Showing Highly Rated Posts By TheBravery.9615:

warrior rifle auto dodge

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

The problem with the evade is that it’s lazily tacked on after the shot is fired, now when the shot is being cast. (take a 1/2 second to cast the skill, then evade for 3/4 second afterwards)

It prevents players from using this as a reaction to evade an attack, unlike something like blurred frenzy or whirlwind attack, which procs the evasion right away.

I thought it would be a good idea at the guild chat preview, but it’s not working as I imagined. Instead, it’s an awkward, tacked on effect to an existing skill; and the fact that I need to jump to prevent the dodge is a gimmicky mechanic.

If anything, I would suggest that the skill behave more like quickshot.
https://wiki.guildwars2.com/wiki/Quick_Shot

Really now, why are Human male faces so bad?

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

better than mass effect Andromeda

t2 desert camps

in WvW

Posted by: TheBravery.9615

TheBravery.9615

It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’

With all due respect, your response shows how disconnected the developers are with design needs of the game.

The following is based on my perspective and my perspective only

If you haven’t noticed, the cries of having less PVE came about when HoT and the desert borderlands were released. Prior to this, there were NO complaints that veteran guards in WvW objectives were a major problem that needs addressed.

The complaints stem from the artificial bloat created from HoT’s new content-

  • the Oasis event
  • Gimmick shrines and environmental effects
  • Various scribe impact on WvW
  • Complex map structures and verticallity
  • Miscellaneous things like mass invisibility in WvW (Seriously, who thought this was a good idea? It’s as if ArenaNet perceived that everyone wants to bring back culling)

In the end, while it’s true that there needs to be less PvE, it doesn’t mean that guards at a camp should remain buggy and not defend the objective under attack.

To reiterate:

  • YES, less PVE is needed- but it’s not what you think
  • Guards at camps/towers/keeps should defend their objective when under attack and not just stand there staring at the air like a bunch of idiots. They need to SCRAMBLE and DEFEND.
  • WvW does not need the mindless complexity to artificially make combat interesting. (Talking about airship attacks, shrines, wvw banners, and all other NEW stuff introduced in HoT). Combat is interesting in it’s own way. Please consider the asuran mantra- “Embrace simplicity”.
  • Think of reasons why simple map designs are so popular in competitive games like league of legends (summoner’s rift), halo (blood gulch / coagulation), and super smash brothers (final destination). Maps don’t need all these “gimmicks” to artificially make combat “interesting”. Desert borderlands is unsuccessful for the same reason skyhammer is unsuccessful- it’s too complicated when really, all you needed was a simple hilly area to duke it out.

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On my mark and Fear me underwhelming

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

Perhaps on my mark could remove defensive boons like protection and aegis or drain the target’s endurance.

Possible solution to prof. build balancing.

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

This would contribute more to the problem than the solution

You’re suggesting to force utility skills onto players as a method of balancing. As that phrase suggested, all you’re doing is “forcing” and further hindering build diversity, it by itself does nothing to address intra/interprofession imbalance issues.

Furthermore, instead of accounting for less variables, balance developers would have to consider 5 (or whatever you are suggesting). In the end, you’ll end up with the same or worse situation in context of game balance.

January 26 Patch Notes - Thoughts?

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

I am very disappointed in the patch notes, specifically the balance notes

There is A LOT of work that needs to be done in terms of balance (interprofessional AND intraprofessional aspects), but instead, the balance patch was limited to a narrow scope and only addressed certain parts as opposed to everything in whole.

I made a post a while back proposing arenanet to take balance more seriously, and the advice wasn’t heeded
https://forum-en.gw2archive.eu/forum/game/gw2/ANET-Take-more-time-if-needed

I created a thorough breakdown of the warrior profession, and designed a complete rebalance, and the advice wasn’t heeded
https://docs.google.com/spreadsheets/d/1SHhAr84r7L7sKK4B_hfHxBWp5cgt3fsLAh0EvlDUKnQ/edit?pref=2&pli=1#gid=852159247

These LAZY BALANCE PATCHES are destroying guild wars 2’s entrance into the “E-Sports” scene, with ridiculously volatile balance ideas and lazy fixes, such as modifications to cooldown percentage and number fixes, when there are CLEAR USABILITY FLAWS IN MECHANICS

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(edited by TheBravery.9615)

Direction of PvP Team & Balance Team?

in PvP

Posted by: TheBravery.9615

TheBravery.9615

  • 3 game modes, all of which are heavily dependent on the balance team’s outputs and all have different agendas. Despite this, AN continues to disregard player assertions that there needs to be different balance teams for each game mode.
  • Continuing the cycle of high frequency – low quality balance patches in hopes of addressing current issues, these patches are hit or miss. Some work out well, but many are just flat number fixing (e.g. cooldown reductions) while ignoring severe mechanical issues. “Balance” is nonexistent. Arenanet’s ideal “balance” is to “shake up the meta”. These “fixes” mostly miss the target and usually ends up being overpowered or under-powered to the point they’re overshadowed by stronger options. No middle ground exists.
  • Balance patches only address a limited scope at a time, changing ~15 items per profession per quarterly patch when there are over 1,000 skills, traits, and stats to balance. To make things worse, AN continues to add new “content” in the form of new sigils, amulets, and runes to further complicate the balancing process.
  • AN continues to make past mistakes by failing to address the foundations for game balance. To attempt to balance amulets before profession traits and skills will require them to double their work, as amulets/sigils/runes are influenced by the profession. Not the other way around.
  • Balance is not just balance. It comes along with quality of design and diversity of design. Professions, traits, and skills have overlapping diversity issues.

But hey, they’re trying. SQ 2016 patch was huge, and it shows that a lot of work was made. Whether all the work was appropriate, I don’t know about that.

WvW outmanned balance

in Suggestions

Posted by: TheBravery.9615

TheBravery.9615

I just thought of another thing that might help. If I remember correctly, WvW was designed with 3 servers against each other to prevent a single server from dominating (source needed); however, this isn’t working out too well. It’s all kill- or be killed, regardless from which server you’re representing.

Perhaps there could be a way for ‘pacts’ to be triggered, allowing the 2 weaker servers to work together for a limited time. It could be something along the lines of..

  • Triggered when X number of commanders from the 2 weaker servers vote/purchase a pact agreement from a special npc
  • Makes the 2 servers 1 color for a limited time-maybe voted by the commanders, from x hours to x days (red + green = brown, green + blue = blue/green, red + blue = purple), Evenly distributes point gain to both servers during pact.
  • When the pact ends, all pact-claimed territories become neutral, allowing all servers to enter and attempt to kill the tower watcher / supervisor etc.
  • Shows allied server players as players with green names, but showing them as (server) invader/defender to keep anonymity.
  • Allows allied players to share siege equipment
  • Allows you to communicate to the allied server via map or say or party.
  • Must have obvious restrictions: Like can’t form alliance with the leading server in the current match-up, leading server must have X number of territories over the 2 servers, the lesser populated server must ____ etc, pact will end when your alliance holds more than 2/3 of the territory possible.

I like this idea because it brings diplomacy and politics into WvW, as well as give commanders more responsibilities.

also a screenshot to show the imba

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(edited by TheBravery.9615)

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

Voice customization packs, could be different voice actors or different ‘personalities’

possible personalities: Insane, ferocious, noble, courageous, calm, hyper, always angry, etc etc

The Risen in the Cursed Shore are too OP

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

This is a L2Play issue. OP is clearly inexperienced with the high skill required to play PvE in Cursed Shore. You have counters available at your disposal. Risen shouldn’t need a nerf until those kitten centaurs get nerfed first. If anything, some risen are comparably weaker than others and they need to be brought up to par.


This is a parody post lampooning typical player mentality when it comes to balance in general and specifically profession balance. First they call you out you don’t know the profession/mechanic, tell you to “git gud”, scapegoat to other professions/mechanics, and call for power creep.

Please don´t let die wvw

in WvW

Posted by: TheBravery.9615

TheBravery.9615

It will take time priority of A-Net is the following:

1. eSport
2. Shop Items
3. eSport
4. Shop Items
5. sPvP Balance
6. Shop Items
7. PvE Raid Content
8. Shop Items
9. PvE Content
10. Shop Items
11. eSport
12. Shop Items
13. WvW

What is Scribing?

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

It’s a tacked on crafting profession that game designers at Arenanet implemented without considering its ramifications on WvW.

Any recent comments from devs?

in Guardian

Posted by: TheBravery.9615

TheBravery.9615

http://imgur.com/gallery/M4ZScZa

Off topic (brought to mind from above post) Karl really needs to practice speaking while on camera e.g. Guild Chat. Particularly there was the one GC when discussing the first wave of warrior buffs since HoT (rifle changes) where he struggled to find the Crack Shot trait for a solid two minutes and they had to switch camera focus, probably so somebody could point it out.
Given his performance on GC in general, I’d be willing to attribute it to nerves and flustering which falls on the optimistic end of things. He’s a dev, not a presenter/PR, I know that struggle, whatever. But they chose him to present it. Problem is given the state of Daredevil, Dragonhunter, and Berserker on HoT launch people I know were more than willing to assume the pessimistic end of things that he simply didn’t know what he was doing, or much anything about the classes he was in charge of. Not a good look, that could be clarified by practice in public speaking.

But then again, reading the DH blurb on the HoT website even seems confused. It looks to be written to try to justify the design decisions rather than describe a cool new function.

Regardless of presentation ability, it’s all just lip-service. If what he says isn’t reflected in the work he’s performed, then I’m going to stay pessimistic.

What would you like to have in expac 2?

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

quality over quantity
actual and legitimate balance
equal weapon and trait viability
A sense of direction in game design

Warrior Quality of Life balance

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

It seems you’re confusing “quality of life” with the word “buff”.

WvW outmanned balance

in Suggestions

Posted by: TheBravery.9615

TheBravery.9615

Ok, so it’s not fun for either side if one server is dominating 4 maps 24/7. There’s little to fight or there’s too much to fight against. I have several thoughts on how to help.

  • Remove the power bonuses from the orb of power, replace them with bonus exp / magic find / gold / more badges per kill / crafting crit chance, etc, things that would improve the server’s economy
  • Remove and scrap reviving of dead players in WvW. The mechanic is fine in PVE but this allows the server with more players to keep the pressure on the weaker servers. This also removes ‘corpse spying’.
  • Make the outmanned buff into a toughness/vitality buff- scrapping exp/magic find/ gold. seperated into tiers- depending on how badly outmanned you are. Should also buff the NPCs (veteran supervisor, guards, etc)
  • Decrease the number of supplies you can carry if your server has more players.

Lets talk.

(edited by TheBravery.9615)

The Untapped Marketing Potential of eSports

in WvW

Posted by: TheBravery.9615

TheBravery.9615

Cept Esports is focused on sPvP

edit/ not to say I disagree with you, i welcome the alpine borderlands back after the desert borderland fiasco.

(edited by TheBravery.9615)

Did anyone lose respect for Argi?

in PvP

Posted by: TheBravery.9615

TheBravery.9615

You shouldn’t be drunk in an interview, but what he said was the raw, plain picture. GW2 “eSports” is a failed venture and he considered it to be a joke, sober or not.

t2 desert camps

in WvW

Posted by: TheBravery.9615

TheBravery.9615

Come on guys, Tyler made a joke.

With all due respect, they’ve been “joking” for 3 years.

Why GW2 will never be a major esport

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

The video is for super smash brothers, but it raises a similar issue with GW2 on it’s second obstacle.

Consistency (transcript)

“The second huge reason that sports become popular is that they’re CONSISTENT. Soccer is always soccer and basketball is always basketball. Soccer the sequel, or basketball 2 don’t exist. Professionals and fan never fear that the game is going to change in any significant way so pros can focus on becoming masters at their craft instead of re-learning a similar but distinct game every six years (3 months for gw2) and fans are given time to become truly familiar with the game. That’s how lifelong fans are born. The kind of fans that drive a sport to real success. …. Consistency is important because people can’t become masters at something if the rules keep changing, and mastery leads to the level of depth and amazing play that is necessary to draw in big crowds and more of the mainstream. Without it, players and audiences will have to keep starting over- and that takes all the momentum out of smash’s sales (guild wars 2’s sales) again and again.”

Other things, payouts, announcers (transcript)

There’s a couple other things that hinder smash (gw2), like tournament pay-out scales being kittening kitten, and the whole announcer situation. I really think they should change to a top 10 percent in the money payout, similar to poker tournaments. Having less than one percent on the field get paid is a joke and gives an incredibly small incentive for anyone but the top caliber of players to compete… there needs to be a move towards sport announcers have done for a long time. Have a play by play announcer and a color commentator. Not just two dudes who know the game; but hey, if the first two big reasons (one big reason: Inconsistency) aren’t fixed, it wouldn’t really matter.

Take notes ArenaNet. These apply to you and are a significant hindrance to GW2’s “ascension” to E-Sports. I made another post a while back asking arenanet to take balance more seriously, but the advice apparently wasn’t heeded.

https://forum-en.gw2archive.eu/forum/game/gw2/ANET-Take-more-time-if-needed

So there you have it.

Arc Divider

in WvW

Posted by: TheBravery.9615

TheBravery.9615

Yeah those arc dividers hurt

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Regarding the Expansion 2

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

I personally don’t care about that balancing. It’s more that the direction of the game is completely geared towards the hardcore players. Check the latest update. It’s only a raid, nothing for those people that will never be able to do raids as raids are not made for casuals…

I’m going to presume that any new expansion will only add more content for the hard core people, and hardly anything for the rest of the player base.

“hardcore” and “casual” are nonsensical to me. You’re either play the game or you don’t.

In response to you, you should be concerned with PvE balance as well. Excessive power creep will dull your experience, and a profession that outclasses yours would essentially remove your spot from raids.

Balance is a huge deal to WvW and PvP players for obvious reasons.

Cheesy GW2 jokes here!

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

I have a good one!

Guild wars 2 Esports

Staff #1 Rework Idea

in Guardian

Posted by: TheBravery.9615

TheBravery.9615

Staff 1 is arguably the best auto attack when it comes to zerg v zerg in WvW. A change is unnecessary.

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

TL;DR of below
Balance update was poorly executed. Please listen to your players suggestions. Create a credo or some guidance principles to guide the balance team on the next patch.

Balancing professions
To be blunt, the patch lacks direction.

The balance patch’s scope was too narrow and neglected many failures regarding intraprofessional balance (some traits are stronger than others, some utility skills are useless), and interprofessional balance (some professions are stronger than others). The balance patch wasn’t even a balance patch. If anything, it was a severe meta-shift and left profession balance as lop-sided as it was before.

It changed things that never needed changes, while simultaneously missing out important issues that needed fixes. Beyond that, the fixes were all sloppily thrown together and lazily thought out (Sorry, but I can’t sugarcoat that). Cooldown reductions, damage increases, etc is not a way to fix something when there are clear mechanical flaws within the profession, skill, or trait.

It’s as if the developers don’t even play the game to understand each profession correctly- and I wouldn’t be surprised if this wasn’t the case. Karl looked tired in that balance preview video. Please allow your developers adequate time to learn each profession before making volatile changes that disrupt the balance of the game further.

Take balance seriously. It’s hurting your business and your entrance to E-Sports.

“…The second huge reason that sports become popular is that they’re CONSISTENT. Soccer is always soccer and basketball is always basketball. Soccer the sequel, or basketball 2 don’t exist. Professionals and fan never fear that the game is going to change in any significant way so pros can focus on becoming masters at their craft instead of re-learning a similar but distinct game every 3 months and fans are given time to become truly familiar with the game. That’s how lifelong fans are born. The kind of fans that drive a sport to real success. …. Consistency is important because people can’t become masters at something if the rules keep changing, and mastery leads to the level of depth and amazing play that is necessary to draw in big crowds and more of the mainstream. Without it, players and audiences will have to keep starting over- and that takes all the momentum out of guild wars 2’s sales again and again.”

It’s understandable that GW2 changes, sure. It’s to adapt to new content such as new specializations to keep it fresh, but the changes need to be for the right reasons. But making unreasonable changes every 3 months ruins the balance for the wrong reasons, and forces players to relearn a new profession or build. Do balance right the first time, and do it seriously.

Warriors
Since I am a warrior main, I can speak what my thought are about the warrior balance patch. I don’t play much of the other professions, but deal with them plenty in wvw, pvp, and pve.

Link to discussion: https://forum-en.gw2archive.eu/forum/professions/warrior/Commentary-on-warrior-s-patch

On that note, here’s a legitimate balance plan. Gaile, I know you said the staff is “not able to support individual petitions and requests for communication”, but Jesus Christ at least take a look at it. Being closed minded harms every business, and it prevents the company from gaining new perspectives.

https://docs.google.com/spreadsheets/d/1SHhAr84r7L7sKK4B_hfHxBWp5cgt3fsLAh0EvlDUKnQ/edit#gid=852159247

edit/ another helpful link for you guys
https://forum-en.gw2archive.eu/forum/game/gw2/What-ANET-needs-when-designing-balance

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(edited by TheBravery.9615)

Discussion: Core Warrior Traits

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

Strength

  • Reckless dodge: I admit, this hits very hard for a minor adept trait. (talking about 4k dodge rolls when might stacked as a berserker warrior)
  • Forceful Greatsword: Way too potent for a master trait. Perhaps remove the 10% damage increase and add an internal cooldown of 1 second per might stack, but increase might duration???

Arms

  • Blademaster is completely lackluster in comparison to forceful greatsword which works on both spear and greatsword, whereas blademaster only works on swords. If this trait affected harpoon guns, people would consider using this.
  • Unsuspecting foe is completely useless because it only works on stuns, and even then, you have a short window to attack your target. If this was broadened to something like “increased critical chance against foes with [CONDITION],” it would have more utility.
  • Burst precision is useless since everyone has access to a sigil of intelligence which gives 100% critical chance on the next 3 attacks. Maybe give it some bleeding or something.

Defense

  • Thick Skin: Not really sure why this is here and if it even works. It’s hardly noticeable and doesn’t synergize with the defense trait line which is based on mitigating damage as you take it. 90% is a high threshold and any warrior running a defense line is not going to be playing ranged. Warriors using the defense line will most likely be playing melee, therefore taking alot of damage.
  • Sundering mace: 5 stacks of vulnerability for 10 seconds is pretty good, but considering the slow attack speed of a mace, the low range, and the short duration of daze/knockdown/launch/stun, this trait is rendered useless, unless I proc quickness somehow.
  • Rousing resilience: I mentioned in another thread how useless this is considering that it requires you to break a stun to heal, and how stability will work against you, and some stun breakers like defy pain makes the 1000 toughness gain useless. I know the berserker’s elite is a self stun, so I’m not sure how that will work with this trait, but as it currently stands, it’s pretty awful in comparison to cleansing ire and last stand.

Tactics

  • Quick Breathing / Vigorous shouts: I consider quick breathing before the trait overhaul when it had condition converting to boons more useful than a shout heal and it allowed for greater self sustain than a fixed heal amount from a shout. If anything I suggest that condition conversion is brought back and quick breathing and vigorous shouts swapped places in grandmaster and adept.
  • Empowered: This trait doesn’t fit well with the rest of the traits which seemed more support based. Could be in the discipline line (swap with inspiring battle standard, maybe increase it to 2% per boon to keep it in line with it’s destruction of the empowered counterpart)
  • Burning arrows: A weak additional 262 damage on your bow auto attack for a ‘master’ trait. Also doesn’t seem like it belongs here, could be in arms line, perhaps merging with blademaster somehow. Maybe replace it with more banner traits or something (example, more boons per banner like protection on banner of defense, fury from banner of discipline etc)
  • Phalanx Strength: This became the bread and butter for a warrior in any dungeon / fractal environment, because it has no ICD, allowing warriors to quickly gain 25 stacks of might with no problem if used with forceful greatsword.
  • Powerful Synergy: Requires a leap and an field, which the warrior don’t have alot of. Not much of a grandmaster trait in that sense. However if this affected more combo finishers (eg. blast) this would be very handy.
  • Vigorous shouts: 1000 flat healing power with an additional point of HP per healing power. For a grandmaster. Just swap this with quick breathing and give us back conditions to boon conversion.

Discipline

  • Inspiring battle standard: Swap this with empowered in tactics trait line and modify it’s values so it’s in line with destruction of empowered.
  • Merciless Hammer: Kind of like unsuspecting foe and sundering mace, it’s hard to make use of this considering the short duration of CC effects and the slow cast time of the attacks. Rather than giving it a damage increase, how about a cleave increase? It would be nice if hammer range wasn’t 130 and mostly limited to 3 targets per strike. (eg. increase cleave range by 100 and strike 1 additional targets per attack)

(edited by TheBravery.9615)

The Root of the Current WvW Problems

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Posted by: TheBravery.9615

TheBravery.9615

THE root of the current problem is, as others have mentioned previously, population imbalance. No amount of suggested tweaks, fixes, rollbacks or WvW staff levels are going to help unless that particular Elephant in the room is addressed first. Don’t ask me how – I have no idea and no wish to make a suggestion.

wvw is dying

why?

because of poor design decisions / neglect to properly address flaws in a timely manner (population imbalance for example)

why?

because the development staff has unrealistic production schedules and/or limited staffing and/or has a design lead that has too much on his/her plate

why?

because of budget cuts

why?

because profitability is low

why?

can go on forever tbh.. Now you tell me what the root cause is.

[Revenant] Ventari's WIll not working

in Bugs: Game, Forum, Website

Posted by: TheBravery.9615

TheBravery.9615

When you use ventari’s will, it will move the tablet but heal for the amount stated in project tranquility’s tooltip. (probably the reason why no one uses ventari?)

also Roiling mists trait in invocation states a 100% critical chance increase while under the effects of fury. This is actually a 20% critical chance increase for a total of 40% increase under fury.

Why Changes to Primal Bursts are a MISTAKE

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

Entering berserk mode should count as using a tier 3 burst skill, and berserk mode bursts should have shorter cooldowns if primal bursts remain tier 1 bursts.

In-game Cosplay Thread!

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Posted by: TheBravery.9615

TheBravery.9615

piccolo from dbz and mickey mouse

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WvW Oasis event has been disabled

in WvW

Posted by: TheBravery.9615

TheBravery.9615

Maybe there’s hope for WvW after all.

Finally, a smart move.

Regarding the Expansion 2

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

I am very concerned about the direction of the game.

There are currently 9 professions on a see-saw balancing system with lopsided traits and skills that have yet to achieve proper balance since the launch of the game- and developers are already working on a new expansion which (may or may not) include a new profession or new elite specializations.

While I’m all for “new ways” to play the game, the pace of the new content releases (quantity) is going faster than what the balance team could manage (quality).

Please, before releasing new professions or a new specialization consider the state of the game. It needs to get fixed before new content is added.

ANET: Take more time if needed

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

Example for warrior:
https://wiki.guildwars2.com/wiki/Rousing_Resilience
Concept needs to go hand-in-hand with practicality. This trait is not practical because the risk-benefit payoff is too low- the heal amount is low, and it only triggers when you break out of a stun, which typically last less than 3 seconds. Using endure pain will make the toughness gain useless, and having stability will work against this trait.

Ugly Outfits

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

A running gag about gw2 armor design is that everyone either has trench coats, dresses, or EPIC FLAMING ARMOR YEAH

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[Suggestion] Warrior Balance

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

The purpose of this thread is to facilitate discussion on balancing the warrior’s skills and traits and address current flaws; all while simultaneously accounting for interprofessional balance.

Current rating (0 Votes): 0/0

Message to the community

Feel free to drop feedback in this thread. I read everything here and will make changes if necessary. There is a lot of content. Please save your responses as sometimes the forum “bugs out” and eats your response.

Cast a vote on the strawpoll link above after reading the suggestions to share whether you approve or disapprove of these suggestions.

Message to the ArenaNet developers

Please take a look at these suggestions, and consider them for a future patch.

Updates

  • 05/10/2016 – Post SQ2016 balance patch, document is outdated.
  • 03/10/2016 – Beta revision 2 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
  • 03/10/2016 – Beta revision 1 completed. Feedback results: 3.06/4 from 45 voters Screen cap
  • 02/24/2016 – Beta revision 1 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
  • 02/24/2016 – Public alpha draft completed.
  • 01/05/2016 – Public alpha – Undergoing heavy construction. Please hold off on commentary until document reaches “Beta”

FAQ


Why should ArenaNet be concerned about balance?

A balanced game is a critical aspect that can not be ignored if ArenaNet has any aspirations of making the game successful in the E-sports scene. In order for a game to become a popular sport, there are 2 major requirements: accessibility and consistency.

ArenaNet made a good move to make the game more accessible to the masses by making it free to play, but the game is still inconsistent in terms of balance. This is why the meta-shifting approach to balance is not effective. It’s easier to implement, but yields lower quality results and fails to cultivate the potential profits of a game that’s popularized by the E-sports scene. Why’s that?

Because every time there’s a meta-shift, you force a player to relearn a profession, and it takes away the momentum from the player to build upon, as well as from the audience. Without consistent balance, players can not become masters of their craft and the audience will have a tougher time following it- the game will never achieve the “easy to play, hard to master” aspect many competitive games have. On the flipside, when proper balance is achieved, the game will have a greater chance at succeeding at the e-sports scene.

What’s your approach to dealing with imbalance?

There are many ways to balance a game: Power Creep, Nerf Bat, Meta Shift, and Equalize. (see attached image for visual)

  • Power creep: Raise the power of weak abilities to match the strong
  • Nerf bat: Reduce the power of the strong abilities to match the weak
  • Meta shift: Take turns in what’s strong and weak (Current model for ArenaNet)
  • Equalize: Reduce the power of the strong, raise the power of the weak. Achieve equilibrium

I have done my best to avoid the meta-shift, nerf bat, or power creep approach when it comes to balance, and opted to deal with the imbalance issue using the equalize approach. These ideas are cultivated through thorough deconstructions of the profession in order to create an ideal and balanced profession. The suggestions are then presented to the forum for further refinement. I will try my best to collaborate with everyone, but understand that I won’t be able to achieve full consensus on every suggestion.

I intend to give all professions the same treatment so no one profession is stronger than the other.

I disagree with your changes

Tell me why and what should I do to achieve balance? Allow me to gain your perspective so I can refine these suggestions.

Preview (Traits)


Due to the size of the project, a summary won’t fit in this forum post (1500 message limit). Below is a preview of some trait changes. See spreadsheet for more in depth explanations as well as weapon and skill changes.

Strength

  • Reckless Dodge – reduce damage slightly
  • Death from above – Remove unblockable properties
  • Peak performance – remove recharge reduction and damage increases (made baseline.. sorta), reduce recharge for a static amount each time you are hit. Include super armor while casting attacks.
  • Restorative strength – Increase might duration, reduce might stacks
  • Axe mastery – Critical axe hits gain extra adrenaline. Axe skills deal more damage based on how much adrenaline you have built.
  • Forceful greatsword – Decrease modifier slightly, but make part of the damage increase baseline for greatsword.
  • Stick and move – Decrease damage modifier slightly
  • Absolute control- Foes that break your control will be immobilized and weakened. Removing stability from foes applies cripple per stack of stability removed.
  • Berserker’s power – Decrease modifier slightly, make some damage increase baseline
  • Resistant Concentration- Increase boon duration. Attempts to steal, rip, or corrupt your boons are reversed.

Arms

  • Berserker’s fury – Gain adrenaline while in combat. Gain fury and swiftness when you reach maximum adrenaline.
  • Mighty expertise: Might increases applied condition duration.
  • Signet mastery – Signets recharge faster. Cast signet of might when one of your attacks is blocked. Increase precision gain.
  • Blademaster – Swords have an increase critical hit chance against bleeding foes. Critical strikes with a sword grants endurance. Reduces recharge on sword skills.
  • Deep strikes – Fury grants increased condition damage. Fury you apply lasts longer.
  • Concussive strikes – Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness. Cause confusion when you interrupt a foe’s skill. Increase critical hit chance against disabled foes.
  • Burst precision – Remove blind and weakness before using burst skills. Burst skills have an increase critical hit chance.
  • Dual wielding – Critical hit chance and attack speed is increase when wielding a sword, axe, or mace in your off hand.
  • Furious – Include ferocity increase with effect.

Defense

  • Thick skin – Increase toughness for each foe you are currently in combat with.
  • Cull the weak – increase damage to weakened foes. Pulse weakness to nearby foes when you stay in combat for extended periods of time.
  • Dogged march – change regeneration to vigor
  • Adrenal health – gain health when you gain adrenaline.
  • Defy pain – Activate endure pain for 1 second when you are hit for more than 10% of your maximum health. Does not break stuns
  • Sundering mace – Mace auto attack have a chance to apply vulnerability and daze your foe.
  • Last stand – Remove increased stance duration and vigor gain, decrease recharge of stances
  • Rousing resilience – Gain fury when interrupted. Heal and gain stability when you break out of a stun. Gain protection whenever stability negates incoming control.

Tactics

  • Determined revival: Add increased revive speed
  • Empowered – Increase damage per boon on you. Damage nearby foes when you receive a boon from an ally.
  • Leg specialist – Immobilize a target when you cripple them. Gain superspeed if you strike a foe from behind.
  • Vigorous shouts – Removed adrenaline gain
  • Burning arrows – Longbow skills deal more damage to burning foes. Longbow skills recharge faster.
  • inspiring presense – Allies healing skills are more effective when they are near you.
  • Powerful synergy – Combo finishers are twice as effective.
  • Inspiring battle standard: Banners deal damage when summoned. Wielders of your banner are granted protection after a brief delay. Banners pulse regeneration.

Discipline

  • Crack shot – Increase range of rifle and harpoon projectiles. Reduce recharge on rifle and harpoon skills.
  • Vengeful return – Include a reduced cooldown on vengeance
  • Reckless abandon – Damage nearby foes when you swap weapons.
  • Brawler’s recovery – Include a incoming condition damage reduction effect when you swap weapons
  • Destruction of the empowered – About the same, reduce incoming damage if foe has more boons
  • Quick breathing – Converts conditions into boons
  • Heightened focus – Gain boons and adrenaline when striking a foe below health threshold.
  • Merciless hammer – Hammer reach is increased and hammer skills are given special effects based on adrenaline level.

Berserker

  • Primal rage – remove attack speed boost, replace with crit chance
  • Heat the soul – Incoming burning gives regeneration when you wield torch. Mainhand burst inflicts burning when wielding torch. reduce torch cooldown.
  • King of fires – When you use a rage skill gain a fire shield. Gain adrenaline when a foe strikes your fire shield. reduce rage cooldown.
  • Smash brawler – Reduce multiplier to 6% / 12%
  • Burning fight – Chance to cause fire nova when striking a foe in berserk mode.
  • Blood reaction – % of outgoing hits converted to healing. Primal bursts heal you.
  • Dead or alive – Taking fatal damage while in berserk mode will end berserk mode, but heal you and damage + burn nearby foes.
  • Dragon punch – Automatically enter berserk mode when you fall below health threshold. Stay in berserk mode for extended period if you maintain might threshold. Gain adrenaline when leaving berserk mode.
  • Fatal flame – Defeated foes trigger a fire nova.
  • Bloody roar – Taunt and bleed nearby foes when you enter berserk mode. Increase damage in berserk mode.
  • Eternal champion – Break stun when entering berserk mode. gain stability and vigor in berserk mode. Reduce incoming damage in berserk mode.
  • Savage instinct – Activate berserk stance when you enter berserk m ode. Gain increaesd condition damage in berserk mode.

Other Balance Discussions


Attachments:

(edited by TheBravery.9615)

Ranger: Full Class Rework

in Ranger

Posted by: TheBravery.9615

TheBravery.9615

With all due respect, “easy” balancing is what Arenanet has been doing all along. Lazy number fixes (cooldown modification, damage % changes) with a limited scope, and we can all see how that turned out. The problem with your “easy” fix is that it’s low quality and achieves nothing for balance (interprofessional and intraprofessional) and contributes to powercreep- which in itself is an elephant in the room that needs to be shot.

Take a look at the links in my signature for examples of a warrior balance proposal and guardian balance proposal. Balance is not an easy task and does not justify “easy” fixes. It’s too complicated for that.

On the other hand, balance is a controversial and subjective idea in that there are different approaches to it, and it is IMPOSSIBLE to achieve a full consensus on every idea.

With that said, I strongly oppose your suggestion(s) on the basis that it’s blatant powercreep with the cooldown reductions, damage increases, and overabundance in addition of control effects and boons/conditions.

If I had a suggestion for your suggestions, it would be this:

  • Create a credo or framework for balance to follow. (examples in my warrior/guardian proposal)
  • Conduct surveys and listen to constructive feedback from the community, and mold suggestions as you see fit (assume perspectives of other players, while at the same time, be objective of suggestions to your suggestions)
  • Provide REASONS why you think the changes are good.

(edited by TheBravery.9615)

what if condition had diminishing return

in WvW

Posted by: TheBravery.9615

TheBravery.9615

Nice idea but strongly doubt Arenanet is capable of figuring out how to program this given their history of balance patches.

I don't understand all the complaining

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

My response is from my perspective and my perspective only.

You’re seeing a lot of complaints and few constructive suggestions because there’s no easy solution to approach the problems. Each time new content is released, it adds to the complications by introducing new variables to account for- thus making fixing and balancing more challenging.

I agree with you that there’s a lack of constructive suggestions on these forums.

https://forum-en.gw2archive.eu/forum/game/pvp/Help-ArenaNet-balance-the-professions/6024040

Frankly, I’m tired of all the useless complaints and nothing to work off of- so I’ve taken upon myself to do the job for them. Making facilitated discussions on how to fix the problem, and creating a suggestion spreadsheet that gets refined through community feedback. (about 99% finished with warrior balance proposal, in the refining stages of guardian proposal, about to start a thief balance proposal. See links in my signature to view them, or other profession’s sub-forums to find my discussions on current problems)

Despite our efforts, it’s probably all in vain if Arenanet decides to pump out new unrefined content regardless of what I’m doing. It’s like adding fuel to the fire I’m trying to extinguish- every time there’s content- whether it be a sigil, rune, specialization, or profession, I need to consider more variables to develop a balance plan.

Frankly, I’m surprised Karl, Roy, and Robert have stayed with ArenaNet as long as they have. It’s an uphill battle for them and I know how hard it is to balance 9 professions, >600 traits, >1000 skills, countless sigils, runes, and food effects.

Discussion: Core Warrior Traits

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

Strength

  • Reckless dodge: I admit, this hits very hard for a minor adept trait. (talking about 4k dodge rolls when might stacked as a berserker warrior)
  • Forceful Greatsword: Way too potent for a master trait. Perhaps remove the 10% damage increase and add an internal cooldown of 1 second per might stack, but increase might duration???

Are you talking PvP or PvE here when it comes to the dodges?

Also – FG is a strong and solid trait – without it warrior GS would be pretty much dead and warrior in PvE would find itself without a role.
The chances you propose are very poor and would damage GS on warrior a lot.

I agree with you that it is strong, but it’s not in any means balanced. You know this as much as I do if you’ve been playing warrior; Forceful Greatsword allows warrior to pump out DPS no other profession is capable of doing. It needs rebalancing. If you think that my suggestions are poor, please share with us your idea of a balanced Forceful Greatsword.

Attachments:

Skyhammer Design Discussion

in PvP

Posted by: TheBravery.9615

TheBravery.9615

I don’t have much to say in terms of “fixing” skyhammer, but please consider the asuran mantra- “Embrace simplicity”.

Think of reasons why simple map designs are so popular in competitive games like league of legends (summoner’s rift), halo (blood gulch / coagulation), final destination (super smash brothers series). Maps don’t need all these “gimmicks” to artificially make combat “interesting”. Skyhammer is unsuccessful for the same reason desert borderlands is unsuccessful- it’s too complicated when really, all you needed was a simple hilly area to duke it out.

What is the state of gw2 esports

in PvP

Posted by: TheBravery.9615

TheBravery.9615

gw2 esports has developed a rotten connotation over the few years since ArenaNet has poured their R&D into it. What could have been something successful is severely hindered due to poor design- whether it be game design or system design.

In context of game design, professions see widely varying “meta-shifts” as a form of pseudo balance patches. These meta-shifts ruin every chance for Arenanet to accomplish their e-sport organizational objective because such meta-shifts forces players to relearn their profession and it takes away the momentum players have to become masters of their art. It also takes away momentum from the spectators (and corresponders) because they too have to relearn the changes in order to follow along what’s going on. People may argue that this isn’t a valid argument because League of Legends and DoTA are successful yet do balance patches, but compare those games vs Guild Wars 2. Guild Wars 2’s balance patches lack direction and structure, doesn’t accomplish anything near “balance” (instead focus on a limited scope or things that don’t need a change), and usually involve significant changes (e.g. +100% buff, -100% nerf etc)

In context of system design, the matchmaking system is not working as it should be- matching players of equal skill to players of equal skill. Beyond this, there’s other significant problems that lie in encouraging good sportsmanship and discouraging poor sportsmanship. No such system exists in the game.

(edited by TheBravery.9615)

Will the "WvW Major Overhaul" be in 2016?

in WvW

Posted by: TheBravery.9615

TheBravery.9615

December 31, 2016

at 11:59.59 PM

PST

Elevator Pitch: Your Dream Expansion

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

imo arenanet needs to slow down and fix this mess first

Commentary on warrior's patch

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

In a nutshell, I agree with everyone. I am very disappointed in the patch notes,

There is A LOT of work that needs to be done in terms of balance (interprofessional AND intraprofessional aspects), but instead, the balance patch was limited to a narrow scope and only addressed certain parts as opposed to everything in whole.

I made a post a while back proposing arenanet to take balance more seriously, and the advice wasn’t heeded
https://forum-en.gw2archive.eu/forum/game/gw2/ANET-Take-more-time-if-needed

I created a thorough breakdown of the warrior profession, and designed a complete rebalance, and the advice wasn’t heeded
https://docs.google.com/spreadsheets/d/1SHhAr84r7L7sKK4B_hfHxBWp5cgt3fsLAh0EvlDUKnQ/edit?pref=2&pli=1#gid=852159247

These LAZY BALANCE PATCHES are destroying guild wars 2’s entrance into the “E-Sports” scene, with ridiculously volatile balance ideas and lazy fixes, such as modifications to cooldown percentage and number fixes, when there are CLEAR USABILITY FLAWS IN MECHANICS

Thank you Anet

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

I wouldn’t congratulate arena-net so quickly. This patch finally addresses SOME glaring issues warriors have (after waiting for more than half a year), but it’s still the low quality patch I’ve come to expect.

(example: new adrenal health- just spam your burst to heal yourself, a bunch of cooldown reductions and more lazy number fixes)

Granted, it’s not AS low quality as arenanet’s previous patches, but that’s a pretty low bar to jump over. This patch continues the trend ArenaNet has come to develop: limited scope balance patches with heavily volatile meta shifts and lazy number fixes.

[Suggestion] Warrior Balance

in Warrior

Posted by: TheBravery.9615

TheBravery.9615

He did bring my attention to a few things though,

Adrenal health healing power multiplier needs to be a bit higher

Merciless hammer is unblockable with stage 3 adrenaline in the proposal. Is this too much?

Burst precision comment is interesting, could also remove weakness.

[Poll] Power creep vs nerf bat vs ...

in Guild Wars 2 Discussion

Posted by: TheBravery.9615

TheBravery.9615

Power creep. As offense goes up reliance on personal skill versus in-game defense rises as well.

Power creep doesn’t only effect offense, it includes defense, sustain, mobility .. everything

Any recent comments from devs?

in Guardian

Posted by: TheBravery.9615

TheBravery.9615

Here’s a photo of Karl hard at work at Arenanet HQ

Attachments:

[Poll] State of GW2 "E-Sports"

in PvP

Posted by: TheBravery.9615

TheBravery.9615

What does a pro-league player say about the game?

1:18:05

https://www.twitch.tv/guildwars2/v/65479402

Announcers: So, you guys have come in to this week of the pro league with a brand new roster, how do you think this is gonna work out for you? Do you think that going towards the finals that this new roster is able to contest the other teams?

Argi [Vermillion]: Finals?

Announcers: Towards the end of the season

Argi [Vermillion]: Oh yeah, that’s already dead, cuz we got ddos’d so..

Announcers: Ok, so there we go…

Argi [Vermillion]: We pretty much already like don’t take this game seriously anymore and pretty much moved on to other games right now, and as far as WTS, might take this game seriously again. Also it’s like every other game, there would have been a rematch, because things like for example, there are these bugs that are game breaking, and took the whole game to a rematch -and for us it’s like pfft, you know?

Announcer: I think maybe, what we’ll do is, wish you luck and root on for your performance, and move on with the rest with the game I think. Cheers, my friend, see you soon.

edit/

(edited by TheBravery.9615)

Guardian Class Full Rework.

in Guardian

Posted by: TheBravery.9615

TheBravery.9615

With all due respect, your suggested changes are all buffs and I fear what ideas you would bring to other professions when you start creating reworks of them. I am strongly against power creep and these changes will buff guardians to high heaven (and other professions if you decide to do them too)

example:

Shelter: Cast: Instant, Heals 6500 Hp, and blocks attack to you and allies for 3 seconds.

Why is this change even necessary in the first place? It’s meta in WvW.

food for thought: https://forum-en.gw2archive.eu/forum/game/gw2/Poll-Power-creep-vs-nerf-bat-vs/6019508

(edited by TheBravery.9615)