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Combat overhauled in expansion?

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Posted by: Vaulken.6983

Vaulken.6983

I didn’t really see any mention of an overhaul to combat or anything regarding it being updated. The combat is the only reason I don’t play, I really do like GW2 and hope they make real improvements for combat, otherwise I’ll have to just keep waiting :T

Wasting of Resources and Time

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Vaulken.6983

I really liked the Super Adventure Box, the new one however I don’t like at all. AT. ALL.

The combat system need some changes - in my opinion

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Vaulken.6983

There are other things about MMO’s that turn people off too though, grinding being the #1 thing. Tab targeting being another, lack of good visuals and animation, generally MMO’s have been slower paced than console games due to systems in place being held back by technology to have so many people play in a shared space.

The combat system need some changes - in my opinion

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Vaulken.6983

Those are evades/blocks built into attacks, some people would prefer to swap their endurance dodge for an on demand block.

There is a definite lack of playstyle for the armoured soldier that stands toe to toe with the enemy and stares it down. It’s very awkward rolling around in full plate as a norn.

Warriors with hammers are a great example of how misleading GW2 can be: the hammer looks like an offensive weapon, when you swing it you make craters on the floor but in reality it’s a utility weapon that doesn’t do that much damage.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

Not everyone liked it in the first place. In fact, some people couldn’t stand it at all.

Why didn’t they like it?

I don’t like it because it distributes responsibility in a lopsided fashion which creates niche roles that also fill out unequally causing all kinds of problems.

But on a good day when you get everyone together you have a well structured group that is built into very defined roles which makes sense and works.

GW2 is a bit misleading in that sense because you still need support and tankier specs to hold up glass cannons, what everyone thought was we could all jump in as dps and dodge roll our way out of trouble, in reality you need balanced stats and a group with a variety of specs.

What I think people are looking for a is system that allows everyone to jump in nilly willy and take care of themselves as an encounter progresses, for that to happen everyone will need a standard set of skills to counter challenges otherwise you will have people jumping in ill equipped screaming they like to be special snowflake that they are and rage quit when they can’t react to something because they didn’t spec into what they needed.

GW2 had the right idea with giving everyone a healing spell, but it’s not enough, people shouldn’t be hoping another player revives them in time when they go to ground there would be a lot of satisfaction if you could get yourself up all on your own, that kind of thing should be put in a players hand otherwise you’re back to dedicated tanking and support roles.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

What I hope is they have group tanking but independent healing, you take care of yourself and the party takes it in turns to distract the boss. A lot of people threw their arms up in the air about the lack of trinity in GW2 because there are a lot of cases where the bosses still act like there is a dedicated tank in the group.

If bosses had an attention span as long as the duration of your ability to throw your CD’s at it + some AE group healing then fair enough, but sometimes it will go far beyond that and then some.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

You have outlined yourself in the OP that you have trouble:

Using the dodge function as it was intended (so you use it only as a means to prolong kiting, which is one of the many viable methods to use it)

You have indicated that you have trouble following the animation and beat of a boss and thus foreseeing and incoming attack. Something other players can do well in.

You have trouble maintaining melee distance with attacks while OTHER players can do this excellently (while you blame the combat system).

you rely on the CLASSES to define the responsibility when in gw2, it is a situational responsibility.

No idea what you’re talking about when you say going to grounds but saying you’ll always die against champion sounds farfetched?

So tell me again how this does know show you find the content challenging?

It doesn’t challenge me, I’m sitting here thinking “well there could be a much more fluid way of doing the same thing that would be far more satisfying”. I beat games very quickly and then pick them apart afterwards figuring out how they could achieve what they’re trying to do but better.

Avoiding damage is where MMO’s are finally seeing the light and in GW2 there is only one way to do so which is to become invulnerable in short bursts. The general playstyle of all classes are actually quite frantic and fast paced, what’s very interesting about TERA is it has a range of play styles from very slow and cumbersome (berzerker) to very fast paced and frantic (warrior).

GW2 is lacking regular avoidance mechanics that don’t involve ‘dodging’ like blocking, sometimes it’s the visual that goes along with the mechanic that changes how a person engages with what’s going on; not everyone wants to be a ninja rolling around.

Now someone said that people don’t generally talk about the combat, and this is a bad thing, it means people aren’t that invested in it. People always discuss what they’re most invested in and I speculate that people just aren’t that crazy about GW2 combat, more indifferent than anything else.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

The combat system need some changes - in my opinion

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Vaulken.6983

^ Clearly hasn’t been to a dungeon before.

Just admit you’re bad at the game and get it over with.

Just admit that people complaining about how static the combat is crushes your self esteem because you found it challenging.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

this is GW2, not one of your tab-cyclers where every class stays put until either they or their enemy is dead.

get used to GW2’s battle mechanics.

It is a tab cycler, the combat is just as static as WoW.

It’s tab target, because you hit tab to target.

GW2 makes other MMO's very dated

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Vaulken.6983

Are you trying to insinuate that TERAs combat is inferior to GW2? GW2 has everything else on TERA but its combat.

Tera roots characters on any skill that is non-instant. That alone makes it inferior.

Except it doesn’t. Unless by god you’re using a channelled spell which roots you in all MMO’s. Warriors in fact are so incredibly mobile it can be impossible to hit one in pvp if the player knows how to juke.

All attacks move you forward and most skills can be cancelled with blocks/dodges, seems like you got your butt handed to you by a BAM and quit the game so you can circle strafe melee mobs in GW2.

You’re probably one of those players that complain about auto attack being the best attack in GW2 when it’s not if you had a clue.

The combat system need some changes - in my opinion

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Vaulken.6983

^ Clearly hasn’t been to a dungeon before.

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

I don’t quite understand what you mean. I use dodge because it gives me a brief moment of invulnerability. With practiced timing (learning animation + account for my latency) I can avoid the most dangerous attacks from bosses. See the subject alpha fights in strife’s guides in P2 P3 for what I mean.

Actually, most of those deadly attacks have some sort of wind up animation. There are a few bosses that randomly throw out heavy damage like the mossman axe’s and volcanic shaman arrows but those are in the minority.

which ones? most mobs and bosses actually have pretty low attack rates, I read in some other thread earlier of people complaining how confusions stacks barely get any ticks in pve

Indeed. It gives a lot more room for errors when fighting normal mobs. When soloing champions or something unless they are really low when you go down you might as well afk until you’re dead or hope some guy walks by and help you back up. In groups it does allow any other player to quickly get you back up.

well, isn’t it just as bad in other mmo’s? except in those games only a healer class have a rez skill.

Exactly, invulnerability is not avoidance of an attack! Dodging means to move out of the way of an attack, being invulnerable means you can sit there and absorb anything, I’m sure you’ve rolled on the spot before, it looks silly and feels silly.

You cannot ‘avoid’ attacks in GW2 you have to become invulnerable in one way or another, so your positioning means nothing, right off the bat it has lost depth.

Yes all attacks have a wind up, but not an anticipation to the action. The wind up will lock into a final pose and the action will happen instantly at any time, the big wurms are notorious for this when they throw rocks, judging when you’re actually going to get hit is a mess because you’re actually timing when to become invulnerable so that when it hits the invulnerability is still up and an ‘evade’ happens.

Not all are as bad as the wurms though, hylek stomps are in a good spot, I’m not entirely sure if dodge is on GDC or not, it shouldn’t be if it is so you can react appropriately during another action and not have to wait to make sure you will be able to dodge and not be GDC or animation locked.

If you were DODGING then you just want to be out of the way, the combat doesn’t work like that at all because of tab target lock on skills. What it is doing is SIMULATING dodging:

- rock thrown at target
- target has moved considerably far away from the original trajectory
- target still gets hit because dodge aka invulnerability was not used

- rock thrown at target
- target stands still
- dodge is used and despite staying on the spot you don’t get hit

The mechanics and the visuals are still doing separate things and do not reflect what they’re really meant to represent as their parameters don’t take positioning and placement/movement into account. It’s the same BS as the blind mechanic forcing a miss even though a sword slashed straight through the targets stomach.

Self dependency is not as bad in all other MMO’s, in TERA every player is capable of looking after themselves ‘properly’, if they got rid of boss aggro tables the system could still work very well. If anything TERA represents a combat system that could work much better without a trinity inherently because of the way the combat allows people to avoid or block attacks. Proper action combat MMO’s in general could drop the trinity because of this if they had the balls to.

GW2 makes other MMO's very dated

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Vaulken.6983

Are you trying to insinuate that TERAs combat is inferior to GW2? GW2 has everything else on TERA but its combat.

The combat system need some changes - in my opinion

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Vaulken.6983

That’s a very loaded statement. GW2 hasn’t introduced a system yet that distinguishes pro play.

- There is chaotic mess

and

- Everyone is specced as a tank come back in 2 hours

(edited by Vaulken.6983)

GW2 makes other MMO's very dated

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Vaulken.6983

TERA will ruin GW2 combat for most people, but then you’ll be conflicted because they each have corrections to each others flaws if only someone could smoosh them together : /

The combat system need some changes - in my opinion

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Vaulken.6983

Despite everything so glorious about GW2, quite literally everything; combat is just so darn awkward in this game, it’s like it doesn’t know whether or not it wants to be tab target or action combat.

I love the jumping puzzles, I love the exploration, I love the art and animation, I love the story, I love the music, I &^%$ing love the immersion, I love the holiday events, I love how questing works (DE’s + Hearts), I love vistas, I love the trading post, I love the achievements and daily achievements, I love scaling my level down to zones, I love that there’s no power creep…
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I love GW2 to bits but I hate, hate, hate, haaaaaate the combat so much:
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- dodging isn’t used for dodging it’s used for prolonged kiting including MELEE classes: kitten!?
- attack sequences have no sense of timing in their animation so it’s difficult to feel the beat of an incoming attack which leads everyone to resort to kiting
- attacks come in high frequency with such a high rate of damage that being in melee is something you cannot do for more than a few seconds
- going to ground means nothing, when fighting normal mobs you’ll kill it and get back up, against champions you’ll always die ergo this mechanic adds no depth to these encounters
- there’s no distribution of responsibility to the individual when going to ground as the party MUST take care of you when you’re down, which makes you feel useless when this happens in a boss fight

- the trinity was removed without a reason or a rework to HOW monsters attack us, we’re put in situations where we’re constantly beat on where our CD’s run out very quickly and the champions will continue to kill us with no reliable way for the party or the individual to stop the champion from directly attacking us

OR

- the champion is melee and we all kite with no danger what so ever, if it’s ranged then face tank absolutely everything after CDs and it becomes a game of musical chairs of who gets to go down on the ground next do nothing and contribute nothing

OR

- everyone specced something tanky and we ignore all mechanics and heal through everything. You can remove dedicated healing, but someone is always getting mauled in the face: you can’t remove dedicated tanking, the party could tank together by rotating aggro through each player or simply have a tank who tanks

- why isn’t there a spec for dodging or blocking, i.e. you can spec into blocking so the yellow meter allows you to block temporarily rather than dodge allowing a straight up melee class that stays in melee

- lock on ranged champions: WHAT. THE. %^@#. Lock on ranged attacks in general make no sense, is this game tab target or action combat? Pick kitten
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I left a month after GW2 came out and really wanted to hold on, I still do but the combat kicks me out of the game every time I play it. I was hoping by now there would be word on where the combat in the game will be heading but so far there hasn’t been and I’m really sad about this. :(

The Cantha Thread [Merged]

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Vaulken.6983

I support the cause!

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

I don’t understand why everyone is so fussy about loot/gear when combat is in the state that it’s in. I seldom see anyone really discussing the short comings of combat at all :s

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

seriously, the combat in GW2 is a lot more
complex than lets say “skyrim’s 2 buttons”.

GW2 has 2 weapons + 5 other skills + F1-2-3 skills + dodge.

AND you can swap those between fights.

you guys dont know what youre talking about, you can be “better” than other in this game by a large margin, solely based on your gameplay skill.

This game is E Z. There are 15 buttons, 5 of which are situational and the other 10 are split into 5 button sessions, people learn to swap weapons to stop being bored, it just so happens to also be optimal.

Every fight is the same, run in > blow control CD’s and dps during control > switch to kiting till control CD’s are back up.

EVERY FIGHT IS LIKE THIS. Avoiding spots of damage is always the same in boss fights too since they’re not animation based like in Tera; same old &^$@ of get out of the fire and turtle because he’s coming at you.

It would appear that the game has more depth than it has in its combat and it probably would if most of it wasn’t made redundant with so many contradicting mechanics like lock-on attacks.

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

Sometimes I wish I could just take Tera in one hand, and GW2 in the other, and smoosh them together to create a beautiful thing of sparkle and wonders.

Then we would have Tera’s superior dodge/target-free combat, GW2’s superior content and player convenience, and amani and charr existing in harmony. It would be amazing.

I thought I was the only one :’D

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

That’s the thing Alberel, I find it so weird that people talk about loot and “end game”, but I barely hear a peep about how backwards the way combat works is in GW2. What’s so strange about most attacks that are unavoidable is that they do the most damage (mobs not players) and avoidable attacks usually do less damage.

Best example I can think of a really lame mob is the drake. It takes 3-4 seconds to charge up and shoot its fire breath, all the while standing in place. Then the spectrum goes all the way over to the Skale boss in explorable mode AC does AE 1 shot that is really long ranged.

Who designs this stuff??? Is it the guy who thought waiting 1 minute per fail and watching the clip of the clock tower in the mad clock tower jump puzzle was going to be fun?

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

I brought that up early on when I started playing that combat feels like it’s stuck between two worlds.

If you took melee combat and removed all ranged, made all attacks anticipatable you’d have a proper combat system that makes ‘sense’; “big sword is coming, better get out of the way”. The way ranged works now is simply “blow for blow” just like any other traditional MMO: “big arrow is coming, better get out of the way, oh wait it’s following me. Never mind”.

I think the best way to summarize the combat in GW2 is that it’s “counter intuitive” this is because it’s trying to be combat from two very different paradigms.

(edited by Vaulken.6983)

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

Tera actually does wonders with boss fights by using this enrage mechanic:

- boss starts off as normal, its attacks are a bit slow but it displays how they start and finish very well

- at 60/30/15% hp the boss will enrage for “x” amount of time, the attacks of the boss are dramatically sped up, but there is enough time to be able to react to

What this does is it introduces you to the fight and then ramps up the difficulty at certain intervals. It’s like going around an F1 track at 30Mph to get the feel, then doing it again at 70-100mph then going back to 30 to cooldown and going back up to 70-100 to keep things interesting.

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

I think it works,

If you know you are about to take focus fire, This gives ever class a way to delay the focus burst and give team mates time to help.

It more for PvP.

They can easily make it so you have stuff to dodge in PvP.

The combat system is set up so everyone is responsible for keeping themselves alive instead of making it the work of just the tank and healer.

I do think they have some work to do to though, Namely setting up harder battler for massive zergs. Right now if the zerg is big enough you can go to sleep at the wheel and know the boss is going down.

But that is true for any zerg in most game

The combat works better in either lower damage areas or more predictable damage areas. Due to pvp’s frequent repetition you can have strats down to a tee and know what someone will do before they do it.

The combat isn’t actually set up to keep yourself alive, only a group can, this makes it painful when you do the dance perfectly but the boss is stuck on you and you’re out of CD’s. What the combat actually does is have you live long enough to alert people that you’re going down, giving them enough time to react to the event and get you on your feet again.

If a boss sits on you for more than 30 seconds, chances are you will go down, you will run out of CD’s and you go to ground, if the boss for one reason or another does not divert aggro when you go down, if your team mates don’t get to you soon enough you will actually die – the duration of the event you are usually quite useless/helpless.

The problem with that is it renders you helpless and makes you feel like dead weight when you’re down and most of the time it isn’t even your fault. Unless there is a way to juggle defensive CD’s to always keep a boss at distance or be in a position to absorb a blow there will always feel like a steep lack of control which is not fun.
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  • #1 if you go down it has to be because you screwed up, not because there is a kitten load of unavoidable/locked-on damage coming your way or because you’re out of CD’s when you used your CD’s correctly and conservatively
  • #2 if someone has to go down, the party should be able to choose who i.e. group tanking, that way when someone is put in a position of helplessness it is a choice, when someone is rendered powerless involuntairly it is not fun. This also encourages group co-ordination and strategy which all bosses sorely lack
  • #3 actual gameplay that can be your fault, this requires an action that can actually be anticipated, if it is impossible to do so then it will never be fun. It is very rewarding to see an attack that could kill you and manage to survive it via dodging/blocking.

Combat lacks: anticipation > dodge/block.

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Vaulken.6983

Why?

- Instant unavoidable attacks
- Locked-on ranged attacks

^ Makes the rest of the combat system pointless. You’ll find yourself kiting even as melee and dodge roll is simply used to sustain better kiting. 2% of the game is actually anticipating an attack and dodging/blocking it, the rest is a balance of kiting and corpse running, the better you are the more time you’ll spend kiting.
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  • You can’t anticipate instant attacks and some that do have animation hold up into a pose for an undistinguished amount of time showing no sign of when they’re going to unleash said attack. Then there are attacks that happen so fast you can’t anticipate those and then there are attacks that are so laughably slow you can simply move out of the way.
  • Locked-on ranged attacks trivializes the point of positioning, moving around and dodging. There are many attacks that last longer than two dodges and there is no way to avoid this damage than sit there and take it. Moving out of the way doesn’t work because it follows you faster than you can run and dodging doesn’t work because the attack lasts longer than you can dodge and because it moves just as fast as you, changing your position amounts to nothing.

I reeeally wanted to stick with GW2, but the combat just doesn’t work for me. This should have been glaringly obvious that something was amiss when melee professions want to kite and the bread and butter of gameplay is just endless kiting. It’s a shame because I really loved how dedicated and devoted the development team are and things like jumping puzzles are just genius, but at the end of the day it’s only filler in a sandwhich and sometimes I like to go bonk things with my pointy stick but that isn’t a fun activity at all.
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Dragon encounters are just…just…they’re so bad I don’t really know how to describe how boring they are. They should have been a mad clock tower with mobs trying to kill you making it to one of its wings and slowly chopping it off while trying not to fall off the dragon puzzle, then while its gone to ground you take off scales to plant bombs while trying to not fall off the puzzle again, finally mounting its head to pluck out its eyes and plant bombs in its eye sockets to really send the message home.
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Survive > bring the dragon to ground > mount dragon puzzle > lop off its wings > survive > bring it to ground > mount dragon puzzle > blow up vital organs > surivive > bring it to ground > mount dragon face puzzle > blow up its &*^%ing face off. Loot.
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What did we end up doing? Giving it a %^$#ing manicure.
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The combat system does not support boss fights because it’s fundamentally flawed from the point at the top. When they get as big as dragons the combat literally becomes redundant instead of epic.

Opinions about Orr [merged]

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Vaulken.6983

They should reduce mob density, but have veteran patrols with 1 elite vet that has all the CC skills. This should create a maze of death, this creates a challenge where avoiding combat successfully can be rewarding, if you’re up for a long party with the undead it’s there too. If you’re not careful you’ll actually get killed.

MMO Graphical, Animation & Audio Shortcuts

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Vaulken.6983

Or else! Right?

Oh please. If you’re going to complain about something, especially with that much text, complain about something substantial.

You should be willing to let small things go considering the scope and deadline that Anet delivered on. If anything it’s a testament to how good the game is that you stuck around long enough to notice the holes in such idiosyncratic areas.

The game is not perfect, no it’s definitely not perfect. But that’s just whining.

Opinions about Orr [merged]

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Vaulken.6983

I love the design of Orr. It feels like an endgame zone where the most horrible and evil monsters lurk.

Ive learned to adapt and dont have any problems whenever i need to be there.
Leave Orr the way it is or increase the difficulty more, and L2P. Not surprising that this is coming from the “dungeons are too difficult crowd” as well.

Also, DEATH, GOOD!!!

I don’t think anyone here said the zone was hard, people have been saying annoying. There’s a difference. Perhaps before telling people to L2P, you should learn to read and comprehend what is written… It’s a more valuable skill to have in the long run.

Updated the OP to try and make that more apparent.

Opinions about Orr [merged]

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Vaulken.6983

That’s not its original title. A forum mod changed it to that. My original title was something on the lines of: Orr is the most horrible region in MMO history: “EVERYONE, COME!”.

Opinions about Orr [merged]

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Vaulken.6983

You wouldn’t believe this till you saw it, on Sanctum of Rall there was a bot train of about 5 bots, all rangers, and a crowd of real players were following them around because they were clearing the place out…

It’s one thing to want to a leave a place because you don’t like it, but to be happy about bots being around is something else.

Opinions about Orr [merged]

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Vaulken.6983

Im sorry to say this, but maybe it’s just you guys? I mean why should you be able to faceroll in orr?

Do you see anyone in this thread saying “waaah waaah Orr is too DIFFICULT” no you see people saying " Orr is %^$#ing ANNOYING".

You know what was a good challenge? The mad clock tower. That was fun and it was hard.

You know what is pointlessly annoying? Orr. Orr is not hard, it is annoying. Hard takes willful concentration and practice like timing your jumps against a timer with small ledges or paths. Orr is a field of mobs that do nothing but SLOW YOU DOWN.

When that Risen scumbag says “EVERYONE! COME!” it’s because he wants to party and you have better things to do than party with a dead man that smells of marmite. You run away but he pulls you back and knocks you down. Then his friend comes along and says “COME BACK TO ORR”.

I’M ALREADY HERE!!!!!!

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

If you’re still getting ruined…

This thread isn’t about Orr being ‘hard’, this is about Orr being #$@&ing annoying. I spot guys like you in the mists all the time, calls people out for beating them with bullrush frenzy 100 blades, comes back next game with same build.

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

Places where they could focus difficulty is events. Events can be as punishing as you want, why? It’s optional.

Skill challenges should be as brutal as they want, why? It’s also optional.

Travelling is not optional, so please don’t make it a pain in the ask.

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

As a warrior you shouldn’t have any major trouble travellling through Orr, you have speed skills and weapons for runing, like sword, horn, etc.
In Orr you shouldn’t be fighting every mob you see, but only those that you must to accomplish either an escort event, rescue mission, or clearing the resource location.
Orr is designed to be dangerous and annoying and therefore it gives highest karma, gold, resources, armor, etc.

You have to loose some blood in the process for that.

In Orr you become a war veteran, that’s how they designed it.

I never said I had a problem doing it. I stated that I did it and did not have fun doing it. Just like bosses in dungeons with 1 shot skills, it doesn’t make them harder or challenging, it makes it annoying and boring.

What would have made Orr a Veteran place is having places leading up to major things like Vistas and PoI’s be a challenge and not just litter the entire map with annoying mobs.

Most skill challenges aren’t even challenges either, you clear the mobs and hope you don’t get randomly stunned on your way to touch the thing. Those stuns last 6 seconds and can overlap before it’s even over. So challenging right.

Exploring is a pain in the kitten there is a lot of running around involved which means if you want to stop and plan a route to analyse to find things you’re going to have to clear the area. Stopping just to look at you map becomes annoying.

There is nothing hard or epic about Orr. It is boring and annoying.

The mad clock tower was hard and epic. The waiting was annoying, see the difference yet?

(edited by Vaulken.6983)

Opinions about Orr [merged]

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Vaulken.6983

You mean you can kite mobs in orr without triggering even more kitten mobs for you to kite?

2 coniditon removals, stun break, cripple, immobilize, blind and 3 mobile attacks yes I can kite pretty kitten good.

Do I have fun doing it. No.

What does it say about their map design when the best part of it the map is when you are leaving it?

It was a really weird feeling, everyone other zone I had come to really enjoy; Caeldon Forest being one of my favourites mainly due to Spekk’s Lab! Another thing I noticed that made Orr very different was there were no hearts.

Hearts actually accomplished something very important, it gave you short term objectives to go from A to B, and on the way there dynamic events would take you from the well trodden path meaning every time you tried A to B it could be different.

Another thing though is that they acted like check points, some hearts are very neutral and safe to stay at. There were no safe areas in Orr to just afk while you do something else, even checking the map was hazardous.

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

I’d edit it to “everyone, come” but all edits and quoting capabilities have disappeared from the thread for some reason.

Edit: and then they came back, weird. Anyhow, all corrected.

(edited by Vaulken.6983)

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

At one point, I stopped attacking them and tried free running, then I found out land mobs also had the pullbacks. I avoided the water like a cat, if you got stunned in there you would sink to the bottom making it take 5 years longer to get to any place if you managed to get there at all.

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

You mean you can kite mobs in orr without triggering even more kitten mobs for you to kite?

2 coniditon removals, stun break, cripple, immobilize, blind and 3 mobile attacks yes I can kite pretty kitten good.

Do I have fun doing it. No.

Opinions about Orr [merged]

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Posted by: Vaulken.6983

Vaulken.6983

Disclaimer – Just to make things clear Orr is annoying, not hard. Please understand this difference as it is generally synonymous with those who dislike the zone.

Nothing has ever ruined my gaming experience in a game like Orr has. The ramp up from Straits of Devastation to Malchors Leap to finally reaching Cursed Shore has highlighted a lot of things I dislike about the game and then some.

We get the point that Orr is a cursed land of the Risen, sure, sure….driving home a narrative is one thing but drowning players in undead quite literally everywhere that respawn very quickly is beyond reason.

Oh and it doesn’t stop there either: “EVERYONE, COME!”. Not only do they cover every inch of the map, occupie 90% of all way points and respawn quickly; they have every, EVERY skill in the game to make travelling from point A to B as monotonous and painful as possible. They can:

  • - freeze you
  • - cripple you
  • - immobilize you
  • - pull you back to them
  • - daze you
  • - stun you
  • - knock you down

AND THEY’RE ALWAYS IN GROUPS!!! Playing in Orr at times is comparative to being suffocated. It is tiresome and unenjoyable. When people complained before I got there I thought they were signet warrior newbies just complaining about things they could complain about. But woe is me. This place doesn’t define annoying, it reinvented it.

“EVERYONE, COME!”

Something Orr really drove home is how LOCK-ON ranged skills should not be in a combat system where the whole point is to avoid attacks, but the attacks are unavoidable?? Instant crowd control skills that can’t be anticipated??

I realized I wasn’t anticipating and dodging like I do in Tera, but I was running around in circles and kiting. I am a burly Norn warrior with a big 2h sword/hammer, but my primary way of dealing with the majority of mobs is to take out a longbow and kite them like I’m legolas. WHAT THE ^&%$ “EVERYONE, COME!”

AAAAARRRRRRRRRRGGGGGGGGHHHHHHHHHHHHHHHHHHHHH

At the end of the day, I realized the most fun I had, was not the combat, not the dungeons (definitely not the dungeons) but anything, ANYTHING not to do with attacking something “EVERYONE, COME!” i.e. exploring, vistas and jumping puzzles. This is the first game where I’ve become a vegetable. What the hell is going on? I believe red is dead and teabagging my foe because I’m the alpha you don’t mess with and now I’m trying to avoid combat at all costs.

I don’t have a problem with grinding, believe me I got a full gold abyss set including jewels from Aion, I mean business. So when I’m avoiding mobs instead of killing them without second thought, woe is me something is wrong.

“EVERYONE, COME!’

(edited by Vaulken.6983)

Little Niggles That Nark Me Off

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Posted by: Vaulken.6983

Vaulken.6983

Niggles huh. Very odd term for annoyances.

Just what do you do with karma?

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Posted by: Vaulken.6983

Vaulken.6983

I got a lot of karma too and I’ve bought all the stuff from karma vendors that I want, so what do?

Colin Johanson Livestream

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Posted by: Vaulken.6983

Vaulken.6983

If Arenanet keeps this up, they won’t just put that other MMO to shame, they will also be putting Trion to shame and Trion pride themselves with putting out frequent updates.

Colin, don’t let me down bro. I’m gonna start donating $15/mo to the gem store

Dungeon Finder Lobby Like the Mists?

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Posted by: Vaulken.6983

Vaulken.6983

The mists is accessible from anywhere

Dungeon Finder Lobby Like the Mists?

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Posted by: Vaulken.6983

Vaulken.6983

I don’t want a queue for dungeons but I wish there were more tools or parameters to put them together. Instead of spamming chat there could be another area in the mists designed for dungeon encounter practice with asura gates nearby for every dungeon so it becomes the go to place to find people for dungeons.

Or a proper group organizer where you can list yourself as a party leader where you can specify profs/level/dungeon you want. Either way it’s a bit bare bones at the moment.

Thoughts?

Why do Cows care about Minerals?

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Posted by: Vaulken.6983

Vaulken.6983

“Then, I pull my Orichalcum Pick.” Is that what they call it now?

Ahahaha

A little hard to get excited about the new stuff.

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Vaulken.6983

They need the UNDERFLOW servers that other fella suggested, when there is below minimum amount of people in an area you go to an underflow server or you should be able to opt in to always be in zone with the most people in it.

Blizzards new tech Cross Realm Zones is sort of a permanent underflow server as it brings 3 servers to one. Perhaps all zones could be treated as WvWvW but everyones friendly? I imagine the programmers do not sleep at night over this.

Group Tanking

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Posted by: Vaulken.6983

Vaulken.6983

Whoever was saying before, that once you are downed aggro stops and whoever revives resumes aggro is complete BS.

Went to AC exp today, ranger downs me and continues to focus me while I’m down, party member revives me, ranger does not take notice of the person who revives me even after I’m revived. It was a while before the ranger switched to someone else.

Anyone coming in here and saying Group Tanking already exists is full of it. The most experienced group I’ve been in was still a chaotic mess, we zipped through AC pretty quick with no wipes, but it was a dodge fest very accurately described by Slark.

We’ve all come to the conclusion that the dungeons aren’t particularly hard bar a few, what they really are is random with no focus which tries to emulate difficulty by confusing you making it unclear what is really going on. Then there are fights with ranged lock-on making it impossible to avoid the majority of damage, the fight turns into attrition and triage making the whole point of GW2’s combat pointless.

We all love this game, don’t turn Arenanet into Blizzard by covering your ears and pretending things are better than they are. GW2 combat AND dungeons could be much better, it certainly has the potential but it still has its flaws which undermines its concept.

When a boss attacks someone they are now the tank, the rest of the group crosses their fingers and hopes they don’t die with limited resources of stopping that from happening themselves. People can’t be responsible because there aren’t enough skills to account for this, if you add them to slot skills it contradicts “play the way you want”.

Bottom line, all classes need tailored skills for champion+ fights. Ranged lock on attacks need to be vastly thinned out or removed altogether. Anticipation animations for major attacks like crowd control and heavy damage need to be improved also.

I would like to have a mount

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Posted by: Vaulken.6983

Vaulken.6983

go play panda for mounts, we dont want them, and they will never be added

Says you.

I hope they add mounts in a similar fashion to racing games. This way we’ll have “Super Mario 64” (jumping puzzles) AND “Mario Kart” (mount travel).