I think what he wants tho is a total removal of the system. That your armor doesn’t break down anymore.
Yeah. The way I see it, this system only make players waste time going to an armor repair every now and then, without actually providing a meaningful “death penalty”.
Wasting your time is the penalty.
And how is that meaningful? Why is wasting players time good? What good does it bring to the game?
The problem is changes just for the sake of convenience actually detract from the game as a whole.
Especially as one change for convenience leads to another and so forth.
What would your RL day be like if you removed all the things that you found inconvenient ? No longer having anything you found inconvenient.Personally I don’t have an issue with having to repair gear. It’s not a hardship it’s actually very easy to manage.
Next you will be wanting more instant travel, as travelling from A to B is inconvenient.
Are you suggesting that the game should have inconveniences just for the sake of not being too convenient?
And no, I dont want everything in the game to be easy. I even mentioned a better mechanic imo than the armor repair: GW1 death penalty.
GW1 death penalty was better than GW2 mechanic for 2 reasons:
1) It had an tangible impact on gameplay. Having an up to 60% decrease on life / energy bars could be really troublesome, so it was important to avoid dying, and players couldnt just “exploit” party wiping like “Oh, lets all just die and run back to kill this boss” (well, at the end of the day they could, since everyone had tons of 4 leaf clovers lol).
2) It didnt force players to do useless tasks to remove dp. All you had to do is keep playing as usual and as you kill mobs / get xp (and, of course, dont die again) you would remove the penalty.
I think what he wants tho is a total removal of the system. That your armor doesn’t break down anymore.
Yeah. The way I see it, this system only make players waste time going to an armor repair every now and then, without actually providing a meaningful “death penalty”.
Wasting your time is the penalty.
And how is that meaningful? Why is wasting players time good? What good does it bring to the game?
I think what he wants tho is a total removal of the system. That your armor doesn’t break down anymore.
Yeah. The way I see it, this system only make players waste time going to an armor repair every now and then, without actually providing a meaningful “death penalty”.
It not like defeat should be an inconvenience or anything, right?
But the thing is this is an inconvenience that rarely affect actual gameplay. I mean, its really rare to see someone die so many times in a row (so that his equipments would start to break instead of being damaged) before he could reach or pass by an armor repair. Unlike, lets say, GW1 death penalty, which really had a major impact on the party perfomance.
I mean, back in the days when it costed to repair the armor I could see the purpose of it being a gold sink to hold currency inflation. But now that is free of charge, I just fail to see the point of it.
Its just an annoyance players have to deal from time to time. Like, every few days, after dying a few times, you gotta remember to stop by the repair and fix your armor.
So why not just remove it? Or am I missing something?
I didnt watch the Ready Up about the camera changes (I was at work), so will there be an option like the Combat Mod? I know the first person view will probably be similar to it, but I mean on third person view?
This probably has been suggested already, but…
Here is how it works in GW1: http://wiki.guildwars.com/wiki/Alliance#Controlled_outposts_and_towns
In GW2, guilds could gain control over an outpost or town (something like this outpost in Wayfarer Hills: http://wiki.guildwars2.com/wiki/File:The_Icesteppes_map.jpg) based on their amount of influence or WvW participation, granting them small benefits, like a small reduction on the local merchant prices, or even a free port to the local waypoint. Every server (world) would have their towns / outposts controlled by their own guilds. This would aswell serve as bragging rights to incentive guild or WvW activities.
What do you guys think?
PS: On a side note, the characters limit on Topic Title is way too small. Have tried “What about a system similar to GW1’s controlled outposts and towns?”, “What about guild controlled outposts and towns? (like GW1)” and “What about guild controlled outposts and towns?”. Had to stick with this one, which prevents me to provide enough information that would allow people (at least those who played GW1) to get the idea of the suggestion on the spot.
(edited by caiomacos.1694)
^ I think that’s a perfect example of what’s wrong.
You are expecting like 2000 token for a full set of ascended gear when the sheer grind require to craft ascended is much larger than that.
2000 tokens and 400k karma covers like 10% of the requirement to crafting ascended gear. (you need empyreal crystals and crafting also require karma)
Seriously, do you think clicking a few button to level crafting to 500 is hard? That part take less than 1 hour. It’s the sheer amount of material required that is hard.
The numbers were just an example. Anyway, everything necessary to ascended crafting (apart from skill points) can be outright bought with gold, if Im not mistaken. All you need to do is follow the champ train spamming skill 1. Or you can play the TP (but in this case you would still need the skill points – not that they are hard to get though).
Lets be honest: its not gonna happen, unfortunately.
Seriously, its more than 1 year after ascended introduction to the game and they havent done somenthing as simple as define an amount of karma, dungeon tokens and badges of honor for each piece. All they had to do is define how many it would require. Something like:
- exotic full set: 1380 dungeon tokens or 252k karma or 950 badges of honor
- ascended full set: 2000 dungeon tokens or 400k karma or 1500 badges of honor
So, if instead of doing something as simple as that, they have done all the work of creating a new tier (grandmaster) for crafting professions, ascended materials, recipes, etc., its because they dont wanna do it.
Playing the TP: ultra hardcore gameplay. Because doing dungeons, events, sPvP, WvW is for casuals. The irony of this is that the same people who come here bragging about how they are hardcore are usually the ones who feel less inclined to enjoy the diversity of content available in the game and stick to only the most profitable one, which in this game would be starring at the BL screen for hours or skill 1-spamming at a champ train. Oh, so hardcore!
(edited by caiomacos.1694)
Well, the magic find gear was a different case, since the stat was completely removed from the gear, so they had to offer players the choice for a new gear.
But anyway, welcome to the great world of vertical gear progression and its marvelous benefits. If you want / have to change to a new gear set, you’re screwed.
Ok, now how about some suggestions for how I think they might be improved.
1) Make them rich nodes (or even better, make a tier above rich, that gives 16-20 hits and a chance for between 1-3 per hit)
2) Include ALL the ore nodes (possibly not including orichalcum)I think these two suggestions would go a long way to making this item worth the 800 gem price, and might even prompt more people to buy it.
And feedback, opinions, and other suggestions are welcomed!
16-20 ores of all metals with the exception of orichalcum? Wth?
16 copper ore = 16 × 40c = 6s40c
16 silver ore = 16 × 1s = 16s
16 iron ore = 16 × 1s10c = 17s60c
16 gold ore = 16 × 1s40c = 22s40c
16 platinum ore = 16 × 1s60c =25s60c
16 mithril ore = 16 × 52c = 8s32cTotal = 96s32c
Almost 1g daily just for going to your home instance…
Ps: Approximated numbers based GW2Spidy buy / sell offers.
I was just pulling numbers out of my kitten as an example of a possible change for a tier above rich. I still stand by saying they should be rich veins, because currently 800 gems is a massive rip off for what you get.
Although in all honesty I think this is something that should have never come to the gem store, and should have instead been something you earn through some sort of quest line/achievement.
But it should never be something thats worthy in terms of “getting your money back”. It should never be a resource of income. It should be a convenience item (for those who want to make it faster to get the daily gatherer or something) or a cosmetic item (for those who want more stuff on their home instance).
Just like the unlimited gathering tools. As far as I remember, from my calculations it would take years to get my money back from it. And thats considering I gather every orichalcum node on the map, which I dont. Sure, the price of materials have risen up due to ascended addition, but so have the price of gems (aswell as the price of the unlimited tool itself – which is now 1k gems). So it is just a convenience item for those who dont want to bother checking how many uses they have left on their gathering tools, or carrying extra gathering tools on the inventory so they never run out.
You can also create mule characters. Though transfering items from mule characters is kind of painful: log on mule, put item on bank / personal guild, log back to main character, and get item.
Ok, now how about some suggestions for how I think they might be improved.
1) Make them rich nodes (or even better, make a tier above rich, that gives 16-20 hits and a chance for between 1-3 per hit)
2) Include ALL the ore nodes (possibly not including orichalcum)I think these two suggestions would go a long way to making this item worth the 800 gem price, and might even prompt more people to buy it.
And feedback, opinions, and other suggestions are welcomed!
16-20 ores of all metals with the exception of orichalcum? Wth?
16 copper ore = 16 × 40c = 6s40c
16 silver ore = 16 × 1s = 16s
16 iron ore = 16 × 1s10c = 17s60c
16 gold ore = 16 × 1s40c = 22s40c
16 platinum ore = 16 × 1s60c =25s60c
16 mithril ore = 16 × 52c = 8s32c
Total = 96s32c
Almost 1g daily just for going to your home instance…
Ps: Approximated numbers based GW2Spidy buy / sell offers.
Have maximum stats.
kitten , topic was killed on the very first post.
I have Mjolnir, Infinite Light, and Immobulus. Guess what I did with them? Transmuted them to ascend.
If you had 600g to craft Mjolnir, I think you’ll be fine crafting an ascend weapon to transmute it.
But thats not the problem. The thing is I gotta be rewarded for my effort, so I should be stronger than someone who can only get an easy to acquire ascended weapon.
So, Ive just built a Mjolnir, which on Charged Lodestones only costs almost 600g, way more than the cost of an Ascended, but still its stats are equal to exotic. I think I deserve better stats than Ascended weapons for my effort.
So, I was thinking that we could upgrade those rare weapons (like Mjolnir) stats to a new tier superior than Ascended. And then, Legendaries would be yet another tier, superior than Mjolnir.
Its very unfair that people who dont wanna make the effort to get a Mjolnir, or an Eye of Rodgort, Volcannus, etc have the same stats as we do.
Have fun.
Final Rest, The Crossing, Jade, Deathwish..
There must be a few others.
For me, this game isn’t something I’d wanna compare WoW with because WoW’s PvE is far superior; unless one prefers disorganized team-based combat.
I guess it depends on what type of PvE content you are talking about. If you are talking about general quest content, than GW2 DEs are far, far, far, far superior than WoW quests (though PS is just bad). But regarding dungeons / raids, I could aggree that WoW´s are more challenging, although I believe theres some much room for improvements on GW2 dungeons.
I guess its time to add a new tier. Ascended gear is too easy to obtain and theres nothing left to do in this game.
Good points. This game has a lot of potential. It just have to work on the things that makes it a great game.
One thing I would add is down scale. Especially in this game with the dynamic events concept, I can only imagine what it would be like a lvl 80 full geared player getting to a low level world boss and 1-hitting it.
Sometimes your progress just gets reset.
You can:
1. Populate your blocklist
2. Open the dungeon yourself
3. Play with friends/guildies
But that doesnt help in the cases when host gets disconnected or game crashes.
I think if you read this thread, caiomacos, you’ll notice that your so called gear treadmill is far from mandatory. Whatever their reasons, many players are choosing not to make any ascended gear, or only to do so for one or two characters. At any rate, I think ANet has indeed caught on that raising the level cap or adding further gear progression would be a disaster. I highly doubt they’ll do it again. https://forum-en.gw2archive.eu/forum/game/gw2/How-many-Chars-will-you-gear-w-ascended/first
In a strict sense, nothing in the game is mandatory. Devs cant force players to do anything. People could play naked or on whites if they choose so. But thats completely changing the sense in which I used the word “mandatory”.
If you read the topic you linked, you will realise that most people will not make ascended not because they dont want ascended (in fact, they do – mostly to play on an even field than anything else), but because they dont wanna go through the huge ammount of grind required to get them. They have, you know, lives outside the game; and their time is better spent doing something else. GW2 is a game, not a job. People are supposed to have fun on it, not feel forced into some content they dont like just so they can enjoy the content that pleases them on its full extent.
Going back to the use of the word “mandatory”, anything that provides statiscal advantage is a mandatory progression. Sure, people could choose to play at a disadvantage, but the way I see it if you are forced to grind just so you can play at the same conditions as any other player, its a mandatory grind.
There are a million ways to do progression without raising the level cap and forcing everyone to go replace all of their hard-earned gear. New skills are a step in the right direction.
I hope we never see a level cap increase. If we ever do, I hope it isn’t accompanied by higher-level gear. If I wanted the endless pursuit of better gear, I’d be playing a different game.
Didn’t stop them from doing ascended.
I’m willing to forgive them from that mistake if they can show me that they’ve learned from it. Time will tell.
If they had learned from this mistake they would have learned a year ago, when there was a huge uproar about the ascended introduction and a big chunk of the playerbase left this game. And look at where we are now: more and more mandatory gear grinding. Unfortunately, its pretty clear that (unlike it was advertised) this game has become a gear treadmill one. So either people deal with it, or quit it.
Hopefully. They should also release new level 90-100 gear (like lvl 100 ascended & legendaries) which we would have to acquire. They dont even need to provide new areas / dungeons / skills; just raise the level cap and introduce the new gear tier. This game could use a little grind, otherwise there wouldnt be much holding us here.
About the trinity, I will just quote another previous post of mine:
First of all, the removal of the dps-tank-healer trinity didnt leave the game with no roles. The devs themselves have always talked about how they focus the game on a new trinity damage-control-support. The only reason why this is just not noticeable (outside of sPvP and, at certain situations, WvW) is because general PvE content in this game is just too easy and dont explore different combat mechanics. “Hard” enemies on GW2 are basically one-hit kill mobs with unlimited HP pool. Thats why most people just go full zerk dps everything, since the only way to survive to those would be to block or dodge the hits anyway.
And the reason they decided to remove the tank-dps-healer trinity was not to do something different just for the sake of being different, but to avoid limitations to playstyle based on the character profession. For example, if we look at GW1, despite their attempt to give each profession at least 2 different possible roles, in the end each one of them was limited to very specific roles and playstyles on PvE end-content. If you were a warrior, you would have to be the tank. Assassin? Perma, right? No? Sorry, bro, no room for you on the party. Basically, each profession ended up having very limited gameplay options despite having all those hundreds of skills available to choose from. If you didnt ping the right build for your profession, you wouldnt even get in a party to do FoW, UW, DoA, or whatever.
I disaggre with some of the things you listed, especially quests and trinity.
To be honest, it surprises me to see someone prefer the old and dated quest system over dynamic events. IMO theres nothing good about the tradicional quest system. And, essencially speaking, we have quests in GW2: hearts. Hearts are essencially quests, with the benefits of not having to talk to the NPC to start it (or the get the reward after having finished it) and offering different ways to complete it. But its essencially the same thing as quests.
But the design choice for dynamic events was not to provide something different just for the sake of being different. As mentioned by the devs on various articles and interviews prior to release, the idea was to provide a more personal gameplay experience. They recongized the tradicional quest system as a very generic experience. I will quote a part of the Dynamic Events Overview (by the way, you should read it all – in case you havent already – since basically everything Im speaking here is there. Here goes the link: http://gw2101.gtm.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/)
“There is a second fundamental flaw to traditional quest systems: what the quest text tells you is happening in a quest is not actually what is happening in the world.
For example, in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character’s home, and you need to kill them. You then get a quest which says, “Kill 0/10 ogres” and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character’s home – they will just eternally pick daisies in the field. The ogres aren’t actually doing what the quest says they are – the game is lying to you!"
The way I see it, dynamic events are the natural evolution of the system in place during GW1. In GW1, the instances could provide this more personal experience by changing the instance acording to the quests the players in the party have. So, lets say a quest tells that theres an ogre invasion (following the previous example); when players entered the explorable they would see dozens of ogres walking towards the home. After they managed to kill the ogres, and get the reward for the quest, they would never see those ogres again.
Since GW2 is open world, they went for dynamic events, which was a pretty good decision imo. Sure it is not a perfect system, though. The events repeat itself (as producers cant create content as fast as people play), and most events provide no consequence in case of failing. But its way better than the tradicional quest system. Some events and chains are really well done.
I can remember one in particular, while I was doing a same old tradicional quest-style heart on a mine in Kessex Hills which consisted – among other stuff – of motivating the miners. Okay, I was just doing it to get the 100% map completion. But then an NPC came running and shouting about a centaur invasion to the village next to the mine. I didnt even see the NPC, I just listened to him, and saw all the miners starting to run towards the village. So I followed them and fought the centaurs. Theres no way not to appreciate all these little details (from the NPC warning about the invasion, to the miners reacting to it). And theres no way I would prefer the “Go to that field and kill 5 centaurs. It may not seem like it, but they are a real threat to our village”. Dynamic events do create a sense of urgency that tradicional quests dont provide. Sure, after having levelled a few chars, you will probably just choose to skip most of them, but the same would apply to quests (theres no fun in reapeting the same quests).
It makes me laugh how everyone is mostly saying zero. I remember everybody complaining about the ascended weapons at first. Now that’s all I most people have.
Now youre the one making me laugh. “Most people have”… lol
Grind Wars 2. Nothing new here.
This game was already ruined by the “Gibe stats plox” crew in 3 months. Way to go!
Working as intended.
There are 2 kind of solutions
1) in wich BOTH sides lose something (and not just 1 side loses everything that is totally unfair)
2) one in wich nobody lose anything.
I try to suggest something along the 2:
1) bring back flamekissed on TP
2) reskin a cultural HUMAN light
3) give a free SKIN to every T3 owner and put it for sale at the T3 npc
4) delete T3 from cultural NPCIn this way T3 owner can keep an exclusive T3 AND reskin another armor with the new cultural OR overwrite the old T3, ANET has to design only 1 armor for 1 race and doesn t need to refund anyone; flamekissed armor and people who wants to buy it are happy…
Look at some of the the answers i got….
https://forum-en.gw2archive.eu/forum/game/suggestions/Flamekiss-cultural-issue/first#post3280332The issue is not the flamekissed its the toxic community reaching a new low imho….
This wouldnt solve anything, since we would be changing the T3 armor. Sure, they would keep their “uniqueness”, but what if they dont like the new skin? Complains would just change from people who bough the Flamekiss skin to people who bought T3 armor.
The truth is that the whining minoroty on this forum does not represent the opinion of the majority.
Removing the skin just because of few whiny people on the forum is not fair.
Remeber, people on the forum are minority, and we should not consider their opinion, because it does not match the majority. It is a proven fact.
Please, give back the armor skin, Arenanet. Do not bully your loyal customers based on the opinion of a tiny minority of your playerbas in 1 single thread!
The truth is that the whining minoroty on this forum does not represent the opinion of the majority.
Keeping the skin just because of few whiny people on the forum is not fair.
Remeber, people on the forum are minority, and we should not consider their opinion, because it does not match the majority. It is a proven fact.
Please, remove the armor skin from the game, Arenanet. Do not bully your loyal customers based on the opinion of a tiny minority of your playerbas in 1 single thread!
How is ‘being allowed to keep it or have a refund if you’re not happy’ not fair compensation?
Because he wants to keep the armor as is. I do to. A totally fair and correct result would have been to remove it from the gem store, redesigning it but let those who have bought it keep the existing skin.
No. This whole uproar about the skins is exactly because people were allowed to buy a reskin of a T3 cultural armor on the Gem Store. If those people could keep it simply because they bought it before ANet admitted the mistake and decided to fix, the problem would persist, since people would still have the amor that shouldnt have been sold on the first place.
So why punish the purchasers, who purchased in good faith. When it was not a problem they created?
And how exactly are you being punished? Youre getting your money back.
Because they’ll have to cover the cost of replacing their skins if they don’t like the new one. Unless Anet offers a skin rollback which seems unlikely
Im assuming they are going to provide a rollback for the previous armor pieces and even refund players real money (for those who spent real money on it), which would be the right thing to do. Maybe you could provide me a link that states otherwise.
Admittedly it’s speculation but I don’t imagine Anet stores data on what items have been previously part of a transmuted item. The only scenario I see rollbacks happening is if you can provide proof, like a screenshot, that you previously had those skins.
Well, they must have. Isnt it what the Transmutation Splitters do? Return the items to the previous appearance?
How is ‘being allowed to keep it or have a refund if you’re not happy’ not fair compensation?
Because he wants to keep the armor as is. I do to. A totally fair and correct result would have been to remove it from the gem store, redesigning it but let those who have bought it keep the existing skin.
No. This whole uproar about the skins is exactly because people were allowed to buy a reskin of a T3 cultural armor on the Gem Store. If those people could keep it simply because they bought it before ANet admitted the mistake and decided to fix, the problem would persist, since people would still have the amor that shouldnt have been sold on the first place.
So why punish the purchasers, who purchased in good faith. When it was not a problem they created?
And how exactly are you being punished? Youre getting your money back.
Because they’ll have to cover the cost of replacing their skins if they don’t like the new one. Unless Anet offers a skin rollback which seems unlikely
Im assuming they are going to provide a rollback for the previous armor pieces and even refund players real money (for those who spent real money on it), which would be the right thing to do. Maybe you could provide me a link that states otherwise.
How is ‘being allowed to keep it or have a refund if you’re not happy’ not fair compensation?
Because he wants to keep the armor as is. I do to. A totally fair and correct result would have been to remove it from the gem store, redesigning it but let those who have bought it keep the existing skin.
No. This whole uproar about the skins is exactly because people were allowed to buy a reskin of a T3 cultural armor on the Gem Store. If those people could keep it simply because they bought it before ANet admitted the mistake and decided to fix, the problem would persist, since people would still have the amor that shouldnt have been sold on the first place.
So why punish the purchasers, who purchased in good faith. When it was not a problem they created?
And how exactly are you being punished? Youre getting your money back.
How is ‘being allowed to keep it or have a refund if you’re not happy’ not fair compensation?
Because he wants to keep the armor as is. I do to. A totally fair and correct result would have been to remove it from the gem store, redesigning it but let those who have bought it keep the existing skin.
No. This whole uproar about the skins is exactly because people were allowed to buy a reskin of a T3 cultural armor on the Gem Store. If those people could keep it simply because they bought it before ANet admitted the mistake and decided to fix, the problem would persist, since people would still have the amor that shouldnt have been sold on the first place.
Scarlet remindes me of Carmen Sandiego (from the “Where on Earth is Carmen Sandiego?” tv series). She just picked a random place on the world and started to do some random evil for no apparent reason. I guess we can say Scarlet Sandiego does the same: choose a random place on Tyria and start making trouble.
It’s a very literal question “why do you need 80?” You, as a supporter of this thread, need to make arguments to support the idea. Complaining that you feel leveling is boring and/or tedious isn’t a good argument when the goal of this game is to keep you around for as long as possible.
But what if your business model isn’t one based on a subscription, and your content-design motivations aren’t driven by creating mechanics to keep people playing as long as possible? When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?
What if the majority of players like to grind?
If I liked grinding I would buy a game that is based on it (and there are tons of grind-based MMOs), and not one that promotes itself as the opposite. But maybe thats just me.
Your talking here so you bought GW2. So you have purchased a game based on grind.
Well, no. Since I bought this game under the premise that it would be based on horizontal progression. But youre right about this game (after ascended introduction) being based on mandatory grind.
1. B2P
2. Art design
3. WvW
4. No holy trinity
5. Dynamic events
1. Ascended gear.
2. WvW xp.
3. Living Story. Its concept is great, but not its execution. First of all, I think they should go back to one update / month – instead of one every 2 weeks -, so they have more time to polish every update and could focus on quality, not quantity. The LS updates just feel too disconnected between each other. As it stands now it just doesnt feel like players decisions make any difference. Just imagine if new areas / classes / races were based on players decisions. I know its not that simple to create content based on players decision, but players should feel like they are a significant part of the evolution of the game`s world itself. A whole expansion could be based on players decision – imagine a Ellen x Evon voting where each of them had plans to send expeditions to estabilish contact with different parts of the world (Elona or Cantha, for example), and players could decide which continent they wanted for the expansion.
4. RNG – RNG is just bad design. Relying on RNG to get a precursor to make a legendary weapon? Whats so legendary about having luck on loots?
5. The combat mechanics. As it stands now, people cant just focus on DPS without any care for support / control.
What if the majority of players like to grind?
If I liked grinding I would buy a game that is based on it (and there are tons of grind-based MMOs), and not one that promotes itself as the opposite. But maybe thats just me.
(edited by caiomacos.1694)
Ascended gear will work the same way the rest of high end gear works in this game. Once you equip it, it belongs to the character wearing it.
As to this game being alt-unfriendly…. Go play GW1. Go play WoW. Then kitten about ‘alt unfriendly.’ This game functions no differently then essentially any other MMO in these regards.
Regarding gear acquisition, GW2 is way different then its predecessor.
The sad thing is that this could be almost entirely solved by making ascended gear account bound. Seems like such a good compromise between different play styles.
Forgive me since I don’t have any but as far as i know it is account bound?
Soulbound on Use.
The magic find and wallet changes are alt friendly, also fractal level.
Magic find and wallet changes have absolutely nothing to do with ascended gear. Even the fractal levels dont relate much, since at most you could say it makes FotM a little bit more alt-friendly – but not much since it would still require players to grind ascended gear for all the chars to have the required AR.
Scythe, The Crossing, Final Rest.
What you are saying here I did here many people say who left the game. It basically has to do with the removal of the holy trinity. In the end your main task is looking for yourself.
Now removing the holy trinity by itself is not bad and giving everybody some heal and ress skill is also not bad. The problem is that they did not replace it with more roles then tank, dps, healer. They just took that out and then that it.
When I read they took out the holy trinity it sounded good. Finally everybody really has it’s own role (I though) but it turned out to be, nobody has a role. Because of that there is no real teamwork. In the end you mainly watch yourself and if somebody go’s down you res him. Thats as far as it goes.
When there are real roles (like in the holy trinity) you need to work together everybody making using of his required! role to win the fight / reach the goal. And thats a big difference.
The problem has to do with the mentality of doing thinks different for the sake of doing it different. Many of the problems with Guild Wars 2 can be traced to a few main sources.
1. Focus on the gem-store
2. Do thinks different for the sake of doing it different.
3. Quick but dirty developer mentality (invisible walls, and instanced maps show this a little bit but you can also see it on other places. That quick but dirty mentality bites you back later. Trying to fix one thing will then cause 10 new problems)Have to disagree.
First of all, the removal of the dps-tank-healer trinity didnt leave the game with no roles. The devs themselves have always talked about how they focus the game on a new trinity damage-control-support. The only reason why this is just not noticeable (outside of sPvP and, at certain situations, WvW) is because general PvE content in this game is just too easy and dont explore different combat mechanics. “Hard” enemies on GW2 are basically one-hit kill mobs with unlimited HP pool. Thats why most people just go full zerk dps everything, since the only way to survive to those would be to block or dodge the hits anyway.
And the reason they decided to remove the tank-dps-healer trinity was not to do something different just for the sake of being different, but to avoid limitations to playstyle based on the character profession. For example, if we look at GW1, despite their attempt to give each profession at least 2 different possible roles, in the end each one of them was limited to very specific roles and playstyles on PvE end-content. If you were a warrior, you would have to be the tank. Assassin? Perma, right? No? Sorry, bro, no room for you on the party. Basically, each profession ended up having very limited gameplay options despite having all those hundreds of skills available to choose from. If you didnt ping the right build for your profession, you wouldnt even get in a party to do FoW, UW, DoA, or whatever.
I don’t think they wanted to replaces the trinity with a new trinity. It seems they want to give each instance and encounter its own set of roles which any class can fulfill.
Replacing the old trinity with a new trinity wouldn’t progress anywhere. We’d still have LFM x-role queues and we would still have rigid playstyles which you must follow.
Well, those are the categories the devs themselves used to define combat in GW2, as you can see here: http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
I guess the essential difference is that while healing and tanking (in the original trinity) are very specific, the concept of support and control can be more versatile. Healers only, well, heal, and tanks basically only have to aggro and absorb damage. But there could be (and I guess that was GW2 devs idea) tons of different ways to provide support and control. And these combat roles could be performed by more than one (and why not, all) party members at one point or another. For example, an Ele could use an water skill to provide healing, while a Necro place a mark to remove conditions from allies and transfer them to mobs, a Warrior drop a banner to provide boons to teammates, a Guardian uses a ward to avoid enemies to come closer, and a Mesmer dazes or imobilizes them.
Bottom line is that combat should explore a more dynamic and versatile cooperation in which players assume different roles depending on the situation, instead of the static combat of the tank-dps-healer trinity, in which players have already pre-defined roles based on their classes that never change. Unfortunately, like I mentioned on my previous post, GW2 PvE content hardly require any support or cooperation between players (other than revive when a member gets downed), so most people just focus on dps faceroll everything.
What you are saying here I did here many people say who left the game. It basically has to do with the removal of the holy trinity. In the end your main task is looking for yourself.
Now removing the holy trinity by itself is not bad and giving everybody some heal and ress skill is also not bad. The problem is that they did not replace it with more roles then tank, dps, healer. They just took that out and then that it.
When I read they took out the holy trinity it sounded good. Finally everybody really has it’s own role (I though) but it turned out to be, nobody has a role. Because of that there is no real teamwork. In the end you mainly watch yourself and if somebody go’s down you res him. Thats as far as it goes.
When there are real roles (like in the holy trinity) you need to work together everybody making using of his required! role to win the fight / reach the goal. And thats a big difference.
The problem has to do with the mentality of doing thinks different for the sake of doing it different. Many of the problems with Guild Wars 2 can be traced to a few main sources.
1. Focus on the gem-store
2. Do thinks different for the sake of doing it different.
3. Quick but dirty developer mentality (invisible walls, and instanced maps show this a little bit but you can also see it on other places. That quick but dirty mentality bites you back later. Trying to fix one thing will then cause 10 new problems)
Have to disagree.
First of all, the removal of the dps-tank-healer trinity didnt leave the game with no roles. The devs themselves have always talked about how they focus the game on a new trinity damage-control-support. The only reason why this is just not noticeable (outside of sPvP and, at certain situations, WvW) is because general PvE content in this game is just too easy and dont explore different combat mechanics. “Hard” enemies on GW2 are basically one-hit kill mobs with unlimited HP pool. Thats why most people just go full zerk dps everything, since the only way to survive to those would be to block or dodge the hits anyway.
And the reason they decided to remove the tank-dps-healer trinity was not to do something different just for the sake of being different, but to avoid limitations to playstyle based on the character profession. For example, if we look at GW1, despite their attempt to give each profession at least 2 different possible roles, in the end each one of them was limited to very specific roles and playstyles on PvE end-content. If you were a warrior, you would have to be the tank. Assassin? Perma, right? No? Sorry, bro, no room for you on the party. Basically, each profession ended up having very limited gameplay options despite having all those hundreds of skills available to choose from. If you didnt ping the right build for your profession, you wouldnt even get in a party to do FoW, UW, DoA, or whatever.
Hard to believe ascended gear will be tradeable one day. The whole point of the introduction of ascended gear on GW2 was to add gear grind to the game. If people could just avoid the grind by buying ascended directly from the TP, there would be no reason for this stupid new tier.
