Showing Posts For atropos.3074:

Bored using the same 5 skills over and over ...

in Guild Wars 2 Discussion

Posted by: atropos.3074

atropos.3074

It does get tedious, but then again, this is more ‘action rpg’ than anything else, so I can see why the choice was made. Adding more abilities sort of goes against the intent of the game. Probably one of the simplest changes they could make for some classes is tri-weapon switching, though that might introduce a lot of other issues.

I do have to question how folks were playing some other games if they thought so many of their abilities were useless, or simply macro-able in all circumstances. I can only think of about 2 or 3 combat-oriented buttons I pretty much never press as a hunter in WoW, for example.

I miss playing a healer

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Posted by: atropos.3074

atropos.3074

in a similar fashion when we talk about modern mmo games we generally just go straight to the 1000lb gorilla of wow.

why bring up the old ancient that only old timers remember?

Because often the topic is what does and doesn’t work, or why a certain trend is good or bad in the genre, so it’s helpful to have a bit of perspective when talking about such things.

I would like to have a mount

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Posted by: atropos.3074

atropos.3074

Waypoints are FAR more immersion breaking than mounts will ever be.

The game doesn’t need mounts though, what it needs is a 10-20% speed increase in baseline movement speed across the board. For both mobs and players.

I miss playing a healer

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Posted by: atropos.3074

atropos.3074

eq never had the same impact on the current population of gamers that wow has.

you ask anyone who plays games today if they played wow you will get a response of “yes”.

you ask about eq and they will be like “huh? what is eq??”

Just because it didn’t impact them directly doesn’t mean it didn’t have a huge impact on what you play now / the genre across the board. But there’s no end to the amount of folks who have no idea of what came before WoW (not you personally, just saying), and what made it what it is to begin with.

Regarding the OP… the problem I see is that in this game, you can sacrifice survival skills for damage output, and you will see a pretty significant increase in how hard you hit. But going the other way (sacrificing dps for heal power etc) doesn’t give you the same sort of result. You certainly nerf your DPS, but don’t really see a proportional gain in the healing department etc.

Perhaps thats intended, but it’s also probably why you feel that you’re missing that role.

Post here if you GAVE UP on the Clocktower!

in Halloween Event

Posted by: atropos.3074

atropos.3074

Regardless of my own feelings on the event, big kudos to Josh for chiming in here on this thread. It’s great to have that sort of feedback going on.

Halloween Event Feedback

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Posted by: atropos.3074

atropos.3074

LA looked neat, but overall, the event was terribly vague with regards of what to do. Did about half of act 1, and just stopped bothering with it entirely.

Need general questions answered. Is it worth it?

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Posted by: atropos.3074

atropos.3074

1) Yes, they certainly do.
2) In my experience, folks you run into at DE’s and events are helpful in terms of rezzing, etc. Outside of that, M chat is extremely quiet aside from calls for folks to join a dungeon run. Like… ghost town quiet.
3) All depends on what motivates you as a player, there’s no true right or wrong answer here.
4) The most? Jumping puzzles and level scaling for both PvE and PvP. The least? I could write volumes, but travel speed / waypoint cost and zone portaling are my biggest annoyances.

MMO's need a grind but not for fluff

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Posted by: atropos.3074

atropos.3074

PvP being neutral in terms of gear and player level was a smart decision, and one of the best things the game has going for it (same with zone level scaling). PvP itself is still rather imbalanced, and always will be due to how MMORPG’s operate.

The grind in other games isn’t so much about getting an edge, but whether or not that grind is fun. You can present players with a difficult to obtain ‘iWin’ button.. but if the process of acquiring it, on some level, isn’t fun, folks aren’t going to bother with it.

Age of GW2 Players

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Posted by: atropos.3074

atropos.3074

43, and not really inclined to continue playing @ this point.

Someone motivate me to level in this game.

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Posted by: atropos.3074

atropos.3074

The Orr area is actually pretty cool to see, and the zergs there can be fun (for a brief amount of time.. certainly not fun enough to grind the karma required for full exotics).

So I suppose that’s a reason to level. Beyond that though… yeah. The game certainly does present options and things to do, but if you don’t find them compelling (I personally do not), then you may want to decide whether this game has lasting intrigue for you.. same as any other MMO.

Similiar to flynn above, I find myself logging on only to try a 1 or 2 sPvP games with some different class or build, getting bored, switching over to my main (who’s been parked in LA for weeks now), wondering why I’m here, and then logging out. There’s a lot I haven’t seen yet (only to level 15 or so in personal story, maybe 48% total map completion, no dungeon runs yet), but I just have no drive to do any of it.

I’ve enjoyed my playtime here immensely, but at some point the shine wore off, and quickly. And when that happens in a game that on the surface is this good, it makes me think that the real issue isn’t GW2, but that I’m burnt out on the genre entirely.

Which class feels the most epic?

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Posted by: atropos.3074

atropos.3074

None of them really. Mesmer or necro probably come the closest.

i figured it out

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Posted by: atropos.3074

atropos.3074

I think they’re clearly (or else we’d have named mobs and a less realistic world) leaning toward a sandbox game but they wanted to hook in the WoW and traditional mmo players.

I just don’t see much actual sandbox element in this game, with the arguable exception of WvW. Yes, you have the ability to do more stuff per se, but it’s all still very regimented. From overall movement to the DE’s that happen to players having an impact on the world (or not). That’s not a strike against GW2, but just the reality of things.

True sandbox games have a heavy reliance on the community to build game elements themselves, and that generally doesn’t happen in modern titles, because they seem to go to great lengths to insulate the behavior of one player from impacting another, whether that be positive or negative.

Why are Players Limiting Themselves with Chests???

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atropos.3074

In no way is the fire ele easier than the dragons. Jormag is just annoying to fight, the other two are an absolute pushover.

Why I think teleport costs are unreasonably hight

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Posted by: atropos.3074

atropos.3074

The problem is that nearly every other game out there gives you easier / more efficient travel options as a perk of being high level. It makes little sense to effectively punish players at higher levels, and it does absolutely nothing to urge one towards map completion in any sense.

It’s not some sort of game breaker, but it isn’t particularly helpful either.

First Game Ever I have not enjoyed instanced pvp..

in PvP

Posted by: atropos.3074

atropos.3074

Personally, I prefer Arathi Basin and Warsong Gulch to any of the sPvP maps and “conquest mode” we have here.

Weird. I used to think of warsong as hands down the worst pvp map in the game.

First Game Ever I have not enjoyed instanced pvp..

in PvP

Posted by: atropos.3074

atropos.3074

Obvious and numerous balance issues aside, what’s missing is maps, and game types. I suspect it’s simply a matter of waiting and seeing what happens. Making sPvP and tPvP use differing amounts of players was a mistake IMO.

Bad Mechanic will cost Anet AAA title

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Posted by: atropos.3074

atropos.3074

“Not really. Downed state has no place in pvp, not to mention the various downed states between classes aren’t anywhere near balanced.”

It absolutely does have a place in PvP. What doesn’t have a place is the different abilities players have while in that state.

I wouldn't listen to you either

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Posted by: atropos.3074

atropos.3074

If you’re looking for balanced PvP, you’re in the wrong game genre. That’s all there is to it. This game has it’s own rather interesting issues (such as animations for hits not even registering on screen), but actual balance won’t ever be achieved here.

Is sPvP really a "core pillar" gameplay element in GW2?

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Posted by: atropos.3074

atropos.3074

The biggest glaring issue is this:

If nothing else, sPvP and tPvP should use the same number of players in games. Since they don’t, the approach to each changes a bit, and therefore any semblance of ‘balance’ strived for in one mode generally will impact the other, often in a negative fashion.

The even larger issue is that folks are chasing ‘balance’ in a genre of game that simply will never be accommodating in this regard. Not ever. You’re dealing with various classes that can potentially do different amounts of protection or damage, at close or long distances, have differing levels of control available to them, and (often overlooked) the capacity to bring different amounts of these classes to a match, which skews balance even further.

To put it another way, nearly any game in a classical sense that is truly balanced, be it board game, sport, or video game, offers the exact same potential benefits to each team or opponent.

Team sports: matching numbers of forwards, guards, etc.
Board games: mirrored abilities and numbers of pieces (chess, for example)
Video games: most FPS, identical weapons, health, player speed.

Once you start toying with these ground rules, balance is thrown out the window, and becomes a see-saw chase month after month as corrections are made. Nothing against Anet, but that is just the nature of things.

So is everything OP?

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Posted by: atropos.3074

atropos.3074

Under specific circumstances, sure, everything can be looked at as OP. And that’s frankly one of the big issues with PvP in class based games. When you introduce situations where classes have different abilities, you will always always have imbalance, and this will continue as tweaks are made. The fact that two teams can have different numbers of class types simply magnifies the problem. It’s the nature of the beast, and anyone looking for truly balanced PvP is going to stay far away from MMO’s altogether. You’re never going to see balance.

To put it another way, there isn’t a game, team sport, or anything out there where opposing sides aren’t given the exact same capabilities and rulesets. Even in chess, different pieces can do different things, but both players start with the exact same numbers. Card games I’ll exclude because there’s so much RNG involved.

ANet has done a very smart thing by making level and gear a non issue. Beyond that, the game is subject to all the same old flaws.

sPvP Class Distribution - Stats

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Posted by: atropos.3074

atropos.3074

Quite frankly surprised that guardian participation went up, considering the ‘adjustment’ to one of the more mobility-friendly weapons the class has. Frankly, the class just doesn’t perform that well in the typical sPvP scenario.

Greatsword Change [merged]

in Guardian

Posted by: atropos.3074

atropos.3074

“Sounds dramatic I know but the game isn’t fun like it was a week ago.”

That pretty much summarizes my thoughts on it. Staff is now the only remaining weapon that makes me even want to play this class at all, and it’s simply not all that viable outside of a group situation.

Guess it’s simply time to wait and see what happens, and continue toying with alts.

Guardian Bugs compilation.

in Guardian

Posted by: atropos.3074

atropos.3074

Zealot’s Flame (torch #4) does not trigger fury if you trait for Radiance / Inner Fire.