Showing Posts For Sablin.8071:
well I salvaged 10 rares the other day and got 0 ectos. I asked in map chat but no one knew. The drop rate seems to be worse and ectos have gone up marginally in value again. Market movements do say something.
1) Remove the in combat movement speed reduction
2) Remove ascended gear entirely
3) Add functionality to be able to switch between stats and runes on armour and sigils on weapons so that you can change between them once you have added them to a item, kinda like how you can change between stats on a legendary.
4) Fire the current careers team and get people in who can properly balance the classes.
5) Get rid of achievement points
I really could go on and on but if they did any of this id be impressed
Its a pretty regular occurrence to have people, at the end of a dungeon run, once they get their loot, they abandon the party which kicks everyone out before some people even get to loot the chests.
Boss rewards need to mailed or otherwise granted automatically, possibly as per daily chests, but not necessitate having to physically get to chests because of jerks like this.
YES I HAVE TO YELL BECAUSE IM SICK OF NOT BEING ABLE TO GET INTO TEQ ON MY OWN DARN SERVER BECAUSE ITS CONTINUALLY FULL OF GUESTERS. I KNOW THEY ARE GUESTERS BECAUSE OUR SERVER HAS A TS CHANNEL AND MANY OPENLY STATE WHICH SERVER THEY ARE FROM.
SCALE THE EVENT SO THESE PEOPLE CAN STAY ON THEIR OWN SERVERS. IT TOOK ME UNTIL LAST WEEKEND TO ACTUALLY GET INTO SPARKFLY FEN ON MY SERVER AND THEN I HAD TO WAIT AGES FOR ENOUGH PPL TO TURN UP FOR IT TO BE A SUCCESS.
THIS IS BEYOND LAME.
As the title says, vote if you agree.
I was highly anticipating this patch…hoping we would see an end to the farming simulation this game had become….I was actually excited enough to wanna drop 50 bucks in and get some gems for some character name changes ive been holding off on…glad I waited.
Aside from the unenjoyable fight design, the level of coordination required for this fight is out of place for a world event. I think, with all the CC in the event, the person responsible for the original version of Orr has had a hand in the design….unfortunately…The level of reward doesn’t match the effort either. For a similar effort in other games you would be guaranteed something decent.
This event has also greatly affected WvW and, being on Blackgate, I have not once been able to do the event on my home server because the zone is camped by every man, his dog and its fleas…ive had to guest on other servers where ive seen people talking about how, since BG has been the only server to down Teq, people are flocking to the server in the hopes of cashing in on another down……sigh
While im posting…..the Claw of Jormag fear spam is just stupid. Its not challenging and its not fun. It just reeks poor design. Tone it down.
This goes to show how stupid the designers are…should have been in since TP was released.
TOTALLY AGREE with OP. I tried submitting a post with a number of issues I think are important and this was one of them; unfortunately the mods can only take so much of negative posts regardless of how legitimate the issues are.
I work full time but still manage 5 hours game time per day plus weekend, where I can put in a good 10-12 hours per day, and I still cant do all that I would like to do. You really only have time to invest in one character which sucks when that is not FoTM, and yet balance changes are so slow.
Yes even with some new content and fairly significant changes to the game I’m pretty disillusioned with GW2 at the moment. I’ve played GW2 since beta but I’m not bored for the same reasons as I became bored with other games (MMOs). It’s worse than that – I’ve become disillusioned, and I know I’m not alone going off comments in /map and the guilds I am a member of. There are a few reasons:
1) Basically GW has devolving into little more than farming.
I am on one of the most populated servers and we can barely get 12 people to do world events (dragons) anymore. If it’s not champion farming it is live event farming. I know world events are not as efficient and the returns are not as good as farming is NOT FUN. The farm for legendary mats was excruciating but that was entirely optional, and it was for the highest level item in the game, so was also understandable to a point (still not worth it IMHO). Correct me if I am wrong but I recall farming/grinding being one of the most attractive selling points about GW2 before its release. I know due to commercial decisions a number of concepts were ‘betrayed’ but up until recently farming has not been a major annoyance (-lets face it CoF P1 was discretionary too and the game was never going to allow you to get rich quick or without ALOT of work or a lucky drop).
2) Poor event design
Ignoring bugs, with the current events, they are directly related to the farming problem. I have the remainder of today to try and repel two more invasions to get the 25 APs for that achievement but I know its not going to happen – I have been trying for about 5 days and I have only been involved in 1 successful invasion repulsion; I don’t consider myself hardcore as I have a fulltime job but I’m no casual either – I play everyday for at least 5 hours. But the majority of people just want to farm, so even if you have a good number of people who want to do the event, you can’t because the farmers hold you back. Given an invasion lasts 45mins, of my 5 hours, that’s a fair chunk of time lost if it results in a fail, which it almost always does.
(I suspect the last event was just to all-but force ppl to buy extra bag/bank slots)
The events themselves have been oriented towards farming and zergs – the pavilion, the invasions.
Speaking of the Pavilion, while the gauntlet was a solo affair, it was yet another exercise in frustration with most fights barely offering a challenge but a handful being largely gimmick, and class, dependant. It seems obvious to me that certain classes had much better chances, especially factoring in gambits. I made the unfortunate mistake of not completing the entire gauntlet early so by the time I came back to it, it had been ‘fixed’ – certain multiple gambit fights I found impossible as, for example, the behaviour of Sure-Shot was different to what was in the guides and when I did manage to close in, with frailty, you would receive a 21K kick. As a result I’ve got a couple of hundred of unused entry tickets…yeah I’m going to really subject myself to that…no thanks.
In fact the golden rule of this game seems to be exploit/take advantage early until its ‘fixed’, which means either rewards are nerfed or the content is made harder often to the point it becomes unenjoyable.
3) Grinding
I thought achievement point rewards were a great idea however the limited time to complete events means that unless you don’t have a job, life, whatever, you are all-but compelled to concentrate on this content in order to get the substantial achievement points on offer. Chasing achieves, not in my own time, is simply not fun and dictates how I have to play to the game which is probably the biggest turn off. I have give up doing certain things, some of which I enjoy, in order to complete events/achieves of limited duration…because frankly, that’s what other people are doing and I cant do some content alone.
I want to keep playing GW2, I enjoyed it, but not anymore, and with the ascended gear-treadmill grind about to start I am exhausted at the thought of arming my level 80 characters. It is painful to invest in more than one character in GW2 yet more grind is being injected into the game.
4) Class balance
Still ppffftt
A few other points of annoyance:
*Communication and information is underwhelming. You have to do a lot of research just to find out what the heck is going on with the game. I don’t use reddit and I wont so if I don’t here it in chat in LA or a guildee mentions it, I don’t know about it.
*Guild Challenges – do they scale???
*Legendaries should be unlocked per account just like skins from achievement tiers or at least made account bound.
Note: No where in this post do I say I am quitting the game outright or encourage others to quit. If other players share these concerns, please vote up, comment or lobby the developers to redress the situation.
Basically my contention is that hard-CC like stun and KD suck, as compared to Daze.
As a condition, you can increase Daze duration to the point where it’s actually effective; in PvE something that’s knocked down for 2 seconds basically gets back up straight away which is a joke. Even with stuns, 2s of stun with an 8-10s cooldown is far from being ‘stun locked’ unlike some stupid event mechanics (such as during the invasions, where, as melee, it was pretty common to get stunned/dazed to death.)
Yes you can reduce condition duration too but not everyone runs with such runes, and those that do deserve some benefit because they are losing out on something else – just like you should have the option to be able to increase stun durations. You can go to town stacking daze duration with food, runes etc but for stuns you have 1 sigil, and a sigil slot is pretty kitten valuable. For KD, IIRC, there is no way to increase duration.
With hard CC however, there are a number of stun breaker abilities and there is also ways to reduce stun duration, so the rather modest stun/KD durations that we currently have are even less effective.
Daze can be re-applied more easily on classes that have it, as stun and KD abilities are often on big cooldowns.
One of the best aspects short duration, but “spammable” daze effects, is its ability to disrupt and cause havoc on abilities and cooldowns. Stun/KDs cannot give that.
As I mentioned, in PvE KDs and stuns are just rubbish. I cant help but shake my head when I think of warrior hammer #5 – 30s CD for a 2s KD that takes like 3/4s to get off.
I don’t know the perfect fix but maybe:
*Increase stun sigil duration and make it cover knockdown as well
*Increase the base stun/KD durations by 50% (30% as a minimum) but remove the +stun sigil
*Remove all stun/KD shortening rune/food effects
*Change Hard CCs to conditions (or at least stuns and KDs – its prolly not going to matter at all when running in zergs which is much of the game play)
*Enhance traits related to stunning weapons to improve stun/KD effects
Yes even with some new content and fairly significant changes to the game I’m pretty disillusioned with GW2 at the moment. I’ve played GW2 since beta but I’m not bored for the same reasons as I became bored with other games (MMOs). It’s worse than that – I’ve become disillusioned, and I know I’m not alone going off comments in /map and the guilds I am a member of. There are a few reasons:
1) Basically GW has devolving into little more than farming.
I am on one of the most populated servers and we can barely get 12 people to do world events (dragons) anymore. If it’s not champion farming it is live event farming. I know world events are not as efficient and the returns are not as good as farming is NOT FUN. The farm for legendary mats was excruciating but that was entirely optional, and it was for the highest level item in the game, so was also understandable to a point (still not worth it IMHO). Correct me if I am wrong but I recall farming/grinding being one of the most attractive selling points about GW2 before its release. I know due to commercial decisions a number of concepts were ‘betrayed’ but up until recently farming has not been a major annoyance (-lets face it CoF P1 was discretionary too and the game was never going to allow you to get rich quick or without ALOT of work or a lucky drop).
2) Poor event design
Ignoring bugs, with the current events, they are directly related to the farming problem. I have the remainder of today to try and repel two more invasions to get the 25 APs for that achievement but I know its not going to happen – I have been trying for about 5 days and I have only been involved in 1 successful invasion repulsion; I don’t consider myself hardcore as I have a fulltime job but I’m no casual either – I play everyday for at least 5 hours. But the majority of people just want to farm, so even if you have a good number of people who want to do the event, you can’t because the farmers hold you back. Given an invasion lasts 45mins, of my 5 hours, that’s a fair chunk of time lost if it results in a fail, which it almost always does.
(I suspect the last event was just to all-but force ppl to buy extra bag/bank slots)
The events themselves have been oriented towards farming and zergs – the pavilion, the invasions.
Speaking of the Pavilion, while the gauntlet was a solo affair, it was yet another exercise in frustration with most fights barely offering a challenge but a handful being largely gimmick, and class, dependant. It seems obvious to me that certain classes had much better chances, especially factoring in gambits. I made the unfortunate mistake of not completing the entire gauntlet early so by the time I came back to it, it had been ‘fixed’ – certain multiple gambit fights I found impossible as, for example, the behaviour of Sure-Shot was different to what was in the guides and when I did manage to close in, with frailty, you would receive a 21K kick. As a result I’ve got a couple of hundred of unused entry tickets…yeah I’m going to really subject myself to that…no thanks.
In fact the golden rule of this game seems to be exploit/take advantage early until its ‘fixed’, which means either rewards are nerfed or the content is made harder often to the point it becomes unenjoyable.
3) Grinding
I thought achievement point rewards were a great idea however the limited time to complete events means that unless you don’t have a job, life, whatever, you are all-but compelled to concentrate on this content in order to get the substantial achievement points on offer. Chasing achieves, not in my own time, is simply not fun and dictates how I have to play to the game which is probably the biggest turn off. I have give up doing certain things, some of which I enjoy, in order to complete events/achieves of limited duration…because frankly, that’s what other people are doing and I cant do some content alone.
As a result of this im looking at other games ive bought but not yet touched. I want to keep playing GW2, I enjoyed it, but not anymore, and with the ascended gear-treadmill grind about to start I am repelled at the thought of arming my level 80 characters. It is painful to invest in more than one character in GW2 yet more grind is being injected into the game.
4) Class balance
Still ppffftt
A few other points of annoyance:
*Communication and information is underwhelming. You have to do a lot of research just to find out what the heck is going on with the game. I don’t use reddit and I wont so if I don’t here it in chat in LA or a guildee mentions it, I don’t know about it.
*Guild Challenges – do they scale???
*Legendaries should be unlocked per account just like skins from achievement tiers or at least made account bound.
(edited by Moderator)
So its widely acknowledged that warriors are lame in pvp and therefore of less value in WvW unless running in groups YET the warrior changes do nothing to address this. In fact I lost 12% damage and 9% crit, so the patch was an actual nerf.
Anyone else just aghast at the changes?
LunarFault.6780:
“JQ needs more wvw NA guilds. JQ is mostly a PVE server with awesome commanders who can win fights out manned. That’s how we have been #1. Our tactics on that server are superior. But, right now with all the transfers to Blackgate by HUGE ZERG guilds we can’t keep up. There rarely is a que on any map during any time zone. When there is a que it’s only 5 min.”
Well JQ isnt in the tiers they are looking for, which I would have to recommend SoS without hesitation. However, I cant help derailing the thread a little and calling out this JQQer for this BS. JQ are scrubs who only got to #1 by stacking timeslots with huge zergs and because SoS got bored. BG even knocked you off about 6 weeks ago because you got complacent despite the overwhelming numerical superiority. JQ doesnt even use tactics…JQ only wins because of their massive SEA population that cleans up and holds all maps until the NAs get online. Literally a 3:1 advantage. BG gets a few new ppl, and is still outnumbered and JQ cries poor. Pathetic.
While I am going to reserve final condemnation of the patch until it is fully revealed, if the patch is accurate along the lines of what has been raised then it will be a disaster; and the mess that is WvW wont be worth playing…which is sad because its the only aspect of the game I am now playing.
With regard to the class changes:
Warriors; well, they needed a buff or a tweak with regard to survivability but the planned changes dont really address that.
Ele’s needed to be brought to ground…literally – their mobility was over the top, however they were squishy enough so that they only needed minor tweaks.
Guards were OP (ditched my war ages ago for a Guard). They needed a minor nerf/tweaks specifically with regard to retaliation and prot but nothing excessive.
Rangers only needed a minor buff and the improvement to the pets may just be the ticket….but just because their trait trees arent glamorous doesnt mean the class is kitten
Mesmers needed a nerf – i can understand the confusion changes. I personally didnt die to it but it was highly debilitating and without a cleanse you were useless.
Engy’s got their buff not long ago and now they can be assessed properly in comparison to their peers.
Necros are largely fine.
Ive largely agreed with the changes so far right? However….
The thief buffs are just utterly, utterly, heroically kitten That boon steal is just insane. Expect to see a sea of thieves appear in wvw….
Hmm well, I have opened over 200 chests and not got a single skin. I have been counting the last 14 days and have been running all 8 toons through first two worlds.
Anything involving RNG in this game has not been kind to me and I know its one factor in a number of my guild quitting/taking a break…reward for effort is just not there. Ive decided just to kill time unitil CoH2 is released.
I am pretty concerned about the lack of action regarding class balance. GW2 has been out 9 months and while we have had a bit of new content (much of it temporary), issues about such a fundamental thing as class balance still exist.
I’m sure many of us would agree that balance is a difficult thing to achieve and has eluded other MMOs, which have been complicated by changing mechanics, introducing new classes etc. Anet have fallen into a trap by giving some really cool abilities to classes, which are not properly balanced.
When GW2 was released it was immediately apparent that class balance was severely lacking. Anet did perform some triage not long after but that has been largely it. Last patch Engineers got some well deserved corrective attention but still, a number of classes (3 maybe 4) are largely redundant or suitable for only one style of play. Some classes are held in such low regard that it can be difficult to get into groups.
I am not filled with optimism on balance when, after 9 months, Anet changes Quickness. I don’t disagree that Quickness is amazingly powerful, however this should have surely been identified earlier. The most overpowered ability is retaliation which, although nerfed, still has no place in the game in its current form. Ill be honest, I rolled a warrior at launch but quickly shelved it and have been playing a Guardian since.
Certain other boons and conditions are also very powerful and often decisive in combat. Unfortunately some classes can apply these at range while others can only apply them in melee. Pull abilities are likewise totally unnecessary and overpowered as they completely negate the advantage of defensive positions.
There is also the major disparity in downed skills with some being highly effective and literally life saving, and others being useless. I recall the trait on the warrior that gives 100% chance to rally on a kill while vengeanced, however not all mobs count, which was extremely annoying as some summoned mobs and others which grant no xp, can still have as much health as a mob and do comparable damage.
Then we have escape and evasion skills between characters, with some able to engage and withdraw at will or escape situations that would be certain death for other classes, example, I have seen Elementalists pretty much surrounded but have been able to escape and out run pursuers. Thieves, which deserve a stealth skill, are able to stack stealth and also vanish. (I have both of these classes btw I do not currently play them).
Some classes suffer more than most, but all are affected when it comes to ranged combat. The ranges of some skills and, significantly, the skill delays, is imbalanced and also makes for disappointing combat. Even without taking into account lag, it is a very common occurrence to have a target move from within range to out of range before a skill can activate or a shot actually land. Ranges in general seem pitifully short, and this is most noticable in tower/keep/castle combat. (TBH the obstruction effect of battlements in these situations is more of a hindrance to defenders)
Please Anet, get to it. Your changes to the game are far too slow.
Dear Anet. I love playing your game. There is many great and positive things about it, and of course things that can be improved, but even those do not deeply affect the game, except for class balance (which is a delicate and fine art that each MMO continually grapples with) and, dare I say, the current structure of WvW.
I am going to put the issue on the table and my solution and then do a bit of a history as to why and how this became an issue.
I have read that Anet has a real issue with ‘zerginess’ of WvW, but this is only part of the problem. It is the effect, not the cause. Zergs don’t necessarily win against a coordinated adversary because WvW is simply not just about defeating opposing players; that is unless they outnumber their opponents overwhelmingly.
The issue with WvW is population and stacking.
This can easily be fixed by introducing a cap on the number of players on each map equal to the smallest total number of players of the three servers. The cap updates every time the score updates so that even a major influx of reinforcements by a server will only benefit them for a very short period of time before their opposition will be able to bring in reinforcements too. Alternatively if a server wants to reduce the amount of forces on a map, they can withdraw forces but will be at a disadvantage before the cap comes in. This management of forces will introduce a new element of strategy to WvW .
Players already in a map who get ‘bumped’ can either be sent to another map with capacity or put into a queue. That might sound unattractive, but fighting against overwhelming odds is even less fun and will ruin the game when sides cannot compete on a roughly even playing field. Im sure you can see from your stats about WvW participation rates.
This solution will make for more even contests which currently do not happen and create a disincentive for people to play WvW. You can put whatever rewards you want in WvW but if it is not fun, it will not hold people. It will also make server stacking less necessary.
My reasoning for this is the history of WvW thus far. Sea of Sorrows dominated Tier 1 for months on end until the recent free server transfers which, combined with general apathy and reduced motivation saw the server decline. Sea of Sorrows had a minor advantage in having a good number of Oceanic players that gave the server better coverage than competitors, even though population was roughly equal among competitors. Jade Quarry realised that the only way to overcome this was to stack their server with coverage across all times zones. Not only did they achieve this but they also obtained a large numerical advantage. They have, in effect, raised the bar of zerging. To counter this some WvW guilds from SoS moved to BlackGate. This pattern of server stacking goes beyond Tier 1 and this ‘strategy’ to win at WvW does not involve playing or skill but stacking. It is terribly lame. When you factor in those who jump on the bandwagon of successful servers, things get out of control.
EDIT: As a clarrification I will explain the concept a bit further.
Lets say you have 3 servers on a map; Server A with 200 players, Server B with 160 players and Server C with 120 players. Upon implementation, at the next score update both Server A and B will be culled to 120 players each. During the next 15 minutes the number of players on each server may vary but never beyond the cap of 120. If a Server drops below 120 then their new cap becomes the cap for the other servers next round. Numbers can reduce until they reach a minimum as set by Anet. An indicator should inform players on the server with the lowest number of players that their server is determining the cap. But wait, numbers only seem to be going down, you might say? True but the server currently used to determine the cap can allow reinforcements to be brought in. This is done by the agreement of all Commanders on the map. A new feature should be introduced for Commanders only where one can request reinforcements to be allowed in from the queue at the next update in multiples of 10. Other Commanders on the map will be notified and asked to support the request. A majority of Commanders need to approve for the reinforcements to arrive. This will enhance the role of Commanders, make them vital for success, and necessitate communication between Commanders. In the above example, the Commanders on Server C decide to bring in up to 50 more players. Server C will have this numerical advantage until scores update again when the cap of both Server A and B will be increased. The cycle then begins anew. If server numbers are equal, the server with the lower number of people queued will become the new ‘standard’.
This not only manages population imbalances but with close to equal resources to cover the whole map it will be counter productive to zerg and require small units and/or improved communication and coordination or all three.
(edited by Sablin.8071)
Hi
Ive noticed that stuns and knockdowns do not affect NPCs for the full duration. I have stunned mobs for an expected 3 seconds only for them to recover almost immediately. Same with a 2 second knockdown.
Also, after having finally made Juggernaut, the Sigil of Sanctuary bugged. After the invincibility wore off I was left with a glowing graphic around my hands and the kill counter would not restart. The graphic disappeared after maybe 20 seconds but the sigil was still bugged. The effect is largely useless. Its duration needs to be longer, less kills required or have an on hit grant 4 seconds of retribution; something, anything.
Stuns and KDs vs PvE
Sigil of sanctuary
I really dont know what the deal is with back items and why they cant be salvaged.
They are the only slot item that cannot be salvaged. Why?
Its pretty unnoying because it is inconsistent and completely unnecessary to restrict this.
A simple change for next patch – make it so that back items (non ascended) can be salvaged by returning either:
1) a material reflective of the category of the class, ie light armored classes get cloth, medium get leather and heavies get metal.
OR
2) make them all return leather. (I dont use leather but id take this as a compromise if they could simply be salvaged.)
Fixed. Done. Thanks
I was told that during development there was a commercial decision made as a result of a buyout of Anet, its parent company, or something; I cant quite recall. Anyway the new influence demanded the game take a more transactional approach ie money making and turned away from alot of the great concepts we were told about by the developers. This is pretty consistent with what has happened – Anet have gone back on a number of things, not implemented other things and the game strongly encourages you to buy gems for items or conversion to gold. This has been quite successful as most of the people I know who have legendaries have bought part or all of them. GW2 is going to be a very non-friendly game for newcomers as time goes by and while the hardcore gamers will pay, its going to demotivate alot of people. GW2 has already peaked and will come crashing down to earth next major MMO release.
Blackgate must be desperate asking for transfers.
Why not ask your PvE people to help out in WvW?IMO its very rude to ask people to transfer to another server just so you can have numbers to win.
And I find it interesting that you did not post this sentiment in any of the other recruiting posts on this forum. I also find it interesting that you play on SoS, a server that has been in first place for weeks now, and after just ONE loss, posted this ….
http://www.guildwars2guru.com/topic/78596-sea-of-sorrows-an-organized-community-for-wvw/
So it’s okay if your server recruits but not others?
I’m from SoS and I like BG, so don’t think one bad guy represents the entire server. In fact these guys took a lot of abuse from JQ and SBI back in the days, regrouped came back and fight hard. I don’t even like fighting against these guys, I choose to /wave and they /wave back… bunch of nice guys.
Im happy for you that has been your experience but from the many people ive spoke to and the general comments, thats not the widespread opinion. Its quite evident in how a number of BG players play. Some of your guys really need to lose the ego. Additionally theres alot of work to be done on strategy. Ive watched some BG tactics and patterns of play and it just doesnt cut it across 4 maps. Good skirmishers though…and its highly hypocritical to call any server a ‘zerg server’ simply because they can field numbers and you cant. Jealous? If a server supports WvW that much, they deserve to win.
This weeks tip: JQ to pip SoS. SoS having some internal troubles, JQ been consistent for much of the week. Try and make it a three way sprint for the finish BG!
What is all this kittenedness about Rangers needing help? I have a Ranger and on my warrior, (decent) Rangers are dangerous. They might need some bug fixes, as all classes probably do, but as far as capability they are fine, and comparatively speaking, better than the warrior.
The information in this thread is correct. I just wanted to concur that Sweet Revenge IS bugged as I have encountered numerous mobs in the world and instanced environments that are not spawned but I have not been able to Sweet Revenge off. I have been the only person to damage a mob, kill it and still died.
As I do now, I recommend you submit a bug report each time this happens. Its annoying but honestly Sweet Revenge does not work more often than it does work for me and it needs to be addressed.
OTHER
The current costs of teleporting is excessive.
Using F for both conversation and looting is just stupid. Something so obvious made it all the way through to release.
You can’t mail to your own characters.
Finally, you don’t have any provision to change a characters name.
Lag. Terrible at times – to the point of unplayable. Much worse than WoW and even Warhammer Online. Your end simply cannot handle events like Tequatl.
Camp guards are dumb. You can be fighting a mob within spitting distance from one of them but until attacked they stand there and do nothing.
May things broken or bugged. The later into the game you get the more frequent you see this. I got trapped in a tent today that was repaired while I was standing on it after an event….there is just so many small but dumb things not finished or working. Most hardcore no-lifers dont really give a crap because they are too busy focused on grinding and being the first to get a legendary they ignore this stuff but plenty of people dont.
I could keep going but that’s enough for now. I don’t think you will fix even half of this. Im truly sorry…this game was so highly anticipated and has so much potential. If you don’t want to take heed of my concerns, that’s fine, but I have to say I was right on the mark with my calls about the fate of previous MMOs, even during their honeymoon periods. Some of these gripes might be dated, but at least you know what annoys people most.
While I am at it, how about an AK-47 rifle skin for gems?
(edited by Sablin.8071)
ECONOMY
An extremely frustrating bug that I confirmed many other players experienced was the bug where you could not loot coin from some mobs. I encountered this at least 3 times per day since release and I estimate I have lost over 10 silver from this. So your idea is to force people to buy gems to sell for gold because players cant loot money? Pfft. I was advised to turn on auto-loot and that solved the problem but I dont know if this still persists otherwise.
One thing that is extremely poor form is the fact that you must individually unlock bag slots. This should be account based. What if you want to delete a character? I know you want to make money but after seeing this, I am not going to buy gems on principle. Same for dyes. What a heroically stupid idea to have these character and not account based.
Just on money, it is too hard to come by given the relative cost if things, ie portals, repairs, and buying things off the Trading Post. I suspect sales are pitiful except for tradeskill items/materials even though most things are priced relatively cheap – they are still not worth buying because money is so precious. The economy is probably one of the worst aspects of the game. Why aren’t heart quests repeatable albeit at reduced XP/$$$ compensation?
Now that I have mentioned gear and repairs, armour should not get damaged on be downed but only on a death. Why isn’t there a benefit to armour repair costs if you have the skill for the kind of armour you are wearing. Throw players a bone.
This is an unnecessary money drain given the poverty of many players. In fact, while the downed state is GW2s ‘thing’ it just doesn’t work. I don’t enjoy it at all.
DESIGN
Events fall into the same trap as public events in WAR. I am already seeing that as the population thins or becomes more fragmented due to players levelling alts, etc the public events become difficult if not ridiculous for a lone person.
Vistas…..they are annoying. Period. Dredgehunt Cavern is a good example of poor design. Its not the fact that you have numerous dead ends, or silly respawn rates or have to climb and jum etc; but the timed gate setup does not endear the game to players….or in Kessex Hills people would get sick of reading people ask about the POI that was in fact underwater.
While I started this post complimenting about the terrain and being able to explore, there are many areas where you can get to but cant get out of. Ive even fallen through the map to my death, clipped through walls. Yeah, good one.
The design of the end zones is, to me, really poor. There is a distinct lake of creature diversity. All you do is fight risen something-or-others an I had to go abck to a level 60 zone to find 3 more creatures just to get daily kills done. 30 minutes for this.
Furthermore, you cant go 5m without aggroing multiple mobs in the end zones, either on land or underwater. Combine that with their tiresome CC and its just annoying.
Im amazed how you completely screwed up underwater combat. In the first beta it was fine but now even getting to the surface doesnt mean crap. If you are pursed by 3-4 risen with one of those having pullback you are in trouble. I took a screenshot of an underwater area that was simply congested with mobs. It was ridiculous.
I have been playing a warrior. I have noticed that a number of abilities don’t work properly. I haven’t tested them all. That is pretty serious given that since you get less ‘talents’ in the game than say, WoW, they are important to your classes ability.
Whirlwind Attack: Does not often hit targets in the path.
Charge: Extremely frustrating that it auto-selects targets, including neutral targets
I don’t think Heightened Senses works – I am at full adrenaline and it is not reflected on my crit chance stat.
Sweet Revenge does not work right – I was involved in a kill and I did not rally. How is this any different to not landing a killing blow but still getting XP or loot?
Anet
Shortly after release I wanted to write and congratulate you on GW2 however, even though I was involved in every beta, I was too busy playing, experiencing and understanding the game. While the betas gave me a good chance to see the concepts and fundamentals of the game, only after release is it possible to really analyse the game, and so I am glad I waited to write because my very positive initial impressions have given way to considerable disappointment. I therefore have a love/hate relationship with GW2 and the biggest red flag for me is that the majority of my guild who played GW for years (i didnt) are already becoming dissatisfied with the game. The game has so much potential but some major shortcomings
A lot of effort has gone in to crafting some gorgeous environments and it’s the first MMO in which I have felt immersed. I have used time exploring rather than levelling which is against my nature, and this is a pretty high compliment for me. One such area was the tunnel and ruined ‘staircase’ area in the SE of the Kessex Hills map, near the coastal town, Wizards Fyfe’ IIRC. Beautifully well done and for no real purpose, which is cool.
However the following list is why I won’t be giving you any money, and even before the first month is over, I find myself playing other games already. I didn’t even do this with the appalling and utterly unpleasant Aion. When I realised this, the fact surprised myself.
COMBAT
Dodging doesn’t work consistently; such an important mechanic but time and time again I can anticipate an attack, I am half way through the act of rolling and I will be hit, most obviously by a CC (knockdown) effect.
Targeting doesn’t work; I can have a target selected and attack it but something else within a narrow field of fire will be hit.
With regard to PvE, the difference between Veteran creatures and Champion creatures, and between Champion AND Veteran creatures is inconsistent and in many instances stupid. In fact I have found PvE to be utterly lacklustre and simply unpleasant…and remember what happened to Warhammer Online, given they admitted they dropped the ball on PvE.
Another thing about PvE is that respawn rates annoy me…sometimes very random and painfully quick, most particularly in enclosed environments (tunnels, caves where there is little room to maneuver).
Crowd Control and (soft Crowd Control) – particularly bad…in PvE, early on when critters didnt have CC but when you are fighting multiple mobs each with CC, given the lack of healing in the game mechanic, its very poor and makes for annoying, un-entertaining combat. The quantity and cooldown on CC breakers doesn’t synergize well with the CC available.
Class balance; well it was to be expected but its not in good shape. Yet again ranged has a clear advantage over melee. While its very player dependent in PvP, in PvE, take the Tequatl dragon event for example. Many people do not get rewards every time I have done this. I asked those who didn’t get a reward to reply with their class and sure enough there was a major bias against melee…why? Because melee get feared and lose DPS when Tequatl goes airborne. Its so much easier for ranged to just camp and nuke (and kite in other situations).
Thanks for including AoE indicators but its unfortunate (and stupid) that the splash is bigger than the actual circle….
Rezzing in combat….you cant break off from rezzing quickly enough to dodge. Its very silly particularly when you have made mobility to important in combat.
Secondly on rezzing; why make it cost to rez? You take damage which is itself a cost to repair and you have the pain of travelling. You should automatically respawn upon release at the nearest portal to your death. It’s the simple things like this that you messed up with the game that really annoy people (3 of my friends have already stopped playing.)
Another bad example of lame combat. I pulled aggro from some champ elemental in an event. It purused me blindly until eventually I was caught and one shotted. I get rezzed after some time because he decided to camp my body. As soon as I get back on my feet andput a couple of shots into him, he comes chasing after me again. I get dropped a good 3-4 times, eventaully getting silver and about 1/4 of the $$$ that my repair bill actually cost from the fight.
TBC