Showing Posts For aaron.4317:
The Ascended gear treadmill is the beginning of this game’s death.
ckeeton is just a troll. The people advocating for Anet to not put in the WoW treadmill are the ones trying to prevent this game from dieing in the next 90 days.
ckeeton, its already confirmed as a gear treadmill stop being an Anet apologist.
This is WoW copy #675 at this point.
(edited by aaron.4317)
Tricked to play the game for 600 hours? You would think if you played that much you played because you enjoyed the game and weren’t “tricked” into playin it.
I didn’t think I was starting on a game that was going to be another WoW clone. I was wrong. Call it what you want. But I believed that specifically because Anet said it wouldn’t be. They lied.
The thing that I am disappoined about was investing 600 hours into a game because it wasn’t going to have a gear treadmill. Now everything indicates we got bait and switched, and there is going to be a rediculous gear treadmill.
TLDR: got tricked into putting 600 hours into just another WoW clone.
The gear treadmill that has just started is about to kill it for me. The early indications show many many hours just to get 1 item, and you will eventually need a full set of this crap.
Then just as you’ve gotten your full ascended gear, they come out with new gear, and new infusions, and new upgrade names, and new levels, and wait, I thought I wasn’t playing World of Warcraft, how did that happen?
Maybe when the population and cash shop is down to nothing theyll stop copying WoW and make their OWN game.
its not too late. remove the stat buffs from infusions, and lower ascended gear to exotic utility.
I play with two guilds, one euro, one north america. The majority of both have quit over this.
Anet, what’s wrong with you?
You explicitly said that exotics would be it for stat progression, that legendaries and exotics would be equal.
To literally bait and switch players like that is just plain stupid.
The solution is easy, get Anet to implement better PvP mechanics
3 months is a very short amount of time. This game didn’t even have a real beta, so 3 months into release is practically when the “real” beta would have ended had they done one.
Suffice to say, 3 months after release is extremely short of a time interval.
And here we are with the first step forward on the treadmill. If this had happened a year out I would say you have a point, but to begin the endless upgrading of gear 3 months after release is a shock.
Just copy DAOC’s system, you aren’t gonna do better.
Title needs no explanation. Keep exotic stats cap.
Downed state is ridiculous for the side with larger numbers.
AE cap of 5 is ridiculous for the side with larger numbers.
The game’s basic mechanics already favors a zerg of casuals, the two mechanics above just make it silly.
You can’t find one thing in my post that is not accurate.
And every single time that Arena Net nerfs a skill and then calls that nerf “an increase to its accuracy” or whatever none sense they passed it off as, I will post exactly how the skill was actually change. And I will probably offer my opinion on what should be done differently. Though I know Anet could not care less.
And no, Ganzo, this didn’t come in the Patch on the 7th of October. This just happened.
(edited by aaron.4317)
Fixed? Many skills are given a 3 second cooldown on interrupt. Thieves can use for example heart seeker and interrupt it for no loss of initiative.
This was an out of combat mobility nerf. And they didnt even mention it in the patch notes.
The 15 second timer was not from the most recent patch, and that was done to counteract a LARGER increase that our symbol received. So that was still a nerf overall as well.
Before the patch went live, you could leap every 3 seconds using this skill by interrupting it mid channel. They have changed that so that if leap of faith is interrupted before it completes you now get the 15 second cooldown.
This skill USED to be the main mobility skill of the guardian. A 3 second leap meant that outside of combat we could at least keep up with classes like the Thief (almost).
Now the Thief, and many other professions, maintain their ways of staying mobile (often using the same switch weapons tactic) yet we continue to be nerfed over and over.
No the skill wasn’t made more accurate. That is a complete fabrication. The only thing that actually happened to this skill is that its out of combat mobility was totally nerfed into the ground.
If you are going to nerf an ability that hard, there must be something to counteract. Increase the range to 900, add a cripple component, something. Nerfing its mobility, out of combat timer from 3 seconds recast to 15 seconds is just insane to do with nothing to offset. Insane.
lol, more people trolling.
When you can escape any fight it don’t matter how well you predict. I will reset the fight until I land it.
I remember DAOC had a UI mod that allowed this. It was really nice because you could be semi AFK on along raid and browsing the internet or watching a video during low action times.
I noticed that I switch to windowed to watch for que pop so I can browse the web or watch some Star Craft or something. If the UI had that function built in, it would be handy.
We call it part of the “casual code” in our guild.
Basically, Guild Wars 2 is designed to let casuals play in WvW and still be succesful even though they are terrible.
Hence, there is a lot of code designed to keep zergs alive even when out played. One of the largest parts of this is the AOE cap.
See also: the downed state, no real crowd control, and no support classes.
You can stay in stealth permanently using certain skills.
At the very minimum there should be a timer that prevents ANY stealth taking place for 3 seconds after the current stealth skills ends.
Being able to chain Stealth skills over and over to never actually be out of stealth is broken, and must be removed.
I play a thief. Its stupid. The class is ridiculously imbalanced currently.
My thief is ridiculously overpowered.
I can kill in basically 1 round of combat, any class.
I can stay in stealth, essentially forever.
I can out run, any class.
I can escape, any class.
People defending this profession as not OP are trolling.
right now thieves can stealth for an unlimited amount by using certain skills that have no real cool down.
Perma stealth is dumb.
Implement a flag so that you can only enter stealth with certain long cooldown abilities if you are combat flagged.
This does two things. It first prevents exploits where a player can be permanently stealthed and interfere with normal game mechanics. And it also gives a reasonable counter to stealth. If you could manage to place a thief into combat they wouldn’t be able to offensively use stealth.
Stealth currently has no direct counter, this would give it one. And also make the game reasonable.
I hope this doesn’t mean you’re going to allow even more people onto the horribly tiny WvW maps. Either implement a normal sized map (see: DAOC they figured out map size in 2001), or LOWER the cap in WvW.
Anyone with 3 orbs that has all (or mostly) exotics and isn’t a complete idiot.
Downed state doesnt counter spike builds, it counters smaller forces that out play you.
The downed state has ruined countless fights that otherwise would have been nothing short of epic. I can’t think of a single instance where it made any fight better.
Terrible mechanic. Designed to be a crutch to keep the unskilled zerg limping along without getting rolled by better playing smaller forces. Along with AOE cap of 5, and other terrible design choices, WvW in GW2 is the most casual friendly, lowest skill cap PvP sytsem in an MMO to ever be made.
“Metalripper.5406
aaron, what you said is factually incorrect, the downed state helps the unskilled zerg overwhelm a smaller, more organized group, and that is the issue people have problems with.”
You did not comprehend what I wrote.
“aaron.4317People that like the downed state: People that fight groups which tend to be smaller than their own and want a crutch so they can still win no matter how well the smaller group plays against them.”
People that fight groups which tend to be smaller than their own are zergs.
The only people that like the downed state are the zerglings. Everyone else hates it.
I use the phrasing “people that tend to fight groups smaller than their own”, because many people don’t see a 3 man that only engages when they see a soloer a “zerg” because they are only 3.
People that run duo and won’t fight another duo straight up, but will fight solers, LOVE the downed state. People that run a 5 man and will only attack groups of 2s and 3s, LOVE the downed state. You don’t need to be in the stereotypical 40 man zerg is my point. People that just tend to fight smaller groups than their own, love the downed state.
Mike Ferguson said in beta that they didn’t use a damage based system because they “did not want to encourage players just farming each other”
So instead players farm NPCs.
Combat timer prevents stealth, problem = solved.
People that like the downed state: People that fight groups which tend to be smaller than their own and want a crutch so they can still win no matter how well the smaller group plays against them.
People that don’t like the downed state: Everyone else.
and also perma banning both players too (:
The scoring system, and maps function to over reward numbers. So population imbalances in WvW lead to silly matchups.
There are many ways to fix this. I would revamp the scoring system so simply having more numbers didnt equate to owning all the points. Things like making killing an enemy worth points would help, but also underdog scoring bonuses are good imo.
The maps need work too. Theyre just too small, making zerg reaction times too low. lots of issues to be sorted honestly.
“The problem is that, against a larger force, and downed enemies will be revived quickly, so finishing them really wouldn’t help a smaller, dumber server, would it?”
Yes, the downed state favoring lager forces is another problem. I personally don’t think a downed state is appropriate in pvp settings, so I’d just remove it to solve the problem.
I suppose you could change it in other ways that would be more fair, like capping the number of players that can rally off something in WvW to 1-3 or something (when I see 5+ people rally from a deer dieing in WVW my blood boils), while capping the number of people that can heal also at 1. But removing it is probably the best option imo.
Having the scoring be 100% objective (zerg) based was a mistake. It favors the capacity to keep your population maxxed for more hours than your enemy too much.
By integrating killing blows into the scoring system, you would give the underdog a way to get points when there would otherwise be no chance due to overpopulation of the enemy server.
Furthermore, killing blow points could be increased by being underpopulated in WvW to give all server, regardless of size at least a chance in WvW.
Also, orbs are clearly overpowered. They could be fixed in about a million different ways, but my favorite is simply making their bonuses restricted to NPCs.
just a simple typo that i noticed today.
It also doesn’t give the +50 power bonus that it has listed.
Also badly need realm points.
you can kind of point and click to move. If you hit both left and right mouse click you will auto run, releasing makes you stop.
I don’t use it, but its there.
i doubt most people play with that sort of viewing distance, and most people won’t have any clue why theyre getting dizzy.
if you read the forums dizziness, and whatnot associated with improper FOV is a major issue. This video was made years prior and perfectly predicts this problem.
most people play this game on a PC, you should really fix that.
Just noticed you can only setup the generic version of each skill’s control individually. Hence, you can not set the #2 Greatsword style to activate with a press of ‘E’, without also setting the #2 Hammer style to also activate with the press of ‘E’.
So when you changed over the guardian greatsword styles to be different, there is no way for me to change around my keybinds so that I can keep using the same muscle memory for that weapon without also changing around the keybinds for every other weapon.
Huge problem. Prolly not as big as the FOV being set for playing on a TV’s viewing distance, but still huge.
@Aaron
Seriously, low dps on the third chain? Its one of the best attacks we have dpswise,
No it isn’t. It has a channel time nearly equal to the ENTIRE greatsword #1 chain. You compare it to an attack with 1/3 its attack time. The greatsword attack chain portion which has a comparable channel time does around double the damage of the hammer third hit. Swapping in a mighty blow instead of finishing the chain means you land a hit which does more damage and channels twice as quickly.
And please don’t forget that additional channel time gives your enemy more time to interrupt. Catching a daze just moments before you land that blow means you traded away two attacks so you could not land one.
The best thing it has is probably the protection spam, but the loss of DPS isn’t worth it outside of holding down a position or something.
You can get around 40 per day just doing all 4 WvW jump puzzles daily.
Only being able to hit 5 people at once is terrible in WvW.
5 people against 40-50, and the 40-50 don’t just have a size advantage in GW2, they have complete immunity from almost all attacks from the smaller force. if theyve got 10X the numbers, why do they need to have 90% immunity from attacks coming from the smaller force?
here’s what I mean by 90% immunity. If the group of 5 perfectly manages to stack the zerg of 50 players into a space of 1 area effect, they will each only be able to hit 1 out of 10 enemies. 90% of the zerg will be immune to each of the 5 players.
So to hit everyone on average once, each player needs to make 10 casts. At a normal channel time of around 3 quarters of a second it would take about 8 seconds to just hit everyone 1 single time.
At the same time, EACH person in the 50 man zerg can hit EVERY single person in the small group with each cast they do.
Having a force 10X larger than your enemy is advantage enough, giving 90% immunity to a force 10X larger is quite obviously there to just make zergs unbeatable.
Why do zergs need some artificial advantage like that?
Downed state should go too, its just so bad.
Any eta on when this is coming?
It is very needed.
It would make the game a lot better, but it would also raise the skill cap more than I think Anet wants.
This is also true for removing the downed state from PvP settings, allowing AoE to hit more than 5 players at once, making maps open field and not only objective after objective etc
Its designed to appeal to casuals.
I have noticed that when I am chasing someone, my effective melee range seems to shrink to almost nothing. Right now, when I want to land hits consistently on someone running away from me, I am having to place my character essentially inside of theirs.
I know this is not intended because when we are standing still I can be some units away and still land hits.
Perhaps there is a minor latency issue with movement and checking where everyone is at? I think this could be resolved by extending melee range 50-100 units or so if 1 or both players are moving.
What it needs is a reward mechanic based on doing damage to enemies.
The badges in WvW are a joke. I have over 2,000 skills and have made about 10X the badges from jump puzzles as I have looted off dead bodies. Drop rate is terrible, and picking them up is a pain.
Oh, and hitting someone once gives you the same exact chance to get a bag as soloing a player. Wow, that’s balanced.
We simply need realm points. Anet knows DAOC, they know how it works. The game needs realm points.