Showing Posts Upvoted By Polishpk.2985:

GW2 combat is broken

in Guild Wars 2 Discussion

Posted by: Sirendor.1394

Sirendor.1394

Just bringing an old topic back to attention. The combat system, while Anet tried to make something revolutionary, away from the trinity, is simply broken.

The main principle of the combat is:
- Everyone can heal/support (role 1)
- Everyone can deal damage (role 2)
- Everyone can tank (role 3)

The problem is… healing & tanking are incredibly undervalued in this game:

  • As a healer you’ll do bad because:
    - PvE: you don’t need any healers.
    - PvP (i’m not talking about mechanics, I’m talking about the fighting): if you go healer, you lower the team’s damage and are nothing but a squishy fishy that can’t even fight back. It’s close to impossible to heal your allies because enemies eat through your health faster than you can heal it, aoe heals are limited to 5 persons and a lot of the heals actually miss because of the crazy movement skills in the game. On top of that, the self-heal is usually higher than anything the healer can do.
  • As a tank you’ll do even worse because:
    - PvE: you don’t need tanks even less than healers because armour ratings make tiny tiny differences. 3,5k armor compared to 1,8k (lowest possible armor) means about 40% less damage (someone corrected this), while the person with just 2k armour will deal easily 300% more damage through his power/prec, conditions or both.
    - PvP: tanks are, like healers, weakening the team, because they contribute less damage and still take a lot because the armor ratings don’t make a big difference. Also the main defensive abilities are dodging and blocking, which are all abilities that can not be used to defend allies because you can’t do it for allies.

So what it comes down to is: damage dealing. The only role in this game is for dealing the most damage as possible in the shortest time, while trying to take as low damage as possible. Yes I’m aware most people run a hybrid build, but still a hybrid build that focuses on getting a lot of damage as the first stat.

This results in 2 strategies.

  • Disabling enemies and dealing loads of direct damage in burst
  • Stacking conditions on enemies to spike them down over time

Neither healers (players with ~1,5k healing power), neither tanks (people with 2k+ toughness) can do anything against these damage dealers, because:
- direct damage is reduced, but still deals an incredible amount against a regular tank
- condition damage isn’t even reduced by armour and can only be removed through condition removal, and not through heals

The combat becomes very much a matter of stunlocking and/or kiting, leaving barely any room for individual or team strategy because the main principle is take care of yourself.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

(edited by Sirendor.1394)

If combat was changed...

in Guild Wars 2 Discussion

Posted by: Godmoney.2048

Godmoney.2048

I love Gw2 combat. I would quit the game if I had to play old school mmo mechanics again.

I played Gw1 for one day exactly. I couldn’t handle the instanced “rooms” or the stagnant combat.

Gw2 is my favorite MMO to date with Warhammer online close behind it.

If combat was changed...

in Guild Wars 2 Discussion

Posted by: Decrypter.1785

Decrypter.1785

Ill sum this up for you folks

GW1 had a lot more skills/builds/teamwork/strategy/gametypes

GW2 has a lot better combat but lacks the above

there fixed this for you

[WM]give us in game ladder

New professions and races in the gem store?

in Suggestions

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

I’d dislike it. Not because of an unwillingness to pay for these features – because I would definitely pay good money for them – but rather for the sheer unexciting nature of it. New races and/or professions should be introduced through lore.

That said, I would have no problems paying for bonus story missions that unlocked these things. That would integrate them more smoothly while making you feel as though you’ve earned your profession or race. No different from an expansion in that regard.

Who's excited for 2014?

in Guild Wars 2 Discussion

Posted by: Junkpile.7439

Junkpile.7439

Well zerging isn’t really problem, but problem is that it’s best way to do everything. If some dragon come of course you need zerg to kill it, but i don’t really think that standing in same place is best way. If would be dragon i would eat all those zerglings who just stand there and auto attack.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

Increase of grind. Lack of new content.

in Guild Wars 2 Discussion

Posted by: Malediktus.9250

Malediktus.9250

Sadly most updates are simply terrble. I would rather have a large update every 3 month and an expansion once a year.

1st person worldwide to reach 35,000 achievement points.

Endless Gift Dolyak Tonic

in A Very Merry Wintersday

Posted by: GrayFox.2601

GrayFox.2601

I know the recipe for this using the mystic forge (copied below from the wiki) but has anyone been able to craft one this year? I’ve tried twice so far and received the 5th tonic I didn’t put in each time. The wiki doesn’t tell you what the chances for each outcome are (and I haven’t had any luck finding that info anywhere else), so it could be just some bad luck. However, I did notice that, as of this post, there are only two Endless Gift Dolyak Tonic’s available on the trading post. From that, I’d hazard a guess that it is either in very high demand, can no longer be made or both, but I wondered if anyone else had any further info or thoughts on this.


Recipe

The recipe requires you to combine any four of the five following tonics:

Endless Toy Ventari Tonic
Endless Princess Doll Tonic
Endless Toy Soldier Tonic
Endless Plush Griffon Tonic
Endless Toy Golem Tonic

The Mystic Forge has a chance to produce an Endless Gift Dolyak Tonic, an Endless Toymaker’s Tonic or the fifth tonic you didn’t use as a material in the process.

CDI- Character Progression-Horizontal

in CDI

Posted by: Chris Whiteside.6102

Chris Whiteside.6102

Studio Design Director

So without a reply from a dev on the idea of zone progression, I try to evolve this idea since I think it is against the design decision of an ever changing world.

Zone progression might be too static. It’s always the same. Maybe it would be more in Anets spirit to make this zone progression more dynamic and bind it to factions on the world, who move around.

Think of it like this: There are small parties of npcs who represent a faction and move around in the world (It’s a bit like Nicolas the Traveller). Possible tasks in order to progress:

A group of Kodan advanced to snowden drifts

  • a Kodan scout is missing – try to find him in (Jumping Puzzle xy)
  • 15 members of the group tried to help local folks (15 different standard events in that zone have Kodan). Find them, help them and lead them back to the group.
  • A Kodan scientist looks for critters to find out if there are signs of corruption. Find and collect 15 different critters.
  • The camp needs supply from local surroundings, find and gather 25 wood/ore/herbs from that zone.
  • A Kodan wants to trade his rare (random rare or exotic+) items with you, but he want’s an other rare item in return. It’s a rare artifact which only drops from certain mobs in that area. Find such an artifact and you might choose one of three rare (+) items in return (all of them have a Kodan-theme).
  • Visit 6 Kodan scouts. They watch over half of the vistas on the map. Find them.

Now after 1 week the group moves to a new zone, but the progression isn’t lost for you. All the above objectives stay exactly the same in the new zone: Find and do a jumping puzzle, find and do 15 unique events,… . If you follow the faction and help them in their endevors, you’ll progress and unlock new exiting faction-specific rewards.

Basically it’s dynamic quests.

No new content, instead Anet uses already existing content to experience it in a new form.

Hi Marcus,

I think the idea of zone progression is quite interesting. Please don’t think that just because an idea doesn’t get a reply from a dev that we don’t like it. The CDI is a collaborative initiative. Much of what I do is read and learn and formulate.

We are getting close to the formulate section of the thread now and you will see more opinion and metric based discussion from me and everyone else.

Personally I love seeing you guys brainstorm and discuss design, that in of itself is super useful to GW2 moving forward.

Chris

Guild wars 2 combat & where is my AI at.

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Zerker or Kick
This is the biggest problem in GW2 right now. You either play Zerker or we dont want you in group. Some people even say that Zerker is the only way to play, and those who are investing in Toughness/Vitality are in need of a “crutch” to learn playing. Some even say Toughness/Vitality are completely useless. This limits “useful” builds to Zerker and Zerker only.

1. Improve Zerker DPS. Yes, practically double it. No I am not crazy, keep reading.

2. Implement more mobs with Immobilize and Weakness, but with good visual cues for those attacks. The only reason why Zerker is the very best is because of the Dodge mechanic. You can simply Dodge out of everything with infinite Vigor and faceroll your rotation mindlessly. You dont even need condition removal on your skill bar right now. Immobilize and Weakness changes all of this and will provide much more interesting gameplay.

3. Improve monster damage. Right now Zerkers dont even die if they get hit, specially Warriors and Guardians. Bosses should be 1-hitting anyone running FULL Zerker(glass cannon). There should be a really high skill cap on actually playing Zerker. If you are “really that good”, then this wont affect you since you never get hit by anything anyway and can still run Zerker. For those “less good”, you will have to consider other options or take the risk of being 1-hitted often.

4. Improve Toughness. Toughness right now is a very underwhelming stat that scales poorly the higher you go. If monster damage gets improved from 3., then Toughness should also be improved to match. Then with both Improved monster damage + Improved Toughness, players will know that difference between being 1-hitted with Zerker and not be. Zerkers clearly have way too much survival right now and even room for mistakes.

I understand that you do not want a “holy trinity” in this game. Every class should be able to run DPS or Control or Support, true. However, I expected teams to be more balanced to let’s say “requiring” 3DPS and 2Support out of 5 party members to be optimal or even 4DPS and 1Support. This would be regardless of class because all classes can do the roles. Right now, all people are doing is just run Imba teams of 5 full zerkers and faceroll everything.

Guild wars 2 combat & where is my AI at.

in Guild Wars 2 Discussion

Posted by: Frenk the Vile.2596

Frenk the Vile.2596

I think many players just play TP and buy on gemstore, so WHY polishing combat? All you can get by fighting in PvE is blue crap, green crap …and shiny-token-collectible-limited-time-crap. Sadly, cool things are obtained with money in this game.

Italian market

in Suggestions

Posted by: Dante.8456

Dante.8456

Im sorry, perhaps I’m being naive but surely the cost to add subtitles is minimal. I mean ‘spending money for translation’ – does no one realise that this cost is tiny? Add all the text in GW2 and hire a few translators and in a few weeks (if that) it will be translated and that would cost little. The real expense is changing the game text of NPCs and the implementation of that. I’m less sure of this but I would assume that:

Cost of translation < New game purchases of an entire additional demographic

I mean are there not already multiple language versions for the asian v english-speaking markets?

I agree though that there are some languages that should take priority (Spanish) because Italian is not very widely-spoken (and I’m Italian!)

Desolation EU
Guardian / WvW Enthusiast

Delete Vigor

in Suggestions

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

One of the things I really like in GW2 is the way we can move around. In many mmos you can just walk around by clicking, you can’t jump, you can’t roll, you can’t climb, the only thing you can do is walk on flat surfaces.

Gw2 offers a lot more freedom in that regard, I don’t want that taken away. Also dodging is an important part of the combat system I don’t want to loose.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

Add vanquishing and hardmode

in Suggestions

Posted by: Turamarth.3248

Turamarth.3248

There are no vanquishes because mobs respawn and the zones aren´t instanced. Changing this would require a lot of work I think.

Brandar – Kodash [DE]
[SPQR]

Let us enjoy the Minis!

in Suggestions

Posted by: Belzebu.3912

Belzebu.3912

Use a small one
I use 3 20 slots bags, 2 15 slots bag and 1 15 slots invisible bag, I make my inv window 15 slots wide so only the last line of items are in the invisible bag, I put minis and 2nd weapon/armor so that way they don’t appear in the selling tab in NPCs.

What I would like is an exclusive slot for mini that will auto summon it when changing maps.

Charter Vanguard [CV] – HoD
Bardy Belzebuson – Ranger Sir Belzebu – Herald
(and the other 8 elite specs maxed too)