Showing Posts Upvoted By MsCharm.4369:

Rank 30 WvW Required for Gift of Battle Grind

in Guild Wars 2 Discussion

Posted by: Eddy.7924

Eddy.7924

In my opinion, this would actually be a perfect example of a ‘grind’.

I am well over level 30, so I am not affected by this change. Thus my argument is purely for the sake of new players, and to eliminate a change that really adds no value to the game.

Asking players, who may not enjoy WvW, to earn enough Badges of Honor was already seen as a ‘grind’ for such players and was offset by including Badges of Honor as a part of the Achievement Chest Rewards.

Having ‘solved’ this problem, you have now chosen to make WvW once again compulsory in the process of crafting a legendary, which not to mention has not been the case for all those who have recently crafted them, and thus is rather unfair.

I understand that you are trying to urge more players to move to WvW, as this is where players are able to create more interest in the game rather than the developers having to come up with content at a ridiculous pace, and I am not complaining about that, it is one solution.

However, there are plenty of others, such as not completely throwing away dungeons after their patch, and perhaps involving them in a different aspect of the game, as you have done with the new Fractals.

Again, I do not wish to offend anybody, and do not want to create any arguments, I am purely stating my observations of what could be a rather depressing, non-value adding burden to be placed on new players wishing to create their first legendary, which as well already know is a process that has been made much longer given the comparative lack of Karma that we are now able to obtain.

Kind regards,

Edward

[PvE]Why do YOU dislike Rangers in dungeons?

in Profession Balance

Posted by: Frostfang.5109

Frostfang.5109

I’m a Main ranger. I use my pet as the mechanic I rely on. I also use Lb/Sb. I Always go to the dungeons as such. I sometimes ask if ppl want me to bring any special pet that offers anything special. There are those that do bring boons to the Group etc. I usually bring Healing spring so that I can drop it where the Close distanced DPS’ers stand to support them. Some of them take much DMG due to being Zerkers…

The thing is. Ppl NEVER have suggestions in how they want me to support them even if I ask. How the heck will we be able to help if ppl dont communicate as a team.

Sometimes I SEE ppl need mor regen and bring a fern hound. Sometime there is an grand enemie that needs to be prevented from regenning – then I bring something toxic, like a spider. I try to read the situation and do my best from what I see. If Nesecary, I change skills/pets as we go, or as the situation demands. I try to contribute any way I can. Still ppl are being suspicious (The ones that know me well never are. They know how I can help and that I indeed know how to handle my class). And, Pets pull very Little aggro. If they attack they do but not until then.

I Believe there are mora rangers like me out there. Actually trying hard to contribute!

Kima & Co

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Section 3: What this problem is not.

#1: This is not about skilled players or elitists. The overt zerker dominance in PVE hurts everyone. Even zerker users in the long run. This is about bringing back the basic balance in builds, and giving advantages to lesser builds instead of taking away the advantages of greater ones.

#2: This is not about unskilled players or bads. The philosophy of playing how one wants is based on equality in diversity, and works by appealing to a wide audience of players. Not on the notion that a player has to be ineffective if they want to use the gear that they want.

#3: This is not about punishing players for their investment. When a balance issue arises, the fact is that correcting the mistake will be at the disadvantage of those who stand on the heavier scale. This isn’t out of personal spite, but an unfortunate fact of the universe that will never change.

This issue exists outside of the players who exist in it. There’s so much hostility and mud slinging that Anet has to trudge through, and all that does is make the issue worse.

EDIT: as for my more in-depth suggestion on how to resolve the berserker meta, I already posted in another thread. Its another two posts, so I’ll just link to them here:

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first#post3480109


tl;dr Anet didn’t balance for active defense, and everyone who whines about other players being at fault is wrong and just making the problem worse. The zerk issue hurts everyone. Read the kitten post to know why.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

This fact can cause wide swaths in balance if one isn’t careful. Anet has done a remarkably good job with this, however. If I were to compare a DPS build (say, Obal’s DPS guardian build: http://en.gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jACBYfCZkfQUBDZOzUZNPVQs4qIas6aYKXER1SBExwI-e) together with another similar build in full Soldier’s Gear (http://gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jwBBofERzkfQUBDZO1sIasFXFRjVZDT9iIqWKgIGGB-e), we’d get the following effective power before modifiers:

DPS build: 4376
Same build w/ Soldiers: 2871

And to compare effective HP (assuming base armor of 1836)

DPS: 12,871 HP
Soldiers: 29,152 HP

So, while the DPS build by itself does 52.4% more damage (and thus reduces incoming damage to 65.6%), the Soldier Build has 2.26 times the effective HP, thus reducing damage to 44.2% of what it originally was. Thus, under standard MMO practices, the soldiers build would stay alive for 48.4% longer, doing that much more damage the whole time.

The problem is not in the stats themselves! The overall combat potential between the two is only different by 2.7% between each other. Granted, the DPS is preferable because it works faster (and thus gets rewards quicker and can do more stuff), but when comparing effectiveness, they are nigh the same. In fact, if you wager average skill on part of the player, then pure GC gear might not be faster, because downing and dying greatly increases how long it takes to kill an enemy, and if a more survivable builds don’t involve as much risk.

But… this is where active defense comes in to play. I hate this part, because we move out of the realm of numbers and into more abstract concepts. But in general, when Anet designed these monsters, they made active defense too important.

The way you can think of active defense is this: every player has a certain number of moves they can mitigate through the use of dodges, skill dodges, blocks, invulnerability, blinds, stuns, immobilize, reflects, heals, and condition cleanses. Enemies have to go through this barrier of “moves” in order to do damage to the player. This barrier acts strangely, since it is identical for both a glass cannon and a tanky build. Only once you go past this barrier does the standard “player DPS + EHP vs. enemy DPS + EHP” principle take effect.

The fact that active defense is identical for both builds is important. Both builds above are only balanced under the assumption of constant damage, and under the assumption that active defense doesn’t exist. But, as we all know, that is not true! With active defense, the builds become horribly imbalanced, and without constant damage, the builds become even more imbalanced.

#1: Active defense: Enemies need to make so many moves before they get through active defense. The faster an enemy dies, the less moves they make. The less moves they make, the less likely they are to go through your active defense. With this in mind, it is very easy to do so much damage that an enemy dies before they can go through your active defense.

In contrast, by having lower DPS, enemies take longer to die, so they get more attacks, and so they go through your active defense more easily. The end result being that, by making yourself more durable, you end up taking more damage than if you had built for DPS. This is exacerbated by the second fact:

#2: Enemy DPS isn’t constant. Its quite the opposite, actually. Enemy attacks are slowly paced and well telegraphed, meaning that you can stop most of it with active defense. The second problem is that enemy attacks have a lot of damage (AND I MEAN A KITTEN TON OF DAMAGE) all loaded into these attacks. So much damage, in fact, that they can plow right through passive defenses. That 226% higher HP just means that, instead of dying in 3 attacks, you die in 6 attacks.

By contrast, regular enemies in the overworld do so little damage that there is no need to dodge at all. You just plow right through regular enemies and continue on as if nothing happened. But, silvers, champs, and enemies in dungeons do so much damage that there’s no point in passive defenses.

This has left the damage vs. survivability aspect of the game completely broken. While it is sound mathematically, it doesn’t work in practice due to how the game is designed.

The obvious solution is to fix the way enemies work. Of course, this is not an easy solution, since it would revolve around redesigning every enemy veteran rank and above. Then again, it was Anet’s enemy design that dug this hole in the first place.

I don’t have opinions. I only have facts I can’t adequately prove.

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

There are 3 berserker threads on the front page now, and all 3 of them are littered with the same stuff:

People arguing with each other about how is a worse human being.
People threatening to quit if Anet does/doesn’t make changes to berserker
People are throwing insults back and forth
People complaining about how GW2 should/shouldn’t be like GW1
People having no idea what the issue is.

Hopefully, this thread will help to clear the air a bit. Now, from an non-partial standpoint (I am neither casual or elite), I will explain what the problem is, and more importantly, what the problem is not.


Section 1: What the problem is.

The whole zerker problem isn’t obvious to the casual observer. In fact, it isn’t obvious to the devs, either, which is why there is a “problem” to begin with. The “problem” itself is actually multi-faceted, so it will take some time to explain.

As you know, the game is designed on the premise that you can play as you want. This is meant to mean that a player could choose a particular style in which to play, and not have to suffer from being restricted in their chosen class to play, the style in which they play that class, or the race that was chosen to play. This is in stark contrast to what most other MMOs have, which require some kind of trinity system for cohesive groups, specific races running specific classes to accomplish their classes goal, and inflexible class design that shoehorns players into doing only one thing with that class and that race.

Now, this goal to play how you want comes predicated on several conditions that are hard to fulfill, but nonetheless are necessary for such a system to truly work. The goals, of course, is to encourage equality among different equipment loadouts as to objectively encourage build diversity. Anet has, for the most part, accomplished these goals by doing the following, but has made a few mistakes.

#1: By having small ratios between damage and survivability, the game is not heavily emphasizing one or the other, and thus everyone can both survive and do damage at the same time.

#2: By including the dodge and the heal skill, there exists a form of defense that works independent of all circumstances, allowing a player to always be capable of defending themselves that does not involve stats.

#3: Support and control utilities also act independent of stats, allowing players to fulfill multiple roles even within the same equipment set.

#4: By introducing the down state, this makes all classes and builds capable of large scale healing, as well as introducing a wider margin of error in combat.

#5: By having players heal automatically outside of combat, a player is ultimately not dependent on any outside influence for sustenance, instead requiring a player to merely survive an encounter before continuing on. This has other benefits, too, but they aren’t pertinent.

So, what is the problem then? Well, Anet failed to account for balancing around dodging and utilities being statless (#3), and following basic enemy design has led to an environment where, regardless of circumstances and many times even regardless to player skill, it is always best to equip yourself in pure DPS gear.

That is not good, because it leads to no one being happy. Those who do gear themselves for maximum damage (objectively superior overall) find the game easy and unrewarding, because content cannot be balanced around only the pure DPS playstyle. Those who do not gear themselves for pure DPS have to constantly deal with the pressures and difficulties of being objectively inferior, and suffer greatly each time Anet “compromises” between the two, or balanced rewards off of the most efficient instead of the average player.


Section 2: What causes this problem specifically?

This comes down to how damage, active defense, and enemy offense behaves. Now, there is a saying I used to hear around City of Heroes, and it holds true here as well:

Death is the ultimate debuff.

The best thing you can do to any enemy is kill it. A dead enemy does no damage, does not heal, does not debuff, and does not block attacks. The faster something is dead, the faster you get money from it, and the faster you can go and do something else.

There is an often overlooked aspect to damage: the faster you do damage, the more durable you are indirectly because of the fact. For example, assume it takes 10 seconds for you to kill an enemy, and it does damage to you during this 10 seconds. If, say, you built yourself to do double the damage, but take double the damage, you’d end up taking the same amount of damage because the enemy will live only half as long.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Karma Changes: Temporary Rollback

in News and Announcements

Posted by: Regina Buenaobra

Previous

Regina Buenaobra

Content Marketing Lead

Hi everybody,

Today we made adjustments to karma where the amount of karma granted from consumable karma items was increased and karma boosts no longer affected the amount of karma gained from consumable items.

We intended to message this change ahead of time to be fair to everyone, however this did not happen, and we apologize for not giving you advance notice.

The lack of advance warning resulted in some people losing out on karma that they would have otherwise gained by using boosts with the karma they’d saved up.

We will be temporarily rolling back the karma change in a hotfix to allow people the opportunity to turn in their karma with any buffs they intended to use. This temporary rollback will be in effect until the game update on September 3.

  • Please note, while this temporary rollback is in effect: the in-game text for the karma consumables booster found on the Gem Store will incorrectly state that it does not affect karma gained from consumable items.

We will also be reimbursing the people who used their karma during the period when the initial change was in effect with as close to the correct amount of karma as possible.

We’re really sorry about the frustration this caused and we will make every effort in the future to make you aware of changes like this ahead of time.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Rock the Vote

in Cutthroat Politics

Posted by: AnthonyOrdon

Previous

AnthonyOrdon

Game Designer

Next

Just ask yourselves if you really want to elect a fancy cat with a lead designer in his pocket. We’ll just have double up our support for Kiel on SATURDAY.

Brought to you by the people against smelly animals in office.

What ANet does Right.

in PvP

Posted by: Allie Murdock

Allie Murdock

Community Coordinator

Next

We can’t prevent players from leaving, but we do look at their feedback. We do the best we can to make as many people happy as we can as often as we can. What we won’t do is get in every “I’m quitting this game” thread and beg players to stay. I will say that in my experience, constructive feedback doesn’t usually start with “!@#$ this game, I’m quitting.”

Yes, we are human. We also have processes here and can’t just knee-jerk implement if one player decides to take a break or leave completely.

That said, I will reiterate that we do look at that feedback, and we don’t (strangely enough) want players to leave.

**Please** Give us Guild Tools

in Suggestions

Posted by: mujtaba.8167

mujtaba.8167

Guild calenders and Guild alliances

Warband leader of Battlecry [Bcry]
The leading force in Gunnars hold

**Please** Give us Guild Tools

in Suggestions

Posted by: Aden Celeste.3650

Aden Celeste.3650

I would like to see my guild mates on map, not just party members… Such basic thing in mmorpg maps, and yet is not here.

**Please** Give us Guild Tools

in Suggestions

Posted by: Zya.5971

Zya.5971

Good morning Suggestion Thread.

I’m not normally one to post and whine in forums, but we are 9 MONTHS into the game, and still no Guild Administrative Tools! If guild leadership wishes to maintain an active healthy guild, we are forced to maintain external databases with last login times ourselves. This is becoming extremely bothersome at this stage in the game. Something as simple as a last login time stamp next to the character name in the roster would be of so much use, and help, to us.

Guild Admins have very few community guild tools available to them, and surely the irony of this in a game called GUILD WARS is not lost on you. (No in game calendar, permanent guild bios that don’t suck up the motd, no player activity timestamps etc). We as players keep being told that ‘guild tools are coming’ but at 9 months into the game, they are still not here, and it’s becoming a sore topic for those of us that have been patiently waiting.

Is there a time frame in which we can expect these tools to be implemented, or is this simply how it will always be in Guild Wars 2?

Cursed Shore bugs and T6 mats

in Bugs: Game, Forum, Website

Posted by: Siliconmana.3816

Siliconmana.3816

-Temple of Melandru
TC – Legendary killed, no acolytes appeared, no boss spider, no chest
Update: SOS – Event chain completed.
Perhaps an intermittent bug if not consistent across servers.

- Anchorage Waypoint event chain bugged for months. Guested and talked to Guildies on numerous servers.

- Champion Risen Baroness impossible to kill for SP. Tried numerous servers on two characters to get that SP. Done it before on other characters.

- Buffed Grenth event now near impossible without a complete zerg and wont take light armor class there. Most people are not even bothering with Temple events during Oceanic hours even on supposed Oceanic servers in Cursed, Malchors or Straits.

- Promenade of the Gods is also always contested.

Also:
So sick of thick leather sections from heavy bags and hard straps l don’t even waste salvage kits on them anymore. They’re worthless merch materials and end up with literally near 100’s of them per day. Usually use basic salvage kits, yet sometimes fine even journeyman’s salvage kits yet makes no difference.
Gossamer salvage rates are also terrible. Silk scraps are near as worthless as thick leather sections.

[KnT][KnM] – Blackgate

(edited by Siliconmana.3816)