(edited by ThorZimeron.2169)
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You’re probably right, I will give it a try.
I use, aside from the meditations, smiter’s boon, and wings of resolve, sigils that remove condis. I find i rarely worry about reapers this way. I occasionally use hunter’s fortification if i see the enemy is condi heavy (more than 1 necro).
I have been debating whether or not to use sigil clears, I just really hate losing other bonuses.
I suggest you shouldn’t wait until the next balance patch. Try not to get hit by condi burst in the first place (dodge some very well telegraphed skills like Reaper Shroud 5 or elite shout).
Second, don’t waste your condi-cleansing abilities if you know you’re facing a heavy condition build (e.g. you can blow your “Smite Condition” – which cleanses 2 condis now – to deal some damage and cleanse 1 stack of vulnerability and then you get chill and bleeding applied to you).
Third, manage your cooldowns properly: try not to use your “Wings of Resolve” too early (in scenarios when 4k heal isn’t needed yet and 600 range disengage won’t save you anyways) as it’s a longer cooldown 3 condi cleanse (traited) and it provides some passive effect too, until you blow it ofc; so a better condi-cleanse rotation imo would be “Smite Condition” —> “Purification” (traited) --> “Wings of Resolve” —> “Smite Condition” again plus “Ray of Judgement” if you’re on sword/focus might help too, though it’s kinda slow.
Well if that doesn’t work then you might want to consider taking “Hunter’s Fortification” trait – can prove really useful.
Yeah it’s not usually the telegraphed stuff that gets me. The shroud is so blatant. It’s usually more the large wells/staff skills that need a couple of dodges to get away from. Especially when chilled/crippled, it can be a nightmare to escape.
Also I try to use the condi clears when I have poison/bleed/burning/chill on me instead of just vuln or weakness. Problem is they get reapplied so fast it doesn’t matter a lot of the time. That, or there is enough damage in one tick to pick me off.
Hunter’s Fort is probably the way to go then. Didn’t really want to have to since it means no Heavy Light throw through ToF but it’s better than getting eaten alive.
How are people dealing with condition spam builds as guard right now? I am using smite condition and the trait that casts it on heal skills and still taking 21k+ damage from condis faster than I can react to it.
Tried using CoP, was basically suicide with the amount of corruption reapers pull off. Would really rather not have to work cleanse into sigils or something, but I am not seeing a ton of options here when facing down one of these cookie cutter condi spams.
Any going theories on surviving? Or are we just sort of waiting until the next balance patch?
I wouldn’t continue it in this fashion if I didn’t agree that there could be superior systems.
How do you feel about hybrid RNG systems that employ such concepts as ‘streakbreaker’ mechanisms, that eventually force or enable some manner of deterministic option? I’m curious, as they’re not uncommon (consequently, I imagine they’ve been examined in various formats before), and wondering what the reasons might be for why they aren’t employed…or if its merely a matter of that they haven’t been employed yet.
Are they off the table? If so, why.
Are they topically relevant? If so, how do you feel about them?
I don’t think they’re off the table. I’ve played several games using this type of RNG in my research recently and they are not my favorite solution, but that’s still a personal opinion, I haven’t developed a professional one yet.
Wouldnt streakbreaker or token systems add to wealth disparity between veteran/hardcore players and new/casual players?
Why shouldn’t they? More time, more effort= more reward. The problem now is that more time and effort give no reward.
First off, I stumbled across this blog post about the GW2 economy and loot, and think it would be a good addition to this discussion.
Alright, onto my contribution. I am of the mind that number 2.5 is the way to go. With this system, I believe the game would be still accessible to the “Hardcore” players, who are willing to spend hours and hours playing the RNG of certain events/mystic toilet to get what they want, while also being more accessible to the “Casual” players, who would now have a guaranteed, albeit slower, method of getting the same loot, and wouldn’t feel like they had to grind the RNG, or grind gold to circumvent the RNG through the Trading Post.
Also, correct me if I am wrong, but didn’t GW1 have a little bit of number 1? I remember that drop rates (of dyes, runes, etc.) were adjusted based on their relative prices in the merchants. I don’t know if this was done manually or by adjusting a NRNG, but it seems to have worked fairly well in any case. I don’t remember seeing too many complaints about the economy, at least not on the scale of GW2.
Finally, it does this 7-year GW veteran’s heart good to see ANet talking with the community about stuff like this. Too much silence lately. Thank you John!
edit: number 1, not 2
(edited by ThorZimeron.2169)
The Solo Arena in sPvP is absolutely littered with people who, while they may be excellent players in PvE and WvW, have clearly never played PvP before. They do not attempt to cap, cannot figure out how to coordinate attacks, do not respond when prompted or asked to cap something, or better yet respond with hostility to people trying to strategize for the good of the team.
As a solution to this, I would recommend:
1. Impose limitations on who can participate in Arena PvP. This would mean that a player looking at Arenas (Solo at the very least) would need some amount of time or score spent in hot-join before they were allowed into the higher-level. Other games, like SMITE or League of Legends do this; they do not allow new players into their ranked, high-level play.
2. Make it possible to report people who are toxic to the team or who leave early; those people who respond with hostility to team members or flat out refuse to do what the team needs done to win. Again, this system is in other PvP focused games.
They also need to make it so you can change builds (skills/traits) on the fly, like GW1, instead of this ridiculous, WoW-inspired “Go back to laggy town to talk to trainer” crap. Would encourage people to change up their builds to fit situations, instead of trying to build for anything an failing at it.
Kurr, you hit the nail on the head my friend. That type of GW1 server architecture is what ANet was founded around, literally.
The guys who started ANet were Blizzard devs you realized there was a better way to handle things. The resulting game, Guild Wars Prophecies, used an instancing system that made it possible to handle FAR more online players at one time than did an open-world. Turns out it is easy to pull up enemies, environments and NPCs, but much harder to account for players.
I am pretty disappointed that this aspect of gameplay is being handled so poorly in GW2. Seems to me that content is being rushed, without a whole lot of time for testing or brainstorming from the dev team or server administrators, like shudder recent Battlefield games.
Firstly, I do think that the story arcs are decent, and, while not on the level of any GW1 story, I have enjoyed following the associated lore with each installment.
However, the current overflow and partying system cannot support events on the magnitude of the new Jungle Wurms or the Marionette. Players either cannot co-ordinate while in groups large enough to complete the events, or players are thrust into an under-populated overflow that lacks the necessary zerg to complete the event.
These problems lead to failures every time the events pop, and give players no incentive to come back and try them again, a vicious cycle.
I would like to see the community’s input on this, and some possible solutions to the problems I am seeing.
GW1 is one of the best MMORPGs of all time, a quick jot over to mmorpg.com’s games list will show you that; after many years, it Prophecies still ranks among the top 5 or so.
It featured a living economy, tiny item shop, content that made players work together and think about where they were going, or they died from lack of preparation.
It had a driving story that kept the game interesting and pushed all the other content in front of it, and made you feel accomplished when that demon-god or Betrayer or world-ending Lich finally went down at the end.
It had drops that were gleaned from regular play that made players proud to wield them, and made their enemies cringe in fear. There was no grinding for levels; by the time you left the second or third region, you were max level, able to play whatever your little feet carried you to. Top-level armor and weapons meant top-level. Period. Since launch. No exceptions. You wanted 15k armor because it looked cool, not because it was better, and the same went for greens.
I played GW1 for seven years. I completed every dungeon, every campaign. I have 30 points in the HoM, and a healthy guild that is still active in GW2. I cleared UW, FoW, and most of DoA. My dad played GW1 from launch, still does. I feel confident assuring you that GW2 is nowhere near the level of its predecessor.
Instead of story-driven world, we have world-driven, uninteresting story.
Instead of teamwork and strategy, we have an over-abundance of button-mashing soloers who could care less if those people around them live or die.
Instead of a world open to someone who plays for a week to level 20, we have a world that is becoming increasingly hard to play in as what is “top-tier” changes out from under us.
Instead of a story that grows upon itself, changing and becoming deeper with every content update, we have tidbits of content every two weeks that feel largely unrelated to one another, and that many players cannot complete within their time limits.
Instead of classes that require a deep understanding of their role in a party, we have classes built around a “jack of all trades” mentality that are not truly suited to any playstyle, and make becoming a master with any one class a pipe dream.
Instead of meaningful drops with unique names and acquisition stories, or armor sets that offered a choice in style and not stats, we have been forced into a one-size-fits-all system whereby the top items (at this point, ascended and gem-store skins) have one look, one attainment method, and favor those who put meat world money into the game in exchange for gold or gems.
Instead of instancing that forced players to evaluate their skills builds and teamwork before heading out, we have been given an-beautiful, don’t get me wrong-open world that encourages soloing, and poses no challenge to those players skilled in the art of ability-spamming.
GW1 was revolutionary. No game before it played like it, or enraptured players the way it did. Kamadan still has 3+ districts for crying out loud. GW1’s back-end hardware architecture, built from the ground up by brilliant, kittened-off former Blizzard devs, allowed it to be completely buy-to-play, and gave developers, loremasters, and content authors to take care in design and pride in their game, with their full focus on providing the best kitten gaming experience they could.
GW2 is not revolutionary. It combines elements from other game models to appear revolutionary, but the vast majority of gameplay in GW2 has been done before. As a GW1 player you has played GW2 since launch, I feel that GW2 has sorely disappointed me.
I love your points and have been thinking the exact same thing, but I also think that dungeon armors should be near the level of the dungeon they came from. The fact that the first two dungeon have level 60 and 70 armors respectively and the rest have level 80 sets doesn’t make a lot of sense to me, especially when these dungeons can all be run far before level 80. Just my two cents on the matter, so glad Anet is working on it.