Showing Posts For Scaramuth.2317:
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Scaramuth.2317
I think I might be speaking for a lot of players when I point this out:
There is a difference between creating challenging content and content that is difficult to complete due to random events. I for one really enjoy content that is challenging and was excited when I heard that Super Adventure Box was going to have a hard mode. What I found while playing normal mode was that it was indeed challenging but mostly due to unpredictable events. Like Ninjas not getting hit by attacks, the launcher doesn’t shoot me far enough, hitting my head on invisible walls and falling to my death. I can’t overcome these things by becoming a better player, I just have to hope that they don’t happen. Sure after many deaths I’ll get an attempt that I can get through on but its not due to me or my skills improving, its more like the stars aligning just right for me to get through.
It seems like more and more of the new content is being made “challenging” by having a lot of random effects that can kill you even when you are playing well (Liadri the concealing dark anyone?). I don’t have much interest in finishing Adventure box as it is, but I would like to see challenging content in the future be more about thinking and planning than about praying for the video game gods to smile upon us.
(edited by Scaramuth.2317)
The stealth mechanic I am suggesting will still allow you to successfully gank a person using stealth, and to use stealth to get away from a bad situation. However it should stop you from being able to rush headlong into a bad situation with no penalty. A moderately skilled rogue can fight a protracted battle against a group of 8 or so, possibly kill one, and escape due to the stealth/heal mechanic.
While I’m sure its enjoyable to have godlike powers Joel, I don’t think that’s a valid argument for not balancing the game out, or for missing an opportunity to add an interesting new mechanic to some of the PvP fights.
Since the first time I stepped into WvW during the betas it was clear that Thieves had a definite advantage in 1 on 1 fights over most if not all classes.
I had originally assumed that this would be balanced out by the devs over time, but a year after release it is still an issue. The problem faced with any adjustments is fairly easy to see but difficult to work around. The stealth mechanic thieves use to move and fight can’t be quantified easily and compared to other stats in the way that DPS, AOE, stun or interrupt skills can, and if you reduce damage or defense to compensate then thieves will not be as viable outside wvw as the other classes.
For myself, as well as many players I have talked with on vent or mumble I can say that fighting a thief that is constantly appearing, blasting you, disappearing and healing to full is not an enjoyable experience. There is a silver lining though, which is that trying to guess the thiefs movements and actions IS fun. The problem is, guessing correctly has no reward. I frequently pop my defense skill right before an attack or drop an aoe along his path while hes invisible, but if so he just heals himself anyways or waits a couple seconds for his cool down to wear off then ambushes me again.
A fight against a thief should be a battle of wits, against an opponent you cannot always see, the prey trying to guess the thiefs movements and the thief trying to second guess the tactics of the prey. To do this I would suggest two small changes:
First: The thief should not be affected by healing skills while in stealth, either his own or his allies, this would force them to retreat to heal instead of just killing the crap out of you anyways.
Second: Well timed use of counter skills, such as parrys or blocks just prior to a thiefs burst should unbalance the thief and significantly increase the cooldown on the stealth timer. Allowing the prey to turn the tide if they are able to predict the thiefs attack.
With these changes thiefs will still be able to kill unsuspecting or weakened foes easily, but they will no longer be able to dominate a prepared and skilled opponent due to their class advantages.
I would like to second this, was just thinking about it yesterday. I don’t see a good reason for not being able to trade gear between my characters.
For example, I will be going for a new ascended weapon on my warrior for the better stats, but the exotic 2h I am using now I would like to leave to my alt Guardian.
I have a concern about Major shifts to the market not involving bots.
I have been trying to make money by crafting destroyer weapons and then selling them. It takes a lot of capital to make one. After a couple of successful sales ( with about 8% profits after taxes) The price of the mats dropped right out the bottom, causing the value to drop by almost half. Now if I want to relist my item I will have to pay another 5% fee costing me a total of 20% of the value just to make the transaction making my total loss approximately 70% of my net worth despite some very careful research beforehand.
It looks to me like these economy fluctuations are an attempt to stop players from becoming wealthy through trade with each other, possibly to sell more gems as the only way of gaining money without grinding on mobs all day long.
The economy is usually one of my favorite parts of end game MMO’s but I feel like this one is rigged to suck money out of the system and that makes it not any fun. Please keep drop rates steady and lower your taxes.