), a player hardly has any time at all to take in every bit of vital information at all times during combat. With practice a lot of this can become muscle memory, but not before learning it regularly. Even in a simple 1 on 1 fight at any one time you’re keeping track of
1. Your health 2. Your incoming damage 3. Your boons 4. Your conditions 5. Your position 6. Your cooldowns 7. The opponent’s health 8. Your outgoing damage 9. The opponent’s boons 10. The opponent’s conditions 11. The opponent’s position 12. The opponent’s current attack
And if you’re upping the ante
13. The opponent’s cooldowns 14. The opponent’s traits and equipment
Although granted the latter is bordering metagame or is deduced from immediate combat experience. Anyway, this is a lot of information and the player is going to need help taking this all in, both in and out of battle. You cannot tell a player to learn how to play but not give them to means to do so.
So how do you keep this learning curve from being overly frustrating? The key is to give the player the right information at the right time. When a player is a defeaten there are two common reactions: frustration or motivation. A frustrated reaction can be caused by not having acces to the necesary information to learn from defeat, whereas motivation can be caused by do having this. After defeat it is extremely important to motivate a player to overcome the obstacle in question, in this case the opposing player. For this purpose there is already a death recap in the game, but it is sadly incredibly lacking. You cannot expect a learning player to know every single ability of every single class in the game, so when you tell the player he recieved x damage from ability y but he hasn’t the faintest clue what ability y is, then the information within the recap is useless. Furthermore knowing the source behind the conditiondamage instead of just the informing the player of damage caused by type of condition is important. If you tell a player he suffered 1000 bleeding damage but he does not know wich ability it was/abilities it were that applied the conditions to begin with, this information is next to pointless to help the player counter the opponent.
As I see it the death recap needs to be improved to allow for a concise description of what an ability does and hint how the animation looks like. Perhaps on mouseover. It is been quite some time since I played it, but I believe LoL (again referencing that game because it became a hugely popular esport for a reason) does exactly this. Each and every ability should also show wich condition it applied and how much damage this did. This so a player can learn how to play against other classes (or the same class running a significantly different build) without having to play every single class and learn every single ability from every single class in order to know what they can do. Know thine enemy and all that, it’s important in learning how to play.
It doesn’t stop there though. A learning player does not only need feedback after defeat, but all throughout a match. How can a player know wether he is doing something right and actively contributing to the match without any sort of information about his combat activities. Sure you can actively be looking at damage numbers recieved and inflicted, but really I think everyone will agree this is not feasable in such fast paced combat. Right now the only practical way I know of to get any sort of information about ones combat performance is to ask an opposing player to read his death recap to you after defeat. This is hardly an ideal solution. Obviously overall match information should not be as in depht as a death recap. Simply knowing how much pure damage inflicted, condition damage inflicted, healing done, pure damage recieved, condition damage recieved and damage mitigated, point captured/defended, kill, deaths throughout the match can help immensly to analyze ones own performance. That isn’t to say a fully detailed in depht battle report after every single combat engagement wouldn’t be useful, it is impractical but worthy of consideration. Perhaps as a future sparring feature?
(edited by Jelle.2807)
Now the player comes into contact with spvp for the first time, the utterly important
First Impression
You only get one shot at this. The first opinion a prospective player will form of pvp is the most determining factor wether or not he will stick around and become a competitive player. First impressions make or break games, many games put the utmost effort into making this a dazzling experience (and sometimes slack off on later parts of the game once the player is hooked, not a strategy I like seeing used personally). So it is for spvp, a difficult task given how a new player probably hasn’t the faintest clue how to play and experience the pvp beyond a messy clusterkitten of disorientation and confusion. Still there is little to be changed in the way newbie pvp matches do not reflect how matches with competitive and pro players may look like. One thing that can help in this regard is spectatorship. Maybe newb matches won’t be as glorious as they can be but a new player could spectate competitive matches to truly get a good idea of what spvp is all about. But more about this later, no the real big issue here is hotjoin. It is natural for a newbie to get started with unranked easy to join matches like hotjoin. A big play now button to make sure new players do not have to spend much time figuring out where to get some action and experience spvp personally, this is good. In fact this is something that can easily be botched up as well. for example myself I was trying out this other game at some point, straight after logging in I was met with a big red play now button I naturally clicked on to get started; unknown to me at the time this was the button to find ranked matches wich a new player is obviously not ready for, leading to a bitter experience for me and other players involved, a poor first impression to say the least. Anyway back on track, join now; good that it’s there but I wouldn’t be talking about the subject if something didn’t go quite wrong. The button puts you in 8v8 maps. Now I find it curious the argument that the game is not balanced for 1v1 is used so often against adding something like dueling into the game, yet here we have a game mode, classes and maps balanced for 10 players with 18 players crammed into it. This turns the first impression of spvp into a horribly chaotic confusing zergfest that does actual competitive spvp matches no justice. Especially for new players this easily devolves into a zergy spamfest where players do nothing but gloryhound. This is bad, really really bad, bad bad bad bad.
This issue is easily fixed, remove 8v8 hotjoin rooms. I do not understand the reasoning to add them in the first place, the only reason I can think of is to minimize the amount of spvp instances created by having more players in one instance. In a way this approach is succesful, if only by scaring away many prospective spvpers so that few pvp rooms will be filled in the first place. If server load is the problem I think we can all agree that with the current pitiful spvp population this really won’t be an issue for the forseeable future. Remove 8v8 and make sure hotjoiners get to play 5v5 matches to ensure they get the real spvp experience, both to make a good impression and to propperly prepare
players to play real competitive ranked matches.
So let’s assume a player makes it past the entry barrier and spvp made a good enough impression; he will now be facing
The learning curve
The learning curve encompasses the skills and knowledge a player must gain in order to be competent at the game. Any game with some sort of depht has a learning curve, but how steep or long it is depends largely on the means for learning a game gives to its players.
Now don’t get me wrong, I’m not saying a learning curve is a bad thing. In fact a learning curve can give the player a sense of progress in pvp; similar to how you gain levels in pve over time you can ‘progress’ in pvp by improving your skill and knowledge of the game. There is something very fullfilling about seeing yourself improve your play over time in a competitive pvp environment, so long as this process goes paired with only limited frustration. This is how a large learning curve can potentially scare away learning players, by being so frustrating and unending a player may no longer care at all to put the effort into learning how to play. I find this games spvp learning curve to be extremely harsh and unforgiving. I’d go as far as to say it dwarfs dwarf fortress’ learning curve, wich is saying something.
(edited by Jelle.2807)