Showing Posts For Nyx.6532:

Tempest overload range.

in Guild Wars 2: Heart of Thorns

Posted by: Nyx.6532

Nyx.6532

i really feel the thing which limits the use of tempest build is that overload is melee ranged.
think it would be far better overall if it was an aoe cast (such as lava field) with range the same as your main weapons auto attack range ^^

Ride the ley line skill.

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Posted by: Nyx.6532

Nyx.6532

in bloodstone fen you can use a skill called Ride the ley line, which makes you fly very fast straight forward.
this is properly the most pleasent movement ability i’ve experienced in the game, combined with all the ley lines in the map it makes moving around extremely pleasent.

i would Love to see this introduced to far more maps as it makes moving around very pleasent and enjoyable ^^

not sure if this is the right place to write it, if not please move to the right section moderator

Channel and Beam skills/spells

in Elementalist

Posted by: Nyx.6532

Nyx.6532

would love some of these on utility/elite or dual staffs.

some long channel skills preferable at least 1 beam spell which would do increased damage the longer it kept on target or heavy aoe which increased the longer you channelled it ^^

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

Would be nice just to have some feedback from Anet, almost everyone thinks Weaver is needlessly complicated and limiting. Putting defensive skills behind a 5 to 8 second cooldown is just stupid.

I do agree, but I think this is a general issue with the GW2 designers, which is just done enough here for everyone to feel it ^^

what I mean is that needless complexity, to do something simple, is what they used to create a false sense of “difficulty/skill ceiling” imho.
weapon switching instead of just skillbars (feel like console design to combat the lack of hotkeys),
+ the 25 different buff/debuff,
+36 field/combo combination,
+ complete lack of class roles,
+complete lack of ways to gather information of what you are facing/fighting before it is already after you Needed that info,
+ design made where you have to pre-emptively react to the enemies “animations” which are very obscured,
+ absurd amount of different builds and time to get a hang of it all, with very few valid setups (as all classes need to do all, which also scraps any feeling of “roles” + “class balance”, and balance in general across the setups),
+ etc. etc. etc.

the complexity layering has been added to heavily that I bet even oldtimers can find it confusing and that the Vast majority of players don’t know even all the mechanics on paper, much less are able to react to them on instinct with correct reactions.

this aspect won’t change unless the designers do though as it seems they believe that the more convoluted the design, the better it must be.
simplicity concepts are not something they seem to have in their discussions ^^

(edited by Nyx.6532)

Elite spec weapons available to base class

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Posted by: Nyx.6532

Nyx.6532

Should be allowed…

weapons themself should not be Locked behind the Elite

traitlines and utility skills ? okay

but the weapon ? no

nothing should be locked behind the trait.
neither skills, weapons or mechanics… it forces very limited build choices and handicaps the class balancing overall

Feedback thread for Weaver!

in Elementalist

Posted by: Nyx.6532

Nyx.6532

I played a glass staff weaver in PvP, and it seemed really bad. The spec locks you out of the life-saving 3/4/5 skills on the staff, and it also messes with the condition you inflict using arcane skills. I switched back to tempest to see if I was just being bad and I pretty much decimated everything.

I don’t know about the other weapons, but it doesn’t seem to function well on the staff to me.

have much the same feeling.
the dmg output in no way makes up for the complete lack of effective survivability it brings. dmg is actually lower, takes more effort and traits are vastly worse with no synergy to other traits or utilities/elite.
elites and utility skills are all melee ranged, making them close to useless for staff dmg builds.

Weaver flows like a river of bricks.

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Posted by: Nyx.6532

Nyx.6532

Number 2 so much. for the weaver being an attunement dancing spec this seems so counter productive. The trade off for this spec should be the fact we have to attune twice to get to survival 3 skills, and the complexity the dual skills add to the rotation. Unravel shows how much the GCD sucks, we get a utility to undo the whole elite spec mechanic.

If you compare to other classes our trade off is insane.
-Mesmer replaces a dodge with a blur (more or less =).
-Thief a gap closer with a mark for higher dps (why would a long range weapon need a gap closer?).
-Warrior use their adrenaline from an attack to an absorb with a counter.
-Etc

yer wasn’t even comparing so much. only compared with the necro that sacrifices reaper, which is kind of a lot but the power it gains is incredibly strong.
even here i’ve been very dissapointed with the elementalist (especially as a staff ele).

so yes i do agree with these ^^

Glyphs on Weaver

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Posted by: Nyx.6532

Nyx.6532

glyphs are pretty bad right now, only think they are beaten by sigils in general, but even here you will see far more sigils on serious builds than you will see glyphs.
so i am not afraid they will be “too good” if they are then GOOD at Last the glyphs will get some time in the spotlight, which they kitten well deserve by now ;P

when that is said; YES I would love to see more skills being affected not just by the Weaver setup, but also by the weapon you are using.
I would love for them to start incorporating different effects for utilities/elites depending on which weapon you were using so that all the skills have a valid/realistic place for each weapon (especially Range of the skills need tweaking depending on weapon).

the elemental summons should also be permanents until they die, and attackspeed+accuracy+movement speed should all be increased.

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

Weave self elite

currently elite gives us up to 20 seconds with half of cd between attunements + bonuses from already used attunements, but if we are swapping between all of them, we are ending it within 4-10 seconds depending on how many skills we are using, and entering ‘perfect weave’ witch no longer grant attunement gcd-reduction (and ends earlier if we use tailored victory) – so it’s kind of punishes us for completing requirement to become this so called ‘ultimate being’ which is actually worse than base effect of elite (no gcd reduction)

currently to get most of this elite we should stick to changing between 3 attunements for 19 sec and than at the end swap to the last one.

I’d like to see it changed to increase it’s base duration to 25 seconds and remove that whole ‘perfect weave’ stadium.
Leave ‘woven element’ bonuses as they are and, if all of them are activated, allow us to end elite earlier with tailored victory

generally think the problem is that it is “self-target” skills.
if you gave them the same range as your weapon, it would actually be pretty good as the CC on it is ok.
if you also made the full buff stay for 30sec after activation before the buff stopped.

personally, I really like the idea of “powering up skills” and think it should be done with All the weaver skills. adding more effects to the skills the more attunements you’ve been through before using the skill, adding an “ultimate” effect when you’ve been through all 4. would be an awesome setup imho
but I do feel like their extremely limited range, limit the builds that can utilize them and makes them not worth it unless you are melee anyway. therefore I think giving them the range of the weapon would be the best solution to these skills (properly a pretty good way to do with all “elite/utility” skills so to give the weapons a lot more characteristic feel)

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

Upon further review, one thing that I noticed is that the vast majority of the dual skills have no defenses built into them except for the very ineffective barrier from elemental refreshment. In addition, some of them are weaker than the standard number 3 skills that they replace. If those could be re-balanced to actually make up for the defense that you lose from your 4 and 5 skills being locked behind the attunement gcds, then changes to the profession mechanic may be avoidable. I don’t know if extra barrier is the solution or if more types of defenses need to be added to them, but they do need something extra.

Just offering an alternative solution to changing the way the profession mechanic works, in case the dev team is determined to keep the mechanic as it currently is.

could work yes ^^

Staff:
Dual skills are too slow and lack the condi damage needed for the spec. The skinny barrier brings nothing. Piledriver is fun but shouldn’t root you. In fact no skill should root you.

Overall, there is some improvement to make in dual attacks to make them somewhat threatening. Right now weavers are more or less free kills. In a DPS build anyway. We can output some nice damage, but that requires more risk & effort for lower results, and nothing to the party.

yup agreed.
the dual skills are cool and shiny, but as for effectiveness it doesn’t feel like something you would want to sacrifice a full trait line on :/

The issues with weaver

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Posted by: Nyx.6532

Nyx.6532

i would say that it will become hard to fix as it already overlaps so much with tempest and D/X builds, now yet another bruiser spec introduced which can overlap even further.
not sure how you want to diverse 3 different melee condi focused spec’s without any of them becomming absolete.

as i see it the issue is that weaving as a bruiser is a wrong focus and it will obviously either just be a straight downgrade or upgrade to the existing tempest and core D/X builds.

lots of other issues as well, but as the entire focus of what they wanted with it, i think this is a big issue that is ignored.

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

also kind of sad we got a melee condi focused elite spec Again. when already as it stands the current melee is also condi based, and the other special elite traitline is also melee heavy.
2 very similar elite specs which both just overlaps the D/X which was already strong.

seems like the completely wrong direction, as we would expect this one to be power heavy and ranged heavy (to see a big difference from tempest).

[PoF] New Elite Specs & core traits: Logic?!?

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Posted by: Nyx.6532

Nyx.6532

the main problem with elite traitlines is that it excludes the core building setup when you are forced to wasted 1/3 of your build on just using the new mechanic.
on top of that if you are going core builds you are stuck with suboptimal setups.
especially comparing the core shroud to both reaper and scourge it is ridiculessly bad.

they should have made the mechanics of the classes be a “choice” which didnt have to do with traitlines and then focused on making elite/utility skills and general traitlines to synergies better and make more interesting gameplay

(edited by Nyx.6532)

Weaver Builds

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Posted by: Nyx.6532

Nyx.6532

The Rainbow Railgun:

Step 1: Obtain Bifrost.

Step 2: Traits
Arcane (1 or 2 / 3 / 2)
Air (3 /3 /3)
Weaver (1 / 2 /1)

Step 3: Take Arcane Brilliance, Sig. Fire, Arcane Wave, Arcane Blast, whateverelite you want (air elemental has some extra stun)

Step 4: Beserker’s Amulet, Scholar Runes, Sigils +5% to distant, +5% to low health

Step 5: Obliterate anyone with less than 20k health and auto invulnerabilities with this combo:

Start in Air Earth. See someone in the distance who is a high priority target.

Swap to Air / Air as you approach, granting yourself swiftness with Air 4. Attempt to cage them if needed with Air 5, OR go into your combo shortly after having switched.

Combo:
Swap Earth / Air, launch an Arcane Blast to Immobilize, RIGHT as its about to hit, you start to cast Pile Driver. Mid cast, and right as Arcane Blast lanes while Earth is still your primary attunment, you swap to Air/Earth, which grants fury and your lightning stike for the Pile Driver to hit hard.

For the follow up burst, use Lightning Surge + Arcane Blast + Arcane Wave spam immediately after Pile Driver hits to benefit from Tempest’s Defense’s 20% bonus damage.

Once you have this down, you can deliver this huuuuuuuge spike of ranged damage from 1,200 range with very little visual “tell” that its coming. You have various fall-backs when this spike misses, but its exceptionally good for bursting down Scourges, Guardians/mesmers/elementalists, but obviously fails against people with auto-defenses unless your burst lands simultaneously.

The bonus crit damage gets unreal.

you tried this in practice?

tempest won’t activated as it is an immob which isn’t covered by it (unless you get the stun down, then see them stand stupid for 2 seconds).

ferocity from arcane skills trait doesn’t stack (only the largest apply).

you are putting all your eggs in one basket, and it all depends on the enemy being 100% glass without a single defensive trait, skill or stats (any of these will negated this attempt to snipe.
or him just moving away as you are rooted while casting, and there is no “range indicator” so guess the distance).

one of the big issues for staff is that the range, while long, is no longer than so many other classes and lower than rangers which will try and snipe you out. (while being slower to attack than any other class, and not having the ability to keep people at distance)
the majority of the staff skills are not very good alone and require you to land full combo’s which is something you will rarely have the possibility to stack up in a close fight.

ps: and imo other classes will do this a lot better

(edited by Nyx.6532)

Weapon swap attunements [suggestion]

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Posted by: Nyx.6532

Nyx.6532

After playing the weaver for quite some time i noticed it’s actually not that bad as i thought at first when i saw the low damage and survivability but after learning how to use the skills and getting the rotation right it turns out to be quite fun to play. That being said i also noticed it could flow a bit better since this current system feels a bit clunky and slow.

Unravel: This could be implemented as an f5 upkeep skill that can turn your dual attacks on or off when you use it to make other weapons than sword useful.
Currently, dual attack skills on every other weapon are worse than the original except for the sword.

Weapon swap: Switch main hand and offhand attunements. First swap without cd to help to get the access to defensive offhand skills and swaps after that with cd.

Sword: Damage has to scale a bit better with power. Currently, the skills are kinda low damage compared to other classes.

These changes (especially the swap) would also help the new weaver players to get used to the class since it’s really confusing at first.

I like the weapon swap idea. My issue with an F5 is that it ends up turning Weaver into another elite spec that adds so much more than base ele, instead of just changing how it’s played. Some careful design should be enough to help make the double attuning and 4-5 skills more accessible. If they can design a good, but not OP mechanic to be used with the weapon swap button, I would be all for that.

when looking at necromancer i must say i am very jelly compared to the power “gain” ele got.
seems like something in the style of necro would have been amazing. instead we got this, which seems rushed and unpolished for staff at least (which is what i tested extensively) :/

Anet why do you hate us?

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Posted by: Nyx.6532

Nyx.6532

whan an entitled bunch, necro is useless in 95% of content but WvW and you have the courage to whine because you cannot press 1 button to obliterate siege weapons

Elementalist was always Anet’s favorite. And the are so entitled they still whine for more.

Whenever people posts an low-effort, ignorant reply like this, I like to repost this video.

Love that vid xD

it makes it even more true when the FAR strongest ele builds are all melee focsed builds xD

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

i think the design idea of the necro matched a lot better to a elementalist imho ^^
could have made the shades elementals which activated elemental effects etc.
given the ele some nice long ranged options with a ton more aoe focus

dreaming over here ^^

edit:
also Arcane ressurrection should be moved to water trait line as it got nothing to do with arcane and everything to do with water

(edited by Nyx.6532)

Feedback thread for Weaver!

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Posted by: Nyx.6532

Nyx.6532

Staff elementalist feedback here:

Bit more constructive feedback to weaver:
From a Staff ele’s view:

I had the feeling weavers are made mostly for melee fighting and melee weaponry, the utilities and elites are all heavily melee focused, the traitline felt dull and uninventive with little synergy to the rest of the ele traitlines.
It felt far more like a “off-tank” than a “mage class”, and was very disappointed as Tempest is purely melee focused so expected we wouldn’t get another purely melee focused setup.

Unreval: make it a Toggle at F5.
as you still have the GCD on all attunements being able to switch fully is in no way breaking the gameplay, however it does lessen the annoyance of using it and makes it more of a “fair balance” to get the skills you need.
As it is still preventing double field blast (earth->water->fire=fury+mights, etc. combo’s) it is still a pretty big sacrifice to gain the new skills.

dual cast skills:
All dual cast skills should be effected by CDR from their respective traitlines (or at least one of them, even with both on you don’t get CDR on dual skills).
Traits which adds attunements effects should add both effects, and double if fully attuned (you are giving up a full traitline for an awful one, I think this would lesson the hurt of that).

Staff dual cast Skill: (max targets of staff need to be increased x2 imho on all skills.)
Pressure Blast: only does slightly more damage than fireball, adds minor effects from dual cast and 15sec cd.
I Really feel like it need to be a Blast finisher as well as decreasing cast-time or increasing dmg or increasing aoe area+target hit.
Skill animation look kind of dull and PLEASE change the underhand, soft throwing of it. It looks really silly for a “big spell”.

Pyroclistic Blast: duration need to be increased on the after effect, it is very low now and doesn’t combo well with any of the finishers. Also add a KD/Daze effect on initial hit
Skill animation; please change the underhand throwing and the “curved” projectile angel, it looks like we are throwing a giant waterball with our muscles, not that we are magically creating a big spell and using magic to blast it at something.

Lahar: like the idea, staff ele need more lasting CC. think it would be better as a vortex spell which pulled enemies into the middle with each pulse. And/or don’t think it last long enough though and since it’s a field you can easily get out of it. Increase its duration and give it the field attribute.

Monsoon; this should be a KB skill on every hit, that knocksback the enemies as it goes through them, like a moving earth wall (gab-creator of which the ele currently has only 1). It’s width should also be increased 2-3 times.
Skill animation: pretty nice should be a big bigger.

Plasma Blast: of the the cooler looking ele skill; find it’s effect to be too low for how easy it is to evade, aoe area is quite small as well. Either increase the aoe or increase the Dmg or decrease the CD.
Skill animation; like the colour setup, beautifull explosion on it, only real improvement should be to the character models cast animation (arm moves to early and to slow, move slightly later and faster, like with flame burst.

Pile Driver: Cast-time is long, you are rooted while using it, piercing effect is rarely strong, long cd, daze hardly makes up for the downsites:
Give it 1500 range (as the only staff skill which can reach that far), increase it’s cast time to 3 seconds, increase it’s damage significantly. This would give ele at least ONE very long ranged skill.

Weaver Traits: (generally: stop giving specific weapon trait stats if you are limiting recharge to single elements. You are double handicapping the elementalist, either it should all be weapons or all be attunements)

Master fortitude: change it to a higher bonus which occur when dual-cast is used.

Weaver’s Prowess: only give benefits to condition dmg builds, add in bonusses for power builds on this one.

Elementalist Rage: only gives bonus for power build, make it also help condi builds (and stop double dipping in the traits, the options are limited enough as it is).

Superior elements: increase the weakness timer or change to conditions to increase the damage, or add more than 1 condition to trigger it, to something else (as ele staff got Zero skills that adds weakness, which you will ever cast, this is an awful synergy).

Bolstered elements: guess it is a fine defensive trait.
Elemental Pursuit: kind of a cool skill to have added.
Unravel hexes: also a cool skill to have added although I feel these two traits could have a more combined effect, using 2 traits on this does seem to lock down the traitline a lot. And it gives 3 traits that breaks CC automatically (bol, ele, unravel). So bit much to put here since there isn’t much interesting synergy in the rest.

Invigorating strike: is ok I guess, but again kind of boring and pushing towards only 1 playstyle.

When it comes to traits I would have Loved to see more traits actually make synergy with other traitlines in the ele’s package.
I feel like all the new traits in weaver traitlines are kind of boring, and some of them just seems very “meeh” and “bad” compared to all other traitlines.

Elites/utility skills:
Here I feel we seriously need something that isn’t targeted on ourself. Could we please get some ranged skills in utility and elites?
Or is this just the new ele where every new utility and elite skill is just self-target on us with low aoe range? :/
Feel sad we can’t even get a single elite skill that isn’t melee ranged when we are playing the Main Mage class in the game :/

edit: not sure if the range of staff skills shouldn’t be increased in general or at least have a trait that does this now that you can get sniped so easily.

(edited by Nyx.6532)

Anet why do you hate us?

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Posted by: Nyx.6532

Nyx.6532

Everyone that plays core ele dislikes tempest.

Great generalization you have here. And, like all generalizations, it’s wrong. I played and loved ele back on vanilla, then I tried and loved tempest, too.

Right i play tempest and i HATE it over all its a elite spec for tankly support then anet realize it would not be used unless they tack on a dmg effect. So they make air and fire overlord do high enofe dmg to be viable in raids at the same time nerfing the crap out of core ele. There by making tempest the core class and the ele a non class.

Tempest as a class is a over cooked ideal with a lot of sauce to cover up for the fact.

i would have loved if the overloads where just Aoe ranged skills. that would have made it a viable choice for builds that wasn’t melee focused (although i dislike the way overload was done, seems counter intuitive to add cd time on attunement switch as thats eles entire gameplay focus.)

nice to see so many people poking at the Staff ele’s extreme weakness compared to other setups.
would love if they could make it more viable, it needs far more ability to control the battlefield as it has no real movability, so CC is it’s only way to try and keep distance (which doesn’t work when every class can be CC immune for ages now, and the CC of the staff is very low time amount).

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

Still agree with most of the ideas presented by op, but I don’t think I would remove the AoE cap from all skills. This would greatly favor the larger zerg. Barring the technical difficulties, I see a few problems with this.

Defensive buffs.
With no AoE cap zergs will have ridiculous sustain, permanent Rite of the Dwarf, permanent auras, mass distort, undeniably infinite boons (imagine signet of inspiration buffing 50+ people a time), and healbot ele/druid remaxing the entire zerg’s health every few seconds. Even with the Aoe damage cap removed I can’t imagine a 15-20man group laying a scratch on the zerg and I certainly can’t see why anyone would want to spread out when they’re perpetually buffed by 49+ other people at time.

Zergs will have unbelievable damage.
I agree that this would help smaller groups do more damage which is essential to anti zerg, but this is a double edged sword. In the current meta, a 50+ t1 blob can already 1 push an entire 15 man guild with ease. All zergbusting guilds run much much tighter than the average blob which means that the zergs is the one main beneficiary to the Aoe removal cap. I just can’t imagine a 15-20 man group surviving a 50man bomb.

I would rather go for a middle ground. Keep the defensive cap at 5, and double the maximum targets for offensive skills.

Hi jul, ty for joining us

Your idea is nice, and I do agree on the defensive part as a possible solution (also been discussed earlier as it would be an issue, so spot on there ^^).
not sure with the offensive as it would just require a bigger zerg to do the same thing, so I am a bit afraid it would work in the opposite direction (unless you x4-10 it, so the numbers are so high it might as well be limitless).

You can argue the double edge sword, but the counter argument to that in this specific situation is that you are arguing what would do the most dmg “headbutting a claymore till it explodes” or “being run over by a tank”, in both cases the overkill is so insane that it really doesn’t matter which one it is the person would be dead 100% guaranteed.
Big zergs got the same effect, if you are not in “immunity” of some sort and blob running into AOE from a heavily outnumbered force then you will melt faster than you can throw a stone ^^
If we are talking equal forces, then whoever use the best tactics (split up, attack multiple angles, etc.) will win the fight, so skill>>numbers, which I what I would like to see.

There are properly other ways to approach this issue and I would love to hear idea’s if you got any more on the area.
These was just the area’s I personally felt where the once which created the big advantage for zergs, and would be the first thing, imo, to improve.

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

sometimes I feel like the only thing that could root out blobbing from the WvW [and game overall] would be something overly drastic, like introduction of bodyblocking or sth…..

Thank you for your interest.

I do see where you are coming from and I can understand the feeling.
Personally I believe that adjusting the scales just enough to not heavily favor blob play will automatically make people split up, as blob play is completely suicidal as a rl tactical or/and strategic approach.
I believe that it will created a natural reaction to go towards something “tried and true” once the illogical behavior, due to the systems, is no longer functioning.

Whether it is by following the suggestion I made or narrowing down such systems in a different manner and correcting them, I still believe it is the correct approach ^^

if you removed the aoe cap the smaller more organized group would win depending on their skill. they could easily approach from stealth (without the enemy even knowing they are there in the first place) using all zerker gear and insta wipe the zerg.

Ty for joining in

I agree that smaller group would be vastly more effective when played smartly vs. less optimal played large groups. and in your scenario, which I like, it would mean the enemy zerg is blind as a bat, doesn’t utilize traps and is heavily clumped up and waiting to get slaughtered (and if that is the case I would explain it as you simply outplayed them and they performed badly which they could easily improve).
So the outcome is kind of the point of these suggested changes. To allow players to use actual tactics and strategy which rely on outsmarting your opponent instead of simply closing your eyes and all sit on each other’s shoulders while running though ^^

Numbers would however still matter, and it should, as a larger group has a lot more options for multiple angles of attack as well as having the same setup but with more players (so can survive more mistakes).

Agree with overall goal of breaking up map blobs. Hope ANet paying attention, cause what we’re starting to see is mostly necro zergs of 40+ and that’s really, really boring to try to fight with smaller group.

I wonder if the new territories will allow for more refined outnumbered mechanisms?

Tyvm your support for the overall idea is very much appreciated

I doubt we will have any new pvp territories with the coming expansion, but we can only hope if we do they will try to improve that aspect ^^

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

completely removing the aoe cap would create unplayable lag wouldn’t it?

I don’t think zergs would break up if aoe caps were removed. the zerg mentality is so central to this game that I don’t know if it could be overcome, and why should it be?

coded correctly there shouldn’t be a noteworthy performance decrease.
defensive buffs could possibly be a slight issue, in extreme circumstances, kitten people can stand on top of each other and all throw aoe’s, but here we should consider if defensive skills shouldn’t retain their cap or have another system in place as they would get out of hand fast. a nice poster discussed this part early in the thread ^^
however coded right i do think the extra calc needed is minor enough not to be noteworthy even in those cases.

overall i think it is more likely that you will see a performance boost due to the effect it might have, as you will see less giant zergs in one big blob and the general Lag-zergs blobs would thin in numbers extremely fast which would give you a much lower “time with lag” in giant zerg fights.

depending on implementation you might be able to created uncommen(or/and unrealistic) situationens where you would have an increase in “spike lag”.

you could use other tool to created anti-zerg mechanics but i believe that if it can be done within the existing complexity, it is better not to add new complexity to the system which is already very complex ^^

edit: the kitten is = as …. 50, that’s what it change to kitten, sry

(edited by Nyx.6532)

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

as long as there is more than 1 player and aoe, bombing as one or kill zones will be the meta, which means zerging x coordinated zerging in fights. to be anti zerg, you really need to overhaul the game and so, end up with a totally different game

completely see your point in this.
Zerg is kind of a nifty word, but it doesn’t really explain anything but “a reasonably big group of people”.
however i think we all have a pretty good idea of what we mean when we say zergs.

the thing is, you don’t want to remove group play from it, but you want to give tools which allows for a fair playing field.
as it currently is there is no fair playing field because the mechanics are illogical in a way which heavily favors unrealistic Zerg play.

as example:
1. no collision allows people to both stack crazily and fight while being stacked as well as running through others.
2. max hit caps on skills mean that you can stand in the middle of aoe and not be hit at all.
3. slowdown forever after you hit a target (untill you get to a very high distance to the target).
4.etc.

none of these makes logical sense, they are mechanical concepts which are introduced to prevent/created specific goals, and because they are there they are wildly changing the playing field and making it extremely unfair for one side (unfair in the sense of what you would expect when looking at tactical/strategic play).

so the point is not to remove the ability to Zerg, but to remove the arbitrary advantages that illogical systems give them (illogical in the sense as explained above).

i do believe that these changes, or something in this direction, would vastly change the general playstyle in WvW. but i’ve already said how i think this would change it through this thread so won’t WOT to repeat it :P

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

If your thread was more digestible then I would do a bullet point response reply, but there is way too much of the “meandering text” (like Gaile mentions) to sort through. I gave an appropriate response considering I did not notice anything worthwhile that would improve wvw when I scanned through it. Please clean up the thread so it’s reader and response friendly.

some subjects simply takes a lot of thought and text, if that is outside your comfort zone or to much for you to want to invest the energy in right now i can totally understand that.

however it is a complete kitten move that goes against nearly every point mentioned in the post You linked me to simply go in and basicly say:
“TL:DR but i disagree bc i think i won’t like what you say without reading it”

if you do Not have the energy to engage, and not even to the point of reading enough to see if the information is “needless” or “it is just a subject which require the base information to be known” then you shouldn’t respond at all as you are not contributing to the conversation but simply aggrevating and derailing it.

have a nice day

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

Nyx, none of your suggestions do anything to improve wvw. First, wvw was specifically designed for large scale battles. Second, the only way to spread out players more is to have more maps in play, not by introduce annoying mechanics. Third, you can’t “punish” playing a certain way, and the system has technical limits, so some of what you bring up won’t even work… like at all.

The goal of suggestions should be to make wvw better, not worse and more frustrating. And again, most people, including the devs, will not read this because it’s way too long and difficult to follow quickly. Be more mindful of your audience by being more clear and concise.

To help you…

https://forum-en.gw2archive.eu/forum/game/wuv/How-to-Give-Good-Feedback/first#post6564561

“As you can see, what you are saying is important, but how you are saying it is equally important. Your strongest points will be lost if they are delivered without details, if they’re presented in an aggressive or unpleasant tone, or if they are buried in a huge wall of meandering text.

Ty for your interest ^^

if my suggestion make you feel it would get more frustrating and worse, then PLEASE be specific of What and how this would be.
(exactly as the link you gave me says. I actually read that post quite a few times and I try to model my post after it +-. So agreed that we should all do that).

for technical limitation again be specific pls.
from my knowledge with a AP and a BA in computer science (doing my master courses now etc) nothing I suggest should be an issue due to limitations on the technical side. There has been brought some concerns up which have been clarified and responded too.

Now for the rest
I strongly disagree with your assessment.
My suggestion would, imo, spread out fighting 100% guaranteed. As no human is stupid enough to keep getting “instant” wiped 50+ people by keep bloobing up to be heavily aoe’ed. So no matter how you believe of the overall picture is, we should be able to agee that fighting would Garanteed be split up into smaller groups or/and larger area’s for big fights.

As for map introduction, I don’t believe that would make any difference for this issue, we already got 3 big maps where the majority of them is generally with Far less people than the main one. Which is simply because you are far more rewarded and gameplay advantages you so much more from blobbing together with everyone else.
adding more maps would do absolutely nothing to change this, everyone would still blob in one big zerg at whichever map had the “easiest” gameplay to simply follow the zerg and be rewarded for living in a 50man blob.
Which happens Bc it is so insanely advantages, which is the unfair advantage that I am aiming to remove (as I believe there is more than enough players who would rather run in smaller groups if they wasn’t put at such a disadvantage due to mechanics which specificly give advantages to heavy Blob/zerg play).

I do not believe the Devs want everyone to stand on top of each other and run as a big zerg, but rather that they want massive battle’s with attacks from all sides, vast amount of groups fighting all over the area, trying to outmanoeuvre the other groups and tactically push each other into bad positions, winning a bit here and losing a bit there.
I Highly doubt any dev at this point in time would go “I believe Zerg play in one big blob is the best way to created engaging, enjoyable and high skilled gameplay in massive battle’s” and Still be allowed to keep a job which is SO sort after (they could easily throw a stick and hit 10 competent people who would kill for the position the lead designers has. Not saying they are not competent, just saying there is SO many competent people who’s Dream job is as lead designers for a major MMORPG, so thinking anyone would be incompetent enough to not have followed the development in mmo’s of all kinds at any point the last 10+ years would be silly imho).


As for your ending: I find your pointing out of the good feedback post quite offensive and must say it makes me aggravated that you throw that at me as my OP, and most answers have been Very pleasant in tone and beheaviour and there is nice cuts where you can easily have a good overview of the sections.
However the subject matter is MASSIVE! And to explain such a subject matter in a detailed way which can easily be understood by most people, as looking at single aspects will make people jump to others and we will have to discuss everything anyway so better to get it all gathered from start, which all means Lot of text is needed.

I am unsure if you actually read it or just threw a quick standard answer together and posted the link because you couldn’t be assed to actual read the subject matter yet felt you Had to respond since you where sure from a quick scan over the keypoint that you wouldn’t like it (but without enough thought to come with precise reasons for why not).
If this is the case Please don’t do it again as it is aggravating and is often one of the reasons people start getting less friendly in their tone (and then get blamed for it by mindless CM’s to busy to actually read what was going on )

(edited by Nyx.6532)

Overcomplicating?

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Posted by: Nyx.6532

Nyx.6532

The only thing I find overcomplicated is the loot. Getting bags from bags from bags gets obnoxious.

I’ve legit quit for a period of time when I found myself having to spend almost 1/2 my time playing clearing out my inventory over and over again. And I have max inventory.

yer it is a bit annoying.
i just find the amount of clicking i need to do to open all bags, salvage them, sell sigils to vendor, use luck, disposit crafting mats, to be a bit of a noisance, but it is a very minor concern to me compared to other things (and its a way to push inventory space selling. my god i Hate limited inventory space, weight limits and other silly attempts to pester me into paying.. i dont mind paying so could we just have an “unlimited inv” once we unlucked all the inventory spaces? and be done with this bs harass. please)

Overcomplicating?

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Posted by: Nyx.6532

Nyx.6532

i find that most buffs seems very “gimmicky”. Let me explain what I mean;
might=dmg increase.
fury=dmg increase.
Quickness= dmg increase.
Aegis=Damage mitigation.
Protection=Damage mitigation.
Resistance=Damage mitigation (dot specific, which just seems like a gimmick on a gimmick to a gimmick imo).
Retaliation=damage mitigation+dot/dmg.
Vigor=indirect Damage mitigation.
regen=hot.
Stability=CC immunity.
Swiftness=Base Speed increase (game is balanced for you to have Perma swiftness).

So lets give it a look: fury, might and quickness could all just be clear “dmg buffs”, and it would have no real noticeable gameplay change (quickness might have a little bit as you use less skills, but it will be really minor and the decrease in skill use time also funks the balance of weapon switching and skill combination usages, so overall I would say it is a Huge improvement to the complexity lvl). So
you can bring Aegis, protection, resistance, vigor, into 1 skill which is simply Dmg mitigation (Aegis you might want to give an invuln effect instead as that is effectively what it does), I would put vigor here as dodging is WAY too powerfull to balance out when you can heavily buff it (as it is a 100% immunity from almost everything as well as a movement skill on top of it. I always disliked the 100% immunity thing, think it should be removed and simply be a movement skill to get you out of range or make skillshots miss).
retaliation would simply be a mix of applying dots and dmg mitigation (although I highly dislike this effect, as I find it silly that you kill yourself by hitting a target that doesn’t even know you are there).
Stability is a CC immunity (which both on paper and ingame is incredibly OP, should be changed to a “charge amount” or a “stunbar which could be broken” imho. But if not it would need to stay as an effect).
as swiftness simply removes soft CC and speed you to “normal movespeed, I would remove this completely, buff base speed by the increase it gives, and change the skills using this to something more wanted (maybe CC breaking, or something, not giving it thoughts to what the skills should do instead right now. But the swiftness is just clutter to click on imho)

1. Dmg increase.
2. Dmg mitigation
3. Regen.
4. Stability/CC immunity.
5. Retaliation. (if not changed)
6. Vigor. (if not changed)

So even in worse case we go from 11 buffs to 6 buffs, in best case we go to 4.
debuffs goes down to 3 (soft/hard CC, Dots)
*So we go from 25 buff/debuffs to 7, which is a Far more reasonable amount to have in a game and expect people to easily and quickly get an overview of the battlefield(you could even colour their icons if you want different strength of them, which would still allow for easily and fast overview of what is on/off in the middle of battle.
and with so few effects you could even allow some of them to sit over the HP-bar of the player, making it incredibly fast to see who needs cleansing, who needs buffs etc.))

Overcomplicating?

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Posted by: Nyx.6532

Nyx.6532

i mean did we really need a “torment” effect, or couldnt we just have created same effect on the gameplay by mixing a soft cc+a dot?.

The problem with Confusion and Torment is that they originally were not DoT at all. Confusion only did damage when you used skills, and so you could just wait it out while not activating any skills. Torment did damage only if you moved, stay at one spot and you could avoid damage from it.

However, people complained, and complained, and complained. How these were useless in PvE. Or how confusion stack made AI not to use any skills. Both have gone over several iterations over the years, reducing their original mechanics, and with latest patch we got this:

“Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this.

Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this."

So now we have 5 exactly same Damage Over Time effects in the game:
- burn
- bleed
- poison, reduces healing slightly
- confusion, adds little damage when using skills
- torment, adds little damage when moving

They ALL do damage to you same way. You also counter them, clean them, avoid them exactly same way. Some have small additional effects, but there are no differences between them anymore. They are simply 5 different icons, and they should be combined into one icon.

It would be better to combine all these DoT effects into single damage, and split up the additional effects into separate non-damage effects:
- DoT, does damage over time
- poison, does no damage but each stack reduces healing, for example 10 stacks would reduce healing by 100%
- confusion, does damage ONLY if you use skills
- torment, does damage ONLY if you move

Well here is the issue with that. You really couldn’t/can’t just “wait out confusion”, you either must “cleanse it” or accept the damage you get by fighting with it on (as not using skills will get you killed VERY fast vs. an opponent that got half a clue).
If the purpose was to “shut down” your skill use, then the confusion dot doesn’t serve its purpose and it fails at doing this, as such a “silence” effect would have been Far more correct to use;
Little Rant:
(and silly OP due to how GW2 survival so heavily depends on skilluse. Which always makes me think “WHY does the little grimlings/asura get a RACE skill which got the Most OP skill effect in the game, by FAR and to my knowledge it’s the ONLY skill which completely shuts down ANY and ALL defence you could do, no matter your build, for X seconds.
seriously, they nerfed the AOE rooting ability of the sylvari to the ground, but they thought this was totally balanced as a RACE ability… so … sigh I can’t even consider the amount of Weed I would need to think that’s a good choice :P
ok rant over, now moving on )

Now to continue the point: as I hear you, and agree with, confusion didn’t Work for its purpose, it bugged out pve, it didn’t have the intended effect in pvp, and it added extra complexity. So here is the real question:
“as a dev, seeing that this new mechanic is not working in Any aspect of the game and is adding negative complexity to your system without solving anything. Why would you keep it in the game then? why not accept that it did not work as you hoped, remove it and replace it with existing mechanics (you already had so many to choose from, you had everything from Clear silence, could be added so “CC breakers removed it” for balance, to Dots bleed/burn/etc. and soft+hard CC. there was absolutely no need to “invent a NEW debuff”, especially when it didn’t solve anything and added extra clutter+issues).
____________________________
So here we come to the obvious solution (imho);
Remove ALL the clutter. Exactly as you suggest, take all the Dot skills and put them into 1, just call it “DOT” and in the describtion you can do all the (this is a fire, this is poisen, this is magic darkpower energy of doomgated terror, Mwuhahaha), and keep the skill effects so it looks cool.

The same goes for Buffs: will post it in its own reply as its getting to long now:

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

A bit offtopic:

one thing i believe it would help alot balance as well would be to avoid everything positive being a boon and everything negative is a condition, this is one of the reason pvp combat is awfull, and will keep failling dragging spvp as well WvW.

Anet imo should try introduce hexes and stances(like they worked) back , stances had some sorta counter in some skills backthen there were skills that removed stances,when the gw series required players to be humans, in adition IMO, stability should be as a stance and some conditions need to be converted to hexes, this way ANet can catagorize better the spam vs counters like they did in gw1 actually it was one of the best balanced gameplay in terms of skill usage.

Some conditions should be used back as hexes (since ANet as proved more than enough times they cant do anythingdecent how it works no matter how they nerf conditions) vs boonspam. condi removals.
They are doing a awfull job here, condis might be fine the issue is how everything is being catagorized as 1 and 0.

This would help alot the new crap that is more than obvious by just reading the skills, and knowing how players play rather than look at logs and metadata collected.

Maybe i dont know o:) …. there were several more simple aproaches, much more balanced that would provide better gameplay for all modes, and more freedom to explore the next games, imo is almost unconscionable how the game has reached this extremelly lame combat gameplay, where everylooks capable on paper but on reallity that is not how it works, wich ANet looks fine with it.

I think Anet has a great chance of opportunity to make a better and a more clever gameplay after PoF release.

hi there, thanks for the interest.

I highly disagree in adding even more complexity to fix a problem which is partly there because of too much complexity (which is the approach which have brought the problem to the point of “nearly” unfixable now).

A condition=debuff, is a fine name for it, there is no need to change this and adding extra terms just confuses more.
I am unsure how you want a “debuff” to be “positive” and a “buff=boon” to be “negative”? could you give an example of existing buff/debuff in GW2 and how you see this change working?
Try using terms which is generally applicable to any game (buff/debuff etc. stuff we all know and are used to dealing with, makes it much simpler to understand the underlaying idea and concept of what you are trying to do).
Or/and explain the issue you are seeing with an ingame scenario as I do not understand what issue you are pointing at
(if it is very unrelated to this thread, please make it in its own thread and post the link instead. As this subject is already WOT big and to discuss all the area’s which effects it is very large, so adding extra unrelated would just clutter a lot I think :P )

As for the “information lack” I did a full thread on that as I think the complexity here is just getting completely out of hand (the lack of good ingame information goes for almost every feature in GW2 though and would be nice if they could start fixing that, as it is Very harsh for new players or returning players to get a good idea of what is important to keep remembering to do and what items is “save them” which are “destroy them collectable trophy” etc.

link to the information post if interested:
https://forum-en.gw2archive.eu/forum/game/wuv/In-combat-Information/first#post6677996

More than 1450 pips required now ?

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Posted by: Nyx.6532

Nyx.6532

You keep receiving pips after you complete diamond because it is repeatable. And they add to the count.

from what i understood this is a bug that will be fixed.
was noted by a CM in an earlier thread ^^

however i do like the idea that you keep getting rewarded. however i feel their reward system is backwards as it should be Less and Less reward for more time spend, not more and more, as you don’t want people to feel that they NEED to do it bc it is now part of the job they just Need to do ^^
and it is easier to say “well i already finished the top rewards so i can logoff now and do RL work/stuff” which is kind of what GW2 was all about, enjoyable gameplay where you didnt feel you Needed to play a lot to gain good rewards.

More than 1450 pips required now ?

in WvW

Posted by: Nyx.6532

Nyx.6532

pips implementation is not good imho.
it is far too advantages for the already winning faction as well as for the high ranked players.

pips should be a static amount or only calculated on your performance to increase your teams “point score” and nothing else. no bonusses for winning team, no bonusses for having rank 6millions, etc.
just purely calculated on the amount you’ve done while being on the map, it could even just add it when your play-session was over so it just added all your gain and gave you the pips at the end, removing the annoyance of seeing it pop up and telling you how much you are missing compared to diamond players.

i do really like that they put in skermish tickets in Every box now, good change.

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

5. Lowering the effectiveness/powerspiking of combo fields.
->interesting
—//—
6. Allowing everyone to Flag up as “raid parties”, just give them another colour icon. (also consider removing commander bonus or make them map wide=highest bonus apply)
->interesting, bug that would make alot of commander to not tag i think.
—//—
7. Bruiser builds vs. everything else rebalancing according to TTK principle’s. (might want to read the TTK part of the p1, first post. I think every gamer should know TTK base concept/idea as it is good for our understanding of balance and design reasoning).
_

-> Gw2 is not ment to be balanced towards player skill^^ its gimmick to win based, the bigger the gap that gimmick is more players will stay playing thinking they are extremelly good.

5. This is mostly because I see full zergs easy mode heal, all get full retaliation, full buffs of everything, extremely fast and the bigger the zerg the more powerfull this gets.
so while I love the idea of “Channelling spells together with other players for even more powerfull effects” I feel like this is not what is going on, it is more like a “bloob” mechanic that forces you to use a lot of skills to get the buffs and to stand on the actual field (which again promotes bruiser builds far heavier than other builds as they get both buffs and dmg out of the fields).
I have also always disliked the extra complexity of 36 different field combo effect I need to keep track off. Which frankly is just annoying extra clutter (when you could simply put the effects on the skills themselves instead, no need for this overcomplication just to add more “flair” to esport aspect).

6. If commanders only flag up bc they get reworded then it is clearly the wrong commanders that are running around. Tons of people would flag up if they could and properly do a fine job (not to be mean to anyone but it doesn’t take much braincells to run from 1 wall to the next and throw up siege equipment. The fact no commander seem to have the slightest idea of actual tactical positioning, protecting flank/back before just pushing and ignoring the zerg picking people off from behind etc. shows that it is NOT the skills of the commander that gave them the tag.)

7. Not sure what is in the word gimmick as you use it. However I feel that the GW2 devs want the game to be balanced, but their choice of class setup and skill setup makes this close to impossible. There is a good reason you generally see “class restrictions” on skillsets, its partly so you can do proper balance while still allowing each class something which feels awesome and OP when examined alone, but when looking at the weaknesses that accompany it makes it balanced.
as an example: most fantasy game has a mage type class, high burst, high dps, long range and Heavy CC. this sound OP as hell until you realise “no survivability when engaged”, meaning their skillset IS their HP-bar, when someone countered around their CC they are auto death. As well as realising other classes will be provided with similar strong suits which makes this balanced (rogue classes will generally have TONS of guaranteed evades vs. mages, and be heavily favoured as well as mages not having any detection so its always a guaranteed perfect engage).
as such you can do balance very effectively, but if you also allowed this mage to take a 10% dmg loss but now gain even medium survive when CC is countered, then it would make them stupidly OP and broken as the thing that was their “death stated” is now just a “you get to damage me stated” which obviously breaks the balance completely of everything which rely on them being Death if touched. (in this scenario it can be fixed by removing the amount of power from other area’s but you will move towards a generalization of classes if you want balance with free role-choice and mixed role-skills as else some skills will be way to strong, the once which truly gives the class the “feel of awesome” which i think is lacking quite a bit in GW2, elite skills generally dont do the name judgestice)

I think TTK can be applied to Every game system as it does not look at skill setups, builds, etc. it simply looks at an overall view of “if you die as fast as your enemy given perfect play, then it is balanced as the one that makes mistakes will be the one that loses, not the one who had the smallest boots on when the knee kicking started” ^^

(edited by Nyx.6532)

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

Interesting ive been asking for that.. at least in some points,
Solutions:
1. Remove Downed mechanics and Ressurect without skill use from WvW.
-> That would be as thesame to bring the old gw1 rez, im totally fine with that, it would be better IMO.
—//—
2. Remove “Max targets” from all skills,

->I have been asking this for a very long time, but gw2 is a game for bad players its ment to stack aoe spam and numbers, gw2 was designed for players with low gaming skills, so they will ad more aoe spam based skills…

what ive been asking: (contradics ANet design and game balance know how)
Reduce AOE/Cleaves make clever skills usage instead ofthe spamporn we have and improve some AOE spells.


—//—

4. Remove out of combat healing from WvW.
-> Should be removed from the entire game…. whatever mode it is.
—//—
split in two answers

Ty for your interest

1. Yup we agree.

2. I think it has more to do with them generally trying to solve every issue with simply adding more mechanics instead of modifying what they already got or in some cases removing what is creating the issue. I will point towards the 25 different debuff/buffs currently in the game, which seems overkill for any game or game design.
I do believe GW2 is VERY high rl Skill based to be amounts the best, the problem I see when discussing RL skill for GW2 is that the vast majority of difficulty is “false” difficulty. What I mean with that is that its difficulty that shouldn’t exist if the system was properly made. It’s the same argument I have everytime I discuss “Dark Souls”, I don’t see it as a “hard game” I see it as a game with “incredibly unresponsive and badly made controls”, imagine if you had actual Good and Responsive controls in “dark souls”, lets say the controls of GW2. Then it would be “piss easy” to the point or 1 handed play.
in the same manner I look at GW2. The difficulty comes from the lack of proper information (which class, which build, which buff/debuffs am I facing, and you need this in a 0,5 second glance before the fight starts, sometimes you don’t even see them before it starts so you needed it X seconds ago), and the Arbitrary weapon switching system which does nothing but add extra clicks, extra server delay, extra lag and a TON of misclicks because of this (no reason with the MAX 25 skills you need to hotkey, to have a “skillbar switch system”, it is made to increase the hassel of playing to increase “difficulty”). as well as the arbitrary 36 combo field effects, which could easily just have been buff skills or added effects on existing skills.

so in short, I agree that the game in its base is an easy gameplay setup, but the arbitrary difficulty added by adding features specificly to lower your precision and your ability to do proper well informed decision making is what makes it “Hard”.
and yes I do believe this is a Bad design choice imho, but it will Never change as “ESPORT” is more important than “More enjoyable gameplay”. It is also why we got the downing system BTW, as it doesn’t make sense to have instead of normal setups for anything than the esport pushing imo.
and this is not new, we see this in almost, if not all, esport focused games and it almost always result in the game going down before it can even get off the floor (GW2 had a massive following from GW1 and hit at a good time, so lucky and smart of them, else their focus on esport and handicapping mechanics for it would properly have destroyed the future of the game)

4. This is a maybe for all area’s. the issue with removing from all area’s is that in Pve you will very often just run from mob to mob and having to stand around just “waiting” to use the heal skill while nothing can touch you and your ability to get back into it cannot negatively impact other players, then I see no reason why you wouldn’t just reset the HP (and skills for that matter), so you can have a more enjoyable gameplay.

(edited by Nyx.6532)

(Warning-Long Post) WvW, anti-zerg etc.

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Posted by: Nyx.6532

Nyx.6532

If you want to dis-incentivize zerg play, create a de-buff that slows (movement speed, not the condition) characters by a % the more other players are in the area around them.

For example only; Starting at 11 players within a 1000 radius, removing 1% movement speed for each additional player within that area, so a 40 man zerg in a 1000 radius area would have a 30% movement debuff.

There is already such a debuff in zerg v zerg. Its called 20 necros specced for chill, because deathly chill is still OP as all kitten.

Anyway, the problem with this “debuff” is that Anet would introduce a hard cap to how you are supposed to play. That bad. And even worse you cant help it. You cant control how the zerg runs regardless of being a commander or squadmember. If I roam and a zerg pass next to me, is that my fault so I deserve to be slowed down?

The same goes for any measure introduced to dis-incentivize zerg play. I just see this one as the most effective for the least amount of work.

your suggestion would mean heavy performance hit as the system would constantly need to check a radius around you for players (which is basicly like having to check for aoe hits, but constantly, on every player around you).
so technically it would be a really bad choice.

also you are talking about hard punishing specific playstyle with no other purpose than harassing them into submission. i believe that is a terrible idea and would do nothing more than force zerg players to not zerg due to the harasment of this mechanic.

i don’t want to “hard punish” anyone. which is exactly what the suggestions made in this thread is aimed towards.
to allow players to play without “mechanical hard punishment”.

currently the max player hit is a hard punishment for fighting large groups, it specificly by mechanics goes in and says that if you are fighting more than 5 people your skills won’t hit them BC we don’t want you to fight more than 5 people at a time, or be equally numbered.
it brings with it a ton of bonusses for then zerging due to how the rest of the systems isnt really well balanced around this (and i don’t believe you could effectively balance such restrictions in a manner that didn’t heavily punish/favor a specific number of players instead of tactic/strategy and playstyle).

by removing these limitations, heavy advantages, which doesn’t make logical sense would exist. we would eliminated the heavy advantage which is given for no logical reason. (i am talking logical as in RPG logical, or RL applied to a fantasy universe ruleset logical).

so when asking yourself:
“does it make sense that a firestorm in an area would only hurt 5 people in that area and the rest would not be able to be damaged no matter how much they roll in the fire?” if that is a big NO, then it’s properly a mechanic which should be reconsidered why it is there, and if it couldn’t be done in a less intrusive manner.
(can do the same with the other suggestions).

mostly this thread is to give some idea’s of alternatives to change “annoying” mechanics, such as heavy slowdown sometimes for a Long time after combat, and “illogical” mechanics, such as max amount of targets, people being downed and becomming invulnerable then incredibly hard to kill considered how badly wounded they are and suddenly being able to magically ressurrect half HP because someone they hitted 1 time died 20 miles away from them, etc.

i think it would have an awesome effect overall, and it would also much heavier promoted far better tactics, multiple attack paths, surrounds, surface of attack, funnelling etc.
(imagine if you actually had to split up and attack from 4 angles to take the main Fort in WvW, as just trying to push through 1 choke would get everyone nuked to death (or you had to use stealth play when it was too well defended, or had to simply fake the attack so enemy wasted to many ressources being ready for the attack while your side splits up to take everything around it and start to set up proper siege equip, shields etc. to finally push in.
think there is tons of good effects comming with such a change, as well as a huge performance increase as Zergs would be splitted up far more or dissapated much faster).

and i do understand that Downing properly ain’t going away (and to be frank i understand it since to many classes can 100-0% in less than 1 sec from stealth or out of sight, so having that extra “chance” is needed as you do not have other means of preventing these deaths in many cases. still believe it would be far better to have more HP-base and then having a heavy debuff when falling below a certain amount, to indicated being damaged and needing help. however would need rebalancing of 1 shots, but its not hard to put in a mechanic which prevent you from dying from 100% to 0% in less than 1 sec, simply end at 1% hp if you take dmg from 100% to 0 in less than 1 sec.
dust an elysiam tale (single player though) did this very well and it made the gameplay SO much more enjoyable)

Squad bullying

in WvW

Posted by: Nyx.6532

Nyx.6532

the CMD is gated behind a heavy gold-wall, this means you get what you get and deal with it.
its a very bad design choice imho and should be changed. there is no reason to have a gold block at all, just make it 5.000 honour badges and minimum rank 300 or something appropriated to when you would expect people to be able to know enough to lead.

do that and you will have planty off CMD’s running around and whenever there is no “good one” or “no one” someone will tag up for it.

edit: as for actual bullying, there should obviously be a “no tolerance” policy in all games which Heavily punish you if you bully others (please do look up bullying before you start throwing the word around with punishments attached etc.)

also people: Don’t make it personal, doesn’t matter who OP is, comment to his suggestions and his wording, not who he is or that you know him from ingame etc.
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-Give-Good-Feedback-1/first#post6372017

(edited by Nyx.6532)

PoF should clarify traits lines and roles

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

i am not sure why you would expect Anet to go into a heavy role perspective when they’ve done so much to avoid having a clear defined role setup (which is also what is coursing the majority of the balance issue’s. there is good reasons role setups was and is the norm).

i highly doubt we will see clear roles, even if anet wanted to it would take a complete revamp of their entire class and build system to make it functional, which i dont see them doing as many players would be dissatisfied with any change in this aspect.

when that is said; as with every other aspect of GW2 i would like clear direct information without having to use hours on doing research from thirdparty sites for the information i Need. but this is an issue with basicly every feature in GW2 so i am absolutely not surprice that information on new stuff would be very vague ^^

Overcomplicating?

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

i do agree.
did a post on similar post with focus on the combat mechanics complexity:
https://forum-en.gw2archive.eu/forum/game/wuv/In-combat-Information/first#post6677996

currently there are over 25 different buff/debuff icons to keep track of at a glimse. ton of instant use skills to lower your timeframe for descission. 36 different fields combo’s to track. and the complete removal of “class identification” and “class roles”.

i can’t help thinking “did we really need 25+ buff/debuff to cover the basics of hot,dot,hard cc, soft cc, dmg-mitigation or couldnt we have done it with just 5?”.

i mean did we really need a “torment” effect, or couldnt we just have created same effect on the gameplay by mixing a soft cc+a dot?.

in general if it can be done simpler with the same effect, adding complexity is rarely ever beneficial.

also when it comes to complexity it doesnt help much that you need to spend so much time on thirdparty sites just to get base information which doesnt exist ingame (or is very hard to find as a person who would actually need to gain the knowledge)

edit: forum keeps screwing up and have had to rewrited a few times now so this is the super shortened vs. with little logic in it, as i am tired of rewritting (and didnt use a text program to copy pasted from, as i expected the forum to be more reliable)

(edited by Nyx.6532)

(Warning-Long Post) WvW, anti-zerg etc.

in WvW

Posted by: Nyx.6532

Nyx.6532

Cevni.2049 is pretty spot on and like the extra suggestions. however i do believe there is enough hard CC removers currently, at least for some classes immunities and cc breakers are in such vast numbers you can be basically impossible to CC, also keep in mind how hard it is to track which targets are CC immune in a blob and for how long. ^^

thought with gliding added to pvp it is worth reconsidering this thread. also because i believe it is a pretty big need to revisit for wvw

Leftover Mastery Points Shop?

in Guild Wars 2: Heart of Thorns

Posted by: Nyx.6532

Nyx.6532

they aren’t going to offer additional incentives to complete them all. Especially since we already get rewards with AP plus.

didnt know this…
kitten .. now i need to do all the masteries :/ majorly sucks, i almost just got the enjoyment of not having to grind for max stats…
sigh kitten Anet why?

Um, you don’t have to do them all. That’s the point. Some, like gold adventures, do offer AP and/or other rewards.

my mistake i was thinking “att-power” not “archievement points” hehe, silly me :P

Skirmish Reward Chest changes..

in WvW

Posted by: Nyx.6532

Nyx.6532

no more Ticket cap , i just got 14 tickets on the first Diamond Chest after finishing diamond tier.

This is unintended. There is supposed to be a weekly ticket cap and we will be fixing this.

Because Anet doesn’t make grindy games without time gated content.

wish they would go back to the roots of what made GW2 so popular to delve into in the first place NO GRINDING for maximum efficiency.
you needed under 1 week and you had maxed out your stats, from here it was simply just enjoy yourself with the gameplay you like.
returning to the game all i see is “Grind this, then GRind This, then GRInd this, now GRINd this, GRIIIIIND or you will be suboptimal stats wise”…

it is truly a horrific change imho :/

edit: not only that, after you done all, or some, of the grinding you now need to run through DPS meters, and use addon tools etc. BS to maximize the numbers so you can perform at the efficiency needed to be “allowed” to join all the content…
which is only made worse by how horrificly badly the different builds are balanced up against each other (some are a complete joke and don’t stand a chance in hell vs. others which are ridiculessly strong and running anything else is a joke)

So… this is required for good gameplay? The back piece is a skin. It’s faster and easier within WvW to get multiple ascended back pieces, and the legendary is a skin.

The legendary armor is a lot more money than the ascended armor.

This is only Grindy if you choose it.

You still are choosing to play it or not. So… to get the skin, grind it. It isn’t needed so… no grind required.

as returning or new player it is going to take you quite a while to get 2 crafts to 500, then get roughly 1.000 gold together to get full ascended gear, or alternatively time gated with content you dislike but are now forced to participated in at every x interval.

as a old player you wouldn’t understand it as you would never really have felt the Grind aspect as it was simply rewards for just doing what you enjoyed and then adding content that used the already gained reward. (also don’t forget old players have a far easier time gaining something compared to new or returning due to 300% magic find and in WvW insane PiP rates, as well as very long time to accumolated the wealth to not care about it. as well as the games extreme lack of basic information giving a big edge to people who already got their wiki course on gw2 )
but when you work towards finishing these specific things, just so you can max out the stats it is far more like work than fun enjoyment ^^

forcing even more “needless” grind, which was already done once by masteries, i see as a step in the wrong direction.
all imo ofc ^^

(edited by Nyx.6532)

PoF beta wipe?

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

Beta progress is not saved and not transferable between live and beta.

Make sure you have relevant account bound items that you would want for testing in the bank when you make your first Beta character as it will take a snapshot of your bank. I don’t know about shared inventory spots. At least that’s how it was for the HoT Betas.

kk.
so it will have its own server and client change for it? where we then choose which chars we want transferred? and how do we do that, any links etc. for it? ^^

PoF beta wipe?

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

as it is played on same client, same servers, etc. will the progression from this weekend stay or how will it be handled?
if a authority could give a pointing towards the answer it would be awesome

Elementalist Changes.

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

love the elementalist.

the Arcane skill changes are awesome, making it possible to get far more trigger effects from the traits.
i think this change was one of their best that they’ve made to the elementalist.

i like to see some love to some of the under utilized skills, the summon skills are generally not very usable as they easily die to aoe’s randomly hitting them and their overall performance is at best good but at worst just a wasted utility/elite slot.

i think focusing a bit on sigils would have been nicer than conjurer weapons as conjurer weapons already had icebow and greatsword which are often used.

i would like to see some elite changes to the elementalist soon, considering ele only has 1 elite that is worth taking, every other is more like a gimmick than an elite skill. (beam like, channel skill with long range would be awesome ^^)

but do like the direction of the changes this patch

Mounted Combat.

in Guild Wars 2 Discussion

Posted by: Nyx.6532

Nyx.6532

i cannot be the only one thinking how awesome it could be if certain long range abilities could be used from mounted stated :P
could even created skills for the specific purpose of cavelry tactics ^^

just putting it out there as i like Not having to mount and dismount between each enemy i encounter :P

Gliding, what a shambles

in WvW

Posted by: Nyx.6532

Nyx.6532

a few positives:

1. first off did anyone consider that there might be a lot of people who didnt play WvW because of the big difference in mechanics from pve to pvp? this will help ease that.
2. it will bring in a LOT of new tactical use, i’ve not been attacked from so many different angles for a long time, as it is so easy now to get surrounds on attacking enemies (not sure if it is good, but at least it force the mindless zerg to actually split up or turn around to deal with attackers from different angles instead of blindly running in one direction).
3. it ease the slowmotion movement in some area’s, and gives more escaped paths in some area’s. due to slowdown in combat and the general slow movement bc your always supposed to have perma swiftness (wth is the point in a buff that the game is balanced around you ALWAYS having on. should just change its effect and buff base speed tbh, or remove the kitten slow down in combat as it is a plague).
4. it might open up for more interesting things in the future (not sure how i like the idea of mounts running around in wvw, however it will decrease the feel of Slowmotion movement so think it is ok) ^^

Skirmish Reward Chest changes..

in WvW

Posted by: Nyx.6532

Nyx.6532

no more Ticket cap , i just got 14 tickets on the first Diamond Chest after finishing diamond tier.

This is unintended. There is supposed to be a weekly ticket cap and we will be fixing this.

Because Anet doesn’t make grindy games without time gated content.

wish they would go back to the roots of what made GW2 so popular to delve into in the first place NO GRINDING for maximum efficiency.
you needed under 1 week and you had maxed out your stats, from here it was simply just enjoy yourself with the gameplay you like.
returning to the game all i see is “Grind this, then GRind This, then GRInd this, now GRINd this, GRIIIIIND or you will be suboptimal stats wise”…

it is truly a horrific change imho :/

edit: not only that, after you done all, or some, of the grinding you now need to run through DPS meters, and use addon tools etc. BS to maximize the numbers so you can perform at the efficiency needed to be “allowed” to join all the content…
which is only made worse by how horrificly badly the different builds are balanced up against each other (some are a complete joke and don’t stand a chance in hell vs. others which are ridiculessly strong and running anything else is a joke)

(edited by Nyx.6532)

Skirmish Reward Chest changes..

in WvW

Posted by: Nyx.6532

Nyx.6532

no more Ticket cap , i just got 14 tickets on the first Diamond Chest after finishing diamond tier.

This is unintended. There is supposed to be a weekly ticket cap and we will be fixing this.

the entire setup need revamping. the fact you are punishing newer players so heavily with a 18ticks per update vs. a 2-4 ticks per update is completely wackadoodle and should be course for changes, as it is extremely disheartening for anyone but the very few old once.

Love gliding!!!

in WvW

Posted by: Nyx.6532

Nyx.6532

Also i’ve learnt u can just get through the whole being pulled out the sky when you are not in your on territory by using stab xD (need to fix ASAP anett!!!!!)

We are aware of the stability issue and are working on a fix.

60 points to be able to glide, when you already did all the masteries is just taking the kitten on the players….

seriously gliding should Not take Anything other than the masteries. Stop adding needless mindnummingly boring grind, to allow us to just have the fun we want :/

frankly i find it offensive and i lost the interest in WvW as i do NOT feel like grinding once again just to perform equally to others..
we already got the high full ascended gear, then high grind for maxing out masteries to get the AP bonus, then Grind to get the WvW points to perform optimally, etc.
its turning into a korean grindathron and it is Awfull

What are people complaining about?

in Elementalist

Posted by: Nyx.6532

Nyx.6532

that they are nerfing the OPness of melee focused builds, as well as fixing some abusive mechanics in general (stuff hitting more than it logically should).
so personally i like that changes, however i think it is the wrong way of doing it, instead of nerfing the really strong areas ele has, maybe focusing on buffing the weaker elements so it is more rewarding to use those builds, the buffs we saw to conjurer weapons is kind of cool but Way too little to change anything and conjured weapons are already valid choices for a few off them.
the summoned changes are extremely underwhelming, the minimum they should do is make the elemental summons permanent duration, to line in with other classes summons, Or heavily buff their performance in the short time you have them ^^

but it is in the right direction at least.

i would like to see some heavy buffs to AOE fields, in its pulse amounts and speed of the pulses.
AOE’s are So easy to get out of, even mobs AI does this with ease in many cases, so buffing their dmg heavily IF you can make people stay inside them would be the correct way to go.
something like meteor shower should spell death extremely fast for anyone foolish enough to stay inside the area (which the vast majority of builds can just dance around in it without issues.) would suggest a heavily stacking effect the longer you cast it. like 1,2,3 sec cast, 1sec=as now, 2sec= increased the duration of the field doubling it and 3sec=increased the intensity of the field by 50-100% (compared to now).
in short, if you let a dmg staff ele do his full 3sec cast, then you can’t really engage under the field.

also think retralliation should be disabled for aoe fields as right now it is utterly and ridiculessly strong, doing more dmg to the ele than the individual enemy when hitting a group. (on average i see roughly 12-16k returned damage from each cluster cast which is several thousinds more than my max hp pool o.O ).

also wish we would get some cool elite skills, as we only have 1 viable choice here, which once again turns us into a kitten melee :/
i want a big magic Beam, or giant meteors, or ice/fire/etc. storm ripping an area apart. etc. something awesome and mage like.. ty
______________
and personately for me on Ele my complain would be that we are forced into a melee focused could or suffer sucking a lot in smaller engagements. mostly because we heavily lack enough CC and gab creators to even come near to be able to hold a decent distance to every other class.
and that we are Very weak in our survival and dps compared to other classes which can either have insane amount of survival via dodges, blocks, evades, fades, invis, etc. while still doing absurd amount of DPS and Burst, which we as ele cannot get anywhere near, unless we go for melee builds (which again we only got 1-2 builds to choose from if we want anywhere near the survive of other classes while retaining our high dmg).

tempest is a Must for serious dmg build, which majorly sucks as i HATE all the tempest skills (because they are melee ranged and when i play a Mage class i dont want to be melee and dont want to have to be tanky for optimal play).

(edited by Nyx.6532)

Leftover Mastery Points Shop?

in Guild Wars 2: Heart of Thorns

Posted by: Nyx.6532

Nyx.6532

they aren’t going to offer additional incentives to complete them all. Especially since we already get rewards with AP plus.

didnt know this…
kitten .. now i need to do all the masteries :/ majorly sucks, i almost just got the enjoyment of not having to grind for max stats…
sigh kitten Anet why?