Booooooo, anet.
Multiple AOEs on closest opponents with great sword mind stab.
Portal projection beyond blink range used to teleport.
Wouldn’t it be wonderful?
Like your suggestion. Also, I would like if Anet would make all trait and skills totally independent of each other (CDs, GCDs, durations, etc.) between PvE and PvP.
I’m on a 12 yr old mac and get between 20-35 FPS (with mid settings) and considering my comp’s age and the vid card is now 6.5 years old, I’m just happy I can run the game (booted in win7). It’s nice to know I got my money’s worth out of my system.
Thought I would start a thread! I push for the Veteran Karka because they have the most variety of attacks, double HP bar, most boons, best evade, etc. of any of the non-boss or champ NPCs.
Personally my best was to successfully tackle two vets simultaneously while 2 little ones join the fray.
Starting today (a dozen client drops) with 7:11:3:191:101
Note: All my other internet activity is running with no issues!
It’s a shame raid bosses were not designed to consider the player class complement the boss is fighting against in determining their fight tactics against the players. It’s time some AI (b-trees, neural net tactic tree, etc.) was actually put in MMOs rather than the 20 year old technology of stacked mechanics against the clock.
To be honest I think all the different situations require different setups on the mesmer. Too many people rely on the test golems as the “word” on how to setup. The only real good test fight scenario I found is against Vet Karka (only lacks the break-bar). It’s the one non-boss combat NPC that has the most variety of attacks, interrupts, lockdowns, boon generation in the game. I would like to see all classes test themselves against that NPC for stats of various setups and stats like average DPS, spike DPS, direct dps, condi dps, and takedown time. This kind of test would be more “real world” in demonstrating the proficiency of the class. Of course PvP 1v1 is another good valid test, but it relies on the equivalency of play between the two players.
Love how people use a test golem to demonstrate their prowess which in itself only demonstrates under optimum conditions. Try that same test with a Vet Karka and see how it fares. Why a Vet karka? It is the best combat non-boss NPC in the game at the moment with the most variety attacks and boon generation (only lacks the break-bar). Considering the lock-downs and interrupts that can happen, it would be interesting to see how fast you can take down the Vet. It’s a shame that this kind of “real world” test is not applied to all classes.
I hardly do anything in HoT once I got what I wanted out of it. Now, I go in when I can tolerate it to map complete my alts.
My likes and dislikes with HoT:
1) Disliked Mini-adventures – Mario games have no place in MMOs and further locking Masteries behind them is just plain wrong. Too bad they didn’t put that development time into improving and adding new Guild Missions (or fixing them sooner).
2) Like the new HoT NPCs you fought with their unique abilities. They do keep you on your toes. Dislike the events not scaling properly (all non-meta events should scale down to be solo-able).
3) Disliked the meta-event design – too much pre-event setup, the event itself was way too long, lack of scaling (octovine should scale down to be doable with as little as a party per vine for example), and lack of getting rewards during the event turned me off. Sure you get a lot of loot at the end, but I’d rather get the rewards as you progress (all mobs should drop loot – hint Anet). World boss fights (15m) with their short pre-events are as long as I care to invest my time in.
4) Living story was so-so. It definitely needed better scaling according to party size.
Actually, arguing about each class’s dps output is sort of unrealistic because a lot of stats are based upon an optimized test environment that just shows maximum potential output. In that regard the solo mesmer does not fair well relative to the partied mesmer in PvE.
I propose an interesting test on “effective” dps be done in the form of each class testing itself against Vet Karka. Why Vet Karka you ask? It’s the one NPC that has the most variety of attacks and self boon buffing of any non-boss NPC in the game at present? The only thing lacking for making a “real world” test with this NPC is the relatively new break-bar. It would be interesting to see how each class fairs with this kind of test stat-wise with measurements of stats like takedown time, peak dps, and average dps. I for one am curious to what the results for each class would be with this kind of test.
Detected several bugs with this current event:
1) Sometimes when you cause the rift to appear your action bar doesn’t change from the number one skill action to either the stabilizing actions (match spirals) or the rift number.
2) Sometimes when you cause the rift to appear is blows up and you have to wait for an excessive number of tries to regen it.
3) Spamming the “activate stabilizer” action is way too random. I’ve had some rifts appear after spamming it over 30 tries (way too many and takes too long). The rift should appear with a smaller finite number of spams of this action.
4) Some locations when activating the rift don’t give enough room for user to back away to then jump thru the rift. Shrink the size of the rift’s width of the hit box.
Anet’s mistake was not totally separating PvP actions, durations, CDs, skills from those in PvE. Soloing the living story was a nightmare for my mesmer (main) while my warrior rofl-stomped her way through with ease grabbing the achievements as a no-brainer.
Viper is golden so stick with it. For tough stuff (like T4 fractals I go trailblazer which is obscenely expensive to make).
It’s like bosses with way too much health or living stories that go on forever. Just once I would appreciate some real AI in games that once a combat weakness is exploited several times or less it just plain ends the battle.
I understand the map completion arguments, but find the hearts are fairly fast so to me was no biggie. However, a better implementation would simply leave them filled in on the map once done, but the infinity symbol lets players know that they can optionally redo them, but probably the check for heart completion is map hardcoded so it was easier to implement a simple reset switch to their status.
I’ll give Anet credit for introducing a new kind of objective into their game.
Before this new map I see a sea of 162s.
Rytlock was a kitten. My mesmer clones (not phantasms) did more dps
It was pretty shocking how much trouble I had with the living story with my mesmer (took 3 deaths to complete the last part with over the top kiting). Then I took in my warrior and stomped my way easily though the living story. Living story design was horrible for cloth wearers (fire, plus lockdowns….sheesh).
It’s sad when the living story is a joke on my warrior (probably any armor class), whereas my mesmer struggled so much.
Just add Superior Sigil of Fire to your great sword and you get AOE on both surge and on the #2 bouncing attack. It’s more effective than your suggestion.
I think the new Bloodstone map is Anet’s way to say to gamers we heard you about the excessive long meta-event timers and durations. To be honest I like the new map way more than HoT which I hardly bother to visit anymore.
Enrage timers are developers simple solution to make encounters hard instead of actually developing smart AI in which boss’s tactics are based upon the party or raid composition. That being said they should not be in the game. Instead developers should deploy a tiered-loot system that bases reward upon performance and numbers participating.
Solo a dungeon a person gets 5x the loot that each in a full party would get.
Do a raid boss fast get better loot. Do the same boss in longer time get less loot.
Presently, the enrage timers once breached the bosses become essentially rote and people get bored with them. Developers need to deploy better AI (which is not actually that hard) and QA them with test suites via monte-carlo methods. But maybe I’m asking too much from the gaming community.
Two things:
1) Add a hardcore mode that would allow players to get better loot.
2) Implement tiered-loot system such that rewards are based upon two-factors: 1) Performance – time to finish dungeon and 2) number of players doing dungeon (if you solo a dungeon you should get 5x the loot for example)
Anet would benefit employing two obvious solutions. One wonders why they don’t do it.
1) Make all dungeons, raids, and world bosses have two modes. Regular like now (except remove time gates from raids) and hardcore mode (preserve time-gate in raids), and
2) Implement tiered loot based upon 2 factors. Numbers participating and performance. If you solo a dungeon you get 5x the loot as a player who does the same dungeon with a full party. Do a world boss with fewer players or down him faster than the average (like get Tequatl to battery phase at 10 minutes left on the timer) the participating players get better loot. The end result is better loot for the good players while letting casuals participate in all aspects of the game.
Elitists get the goods and casuals get to participate in all aspects of the game. It’s a win-win!
Anet wise-up!
Eliminate old technology of time-gating and implement tiered loot rewards based upon performance would prevent this drama. Do it faster get 2x the loot or better RNG.
My suggestions:
1) Add a mastery to allow player to use contested waypoints (or just eliminate the concept of contested waypoints), otherwise bite the bullet and add mounts (even though you can think of a glider as a mount).
2) Add server queue preservations buffers to address the issue of people DC’ing and not able to get back in the same map. (Duration of 5 minutes should be adequate).
3) Totally separate PvE and PvP combat actions, cool downs, duration to boons conditions, etc. to simplify the recurring balance issues occurring on both sides of the player fence.
4) Add a “Skip” button for all cinematics. Some of the stories cinematics are way too long to deal with especially when they are rerun with alternate toons. In addition, for those overly long story chapters add a skip through unnecessary mobs (if the player went through them once) to allow faster access to work the achievements, Auric Basin and Dragon Stand stories are an example of being way too long for rerunning).
5) Add armor, trait and combat skills sets….. PLEASE we need this one bad!
6) Add more currency or item exchanges (like old simple infusion agony orbs for the new ones).
7) Change to tiered loot in which performance (either by numbers or time) effects rewards. Solo a dungeon get 5x the loot for when a party of five does it. Do a boss twice as fast, bet 2x the loot or improved RNG. In addition this would eliminate the need for time-gates and make things like raids, or boss chains more attractive to a larger audience.
I’d be happy if they (Anet) bit the bullet and made PvP and PvE fully independent for all combat actions, CDs, etc. so Mesmer class wouldn’t be the whipping boy in PvE because of PvP.
If Anet is so hyped up about adding more currencies why isn’t there a complete currency exchange mechanism to convert any currency into another?
There is no conversion from “Simple Infusion” orbs into the new “Agony Infusion” orbs for possible upgrades (even though there is a 3 to 1 loss for the extra stat ones)?
Shame on you Anet.
I was using the new special skill that appears above the F-key icons and I was still stuck in walk-mode. Never could get out of it.
Every time I use the “new” magic ability with the bloodstone with the red rubberband of light between the bloodstone and my character it forces my character into walk mode that I can’t get out of. Dodges fail to activate as well, making the story extremely difficult since you lose mobility during this ability activation.
This occurred on my mesmer. I went through the story with a friend (on necro) and it only happened to him once whereas anytime I get close to a bloodstone I get forced into walk mode.
I mix and match skins and able to change dye per armor piece is a lot more handy than the outfit restrictions.
I’d just wish Anet would fix the multi-year bug with guild missions. Like not able to start Prisoner 1141 and having to restart the bounty because of it.
The problem with raids is the fact developers still deploy the same simplistic functionality of stacking mechanics under a time-gate. Instead the developers should have not only raids, but world bosses consider the composition of the group of players engaging them and have different tactics deployed by the bosses. Rewards, I agree, should be tiered in which the faster a group progresses through the better the loot. Why? Because once the players learn the bosses they become rote? If bosses had completely different tactics in the fight dependent on the composition of players the fights would stay fresh and unique and be harder to learn. Right now it is just a simple dps race.
Not only this is a huge amount of work, but it also gonna completely remove any class/build diversity we have left.
Actually that would make class/build diversity expand. Imagine how NPCs react differently to a healer than a warrior or the mood your PC expresses. GW2 glossed over it with the story, but imagine if the emotion your PC expresses impacts not only your fate, your combat, but how NPCs you interface with react. After 20 years a little AI is much needed in MMOs rather than primitive algorithmic approaches (even a state transition network is pretty easy to implement). AI is not hard (it’s been around for 40 years). Testing this new methodology is not hard. Monte-carlo techniques have been around for awhile making testing and QA better. I just wish techniques being deployed now in robotics, spacecraft, even factory floors would be looked at for gameplay.
I want a mastery that allows you to take contested waypoints. Especially needed in HoT (I’m sick and tired of running to find a high spot to resort to gliding).
The problem with raids is the fact developers still deploy the same simplistic functionality of stacking mechanics under a time-gate. Instead the developers should have not only raids, but world bosses consider the composition of the group of players engaging them and have different tactics deployed by the bosses. Rewards, I agree, should be tiered in which the faster a group progresses through the better the loot. Why? Because once the players learn the bosses they become rote? If bosses had completely different tactics in the fight dependent on the composition of players the fights would stay fresh and unique and be harder to learn. Right now it is just a simple dps race.
Why have hard levels in Raids? Solution is much simpler. Just remove time-gates and reward appropriate to the speed at which the raid downs the boss. Why Anet has not done this (which is simple to implement) baffles me.
I find I spend a vast majority of my time in the old maps over HoT. Why? Meta-events in HoT are much too long and even though you get a lot of loot, the loot is unfulfilling due to RNG (Anet is notorious for this). Map design of HoT is simply annoying due to lack of viable waypoints, so you spend a lot of time running through mobs to get where you need to go, which is BOOORRRRIIINNNG. In Tyria you get where you need to in much shorter time, so you spend more productive time there.
Solution is way more simpler than what was proposed above. Simply remove the time-gates and add tier loot based upon the time the raid takes down the boss.
To be honest after map completing the HoT maps and getting my masteries I hardly bother with them anymore and just stay in Tyria. Since the rewards are not that great with the exception of the meta events why bother. I enjoy running around in Tyria so much more.
One solution for improvement is have a mastery that allows players to use contested waypoints.
Hope Anet is listening for the next expansion.
I’ll chime in about the raid side. Why has Anet braced old technology of raids (stacked mechanics with static phases and employing a simple time-gate to make it hard)?
Instead the simple solution was remove the time-gate and have the rewards reflect on the group’s performance. Down the bosses fast get good rewards (less RNG), down the bosses slow get lesser rewards. That way all can experience the play and make progress while satisfying both ends of the spectrum.
But what Anet should do employ a totally new strategy in which all bosses (raid, world, etc.) instead change their tactics based upon the player class composition opposing them. This would make bosses stay “fresh” as differing class groups of players takes them on. Also, make learning the boss more interesting instead of rote.
Better yet, get rid of the static phases and have the boss change and adapt during the fight based upon how fast their HP is dropping. That would really make things interesting. It would be cool if the boss sees so much loss of his HP so fast, he just plain runs away. All of these methodologies are doable with some good AI. After 20 yrs of MMOs why are we still getting such old-school algorithms.
Correction Dude, they do know balance just the fact that it has been for PvP sake over PvE is the problem (too bad Anet was not wise enough to just make PvE and PvP skills, traits, CDs, etc. totally independent).
I’ve failed several times at guardian but its always been with mostly untested and different players (can’t find a consistent group…sigh). I sort of miss the old WoW raiding days when a guild would get 40 people willing to spend several hours a night doing a massive raid. Those days are gone.
Now the experience and hardcore are impatient and if they are in your party and they see a lack of dps they just leave without helping others or the newbies just give up after a single try. Sheesh it’s now hard to get 10, let alone the same, people to be consistent.
The third raid wing looks promising but to be honest I fear the fact that the boss mechanics are much the same (zerg dps against stack mechanics or nothing). Why after 20 years MMO developers haven’t put AI into their bosses where they change tactics based upon the player composition or how the fight is progressing instead to static phases, I’d like to know?
To be honest the meta events require too much organization and time given their lame rewards (although Octovine rewards are massive but low grade mostly). I find Karka farming more rewarding. The only time I spend now in HoT maps is to map complete my alts. I now spend over 90% in regular Tyria maps.
Biggest fear. More of the same in which bosses have static phases they go through with stacked mechanics without consideration of the class structure of the group of PCs going against them.
PvP skills, traits, CDs, etc. should be totally independent and probably different from PvE. Problem solved.
I’ve copied and pasted an earlier response from another thread here hoping Anet developers would read this.
I will put this out concerning raids (I did them a lot back in WoW, haven’t done much in GW2 since not able to get into a consistent group) but I’m very disappointed with Anet sticking with the same stupid way of doing them (stacking mechanics behind a time-gate in order to make them tough). It’s time for a change in Raids to expand them beyond elitist type game-play by the following suggestions:
1) Change the loot system to be tiered based. You can base it upon the speed the group defeats the boss. This would allow impromptu groups a chance at success for less loot than the hardcore who can squash the boss super fast and get superb loot as a reward. No more stupid time-gate. Problem solved allowing a much larger player base participate , why this hasn’t been implemented for not only raids, but world bosses escapes me. ANET YOU CAN DO THIS!
Next two are wish lists:
1) Make bosses more strategic in nature. Have the boss change their abilities, boon structure, defensive abilities, etc. based upon the class structure of the group of PCs fighting them. This would make raids, world bosses so much more unique for each gameplay for the player base and solve the one big issue of people learning the boss too fast and making it a simple zero-fest thing (like Tequatl now). At first you can do this upfront by noting the class balance of the group going against the boss. This approach can easily be tested through monte-carlo simulations.
2) Make bosses adaptable during the actual fight. Instead of always going through the same phases, have them change their capabilities, attacks, defenses depending on the success of the group going against them. This would introduce new things like for instance, mood of the boss, etc. impacting the fight.
It’s been 20years and why developers haven’t advance beyond linear stack mechanics behind time-gates is extremely disappointing.
I will put this out concerning raids (I did them a lot back in WoW, haven’t done much in GW2 since not able to get into a consistent group) but I’m very disappointed with Anet sticking with the same stupid way of doing them (stacking mechanics behind a time-gate in order to make them tough). It’s time for a change in Raids to expand them beyond elitist type game-play by the following suggestions:
1) Change the loot system to be tiered based. You can base it upon the speed the group defeats the boss. This would allow impromptu groups a chance at success for less loot than the hardcore who can squash the boss super fast and get superb loot as a reward. No more stupid time-gate. Problem solved allowing a much larger player base participate , why this hasn’t been implemented for not only raids, but world bosses escapes me. ANET DO THIS!
Next two are wish lists:
1) Make bosses more strategic in nature. Have the boss change their abilities, boon structure, defensive abilities, etc. based upon the class structure of the group of PCs fighting them. This would make raids, world bosses so much more unique for each gameplay for the player base and solve the one big issue of people learning the boss too fast and making it a simple zero-fest thing (like Tequatl now). At first you can do this upfront by noting the class balance of the group going against the boss. This approach can easily be tested through monte-carlo simulations.
2) Make bosses adaptable during the actual fight. Instead of always going through the same phases, have them change their capabilities, attacks, defenses depending on the success of the group going against them. This would introduce new things like for instance, mood of the boss, etc. impacting the fight.
It’s been 20years and why developers haven’t advance beyond linear stack mechanics behind time-gates is extremely disappointing.
Anet could make raids for everybody if they would just introduce “tiered” loot model. Take the time gate off on all bosses (incl. world bosses) and based upon the time it takes the raid or zerg to down the boss determines the loot reward.
Simple solution that satisfies everyone!