Showing Posts Upvoted By Noss.4105:

[Suggestion] Greatsword 1

in Mesmer

Posted by: Xyonon.3987

Xyonon.3987

I had a conversation with a Mesmer fellow today, about the very same topic.

I suggest to rework GS one like this:
While having a target selected and using your auto attack, a none targetable, just visual effect phantasmal version of yourself spawns at the target, wich attacks when you do.
The attack however will be the same as any GS auto attack chain, just ranged, so yes, CLEAVE!

It sounds so weird I used my AWESOME PAINT SKILLS to visualize what I just said! BEHOLD!!! xD

Attachments:

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Condi pu build

in Mesmer

Posted by: Chorazin.4107

Chorazin.4107

I know chorazin is being sarcastic

Please, just because you have an agenda against condi PU mesmers rightfully getting the buffs they need to be competitive like chaos explosion. Probably dont even have a mesmer, just come here and complain when you get beaten by a condi PU mesmer.

Probably should do some research and learn to play better against condi PU rather than come here and complain.

Dodge the shatters, make sure you double dodge as the shatter is usually staggered, id also recommend dodging the confusion stacks, confusion stacks are generally bad. Oh and dodge the torment from the counter, torment is generally not a wanted condition. Dodge the staff AoE as well as it has a daze attached to it that can trigger perplexity confusion, see above for confusion not being wanted.

Once you master these basic skills your woes against PU mesmers will be a thing of the past.

Chorazin
[lion]~ riperonis
[tRex]

IE ever going to be fixed?

in Mesmer

Posted by: Westibone.3985

Westibone.3985

My guess is that they have tested it and feel that it would be too strong. I can’t see another good reason, considering the iMage gets an extra bounce. Why they can’t/won’t just admit that is another issue, though. I know we would all rather not have the uncertainty.

gf left me coz of ladderboard

in PvP

Posted by: mighty meak.6387

mighty meak.6387

OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain

Collaborative Development- Request for Topics

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Hi All,

Recently we spent some time discussing the concept of collaborative development with some of our community. The thread can be found here:

[url]https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/first[url]

We talked about rolling out a new process in which over a set time period we can discuss design philosophies behind the main components of Guild Wars 2.

The first part of the plan is for you all to list the top three sections of this area of the game that you would like to discuss:

For example for PVE your list might be:

1: Living World
2: Roleplaying
3: Ascended items

After a couple of days we will choose the number 1 topic in each area and then create the threads within the specific areas for us all to discuss, brainstorm and share our opinions on.

Chris

Forum Moderation - clarification please

in Guild Wars 2 Discussion

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

This is very concerning to me.

In my opinion this is an attempt to gain power and control over these forums, not for the purpose of creating a positive and productive atmosphere, but for the purpose of controlling the content.

The sentence I just wrote, under the new policy could be interpreted as a personal insult under the new rules. Let me explain.

The Dev in this thread posted the following:

Insulting & non-constructive:
“Anet isn’t competent enough with this game”
“Anet lied to us”
“Fire whoever designed this dungeon/weapon/armor”
“whoever designes this dungeon/weapon/armor clearly has no clue”
You can discuss things we’ve said (manifesto, dev posts, blog posts, interviews) and disagree with them or even criticize. We’re okay with that. When it crosses over to insults is where we draw the line.

Its not hard to see what is going on here. ANet has essentially created an environment where any comment that they deem reflects badly on the company (not an individual), will be stricken from the record. They’ve created an environment where users must now very carefully, and very meticulously dance on eggshells to avoid what may or may not be considered a personal insult.

This kind of “force field” moderation will surely work in their favour, but will by no means improve the communication, nor productivity of these forums.

Wow…even writing this post is becoming increasingly difficult as I attempt to find a way to be clear in my criticism, but not “insulting” to an individual, which in ANet’s eyes is also all of ANet.

Perhaps I’ll approach this a different way. Here is what I believe will be the eventual outcome of this new approach to communication.

1. Some players, fully meaning to be fair and constructive will find themselves on the wrong side of interpretation, thus leading to a suspension.

2. As ANet systematically deletes posts and users that they deem “insulting”, players will start to become increasingly agitated and afraid to post.

3. The forums, while visually “positive” to any outside viewer (AKA Google, Game review sites, potential customers), the quality of communication will drop.

4. Eventually ANet will be stuck with a community of players where the majority are free from criticism, and the rest are very, very careful with what they post.

5. Players that have been suspended, are likely to personally feel insulted based on how they interpret the situation, and are less likely in the long run to contribute to the game, or the community.

6. Like other websites/companies that have tried this, what will eventually happen is that players will move to a more open forum where they can vent, communicate, and discuss freely.

I have seen this before on many software, and gaming forums. Whenever a company attempts to put themselves in a position where they can’t be touched, and additionally have the power to suspend, or ban anyone who they feel doesn’t paint them in a positive light, it almost always leads to disaster.

Anyway, based on the moderation practices I’ve personally experienced, I fully expect that my days are numbered here. Once I feel that I can no longer openly and honestly provide my feedback into this game, I will be moving on.

Communication is a two way street, and respect is earned. When an individual or company attempts to control either of those through the use of power, or control, then communication will inevitably break down.

Forum Moderation - clarification please

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

One of the reasons I feel people on the forums have become increasingly more insulting towards Anet has been the fact that over the past year not only has the game shifted direction multiple times from what players thought it was going to be but that most players ( myself included ) feel that we weren’t even kept in the loop. We had a vague idea at best as to where the game was going.

On top of that there were numerous threads in which players expressed concern about various aspects of the game or asked if certain features would or would not be implemented. If certain things were intended or not – if certain things were going to happen or not.
The majority of these threads as far as I saw were outright ignored – and the few answers that were given were too vague and too PR-heavy that you couldn’t really take anything out of them.
If a player asks something and the answer is " nothing is off the table " you’ve basically not answered anything.
The player was asking because he doesn’t know what will happen. he would like to know but as far as the information available to him goes it could happen or not. Answering with that sort of answer doesn’t really do anything.

Communication is a very important aspect – but it has to work both ways.
Numerous times feedback and suggestions were posted regarding a variety of issues and the answers came back in the tone of " we’re looking into it " – which is great – and I’m not doubting that they are but maybe add some more. Maybe let players know a little about your concerns and maybe let them be a part of the solution instead of shutting them down with a " we’re looking into it " and nothing more.

These things – coupled with various gameplay and gemstore related items have eroded the community’s faith in Anet, they have stretched the player base’s patience thin and right now the bubble is beginning to burst. Players are becoming frustrated and they’re taking it out on Anet – which is wrong and I’m not defending that – but merely offering an explanation as to why all this happened.

So – CC Danicia – if you want this community to be better – we can achieve it together but first the things above have to be taken into account and understood. Only then can we get to the cause of the issue.

If here they fall they shall live on when ever you cry “For Ascalon!”

Perplexity runes

in WvW

Posted by: Zumy.6318

Zumy.6318

As I said, I ran these runes yesterday and they might do many things but none of them is promoting skilled play.
If you need them, the l2p issue might be yours.

Thief | Zumy [Buka]
Legendary counter: Twilight, Bolt, Incinerator, Incinerator Nr. 2, Meteorlogicus, The Dreamer

Little annoyances that you'd like changed

in Mesmer

Posted by: Dietzen.6127

Dietzen.6127

One thing I would change, that I just discovered the true reason for.
Winds of chaos revealing you from stealth, if you’ve got a bolt flying out there, somewhere.
I kinda feel you shouldn’t be revealed by anything, from the moment you press decoy/MI/Torch#4, other than actively attacking from stealth. But as is, if you’ve got a bolt flying towards an enemy, you will be revealed from stealth

Collaborative Development

in CDI

Posted by: style.6173

style.6173

Actually I think ANET for the most part does listen when it comes to PvE. The problem is that the PvP team is stubborn and won’t increase game modes (hello team deathmatch) and the WvW team is completely out of touch. The WvW team in particular is a problem.

[PS]Piken/[AM]Ababbon's/[GH]Gunnar [27/9]

in Match-ups

Posted by: Rhaegar.3864

Rhaegar.3864

Ok so we all know this is a pretty unbalanced matchup due to the coverage and numbers we have. It’s a fact. But let’s make the best out of this and get some good fights. I wish we can all have some fun.

[OP] – Óne Pulse [Guild Officer]
Mattarys – D/D Elementalist

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Further down the Road

  • We’re reworking the combat log to make it more easily used. This will involve help from a ton of departments, but it will help every player in the game. By providing you better combat information, you’ll be able to better make tweaks to your build, and you’ll be able to better adjust your play to deal with difficult encounters.
  • We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
  • Runes/Sigils are also something the balance team wants to improve. We’d like to see cooler effects on some of the sets, so we’ll be working towards that. They also lead to a lot of build diversity, so we want more sets to be stronger so that it gives you guys more options in your builds.
  • The patch notes will be much bigger than this, but we just wanted to give you guys a little insight into what’s coming in the near future from the balance team!
  • Traits. We’re always looking at traits and trying to fix the traits that don’t seem as sweet as others.

So that’s pretty much it! Feel free to leave feedback and ideas/concerns and we’ll be watching to see what you guys come up with!


-Balance and skill team

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by Moderator)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Class balance:
Overall we’re looking to provide more builds for all classes, across all game types (PvE, PvP and WvW). We’re also looking to improve support potential for many classes. A lot of players have asked for this style of play to be stronger, so we’re looking to make it a more viable option.

These are some HIGH LEVEL previews, and you’ll still see number tweaks, trait fixes, and bug fixes for each class in the actual release notes, but we wanted you guys to have some transparency into the release:

Warrior
We’re looking to improve shouts so that support via shouts is more viable. This means moving Lung Capacity to Tier 1 so that you can take it along with Shrug it Off and Vigorous Shouts. The Warrior is in a pretty decent place overall right now, and sees play in many types of content, as well as in PvP/WvW.

Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

To help Rangers support allies, we increased the ability ranger pets have to support allies. For instance, the Bear condition removal isn’t strong enough, so we’ll be improving that. Moas and Fern Hound will also be improved.

There will also be # changes to some of the Ranger weapons.

Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.

We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.

Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.

Engineer
We did some reworks on the Elixir toolbelt (f-bar) skills. These just didn’t have enough cool play to them, and we wanted to improve them. Like:

  • Elixir S toolbelt is now guaranteed stealth.
  • Elixir B toolbelt now guarantees Stability along with the random current effect. Base recharge increased to 30 seconds.

We also did QoL (quality of life) improvements to skills that saw little play.

And finally, Engineer turrets will attack the Engineer’s target. They still take time to rotate to face the target, and they still have their respective cooldowns when firing. But this means the Engineer can focus damage on a single target by using their turrets.

Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.

We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.

Mes
To stay in line with the support theme, we wanted to find ways the Mesmer could support allies. We looked at Mantras, and just didn’t feel they were quite strong enough to do this, so we made some improvements.

Power Cleanse: We wanted to add some condition support, and made it so that this skill can remove 2 conditions from 5 allies.

Power Break also saw an improvement, as it now grants stability to nearby allies.

Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.

For QoL (again, quality of life) we also improved the Life Force meter to show the actual bar better (moved slightly so it’s not competing with the skill icon for UI space), and the bar now shows your current Life Force amount, and the tooltip also shows current/max Life Force available. It makes it much easier to see how much Life Force you have, and lets you plan your engagements better.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else
  • Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
  • Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.

  1. Double tap to cast
  2. Press the button to cast
  3. Release the button to cast
    SO GET YO CAST ON!

Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.

/end of post 1

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

We are all World vs World players...

in WvW

Posted by: Aneu.1748

Aneu.1748

(…cont)
The lack of unity in this community at the moment will be its detriment and just because a certain play style isn’t one that you favour doesn’t mean that you should shun it. We are all World vs World players and no matter which type of gameplay we enjoy we should attempt to convey our disappointment with the handling of various aspects of the game, most importantly the lack of a future vision of WvW that is one that we look forward to. The complete disrespect one part of this community has been shown by a particular developer should scream out to everyone just how much this game has fallen (especially since emergent gaming is a part of the MMO industry that should be nurtured and tenderly cared for) and there seems to be very little respect overall shown for the entire community in the form of a vision that is fun for everyone. I don’t think anyone can be happy with the messages we are getting from Anet in the form of “We want WvW to be competitive” and then to turn around and introduce the RNG to the ladder system thus saying “We don’t care if its competitive” and then to try and introduce a league sayin “We want it to be competitive again”. There is a clear lack of vision for WvW and without a developer that listens to those who put effort into this game format (on both sides of the fence) we will be in limbo for a rather long time.

Siegers, open world fighters, roamers, GvGers, Guilds, Individuals, 5mans – We are all World vs World players, we all play the game for World vs World in its many forms, it’s about time everyone understood this and realised that all these different styles of gameplay make World vs World what it is and that trying to push a singular aspect of this out of World vs World will water down what World vs World is. It is also time that the developers recognise this and come to the conclusion that supporting your community, no matter the cost of pride to yourself is the best course to take…

To the particular developer – Your community has very little respect for you, your name isn’t spoken with encouragement nor with pride, it is about time you tried to turn this around and do what your community requires and desires of you. (Note to mod: This is not inflammatory nor is it meant to be so please don’t see it as such, this is simply stating the situation as it stands)

Aneu | [VoTF]
http://www.votf.net

We are all World vs World players...

in WvW

Posted by: Aneu.1748

Aneu.1748

Definitions are a great thing, defining things allows us to understand as individuals exactly what something is meant to be, whakittens purpose is and how something can and should be used. There is a down side to definitions however, definitions seem to pigeon hole huge swathes of “things” into single categories and people have a tendency to relate one of said “things” into a single definition which when looked at in detail tends to not be the truth – The point being definitions while a stable and definite in their explanation and focus are not definite in their membership and we as people can be members of many definitions or members of none and through life learning to adapt to this change is something that will make you happier or throw you into the pit of uneasiness and utter frivolity.

So why did I write that? Well it seems to be the case that in the MMO world (and especially on these forums) some people like to pigeon hole large parts of the community into these “definitions” and believe that they are part of this group and their membership of said definition is exclusive. Those who believe this are quite simply wrong.

I am first and foremost a World vs World player. I play Guildwars 2 because I want to fight players, I want to feel the rush of fighting against players, it is why I play online games – to test my own abilities against another’s, to test my leadership abilities against another’s and to see who comes out on top. I don’t play to sit behind a wall and build siege, I find that boring and tedious and against the the core aspect this game was built around (Players fighting players) but I have not come out and demanded that siege be removed nor have I requested that keeps/towers be reduced to insignificance – What I have previously requested is that those of us who wish to partake in the non-siege game be given the same treatment as those who are heavily into siege, who like bunkering and who enjoy sitting behind a wall for most of their time in World vs World. This style of gameplay is still “World vs World” it is also part of the “other style” too (we best not use its name so let’s call it “other style” for now), they are not exclusive in their membership and you don’t have to belong to one style and forsake the other, why not do both?

I understand there are many differing opinions regarding the above and each of them is valid, you want to play the game your way and you should be able to but the problem is that your way may not be the best way, it may not be the most conducive avenue the game could take to keep it entertaining or fresh and it may not be what keeps people playing – That may be the same for my style of play too, so why not have both in order to acquiesce both types of generation of “fun”?

So many players have given up on the PPT game now, so many players focus on the open field fights for fun since the PPT game is no longer a competitive aspect of the game – Not in the same field of competition as an equal fight between two opposing forces in an open field battle (without siege). With the implementation of “leagues” in an attempt to generate conflict and drum up support for servers seems a rather lame attempt to breathe some much needed life into World vs World at the moment since the meta has now fallen to the lowest form (read: easiest) and blob warfare is prolific among many servers leaving those servers without the ability to form a “bob” or without organised guilds able to combat said blob bereft of sanctuary or unable to counter said meta. This is not a great generator of competition. The other part of this is that Arenanet themselves have reduced the point of competition on the WvW scene by integrating and RNG factor into the matchup system meaning that even if you win a match you can still drop tiers and if you lose you can go up! Essentially world vs world at the moment, specifically the PPT game is pointless, you gain nothing for your time and I very much doubt that the carrots that they decide to implement into the league system will change this. (cont…)

Aneu | [VoTF]
http://www.votf.net

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Sync/CC/The community at large
These guys were awesome. I just wanted to say a quick thank you to the teams (Car Crash and Sync, you guys are amazing), and everyone else who was involved with the tournament (thanks for the help Supcutie!). Everyone who helped with Mist League. Everyone who helps w/ all the podcasts and state of the game. I’d also like to thank all 64 teams that came out for the tournament.

Our game isn’t perfect. There will always be something we want to change, or we want to improve. Contrary to what you hear on the forums, the #’s for the PvP game is actually steadily growing. Some players are learning, but a lot of new players are coming into the game. We’re going to keep working to make the game the best it can be, and you guys have already demonstrated your great love and passion for the game. I know you guys get frustrated and feel the need to vent on the forums. I can see that. As a player of many competitive games, I get that. But we’re going to keep pushing.

We know we wouldn’t be here without you. We know we’re going to need your help and support as we get ready to climb the next mountain. We’ve heard a lot of your ideas and concerns.

  • We are reworking rewards for PvP.
  • We’re working on new game types.
  • We’re planning more tournaments and working with a lot of well-known entities in order to help the game grow.
  • We’re working to improve the teaching aspects of the game, and to make the game more easily understood.

When I see you guys posting on the forums about how upset you are about X or Y, I know that deep down most of you are saying: “Kitten dang it, this game could be good. There are just these things that are holding it back, fix this stuff please so that this game we love can grow!“

We feel your passion and frustration. We share it. So the next time you make a post and get kitten ed off that a dev doesn’t post, just remember that a lot of times, we’re talking about it at our desks, or in a meeting room, or on our way to lunch. We can’t fix things instantly, but we’re doing as much as we can, as efficiently as we can, with the time and resources we have. At the end of the day, all you can do is all you can do.

I can remember being a kid, sitting in my father’s study, going through his books, trying to understand what he saw in them. On his wall, next to the window which overlooked our back yard, was a framed picture, with this caption below it:

“God, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.”

I get it now. And, older than I was then, I realize how little time we have on this planet. So now I’ve learned to pick my battles, and invest my time only in things that I feel, after careful consideration, warrant the coin of my life – my time. (“Time is the coin of your life. It is the only coin you have, and only you can determine how it will be spent. Be careful lest you let other people spend it for you.” -Carl Sandburg)

I think Guild Wars 2 is worth my passion, and that’s why I, like my fellow devs, work so kitten something that isn’t perfect. It’s still a work in progress, there are still SO many things we want to do with this game, and places we want to take it.

So if you get frustrated at the pace we’re making, or if you just need to take a break so you can try another game, or if you wait on something to be fixed the way you want it, that’s fine. We’ll keep working with our heads down, our minds churning, and our ears open, trying to make GW2 the best game it can be.

And we’ll be here when you get back.

-Chap

PS – Watch “The Wire”.

Notes:

  • Suggested music while reading http://www.youtube.com/watch?v=kPWvpDm076o
  • TL:DR – We love this game. We’re listening to you. We don’t post in every thread because we’re busy. Thank you for being so passionate about our game. Life is short – enjoy it. And you should watch “The Wire”.
  • This post was written while taking breaks to cut up proxies and sleeve them for a Legacy storm deck (ANT storm), so I can practice for SCG Legacy Seattle.
  • This post was written while under the effects of Radiohead and tea, earl grey, hot.
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

sPvP, balance, a little philosophy, and life.

in PvP

Posted by: JonathanSharp.7094

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JonathanSharp.7094

Game Design Lead

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The 3 different game types and splitting skills. Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills. Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types. This is very powerful, and something we did in GW1 when we felt we needed it. We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games. As Freamon (from “The Wire”, btw if you haven’t seen “The Wire”, stop whatever it is you’re doing and go watch it. Unless you’re giving birth. In that case…wait until you’re done, then watch it immediately afterwards. Oh, and get your new son/daughter to watch it when they’re old enough.) usually reminded the other members of the cast, “All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.

Chap’s woefully ill-conceived attempt at a metaphor on why we don’t spilt all skills off the bat: Imagine you’re in school, and in order to make sure you learn languages at an even pace, you have to split everything you do into 3 languages. For me, let’s say it’s English, Japanese and Latin (No, Greek, I liked learning Greek more than Latin). You start off answering a question on a test in 3 different languages. You rock. But then you do it more and more often. For every note you take in a lecture, you have to write it in 3 different languages. For every paper you write, you have to write it in 3 languages. For all homework, you have to do it in 3 languages. Every test. Every quiz. It may seem small at first, but if you’re not careful, you’re doing three times the work as normal.

Game types
So a lot of you want new game types. We’ve heard you. We’re prototyping more of them right now. But, as Colin said at the panel, we have to be careful. We learned a lot from GW1. We learned that having too many game types can split up the player base. But, if you’re not careful, just having 1 game type may not be enough variety. You’ve got to find that perfect spot.

Deathmatch. I like DM, but I’m much more interested in objective based DM. “Go in a room and kill a dude” was fun when I was playing Doom/Quake/Unreal, but even those, as simple games, still had map control and buff/armor control. Just giving two players the same guns/armors, putting them in a room, and saying “Ok go” just isn’t as fun to play. Those other elements add a lot to the game. The most competitive/successful games in recent history all share these “secondary” objectives as well (they aren’t STRICTLY Deathmatch):

  • In CS, that was the bomb/hostages. CoD (and similar games) still retain similar objectives to this day. Killing your opponent is still integral, but the secondary objectives “force” action.
  • In RTS, it’s the resources (micro arena is fun, but it’s not nearly as fun to play or watch as having to also manage resources/scout/build the right tech, etc.). The resources force action.
  • In Mobas, it’s all about controlling lanes, pushing towers, and controlling the jungle. It’s not just “go in a room and shoot a dude with your skills”. That’s fun, but I think the other elements add more strategy and tactics to the game, and make them more fun to play.

So for us, when we’re designing game types, we’re thinking about these things. DM is still a fun and exciting part of conquest, but I know you guys want more – we’re working on it.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

sPvP, balance, a little philosophy, and life.

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Posted by: JonathanSharp.7094

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Balance
So during the shoutcast, Grouch and I kept joking about the “petting zoo”. It was funny. A lot of people laughed. But in the back of my mind, I knew we already had some balance changes coming to address it (you’ll see those tomorrow). My mentality was: let’s just have fun, and make it as enjoyable as possible for the viewers. I’ve seen posts saying we like that style of play, we want to have tons of AI builds in the meta, and we don’t care at all about balance or how the game looks/plays. I’ve seen posts stating that I think the petting zoo is funny and that we want nothing but AI driven-builds to be played in the meta (or some other crazy stuff). That’s simply untrue.

So the Ranger will be seeing some changes to the spirit build. We’re being very mindful to carefully shave it so that:

  1. We don’t hurt other areas of the game where the build may not be a problem, as it is in PvP, and
  2. We’ve already seen counters to this build showing up (there’s a thread talking about the Warrior countering this build, and to what degree) in the meta.

So, we will be “shaving” the build a little (we don’t want to over-correct the issue) and seeing how the meta adapts.

Here are some other things we keep in mind as we’re balancing things:

Perception of balance. Perception (there’s that pesky word again) of balance is very important. The last major update saw the Warrior getting some tools that we, the balance team, perceived to be enough to warrant their inclusion in the current meta. At first, a lot of people felt they still weren’t good enough. But now, with no other balance work, people are starting to figure out that the Warrior DOES have the tools to help a team, even in a heavy condition meta. The perception of the Warrior changed. This is why we try not to “whack a mole” balance – we like to give you guys time for your perceptions to mature in any given meta, rather than over balancing the game. Are we perfect? Hell no. We try our best to predict where our changes will take the metagame, and then let you guys flow with the game as the meta evolves.

“Bad for the player, but good for the game”. Alright. Story time. The game dev community is a pretty small place, and a lot of devs know one another. We are lucky enough to have game nights with guys from WOTC (they make Magic:TG) and I got into a great conversation with one of their devs. I was talking about balancing an MMO vs a CCG, and we were swapping lessons/ideas back and forth on the things we’ve learned. I asked him about the mana system, mulligans, and how much I hated them as a player. I hate winning because my opponent mulligans, and I hate losing because of them. I asked him what he thought about that. His answer, in a word, was amazing. He said (paraphrasing), “Ya, that random sucks. Mulligans, mana floods (getting too much mana, but not enough “action” cards) and mana screws (not getting enough mana) all suck. But they add this element where anyone has a shot in any game. Basically, those things are bad for the player, but they’re good for the game.” I thought it was a great way of summing up what happens when we, as devs, have to balance various classes in an MMO. It may suck to have YOUR build and YOUR class slightly brought down in power, but, here’s the thing, it’s good for the game at large. So don’t think that we hate X class. We love all the classes. But sometimes we need to adjust a few things in order to protect the health of the overall game.

Shaving vs Whack a mole. We want to “shave” as much as possible, and not do massive improvements/reductions to classes. This means making slight tweaks to classes, rather than massive changes which can upset the balance of the game. A lot of times we use spreadsheets, generate the baselines for a given type of skill, and then bring the outliers up or down, depending on where they hit. Sometimes very slight tweaks can have massive implications.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

sPvP, balance, a little philosophy, and life.

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Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

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“Our life always expresses the result of our dominant thoughts.” -Soren Kierkegaard

Sup! + Pax
Thanks to everyone who was able to make it to the Pax finals!! It was a blast and getting to meet both of the teams (and a ton of other players) was really fun! It was a lot of work, but the program went pretty well overall. Sorry to both of the teams about the tech issues we were having/sound issues. Those things happen, but I’m still sorry about them.

There’s been a lot of…”fire/passion” on the forums lately so I wanted to take some time to address some things. As I’ve stated before, we’re usually really busy trying to get things (like Pax) to happen, but we love to post when we’re able. We read MOST of what’s on the forums, but we seldom have time to reply to each individual thread.

So, I thought I’d try something. I’m gonna try to address a multitude of issues that have been raised on the forums in this post, rather than responding to each of the threads individually. As you can imagine, it’s much easier to respond to everything in one post/thread, rather than trying to keep up with multiple threads.

I’ll break it up into sections so it’s easier to read, as walls of text have a habit of not being very reader friendly.

LESSGO!

For the love of the game
Some have said that we (the devs) just don’t care about the game. This, I can tell you, could not be further from the truth. We LOVE this game like crazy. You guys may be frustrated that a feature isn’t in, or that something’s not perfect, but it DRIVES US NUTS. It keeps us up at night. We wake up thinking about them and writing “to do” lists in our heads as we drive to work every day.

Unfortunately we can’t just snap our fingers and fix everything. We have to take all known issues, prioritize them, and then start dealing with them an issue at a time. That process looks something like this: we do a design of the feature, requisite resources are requested, the feature is implemented, iterated upon, tested, polished, and then released. For a game the size of an MMO, these things take time. We’re not a small game that can move/change/adapt quickly. An MMO is more like a massive ship – it takes time to change direction. Many systems/pieces/features in the game also impact one another, so we have to be very careful in what we change and how.

We’re very passionate about the game, and we want it to be the best game possible. We love the players and we love the game. Just because you don’t get what you want, right when you want it, doesn’t mean we don’t care. We’re just very busy doing a LOT of things, because a TON has to happen behind the scenes to get an MMO built and updated.

Sometimes it may seem like we aren’t listening, or we don’t respond to your posts. But a TON of things could be at work. Don’t assume that just because we don’t change things exactly when you want them changed that we’re ignoring you or don’t care about your opinions and thoughts.

We aren’t Data
We get tired. Emotional. Fatigued. Excited. You name it. Ask any dev from any game, and they’ll tell you – they’ve been through it all in order to ship a game. And just like you (who are also not robots), we take vacations. We hit caps where we’re just so tired that we need to back off, recharge, take a vacation, and then come back to the project.

We have tough skin when it comes to taking criticism, but an overabundance of negativity on the forums can still take a toll on anyone. This is simply natural. It’s the same for the president (who I’m sure hears a TON of opinions about how he’s doing his job), any athlete who plays in the public eye, any artist, any performer. You want criticism so that you can improve, but you also have to develop a tough skin so that negative feedback doesn’t keep you from being functional. Sometimes this means you take a break from negative sources of feedback.

The Pax event took a TON of time/planning/prep from many people, and due to that, a lot of us are taking slight breaks right now. If you don’t see as much activity on the forums for a bit, that’s why!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

thief nerf required in www

in WvW

Posted by: TainoFuerte.8136

TainoFuerte.8136

Of course we see zombie zerg with no brain

Love the videos that are posted… as if only Thief can do 1 vs X

Just some random videos of other people playing different classes to good effect.

You know, maybe it really is JUST YOU.

Literally Roguecraft all over again.

Compare and contrast the amount of WvW trolling videos made by Thieves that demonstrate consistent 1vX trolls versus the amount made by other classes. D/D Bunker Eles come closest to the amount of Thief 1vX trolls (lulz, and that’s what’s posted as counter evidence), and guess what the community thought about that. NERF NERF NERF

In fact, find a single video of even the most bunker Warrior, Necro or Guardian going deep into an enemy zerg, for minutes at a time, harassing and downing the commander from within 15+ of even the worst of players. I’m going to go ahead and guess that when other classes try this, they die.

The reason they don’t perform like the Thief, is because the Thief’s mechanics for survival are vastly superior – which allows them to take what would otherwise be guaranteed suicides without any risk at all. The fact that this capacity is available almost exclusively to the Thief is the very definition of being OP, intended by devs or not. I’m sorry, but that’s what it is.

I love my Thief. He’s my highest rank in WvW and the first class I played in my first BWE. But I call it like I see it. Constant invisibility will be endlessly broken or balanced by being almost completely useless in almost any multiplayer game. It’s a dance done by countless video games before this one, and will probably continue because game designers just don’t learn from other’s mistakes. SWTOR’s version of the rogue class was butchered shortly after launch because, like most Rogue/Assassin/Predator archetypes, it was intentionally designed as a troll class. Give me all of the choices – remove them from my opponent. It is the antithesis of a direct confrontation determined by skill and decision making capacity of the participants involved. The same thing happens with non-mmos. Natural Selection 2 nerfed the invisibility upgrade for the Alien team completely for the same reasons. Same old story. Crysis’ stealth is changed up game to game in multiplayer, as did Halo’s, teetering between broken and useless every other game.

Worst still, it’s just as annoying to new players as getting CC’ed for hours on end, because one of the worst game developer mistakes is to make a player consistently feel helpless or powerless – which is what facing an invisible opponent, who controls the flow of the battle, the location of the battle, and the odds of the battle, does.

As much fun as it is for me and my Guild’s Thieves to run around in perma-stealth builds trolling people who don’t see us coming and can’t even escape or kill us in turn – it’s kinda broken.

I sure liked being a Thief when Thieves could contest supply camp cap zones while invisible around 40+ organized guild players – but it had to change because it was really stupid. And that was with one guy just running around in a single area that everyone can see while stealthed.

Ultimately, I really enjoy the class so if nothing’s ever done I don’t lose – but one day I’d like to think my Thief’s performance in PvP is because I’m good or am slowly getting better, not because my invisibility is EZ MODE ACTIVATED. I don’t even consider myself a good Thief, and shudder to think of the type of performances skilled ones can do in WvW.

Low risk – high reward is not good because it removes any decision making process. Anything that has no risk but has the potential of yielding the same rewards as something else that does have risk is obviously the better and more intelligent choice. Why would I ever roam on my <insert class choice here> if I’m slow, can be outzerged and can’t escape from losing battles when I can do so on my <insert class here> and never have to pay repair costs? For the challenge? Because I hate my gold? For the lulz?

thief nerf required in www

in WvW

Posted by: Deniara Devious.3948

Deniara Devious.3948

Thieves are not all powerful in WvWvW, but there is no denying the latest patch made them overly popular. And there has always been lots of thieves in WvWvW. When the culling was broken, I often called it Thief Wars 2, because sometimes I could e.g. see 5 people on our side, each and every one being thieves. How is that for a game balance?

Of course you can beat thieves in combat, but most people agree: fighting against them is no fun. But can you kill a really good thief? Fighting them is extremely annoying as they remain visible very short amount of time and dodge while visible or keep teleporting short range. Many duo thief teams can achieve almost permanent invisibility, which in my honest opinion should be fixed.

Thieves still enjoy the advantage of being the best roaming profession and best professions to prey upon the flanks of a fleeing enemy group. They can snipe dolyaks, venture deep behind enemy lines, snipe the tail of an fleeing zerg and initiate combat against solo roamers without much any risk at all. In worst scenario they can always enter stealth, shadowstep and then heartseeker spam/infiltrator’s arrow teleport away. This allows thieves to run glass cannon builds, which would not be that viable with other professions. Low risk, high reward <— a clear sign some balancing should be done.

Few things should be changed:
- Revert the revealed back to 4 seconds in WvWvW. 3 seconds is too short considering the size of the map and chaotic nature of the combat. Besides thieves in WvWvW have much easier time entering stealth than in pvp setting. They rarely ever get knocked out of shadow refuge and they can use whatever forest animal etc. to grant stealth with cloak & dagger (it is much easier to land C&D on an animal or NPC than a human player who tries to avoid that).
- Currently sword #2 (infiltrator’s strike/shadow return) allows unlimited range teleport. This basically can give the thief a superbly powerful way to get out of combat or do the supply runs faster than any other profession. This should be reduced to max 1200 range.
- Reduce the amount of stealth you can get from combo fields. Thieves have the best blast finishers in the game: clusterbomb. Black powder + clustercomb = area stealth. Combine that with right mix of traits e.g. patience —> perma stealth. Fix: reduce the amount of how many seconds of stealth you can get from smoke field into half.
- Larcenous strike is a bit too good at the moment. Either increase its initiative cost or make is steal only 1 boon.
- Stealth stomp should not work. This should of course affect all professions e.g. mesmers and engineers also denied of doing stealth stomps.

Note that I am NOT suggesting these game balancing changes to other forms of the game, only WvWvW.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

Suggestion for a Confusion-reimplementation

in Mesmer

Posted by: Carighan.6758

Carighan.6758

While talking about Confusion as a counterpart to Poison in another thread, I had the thought that the comparison does indeed make sense, but that it’d be an interesting basis for a Confusion-implementation.

Poison punished healing without thinking. You lose a percentage of each heal, so you’re better off first cleansing Poison, then healing. But you also have to factor in pressure, so in some situations you may need to heal first (biting the bullet), then heal so you’re free to heal more afterwards.

Confusion isn’t all that different. It punished spamming skills without thinking. You take damage every time you press the button, so you’re better off making the cleanse your first one. Although sometimes pressure is too high and you need to first heal / port / defend, then cleanse.

But if that’s the goal, then I suggest making Confusion a duration-stacking condition:

  • Power of the sole Confusion-stack should be ~3 current stacks, maybe more. Potentially going to be quite different in each game mode.
  • Duration stacks, base duration should probably be 4 seconds. This would help a lot with PvE Confusion since now you can apply 20s Confusion with the Sceptre, or 12-16s with CoF. (edit: Or maybe 3s. I don’t know exactly. Tricky to judge.)
  • Caps at ~60s total duration.

This’d facilitate Confusion as a “Think before you push”-condition because if unchecked it’ll stay on you a substantial amount of time, constantly ticking health off. Damage would need to be carefully balanced to be threatening but not inherently lethal (since that’s not the point, as with Poison), and can then be buffed for PvE to make it a PvE-useful damage source.

Anyhow, that’s my random thought for the day.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

(edited by Carighan.6758)