221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Yuffi, this is not a realistic solution… Trying to save the individual server vs server vs server model will not work, and will not yield any positive results…
CU is making a 3 factions model with many world maps to host many players (up to 1,000 players and bots can fight in the same space with decent fps btw)… If anet does not make more maps and move to factions style then there is no fixing what we currently have going on. And the more that anet clings to this individual server model, then the more they will push people away to a far superior “DAoC 2.0” rvr game… and DAoC was the inspiration for what we have here in wvw…
Peeps in this community can thump their chest for whatever server they want, but expect an empty wvw when the real rvr game launches… and I gaurantee there will be an exodus from gw2 wvw if things don’t change to compete with what’s coming… So, no, breaking 1 server won’t save wvw… adding more servers to link won’t save wvw… doing all sorts of weird ideas to salvage servers won’t save wvw… goofy battle grounds won’t save wvw…
(edited by Swagger.1459)
This has just been my experience as a returning (but still fresh-faced) player. In all game modes, there are people screaming at new players, becoming frustrated with them for not having optimal build, for not knowing things they couldn’t possibly know (sometimes the game does a poor job of making certain things clear, some things you only learn from failing), having a horrible and rude attitude in general, never making an effort to be polite.
This game so far for me has had a truly awful community. And you’re putting off new players, if you’re one of the people who are like this. I saw firsthand a player in Verdant Brink asking for some advice on the meta event and what to do, and three people joined in mocking him, and saying unhelpful things like “are you serious”.
This game will die with that attitude. You should encourage and be polite and helpful to players who seem new when you can. I just think it’s a huge shame, I love this game but it actually feels depressing half the time, when I see how insufferable and rude people can actually be.
There are plenty of nice players in the game as well.
There is also the other side you are missing in your post… There are many newer players who do not take the time to learn about the game on their own… There is a wiki available… Metabattle for builds… build editor to make builds… Dulfy guide… Youtube guides… There are plenty of newer players who spam chat with questions and it can be frustrating when people want to play, so keep that stuff in mind.
Pets have issues hitting moving targets and they die easily under pressure… This screws over our builds pretty badly, especially in wvw. When does this become a priority to fix?
If Thief Steal mechanics were intertwined in every build, missed moving targets and had issues since before launch… I’m sure it would be fixed by now… Sooo, not trying to be rude, but it’s not professional to leave a class, and main class mechanic, in this state. You are failing to provide your customers a fully working, enjoyable and competitive class… and have for a long time now.
It’s been 6 years and 3 months and these issues are not yet resolved. This is a major class issue that causes larger gameplay implications… You designed our class to have subpar damage, that was supposed to be balanced upward by pets, yet we get screwed in both the damage and core mechanic departments. Soulbeast doesn’t resolve anything either… it’s still poor damage and brings nothing special, to any team or mode, compared to other professions. This is not good. It really lets the players down.
Edit- And obviously a bunch of devs are into gaming, and have experience with other games… so wouldn’t they want their characters to function in a proper, balanced, fun and competitive way?
From 6/10/2011
http://tap-repeatedly.com/2011/06/exclusive-interview-arenanets-jon-peters-and-jonathan-sharp/
“Ginko (GW2G): The ranger is supposed to be the pet profession, and bringing a pet is always supposed to improve the performance of the ranger. In all of the demos so far, most rangers didn’t bother to have their pet with them during combat; they either died quickly or didn’t seem to do much when they were around. Considering the ranger class was intended to be the class that specifically focuses on playing with a pet, what does the design team want ranger/pet gameplay to be like at launch? What kinds of gameplay is ArenaNet trying to foster for the ranger so that the pet and ranger work together instead of the pet simply being similar to a random melee ally?
Jon P: I think the ranger pets are terrible right now, no one would argue with that! If you wanted to talk about least played profession, the ranger would probably be it. We’ve been making A.I changes which are slowly propagating to the pets right now, while we’ve also been looking into more radical things with the pets.
Right now the pets feel like this thing you have, rather than a part of your character. Like those other professions that have undergone some radical changes, I’m hoping by the next time we show the game, or certainly before we ship, the ranger pet will have that synergy. That’s one of the biggest failings we have right now. For those that are concerned, we are also concerned but we aren’t concerned that we won’t fix it, just not right now. We are going to make it feel synergistic, but it just takes time."
(edited by Swagger.1459)
Hi friends. I am trying to understand the system of Pips and Reward chests so I can earn Claim Tickets. I Just don’t get it… I need to have it explained to me like I’m a 5 year old idiot. I’d be grateful if someone could talk down to me like I’m an imbecile, and go into extraordinary elaborate detail so my small brain can handle it.
First though, yes, I press B, view the second tab, see my pips, see which reward I’m on – like reward 2 of 4 – and I know that I earn Pips through my participation, and that that participation is different from Reward Track participation. I get all that. But…
1) The rewards – the ones that consist of Skermish chests and claim tickets – how do I get those? Do I have to fill up the Pip bar?
2) If not, how? Are Pips tallied up every X minutes? Is there a clock for that somewhere?
3) Is there anything else I should know, which I clearly don’t?
I play in WvW regularly and have earned 6 claim tickets since this new system rolled out. I can only figure that I must be leaving before I earn the rewards, and that I just keep missing them.
Thanks for your help.
Pip stuff.
https://wiki.guildwars2.com/wiki/Skirmish_reward_track
Selectable reward tracks.
While I love QoL, and would love to see build templates implemented, I can completely understand why a QoL feature would be deemed less important than something as amazing as the mount system we did get.
The problem with that is when does pushing QoL stuff back stop? There will always be some wiz bang new feature that will get priority. I would argue that improving the quality of the existing game is as important as expanding. There has to be a balance. Here’s a odd analogy that somewhat fits with the current situation down in Houston. It’s like if you were expanding a levee along a river; you can make it longer and longer but until you shore up what you have the water’s still going to escape the banks.
Anet has closer to 400 employees, and could make some amazing stuff happen to gw2, but obviously resources are being diverted to other things…
https://forum-en.gw2archive.eu/forum/game/gw2/nearly-400-people-at-ArenaNet-speculation/first
I’m assuming we are not going to get a ton of things because resources are going to other places…
http://massivelyop.com/2017/08/08/lineage-eternal-delayed-again-guild-wars-2-mobile-game-teased/
Besides, everything WP mentioned is not that important compared to some fundamentally flawed areas that need major improvement…
I’m finally forcing myself to get the legendary trinket and noticed the drop rate for Jade Shards and Fire Orchid Seeds are really really really low. Like really low… The Fire Orchid Seed has an abysmal drop rate btw… Can we please up the rate these items drop from nodes? Please?
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All elite specializations are assigned 1 word names by the development team at Arenanet…
Thief dagger MH is a hybrid weapon slightly leaning towards power spec while Soulbeast dagger MH is full condi
Having a bursty power effect wouldn’t fit.
Ranger/Soulbeast daggers are underwhelming right now but they are not designed for heavy hitting.
- Auto attack simply needs to be much faster and have higher base Condi duration
- Double Arc (skill 2) needs an evade and a boost in numbers
- Instinctive Engage (skill 3) is in an okay spot – some more vuln wouldn’t hurt
Off Hand dagger needs some revisions too…
- Dagger 5 would GREATLY benefit from the ammo system and
- Dagger 4 could have double base damage and still be meh – it is meant to be used defensively though but still lacks something
Well, they should be designed for heavy hitting, and better utility, or they will be doa.
I didn’t actually read the post, but I just wanted you to know your concept should be renamed to “The Bunny Thumper”, an old GW1 PvP spec for R/Ws to run wild with warhammers and pets.
Thanks, but e spec names are only 1 word… Fury > Thumper.
So when the game first launched (as far as I can remember) the only punishment for death in WvW beyond needing to run back out into the fray was a subtle charge for repairing your armor. With the removal of a silver cost to repair gear, there is little to no impact when it comes to player deaths. I would like to propose a solution that would easily rectify this situation.
Please, make it so that participation is lowered upon death. Preferably this would mean that dying resets your participation to 0, but if that feels too drastic you could have it bring you down to tier 2 participation, one tier below the required paricipation level for receiving skirmish reward chests. Once again, if that seems too punishing, you could have it drop half a tier or a full tier per death. I just can’t help but feel as though this participation tier system is the perfect remedy for an issue that has been nagging at me from the beginning.
Many times over the years I have showed a friend Gw2, and inevitably I show them my favorite game mode. The question I always get is “what happens when you die”. Everyone is disappointed by the real answer to that question.
What happens when you, and your side, are farmed by superior players and numbers? Pretty sure you’d change your tune quickly.
…There are already a number of drawbacks to dying, so what you’re proposing is an unnecessarily harsh penalty that certainly won’t create a healthy competitive environment.
So the rangers get shafted again in the damage department, and it’s particularly terrible damage (and utility) on daggers because being in melee range has a ton more risk involved….
Meanwhile, though, all the thief mains who complained about ranger long bow (lol) seem to be loving their new ranged toy… that happens to outshine any ranged damage we rangers have to offer…
Why is it that we need overly conservative designs for ranger while this type of stuff is being dropped for other professions?
(edited by Swagger.1459)
Thanks for the super awesome reply!!! I’ll give some bolded responses!
Some constructive criticism for you;
I think your hammer skills need pet interactions and some CC, but good ideas. Ranged AoE is really lacking for Ranger.
My goal was to have just an all out damage weapon, but I’m sure I can look at how traits would interact with the super awesome hammer!
I think the mechanic is boring and uninspired, why not make it something more to do with your geothermal theme and have aspects of those elements like an elementalist? Fire element gives you the damage and burning AoE skills and the earth side gives you defense and/or CC, just press F5 to swap between. Then you can have 10 hammer skills. Your traits can have two different interactions based upon whatever aspect you have up then too.
That’s interesting too, so I’ll think about it more!
I also think ANet would not want to just re-do core skills to be used for an eSpec and your fused spirits are too close to actual spirits and facets to be unique so if it were me I would work on a different concept entirely.
Well, spirits do need help, and thought that maybe it could work out well! I’ll put that on my table for review too!
I know it’s a bit of fun, but tone down the super awesomeness.
Honestly, I reviewed it with my editor and unfortunately we couldn’t remove any “super awesome” words from the op… The weapon is just that super awesome, and “super awesome” completely fits! I’m sorry!
That is another thing to consider! Thank you very much!
Oh, one more thing, you can’t have a Hammer Ranger and not call it the Thumper! j/k
That was a super awesome joke!
Overall, both daggers need complete reworks because they are really mediocre weapons comparatively, but there also needs to be some extra umph to them too… We really need to get our own cool “naturey” version of the “Backstab” skill, but not exactly like “Backstab”, though, more like a stealthy “frontstab” that does a major critical (ya know like up to like 20k on thief). It should also critical like that from the flank too. This would be very balanced because we have this in-game already and the devs are cool with it.
I’m thinking we just add a lot of heavy hitting skills, and some evades, and more movement skills and target tracking and some stealth skills… So something like this revised idea…
Dagger 1- Groundwork Gouge- Add target tracking. 3 targets.
1- Leading swipe – 3 targets.
1- Serpent Stab- Add evade. 3 targets.
FREE Skill from stealth (Just like Backstab)- “Nature Stab” aka Deadly Delivery- 1 target.
Dagger 2- Double Arc- 3 targets.
Dagger 3- Instinctive Edge- 3 targets. “Nature Step” (Just like Steal). Add evade. 10s stealth on hit. 1,200 range. This is the set-up skill for “Nature Stab”.
Dagger 4- Dagger Barrier- 5 targets. AoE damage. Bleeding. Reflects projectiles. Stability. 300 radius. You can move.
Dagger 5- Port-O-Potty- Create a “nature” portal and port to target. 300 radius. 5 target AoE “nature” damage explosion. 1,200 range port. EDIT- This is a ground target skill that can be used on walls and cliffs just like some thief and mesmer skills.
5- Port back to original spot.
…Perfection
(edited by Swagger.1459)
The Soulbeast is already upon us, so it’s time to get new elite ideas out for the devs to start on early…
The Fury
The Fury channels the super awesome power of geothermal energy to do awesome things with a hammer! The Order of Fury has also negotiated with the Nature Spirit Society and convinced them to revamp spirits so they are finally useful!
New Mechanic- “Steam”… The Fury builds up “Steam” to increase damage on all attacks… There is a cool “Steam” bar display (think LCD equalizer display) above your health indicator that fills up when attacking. There are 10 “Steam” bars and each represents a +1% to total outgoing damage. Maximum +10% damage at max “Steam” level.
Your super awesome geothermal energy infused hammer skillz… (No, these are not slow, drawn out and boring attacks. Also, none of these hammer skills roots the player.)
Hammer 1- Seismic Smash- Slamming your super awesome geothermal powered hammer on the ground causes the ground underneath your foes to erupt. 1,200 range. 5 Targets. 240 radius. Damage X. Yes, it hits stuff on walls and cliffs (this is good for wvw).
Hammer 1- Searing Springs- Smash your super awesome geothermal powered hammer on the ground causing searing hot geysers to appear under your targets. 1200 range. 5 targets. 240 radius. Damage X. Burning damage X. Yes, it hits stuff on walls and cliffs (good for wvw).
Hammer 2- Tremor- Smash your super awesome geothermal powered hammer on the ground to cause a cascading cone of steam to break the earth under the feet of your foes. 1,200 range. 10 targets max. 45 degree angle cone. Damage X.
Hammer 3- Steam Explosion – Tap into the super awesome power of geothermal energy to do a super awesome geothermal steam leap to the targeted area. 1,200 range. 5 targets. 300 radius. Damage X. Burning damage X. Ground target skill. Yes, this skill can move the player onto walls and cliffs just like some thief and mesmer skills.
Hammer 4- Steam Cages- Smash your super awesome geothermal powered hammer on the ground to cause thermal steam vents to pop out of the ground and trap enemies inside. Foes can’t bypass the vents. No initial damage. Touching the vents causes burning damage. 1,200 range. 5 targets. 300 radius. 5s Duration.
Hammer 5- “Eruption”- Smashing your super awesome geothermal powered hammer on the ground causes cracks to open and blasts out steam and lava on your foes. 1,200 range. 5 targets. 300 radius. Damage X. Burning Damage X. Yes, it hits stuff on walls and cliffs (good for wvw).
Note- Hammer 3 is the only ground target skill.
Nature Spirit Stuff
The Nature Spirit Society has given permission for Rangers to fuse with nature spirits! This allows the Ranger to have crazy cool new skills! Think of these crazy cool new skills as “Facets”… but only 1 can be active at anytime! No funky resource mechanics either!
Heal- Fused Water Spirit
Passive- Heal. Every 5 sec. 300 radius. Self and 5 allies.
Active- See Aqua Surge. 300 radius. Breaks stun.
Slot Skill- Fused Frost Spirit.
Passive- 10% bonus to damage. 300 radius. Self and 5 allies.
Active- See Cold Snap. 300 radius.
Slot Skill- Fused Stone Spirit.
Passive- Protection. 300 radius. Self and 5 allies.
Active- See Quicksand. Breaks stun.
Slot Skill- Fused Storm Spirit.
Passive- Vulnerability to enemies. 300 radius. +25% movement to self and 5 allies.
Active- Call Lighting. 5 targets. 300 radius.
Slot Skill- Fused Sun Spirit.
Passive- Burning. 5 targets. 300 radius.
Active- See Solar Flare. 300 radius.
Elite- Fused Spirit of Nature.
Passive- Regen and removes 1 condition on 1 sec intervals. 300 radius. Self and 5 allies.
Active- Revive 3 targets. Remove 5 conditions and breaks stun on self and 5 allies.
Note- I’ll go over spirits more when I have the time and energy, but I just wanted to throw it out there. I’ll also work on traits too!
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Soulbeast is completely subpar. Both daggers are awful and slot skills leave a lot to be desired… A lot of work went into the merged pet skills, but that’s is. 3/10 elite spec and nothing is going to change, so just enjoy it for RP purposes.
This xpac is going to shelve 5 rangers on my account, unless I get really bored and run Druid roamer. Sad that my original main Ranger has everything unlocked…
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Are there any vids with dagger and Soulbeast slot skill builds in wvw and spvp? I ask because all I’m finding are LB/GS builds that only run the Soulbeast traitline…
Mostly…
Despite some flaws with each profession, I’m switching to main necro. It’s been pretty clear over the years that Ranger is basically just a decent RP themed profession, with some unique elements, but that’s not enough… Core Ranger has been meh. Pets have not been improved, despite acknowledgement of issues by the devs from before the game even launched. Druid is a frustratingly clunky heal spec, with poor damage as well (thanks for making a better roaming build though). Soulbeast will have some neat elements, just like Ranger, but the design makes it a niche spec with limited viability…
The meta has been all about conditions for a long time, and nothing indicates any balance improvements are coming to this area… sooooo… it’s time to move on to a more productive profession that has a place in every area of the game.
I honestly don’t think there is much hope for any substantial improvements coming to Ranger or Druid or Soulbeast… aside from a few numbers being crunched over a long period of time… Perhaps I was spoiled by the dev team at Paragon Studios, the creators of City of Heroes, that really made the main emphasis of the game about “professions”, and good combat mechanics, making sure stuff like CCs and stealth designs were really well balanced… and that almost every “profession” spec was viable in every game mode…
Having said that, I certainly DON’T think the devs are lazy or incapable, it just seems like all things profession related are not the primary concern, and that not enough person-power and resources will ever go to making sure that all things “profession” are the #1 priority. Honestly, we get what we get and that’s it. Judging by history, there will never be a strong reinvestment into the most important aspects of this game… and those happen to be the characters we play.
I’ll keep my eye on the Ranger section, and try to give input to help improve Ranger before the next xpac, but that’s it. Time to focus on a meta profession that offers much more in more areas of the game.
The idea of dueling has been proposed a number of times. Often, posters have explained why they like dueling in games. Sometimes, they’ve even tried to work with people who disagree, folks who see it as a distraction to the core game, folks who’d rather see ANet work on stuff, and folks who see it as undermining a core ‘feature’ of the game: cooperative PvE.
That doesn’t appear to be the case here. Instead of having a conversation, one poster can’t seem to offer more than, “the criticisms are inadequate” or “childish” and that people are against it because they are “scared.” There’s no way to have a conversation when someone is that unwilling to consider other points of view.
I’ll make one attempt to make my view clear: devs have limited resources; they can only work on some of the great ideas we suggest. Based on threads like this, it seems the dueling is incredibly popular among a tiny fraction of the population, rejected out of hand by a large fraction, and a majority probably don’t care if it’s in GW2 or not. I think there are so many other ideas that the majority would love to see or even just that the fraction of “yes, please” is larger than the fraction of “over my defeated character.”
Given that I’ve been wrong about such things before (e.g. I thought raids would be bad for the game; turns out they’ve been, on balance, great), I’m keeping an open mind about how ANet would implement something like dueling; it might be good.
Or in brief, it’s not at the top of the list for best cost:benefit for the community as a whole. Seems like a good feature for other games, but probably not GW2.
I have responded quiet a few comments, only one of these comments have I written that others might be childish, and it was meant for another source link that I got were people did very much use “out of the blue comments” to come with suggestions as to why dueling shouldnt be an option. In other words, I really did not target any particular person with being childish in anyway
And I have previously answered that I simply can not respond to people who believe that the devs should not be working on anything else, or that they should be denying any small aspects of improvements of the game, because they got far less resources now, so they can only work on the absolute most important cases.
I dont know, but I got a good guess that nobody knows how much resources they do have, but either way, it is a very derivitive figure, since this whole forum is about what they should be implementing, what people would like in the game, like if someone asked for a sword that cost 500000 gold but could insta kill anyone I would say no (very…very extreme example, but you get the idea) rather than balancing their time, that nobody knows how to balance. Like implementing a duel system could take a week or a year, honestly nobody knows, but I would personally very much like it in the game.
And let me make it clear from your previous message, you do share an ideology with some people, but most seems to be against it, because they do not want “PvE and PvP shared” which I can not understand, since it is dueling and not open world PvP (ganking) that I want, which for me personally is very different since you ask for fighting, and it does not force anyone to do so….and more etc, ive written this a couple of times so getting kinda repetitive, but your view seems very much to be “They dont have resources, so they should only work on most important cases” Which is fine, but I dont think I would use the forums like that, if there is something I want in the game, I would like the population to know of it.
In short: We have simply different ideologies of how the forums should be used.
And anet has a different ideology on how pve zones should be used…
So… what are your wvw and spvp ranks?
the goal of open-world content is, all in all, to make you excited to see another player, to make you happy that someone else showed up. adding a dueling system does not contribute to this goal in any way and debatably goes against it by introducing an entirely opposite element to the pre-existing content.
i, personally, do not think dueling in and of itself would ‘ruin’ open world content, no — i see it as simply a step in the entirely wrong direction. catering to players who want to experience their specific flavor of content outside of its intended area would just muddle the tone of the experience itself. nobody goes into raids expecting to kill enemy players, or sPvP expecting to go exploring. it just makes no sense to implement it when it fails to contribute to the overarching goal or surrounding content in any way.is it a huge problem if it gets added? not really.
does it make sense for it to exist in open-world PvE? definitely not.You begin your arguement with a selfproclaimed reasoning for open world content. I agree that being happy to see another player is a part of the open world content…while attacking a boss, or doing certain hearts…..in some regards. But saying that it is the main reason, is quiet wrong. Beside the ideology of this game having a lot of tasks that do not depend on any other player….like jumping puzzle, random hearts that require you to deliver xx things……or transforming you and stuff……the whole MMORPG genre did not make this a reason in anyway. I am sorry to say this, but I have written around 5 lines now, and this whole comment simply seems out of line on so many things, that I honestly do not know how to….sorry to say….but take this comment seriously. But the goal to open world content never really had been about being happy to meet other players, in any mmorpg, Gw2 did make a statement that they want to pursue the idea of making defeating a minion a shared experience……but yeah I will just stop here…because wow xD
Seriously? Pve is for pve here. The devs made a decision to create pure pve zones where players help each other, not so they could duel and troll. But luckily for you there are areas to duel, so use them.
Since you ignored… What are your wvw and spvp ranks?
How can you duel a and troll a person who declined your duel. I hate when people make up really weird excuses that have really merit what so ever.
It takes two people to dual not one, you gotta accept me trolling you before i can’t troll you which is a pretty fair arrangement tbh.
Riiiight….
So what prevents players from setting up “fight clubs” in event/meta areas and trolling other players and taking up pop spots?
Take the duel stuff to where the devs made dueling a possibility…
Wait what?
Even if that’s case tagging in the game is really forgiving and loot is individual. And do you mean by trolling people?No seriously i don’t understand how dueling equates to people getting trolled I don’t know how this path gets there if you could explain this in detail which me appreciated.
Just add WHY on earth would some dual in meta area’s where AI mobs can come in and ruin the fight.
Time to get over it… No dueling in pve. Go to wvw, spvp, os and guild halls for your hot dueling action…
But but but dagger/dagger?
Yea my rank it’s pretty low let’s not mention that XD lol. I just don’t have many people to do wvw with. So I don’t do much wvw. And just started doing ranked PvP. So pretty low also.
True. For me I don’t care about what the other person has. I would just like to duel. But if that’s how arena net is wanting everything balanced I’d see why they hadn’t added that feature yet. But me I would want to duel even if I lose. Dueling is just fun. Cause in PvP you rarely have 1 on 1 moments in a match. Unless you stock them. And wvw u can get more 1 on 1 but sooner or later their is an army coming at you. Dueling 1 on1 would be fun.
I wasn’t asking you about the ranks, that was for the other poster.
After a post that I did I can see why they didn’t add personal duel. We have players probably like you and me. Where we do not have legendary armor or weapons. I think to get those you can only craft. Don’t think you can buy in the trading Post. So for people who have everything maxed and crafted the materials. We would be murdered each battle. And wouldn’t be fare. And it wouldnt matter even if we had the skill. We would probably win 1. If the person didn’t know what they are doing. But if they did…. It’s gonna be bad. What arena net did is balance everything in PvP and wvw. With duels no balancing. And it would be frustrating to the new people. So arena net left it alone to create everything to play fair. Now if they balanced duels too. Like they did for PvP then it would be cool. But don’t think it will happen.
well, your first comment seems to be noting on the gear difference..
In WvW it is PvE gear, and GH is also PvE. Which makes the whole GvG scene PvE gear and stats. I wouldnt want them to make a duel balance, it is quiet simple, people randomly duel in an open field, and there seems to be a lot who wants to be able to do that instead of going out of their way, to Heart of the mists or a GH to get into a map or the GH fighting room, for then to make a quick match that last 30 seconds and then leave again. It is just very annoying, and that makes people not want to do that, which does take away a huge part of fun in PvP
What are your wvw and spvp ranks?
Ok, I kinda get no trading…..even though mailing is riskier
I get no mount…….well tbh I dont necessarily care if they are here or not
But why no dueling? like there is no aspect unless if in a random made up situation this is bad. I have not gotten WoW to lvl 80 so there might be some random thing idk about
But the only thing I can see that might be annoying, is if ur defeating a pve boss and random dude ask for duel………but its no different from asking for party
You can go duel in wvw, spvp, OS and guild halls.. against players who are using pvp builds and gear. Good luck!
See I dont get that logic. OS is mainly vs other servers, where you need to contact another person from another server by blocking this individual first, whisper and then unblocking. The other 2 are mainly through 1-2 loading screens, which does get you out of your current position, very inefficient, furthermore. If you are one of those who dont pvp much, but would rather wvw. Your build is probably not up to par. It is simply clunky and not smooth at all to do this, I get your logic, its not like that there is no ways I can duel. But what I dont get……
Why dont the player want to, is it really that “scary” to add dueling in open world?
Well, most don’t get the logic of needing dueling in pve… against players in their pve build and gear… who have zero interest in pvp stuff… especially in pve.
You have multiple options to duel in areas where you will find like minded players to fight against… Please use them.
Ok, I kinda get no trading…..even though mailing is riskier
I get no mount…….well tbh I dont necessarily care if they are here or not
But why no dueling? like there is no aspect unless if in a random made up situation this is bad. I have not gotten WoW to lvl 80 so there might be some random thing idk about
But the only thing I can see that might be annoying, is if ur defeating a pve boss and random dude ask for duel………but its no different from asking for party
You can go duel in wvw, spvp, OS and guild halls.. against players who are using pvp builds and gear. Good luck!
The damage is bad and the spec is useless in PvE. Even in PvP, after your burst damage is done you will be vulnerable for 3/4 of the time. The stat bonuses are far too low to make up for the loss in damage by removing the pet. Remember that supposedly 30% of the damage comes from the pet. When you combine, you lose the pet, aka 30% of your damage not to mention the meat shield. What do you gain in return? 80 in each stat + 200 extra in 1 stat based on your pet choice and 3 mostly useless abilities or actually 2 abilities since you lose the pets special ability. It would be nice if they at least gave us the 30% damage back while in Beastmode. It wouldn’t be that hard to add it to the 1st trait.
You are not even suppose to stay in beast mode after using the skills. Watch the developer’s video. They specifically mentioned that.
Really? …Ok rangers, here’s beast mode, but don’t stay in beast mode!
All professions have their issues bud… I’m also discussing broader issues, but that damage output is ridiculous.
I have a thief too, so slide back a bit and think.
I’m sorry, but we need to get to a point where professions, weapons, skills, traits… are taken back to the drawing board. The game cannot afford to keep doing the same things (stuff like minor trait number changes and poor support skill designs and poor quality roles to play in each professions) over and over… I can go through each professions and find the same development patterns for each, and thief is just “add more damage” sadly…
https://m.youtube.com/watch?v=1WXn0jljaCE
GW2 also has very poor stealth and counter stealth designs, but now deadeye has 2 reveal removals… so let’s completely enjoy our new and improved perma stealth d/p thieves…
(edited by Swagger.1459)
And meanwhile we are pumping out mediocre melee damage…
soulbeast gets 3 invulns, massive condi management and endurance regen, and great condi spam.
yeah theyre useless.
You’re right, not useless… it’s going to be a glorified dueling build.
Rangers also need those defenses because damage output is mediocre. And any team that needs a condi user will certainly not be looking for a condi soulbeast to take the spot.
Swoop 1,200 range is far less than 1,200. Think it’s around 600.
Hope this changes to 1,200…
Soulbeast is a solo pve and wvw duel build. Nothing special. Daggers are underwhelming.
There was an opportunity to make daggers really interesting, and to finally put us on the melee map, but I’m not really excited to use them at this point.
Beastmode and daggers need a lot of love before launch. I can see that a lot of effort went into Beastmode skills, and that the team really put a lot of love into things, but we really need some improvements.
In simplistic terms I would like to suggest the following happen to Beastmode and both dagger skills, so it can synergize with the rest of the elite and truly become a meta spec.
The suggestion—- Think marvel Nightcrawler porting around and weaving through enemies while dropping hybrid damage (power and condi) AoE melee bombs… Unafraid to jump into any melee danger from bosses, mobs of AI and player groups and zergs in wvw…
The above style would round out this build nicely, fit the theme and synergize better with everything else going on… Would turn the spec into a more aggressive “in your face” melee build that would hang with the melee meta crew.
This is the love needed to Beastmode and daggers!
While attacking in Beastmode, the Soulbeast emits super cool AoE nature magic toxins that poisons enemies and removes conditions on allies (Goes well the the green aura). 300 radius. 5 enemies/5 allies plus self. Constant effect while in combat. Heavy poison damage. Removes 1 condi per second.
Dagger 1- Groundwork Gouge- Add target tracking.
1- Leading swipe – 3 targets.
1- Serpent Stab- Add evade. 3 targets.
1- Deadly Delivery- 3 targets.
Dagger 2- Double Arc- 3 targets.
Dagger 3- Instinctive Edge- 3 targets. Add evade. 600 range.
Dagger 4- Dagger Barrier- 5 targets. AoE damage. Bleeding. Reflects projectiles. Stability. 300 radius. You can move.
Dagger 5- Port-O-Potty- Create a “nature” portal and port to target. 300 radius. 5 target AoE “nature” damage explosion. 1,200 range port.
5- Port back to original spot.
Why I suggest these changes…
“My feedback… Soulbeast is a solo pve spec. Don’t see any teams needing this elite. It will be a spvp point holder that will get outshined. Average roaming capabilities in wvw. Brings nothing to zerg play. We will see more soulbeast duelists stand on the side of SMC. This spec doesn’t bring anything great to the table.
Main hand dagger is meh. Off hand dagger is awful still. Melding skills are cool, and obviously a lot of work went into it, but they don’t compensate for how mediocre our actual dagger weapons are currently. Please do something really awesome with daggers… like make them give us a lot of mobility skills, target tracking and change attacks to be some “nature magically” infused melee AoE and condi powerhouses… or something… If you don’t do some anet magic on these weapons, then both daggers will not be used in any meta play across the game.
There is honestly nothing I found with soulbeast that makes this spec shine compared to the other elite specs I tested briefly… And if this is supposed to be the condi spec enhancer, then I won’t even come close to what I was easily pumping out on the scourge."
(edited by Swagger.1459)
My feedback… Soulbeast is a solo pve spec. Don’t see any teams needing this elite. It will be a spvp point holder that will get outshined. Average roaming capabilities in wvw. Brings nothing to zerg play. We will see more soulbeast duelists stand on the side of SMC. This spec doesn’t bring anything great to the table.
Main hand dagger is meh. Off hand dagger is awful still. Melding skills are cool, and obviously a lot of work went into it, but they don’t compensate for how mediocre our actual dagger weapons are currently. Please do something really awesome with daggers… like make them give us a lot of mobility skills, target tracking and change attacks to be some “nature magically” infused melee AoE and condi powerhouses… or something… If you don’t do some anet magic on these weapons, then both daggers will not be used in any meta play across the game.
There is honestly nothing I found with soulbeast that makes this spec shine compared to the other elite specs I tested briefly… And if this is supposed to be the condi spec enhancer, then I won’t even come close to what I was easily pumping out on the scourge.
(edited by Swagger.1459)
I still believe allowing guilds from other servers to temporarily fill out a map is their best solution given their limitations. Pretty much anything to help balance the scales would be welcome.
Ok, so 30 guild members from SOS goes to help “fill out” a JQ map… This helps JQ right? What happens to SOS now with 30 less players helping?
…Think this through a little bit more.
Note: I am not talking about megaserver dynamic maps.
Was just thinking of ways to deter bandwagoning …
What if each server could only get X+10 players on a map based on the lowest populated server?
Server A has 100 players trying to get on EB.
Server B has 65 players trying to get on EB
Server C has 50 players on EBServer A and B would only be allowed to have 60 players on map unless Server C added more players.
A queue would result for any over the 60 cap, added to incrementally as each new player joins the map from Server C.
If players from Server C leave the map, further reducing lowest pop numbers, then players on A and B remain, but if they crash or leave, that spot is removed.
People hate queues.
Would this motivate to spread out, at least for some, if they can’t consistently get their whole guild on map; or can’t get on as a single player?
So force a map cap to the LCD… Great way to annoy the playerbase.
I agree that the dismounting is excessive.
Let’s put on our logical caps…
1- Remove AoE limit = Meta becomes AoE spam professions…
2- Remove AoE limit = Bigger AoE group will decimate smaller AoE group… Works both ways, but nobody thought about that…
3- Remove AoE limit = More strain on the engine because there are a thousand more calculations that need to be processed in real time = More lag… Find your own dev response on how condis bog down the system and you’ll understand more.
Dev response (as I, and others have mentioned, but obviously dismissed as “not feedback” lol)
The AoE limit is due to technical limitations.
See number 3 to get your explanation of “technical limitations”…
…Some of you don’t bother to think things through… It generally helps to think about more than the surface idea and explore all positives, negatives and potential harmful and off putting effects on gameplay.
Every suggestion I’ve read in this thread is a rehashing of poor ideas that have been tossed around for years… Yeah, let’s make gameplay even more annoying because some of you obviously don’t understand what makes wvw halfway decent, or even understand the design intent of realm vs realm vs realm gameplay.
No, I’m not going to break down all the other suggestions mentioned to “fix” wvw, because they have all been brought up before and shot down already over the course of 5 years. If some of you followed the boards closely, and thought deeper about things, then you’d understand.
Edit- And whatever mechanic changes you apply to wvw will affect ALL players… So stuff like the “no rez” and “no heal out of combat” idea… hits small groups too… so it makes it that much harder for smaller groups to fight back and win…
These ideas do nothing expect encourage even more zerging for safety and success, and that would have been obvious with a bit more thought.
(edited by Swagger.1459)
It’s extremely underwhelming and uninteresting atm, so now would be a great time to improve it before the xpac launches.
My suggestions…
4- “Mini Dagger Storm”- Spin around while throwing daggers that poisons nearby foes. You can move while spinning. Damage (x). Poison (8s). Evade (2s.). Range (600). 5 targets.
5- Crippling Talons- Magically summon multiple birds to attack your foes. Damage (x). Cripple (6s). Bleed (8s). Range 600. 5 targets.
Awesome idea Swagger!
I have not experienced this issue so far and i’m usually quit sensitive towards motion sickness. Are you Guys sure you Problems aren’t caused by low frame rates? i have severe FPS drops arounkitten oon and moving fast on a mount emphasizes this by a lot.
My frame rate hovers around 60 (where it is set), and lowest it just went was like 45 after leaping forward a few times and moving around. No crazy spikes for me. Ping was normal too, nothing crazy there either.
I’m still having a negative experience even with lowering the Motion Blur. It’s really uncomfortable for me and I’ve never been sensitive to these types of things.
Hello,
I merged this thread to make it stand out a little better and to focus attention on this situation so that if others also are experiencing such issues, they can join in.
I’m sorry that you’re having this issue. I wonder, have you tried lowering your Visual Blur setting? That is a specific recommendation from the team, and they feel it may help with this problem.
We’d love to hear from you if this adjustment is effective. Team members who have worked/are working on the mounts will be tracking this feedback!
Thank you very much Gaile!
I’ll report back soon on the result.
I’ve never experienced “motion sickness” while playing a game, but I’m feeling a bit “off” when I use mounts. I would like to strongly suggest 3 things…
1. We need a much much farther draw distance.
2. We need the camera to be fixed in place on our characters when mounting and dismounting.
Edit- 3. As others have mentioned… I also think precise, not delayed or overdrawn, movements will help.
UPDATE- I’m still having a negative experience even with lowering the Motion Blur (as recommended). It’s really uncomfortable for me and I’ve never been sensitive to these types of things.
(edited by Swagger.1459)
Unless I’m missing some control options… Think we could get strafing on mounts?
Veteran Forged Vanguard…
If your thread was more digestible then I would do a bullet point response reply, but there is way too much of the “meandering text” (like Gaile mentions) to sort through. I gave an appropriate response considering I did not notice anything worthwhile that would improve wvw when I scanned through it. Please clean up the thread so it’s reader and response friendly.
some subjects simply takes a lot of thought and text, if that is outside your comfort zone or to much for you to want to invest the energy in right now i can totally understand that.
however it is a complete kitten move that goes against nearly every point mentioned in the post You linked me to simply go in and basicly say:
“TL:DR but i disagree bc i think i won’t like what you say without reading it”if you do Not have the energy to engage, and not even to the point of reading enough to see if the information is “needless” or “it is just a subject which require the base information to be known” then you shouldn’t respond at all as you are not contributing to the conversation but simply aggrevating and derailing it.
have a nice day
I’m trying to help you because the very busy developer team and players are not going to spend 30 minutes sorting through walls of text. Read Gaile’s post on giving good feedback.
I scanned through your post and there was nothing decent in there to help improve wvw. I gave my constructive and rational feedback, you just don’t like it. I don’t have to reply with pages of detailed feedback to match your 3-4 pages of suggestions, I summarized based off of what I scanned through… I don’t agree with any of your suggestions and I gave my reasons why, accept or don’t, but don’t accuse someone of being disruptive just because you don’t like the feedback.
Nyx, none of your suggestions do anything to improve wvw. First, wvw was specifically designed for large scale battles. Second, the only way to spread out players more is to have more maps in play, not by introduce annoying mechanics. Third, you can’t “punish” playing a certain way, and the system has technical limits, so some of what you bring up won’t even work… like at all.
The goal of suggestions should be to make wvw better, not worse and more frustrating. And again, most people, including the devs, will not read this because it’s way too long and difficult to follow quickly. Be more mindful of your audience by being more clear and concise.
To help you…
https://forum-en.gw2archive.eu/forum/game/wuv/How-to-Give-Good-Feedback/first#post6564561
“As you can see, what you are saying is important, but how you are saying it is equally important. Your strongest points will be lost if they are delivered without details, if they’re presented in an aggressive or unpleasant tone, or if they are buried in a huge wall of meandering text.”
Ty for your interest ^^
if my suggestion make you feel it would get more frustrating and worse, then PLEASE be specific of What and how this would be.
(exactly as the link you gave me says. I actually read that post quite a few times and I try to model my post after it +-. So agreed that we should all do that).for technical limitation again be specific pls.
from my knowledge with a AP and a BA in computer science (doing my master courses now etc) nothing I suggest should be an issue due to limitations on the technical side. There has been brought some concerns up which have been clarified and responded too.Now for the rest
I strongly disagree with your assessment.
My suggestion would, imo, spread out fighting 100% guaranteed. As no human is stupid enough to keep getting “instant” wiped 50+ people by keep bloobing up to be heavily aoe’ed. So no matter how you believe of the overall picture is, we should be able to agee that fighting would Garanteed be split up into smaller groups or/and larger area’s for big fights.As for map introduction, I don’t believe that would make any difference for this issue, we already got 3 big maps where the majority of them is generally with Far less people than the main one. Which is simply because you are far more rewarded and gameplay advantages you so much more from blobbing together with everyone else.
adding more maps would do absolutely nothing to change this, everyone would still blob in one big zerg at whichever map had the “easiest” gameplay to simply follow the zerg and be rewarded for living in a 50man blob.
Which happens Bc it is so insanely advantages, which is the unfair advantage that I am aiming to remove (as I believe there is more than enough players who would rather run in smaller groups if they wasn’t put at such a disadvantage due to mechanics which specificly give advantages to heavy Blob/zerg play).I do not believe the Devs want everyone to stand on top of each other and run as a big zerg, but rather that they want massive battle’s with attacks from all sides, vast amount of groups fighting all over the area, trying to outmanoeuvre the other groups and tactically push each other into bad positions, winning a bit here and losing a bit there.
I Highly doubt any dev at this point in time would go “I believe Zerg play in one big blob is the best way to created engaging, enjoyable and high skilled gameplay in massive battle’s” and Still be allowed to keep a job which is SO sort after (they could easily throw a stick and hit 10 competent people who would kill for the position the lead designers has. Not saying they are not competent, just saying there is SO many competent people who’s Dream job is as lead designers for a major MMORPG, so thinking anyone would be incompetent enough to not have followed the development in mmo’s of all kinds at any point the last 10+ years would be silly imho).As for your ending: I find your pointing out of the good feedback post quite offensive and must say it makes me aggravated that you throw that at me as my OP, and most answers have been Very pleasant in tone and beheaviour and there is nice cuts where you can easily have a good overview of the sections.
However the subject matter is MASSIVE! And to explain such a subject matter in a detailed way which can easily be understood by most people, a Lot of text is needed.
I am unsure if you actually even read it or just “annoyed word” threw a quick standard answer together and posted the link because you couldn’t be assed to actual read the subject matter yet felt you HAD to respond since you where sure from a quick scan over the keypoint that you wouldn’t like it (but without enough thought to come with precise reasons for why not).
If this is the case Please don’t do it again as it is aggravating and is often one of the reasons people start getting less friendly in their tone (and then get blamed for it by mindless CM’s to busy to actually read what was going on )
If your thread was more digestible then I would do a bullet point response reply, but there is way too much of the “meandering text” (like Gaile mentions) to sort through. I gave an appropriate response considering I did not notice anything worthwhile that would improve wvw when I scanned through it. Please clean up the thread so it’s reader and response friendly.
Edit- And you are completely wrong on assumptions about design intent.
https://m.youtube.com/watch?v=dnOhMeYxhRM
Trivia section at the bottom… https://wiki.guildwars2.com/wiki/World_versus_World
“The inspiration for World versus World came from Dark Age of Camelot’s realm vs. realm battles.”
(edited by Swagger.1459)
Nyx, none of your suggestions do anything to improve wvw. First, wvw was specifically designed for large scale battles. Second, the only way to spread out players more is to have more maps in play, not by introduce annoying mechanics. Third, you can’t “punish” playing a certain way, and the system has technical limits, so some of what you bring up won’t even work… like at all.
The goal of suggestions should be to make wvw better, not worse and more frustrating. And again, most people, including the devs, will not read this because it’s way too long and difficult to follow quickly. Be more mindful of your audience by being more clear and concise.
To help you…
https://forum-en.gw2archive.eu/forum/game/wuv/How-to-Give-Good-Feedback/first#post6564561
“As you can see, what you are saying is important, but how you are saying it is equally important. Your strongest points will be lost if they are delivered without details, if they’re presented in an aggressive or unpleasant tone, or if they are buried in a huge wall of meandering text.”
(edited by Swagger.1459)
I would really like Anet to address/change a problem in wvw which is growing worse and is used solely to hurt players.
Squads/cmdrs continue to use closed/no invite feature to exclude players from non-full squads for no reason.
I want to be clear about my complaint.
1. I love GW/wvw and am vet wvwer/gwer.
2. Im experienced good player; when motivated, can be exceptionally good player.
3. Don’t want cmdr tag, don’t want to lead, don’t have money for it.
4. Squads I am complaining about are:
A) partially full, usually 20-40;
B) not on guild runs or “training runs” (w/e that is) or “dual guild” runs (disingenuously explained as 2 guilds on training run, lol);
C) 1 squad/cmdr on a map;
D) Usually prime time, monopolizing map for >1 hr.; sometimes 4-5 hrs / nite multi days;
E) Squads w/ same players w/ control5. I am not disputing a cmdr’s right to exclude people – they have that right. Whether they should exercise that right to exclude people for no good reason is the issue and whether people should support these types of cmdrs/squads and whether anet should do something about abuses is the issue.
6. Don’t want to roam/havoc/solo – have zerg armor/boosters/food/weapons.
7. I mean this (believe it or not I don’t care) – I dont care a fig about bags.
8. Every single reason ever given to justify squad exclusion as above are illogical and do not hold up. If its just that I am hated, that’s bullying, and u will hate me whether I’m in squad or not – and it hurts squad & players when players r excluded from squad who want to join.
9. TS should not be an exclusionary tool/excuse to ban people from squad for hours – especially if people can’t join TS for w/e reason (I’m deaf).
10. It hurts squad/server/players when ppl r forced to run alongside squad – they r not as effective and neither is squad – heals indiscriminate/untimely, buffs/rezes erratic, etc. Squad does better when I’m in it rather than forced to run beside it.
11. I paid the same as everyone else.
Pls Anet monitor this situation and consider a fix. I have seen/heard (via typing) so many sickening stories of abuse of players re: entry deny/kick in partially full squads for purely abusive/bullying reasons.
You want anet to mind control players?
Commanders can do what they want to do with their squad. They bought their tag and they decided to lead, so they can make whatever decision they want.
You can follow the squad anyway or completely resolve it by not depending on someone else (but you don’t want to resolve it the latter way, because of #3, so it’s your own fault).
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