Showing Posts For SeraVerte.2640:
Quiet you fool! I like my free kills against eles in wvw/pvp.
But in all seriousness, great vid.
(edited by SeraVerte.2640)
@Science
Check and mate.
There really needs to be a way to set a Waypoint as a ‘free’ one or something to that effect.
Posted by: SeraVerte.2640
Agreed. One on every map.
A 10% difference is hardly anything. In the long run, you gain the vast majority of your damage/durability depending on how you gear. The innate durability a warrior/guardian just makes up for the fact that, by nature, it will receive more focus than an elementalist since a warrior has to be in the front lines to do its damage.
A 10% difference is a significant difference, let alone 20% per piece; when you factor in 6 armor pieces, classes wearing heavy armor are effectively using over seven pieces.
Why do people want to dumb everything down to nothing? These kind of people are just ruining games for everyone. Leave armor the way it is.
One could argue the removal of the holy trinity was a dumbing down of a well structured and efficient method to run dungeons, yet a majority of the fan base seem fine with the fact that it’s gone.
The point is that due to the fact that the trinity is gone, all the classes are supposed to be on equal footing and all able to take up any role. The different armor types limit certain classes from doing just that. It’s a housekeeping issue: the classes and weapons have been well balanced (for the most part), but the armor is still based off a “those who wear heavy armor will be tanks and those who wear light armor will be squishies in the back.”
Good lord. Did this inferiority complex really need another thread? It’s not nearly as bad as most people are making it out to be.
Oh yes it is.
Of course, we could always just make all armor unrestricted and wearable by everyone. Although fighters wearing light armor and mages wearing heavy armor would look out of place.
Guild Wars 2. The only game where you win a 1v1 duel by a sliver only to end up dying because the opponent gets a free res. Rally has to go.
/signed
This is actually one of the elementalist’s most reliable skills. One of only two hard cc that d/d has.
While it isn’t the first game to do this, Guild Wars 2 has been praised for the removal of the holy trinity (tank, dps, healer). And while everyone may have their own opinion on whether the trin is good/bad for MMOs, ArenaNet’s implementation of a supposed “you can be any role you want” system confuses me, specifically with the decision to keep the traditional three armor types.
For those who aren’t aware, two armor pieces at the same level of different types have a considerable difference in defensive stats:
A medium armor piece has 90% of the defensive stats compared to its heavy counterpart and a light piece 80%. The other stats (power, vitality, etc); however, all have the same totals.
This is a tremendous problem for a game that’s trying to make a 1v1 close ranged combat a viable option for every class.
In fact, I would go as far as to say this the primary contributing factor to the current class imbalance. By removing the holy trin system, basically the tanks got the best of both worlds, they became a fighter class and gained the ability to do damage and became self sufficent healers, they also remained tanky. Casters (those who wear light armor) on the other hand, got the roles of healer/support and dps merged into one, for the most part; the main issue is their durability remained the same. Casters in this game are as fragile as any other squishy mage or healer that you would encounter in any other game. This should not be the case in Guild Wars 2.
For the most part ArenaNet did a great job on the fighter classes, we see some warriors that build tanky, but also some who focus on damage. Variety and choice: these are good things. On the other hand, notice how casters are only restricted to the role of a ranged dps (elementalists can spec into support, but that’s another story). The reason for this is that casters are just too fragile, and the root of the problem is discrepancy between armor types, when you compounded that with the fact that casters typically have low base health, you end up with characters that are just unable to withstand a lot of damage no matter how they arrange their traits or gear.
What should be done then? Feel free to come up with your own suggestions on how to combat this design flaw. I suggest one of two solutions:
A) Simply make light and medium armor on par with heavy armor. Simple, intuitive, and lines up perfectly with the design philosophy.
B) Keep the defensive stats the way they are but increase the “other stats” on light and medium armor pieces to make up for it. If a lvl 80 heavy glove gives 20power, 30 vitality, and 40 toughness (just an example) then make the medium give 23,33,43 and the light give 25,30,35. I’m sure many caster players can vouch for me when I say the damage of mages in this game are underwhelming.
One way or another, something needs to be done to close the gap between the classes and allow all players to truly play their class however they want.
TL;DR The fact that casters are forced to wear light armor that is only 80% effective, when compared to heavy armor, is problematic in a game where any class should be able to take up any role.
Should lower the values some more tbh.
Do you miss waiting 2 hours shouting “looking for tank” also? How people forget the bad parts…
I rather do that, than playing a mega boring dungeon where everyone is just rolling their heads on their keyboards like zombies until they completed it.. A game is about fun, looking for groups in my opinion was not bad at all! it means that the dungeon is hard and you are looking for experienced players to clear it.
+1
People seem to fail to realize why the trinity system was so widely used: because it’s efficient. Everyone knows what their job is and is [usually] good at it.
To think Anet nerfed arcane wave and fire grab. Sometimes you wonder what they’re thinking.
Also, the lvl 15 minor bonus in the arcane trait “Lingering elements” has no effect.
A theif calling an elemental OP?
I laughed too
Glyph of Elementals is not affected by the 20% cooldown
If you quick cast Phoenix while in a fire field, you will not get the area might bonus
As a scepter/dagger ele player, I know what you mean. That’s why you build tanky and put some trait points into tough/vit.
We can only hope arena net will look at class balancing after they stabilize the game.
You think eles are bad in pve, wait until you try pvp/wvw: both your damage and your health bar are insignificant.