Showing Posts For Wynne.3908:
The main strength of D/D bunker ele is to hold/contest points. If you manage to kill other players while doing this, it’s an added bonus.
Final Guild Wars Fantasy XIII-2
Srsly though I’m excited for this. Lots of potential.
To someone who said elementalists can not live without triple cantrips, I say it’s also equally rare to see mesmers without blink and decoy, warriors without shouts or stance, thieves without shadowstep and signets, or engi without grenades and toolkit, ranger without lightning reflex and all that jazz.
This. Skill/utility balance in this game is fricken awful. I’m still yet to find anything that comes close to water/arcane/cantrips. In 2.5 years, the crap skills/traits are just just as crap, the situation has not improved.
The reason why water/arcane/cantrips is always the best choice is that the basic design of the class is flawed — the base defense is too low, which guarantees that survivability traits/utilities remain king.
Yep, the core of the class itself is very weak.
70% of our traits are garbage.
Our cantrips are decent.
Our survivability and damgage is weak-mediocre.Like i said in the previous posts, we exceel at nothing, we are jack of all trades, master of none, even more so, we are less than average at them actually.
If you combine all the weaker aspects of the elementalist into one and add its versatility in the mix, the class is barely average.And the only reason why elementalist is viable at the moment, is because compared to 1 year ago, almost every single class was nerfed in some way, as i look through the patch notes and the gear was slightly improved for PvP.
If you want to say that Elementalist is one of the best classes in the hands of a good player, then the same could be said about ANY other class aswell, infact, ANY other class, in the hands of an excellent player, will be stronger than the elementalist, with less effort required.
Don’t go running around watching Youtube videos of the 1% of the elementalist elite mopping the floor with pugs, then thinking the class is very strong, the truth is, that 1% of the warrior elite, 1% of the thief elite, 1% of the necro elite, and others will mop the floor with that elementalist with little to no effort.
Your question was, “Are elemetalists better now?”.
This has been answered many times here already. The answer is “Yes”.
You have spent the rest of this thread trying to argue that this answer is wrong, and that elementalists are a weak profession. Why did you ask question if you were so sure of the answer? Trolling?
To be blunt: You are a year away from the game. What do you know? You are outta touch with whats going on right now.
Ascalonian Catacombs P1.
We’ve just finished destroying the burrows, most of the party is already waiting at the door to find the scepter pieces. I’m not.
I’m waiting at Kholer’s waypoint, hoping the lvl45 Elementalist I’ve taken under my wing will notice the rest of the group spamming the waypoint in party chat. She doesn’t notice unfortunately and dies on The Stairs Of Fiery Hell. She resses at my location and charges off to find the group. I follow quietly behind. I think I know what’s going to happen next…
Sure enough she goes down to the gravelings. It’s OK though. I had a hunch this might happen and came prepared.
I deftly dodge into the mob of gravelings, it is a sea of red, and hit Obsidian Flesh and start healing her up. I chain into Mist Form and continue healing.
A few seconds later she is up. She seems shell-shocked and surprised to be alive. I quickly change to Water for an AoE heal, then to Air for AoE Swiftness. I hope she will start running soon. She does thankfully. Crisis averted!
Scepter pieces are gathered and Hodkins runs around for a bit making a fool of himself. I use the time trying to figure out how I’m going to get my little Ele friend through the graveling tunnels.
I equip my trusty staff and whisper a few Cantrips to her. I hope she has them. I vow to get her through if she does not. The party charges off while I bring up the rear.
The poor ele gets KD’d immediately, then Mistforms off down the wrong hall. I make my way to her and the start a long chain of Staff control. Gravelings are chilled and immobilized left and right. I stun a group and cast Wall of Earth. We run for our lives.
A few minutes later the boss is dead. I receive a short and simple whisper from my fellow Elementalist.
“Thank You!”
My day is made.
Aren’t you supposed to be dead?
When you strike a salad down, we become more powerful than you can possibly imagine.
So after a couple years of running the same dungeons I found myself getting a little bored. Mostly this pertains to lower level dungeons like AC, CM, TA and others. I posted a few threads whining about getting some more dungeons, better enemy AI, build diversity etc.
For some reason Anet did not make new dungeons after reading my posts. What gives Anet?
Eventually though I came up with my own solution. This may not be the right answer for everyone, but it works for me.
I simply stopped joining groups with reqs. This small change to my game-play habits has changed everything. Here are some things I noticed:
- First off that I was having fun. I enjoy a challenge and this fits the bill.
- I had to adapt my build to compensate for low-leveled/undergeared/inexperienced players. Mostly trait and utility changes that add a little more support.
- My gameplay also had to adapt to meet certain situations that popped up from time to time. Bosses don’t go down as fast. Downed players are a thing. People need help skipping. Etc.
- I was helping new players learn. This is a big one and can be very rewarding.
- Everything is a little harder, but still totally doable.
Anyways I wanted to throw this out there as a stop-gap measure while Anet works on our new dungeons/raids: Put yourself into situations where the same old build just won’t work.
Anybody else who does this I would love to hear about it. Stories are welcome!
Have you tried putting yourself in situations where your Zerk build would not be the best?
This is a toxic, hate-filled thread. I became physically ill after reading it. Please lock and delete!
https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-DPS-Elementalist-for-PvE/first
http://metabattle.com/wiki/Build:Elementalist_-_S/F_LH
http://dulfy.net/2014/07/11/gw2-elementalist-pve-class-guide-by-haviz-and-zelyhn/
Here all you need to know about S/F Elementalist in dungeon/fractals. Its on of the two best build of the PvE Elementalist.
No offense but as I said above. I am very comfortable as an Elementalist and my build ankitten ot in need of a full build. I just want tweaks from someone with experience. I have 0 interest in builds for throwing stupid amounts of damage out. I want the build I already have, a hybrid, solid damage output, high survivability build.
I think he was -in a polite way- trying to tell you that your build doesn’t really fit into what’s going on in GW2 PvE at the moment. If you took a little time to read the links provided you would see why!
Also you cannot expect to post a build in a public forum and not have it torn to shreds.
I read an article recently (which seems to have disappeared) in which Colin confirms that Heart of Thorns will release with each profession being able to have ONE specialization.
He also implies that future updates/xpacs will include more specializations for each prof.
It seems fairly obvious they have been working on this for a long time. Some of the stuff being released in the expansion has been talked about for years. Being that a playable demo will be out in 6 weeks, my bet is on an April 28th release.
I don’t know if there will be a public beta for HoT. I sorta feel like LS season 2 was the beta.
Will there be a choice of specialization?
They mentioned that ranger would be able to specialize as a druid. If we only get one choice to specialize in its not really a secondary prof is it? Everyone will do it and no one will be ‘special’ at all.
Hopefully we get a choice!
Cool thread. I like the groups Thaddeus and GrimmR put forth. I suppose the 5th slot would somewhat depend on which dungeon you are doing.
Taking all this a bit further… if the best group is 2xEle, 1xWar, 1xThief, 1x(free)
(not saying it is but just for simplicity sake.) are there any traits/skills that these profs NEED to bring. You know, those ones that never ever leave your bar?
I can’t seem to find anything in the article about a “big announcement”. Also i find it strange that on the main GW2 page there is a headline announcing another $50,000 Competetive tourney at PAX east in Boston during March, yet nothing about PAX south, which comes in January.
In fact the article pretty much describes 2014 PAX:
The Penny Arcade Expo in Seattle, Washington is coming up soon!
If you’re going to be at PAX, stop by “The Future of Online Games” panel on Friday, August 29, at 6:00 p.m. in the Sphinx Theatre, to hear Game Director Colin Johanson and other MMORPG industry veterans discuss where online games are headed and answer questions from fans.
One thing Guild Wars 1 expansions did (in addition to bringing new content) was shakeup the meta across almost all gameplay modes, PvP and PvE alike.
While I’m sure it caused many a headache for the devs trying to balance things out, it seemed to breathe new life into the entire game. Players had to evolve and adapt. For me it’s the perfect example of “horizontal progression”.
My hope is, regardless of how this "new framework to expand the GW2 universe " unfolds, that GW2 devs see the need for a shakeup in all aspects of the game. Trying to keep things static and unchanging make for a pretty boring game.
Maybe try taking focus offhand for the parts you think you may have trouble with? It’s def better for survivability. What utilities do you bring to CoE?
They need to get some British builders on that job.
Bish bash bosh. Sorted. DONE.
Cash only, mind
As long as you insert 2-3 tea breaks and a couple trips to the pub for beer and darts between all that bishing and boshing, you can count me in!
They never said they wouldn’t do an expansion. They did say they were working on bigger projects in the background of the type you’d expect to find in an expansion but that they didn’t know how they would deliver those updates. And that’s all they said on that matter.
I mean if they didn’t make an expansion but they opened up new zones, give us new weapons and skills and a new profession or race, what’s the difference if it comes as an expansion or not?
I suppose the difference is that an expansion comes all at once, while Living Story/Feature Patch does not. I’ll freely admit to being nostalgic for that overwhelming “omgtheressomuchtodo!” feeling that came with Guild Wars 1 Nightfall.
Great post with some very excellent ideas.
I would be more in support of an instanced rather than open-world Hard Mode.
I picture a portal in Rata Sum or someplace. Upon activation the player would be given a list of all Hard Mode areas available. Picking an area would teleport the player/party/squad to a Hard Mode version of that area. Hard mode should feel almost like sPvP, featuring intelligent groups of opponents, and greater rewards.
Great read! And big kudos to you for taking the time to hop on the forums and post about it.
Remember that changes in the overall supply of currency doesn’t mean inflation.
Here’s a snippet from an awesome game economist team:
“Changes in the money supply dwarf the changes to prices. While the money supply grew more than thirteenfold, the CPI fell by almost a quarter. It‘s clear that these series aren‘t strongly correlated. The existence of money alone doesn‘t contribute much to inflation. Money that isn‘t being spent won‘t affect prices. This brings us to the concept of the velocity of money, i.e. frequency with which a given quantity of money changes hands in transactions. It can be stated as the total value of all transactions in a period, divided by the money supply. In our case, we shall be using monthly measurements, i.e. market transactions per month divided the average money supply that month. Only transactions on the general market are included.”edit: In case it’s not clear, this is not from me or speaking of our game.
It doesn’t matter to the average player WHY the things they want are so expensive. The point is the ‘good stuff’ in the game is FAR out of reach of the average player. Anything constructive to say to the OP at all? Are you concerned at the price of stuff?
(edited by Wynne.3908)
The core issue is that the “Berzerker Meta” is all about rejecting other gear combinations and styles, that’s why it generates so much annoyance.
It’s more about rejecting people who aren’t part of “the meta”.
Now – the real issue is – how do you get people to stop rejecting other people? You can’t.
It’s every player’s right to play the way they want and with whom they want. If that means rejecting people based on whatever criteria – be it gear, class, AP or even character race there’s nothing people can do about it except complain.
Which isn’t going to help.
Potato potahto, as you say itself, it’s about rejection.
The rejection is why people complain.
They only have a point insofar as the rejection is kind of pointless.
~~~
The weird thing is that you read this as if people are going to force you to run with them. You can always reject people if that’s what gives you jollies, even the most extreme requests in the thread (nerfing zerker and changing gear balance) still won’t force you to play in what you think is a suboptimal way.
Yes but you are missing the point.
It’s not rejecting certain types of gear but certain types of people. The core issue is rejection.If zerker was changed the people being rejected right now because they’re not meta would still be rejected for being non-meta and not wanted .
You want to fix “the meta issue” and I’m trying to explain why you can’t. People will reject people they don’t like or don’t want to play with. You are not fixing the problem by changing the zerker meta.
I think both of you might be a bit logically confused. Rejection is merely the ;reaction to the problem, not the problem, in itself. By arguing that rejection is somehow the problem, it would logically follow that the natural course players should to take to fix the problem is adopt the mindset that we should all just play together regardless of armor type – which, I think that we can all agree, doesn’t fix the problem. It’s a facade over the problem, it gives us the illusion that we can all play together in a world without vote-kicks, but that doesn’t mean groups that have formed that have players in full berserker gear will not still be more efficient at clearing content than those that do not.
Obviously, the core issue is at how effective berserker is in clearing content over other offensive armor combinations. If conditions could deal relatively close damage per second to a full power, berserker build, then it would be allowed in meta groups – but it can’t. For content that is geared towards speed-clearing, the only thing that can generate the same damage per second close to berserker is assassins, and that’s what’s wrong with the current state of the game.
My understanding is as follows:
The ‘zerker meta’ problem is a social problem not a gameplay problem. Both the people who insist that people who don’t play their way are ‘bads’ and the people who insist on trying to join those groups (for whatever the reason) are parts of the problem.
The exclusiveness of group 1 severely poisoned the dungeon scene and discouraged people in general, but the people in group 2 are just being bullheaded.
I simply can’t grok peoples’ attitudes on the subject, it’s like they’re desperately searching for something to distinguish themselves and scale and/or significance aren’t even part of the calculation, as long as it’s something they can grasp onto.
Very, very well said!
A year later and my list still stands!
In the midst of a duo CM run I had to turn to my friend and ask, doesnt it seem like all this content was designed with the Holy Trinity in mind? After a moments thought she agreed.
Its almost like midway through the developement process it was decided that the Holy Trinity should be taken out, and now we the players get to reap the rewards of pretty broken PvE stuff.
Gaile was not asking whether the promise of more LW is sufficient to sate our desires for intel, just whether it counts.
Yes, this is correct. When I see comments like “there’s nothing new to do” or “we need fresh content” it just occurred to me to ask if you’re taking LW into account, if you see that as new content and pretty significant chunks of it, at that. (Admittedly, it may not be what you personally have requested, but if the statement is “there’s nothing new” that doesn’t seem quite right.)
Thanks everyone for not barking at me when I asked the question.
Again, the question was not “is it enough?” I really was pointing to it to ask for your impressions of the concept and the execution as continuing, new content in an ever-changing world.
But it’s not quite wrong either is it?
A lot of people I know, myself included, bought Guild Wars 2 under the impression that there would be boxed expansion-like products i.e Cantha, Elona etc., similar to how Guild Wars 1 content was produced.
Now that this hasn’t happened, and doesn’t seem to be in the works, they have left the game. Living World has not enticed them back. I don’t know how to put it anymore simply.
Bravo for a great thread!
Obviously the importance of issues ingame are going to be different for everyone, it’s a matter of opinion. What I think of as the “real” problems might not have even crossed other player’s minds. I can understand that and respect it.
But you can’t deny the fact that Anet would much prefer to respond to “I Think We Need Capes”, than a thread titled “Broken PvE Combat”.
Are both concerns valid and important? Of course they are!
My point is that appears Anet would rather do their best to ignore one of the above issues, while taking time to address the other.
Problem
Communication from Anet mostly consist of posting in joke threads or threads like “Capes”, “Post your Screenshot”, “Fuzzy backpack bug”. While a sense of humor is appreciated with these things, from where I stand it looks a lot like avoiding the posts that are difficult to respond to.
When is someone going to grab this bull by the horns and address the really tough-to-solve issues that exist ingame?
OP you should change the title to your post to something like “Make Boss Battles Difficult”, that way you don’t invite all these losers arguing about how to stack on Lupi, which has nothing to do with the post at all.
In regard to your post I think adding some mechanics to existing bosses to punish stacking is a great idea. The bosses are just too easy in this game.
One new trait-line for each race! How cool would it be to have two of you favorite profession, and each of them were unique in look and playstyle?
God no. No more immersion breakers, please.
But Jedis always wear fuzzy Quaggan backpacks!
Agreed. They should also incorporate the fact that Zhaitan is your father into the story.
Guild Wars 1 Confession
At the end of a long DoA run, group members were dropping their stuff on the ground to show what kind of drops they received. Some poor soul dropped their Armbrace of Truth. I picked it up and kept it.
Anet would prefer you buy more bag slots. In fact they would rather you made a double of your profession, and spend more money getting bag slots for THAT char.
I feel that it would be remiss not to point out that Guild Wars 1, throughout its various iterations, featured incredibly broken, gamebreaking builds.
I like this idea A LOT.
To Gaile Gray! What you are doing in the forums here is wonderful. Your honesty and sincerity are very much appreciated. The forums feel like a completely different place than did a few months ago. Thank you so much!
P.S. Can I have a precursor?
I’d say fighting D/D elementalist 1v1 in sPvP is a mistake in almost all situations. Why would you do that??
Arcana – Grandmaster Trait 12:Elemental Surge: Based on your current attunement, arcane skills cause a condition to foes that they hit.
Arcane Power: Your next five attacks do critical damage.
Anyone else notice that Arcane power will trigger this trait five times? I’ve been messing around a bit with it and found that this also works when using the Arcane Retribution trait which grants Arcane Power when HP hits 75%. Possible bug?
I especially liked your comment Surbrus,
“If a low quality story is used as a vehicle to deliver gameplay, oftentimes (especially in the MMO genre) that is accepted.”
I would say that in the case of GW2’s launch this concept wasn’t only accepted, it was embraced by the masses. GW2 homepage is only too happy to cite over 100 awards and accolades as eveidence of this success. The failure of ANET to follow this up by building on what is a fantastic game is terribly confusing.
ANET is making a mistake by focusing on releasing primarily story driven content. The real strengths of Guild Wars 2 are in it’s gameplay, combat, event system, and beautiful environments, and this is where the focus for ALL future content should be.
It’s baffling that ANET would choose, of all things, to concentrate their resources on telling a story. The story of GW2 (and most other MMO’s) is arguably its weakest link. So why build on that? It does not seem to add anything to the game at all.
There is no doubt that the potential for absolutely fantastic new content is there, it just needs to focus on what made GW2 such a great game at launch! And the time to start working on these things is LONG overdue.
I can’t help but feel sad and a bit alienated when i saw the CDI title. All the guildmates I’ve played with since the original Guild Wars have long since left this game.
While I’ve created my own guild for the time being, it’s really a poor substitute for what was essentially a family of players that formed years ago.
Logistics of guilds and QOL changes are fine and all, but I for one would appreciate a discussion on how to get formerly strong guilds reinvigorated!
Perhaps you, like so many others on this forum, should stop making the mistake of playing a game you dislike simply because of what you want it to be. Play it for what it is, and if you don’t like what it is in the present, stop playing. ArenaNet has no obligation whatsoever to fulfill your personal desires for the game, and it’s ridiculous to say you were ‘tricked’ when GW2 is an entirely different game from GW1 in the first place.
Who said I disliked it? I love GW2 and am saddened by the fact there’s not a huge bunch of new content to play through, for me and everyone else who loves the game. And while ANET is certainly not obligated to give the people what they want, it sure would help out them financially! Perhaps tricked isn’t the right word but… When they said GW2 would be everything GW1 was and more, I honestly thought we’d be getting the same kind of expansion content. Didn’t you? Didn’t everybody?
How were you tricked?
Did they promise XX new features in a set time frame? If so, please cite.
I’m not following your line of thought.Did GW1 offer more with their ‘expansion’ model (actually stand alone games)?
Yes, certainly.
GW2 does not use the expansion model (yet), so it is Apples and OrangesNo slight of hand or flim-flam here.
No rabbit hidden in the hat
No trickery
The line of thought is really simple. Eighteen months into GW1 we had two brand new continents to explore etc. It’s not too much of a stretch to assume that GW2 would be doing the same. Whether it comes as a boxed expansion for $60 or some other way is beside the point.
I thought Guild Wars 2 would be getting content updates like Guild Wars 1. Now that isn’t/hasn’t happened and I feel like I’ve been tricked. Seriously… where’s the expansion?
Guild Wars 1 After 12 months:
- 240 new skills
-90 new Elite skills
-2 new proffesions
-1 new World map
-4 new guild halls
-13 new co-op missions
-5 new challenge missions
-2 new elite missions
-2 competitive missions
-200+ new quests
-New PvP Alliance battles
-New elite area Sorrow’s Furnace
-New elite area The Underworld
-New elite area Fissure of Woe
-New elite area the Deep
-New elite area Urgoz’s Warren
Guild Wars 1 After 18 Months: All of the above+
-350 new skills
-110 new elite skills
-2 new proffesions
-1 new World Map
-4 new Guild Halls
-20 new missions
-3 new challenge missions
-1 new elite mission
-250+ quests
-Heros!
-PvP hero Battles
-new elite Area Domain Of Anguish
GW2 after 18 months:
-Scarlet
-Southsun cove
-Fractals
-2 new heal skills
-1 new dungeon path
I probably missed stuff but you get the idea.
Problem
I have been running dungeons since launch. They are now stale and boring.
Solution
Make some new dungeons. Please.
Reading the standards set out in this article, GW2 has done everything that this article was bashing about “traditional” MMOs.
I have quoted a couple paragraphs, and then quote snippets from those paragraphs with examples from GW2 that are doing the same thing they were bashing.
https://www.guildwars2.com/en/news/is-it-fun-colin-johanson-on-how-arenanet-measures-success/
“Now let me pose a second question: If the success of a subscription-based MMO is measured by the number of people paying a monthly fee, how does that impact game design decisions?”
“The answer can be found in the mechanics and choices made in subscription-based MMOs, which keep customers actively playing by chasing something in the game through processes that take as long as possible. In other words, they design content systems that take more time to keep people playing longer. If this is your business motivation and model so you keep getting paid, it makes sense and is an incredibly smart thing to do, and you need to support it.”
“When your game systems are derived and designed to fill this prime motivation of a subscription-based MMO, you potentially sacrifice quality to get as much content in as possible to fill that time. You get leveling systems that take insane amounts of grind to gain a level, loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end, raid systems that need huge numbers of people online simultaneously to organize and play, thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn, etc.”
First: Gw2 has the same motivation to keep people playing as sub games do: income.
Keeping that in mind, while reading his second post, everything he says describes GW2.
“you potentially sacrifice quality to get as much content in as possible to fill that time”
Recycled art, combat, and zones, in Living Story.
They only incentive people have to do LS content is the cosmetic achievement or mini they reward you with for hours of grinding the same event, which is “Kill X, Collect Y, bring to Z”, just as much as any other MMO. In addition, they made it so the rewards of account achievement chests can be completed most easily by doing this LS grind. No one cares about the actual story or characters, as it all seems so superficial and forced.
“get leveling systems that take insane amounts of grind to gain a level”
Fractals, account achievement chests, WxP, ’nough said.
" loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end"
Precursor drop rates? In addition, if you get your gear through dungeon tokens, the limitations on token rewards has turned it into a grind to get your gear as well.
“raid systems that need huge numbers of people online simultaneously to organize and play”
Megabosses, Scarlet world events, WvW (which is the only thing I do in GW2 now) etc
“thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support”
All your LS content is wash/repeat. GW2 daily achievement laurels are your daily flavor text.
“the best stat gear requiring crazy amounts of time to earn, etc.”
Legendary items, ascended gear.
I’m glad you did this so i didn’t have to. You are SO right! Guild Wars 2 has turned into everything they promised it would not be. That, coupled with the fact that there is very little new content since launch, have really turned me off this game.
Guild Wars After 12 months:
- 240 new skills
-90 new Elite skills
-2 new proffesions
-1 new World map
-4 new guild halls
-13 new co-op missions
-5 new challenge missions
-2 new elite missions
-2 competitive missions
-200+ new quests
-New PvP Alliance battles
-New elite area Sorrow’s Furnace
-New elite area The Underworld
-New elite area Fissure of Woe
-New elite area the Deep
-New elite area Urgoz’s Warren
GW1 After 18 Months: All of the above+
-350 new skills
-110 new elite skills
-2 new proffesions
-1 new World Map
-4 new Guild Halls
-20 new missions
-3 new challenge missions
-1 new elite mission
-250+ quests
-Heros!
-PvP hero Battles
-new elite Area Domain Of Anguish
GW2 after 18 months:
-Scarlet
-Southsun cove
-fractals
-2 new heal skills
-1 new dungeon path
(edited by Wynne.3908)
BUMP!!! Anet give us some news please! We need something to look forward to!
Is it just me or is this change going to open up the profession in a big way? Granted we won’t know the intimate details until the patch hits, but it seems to me this makes conditions/support/control MUCH stronger.