Showing Posts For ZeroRaiNs.7154:
I think it’s too late op.
A lot of my guildies and friends jumped ship to other MMO’s because the PvE was just lackluster before all the guild missions, ect. Perhaps if there was more development dedicated towards the crowd that we represent rather than the dress-up type that look for only cosmetic rewards dancing around the mystic forge.
I’d advocate for gear progression at this point to make it seem like players are making their character stronger. Logging on to play dress-up is just not that interesting. I’ll check up on this game maybe next year but hopefully by then something is added to address the longevity for players that actually want to earn their gear rather then be spoon-fed gear.
I agree with you op.
The current state of PvE is very lackluster to say the least with very little difficulty in anything that is in the game currently. The reward system could really be thought out more besides weapon skins, ect. Can we perhaps see a system in the future besides the whole idea of dress up and dancing around the mystic forge?
I’m sorry but there needs to be more ideas with items if you don’t want loot progression. At this point I’d prefer the idea of a system of loot progression because it is very stagnant right now.
@TheDaiBish.9735
Yes, I’m aware of those. And good for city of heroes, I guess?
Anyways, the game is just lacking a lot of content for larger guilds to do. It feels like I’m playing a single-player game and it’s funny that even magic-find is still a stat in this game. That’s laughable as a stat and doesn’t work in a friendly environment with players working toward achieving common goals.
Every update has had a significant amount of new PvE content. As a PvP player primarily I feel a little ripped off (No duels, arenas, or different types of SPvP). As a PvE player you guys really have nothing to complain about though, everything is great besides the lack of raids.
Yeah, cause the PvE players want little micro-story content with a jumping puzzle. I actually laughed at this irl. I’m sorry, but none of my past guildies wanted any of this little micro-content. It’s incredibly lacking to say the least.
Look, you can create a magnificent looking MMO with great visuals. If there isn’t much to do with your friends than you will find something else to do. Right now, GW2 is suffering from a stagnant system that forces people away from their game.
I’m afraid ArenaNet doesn’t have the interest or budget to fix the issues at the core of the game. Guilds are incredibly meaningless within the PvE aspect. The idea of even joining multiple guilds is really not that great of an idea. Statistics reveal that it causes more harm than good.
I mean, even the magic find stat is completely ridiculous. It’s little things like this that makes you wonder why it’s even part of the game. And this is why I said it feels like a single-player game.
Oh come on, we’re not nerds that are afraid of social interaction, but social interaction is kinda bad in this game. I take myself as an example, I’ve been a big guild for months now, and we rarely talk, I don’t even say “hi” on guild chat, and most of other guildmates do the same.
Same goes for the open world PVE.
I agree with you here. It’s not the players but actually the game itself. Some people communicate or socialize only if they absolutely have to in specific circumstances. This game feels like a single-player game and seems to work against the whole idea of socializing. People in guilds don’t talk because there isn’t anything to talk about.
The game really does feel like a single-player game. Guilds really don’t matter and serve almost no purpose besides WvW. It’s ironic that this game was heavily focused on guilds but then there isn’t anything for guilds TO DO. Sorry, it’s not motivating to ask people to log on to do jumping puzzles and little micro-content. This is why I agree with Dontain about those issues.
My guild doesn’t log on anymore and I’ve pretty much stopped playing for now. ArenaNet really needs to start investing time in GUILD content such as raids. And yes, the current loot/drop system is just plain bad. Take a hint from Dontain’s video being critical towards ArenaNet about the success of previous MMO’s with their loot system. I don’t want to play D3 within GW2 for items.
I agree with the OP.
Everything you said is really what this game needs for everybody. I find it funny that in patch 5.4 in WoW that they are adding flexible raiding. Basically, the raid instance adjusts to how many players are present in the raid with a cap of course. Why can’t GW2 innovate like this? I’ve been advocating a system such as this for a while now on these forums. It’s funny that Blizzard introduces this in their game.
Ugh, I’m just sad that ArenaNet cannot satisfy the larger guilds that WANT to do epic PvE-content with a risk versus reward system. I want to play this game more but there isn’t much to do with a guild besides WvW. We tried the guild bounty system and they didn’t like it. Please give us something more ArenaNet and not little micro-content. We want way better innovation and worthwhile raids.
A better examination of past MMO’s definition of end-game versus a title such as GW2 may indicate the current problem. I’ve read ArenaNet’s statements in regard to end-game and they seem to avoid talking about it. I’m sorry but the cheesy response of saying the world itself and what you make of it is sort of ridiculous as an answer.
As for world or “mega” bosses they were done decently well but the rewards is just incredibly lacking. I’m not sure what’s so amazing about looting two bad rares from a chest. I’m not even saying that they should drop exotics but the rewards versus difficulty is really non-existent.
This game really needs a massive break-through regarding PvE and the addition of little micro-content is not the answer. A massive rework should be done on the PvE side. It’s hurting on so many levels that an expansion would be catastrophic. They need to re-work the functionality of the PvE side and the guild system.
I agree with Dontain about the current state of Guild Wars 2.
I brought many people over to this game and we’ve all pretty much stopped playing for now. I wanted to enjoy the game but I became bored after 2-3 months within the PvE side. We’ve tried everything the game has to offer for us guild wise but the interest just dwindled away slowly. The spark of excitement just began to fade from us in the PvE-aspect when seeing that the micro-content updates were only small additions.
The content that’s added is so small that it just doesn’t hold for those of us that enjoy doing events with a large guild. The reward system is incredibly lacking and it just feels really stagnant.
The key to making a great MMO is innovation and ArenaNet really needs to expand their mind. The normal type of tanks or healers may be gone but there is little coordination within dungeons. I’m not sure even if it’s good right now in it’s current state regarding classes. I keep hearing/seeing the same line from ArenaNet talking about even the social aspect of the game but it’s barely existent.
Remember, please be critical towards ArenaNet. Constructive criticism is the key for direction. It’s good every once in a while to say they did something good, but being critical more than complimentary is the answer. Players need to speak their mind more and try to lead GW2 in a better direction.
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@Clarkskala
I agree totally with what you said.
I believe the real discussion here or debate is the magic find stat itself hindering players in parties. The Kaimick individual had me talking about inspect but I only supported the idea of seeing the name of the gear and the possibility of seeing what I look like with the item. I think it’s good we don’t see other players stats for obvious reasons.
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@Amadan
I agree with you about that in regards to people telling you what you should wear. I’m just against the idea of magic find because it doesn’t contribute to anything involving group play. It is a pure selfish stat.
@Kaimick
It looks as if you’re the elitist one with a horrible attitude and call people childish on this forum. We talk about how magic find is a selfish stat and you continue to ramble on about bullets up top that have nothing to do with anything. You write cute little anecdote that have nothing to do with the thread,
@Ganzo
Sorry, but Kaimick will never understand your points. He’ll continue to tell you how to play the game and have you not stare at the clock but for us normal people that don’t like to waste time he gets very angry about it.
Truth is, magic find doesn’t contribute to the success of a party. It hinders the party in a negative selfish way.
@Ledbetter
Kaimick will continue to talk about his personal life story next rather than keeping on point that magic find is a selfish stat.
@Kaimick
You wrote a bunch of incoherent information that has nothing to do with anything yet again. I’m not even gonna respond to each one individually because it has nothing to do with the thread.
@uknortherner
You wrote a nice little story, but I personally don’t care for it. So, now you want to talk about skill versus magic find? I’d rather not even talk about it with you since you seem to be rude and ramble on about nothing.
Seems like a childish behavior to discredit someone cause they don’t agree with you. carry on with your childish attitude. It would seem unless someone is saying down with MF your not going to accept anything from them no matter how much evidence is stacked to prove you wrong.
I find it rather amusing that you keep using “childish” when you keep rambling on with incoherent responses that have nothing to do with the thread. You keep bashing players that dislike the magic find system and continue to talk about a different topic such as skill versus magic find.
It’s fine though because you’ve completely discredited yourself in this thread by agreeing with me earlier that magic find doesn’t contribute to the success of a dungeon or encounter. You can keep typing about your cute little stories, but I personally don’t care for them.
@Kaimick
You wrote a bunch of incoherent information that has nothing to do with anything yet again. I’m not even gonna respond to each one individually because it has nothing to do with the thread.
@uknortherner
You wrote a nice little story, but I personally don’t care for it. So, now you want to talk about skill versus magic find? I’d rather not even talk about it with you since you seem to be rude and ramble on about nothing.
Well, thanks for answering my question and you successfully answered it by saying magic find doesn’t contribute anything.
You continue to go on and make a total different argument about skill versus magic find. I’m not talking about skill but rather magic find contributing nothing to the group or party. Please don’t make other arguments and write little questions that have nothing to do with anything I said.
@Kaimick
Why don’t you answer my question? How is magic find contributing in any way to the strength or success rate of a party within a dungeon or encounter? I suppose you’ll never answer my question and continue to write little anecdotes that mean nothing to the thread at all.
I agree with the idea of having raids. The word “raid” seems to be cliche now with developers avoiding it entirely or lightly brushing over it with little to no response. They seem to avoid it for obvious reasons because players will come into the thread panicking.
Suggestion
I had an idea and I think it could work similar to sPvP whereas you join a raid instance and it acting as it’s own progression within the dungeon. There wouldn’t be tiers of gear because the stat gain would only remain for that dungeon and have no bearing on the outside world stats. Perhaps there could be a possibility of showing the gear-look around town because it technically is PvE.
End-Solution
This allows for the possibility of player progression within raids with your friends. It enhances the guild system and creates communities. The stat progression would only remain for the dungeon and not affect the world. There wouldn’t be tiers of gear because it’s technically tied only to that specific dungeon.
I like how a narrative is created on the second post when he says inspect creates elitism. Anything can be counted as elitism, but it depends on the attitude of such players.
On a side note or to the base of the problem, how is magic find contributing in any way to the strength of a party or its success rate within a dungeon or encounter? The stat itself is pure elitism and contributes nothing to the rest of the party. ArenaNet hasn’t made a logical response as to the stat itself representing a selfish complex.
They wouldn’t have to add an inspect feature for the motive of wanting to know players stats. However, I do support an inspect feature to see what the name of the gear is and the possibility of seeing what it looks like on my character.
I agree with the points made by plasmacutter and Minion of vey.
I’m just not intrigued right now with the killing of massive amounts of mobs endlessly for a long period of time for cosmetic gear. This is the very reason why my friends quit because it’s not enjoyable. It feels like a solo game rather than a guild game.
I personally would like to see objectives or encounters that are hard for guilds that have longevity to them. Will we ever see such content exist within Guild Wars 2? I’m just not sure right now and can only have hope.
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I agree op, there is confusion in the way they sold the game on the premise of saying “we just don’t want people grinding in Guild Wars 2” yet it’s a grind on many levels. The term grind is very misleading and it can mean several things. I believe they made a mistake using this term so carelessly when in fact pretty much anything can be considered a grind.
Whenever disagreement is made about even raids or large-scale group play, we get told we don’t want people grinding. I get told this same little anecdote which distorts the conversation into irrelevancy. What about us picking and choosing what type of game-play we want? I personally would want to have raids with friends as long as the gear didn’t have an impact on the outside world with everyone else. It would be sort of like sPvP but in a different way that doesn’t effect the world gear.
This allows gear progression in the raid-format but it also doesn’t effect the world game-play as the stat gain would only be notice-able inside the instance. They have the technology to do amazing epic encounters, but it seems as if we’re limited to 5-player PvE or WvW. Please be bold with ideas and innovation with guilds. I want my 12+ friends to come back and do stuff together that is very challenging and has longevity.
I agree with you OP (Junjie) about all what you said. I agree 5-man dungeons are fun, but only for awhile. I’m happy to hear that they are working on fixing some issues with them. I feel as if something could be added to really broaden the community effectively with large-scale dungeons.
I understand ArenaNet’s philosophy about gear grind, but what about players that would like to have a form of progression within raids? What about even the players that love the combat, but also love the idea of large-scale player content such as raids?
Large-Scale Guild Content
A suggestion of mine would be somewhat similar as how people enter into the Mists or WvW. When you enter a raid instance, your stats become base and as you progress and acquire items you become stronger to further progress throughout the instance. When leaving, your outside world stats remain and become equal with everyone else.
It would be neat if it were possible to show the gear-style acquired inside the instance and displayed out in the world.
Conclusion
This allows the possibility for players to have progression without effecting the outside world with what everyone else has in terms of gear. The players within the raid instance have there progression for what they like and sense of accomplishment. The technology is already there, but the utilization of it can become quite remarkable. This could even be possible for new players with the up-scaling similar to the release of Fractals.
The content would remain relevant and it allows guilds to progress at there own pace.
In-Closing
ArenaNet has the tools and technology to make epic encounters. Personally, I’m intrigued to see a well designed boss script. I brought 12+ friends with me and very little play right now. I’m encouraged to only hope that one day some type of system makes it into the game for players like us.
@Gummibear
I’m not sure how equating fractals to large scale group play correlates to what I wrote. Did you read one sentence and just post?
I really like the ideas about dungeon types. I love the very idea of large scale raid play with a guild. I know many people cringe when they here that but it promotes the most social play for players such as myself.
I brought 12+ players over and it’s sad to see that there is little to no end game for us hardcore players that want an incredible challenge regarding PvE. We don’t play much anymore because it’s not drawing us in to playing as often. Most haven’t even returned because they feel something is lacking.
ArenaNet, please broaden the scope for players such as myself that want really challenging content that isn’t easy to master. It’s a plus for developers to test there skills script wise and making incredible boss mechanics. It sounds great for them to innovate and think of new ways of drawing players more into the game.
I read Colin’s recent articles and it seems he knows the community cringes when they here the word “raid”. It’s practically become cliche for little reasons.
What’s wrong with progression within a raiding scenario if it will bring more players into the game? It would sure bring most of my friends back. You all have the perfect tools to innovate beyond any company in regards to event systems.
I for one hope they plan to release guild related content. Sorry, but WvW just isn’t enough right now and PvE is in desperate need of something. We want epic encounters expertly scripted that jaw drops the player base. I came to MMORPG’s when I first saw Ragnaros with the epicness of first seeing him. You may disagree and that’s fine, but I myself am drawn to play when I see something interesting.
I brought over 12 of my friends wanting something new and worthwhile, but I’m saddened that we at max level have little to look forward to. We aren’t playing much anymore because there isn’t anything that captures the drive to play the game. Maybe we’ll come back when drastic changes are done, but right now it’s just too stagnant. If this is it, then I’m sorry and we’ll move on to something else.
I support this suggestion!
Can we please get a response as to the ETA of a fix?
I dont even know why Mesmers are complaining about Mesmer dmg and whatnot. Mesmer dmg is stronger than ever in tournaments. Phantasmspecc was bad in tournaments before the recent changes. The portal change was a hard nerf but probably necessary, you just have to adapt with side spot defense. Though I have to say I would love to see more different Mesmer speccs, condis and scepter needs love.
I’m expressing concern for the PvE aspect as you are talking more in line of PvP. The patch has created a vast number of obstructed issues with illusions. They just flat out fail to cast even within 200. As a major resource, it just negates a lot of potential for the class.
I don’t understand what the logic was with the recent changes.
Logic? They have two people working on like how many, ~500 skills? Those guys obviously don’t play WvW themselves, or they wouldn’t have come up with that ingenious 60s to 90s cooldown “solution” for portals in WvW. Also they don’t play mesmers, or they would have instantly noticed what the fix broke. There’s not even methodical testing required, just fooling around a bit. All that’s behind this drama is economization.
I understand and have known that. I’m just expressing concern for future reference when or if they decide to put more priority on the classes.
First, I’m noting I mainly play PvE.
I don’t understand what the logic was with the recent changes. I’ve leveled a Necromancer to 80 and was incredibly disheartened by the fact that the class was lacking everything in all departments. I leveled a Mesmer to 80 and now it seems it’s going the same way as the Necromancer. I’m just not having fun in Guild Wars 2 with the lackluster changes and disconnect from developers.
Why are Mesmer’s resource generation penalized so hard compared to others? We don’t have nearly the amount of burst as other classes. The illusion/phantasm summoning acting as projectiles is a terrible change that further turns me away from the game. It’s not the nerf itself, but it’s the fact that it caused a black hole of new issues.
There are major issues with range on certain Phantasm utility skills. Phantasmal Haste is still bugged. Our resource generation acting as projectiles is having issues in the PvE now. The iberserker is still bugged and this should’ve been fixed faster as it is a critical ability.
Bottom line, the patch created more issues and concern for the class in general. We were suffering incredibly before the patch and you can now imagine after the patch. I’m just not enjoying the class anymore. This is the third 80 that I’m considering on shelving until the PvE is handled with the Mesmer.
ArenaNet, please set forth more priority towards the classes. Many of my friends I brought over quit due to bugs and class lackluster traits/balance issues. The Tyria world is great, but the classes themselves turn us away from the game.
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Lol, they really messed up illusions/phantasmals pretty badly in this patch. They don’t even summon 75% of the time and have major range problems even within 200.
Please devs, can you please test the patch before releasing on live? Perhaps a ptr? Something?
I believe the illusion summoning is incredibly bugged. The Phantasmal Disenchanter ability has major issues with range. I think ArenaNet has gone too far with illusion summoning acting as projectiles and is causing more problems than what it’s worth.
Why was this even changed? The resource generation is just not good on Mesmer. Our aoe is incredibly lacking too. I’m not sure I want to continue playing this class anymore in this state now because others can perform better overall across the spectrum. Also, Phantasmal Haste seems to still be bugged.
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I agree with the OP as well.
The illusion summoning is acting incredibly strange with its range. I’ve been at flat ground and attempted to summon and it’ll just use the CD without doing a thing. I’ve stood within 300 and it doesn’t summon.
It seems to be hit or miss now. This patch is incredibly unfortunate.
Thanks Mystiq for taking the time to explain the concerns.
I believe this goes to show how sudden patch changes without consulting with the community is a major issue for ArenaNet. If we would’ve been notified of such changes we would have given valuable insight as to the problems we would face in the future.
I’m noticing phantasms having significant range issues upon summoning now that is a direct problem from the patch. The reason I’m demoralized by the entire situation is the fact that this patch created more bugs and issues that was trickled down by poor decisions and onto live.
Prescient Observations about how this is an unbelievable double-standard vs every other profession:
Except this is not the same[as everyone else’s normal attack]. For every other class the attack still comes out.
If an Elementalist casts meteor storm and the opponent dodges, at least there’s still a fire field on the ground to use.
If a Thief uses steal and the opponent rolls, the Thief still ends up behind the opponent (In fact the Thief can steal regardless of any status effect on him).
If a Mesmer uses Warden and the opponent has Aegis, I hope you weren’t planning on it reflecting projectiles because now the attack won’t even appear.
In fact I can’t think of anything else that is like this. Does an Engineer’s turrets not spawn if he’s out of range? Does a Ranger not evade attacks with his third Greatsword attack if he’s blinded? Does a Mesmer not get his whirl combo finisher if he doesn’t have line of sight? Oh wait, he doesn’t because the attack doesn’t happen at all if the phantasm doesn’t come out.
No other class can have their attack “not happen” unless they are interrupted. Essentially rolling, blinding, aegis, evasion, ect… now all “interrupt” the Mesmer preventing them from even attacking with 20% of their attacks.
So true.
Lol, yeah agreed Aberrant. You’ve got to be kidding me.
The Phantasmal Berserker seems to be doing significantly less damage than before and is rather pathetic of an ability to use at this point. I’m not sure what the logic was behind this, but an official response as to this issue is necessary.
I agree with the posters above.
Wow, what in the hell happened to Phantasmal Berserker? It does significantly less damage and isn’t even worth using this ability. I’m not sure why these changes were even converted to live when obviously the person had no clue testing out the Mesmer abilities. I mean, this is pretty laughable.
The Phantasmal Berserker used to consistently hit 4-6 times and now its only hitting 1-2 times. Why would I even use this ability that only does 1300 damage now in berserker gear? Lmao.
Agreed with the OP. Necromancers need more originality and uniqueness. DS would better fit a utility/elite skill rather than the center-focus. I love the idea of DS, but it just lacks synergy.
It’s the community’s right as the customers to voice their opinion, it’s the producer’s duty to try to make them happy, if they want them to buy expansions, gems or anything else, that consumer has to be enjoying the game. We aren’t responsible for the success or failure of the game.
I have to agree with you.
Anyways, I’ll write some of my opinions as to the OP’s situation. I believe the Necromancer class itself is just lacking originality or fresh ideas that separate itself from other classes. One of the only abilities I find to be unique is Epidemic. The pets are incredibly pathetic and weak. The wells are decent, not amazing, but that’s about it.
I believe DS is just an odd concept. I honestly think it would be better as a utility skill. It seems the devs over compensate DS to be the answer to all problems.
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they dont care -
nothing will be done -
the realistic answer
I was going to give my thoughts on this topic and then noticed that you are correct.
@Arvid
I disagree with some of the points you made. It’s obviously possible to make a build and perform the basics with each trait setup, but it’s lackluster to say the least. Asking the community to snap out of something just doesn’t hold well because we seem to be the least played profession for a reason.
I agree with everything the OP pointed out, and they really need to focus on conditions in its entirety.
There is a lack of misunderstanding and design flaw that I agree with every point the OP made. We do everything so mediocre that it’s sad to even compile a build with this many bugs/design flaws. The other professions perform much better in the conditions and burst roles that is worthy of discussion.
It’s inconceivable to think that there is this much disconnect and lack of communication between what to expect for us in the future. I understand it takes time to fix but we are talking about core Necromancer functionality.
I feel as if conditions need to be reworked because they seem rather wonky.
Remove bleeds entirely from Necro and give us Necrosis stacks instead.
in Necromancer
Posted by: ZeroRaiNs.7154
The problem here is that condition scaling and condition stacking limitations are still the primary problem if that wasn’t the case this idea wouldn’t have any merit. The condition system as a whole needs to be reworked first imho. While stacking limitations in small scale doesn’t come up to often unless you have multiple bleed/condition classes the fact that ANet assumed that it would be a non-issue by capping at 25 is just silly.
Correct. The current condition system is quite atrocious. I’m not even sure what the thought process was when it was designed.
I very much like the idea of this huge dungeon and that it will progressively get harder. I’ve missed the days of just progressing through a large dungeon and chipping away at the content and setting goals each time.
My question is, can we expect some form of dungeon saving if we stop at specific points?
Before I make a couple suggestions, I would like to thank everyone at ArenaNet for all what they do to make the game great. Below are a couple suggestions/concerns of mine.
- More guild related content: Why isn’t there a focus on larger scale dungeon cooperative play? I like 5 mans/explorables, but many people in my guild would like to have a coordinated larger effort within instances that are very challenging.
I brought many of my friends over from past games and they thought that there would be a ton of guild related PvE content. A form of explorable mode for larger scale guilds would be a great addition. We want a challenge as a guild.
- Dynamic events need to be harder: I would like to see dynamic events that actually push the player to their limits to encourage better play. It seems a large portion of the events can mindlessly be done with ease.
- The AI of creatures in events need to be smarter: They need to shatter our defenses and make us more vulnerable for failure. When more people do events make the creatures use more skills with increased health. Killing mobs with groups is too boring. There isn’t any challenge with just aoe’ing everything.
Some events have mobs with tons of health that don’t do anything to challenge the individual/group/guild.
We want harder content overall. Give us challenges to conquer. Failure is good. Give us goals to set. We love your game, but please find some way to make content really challenging. Please find more ways to reward the guilds that seek challenges.
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FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: ZeroRaiNs.7154
This is definitely better. Thanks!