Showing Posts For Zeelle.9245:
Guys and gals, just look at the patch notes for WoW 5.2.
http://us.battle.net/wow/en/blog/8226552/Patch_52_PTR_and_Patch_Notes_-_February_25-2_25_2013
Take a look at how much they are changing for every class there. How old is WoW now? This is not what I want happening in GW2. It’s very annoying when classes keep changing drastically. Be patient and understand that it’s an iterative process.
Is it frustrating? Yes.
Is it hopeless? Only if you give up easily.Actually that’s just a difference of opinion, because those notes look extremely fun to me and I’ve never played WoW in my life. So honestly I have no idea how they translate into affecting balance, but it looks to me like there is a fresh and ever changing metagame because of updates that keeps things from getting too stagnant or repetitive.
That to me seems extremely fun, and changes that drastic in GW2 would actually incite me to play the game more.
Guild Wars 1 actually had something to a similar effect on top of balance changes called the monthly “flux” http://wiki.guildwars.com/wiki/Flux which had the potential to make the game fun by changing the metagame a bit every month.This is just a difference of opinion though, I’m not saying you’re wrong in wanting less changes to be made.
I just personally feel like a game loses all replay value when it becomes a constant grind with predictable stat distributions (that’s a build versatility issue coupled with metagame stagnation), and in pvp a small map rotation. Then on top of that progression rewards in PvP are purely aesthetic and PvP rewards are currently separated from progress in other game modes, adding very little to the experience itself.Regardless of what game genre I bring up, look at more successful games with larger and more sustained audiences. Call of Duty for example, why do so many people buy and play it? The feeling of meaningful and rewarding progression with multiple gametypes to choose from creates a high replay value. I would assume its similar in WoW.
There’s only so many times you can do the same thing over and over again without any aspect of it changing before either there is no more progression to be made, or the progression was never really intuitive or meaningful. Then boredom sets in and the audience starts to move on to the next best thing.
The people that continue to play are the people who never experience that feeling of boredom with that game. No issues, no complaints, its just a difference of perspective and is to be expected with any game.
I think the point that he was to make was that even tho WoW has been out for a long time, it still has balance issues. Indeed, if you head over to their forums, the QQing that goes on there with classes is far beyond what we see here.
and i can tell you that while gw1 flux was meant to give a fresh look on the pvp meta game, each balance update they did was not, while i haven’t been on there for a while, they still had problems with classes being over/under powered, and complaints about that was just as harsh as we see here. All he was saying was that things aren’t all gloom and doom and people need to chill out.
I play WoW atm as I’m waiting for Ranger to be fixed. They certainly have their balance issues,as any mmo does. It has it’s op classes,too. However, the Hunter in WoW is simply more fun to play than the Ranger in gw2 because the pet AI is far superior. Not surprising as it’s been out so long.
Warriors and Rogues are ridiculously op atm in WoW, as they are here in gw2. Whenever I check in to see what’s happening in gw2 I’m constantly amazed that warriors and thieves continue to be so op, and even get buffed. One poster said the devs are worried Rangers can become op, yet it hasn’t bothered them,or him, that warriors and thieves are ridiculous.
I’m also amazed that SB was ‘nerfed’, and that it hasn’t been fixed, yet there is talk of buffing GS. What’s the point of playing a Ranger, who’s supposed to be a master of ranged weapons, if their melee is stronger, and if warriors’ and thieves’ ranged abilities are better than the Rangers’? And you can bet that any buff the GS gets still won’t be a match for warrior or thief melee.
The way I see it,gw2 started out with great promise for better-balanced pvp,but clearly it’s no different to other mmos where devs have their favourite classes and end up ruining the game because of their prejudice. Just vote with your wallets. Hell, even Warhammer is balancing classes better now.
What level ranger are you and what traits are you using? I’m currently level 65, I tend to die much faster than my pets ever do. Usually they are the last to go down. I personally use wolf and moas, and rarely switch them out, unless for boss battles. If you spec beast mastery with Signet of the wild and properly manage your companion in battle you shouldn’t have any issues. They can dodge and avoid attacks just as effectively as you can with the right commands.
My ranger is currently 35. However I’ve played pet classes in other mmos and found them much better only because the pets are more resilient without being op compared to other classes. I rarely die. On dungeon trash mobs you’re right, pets are usually fine because they aren’t catching the aggro. Yes, I swap in boss fights and in general pve and pvp. I mostly use hyena and dog for their cc abilities and the hyena’s ally which is great. I’ve tried moa as well, they are slow, but have use. I’m not having a problem levelling etc, but find micromanaging pets around this issue takes way more time than it should, and it really is because they don’t have enough health/resilience.
You say spec beast mastery …. but my point is you shouldn’t have to spec a particular spec for pets to be resilient enough. There ought to be a base pet resilience independent of build. Atm that base resilience is way too low. That limits rangers to one build. Where’s the fun in that?
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Use a bear or learn to play.
Provide proper helpful feedback, or don’t reply at all. This isn’t the place for that behavior/response.
If you have the time to type that, you had the time to explain why pet balance is fine as it is, and how to better make use with that balance. You could point to sources to read. You could do anything helpful.
That, was just being pathetic.
But pet balance does seem fine to me, as they are squishy but also useful. They are a resource to manage, that needs careful attention. There would need to be balance between improving their survivability and not making it too much when specced into. In WvW, you can see pets running into and out of masses of combat and trying to pick off players, and not taking as much damage as you think they should. They seem to survive everything. But I’m a second-hand observer.
Sure that is one way to make use of pets. But WvW isn’t the only place they need to be used, and chances are they are running out of masses of combat because their hp can’t take the damage in there and the players can’t tell how much health they have left. So the choices are to keep pet swapping, which takes up too much playtime especially considering the constant monitoring it requires, or to use the pet to pick off stragglers. But that limits their role considerably.
You are right that there needs to be a balance, but atm the balance isn’t there. There is no point having pets that are so weak that the only way they can be resilient is with one particular build. If that is really the case then pets need a rethink.
Use a bear or learn to play.
yeah right …. what a thoughtful answer to my post … clearly you haven’t read the many complaints about pets or thought through the responses made.
l2 troll better or learn how to read
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what a great idea
Ok, I have played pet classes a fair bit in several mmos now, and I’ve read a number of threads about rangers and pets here, and playing a ranger atm I really think pets need more health/resilience.
1. In a fantasy mmo like this, pets are meant to be companions, not disposable pixels
2. Pet choice and pet swapping ought to be primarily about strategy, not primarily an adaptation to the fact that pets just don’t live long enough. This is probably the biggest issue. So many people say they deal with the poor longevity of pets by having the same kind of pet, usually a bear, and by constantly swapping them. Imo, this is not in the spirit of the game.
If the main way of dealing with poor pet longevity is to swap, then Rangers may as well just have one pet with double the hp/resilience. I would much prefer this than spending my time constantly over concerned about my pet’s health. The Ranger could still have all the different pets to choose from, but can only swap ooc.
3. Pets shouldn’t be the limiting factor in deciding which build to go. They should complement and augment, not limit. Again, it ought to be about stratgey, not driven by the fact that their hp is too low. I’ve read a number of posts now that recommend players spec Beast Mastery (as well as only have bears and constantly swap), again, as the way to adapt to the fact that pets just don’t live long enough. Again, it doesn’t seem in the spirit of the game.
When a fight isn’t overmobbed, you can generally see your pet’s health to pull them back or swap. But when there are a lot of mobs or players too often by the time there’s warning that the pet needs healing, it’s too late. It’s good now that the pet self-heals ooc, but then Rangers are down an essential part of their gameplay. Sure, you can then swap pets, but then there is a cd penalty because you’ve swapped a dead pet.
Atm, pets are too unreliable, especially with all the other issues that I know are being looked at (which is great btw). Their low health really makes them a liability too often. I would like to read the rationale from Anet about why pet health/resilience is what it is atm, cos it really doesn’t seem to fit with the spirit of the Ranger and the game.
I’m not saying pets should be unkillable, there needs to be balance. But atm the balance is way out.
Ways to fix this:
1. double pet health (I think it’s really that bad)
2. make them much tougher
3. a bit of 1 and 2
the problem with these is that players would still use pet swapping and so in effect making one op pet., so other options:
4. provide a regular, reliable heal of some description, eg on autoattack either from the ranger or the pet, that isn’t limited by build or weapon.
5. or have just one much more resilient pet when in combat, and only be able to swap ooc … personally I prefer this.
I really want to enjoy the pleasure of choosing my pets based on strategy and managing them accordingly, but atm it’s hard to find situations where I can do that.
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Some people were farming revive stats for the Title (Combat Media I think?) via getting their pet killed intentionally, bringing it back. Reviving it, then sending it off to die again. Rinse, repeat.
Or at least that’s what I saw. I’m sure there were more reasons to it. But if you want the most out of your pet. You will need to build your character around being a superior beast master. That is, to get and use the animal based signets with the beast master trait, using commands, using the active effects of the signets and switching your pet all at the right time. Not to mention using the right pet for the right situation. That is, Bear for tanking. Snow leopard/Jaguar for some serious DPS (They’re a crit based animal that can really do some damage)
Keeping my pet alive is fairly easy to me. If pets are giving you that extra trouble that you don’t need. I’d suggest not using them. (Of course that’s not an option as of yet, I suppose you could use them for the cosmetic appeal, no?)
The problem with this is that it makes Rangers essentially a one-build profession, which isn’t in the spirit of the game. Pets are just not resilient enough, which has been pointed out since beta. It’s this that needs fixing, as it would largely deal with the res issue (in that pets wouldn’t die so frequently), and the limiting of pets to particular types if you simply want them to live long enough to be useful in any prolonged encounter, pve orpvp, and the requirement of having to pet swap continuously, which again I don’t think is in the spirit of the game. Pet choice and swapping ought to be primarily about strategy, not primarily about having keeping your pet alive.
Please Anet, fix pet’s hp and resilience.
Hrm, am I the only one that is annoyed that the answer is always “just keep rotating your pets!”
Simple enough, but the fact is the game encourages long term play with one pet (not just bears lol) for beastmasters due to masters bond requiring 25 stacks for maximum effectiveness and it being lost on swap, which is difficult end game (non-bear) in most situations.
This!
Having to constantly swap out pets because they die too fast is not how Rangers should play. Pet swapping ought to be about strategy, rather than because pets simply haven’t enough hp/resilience in both pve and pvp. Often it’s hard to see your pet’s health bar when they are in the thick of a large mob of players and npcs as well and the first you know that they need recalling is that they’re dead. And at that point swapping has a cd penalty! I don’t understand why this hasn’t been fixed, as it has been an issue from the first beta. I’m not saying there aren’t times when this would happen, where you have to call back a pet and resend etc or swap, but it’s requiring so much of my playtime (ie micromanaging it) that the pet becomes a liability rather than the fighting companion it’s supposed to be.That it is currently so weighed down by the fact that pets just die too fast detracts significantly from the profession and enjoyment of it. I really hope Anet fixes this otherwise I’m not sure I will continue with this profession, even though pet classes are my favourite in mmos.
This could be fixed by either just doubling their hp/resilience (I think it’s that bad atm), or providing a heal on autoattack, or something similar.
(edited by Zeelle.9245)
You said " we dont want our players to grind in our game" – in Manifesto trailer.
If you were afraid that ppl were exploiting crafting for easy exp gain, think again.
1) You can buy exp boost from gem store, so what was the point?
2) Instead of making it grindy and expect us to kill mobs over and over again in order to obtain basic crafting materials, you could have just nerfed the experience gain from crafting.
Please reverse it. I enjoyed crafting, and I HATED crafting in most mmos! Now you made it just as grindy and annoying.
Also, what is the point in making basic consumables like loaf of bread soulbound?
Considering that you made crafting harder now, why would it be a crime to sell them on the Auction House?Also I wanted to trade them between my characters. I don’t want to level cooking on every character in order to get some sweet buffs.
Where are our promises about a non-grindy game?
This!
I was looking forward to levelling further, but not now. Too many basic ingredients are drops, and some necessary ingredients seem to just not be out there or in too few quantities. When I mine for ore or chop wood, i get 3-4 pieces plus often a nice jewel. In foraging I’m lucky if I get 2 items. In addition, with ore and wood there are only several kinds. In foraging there are so many more kinds of vegies/herbs/fruit it makes it significantly more difficult to accumulate the amount you need to craft an item.
At lvl 50 my cooking is 233, and now since the patch, despite all the mobs I’ve killed and foraging I’ve done, there is nothing I can make that will level my cooking. Such a situation is really nonsensical and extremely frustrating.
Then the work:reward ratio is just not there now. So much more effort for a 30 minute buff is not worth it.
Please revoke this patch. Yes, levelling cooking and the resulting xp gain was too easy before. It was easy because certain items (eg cherries, oranges, peaches) were so easy to buy in bulk after completing the associated heart quest. It wasn’t the basic foods required (eg butter, chocolate) that were the problem. The correction is way out of proportion, especially as it affects drop rates for other crafts now. As has been mentioned, all you have to do is nerf the xp gain, increase the karma required for the foods needing karma, increase the availability of different foods for foraging or triple the number of items gathered in foraging, and imo increase the final cooked food buff to an hour.