Showing Posts Upvoted By Phenn.5167:

Lack of Customization--the Real Rev Problem

in Revenant

Posted by: Abnaxis.4593

Abnaxis.4593

Like the title says—my main criticism of the Revenant, is that it is fundamentally designed on every level, to limit the ways a player can customize their character:

Utilities completely depend on legends, of which there will only be 5, and even choosing the fifth one forces you into an elite spec. From the five, you can choose two. I wrote about this in another thread, but this gives you a total of 5C2 = 10 possible combinations for utility skills. Other professions have at least 4 healing skills, 20 utilities to choose 3 from, and 3 possible elite skills—so 4 * 20C3 * 3 = 54,720 different combinations for the 6-0 half of the bar.

Most of the 55k choices in the base classes lead to interesting modifications in play styles and customization to make your profession fit what you want to do with it. Every utility/healing skill has a situation where it shines, a proper way to use it, and a set of traits to support it. Legends take that systemic depth and toss it out the windows without offering a suitable replacement

Revenants can’t switch weapons. Of all the design choices, this one makes the least sense to me. Clearly, each weapon is built to favor a certain legend—which is constraining in it’s own right but we’ll ignore that in favor of more quantifiable issues—yet you only get one weapon with two legends. For comaprison, here are other profession loadout options:

  • Warrior: 4 (TH) + 3(MH) * 5 (OH) = 19 sets, from which you can pick 2 so 19*18 loadouts = 342
  • Elementalist: (1 + 2*2)[possible equipped sets] * (5C0 + 5C1+5C2+5C3) [possible utility conjures] * 2[possible elite conjure] = 252 without even counting attunements
  • Guardian: 3+3*3 = 12, 12*11 = 132
  • Ranger: 3+2*4 = 11, 11*10 = 110
  • Mesmer: 2+2*4 = 10, 10*9 = 90
  • Necro: 1+3 * 3 = 10, 10 * 9 = 90
  • Engie: 3 * (4C0 + 4C1 + 4C2 + 4C3) [utility kits] * 2 [elite kit] = 90
  • Thief: 1 + 3 * 2 = 7, 7*6 = 42
  • Revenant: 2 + 2 * 2 = 6

Note that I’m not even counting the extra option elite specializations will add to everyone, and giving ANet the benefit of the doubt and assuming Shiro will add another main-hand/off-hand option to the revenant. Even with these biases in favor of the revenant, ever single other class has an order of magnitude more tool sets they can bring to a fight. Heck, even if revenant could switch weapons they would still have the fewest loadout options, at 30.

The entire skill bar bar requires energy. As a revenant, you can either spam AA or you can forget about using your utilities. No other class has to give up half their skill bar to use the other half, so I can’t quantify this problem as well as the others, but it’s bad.

This one, at least, could potentially be helped by a re-balance of how fast energy is accumulated and how much skills cost in energy. However, I think I’ve already demonstrated how little freedom revenant offers players—the current consequence of the energy mechanic is to offer even less freedom in play-styles.


In short, the Revenant is broken, and it’s not an issue of balance or “it’s only partially finished.” Revenant is broken because unless there are some massive changes coming to the class that haven’t been announced, when ANet is finished with it, every single revenant will play the same. When revenant was still an idea on a whiteboard, ANet made a terrible mistake in designing it so that once you choose two legends and a weapon, your entire build is pigeonholed. Even if all the bugs were fixed, all the promised features were added, and all the weapons properly balanced for activation time and damage coefficients, this class would still be fundamentally broken.

I really like the concept and the style of the revenant. I want it to work and be fun. However, the class has deep issues that are not “Beta test” issues, which make it less fun and which frankly defies the core principles GW2 was built on when it first came out, eschewing the Holy Trinity because of the way Trinity games constrain players into specific builds.

I don’t like being so negative, but revenant really needs a lot of help. I’m hoping better defining the problem will be constructive.

(edited by Abnaxis.4593)

Am I the only one who wants Spear on land?

in Necromancer

Posted by: Flumek.9043

Flumek.9043

all underwater stuff is amazing.

Like mechanical wise, compare DS autoatack. Even if u remove the overpowered condition transfer and scale damage according to fire rate, its totaly superior for faster might stacking and less blind shutdown.

Oh and all the pbAOEs

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

I’m glad this post is gaining traction, because my own post (made in April 2013) raising almost the exact same concerns died in a whimper.

I’m guessing after a whole year, the consequences of the lack of agility when it comes to balancing has finally started to sink in…

snip

Bumping this post I made 6 months ago because sadly it’s even more relevant now than when I posted it…

We need more agile balance passes to quickly bring the meta into a playable baseline state. This last balance pass changed practically nothing. And from the looks of it you’ll be waiting another month at minimum before making any further balance changes.

This combination of small incremental changes and long waits in between balance passes is what’s killing player enthusiasm for sPvP right now.

Instead of pushing a handful of small changes and then doing absolutely nothing for months waiting for the meta to develop, learn to be more adaptive and reactive in your development process. Consistently observe player feedback and continuously push small incremental changes to improve lackluster builds and playstyles, and always be ready to do SOMETHING (again, small incremental changes) to shave down builds that becomes out of line within a short timeframe of its dominance. Be sure to always prioritize the latter to avoid power creep, i.e. stop waiting for other overpowered builds to emerge to match the previously overpowered builds and using these types of builds as your standard measure for viability.

Do this in a public test server if you’re not confident with rolling things out at a faster pace in the main servers. I’m sure plenty of sPvPers such as myself will be happy to be your guinea pigs when given the choice.

I’m glad that I’m not alone in thinking that the current stance of putting everything into Feature patches is a bad trend. I’m sorry to say that I hadn’t seen your post up until now. In terms of what pushed me to make this thread, it was really the meta “freeze” up until the point of the PAX tourney post Dhuumfire patch and then desultory changes that did not, in any way, affect the placement of apex predator builds that coalesced my concerns. I suppose that it was probably a matter of timing for you, Kaon, as April 2013 was still during a time of (relatively) frequent changes and indeed, the April changes were impactful and did bring about changes in people’s builds.

I know that for me personally, it made me stop using invulnerability skills for Elementalist and Engineer and in particular it made me switch from Dagger mainhand over to Scepter due to the RTL nerf making it significantly riskier for me to stay in the fight due to the Block/Aegis bug. Which still exists today, and it’s a little sad that we’re coming up on a year since the change and things like this are still a thing.

I really feel like they should push balance changes – even if it’s only 1-3 of them every time – with the weeks between LS patches.

Yes, this will create imbalance, because not all classes get changed at a time. However, the rapid cycle of deployment -> feedback -> improvement would benefit the balance effort overall.

To be honest, it wouldn’t even matter what Arenanet changed as long as they changed something about the professions to make them better every patch. Every single profession has problems right now – some since launch – that is affecting build diversity. Bugs and tooltips, especially. Fixing bugs in content that not every single player may run into – and this is especially egregious with Living Story whilst leaving the ways players interact with the content – their professions – buggy is baffling to me. I’m hoping that the feature patch does indeed, have “too many bugs fixed to be listed” as they boasted on their Ready Up Livestream because player expectations after such a lengthy period of stultification can only rise. I know I’ll be logging in to test if things really have been bugfixed for the better.

But yes, rapidly pushing out small fixes with every single patch is pretty much the way to go.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

Chill and Immob are too strong.

in Profession Balance

Posted by: blakdoxa.7520

blakdoxa.7520

Theses aren’t a problem in PvE.
But I don’t get players nowadays. Direct damage is too strong. Conditions are too strong.

Everyone should hit like a wet noodle and wear wear full cleric with 10/0/30/30/0 traits.
Hyperbole this. Hyperbole that.

Anyways, this can only be an issue in PvP environments where you might get focused down. In that case, stacking duration is working like it should.
Immobilize doesn’t happen enough when you have players carrying a variety of weapons and utilities. When you start seeing the same/similar builds using specific traits/weapons/utilities (i.e. Hammer Guards/Warriors or Chillmancers) consistently, yeah there’s an issue with that.
But as with having variety in a game such as this you can deal with them, though condition cleanse, traits and utilities. They don’t need to be nerfed as there are already substantial counters to them.

Devona’s Rest

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: caveman.5840

caveman.5840

lol this should be at the start of every thread

Attachments:

Collaborative Development: Ranger Profession

in CDI

Posted by: Fozzik.1742

Fozzik.1742

All of the above…AND:

The idea “the Ranger sans pet is no Ranger at all” betrays the attitude I mentioned several pages back. Clinging ardently to a pre-beta vision for the class will destroy any hope of actually fixing the class.

Pets don’t work. Period. You can buff their move speed. You can jack up their HP. You can replace them with Chuck Norris. But in the present state of the game and the present state of the Ranger, it’ll be like replacing a single two-by when you’ve got termites. As above—they need a complete over-haul.

If anything, the single point I’d be ecstatic if the Dev teams walked away from this CDI with is simple:

Be willing to change your vision for the class.

You don’t have to get rid of the whole vision. Just be flexible enough to recognize what portions of the vision cannot work in the game y’all’ve created.

So very well said. My thoughts exactly.

Some flexibility is in order if this is going to work, and rangers are going to improve. I’m sure Allie is regretting her choice of analogy at this point…no need to beat that into the ground any more…but hopefully the devs are thinking seriously about what’s being said. We all really want this to work.

(edited by Fozzik.1742)

Collaborative Development: Ranger Profession

in CDI

Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Pets don’t work. Period. You can buff their move speed. You can jack up their HP. You can replace them with Chuck Norris.

If not not even Chuck Norris can fix the rangers, than man, shi.et must be bad.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

[Suggestion][UI][Necromancer] DS timers

in Profession Balance

Posted by: Lorelei.3918

Lorelei.3918

Simple idea; place above the life force bar some very small boxes that represent the 5 ds skills. If they are on CD they should be dark, and when off CD they should give a little flash and then be bright. Maybe we could have similar small boxes above the 5 weapon skills to show when the alt weapon set skills are off CD.

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: CptAurellian.9537

CptAurellian.9537

This thread needs to stay at the top of the first page until it gets significant red posts.

So it needs to stay here until the end of the world? Well, good luck :P

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

Collaborative Development: Ranger Profession

in CDI

Posted by: Holland.9351

Holland.9351

If the Ranger class it supposed to be a sustained damage class without burst nor area of effect, then its single target damage should be reliable. Ranger damage is very unreliable:

Pet damage output is unreliable. Pets need to path and miss their attacks often.

Ranger long-range damage output is unreliable. All Ranger ranged weapons are projectile-based (Mesmer Greatsword isn’t for example). Meaning, they are countered by a lot of things: projectile reflect and projectile block, this on top of the usual things, like aegis that also prevent non-projectile damage.

Longbow has a long arc and can easily miss its target. It also does less damage at short range, so neither in short nor long range is the longbow reliable in dealing damage.

So no, Ranger does not have sustain unless its attack can hit their targets reliably. Pets and ranged weapons can’t. Ranger also has no on-demand condition removal, so their melee damage is also unreliable, since they can’t remove immobilize/chill/cripple, etc.

Ranger is horribly unreliable in dealing damage on a single target. So it can’t be considered a sustained-damage dealing class.

Give the longbow a 100% chance to hit at any range and allow pets to hit on the move 100% of the time. Then you’ll have a sustained damage class. Then you won’t have to add burst, then you wont have to add AoE.

Collaborative Development: Ranger Profession

in CDI

Posted by: Nike.2631

Nike.2631

If the Ranger class it supposed to be a sustained damage class without burst nor area of effect, then its single target damage should be reliable. Ranger damage is very unreliable:

Pet damage output is unreliable. Pets need to path and miss their attacks often.

Ranger long-range damage output is unreliable. All Ranger ranged weapons are projectile-based (Mesmer Greatsword isn’t for example). Meaning, they are countered by a lot of things: projectile reflect and projectile block, this on top of the usual things, like aegis that also prevent non-projectile damage.

Longbow has a long arc and can easily miss its target. It also does less damage at short range, so neither in short nor long range is the longbow reliable in dealing damage.

So no, Ranger does not have sustain unless its attack can hit their targets reliably. Pets and ranged weapons can’t. Ranger also has no on-demand condition removal, so their melee damage is also unreliable, since they can’t remove immobilize/chill/cripple, etc.

Ranger is horribly unreliable in dealing damage on a single target. So it can’t be considered a sustained-damage dealing class.

THIS is an amazingly cogent observation.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Collaborative Development: Ranger Profession

in CDI

Posted by: Vox Hollow.2736

Vox Hollow.2736

I think what I really want to know is; is this description of a sustain-based skirmishing survivor meant to be what we’re bringing to the table in a group play situation, or is that just a self enclosed description of how the combat plays out on a tactical button-pressing level apart from the impact its having on our teammates?

I think the sustainable survivor model is very successful….when used as a means to accomplish other goals and playing into a larger niche in combat, and not as the ends itself.

For example, I never minded sustain damage on my FPS Assault or my MOBA Tank, because I was never using for it’s own sake. I was exerting a bit of damage to get somebody off my point or to get them to retreat down the lane. It was always playing into a larger scare tactic of my very human opponent by using damage as pressure to control their movement. It was Slow and Steady, because it was supposed to be a Threat; and what good is a threat if people don’t have time to react to it?

I never played a sustainable survivor, that existed solely for the sake of sustaining and surviving. That sort of monotony just isn’t interesting all by itself.

(edited by Vox Hollow.2736)

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

  • Arenanet’s admission of wrongdoing, and refusal to revert. This is an outstanding issue that became writ large in the series of patches stretching from September 2013 to December 2013, but really started with the Dhuumfire/Aetherblade patch.
    • As an example, take the rework of Diamond Skin for Elementalist into a condition immunity. This was a change widely protested by the community, yet was implemented anyway. The change accompanied severe nerfs to active condition cleansing in Water Magic to be replaced by a passive trait with hard counter gameplay. No proposals are on the way to revert this change.
    • Subsequent changes, including those outlined in the February 18 Ready Up show, do not propose reversions of previous changes and instead introduce new changes like Evade frames on Burning Speed for Elementalist, or an 8% shave instead of a full revert of Healing Signet for Warrior, or making Dhuumfire proc on Life Blast – yet leaving the Bleed and other Condition application nerfs for Necromancer intact, or alterations to Deceptive Evasion that affect all Mesmer builds instead of directly nerfing Clone Death traits out of hand.
    • All of these changes reflect a lack of root cause analysis in determining sources of problems – whilst introducing new potential problems by simultaneously altering other mechanics. If you make a mistake, you undo its damage rather than try to do something else entirely. This is not what is happening.
    • An admission of wrongdoing along with a refusal to revert should by all counts, be socially unacceptable, if not rationally inadvisable in the context of balance. This is an attitude and point of pride that Arenanet needs to eliminate if it is to regain community trust.
  • Certain balance changes are being coupled to Feature patches whilst the meta stagnates
    • The most obvious examples here are the Healing Signet 8% nerf along with the bug fix to Spirit of Nature to alter healing from 480 to 320 as stated on the tooltip. Both of these changes are to be coupled to the March Feature patch – the same patch which will introduce double Sigils to two handed weapons and remove the GCD of dissimilar Sigil procs, along with a rework of many Rune sets.
    • It should be obvious to outside observers that this coupling will not only delay much needed balance affecting bug fixes, but will also muddle the balance picture. The effects on the meta of the Healing Signet and Spirit of Nature changes will be lost in the wake of the Rune and Sigil changes. Arenanet not only does its balance team a dis-service by making their jobs harder, but also fosters frustration by acknowledging an issue, yet dithering upon fixing it.

What can be done:
What can and should be done is simple. I’ve stated the same at the beginning. Change the attitude that pervades Arenanet’s current project management.

  • Decouple Balance changes and bug fixes from Feature patches. Dhuumfire/Aetherblades was a lesson that should have been learnt, yet March 2014 aims to repeat the same mistake.
  • Iterate on balance more frequently. You know those fortnightly Living Story content patches? Why is balance iteration not of the same pace when database coding should, by all rights, be less labour and wage intensive than content creation? The GDC presentation I linked at the beginning demonstrates that Arenanet prides itself as a “programmer’s” company, that their coders were their backbone. It would seem the other way around at this point, with art and content teams outperforming their erstwhile colleagues by leaps and bounds.
  • With more frequent balance iteration, balance can be achieved faster. Make a mistake? It’s fine, there’s only going to be a fortnight of abuse. Right now, players in all 3 areas of PvE, PvP and WvW languish in the wake of the balance errors following Dhuumfire/Aetherblades – nigh on 7 months ago. This is an unacceptable pace of change in any industry, let alone a digital one where agility in development and iteration has been market demonstrated and market proved to be superior in outcome.
  • Let the community test the changes instead of testing internally for months and releasing a disconnected series of changes. The current stance reflects an astonishing lack of agility and is reminiscent of developer attitudes in the 90’s where development of software was similarly inflexible.
  • Admissions of wrongdoing should be accompanied with reversions, not ancillary changes. A lack of willingness to revert casts community doubt on the competence of the balance team and introduces the potential to cause new problems in the future. Working in healthcare, to give an example: Doctors don’t prescribe a medication, then prescribe 3 more to treat the side effects – they withdraw the problem medication and use another. A similar stance should – and must – be taken.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

Balance and build diversity:

Overall, build diversity in GW2 has been severely curtailed by the fact that entire lines of Utility skills and Traits have been underwhelming – yet balance has focused almost exclusively on the rare few “meta” builds and skills. This often comes to the detriment of multiple skills and Utilities. Arenanet’s insistence on “letting the meta settle” has resulted in patches coming every few months that iterate on balance – yet the changes within reflect an increasing disconnect of balance intention and balance result.

Community Frustration and perception

The lack of iteration has bred community frustration and resentment towards Arenanet who feel that the pace of development is glacial. Features like PVP Leagues, new game modes and even basic features that have been promised for nigh on a year are only just now coming “over the horizon”.

In terms of balance, builds relying upon a confluence of traits and procs that emphasise great reward with little risk dominate the field – Healing Signet/Cleansing Ire Hambow Warrior, Decap (CC bunker) engineer, Spirit Ranger, Minion Master Necromancer – these are all builds that put the burden of skill upon the defender – overwhelmingly so – that “off-meta” or inferior builds with higher risk-reward ratios have to struggle to survive and yet contribute less to the outcome. The state of the game has teetered upon the brink since the introduction of the Dhuumfire/Aetherblade feature patch and despite a multitude of changes since, the same builds are still dominating and team compositions are looking increasingly similar – Bunker Guardian, Soldier’s Hambow Warrior +/- another Warrior, Thief, Spirit Ranger, (option of) Decap or Condition Bomb/Nade Engineer or Necromancer.

This is not to say that such builds should not exist, but balance should be in such a way that more builds than those listed above can have a place in a team composition without those builds shutting out others to the point of exclusion.

For PVE, the so-called “Damage, Support, Control” alternative trinity so trumpeted as the innovation over the “Tank, Healer, DPS” trinity has dissipated in favour of “DPS, DPS, DPS”.

Defiance has stripped the Control archetype of its teeth, whilst providing no reward for controlling Boss mobs.

Slow, extremely hard hitting attacks have negated the need for Support – there is little need to support allies with healing if taking a hit means almost certain death. DPS with just enough Support through Boons has become the one true god and PvE encounters have devolved into a “stack mobs, cleave to death” DPS race over thoughtful, deliberate challenges that tax a group’s ability to co-ordinate and problem solve.

Finally, there also exists the issue of balancing errors, and bugs affecting balance being unaddressed for significant periods. A few examples:

  • Sigil of Paralysation was found to prolong Fear and Stun duration by a full second as opposed to the intended 15% extension. The bug was found, reported and admitted to be an issue soon after the Dhuumfire patch, yet remained unfixed until soon after the PAX Tournament. In the mean time, Terror Necromancers and CC Warriors exploited the Sigil for months.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: MonMalthias.4763

MonMalthias.4763

This is a topic that I’ve been debating with myself whether to open or not for the longest time. I feel that it’s important to bring this up because it strikes at the heart of one of the flaws of GW2’s product life cycle – project management. But for those that will TL;DR, the basic argument is this:
Balance is about iteration, and Arenanet is not iterating fast enough
Fundamental profession, PvP, PvE and WvW bugs and problems remain unaddressed in lieu of fortnightly content updates

I will touch on a few key points:

  1. A preamble
  2. Some problems remain unfixed
  3. New content is pushed in lieu of iteration and polish
  4. Community perception of paralysis and disconnect
  5. Community frustration and responses
  6. What can be done to address the issue

I was finally pushed to make this topic when I saw Cameron Dunn’s GDC lecture discussing Guild Wars 2’s server infrastructure – and what is possible using Guild Wars 2’s Duo system to iterate on the game. Click the quick-link to the “Iterate” bookmark or skip to 35:47 timestamp if you don’t want to spare the 45 minutes to learn about Arenanet’s amazing infrastructure and their metrics that they like to talk about. This thread is also instructive and discusses why more frequent iteration is essential for balance

I want to bring this up because the game is now well over a year past its launch. Despite teething problems, GW2’s launch was one of the smoothest I have ever played through and it is a great game at heart. The trouble is, well over a year past its launch, some of its teething problems are still writ large. Despite fortnightly Living Story releases to support the game, fundamental profession issues and bugs remain unfixed; while community response to Feature patches that include sweeping Balance Changes has not been actioned for months – often until the next Feature patch.

This is a bad trend and it needs to stop.

Arenanet has coded this groundbreaking infrastructure and it is being squandered on providing temporary content instead of fixing and polishing and iterating on their game. This kind of project management has lead to dozens of threads of negativity and more than a few veteran players quitting the game. In some cases, whole teams. Team Paradigm (recently started playing again), Absolute Legends (disbanded), Made in Meta, to name just a few.

Preamble over. Onto persistent problems and QoL issues that remain unaddressed.

On the various forums one can find dozens of threads, often pertaining to – and addressing and re-addressing – the same issues, over and over. This is a problem, because it leads to a community perception of paralysis, which causes:

  1. A perception of neglect
  2. Accumulation of negative PR
  3. A perception of broken promises

As an example, here are a few outstanding issues on PvP:
Leaderboards and/or leagues. Leaderboards were released somewhat buggy, whilst promises for Ladders and Leagues stretch back a few years

  • Matchmaking remains hit-and-miss for some. 4V5 and being teamed together with new players has been a source for considerable angst.
Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

Collaborative Development: Ranger Profession

in CDI

Posted by: Nike.2631

Nike.2631

I can see your concern here but, the option to have the pet as such an integral part of the class is one of the largest faults of the class. Could it not be optional to have the pet as an option, basically if you spec wilderness survival your pet becomes a larger part of the class, if you choose to spec in something different to be more valuable to your group then either you don’t have the pet or it has minimal impact on the class.

That is completely valid feedback that I will relay to the designers. Thanks for taking the time to share it!

This CANNOT be news to the designers. Scaling back Ranger reliance on Pets has been put forward in the Ranger forums so many times that it likely averages out to once every other day since the game launched.

I realize that compared to a CDI, our efforts in that forum have been largely wasting our digital breath, but this hurts. I really feel like in regards to Rangers the Balance Team has built up considerable credibility gap. We have been told time and again that things will get better, that experiments are being conducted, that change is on the way. And yet core failings have plagued this class since day one, unchanged and seemingly impervious to any tangible improvement.

I hope that if the Devs come out of this thread with anything, it’s a sense of urgency. More than 90% of the responding players listed Rangers as troubled. More than 50% listed them as the single most troubled profession in the game. The elephant in the room in now squarely in the spotlight.

Validate the faith and the patience we’ve put in you. Please.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

RE: "Leaked" patch notes

in Profession Balance

Posted by: Doggie.3184

Doggie.3184

Can we have the real leaked patch notes then? XD

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

Fourm changes. Good, bad?

in Guild Wars 2 Discussion

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I’m actually kind of surprised that the necromancer sub forum wasn’t removed. That place has tumbleweeds passing through it, that’s how often devs visit it. Of course it is entirely possible that not even the forum maintenance crew are aware that the forum exists. Maybe we are secretly invisible, wouldn’t that be neat?

(whispers)
But in case a dev reads this, the forum is over here: —> Follow the arrows --> HERE

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

(edited by Mad Queen Malafide.7512)

Thank you, ANET!

in Necromancer

Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I am currently running 20/20/0/0/30

Basis of the Necromancer

in Necromancer

Posted by: Bweaty.9187

Bweaty.9187

4am, Prob didn’t make my story very clear.
It’s not a GW1 necro I want. It’s just a re-envisioned version.

I’d be so very happy, if we didn’t lay down the damage. But if we added soo much damage/not get damaged to others, that we were wanted/hugely beneficial to a group.

If were suppose to have no escape, and now have our ability to face tank taken away. We should have the group want to protect us & peel off us.

I guess, what would be very cool in a GW2 way… Would to be, to have lot more life force manipulation. Where DS was more powerful like Litch/Plague. But have it either give us more DS, or allow us to spend it on helping allies. Master of life force, taking it from others giving it to those we chose. That sort of thing.

(edited by Bweaty.9187)

Basis of the Necromancer

in Necromancer

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I currently see a few problems with our class:

  • We have dozens of useless traits that are simply underpowered or have rubbish effects
  • We have no role in PVE (or the role they picked for us, does not combine with the PVE game they’ve designed, for this PVE must change)
  • We lack proper defense
  • We lack offense to be as good at DPS as other classes (a problem with the PVE game itself, and with our actual damage output)
  • We need more viable builds (not just Dhuumfire).

To fix the necromancer, I would personally get rid of the idea of focusing on an attrition class. There’s no point in having an attrition class, if PVE discourages it. So either change PVE to make attrition on-par with direct DPS, or change the focus of our class. Also, change Defiant/Unshakeable. Control is kind of our thing, so make it work against all champions.

The biggest elephant in the room currently is simply the lack of depth in the combat. There’s a lot of noise and fancy lights, but not a well thought structure that keeps it all together. It feels like they tossed a lot of things at the wall, just to see what would stick… and with the necro they didn’t throw very far. We have a lot of game elements, such as toughness, vitality and healing. But the defensive attributes aren’t as important as the offensive ones. This has made the game extremely in favor of DPS. In an unbalanced game with lots of insta-kills and defense that scales poorly, the best defense becomes killing things as quickly as possible. And that is not what attrition is about (quite the opposite). They’ve created a situation in which our class mechanic has no place.

The worst part of it all, is that they keep balancing the necro for pvp, and ruining our effectiveness in wvw and PVE in the process. That kills us. You can’t keep trying to keep these radically different parts of the game in line. This was already obvious in GW1 with the splitting of skills. Why did we not learn that lesson?

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I don’t spend a lot of time looking at the stats UI, so I always look for individual items as well on there. I wouldn’t go attacking the devs over that.

That was just a single scenario of them doing something questionable. It has happened quite a bit. These are people who supposedly work on this stuff and tamper with these things, they should know where things are. There’s a difference in a player who makes a build and plays a lot and doesn’t look at stats and someone who should be looking at this stuff a lot, while developing abilities, especially healing ones…. If anyone should be deeply knowledgeable about stats its people creating new abilities. Just saying.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Collaborative Development Topic- Living World

in CDI

Posted by: Seras.5702

Seras.5702

Perhaps one of the best ways to move forward with this (given the state of the game and the resources available) would be to begin implementing additional steps to already-present DEs. Imagine the surprise when the Shadow Behemoth’s death spawns an onslaught from “the other side” that then has to be stopped before rendering all the waypoints in the south of Queensdale contested.

You’d have a bunch of players going, “Wait, what? It’s not over?” The “newness” of the event would add to the surprise and the motivation to discover the other DEs that suddenly have more to them.

Whereas I’m not opposed to the introduction of more, independent DEs, I think the real strength of the DE system lies in prolonged encounters that evolve as they’re played out. At the moment, this doesn’t happen much (save for Orr invasions). So at the very least I believe this would be a good place to start.

I like this idea. Since exploration of the world and DEs seem(ed) to be the major focus of GW2 at ship, I’d love to see significant additions to that aspect of the game in future releases. Adding DEs in the way you described fits nicely in the success/fail conversation that we had earlier. Not only can we have chains initiated by failing events, but continuations of short chains or stand-alone events from success.

World bosses are a perfect example. Despite lead events like Jormag’s and FE’s, when they’re done, everyone scatters and says good job. But defeating something awesome enough to be dubbed a World Boss should have resultant effects as well. And since they’re never failed (Teq aside) having chains that follow them would be cool.

Especially if they’re random. What if 1 of a possible 3 different chains followed an event? That would be cool. Maybe dependent on the size of the zerg or time of day or completely random. Then, after we defeat the Shadow Behemoth, either 1) a swarm of shadowy monsters pour out of the portals, 2) 3 new portals appear at locations around the swamp that must be closed, or 3) the SB’s “corpse” leaves a shadowy residue that must be carried (and defended from random attacks) to a nearby outpost for study/cleansing/etc. The residue could have a toxic/slow effect forcing it to be dropped often or else death to the carrier so-to include more people and not make it a footrace.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Collaborative Development Topic- Living World

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Posted by: Nike.2631

Nike.2631

You have GOT to be kidding me. How ridiculous.

I’ve been lead to believe the matter is being corrected. The central post has been restored (if somewhat the worse for rough handling). I am hopeful the related ones will likewise be repaired.

For now it’s best to let it go as we move forward.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: pmnt.4067

pmnt.4067

I agree that the warrior reign on PvP is supreme, but it’s PvP, having one class stronger than the other doesn’t have a detrimental effect on the gameplay experience.

“Fixed” to help my point: I’ve never understood why that argument apparently only applies to PvE but not to PvP. Objectively, the effects of an overpowered class are the same in PvE and PvP: that class will get more usage than other classes.

The effects on the game play experience are same: You have the choice whether you play your favourite class even at the risk of gimping your group or you adapt and play the current favour of the month class as well. In PvE/WvW the second option has a time gate for levelling/gearing that class attached to it, whereas in PvP you can switch freely.

The “PvE balance is unneeded” argument just boils down to “my gamemode is better” which is an opinion, not a fact.

That said, I really like to read arguments why balancing resolves only around PvP from devs.

I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.

Collaborative Development Topic- Living World

in CDI

Posted by: BobbyStein

BobbyStein

Guild Wars 2 Narrative Lead

Now I’ve made a kittenumption here, but doesn’t it make most sense that when planning out the Living Story a year in advance, the story dictates the content? I might have misunderstood, but if the story is to go to to Southsun or to Divinity’s Reach, shouldn’t it be because the story team said that’s the next place the story they wrote takes place? Designers can create dungeons, zerg events or rewards for any area in the game, forcing a story into content seems backwards to me.

It’s actually not as simple as that. The process for outlining a year’s worth of content involves working with a number of different teams to realize the story vision while also addressing the needs of the game. Story and gameplay need to work together, and sometimes that means doing what is best for the game as a whole and adjusting the story to make it work.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Soad.7290

Soad.7290

How come we arn’t getting any answers or feedback on PVE/PVP skill+trait separation?

Several people mentioned it, and You Devs have posted after thier posts while just ignoring it. You could at least give us a general blanket term saying thanks but no thanks so we know where this is heading and not hoping a miracle would happen.

Lastly, why not follow the idea of your first guildwars with a HEAVY pvp centered game and a PVE side that did so well? Instead of just throwing everything into the same pot and calling it done…

Necromancer Greatsword. Want?

in Necromancer

Posted by: Vex.7486

Vex.7486

Hammer, because Entropy.

Collaborative Development Topic- Living World

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Posted by: Nike.2631

Nike.2631

How about rewarding the players who do this brainstorming? Ok, suggestions may come free but brainstorming activities should be rewarded, right?

Hi Ronah,

Your idea of rewarding CD participation is interesting and we will discuss it in the next phase after the topic threads are closed.

Chris

Oh… now that one’s EASY, and again an example is already present in-game:

The fractal mid-boss Siegemaster Dulfy.

I will tell you true: if one of my specific examples for a second chance were to be implemented, I actively invite the Devs to browse through my stable of characters, find the name/look for one that seems setting-appropriate, and add them to the world somewhere. Major bonus points for using that name/look for an NPC in one of those events.

Being added to the game’s canon is high on my list of ultimate cool. Being added in a way that draws a direct line to how I pitched in? mega-transcendent cool

((Stares into the eternal alchemy… goes a little batty))

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.