Showing Posts For NakNak.5840:
Sure you have the time to “test” it?
Fixing a tooltip shouldn’t be that complicated
Maybe anet managers should think about whether it is worth to make a bad copy of existing pve games instead of fixing pvp.
My respect for Jon and the other guy doing the balancing. Although I’m quite disappointed with the patch, this is a fundamental management fail and not caused by bad game designers.
We don’t have the resources right now to get to the level of communication the community is asking for.
After reading the patch notes, I would highly recommend anet to increase those resources if they don’t want to fail with gw2 spvp. Compared to your pve efforts, this is a kittening joke.
Edit: Seems that I was absolutely right on this:
Anet just disgraced oneself for an extremely poor management. My respect for those two people trying to fix one, maybe the most fundamental aspect of gw2. And certainly the most criticised aspect as well.
(edited by NakNak.5840)
I think the discussion about thiefes is far away from being objective. This is due to the fact that it isn’t fun playing against them… what makes people go to the forums and cry. From my experience, a normal fight against thieves is:
1. you approach your opponent, he stealthes
2. try to avoid first burst; this can be quite tough since you don’t know exactly when to dodge. Now, we have 3 possible situations:
- If you fail, thief will pawn you -> frustrating
If you avoid thiefes burst and start to counter his attack:
- thief uses stunbreak, hides in stealth and escapes using stealth and his teleports -> no victory, frustrating
- thief fails, you kill him -> stomping a thief is somehow frustrating as well
Those points don’t have a real impact on balancing; if the thief does not kill you, he can’t capture the point and a downed thief is useless, etc. pp.; but I don’t think that the majority of players will be satisfied with that.
Another problem are those stealth issues someone mentioned before. If I am not wrong, Anet stated that they don’t want to make thief a permastealth class as known from other games. However, it seems like they just reversed the stealth feature: thiefes cannot use permanent stealth and surprise you whenever they want; instead of that, it feels like they can permastealth while fighting. And running in circles, hitting autoattack and hoping to hit something isn’t fun as well.
tldr: Playing against thiefes is unrewarding and thus frustrating. We shouldn’t talk about l2p or op and focus on the fun factor instead.
Edit: same for mesmers and other comparably frustrating professions
(edited by NakNak.5840)
I’m playing my warrior since beta now and in general I’m quite happy with him.
However, I’d like to share some of my impressions. PvE is absolutely fine and even WvW makes a lot of fun as a warrior and offers a huge variety of actions (keep fights using rifle&bow; zerging using range/support build; roaming around with melee weapons). For tpvp, warriors could use some minor adjustments.
I think most of the problems around playing a warrior in its current state are caused by bad game mechanics and not by bad design of the profession itself.
To my mind, the main issue with warriors is that skills are failing. Eviscerate, Bolas or even Flurry are just some examples. This problem occurs only on moving targets and I think this issue arises from one simple fact: if you use your skill, your current location will be used by the system to check whether you are in range. However, there will be a 2nd check on your target which is done when you actually hit it. Eviscerate has a short delay; Bolas are flying trough the air etc. – this gives your opponent time to run out of range, making it hard for a warrior to use his skills effectively. Anet should try to fix this mechanic instead of doing any changes on the skills itself since the balancing seems to be fine. This changes would stop most of those frustrating moments when playing a burst/dps build which depends on the usability of those skills.
Condition builds: Maybe the traits which cause invulnerability or bleeding could be changed to apply chill or poison in order to give us more diversity in our conditions. Additionally, I’d love some changes to the sword skills. . Impale is basically a very nice skill, however the conditions are applied a little bit too slowly. Riposte in its current state does not offer any advantage against non-melee professions, this could be changed as well.
cc builds: I don’t like the delay of hammer skills since its sometimes hard to hit your opponent; however, I think the skills are very well balanced.
Last but not least, I would try to solve the support build/bunker build issues by changing banner’s mechanics. It would be much more fun playing with a banner if you wouldn’t be forced to drop your current skill bar. Additionally, it can be very hard to find your banner and pick it up while being in combat, making the mechanic very uncomfortable. Thus, I really like the idea of carrying the banner on my back. Maybe it could then replace our F1 skills with some special banner skills. This could use the same mechanics as signets or guardian’s virtues: a “pulsing” passive effect (e.g. remove 1 condition every 10 sec/remove all conditions from you; reduce condition duration by 25%/grant 3s of stability for you and your allies; weaken your foe with every 5th hit/grant 5s of protection for you). I know that this would be some major changes, but I think it would take not less time to fix the issues separately.
Again, I want to mention that warrior isn’t a bad profession right now and my suggestions aim at making it a balanced and enjoyable class for every situation. Currently, there is no profession which could fulfil these requirements, so don’t understand my post as “a warrior needs uber luv QQ”. There are several other professions which need fixes as well and this is my opinion about warriors.
(edited by NakNak.5840)