How about this:
You pull up your DPS meter. It shows your name, while EVERYONE ELSE is listed as colors to you. You wouldn’t know who was where in the dps charts, but you would know where YOU were. This lets you keep track of your dps wile protecting against elitism (I.E. terribads who can’t dps getting bullied), and so on. Could also have healing and boons in it as well etc etc.
Would look something like this:
1) Violet: x dps / y healing
2) Gold: x dps / y healing
3) Crimson: x dps / y healing
4) Rump Buffalo: 1, 000, 000 dps / 1, 000, 000 healing
5) Emerald: x dps / y healing
6) Azure: x dps / y healing
7) Silver: x dps / y healing
8) Black: x dps / y healing
9) White: x dps / y healing
10) Salmon: x dps / y healing
If someone new joins the raid, the colors get scrambled to protect their identity.
Also, I want cast bars please.
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Possible issue with the boss in the vale. The teleporter aoes are sometimes spawned entirely within the circle that everyone has to stack in. Occasionally this made it impossible for us to stop the aoe from wiping the raid. This seems like a mechanical oversight that is a bit over the top. If we have to stand on point A, and point A is covered in a mechanic that will remove you from point A, thus killing you… perhaps the positioning of said mechanic should be rethought.
Just my opinion. Otherwise, looks like a promising start. head and shoulders above dungeons so far. Keep going from here.
This is indicative of a larger problem. In an attempt to let every class do everything and let you play what you want to play as any class, the game was created (and has become even more) homogenized.
This takes away class identity, and makes differences soft. I honestly don’t feel that different when swapping between classes, except maybe the ele for having tons of attunements available. The presence of a particular class doesn’t mean much when all buffs and debuffs are the same across all classes. On top of this, buffs don’t seems important. If I strip boons, they just get put right back up because access to them is so widespread and easy to spam. Same goes for condition stripping. The game has become a buff management game, and I am not a fan of that.
This is my biggest complaint in the game aside from might-stacking being the end-all be-all of damage output, and dungeon design not having any idea how to design dungeons for this game’s combat system.
Those are the three major things that make me play this game less and less
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Could they be dying because 95% of dungeon content is incredibly easy, mindless, and has no depth?
Not to mention there’s no feeling of reward or any reason to actually run a dungeon.
Honestly, a large part of group comp issues comes from fire fields and might stacking. I for one would be very happy if blasting a fire field did not give might, and did something else. This would solve a lot of issues and make classes more about interesting mechanics as opposed to who can stack huge quantities of might.
In fact, I’d be fine if we just did away with might stacking completely. Buff management gameplay is far less fun that involved and interested mechanics that are no homogeneous.
What about this:
Trait (Graven Seals): Each time a mark is activated it spawns a jagged horror. Every Third mark will summon a greater minion.
The problem isn’t incentive. The problem is that the PvP isn’t fun, and doesn’t feel skillful or fair in most cases.
No amount of rewards is going to MAKE pvp fun if it isnt fun to begin with.
One of my favorite competitive games, CS:GO, has no rewards for winning except ranking up. The reason I love that game is because it is challenging and actually feels like my actions matter and require skill. Nothing in GW2 matches that feeling of pulling a clutch 4v1 out and winning.
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wait wait wait wait…. are you suggesting that engineers would want to use anything other than grenades?
Are you insane? I LOVE having 90% of my stuff overshadowed by grenades.
So this is something that I’m hoping to see in HoT.
Gear currently has the issue of being completely useless in some iterations for certain play styles, this is obvious… I.E. Berserkers don’t like healing gear, etc.
When you complete, say… Fractals, and you get an ascended ring or armor box and it has stats you cannot use on it, it feels terrible and like a huge waste of time.
My suggestion is this:
Allow us to change gear stats on the fly. In a game with the ability to easily, and constantly, swap builds, skills, and even play styles, it makes no sense to gate this ability by making people collect multiple sets of gear for no reason. Also, we know stat selections tech is already in the game because we can select stats on gear in betas and the like… plus they’re been talking about allowing us to do this when we first obtain ascended gear in the future (I’m just taking it one step further).
If this game is truly about playing your way, you should be able to do so without being hampered. This would allow the finding of new loot to be more rewarding, and it would allow people to change from power, to condi, to support, to bunker, at a whim—adjusting to the needs of their party and situation. This would also allow us to not have to carry around armor and weapons that fill up half our inventory.
You may say “This trivializes loot stats!” Does it though? Are the stats not already trivial for the most part? Anet has said many times they don’t want everything to be about gear stats, and the game allows you to hit max 80 exotics relatively easily.
You may say “This makes the game easy because you can just adjust on the fly if you’re having trouble!” Okay, but the game already does this with literally EVERYTHING else you have at your disposal… why should gear be any different?
Anet plz.
TL;DR: just read the example boss fight to get what I mean by having a roles and strategy without using a trinity.
However, there is another aspect of the Trinity that bothers people. Even though it is easier to switch between tank, healer and DPS, there are still only those three. Sure, you can say that many encounters will require few different variations like maybe having the tank use interrupts or have the DPS use fire instead of lightning. At the end of the day, the core of the gameplay involves having enemies fill in around the tank, the healer keeping the tank up and having the DPS’ers down the target as fast as possible.
GW2 tried to rid us of the same old tank & spank tactics that we have come to know and be jaded by. They removed the trinity by removing healers and giving everyone healing skills. They also made a less than reliable aggro system, possibly on purpose. However, what this has turned into is a bunch of DPS’ers who need to be good at dodging and a support class like a Mesmer or a Guardian for skipping or making things faster in general. We have lost that sense of roles in this game though… and that has also made us lose our sense of strategy. While we don’t have the problem of needing to find a Tank, Healer and DPS, we still are finding that we are bringing the exact same team to every fight. The exact same tactic, again. This becomes very boring after awhile.
IDEA:
What I propose in order to bring back the sense of strategy and roles without adopting the trinity is this. There are many ways in which we could have boss encounters go down. Instead of a tank, we could use people to snare. We could also have bosses who cannot be snared, so they must be interrupted. Maybe we could have bosses who take damage through conditions until a certain point in their health at which point everyone will need to do physical damage. We could have bosses who chase a certain player who takes his weapon, and if he catches up, he does giga-damage to everyone. Let me give you an example of a boss fight which would use non typical mechanics.Example Boss Fight:
A Boss charges in and is exponentially faster than everyone in the room. His attacks are one hit kills and dodging them will only work for so long unless you adopt a strategy such as this. There needs to be one or two people using traps, skills or spells which can snare the Boss. There are MANY professions who can achieve this such as Rangers, Thieves, Engineers, Elementalists, etc. There will also need to be another one or two people who are buffing the party with swiftness to help everyone to stay away. Since the boss is so fast, there will be no time to rez people. So, it will be imperative to adopt this strategy to stay alive. While everyone is trying to keep away, they must also be attacking either of his legs to get him to finally kneel down in pain. At that point, everyone runs up and does damage before he gets back up. When he gets back up, repeat the process on the other leg until he kneels again and you kill him.
Yes.
I’ve been saying this for so long. We need defined roles in some way and a reliable aggro system so that we can actually form strategies around fights based on objectively true things (IE the way aggro works and mechanics that exist in the game). They already have the targeting mechanics for dragons and large bosses, yet where you are targeting means nothing… i don’t understand this. You could easily make it so that taking out a leg cripples the boss, or taking out the head target removes a breath weapon (like on a dragon). They have the tech for this but dont do it.
Also another main problem is that since EVERYONE has an easy time applying supportive buffs like protections/regen/vigor mostly without building in a certain way all supportive roles are overlapped by dps who can just pick this stuff up for themselves without sacrificing much damage. If traits were more impactful (IE Changed certain skills entirely to actually change how you played) we would see much more defined builds… instead we just get passive boosts so everyone feels very similar.
This game is disappointing me so much because it has the foundation to have amazing dungeons and pvp and yet the devs seem to have no idea how to build encounters and pvp systems effectively. These are seriously the worst dungeons ive ever seen. The encounter mechanics are absolutely stupid and simple and the bosses boil down to mindless dpsing 99% of the time. Fractals was a step in the right direction but I’m not convinced the devs realize where or why that step was taken. Bosses like the graal destroyer fractal boss are gems that should be analyzed and put on a pedestal for how they SHOULD be designing fights.
I’d like to point out that this was a problem before the patch and now is even more of a problem afterwards….
The 15% increased damage is actually a reduction in damage at lower levels (sub 30) because of the loss in power. This problem is now made worse by the passive increase in the signet…
Can we make the power not go away until the signet itself has been used up? I understand this would be a buff but its kinda stupid that using one of my skills makes me weaker with no upsides.
its almost like separating PVE and PVP would fix all these problems… too bad we dont have the tech to OAHDOWHDOWHDAWDH WAIT A MINUTE
Can we give guilds the ability to enter a dragon fight with a fixed group so that they can fight the beasts alone? Something like an instanced dragon that is a chunk of the zone they are in for a guild to fight it alone. I think this would be cool and an interesting way to do bigger more “raid-like” fights without imposing on others. Bring as many people as you like, give GEAR a rating, find the average of the ratings for all players active and scale the monster to that rating. This makes a balanced fight.
Oh and while you’re at it can we make the dragon fights not utterly disappointing and terribly, laughably easy and bad?
Just do it as a guild mission
Kthx.
the problem with dungeons is that the dev team seems to think “hard” means stupid amounts of health and damage + cheap mechanics instead of:
-Interesting things that are FAIRLY telegraphed and must be dodged or you die(Kholer)
-Staged bosses with clear mechanics that function (Lupicus) or at least interesting bosses who have fun stuff that they do or feel epic(if every boss fight was as good or cool as the grawl fractal last boss id be so happy)…
-Trash mobs that have distinct functions like: Mob A does blank and needs to be dealt with in Blank way while mob B does X and needs to be dealt with in X way. INSTEAD we get stuff that we just zerg and kill….or skip. (We see good trash mob design in AC story mode actually)
-Support builds feel utterly useless because everything they can do other people can also do with more damaging builds. Since almost everyone can very easily be self sufficient there is almost NO reason to bring a full support build. Traits fail at making concise and solid builds that actually feel different for the most part. Since traits are only passive effects they never really feel like they create new gameplay, just augment what already exists and this makes dungeons very homogenized since we need no roles or specific tools, it’s just a zergfest
-Unshakable/Defiant is not a well designed mechanic because it is far too easily messed up even with communication. It should rather give the boss CC immunity for X amount of time each time they are CCd. This would allow interrupt based fights which we dont have at all….
-Explorable paths all take place in pretty much the exact same areas as story modes… i was very sad when i found out it wasnt unique paths.
-loot is horrendously bad. It would be great if chests had a chance to drop a unique set of skins that differs from the token set we can purchase. This would be a good way to implement more skins and more reasons to run dungeons.
-Dungeons should scale YOU up to 80 not down to the dungeon level. This would allow for a consistent level of balance by having a completely known baseline for characters and top end (max level fully geared) as well as allow level80 people to have consistent numbers in their damage and healing and not feel kitten give gear ratings, assess those ratings upon entering a dungeon and scale the monsters to the average gear rating. Weren’t fractals supposed to do something of this nature?
-dungeons should really have a hard mode. I’m fine with the current difficulty except that it is based on cheap mechanics for the most part… once you learn those cheap things the dungeon becomes trivial and dying is more of a round robin of bad luck than actually failing to do something. Also the babies need to stop crying somehow so make an easy and hard Mode for dungeon explorables…even tho explorables were supposed to be the hard mode in the first place
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The solution to this problem is the things MMO players love to advocate, but hate to actually use; teamwork and coordination.
No single player, no matter how they build, can apply every condition at maximum capacity. So the solution to this is what I call “back up conditions.” In a nut shell you build your character to be able to swap at will between two different conditions, such as bleed and poison. Then when you see someone in your party using one, you just swap to the other. This way everyone is still doing their full DPS, but the condition players aren’t competing to stack the same condition.Mesmer: For this run I’ll stack confuse.
Necromancer: Okay cool; I’ll handle bleeds then.
Elementalist: Alright guys, I can handle burning like nobody’s business.
Engineer: This will be fun; my Elixir Gun can keep whole swarms poisoned indefinitely. And I can still heal and remove conditions from all of us.
Warrior: /kicks everyone for not wearing Berserker’s gear.
That just isnt true there are several builds for necro and thief and ranger who can all hit 25 stacks of bleed. I’ve done it. Confusion… that’s another story
also to cover a different point. the bandwidth complaint is bullkitten. Every MMO has buffs debuffs and dots. There is no reason why it would lag everything unless their infrasctructure is complete crap. Their programming is so inefficient if they put some effort into it there wouldnt be a problem
Unique to the player, at least damaging conditions. Obviously there would have to be extensive revamps of how conditions perform and therefore this would never ever happen. It would however solve conditions being useless if more than 1 person is using them.
EXAMPLE:
Each player can stack:
25x Bleed,
25x Confuson,
Their own burning
Their own poison
Vulnerability, Weakness, Cripple, Immob, Stun etc. Remain as is.
Now while i could the ridiculousness of someone having 100 bleeds on them being insane I also think that you could simply use DR to balance this out or rework how bleeding scales to accommodate.
I would like to do some serious PvE at level 80 and was hoping someone could clear things up a bit for me.
Thank you in advance.
WOAH there is serious PVE in this game? When did they patch that in?
Also yes there is favoritism in PVE and WVW and PVP and it is because of glacially slow patching, terrible balancing, and a seemingly unresponsive dev team. The same classes have dominated PvP, PvE, and WvW since the beginning of the game with little to no change.
All they’ve done is nerf engineers
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I think i might just wait a year or two until this game is really released before i come back to playing it
the game is headed down the tubes due to slow/bad patching, weak balance, boring meta, and almost no build variety.
Seriosuly Anet needs to get rid of fall damage. Here me out. Were playing in an PvP environment to fight other players and capture objectives and we have to worry about dodging off a cliff in a fight and dieing? Why would Anet even put in a cliff high enough to kill players. We should all be fighting on even ground so to speak. When Im running to Cliff tower from citadel, I am always falling and dieing . This is so kittening stupid. (Sorry for english is not my first language)
God forbid you have to pay attention to where you’re dodging to…
You poor soul. Life must be so hard for you
I’m suspicious of any attempt to “revamp” CoF, as I imagine such changes would just make it harder and I have zero interest in having it be harder.
sigh
This attitude is just devastating to me…
“I don’t want explorable dungeons to have challenge!”
Come on now…99% of all the dungeon encounters are already mind-numbingly easy
torch is kinda bad no matter what
or never…………………………….
dont expect it to get fixed anytime soon…. or ever.
The patching for this game is pretty terrible
There are many builds in GW2 that simply dont feel impactful. While i feel this is generally the fault of a homogenized boon system I think i could have a fix.
For things like healing (supporty stuff) Lower bases by about 25-30% increase scaling by about 40-50%. This way if you spec into heals, losing offensive capability, you are a healing / support role and not a damage role.
I’d suggest the same type of thing be done for damage as to offset people having high damage bases with the new healing formula.
I know this will never happen but I can at least pray
No dungeons are hard at all.
At first, you may have difficulties. But as time go on, even the hardest boss is really easy.
THIS… Dungeons quickly become brainless if you put any effort into learning how to play your profession
Anet seems to be capable of only having really good ideas and then mucking them up…
People complain about anything and everything that is even minutely difficult to do or obtain in this game… it’s really sad how casual and easy the community seems to want the game to be.
I think the tokens work great, but I think having special skins, not necessarily gear, that drop off RNG is fine as long as the chests have a decent chance of dropping them and stop dropping blues all together.
But honestly the gear is a secondary concern to me, although I do find the rewards in this game to be very underwhelming. The primary concern is the mechanical shortcomings of almost every encounter outside of fractals and the inability to create engaging or difficult (without being stupidly brutal and unfair) content. I am someone who loves Giganticus Lupicus, but also thinks he is very easy once you have 10min to analyze his skillset. He, to me, is the baseline for what ALL bosses should be.
If you remember listening to Anet talk about the dungeons (explorables in particular) they were supposed to be a set of very hard dungeons requiring skill and communication to overcome. they were supposed to be unique paths from the story mode, they were supposed to have a loot system that made it so that you got stuff you wanted and not just crap you couldnt use all the time. They were supposed to be engaging and challenging while making party synergy important and have random DEs that could unfold at any moment….
I have yet to see one of those things in a dungeon.
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great idea.
unfortunately it wont happen.
see the problem with “better loot” is that the vertical scaling of loot is extremely shallow. It isn’t that hard to get exotics and once you get a level 80 exotic/ascended you have best in slot… so there really isnt a reason to continue looking for gear at that point. You max out on armor very quickly so there really can’t be better loot… SKINS now THERE is an idea.
Why are you doing a three hour run then? Everything can be completed in about 20-40min with the exception of Arah… which with a good enough team and skipping can also be done in 30-40 minutes
I find the dungeons to be fun. The thing that kills the fun for me is how no one wants to actually do the dungeon. Everyone just wants their tokens.
I understand that people want to their gear as fast and as easily as possible… But why do people choose to do the dungeons in the most boring way possible? Seems like no one wants to play the game, they just want better gear.
CoE was so much fun before I learned how to “run it properly.” I can understand skipping certain mobs so you can get to the boss faster, I can understand using certain mechanics to make it easier. But why would you want every boss fight to be as boring as possible? Is having a cool character more important then actually playing the character?
If we are breezing through a dungeon, why do you want to make it easier by stacking and dodge against a pillar or standing where the boss can’t hit you? Makes me sleepy. Just my opinion.
The fun will fade unfortunately due to the dungeons not being all that interesting.
No one wanting to run them is directly because there is no reason to actually do the content.
You get tokens at the end no matter what. This is why you need RARE SKINS and LOTS of them that look cool. Right now there is no reason to do anything more than once in the game.
Many encounters have decent mechanics. Issue is that they are NOT doing enough damage (or enough threatening) so you can just ignore them.
This is part of interesting mechanics. In order to be interesting the mechanics cannot be simply ignored for whatever reason
I actually think that there’s some meta / combos we have missed… Just waiting to be the next omfg rotfolstomping
theyll never be found due to the game’s competitiveness slowly disintigrating
Dungeons aren’t hard
They are just poorly designed and have bad mechanics.
Also as much as people will disagree… this community is one of the least skilled i’ve ever experienced and that has a lot to do with the complaining.
Dungeons are incredibly poorly designed.
Skipping and glitching are rampant and there is no reason NOT to do it since loot is terrible and has been since release. Having another set of unique looking dungeon gear that can randomly drop from any enemy (double chance drop in chests) would fix a lot of this problem. Additionally giving all mobs a small chance to drop tokens or better chance at rare materials would help.
There is no progression in the dungeon system. Dungeons should unlock other dungeons when they are completed. For example if you finish all 3 paths to an explorable in the same week you unlock and elite dungeon that is unique and not in the SAME PLACE AS THE 3 EXPLORABLES cuz we were promised unique paths that we didnt get and its getting downright boring…
No consistent aggro mechanic (not just threat) makes them chaotic and feel like you cannot control the combat. This makes it impossible to design specific encounters around something the players can be presumed to know and also makes it impossible to have certain trash mob groups handled with strategy. Everything is just a clusterkitten which is not fun, especially for new players. And before you say “monsters attack the closest damaging threat to them hur dur” they dont… they have that system and it is overridden by every monster having a “unless someone has higher toughness” or “unless someone is healing” or instead “attack the highest dps/lowest health”. There is NO consistent mechanic for players to understand how fights will unfold or control the flow of battle
Support builds are….well they dont do much that players cant already do for themselves.
No class roles, which I’m not saying I like the trinity or want it but there is a reason it existed. When anyone can do everything no one is special
Mechanically boring, 90% of all dungeon encounters are “Hey zerg that thing!”
Nothing feels impactful
Telegraphy and skill: 90% of the time this is non-existent. Difficulty is more based on cheap brutality than hard mechanics or timing. EVERY hit hitting for 30% of your health is just stupid. Monsters should auto for about 10%-15% of your lifebar and have special telegraphed moves or conditions that need to be taken care of tactically and avoided.
All dungeons should scale you up to 80 so we can have a BASELINE from which to balance instead of scaling you down.
I actually like gear treadmills, but with the understanding that most people dont I would suggest we need about 300% more weapon/armor skins in the game and some of them need to drop exclusively in dungeons and world bosses (IE champs and dragons). The embarassing lack of interesting weapons/armor skins is a purely horizontally progressive game is just staggering and stupid.
-This is not in dungeons but i also think every ZONE of the map should have 1 set of unique light/med/heavy armor. The level of sameness while leveling is lolworthy.
All gear should have hidden gear ratings on it. These ratings are averaged and put into an algorithm along with your level to determine equivalent monster stats. By doing this you adequately accommodate any level of player while keeping an even level of difficulty throughout all levels of players in a dungeon setting
Most of this has been said before and it will be said again, unfortunately I don’t see it changing because it requires core design changes that I don’t believe Anet will go through with at this point
I think pvp might finally be dead
Dungeons are incredibly poorly designed.
Skipping and glitching are rampant and there is no reason NOT to do it since loot is terrible and has been since release. Having another set of unique looking dungeon gear that can randomly drop from any enemy (double chance drop in chests) would fix a lot of this problem. Additionally giving all mobs a small chance to drop tokens or better chance at rare materials would help.
There is no progression in the dungeon system. Dungeons should unlock other dungeons when they are completed. For example if you finish all 3 paths to an explorable in the same week you unlock and elite dungeon that is unique and not in the SAME PLACE AS THE 3 EXPLORABLES cuz we were promised unique paths that we didnt get and its getting downright boring…
No consistent aggro mechanic (not just threat) makes them chaotic and feel like you cannot control the combat. This makes it impossible to design specific encounters around something the players can be presumed to know and also makes it impossible to have certain trash mob groups handled with strategy. Everything is just a clusterkitten which is not fun, especially for new players. And before you say “monsters attack the closest damaging threat to them hur dur” they dont… they have that system and it is overridden by every monster having a “unless someone has higher toughness” or “unless someone is healing” or instead “attack the highest dps/lowest health”. There is NO consistent mechanic for players to understand how fights will unfold or control the flow of battle
Support builds are….well they dont do much that players cant already do for themselves.
No class roles, which I’m not saying I like the trinity or want it but there is a reason it existed. When anyone can do everything no one is special
Mechanically boring, 90% of all dungeon encounters are “Hey zerg that thing!”
Nothing feels impactful
Telegraphy and skill: 90% of the time this is non-existent. Difficulty is more based on cheap brutality than hard mechanics or timing. EVERY hit hitting for 30% of your health is just stupid. Monsters should auto for about 10%-15% of your lifebar and have special telegraphed moves or conditions that need to be taken care of tactically and avoided.
All dungeons should scale you up to 80 so we can have a BASELINE from which to balance instead of scaling you down.
I actually like gear treadmills, but with the understanding that most people dont I would suggest we need about 300% more weapon/armor skins in the game and some of them need to drop exclusively in dungeons and world bosses (IE champs and dragons). The embarassing lack of interesting weapons/armor skins is a purely horizontally progressive game is just staggering and stupid.
-This is not in dungeons but i also think every ZONE of the map should have 1 set of unique light/med/heavy armor. The level of sameness while leveling is lolworthy.
All gear should have hidden gear ratings on it. These ratings are averaged and put into an algorithm along with your level to determine equivalent monster stats. By doing this you adequately accommodate any level of player while keeping an even level of difficulty throughout all levels of players in a dungeon setting
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I believe every weapon should have 2 skills per slot One of those skill is for conditions, the other is for pure damage. This way you will get a lot more versatility out of weapons without have weird half condi half power weapons that make no sense, or having entire weapon sets that are useless to players of one discipline or the other.
Now I know this will NEVER happen… but if it did it would work out like this:
I will use a single weapon as an example… lets say warrior GS cuz most people are familiar with it.
Power:
Skill 1: Normal, does the vulnerability
Skill 2: Hundred Blades as usual
Skill 3: Whirlwind as normal
Skill 4: Crippling Boomerang sword as normal
Skill 5: Normal rush
Adrenaline: Fury hit as normal
Condi: All condi skills have their power multipliers / base damage reduced by 50-60%
Skill 1: Third hit burns the enemy with your “rage” for 3 seconds.
Skill 2: Each hit applies a stack of bleeding that lasts for 6 seconds.
Skill 3: Throws dirt and dust into the air confusing enemies who are hit (2 stacks per strike)
Skill 4: Same
Skill 5: Strikes with a rending hit, 5 stacks of bleed.
Adrenaline: No longer grants fury, Deals a burning strike for 5/7/10 seconds
All the skills dont have to change, maybe just 2-3 to make it a full condi or full power set.
Other weapon offenders are like GS for ranger, thief d/d and p/p, warrior swords, and engi rifle.
Thoughts?
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I guess this is just how patching is going to be forever. O well time to move on
Yeah i’m not waiting anymore
I have t played the new patch yet, but I’m pretty happy from what I read on the patch notes.
Leaderboards are turned on and will be visible in a week or so. Custom servers are just around the corner and by extension so is spectator mode.
Quickness got nerfed, but I still advocate its complete removal from the game and now I can get a laurel from PvP dailies and monthlies to spend on dyes.
Plus I can see my PvP gear at the login screen.
What’s not to like? Keep it up Devs.
Few more maps and a split que for tournaments and this game is going to get much better.
What’s not to like is the agonizingly slow pace at which anything is implemented, the terrible imbalanced state of the game, the classes still riddled with useless traits, weapons, and builds, and not to mention bugs.
To be fair, the question was if I was happy with today’s patch, not the game in general. Today’s patch addresses alot of talked about issues. Quickness, reveal timer, lack of leaderboards, 4v5 is the tournaments etc. this patch fixes some of these things but yes, it is 6 months if not longer overdue. Late is better than never though.
Horribly imbalanced state of the game? Meh, balance is relatively fine and even more so with the haste, stealth and no auto attack from steal change.
Features and stability will make or break GW2. Good to see them working on more features. Bring on custom servers and spectator mode.
No the question was is anyone happy at this point (meaning after everything)
I have t played the new patch yet, but I’m pretty happy from what I read on the patch notes.
Leaderboards are turned on and will be visible in a week or so. Custom servers are just around the corner and by extension so is spectator mode.
Quickness got nerfed, but I still advocate its complete removal from the game and now I can get a laurel from PvP dailies and monthlies to spend on dyes.
Plus I can see my PvP gear at the login screen.
What’s not to like? Keep it up Devs.
Few more maps and a split que for tournaments and this game is going to get much better.
What’s not to like is the agonizingly slow pace at which anything is implemented, the terrible imbalanced state of the game, the classes still riddled with useless traits, weapons, and builds, and not to mention bugs.
Or do you just feel like the devs are out of touch with the game and its problems
dont expect this game to be around for much longer…
their patches are already a joke
Why dont they just hurry up and remove Engi from the game… seems to be their intent
I wondering about the talk from the SOTG where:
Mug was going to be nerfed
Boon hate was coming in
Under-used weps were getting looked at
-(sword and pistol for thief, focus for ele, OH mes sword, torch for mes, Longbow for ranger ETC)
Where are the big balance changes we’ve been expecting…
What is going on… I’ve been getting crazy lag in hot joins for about a week now. Tournies it seems fine but hotjoins are giving me like 2-3 seconds of delay and people skipping all around the screen