Showing Posts For Rasterranger.8417:
so what one is your zerg spec, doesn’t directly say in the description. I need something to run in zergs.
the more game modes is a really important one. even though most of Tf2’s maps are community created it serves an important point. create a lot of different game modes and map types. this will allow the community to pick their favorites and allow tournaments to ban certain maps. Than all you have to do is keep making more of the maps that the community likes. This game would be much better if you just imported all the game modes from tf2. linear Capture point maps, CTF, KOTH. Also import all the Attack/Defense game types as well.
I still would rather have a map editor though. just look at all the community created maps. most of tf2’s maps are community made. a lot of starcraft maps are custom. Even League of legends and the moba map was driven by the moding community. You guys also make new maps rather slow. your game could be always gaining pvp content at a rate not possible for your team to produce if you actually let the community make maps. A community will support the game and create content if you let them.
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While on my memser I would be in the middle of combat and my hotkeys would stop working. even after exiting combat they still don’t work. only thing that worked was the movement keys. any button presses would not execute skill even though still being bound in options. I usually have to restart client to get things working again.
I agree with this, they said they were anit gear grind when in terms of power scale. Seems they are going back on their word. I am ok for gear grind on cosmetic, make it rare. I am very much against their new power creep while making each new power creep cost more time output to obtain.
Obvious one that will never happen in this game is a map editor that lets us create different game modes and maps. most competitive esports play with user created maps not dev created maps. just how meta is figured out by the community, map design should be figured out by the community. The community is faster and more adaptable than any design team at making the maps that meet the expectations of the community.
one of the most off putting things about pvp in this game is that the devs think they should know how the meta should work. taking the classic, we know what you want approaches.
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What build do you recommend for for a 10 man roaming group? I am looking for something adaptable that can deliver huge burst, but able to survive when taking on 20 or 30 players. I assume heavy build? do you use anything else I want to know what build you play in 10 man groups.
I wanted to make a post about AoE in this game. I feel that the way AoE is currently setup benefits zerg play the most and needs to be balanced more to be effective against zerg vs zerg and squad vs zerg. The way AoE has been balanced makes it so players can still take large amounts of damage by being pummeled by AoE when in a zerg vs zerg situation and completely destroys the viability of AoE in squad vs Zerg situations. The 5 player AoE cap is a poor solution to the problem.
Zerg needs to be balanced and AoE is a large tool in helping with that, especially in WvWvW. There is a reason that most military use explosive to take out high density of soldiers in an area. We have been doing this for centuries. To not take a lesson from history is a greatly missed opportunity.
My proposed solution to this problem is to treat AoE similar to condition damage stacks in this game. Make it so anyone Player can only be effected by a maximum of 5 AoE’s at one time. At the same time remove the player cap on AoE’s so they can effect as many targets that are inside them. This makes their damage spread out across and army regardless of size while making it so anyone player inside the AoE is not being hit by 10 AoE’s at once.
For Example we could take the stock damage of Meteor Shower which does 481 damage.
(Stack of 5 Aoe’s on Player) * (481 Damage) = a total of 2405 damage that any single player could take at one time from an AoE on the battlefield.
Now this number could scale across any group size.
So 5 player team could only take a max damage of 12025 at one time. = (5 players) * (2405 damage per player). So regardless of the size of zerg they fight they could only ever take a maximum of 12025 AoE damage.
While a 25 man team would take a max damage of 60125 at one time if all stuck in the AoE. This damage would be evenly spread across the team though, each player only taking 2405 damage. Making it so people are not getting one shotted by AoE in zerg vs zerg fights.
You could even make it so the area of the AoE increases based on how many are stacked together.
These are just placeholder numbers and can be played with for balance, but I feel this is the type of solution that should be taken. This solution balances both types of combat at the same time.
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What we need is bonuses for actually comboing and mixing different skills together, more than just combo fields. where you actually deal more damage when you mix skills. Proc special effect which are triggered when doing certain things such as dodging having a certain debuff on you or a certain debuff on your enemy. Thief has some of the most uninteresting gameplay ever. You should be rewarded for mixing different skills and noticing changing battle conditions. Special effects could be anything from snare, stun, initiative return, poison, endurance gain, etc, literally anything. it would help to add more synergy to some load outs since their could be multiple proc conditions based on what type of skill you use. you don’t need a resource system for comboing. arena net could learn some things from games like league of legends where skills change based on use and combo off of each other, or have passive and active effects. the reason league of legend limited skills work is they pack so many calories of game mechanics in each of them. a lot of guild wars 2 skills are very one dimensional in comparison.
you should not be penalized for spamming. creating penalties just makes the thief gameplay even more uninteresting. rewards add gameplay, that is how the problem should be solved. other problem is arena net has stuck to cliches which just make the thief even more bland. I wish they would actually think up of some interesting skills than sticking to cliches such as poison, smoke, and blind. Designing mechanics around lore always make for boring gameplay. better to design something interesting and fit lore around it.
The closest thing we have to any kind of combo system is stealth giving you a different one slot skill, this should be expanded to other skills and be more accessible than just using stealth. Skills should literally change into a different skill if you trigger it by either dodging, applying a certain boon/condition, or you/enemy being at a certain percentage of health. that is what I met by special conditions. it should be way more interesting than just extra damage or conditions, it should be entirely new skills with interesting game mechanics. If the skills change it keeps you from being able to spam them not to mention the system would actually work with our resource system.
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The cooldown System is actually better than initiative.
It is actually better for more reasons then thief skills being watered down.
Most of the other professions weapons are designed around being able to put out similar damage while also having access to Defensive skills. When a thief uses damage skills they are sacrificing a lot of their defensive options on their weapons, and when using your defensive options it severely limits your damage output.
Another problem is the initiative regen before talents is a constant, versus the cooldown system where each skill recharges independently. This allows professions to be recharging multiple skills at the same time. This allows other professions to use more skills more often and not sacrifice defensive options. Thief has to devote a lot in their trait build to achieve what other professions can do at the start of the game.
There is also the weapon swap because we have one initiative bar and a constant initiative regen it is severely lackluster to swap weapons besides wanting to switch fighting strategy or to create combos. the thief shouldn’t even have a weapon swap cooldown either considering all the skills are limited by the initiative bar. it is actually a double negative of weapon swapping for thieves. Regardless how often the thief swaps weapons, before the trait, the number of skills a thief can use every second is constant.