Showing Highly Rated Posts By Ramoth.9064:

Arenanet's failing ESports ideologies.

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Posted by: Ramoth.9064

Ramoth.9064

I’d like to raise some concerns about Arenanet’s continual descend into poor decision making in terms of game design/e-sports ambition.

A successful Esports needs two things:
Players, and spectators. The game is actually not as important. Spectators are a straightforward concept, the more, the better. Unfortunately GW2 isn’t a particularly friendly game to spectate, and only now has Anet begun to address this issue. In terms of players there are 3 types. You begin as a player who is uninformed, trying to learn the game, and experiment. With experience you become the average player who knows the ins and outs of the game, with the ability to help the uninformed. Finally, players of this category can make the extra push to be a professional. A professional is often a beacon of inspiration for the average player; creating new ways of thinking for the meta to change and in turn, engage the developers into doing things in new ways. All three echelons of players are important. Professional players help drive the game in different directions and show spectators the amount of depth the game can have. Your average player-base helps translate this depth to the beginners. Which is where the forefront of GW2’s issues lie.

Issue #1: “Lets make GW2 the most inaccessible E-Sport out there”.

Anet have said time and time again they want to make GW2 a proper E-Sport. How well is that turning out isn’t an issue here (but the answer is not very well). The frame work for an esports community to build up just isn’t there. Three years on we still don’t have fundamental features like; saved builds, a working matchmaking system, game history and in game rankings. These aren’t just features that are QoL, these features are crucial. A competitive environment is about having the features in place for people to improve

GW2 features high customisability, which is not unlike other successful esports. Customisability is a good thing. The problem with GW2’s version of customisability is that it exists at the beginning of a PvP match. This is not a good thing for both players and spectators.

If you look at a successful MOBA like DotA 2 or LoL, you’ll see that the game type starts off with the players having very little abilities to use. Gameplay at the very beginning of a match is very mechanics-based. But as the match develops and casualties are suffered, more options are available to players to adapt and change the tide of battle. Most MOBAs involve the purchasing of items in game which essentially allows builds and tactics to change.

Now if we look at GW2 conquest, very little of this is present. Builds are locked in from the get go (which I actually agree with). Once a match gets underway and points are accrued, staging a comeback becomes much more ‘skill’ based rather than tactics based. Even this isn’t the problem, but it does make GW2 more akin to a game like counterstrike rather than a team-oriented, RPG PvP game which it is often presented as. CS works as a spectatored esport because the visuals are so easy to understand. You aim, you shoot, you win. This isn’t the case with GW2. There are hundreds of different spell effects a spectator needs to know, and for a casual spectator, the result is more important than the method. Watching a sinister engineer do a complex rotation to win a point from the opponent is boring, even though it requires great timing and skill. Watching two teams race to kill a guild lord in Stronghold on the other hand can be much more exciting. Skillful prowess in a video game are often much harder to translate visually than tactical prowess.

So not only are we wrestling with a game that is difficult to understand visually, we are also hampered by one of GW2’s most core principles:

Issue #2: “No defined roles, no 7LF Monk”.
First of all, I absolutely applaud Anet for making PvE solo friendly. The removal of the holy trinity was a very good thing. For PvE. But for PvP it falls flat on its face. I’m not saying we should have healers and tanks in PvP but we need clear and visible roles for each class. The problem is that, outside of a proper premade team, soloQ players are completely oblivious to what their team members are doing and/or capable of. You can make the argument that players are supposed to communicate, but even to that extent, the game is making it difficult for players to do this successfully and efficiently. Many team sports have a great visual and informative component that tells spectators what might happen before the game even begins. Its the dispelling of these preconceived notions that adds to the excitement of the game. In football, if you see a 4-5-1 formation you would probably expect that team to be extremely offensively minded.

In DotA and LoL during the character picking process you can easily formulate a strategy based on the preconceived roles that is attributed to that particular character. It becomes easy for random players to know what their role is, and great for spectators to watch. If a player plays a character differently to what their preconceived role is, it becomes exciting and innovative.

With elite specializations the issue mentioned above becomes even more difficult to deal with. What can I tell about a team in GW2 involving a thief, a ranger, a mesmer, a necromancer and a revenant? Not much really. If we had saved build changes we might alleviate this problem slightly, at least we can quickly change builds before a match, but even so to what extent? Currently GW2’s esport game type, Conquest doesn’t even necessitate clear and defined roles because:

Issue #3: “Conquest sucks.”
Conquest favors players being able to survive and stand on a point as long as possible. It might feel fun to play, but it is extremely boring to watch. I think Anet has realized this with the removal of the Minstrel’s amulet. This actually isn’t the biggest problem. The issue with conquest is that character defeat almost always directly translates into objective failure. If you die fighting over a point, you will most likely lose that point. This game structure doubly reinforces a team’s impending loss by both awarding points to the finisher, and the map objective.

This ends up diluting the map objectives to the point where player skill becomes much more important that team tactics, which in turn is not good for spectators. Here are some comparisons where player defeat does not equate to match defeat.

In DotA the designated roles create a weighted importance on which players need to survive. Player defeat doesn’t necessarily equate to a disadvantage for the team if certain map objectives get completed in the process. For instance, sacrificing yourself to destroy a tower allows extra tactics to emerge as the enemy’s map control diminishes due to losing a tower.

Even in a game like Counterstrike, player defeat is an important component of map awareness. Since encounters are so brief in CS, losing a teammate will quickly inform the rest of the team where their map exposures are and the necessity for the team to change tactics and adapt.

It is for these reasons why maps such as Temple and Foefire are more successful, the extra objectives on that map adds both the necessity to change tactics and is spectator friendly. I think in this respect, Stronghold is a much more successful game type for SPvP, and Esports spectating in general, but it isn’t without its own set of clunky mechanics which I won’t go into here.

And finally:
Issue #4: “Visualsgate”
I’ve already alluded to “spectability” earlier on, so I’ll touch up on it here. Anet has recently been toning down their graphical skill effects lately. These skill effects are beautifully created in the first place mind you, but these changes don’t seem to have been taken well, nor achieve what they are trying to do. Large group combat is still a mess. In short it probably has something to do with the scaling of ‘impact’ effects when stuff virtue of judgement gets activated on an enemy in PvE, but I don’t think the problem is to do with the art at all. In fact, I find it insulting (for the art team) they are making such kneejerk changes to the beautiful effects.

The issue isn’t large balls of fire being hurled by an elementalist. These visual cues are important for an esport. The issue is just that there are too many different types. The visual effects also lack a sense of hierarchy as to what is definitively powerful and what isn’t. A mesmer’s greatsword AA massive bolt of energy should be reserved for something powerful and infrequent rather than something that appears on screen every second. On the other hand, it’s the engineer’s Orbital strike getting toned down? It doesn’t make sense.

These issues could’ve been tested very early on simply by asking a seasoned developer to commentate on a round of PvP. How successful will they be at doing it? How do you differentiate the importance of one fiery fireball effect vs another? And what about all these crazy combo fields? Even as a player you’d struggle to know whether you’ve successfully activated the field you want to activate thanks to the overlapping combo fields rule, how do you expect a spectator to understand it?

For the record, I think combo fields are fun as hell, but just terribly implemented, and visually distracting.

GW2 is a very fun game to play PvP wise, when you remove map objectives and what not. Its incredibly fun to survive and claw your way back against an opponent, but unfortunately, its just terrible to watch. No amount of visual downgrades will help either because its the inherent mechanics of the game itself which are the issue.

What's the deal with Druids being nuts?

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Posted by: Ramoth.9064

Ramoth.9064

Its not the nuts, its the seeds.

[idea] 4v4 conquest. Fixing SPvP

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Posted by: Ramoth.9064

Ramoth.9064

Reduce the team size to 4. This is going to solve a trifecta of problems.

1: This is going to be a band-aid solution for the time being for population. You’re going to get more games, 25% more. It also works pretty good for this whole duoQ thing we have going on. If you have two duoQ per side, its likely easier to communicate than another soloQ in the mix. Less ppl = easier to communicate is generally the case.

2: Team fights tend to get pretty hectic and hard to see when its a 3v3. In a team of 4, a 3v3 means at least 1 point is completely unguarded, and people are likely going to only go 2v2. Which is something the community has been wanting in the first place. By reducing the team size to 4, encounters will be less of a clusterkitten and more of a 2v2 affair. People will be encouraged to hold 3 points and have a person roaming for +1s. If the game is less clusterkitteny, new players will also get the grasp of things much easier than some of the instant melt zerg situations you get at low skill levels.

3: It’ll be much easier to balance the burst meta around. If the general encounter became 2v2 there will be an easier time understanding how damage is dealt because there just isn’t so much thrown around in the first place. There’d also be smaller chances of class stacking because the player numbers are smaller.

So these items are kinda geared around helping conquest improve to be a more legible game format for newer to mid ranged players. There’s really not too much affect on professional players because they’d just reform a meta to suit it, with the only downside being they’d have to cut someone from the permanent team. Conquest is a problem at lower levels because theres just not enough tutorial material to go around, and the game engine doesn’t really cater for clarity of visuals. If we reduce some of that by reducing the amount of players, you get to slow the game down slightly and let people process things better.

Even at a professional level, whenever you get a 4v4 or something, commentators have no kittening idea what is going anyways. The outcome becomes a bursty coin flip that is crap to watch and crap to experience.

The real issue of necro power creep

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Posted by: Ramoth.9064

Ramoth.9064

Preface: I main necromancer.

The main issue of the abundance of corruption now is that it significantly reduces active counterplay. Yes, corruption is a direct counter to boon-bunkering, but the real issue is that for classes that have passive production, i.e. pretty much every class, you are creating liabilities for yourself without even trying.

Look at it this way:

A necromancer has 3 direct, active ways to apply weakness before:

Enfeebling blood, corrosive poison cloud, signet of spite. None of these have 100% weakness uptime.

It’s not that we didn’t have boon-corruption before, but at least they were direct and active abilities with somewhat high CD.

Now everyone with might, and relies on might will pretty much be perma-weakened without even trying. And look at all the classes that produce might almost involuntarily.
You’d almost not want to have it on you:

https://wiki.guildwars2.com/wiki/Might

Can we fix the kitten wall already?

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Posted by: Ramoth.9064

Ramoth.9064

No? Omg, its not that easy, okay? Leave, arenanet, alone.

spoiling star wars in map chat

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Posted by: Ramoth.9064

Ramoth.9064

IMO, spoilers should be allowed when the movie is usually not shown in cinemas anymore?

GW2 needs Colin back ASAP

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Posted by: Ramoth.9064

Ramoth.9064

God no, in the realm of GW2 hype train was all there was with Colin.

Could you change overload animation?

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Posted by: Ramoth.9064

Ramoth.9064

Do you have an issue with the character T?

How about Trahearne's memorial?

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Posted by: Ramoth.9064

Ramoth.9064

Because he was a terribly written character.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Oh and torment on 3rd auto would be great too. See how that will create synergy with scourge’s demonic lore? Synergy = options. Tada!

And even without scourge, you’re adding the one condition that punishes people from kiting you, which is the main issue with dagger in the first place. Which gives you the option of running power condition hybrid amulets. Options! Tada! Whodafunkit?

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Considering that the go4 cups only brought in about 1k max, 5k is a pretty good step up after only 2 weeks.

This is the result of 3 years of build up. If the game actually had a large fanbase for the PvP we wouldn’t be seeing these miserable numbers. Arenanet should be ashamed at this outcome.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Lol chill on auto attack. Now viable with reaper. Thanks, you’re done.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Balance is the SECOND issue. the first issue is CONQUEST. The game could be perfectly balanced and it’d still be a load of visual garbage on the screen because thats what playing conquest means for you to do; loiter around a circle spamming cooldowns.

Visual garbage does a successful esport not make.

Season 7 poll...

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Posted by: Ramoth.9064

Ramoth.9064

Call me when they decide to poll the removal of elite specs from ranked.

Guess you never getting called.

Bug Wars 2 (a much watch before is deleted)

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Posted by: Ramoth.9064

Ramoth.9064

Gw2: the game where you get banned for reporting hackers

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

In comparison:

Two DotA 2 celebrities currently streaming, 13k and 6.9k viewers (Arteezy and EternalEnvy)

Theres more people watching WingsofDeath on LoL test his 60fps game settings than people watching the GW2 proleague.

Go esports, amiright?

Remove Asura from PvP

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Posted by: Ramoth.9064

Ramoth.9064

Well…to be honest a smart person would have found this option by themselves. I mean, I did.

win pedestals are ok, but this is better

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Posted by: Ramoth.9064

Ramoth.9064

The end of game should be a quick montage of each of your winning team members doing a skill with their equipped weapon to slay the enemy team. All scripted of course, briefly, about 1.5 seconds each. Slight slow motion. Kinda like Tekken 7’s new feature:

Example: A hammer warrior will do hammer5 on the enemy, at a particular close up angle, then it will cut to the next player on the winning team, say, a necro finishing off an enemy with gravedigger at a different camera angle.

Anyone without a weapon equipped (and somehow managed to win) will do a stomp finisher.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

You assume dagger has no purpose and shouldn’t be able to be kited? That’s a poor assumption considering it’s the way dagger worked for the last 5 years and people have presented good ideas of what the purpose of dagger is.

I’m not setting any parameters; people said ‘new options’. That’s their words. I can only assume that if they meant ‘improvement’ that’s what they would have said.

No, YOU are saying they mean improvements, where as everyone else would see that if dagger got conditions that synergized with traits, it’d give them new options to make builds using dagger. case in point: Your deliberate misinterpretation

No one uses dagger to do anything competitive currently.

2v2s are coming?

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Posted by: Ramoth.9064

Ramoth.9064

https://www.guildwars2.com/en/news/get-ready-for-the-june-2017-competitive-feature-pack/

“Structured PvP will also be updated with a custom arena map for 2v2 battles and a new and improved PvP lobby to hang out in.”

So does this mean we are going to be able to queue 2v2s now instead of just 5v5 conquest? Am I reading it right? Curious cause no one seems to be talking about it.

Only custom arenas. We don’t have plans to support a 2v2 game mode with a queue.

Such a waste. 2v2 is better than the garbage that is stronghold and conquest. Keep it timed, with a damage calculator to determine the victor for ties and you might actually get people pvping

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Nothing obtuse here. You guys want to pat yourselves on the back for a poorly thought out idea to buff dagger with damage conditions while ignoring game mechanics and intention. It’s not all that hard to even think of an idea that doesn’t ignore those things to buff dagger, but for some reason they elude you because of this conditions fixation.

I mean, someone asked what happened to simply buffing dagger damage … he was completely ignored because that idea doesn’t push the condition buff agenda.

OK so what about that idea? It maintains the concept of the dagger, it maintains meaningful choices during swapping, it addresses ‘competitive’ to a degree.

Oh, applying conditions = ignoring game mechanics now? That’s a new one to laugh to!

Maybe you think that … I never said such a thing. Feel free to laugh at yourself if that’s what you want to think.

I will say that applying conditions that isn’t aligned with the concept of a power weapon is ignoring it’s concept and intention.

You have no idea what intentions a weapon has despite how much you think you know about the game. GS in raids is now used in condition builds, despite it being marketed as a ‘power’ weapon.

That’s not correct. You can get a really good insight to what the devs intended a weapon to do by it’s skills, the special traits associated with it and the other traits in the same line … to claim otherwise is nonsense.

Again, intentions have constantly been changed. None of which you could have predicted in your tenure as a fake arenanet employee.

Hey, I’m all for changing intention … but adding bleed on AA isn’t going to do that. That’s silly. It doesn’t do anything … there is no new concept there and even worse, an effect that very little to take advantage of. It’s simply a desperate plea for a buff.

Lol, no. No you aren’t. That comment flies directly against your ‘neigh, weapons have intentions and no foul heathen shall ever change that’ argument.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

I did explain myself, many times … it’s not like I respond in a few incoherent sentences like most other people. I can’t be asked to continually repeat my points just because you want to ignore them.

Not sure, maybe you just don’t care or understand what I’m saying. Clearly you are of the idea that a weapon just just a random assortment of things that can be ‘rerolled’ whenever it suits players desires. I don’t think that’s a realistic way to view weapons concepts in any MMO.

I think it goes without saying that adding ‘stuff’ to any weapon makes it more versatile and increases build variety … yet all the weapons we have are limited to certain ‘stuff’ … that’s because weapons are bound by a concept. Simply making a weapon more versatile is not a good reason to buff a weapon; that’s evident by examining how the game works. Instead of a few versatile weapons, Anet has given us a range of Weapon choices and swapping to address versatility. Not only that, but they continue to add more weapons with each Espec. Clearly any suggestion that we should have more versatility through weapon buffs is a stark contrast to Anet’s idea of how to delivery versatility. The suggestion that dagger condi buff would increase versatility, while true, doesn’t align with how Anet gives us build versatility and therefore, doesn’t actaully make it a good idea to do so for that reason.

So again, LF regen, versatility, options … whatever reasoning has been presented so far … none of these things are best and only solved by condi-buffed dagger … or even make sense with the current approach Anet takes to develop the game.

To be completely fair, the original suggestion is so poorly presented, it’s not even clear why the OP wants a condition of dagger; “Opening up options” is terribly vague … It’s just a half hearted attempt to grab more damage IMO. I mean, what ‘option’ is being opened with a small condi buff on dagger auto? Are we going to be able to make good condi builds with that? Not kitten likely. Can I contemplate alternate stats? Not for a smattering of a few damage conditions.

Seriously … WHAT does the class gain? What are these “options opening up” for versatile builds? Do not confuse increased function as an open floodgate for some magical vault of builds that we didn’t have access to because dagger didn’t have a condition on it!!! It’s a farce.

And no. I blew you out of the water in regards to how conditions on dagger will open more options. Do you want me to do it again? You had no reasonable reply for my examples other than agreeing with me that dagger is bad and nay nay nay.

You would be exactly the kind of guy who says ‘corrupt boon’ on scepter auto won’t do anything useful!!!!

And look at revenant, the buffs to the condition traits made sword, a power weapon, usable for condition builds. Staff, a support weapon, is usable for power builds.

Thieves can almost use any weapon for power or condition. How does that go for your “weapon concepts”. You know very little about this game from what you’ve indicated in your arguments.

(edited by Ramoth.9064)

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

If you were running a condi reaper build, you wouldn’t use dagger. End of story, theres no debate necessary for that.

If dagger applied chill, you COULD use dagger, thanks to deathly chill, and the fast attack speed. There, you would have a supplementary weapon that applies condition damage, and has the added advantage of faster LF. You could run scepter and dagger,

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

It doesn’t matter … what you are proposing isn’t new. I asked for new builds, not more effective builds than the ones we have now.

Lol, deathly chill every 2 seconds on auto isn’t new? Can dagger do it now? It’s new. You’re done. You’re grasping now, and… It’s sad

Lol and speaking of waiting, what are your qualifications again?

(edited by Ramoth.9064)

2v2s are coming?

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Posted by: Ramoth.9064

Ramoth.9064

This seems odd. Why publish a 2v2 mode with fanfare when it’s not actually going to be in the rotation?

I can think of a possible reason for doing so and I don’t like the implications.

Its because Arenanet don’t like to admit to their mistakes, instead they like to rehash it over and over again.

Look at stronghold, its the most counter-intuitive garbage ever, and they think they can fix it by shoving pve-care bear features in like OMG TYBALT AND APPLES

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Look guys this is really simple: There is no way you are going to convince anyone that a condi-buffed dagger is going to solve a LF regen on Scourge because it does LF regen just as good as vanilla dagger does it. That’s just fact.

The problem you are solving is making dagger more appealing to use in Scourge. That’s NOT the same problem at LF regen. The worst part is that somehow, you think this is the BEST and ONLY way to solve whatever LF regen issue Scourge has. You’ve just decided this HAS to be the way it’s done. That’s just not thoughtful and makes no sense.

The OP wanted conditions on dagger to open up more options, you’re firing off on tangents and you’ve still yet to show how ‘qualified’ you are on all this discussion.

I’ve answered to the OP, the MH dagger is lacking build options, even in the role it is designed for it performs poorly at. What’s your reasoning other than the age old ‘Arenanet knows best’.

Ascended armor discussion

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

Okay before you guys start saying that ascended armor takes just the right amount of time Please dont get angry at the people who dont agree with you.

Heres my problem yes ascended armor should take time and defication but should it be so long that it takes some people over a month to achieve. And alot of the time getting it is just saving up the gold and laurels to get the recipes. Now the argument ive been hearing is that ascended armor should take time because it keeps noobs from raiding therefore making a better experience. My counterargument is that logging once a day to get dailies is not a increase or decrease in skill and in fact will let those noobs get to raiding easier. To get to my point is i want ascended armor to not require laurels, but instead some kindve fun challenge to complete with a party of five that rewards the recipes, and then requiring youto still make your own ascended gear. Now i know that laurels are the most valuable currency in the game and all, but i dont believe that logging in once a day to get my ascended armor is fun it feels stupid and grindy two things arena net tries their best to remove from the game.

Now i dont know if my idea is any better but i drastically want this system to change for the better as many cannot experience some of the game without ascended.

You said defication. teeheehee

Constant chase and fight resetting has to go.

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Posted by: Ramoth.9064

Ramoth.9064

Wow…a warrior complaining about fight resetting? That’s rich.

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

Options for what? What option does a conditon-based dagger give you that you don’t already have? The option to have a miniscule amount of damage added to a Scourge build that uses dagger? Wow … I’m totally overwhelmed by the significant increase in options that gives me.

The fact is that this game has never really been giving us overwhelming options IF you are looking for optimal performance. Adding a condition to dagger will not address that problem. I’ve already addressed this in a previous post; performance players will not think this a a viable option; style players will not care and use whatever they want regardless.

Um, as a melee weapon, poison would be excellent for starters. Power dagger, on top of being kited, does so little damage numerous classes can out heal it easily. Look at the thief dagger design, capable of both power and condition.

You have no vulnerability, insufficient snare, and no pressure. Axe has great spike potential, scepter has pressure, staff has utility and zone control. Dagger has what again? And if you have to supplement dagger with warhorn to make it work, that’s even more laughable.

Other conditions? Blindness would be good, it’d actually give dagger options to run with curses for chill, and actually make dagger/dagger a viable comprehensive weapon set.

As suggested earlier by me, cripple? The thing is, you see life force generation by dagger as some sort of added benefit; its not. It just happens to be a staple across all weapon sets. Just because it generates LF does not mean that it is the core function of the dagger. If you think Arenanet’s intentions are correct as to that in itself being sufficient for a weapon, then they have no used the dagger sufficiently in practice. As it stands now, the dagger has no core function.

By the way, your qualifications please?

I want some extra starting content.

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Posted by: Ramoth.9064

Ramoth.9064

Nah, not going to happen. Too low return of investment for Arenanet.

Legendary weapons

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Posted by: Ramoth.9064

Ramoth.9064

Guys, MO already signed off in the last post of this topic, pretty sure he isnt reading this anymore because he is in IDGAF mode already.

oh wait thats how he and the rest of the anet team are usually.

Lol Frost Gun disabled.

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Posted by: Ramoth.9064

Ramoth.9064

Then every freaking environmental object that does bleed, poison, any condition that can be buffed from a trait is an exploit.

Its kittening called synergy. It was this thing they had i GW1. Not carebears2

Main Hand Dagger Condi

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Posted by: Ramoth.9064

Ramoth.9064

So your point is … if we don’t get weapon changes, the class will remain bad for organized PVE (I assume you mean raids?)

So you’re going to tell me that a condition-buffed dagger is the answer to that? Is that seriously what you are saying? That makes no sense. Getting a few condition applications on a dagger will NOT make necro any better an ‘organized raid’ class than it is now, or might be in the future with Scourge. It’s just too insignificant a change for that.

Even if weapon buffs ARE the answer to that, why have you concluded that the Dagger is the best weapon for that and that condi buffs are the best method on it? That again, makes no sense.

Lol, and as if adding chill to dagger auto wouldn’t improve its standing in raids. Fastest bleed application in the game.

No more Daily's in League, PLEASE

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Posted by: Ramoth.9064

Ramoth.9064

Anet,

Why do we need daily’s in league? Almost every team I am in has 2 of the same class playing in it. This class is always one of the classes up for that particular day and some are not even interested in winning but trying to earn the kill reward.

When you try to communicate and ask if they could reroll to another class, you won’t get a response as they do not care and just want to complete the daily.

I feel like daily’s are preventing a good balance in classes in league and are preventing me from enjoying serious matchups.

The “win with a profession” dailies will be removed with the Tournament release. We’re replacing them with a general win daily and a daily to participate in a tournament.

You’re quickly becoming everyone’s favorite developer. Apart from that no plans for 2v2 queue thing. You’ll fix that won’t you? I’m sure you will.

Legendary weapons

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Posted by: Ramoth.9064

Ramoth.9064

Yup, and that doesn’t change because Legendaries aren’t being removed.

Deflecting. You’ve just agreed with me that legendaries have a more than low impact in game, it has nothing to do with whether legendaries are added or removed. They have impact.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Because comparing literally the biggest esports games in the world to GW2 is definitely a fair comparison. Please.

Try looking up other competitive games numbers like fighting games, and you’ll see they’re not that far off from the viewers GW2 is currently making with proleague (if not lower), outside really big events.

GW2’s pvp is literally still in its infancy and it still has balance problems. It needs time and care to grow – if it will grow, of course.

I’m comparing a major guild wars 2 tournament to another esports celebrity testing his computer…and the latter won. Regardless of how riveting it is to watch someone test his computers, these numbers are not something Arenanet should be proud of.

Does the balance team care about engineer?

in Engineer

Posted by: Ramoth.9064

Ramoth.9064

I’ve lost count on how many times I’ve seen Obtena being called out for projecting and deflecting.

OP is right though, engineer needs more lurv. Obtena is wrong.

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Obviously I go into this knowing that some players will be very upset. That’s why it’s such a tough decision.

Ankdarkwolf, Darkmikau, Ballads, Spira, Caerbannog, Cysgod, you each posted a variant of an accusation I’ve seen many times over the past few months on the forums, something along the lines of, “AN shipped half an expansion with HoT.” I take issue with that. We shipped a new region full of content, a new mastery system, gliding, guild halls, a new profession, nine new elite specializations for existing professions, and more. Then we shipped precursor journeys for existing legendaries, and said, “We’ve been working hard on new legendary weapons, the first handful of which will be introduced in Heart of Thorns, with more to come in subsequent updates.” While I fully get that you’re disappointed today, this is not about us shipping half an expansion pack.

Mo

Wow, how can someone in your position even fathom spewing such bile. What if you bought a house with the promise of free stamp duty only to be told afterwards the free stamp duty would be voided and the only answer you got was, “well you still have the house you bought”. You lied, its as simple as that. Be ashamed, you’re a terrible person.

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

This was a decision that makes sense. Legendary weapons, no matter how awesome, have a very low impact on the game’s activities.

L. items are the pinnacle of the “work towards the cool looks” GW2 endgame. You’d be hard pressed to find another goal that’s as lengthy or expensive, or that even comes close. Crafting them, and Asc. drives the GW2 economy. You’d be hard pressed to name anything else in the PvE game that has a greater impact.

I’m not sure how you equate what has a great impact or not. Legendary weapons are low in my book; high entrance fee, high cost, minimal effect. Pinnacle or not, those factors make it low.

Much of the GW2 economy is driven by legendary crafting and precursor sales. I can hardly give you a TLDR here but if you listen to any self proclaimed ‘gw2 economist’ the root of most of the economic structure is based around materials related to legendaries.

Suppose you removed all legendaries from the game today; here is a small instance of what might happen:

You instantly lose one of the biggest gold sinks in the game. Gold gets devalued as a consequence.

People who gamble for precursors via mystic toilet will stop buying the relevant rares they toilet with, people who make these rares will no longer make them and any material used will be devalued.

People who farm for materials to sell to people making legendaries will lose an entire avenue of profit. You’d get less people farming, and probably only powerful bloods will have value afterwards thanks to always-popular-zerk.

That’s just 3 things that came to mind. Theres definitely way more detailed explainations for this.

(edited by Ramoth.9064)

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Translation: I don’t actually have any points, so I’m just going to pretend that I know what ANet wants and just hate the idea of any more condition application being added.

Adding bleeds on dagger auto does many things to help the weapon. It ups the damage (which it needs, It gives synergy to its own skills (which is always good), and it opens up the number of options for various builds (namely condition and hybrid builds).

So, what language is “Obtena” anyway? Has to be some Greek offshoot, given the similarity to “Obtuse.”

I don’t need to pretend … even you’re supporter friend admitted that Anet doesn’t want us to camp a single weapon because it’s not the intention. I mean, you’re again trying to discredit simple facts of the game to promote your desire to have condition on dagger. That’s not really a sensible approach because that is in fact, what Anet will use to consider the idea; the intent and mechanics of the game.

Yeah you’re right there, fair point well made. What do you think the amounts should be, if they were to add?

I think a single stack of bleed for 3.5 seconds on Necrotic Stab and Necrotic Bite would suffice. It would be just enough duration to get off life siphon, and also enough to make the weapon not a joke for condi builds, while at the same time not be enough to overthrow scepter.

that Anet doesn’t want people to camp a single weapon, then why is it in their best interest to make a single weapon so versatile? That makes no sense.

Because making dagger versatile would give dagger a role, since right now dagger is just a bad version of GS.

Really? You don’t think dagger has a role? You think dagger needs to be more versatile to make it have a role? Those things don’t make much sense do they? Other posters have outlined daggers role in this thread and I can assure you that if you want to give a weapon a role, adding versatility is not the most effective approach to do that.

You can’t assure anything. Didn’t see you assuring the self bleed to dagger 3, or the buffs to dagger 2. Put it simply, you have no idea how Arenanet balances, despite all your pointless heralding. Again, qualifications please? From the way you talk, its obvious you don’t PvP, you probably don’t raid, or wvw, so where is all this ‘knowledge’ and qualifications coming from? open world pve? auric basin meta? lol

haha, having a look at your post history on this forum, if I didn’t know better I’d have thought you were gaile gray LOL. i think you forget you don’t work at arenanet sometimes. And yep, everything I said above is true, no contribution to wvw topics, spvp, raiding. i.e. your opinions on balance are pretty much not backed by experience.

(edited by Ramoth.9064)

Rework idea: marks everywhere

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I’ve always wanted this. From a pvp perspective this would make necros really good at zoning, and attrition.

For instance, if unholy feast drops a mark at your location in addition to what it does now it’d make axe pretty kitten good.

(edited by Ramoth.9064)

If Scourge will not be nerfed...

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Everyone complaining scourge is too overpowered is obviously unskilled at player vs player. its doable with any class to avoid being bursted. don’t spam all your skills off cooldown, and don’t waste your escapes – i’m not going to tell you how to counter scourge, because that’s your job…

you; “boohoo scourge puts necro on an even playing field nerf nerf nerf”
Anet; " Scourge is equal now? not for long! "
me; “what else is new?”

[rant]
setting aside the obvious flaws in design. the kitten portal, and many “why?” utility mechanics. any other class get useless utilities? i meen for pve, wvw/spvp sure they have great use. but how many monsters have boons to rip for that tiny tick of torment/cripple? in my mind scourge was anet’s answer to the boonshare/condi meta. vanilla necro had no noteworthy condition application only manipulation. reaper wasn’t suppose to be condi spec, but its more bursty than vanilla, and it’s still laughable. even at 100% duration it barely topped 35 bleeds and only for what 8s? less on champions due to innate condition resistance. scourge offers better burst at shorter intervals. overpowered? hell no. balanced and much needed for the CONDITION KING? yes… stop being baddies and ‘l2p’ yes we’re back to that… go sit in free for all and get good like everybody else.
[/rant]

This. I mean, the freaking class mechanic is a shining yellow beacon, it should be obvious that if you stay in it, kitten is going to happen, and not good kitten, very terrible kitten.

Nope, I got people trying to melee me all weekend thinking they are king kitten. Won some 1v3s as well. They were likely bad players but the anti-melee the scourge has is hilarious.

Now, if F3 can be traited to break stuns, we’d be the shining example of perfect.

Thanks Arenanet.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Your ranked spvp has bots now. What a load of crap. Dota 2 has a reporting system that works, if your performance is terrible and several people from different parties across different games report you, it bans you from high priority matchmaking.

You know what that feels like? Programming something that works? Probably not.

This reporting system is a piece of garbage.

You've earned my money this time

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Now that the brooms are automatic I might actually buy a shared inventory slot for it! Great change! Whats more amazing is that it feels like Arenanet is finally listening to the community. I saw some post earlier last month about how these travel/cosmetic items need to be automatic in order for people to actually use it, and voila!

The minimap sucks.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

It is so uninformative. Player icons are too big, they easily overlap each other, and since this game revolves around doing the macarena on circles and squares, you often can’t tell how big a pileup at a point is.

In a game where you are not given any sort of pre-recorded team messaging, and +1s make all the difference in a team fight, this stuff needs to be improved.

Players should be shown a larger version of the minimap while they are waiting to respawn, because staring at their dead bodies while the camera is rotating doesn’t help. This way, when they do respawn, they have a better understanding of where to go, instead of lemminging their way to middle to suicide one by one.

fix ur gaem

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I’m simply asking you to show what builds open up by adding conditions to dagger

It would create builds that use dagger.

I can already make a chill reaper build using the dagger as it is now; chill on AA isn’t not the only source of chill to make that build work. Is it as good as chill on AA? No, but that’s not the question being asked here. If the premise for the argument to add condi to dagger is that it opens up new builds, then adding chill to dagger for a Reaper build doesn’t demonstrate that.

I’ve already covered the discussion about ‘serious’ builds … condition-buffed dagger does not even come close to making one if that’s your angle. If you think adding a condition to dagger AA makes it a serious contender as a condi manhand weapon compared to Scepter, you’re just not paying attention to what it takes to make a good condi build on Necro.

LOL. it demonstrates exactly that.

Chill on dagger will solve two things: it makes it harder to kite, which is something it suffers from, and it gives reaper a way to apply constant chill/bleed pressure. You can take your rune of the reaper, throw out 5 shouts for a chill burst, but none of that will amount as pressure, not to mention, a ridiculous way to waste cooldowns.

Applying utility chills while using a dagger is not a dagger applying chills. Talk about obtuse.

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Lol all your arguments about stuff arenanet wont do, has been done by arenanet.

Look above, weaver sword on fire, inflicts burning, takes advantage of people who are burning. Exactly what was suggested for the dagger here.

You’re so desperate to argue yourself out of the hole you’ve dug yourself, its tragic!

No one would take staff as anything more than a utility weapon they can’t wait to get out of. For it to be any good it needs to be more than a fire and forget weapon, and none of your laughable tweaks would do that.

If understanding meta is so hard for you, you really should get yourself acquainted to competitive game modes before you spout these nonsensical arguments. Its a farce!

ESL less than 5k viewers

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Well, I blame conquest, it is a terrible game mode to spectate. But hey, we have more viewers than heroes of the storm’s general streams. Thats a win, right?

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Why does this have to be regulated to competitive play? So you can claim my concerns and points aren’t relevant? GG. I think you are dillusional if you think adding condtion to dagger AA elevates it to ‘competitive play’, whatever your vague definition of that may be.

The fact is that while I’m a primary dissenter, I haven’t been the only one; try to keep it honest OK? The other people that have commented and challenged this idea have also echoed my own feelings on this; ignoring the fundamental concept of the weapon just to buff it out of what is simple desperation. Not a compelling reason.

OMG, yes. I claim your concerns and points are irrelevant. Was that not obivious? So far your arguments have been based around you thinking you work at Arenanet. Balance is based around the nature of competition, if there were no competition involved there would be no need to balance.

Fundamentals of a weapon change frequently. Thief shortbow used to be only useful for SB5, now it is actually a viable condition weapon. Mace on the warrior is a power/lockdown weapon, on the berserker it is a viable condition weapon. See how things change?

Main Hand Dagger Condi

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

That doesn’t change what I’ve said … improving dagger builds we can currently make is not the same thing as opening up new builds we haven’t had before. If someone interprets that as a ‘new’ build, it is simply to suit their own purpose.

It changes everything you’ve said, you’ve just admitted to misinterpretation of what is being discussed.

Communication relies on the basis that all parties involved are speaking on the same grounds of understanding. So far, theres everyone in one room, and you’re in another building on another continent on planet uranus.

Nothing you’ve said so far has been met with any semblance of agreement, which doesnt mean you’re wrong, but seriously, nothing?

By your terms, the only thing you’d consider ‘new’ is if a whole new condition was invented, just to suit your claims. Which, lets face it, is grasping.