Showing Posts For frogshake.2419:
This topic needs to be merged into the feedback thread Irenio posted. I don’t disagree with you, I just don’t see the reason why you created a separate topic. It’s been said numerous times that the devs prefer ONE feedback thread.
Hammer
AA: Too slow for the low damage output – why would I not switch to grenade or bomb AA?
Hammer 3: Unpredictable. If I am close to the target I first jump away from it. Not all hits do actually hit.
General gyro feedback
- cd too high (way too high)
- hp too low (I honestly don’t see why gyros need counterplay other than dodge, considering they honestly don’t do all that much)
- kits generally offer more utility – so why would I use a gyro and limit my options so drastically?
- AI makes them inconsistent: stuck in objects, falling behind, etc.
The problem is: gyros don’t offer enough utility to replace kits. Combined with the high cds they are practically worthless. I think they need a major rework.
(This is a bit ranty: calling it a fuel mechanic that doesn’t do anything other than describing the lifespan of the gyro is really lame. It’s made worse when it appears to be a hamfisted attempt at adding flavor to a lackluster set of utility skills.)
Function Gyro
Lackluster as a new class mechanic. Considerably reduce the cd and dramatically raise the HP. Also, stability should be baseline for the function gyro and should not require an Adept trait.
I’ve never managed to res an ally with it, the option just never showed up. Maybe that was my fault, tho…
Also: no use in PvE, stomp takes ages.
Bulwark Gyro
I don’t ever see any use for that. It’s basically the same as iDefender, another skill nobody ever uses…
Blast Gyro
I don’t see the point. I’d rather slot in FT to get an interrupt with knockback plus a blind, a fire field and a blast finisher instead of the Blast Gyro. It’s just not good enough to deserve a slot in my skill bar.
Shredder Gyro
It’s alright, I guess. Would I ever use it? Not sure yet.
Purge Gyro
Just meh. I don’t like not having control over how condis are removed…
Medi Gyro
Cannot ever replace HT. It’s simply not good enough. Why would I take the Medic Gyro if it offers less healing and no condi removal? Plus: longer cd than HT? That is completely backwards…
Sneak Gyro
Too slow, cannot follow.
Traits
Stabilization Core: Should be baseline.
Final Salvo: Should be baseline.
The idea behind the scrapper is nice, but the execution is just bad. The class mechanic needs a major overhaul, the utility skills need to want me replace a kit or an elixir.
It’s been said already, numerous times. The easiest fix to the “doesn’t play nice with a team”-aspect would be to deny condition cleanses while in demon stance. That way Mallyx can retain its old functionality. Yay!
Edit: I guess it’s implied, but I really don’t like the changes to Mallyx at all.
Oh. Right. Thanks!
Same song and dance every. single. patch. They fiddle with something and break five other things…without even fixing what was broken (or wasn’t broken for that matter).
Please fix GS#2!
- Veteran Karka retaliation that lasts forever: annoying
- Veteran Karka life bar reset: annoying
- Reef drake confusion that lasts forever: annoying, especially for mesmers after the 50% WvW confusion nerf.
- Karka hatchling effects: annoying and repulsive
1. Strip the boon.
2. The reset has a reason: remove the shell, then you can kill it. Pretty cool to me. Plus it’s a type of veteran that is at least somewhat challenging to fight. Also, you do understand that you don’t have to fight them, if you don’t like their mechanics, right?
4. Annoying? I think it’s a pretty neat machanic, it’s a veteran after all. Also, just dodge to remove them. Repulsive? Never play Half Life. Seriously.1. Ok I have an ele and warrior there, How do I strip the boon? I am not a very good player but since I hear other people saying it I think it’s not just me.
2 Agreed, that is one of the nice things, Anet could have made it clearer to us by giving the armour health another colour. I did not know that and even see(must be blind or something) that the armor came of during the fight. I just thought wtf happend to this health.
4 Agreed, it’s more annoying than doing anything else, and I also thought about HL, and that is never a bad thing
1. Hm, well, okay, you got me there, those two aren’t really well suited for that task, true.
2. Yeah, I guess I somewhat agree. I am not entirely sure at the moment, but don’t Veteran karka have a little icon under their health bar indicating that you have to remove the shell first? Well, maybe that’s just wishful thinking.
4. Half Life ftw!
snip
-Ignoring for a moment the various replies which would make it obvious I don’t just keep using the build from the first post exclusively (and quite possibly class – but if I didn’t give that away before I suppose I have now), what exactly do you consider a ‘style of play’? Because if you’re referring to the fact that ranged attacks render everything on southsun a sad joke while melee needs contend with things like chain pulls into drake acid spit, then I’d say I definitely oppose that on principle alone, even though personally I’m happy to use my assortment of ranged weapons/kits I’ve accumulated on my classes. Hell, I even made a mystic speargun for my engineer just to farm SC, and I pay so little attention to water content I had to replace the starter breathing mask at the same time.
Yeah, I’m talking about adjusting the way you play, e.g. which weapons you use, depending on the mob you’re fighting. So, if you want to stay in melee range, better bring some stun breakers for the drakes and quite a bit of condition removal. However, not every class will do as well as another in melee range when fighting drakes, obviously. A gurdian will have an easier time since they are able to shed conditions very quickly and have ready access to stun breakers, e.g. stability.
Sure, CC is annoying as hell, but it’s (usually) avoidable by adjusting the way you fight a particular mob. If you don’t like that, fine, I guess there’s nothing I or anyone else can say to convince you to just go with the flow (ugh, lame phrase, I know).
snip
-‘If you can avoid it, [a control effect] makes no difference.’
Were I saying that avoidance didn’t work, there probably would have been a ‘try’ in there somewhere.
being saturated in control effects just isn’t enjoyable in general. If you can avoid it no difference is made, if you’re constantly stuck in it until death it’s frustrating, and if you have the resilience to ride it out and save some stability just in case (i.e. my approach right now) it’s tedious.
Okay, so you were saying that even if you avoided the control effect, it would still be annoying and no difference was made, i.e. no difference with regard to it still being annoying? Then your phrasing confused me because the triple use of “if” in that sentence made me think of three different propositions, as in 1.) avoiding CC altogether makes no difference, 2.) being stuck in CC until death do you part is frustrating, and 3.) you get into CC and ‘stun-break’ out of it and manage to get through the fight, which is tedious. Because clause one is ‘missing’ – from the way I read it – an adjective referring to the annoyance of the fight, I understood it the way I did. Anyway, I am pretty sure I get you now.
PS: I apologise for my unnecessary snideness in my earlier post.
- Veteran Karka retaliation that lasts forever: annoying
- Veteran Karka life bar reset: annoying
- Reef drake confusion that lasts forever: annoying, especially for mesmers after the 50% WvW confusion nerf.
- Karka hatchling effects: annoying and repulsive
1. Strip the boon.
2. The reset has a reason: remove the shell, then you can kill it. Pretty cool to me. Plus it’s a type of veteran that is at least somewhat challenging to fight. Also, you do understand that you don’t have to fight them, if you don’t like their mechanics, right?
3. Either avoid the confusion or just remove it.
4. Annoying? I think it’s a pretty neat machanic, it’s a veteran after all. Also, just dodge to remove them. Repulsive? Never play Half Life. Seriously.
[…]This is not a thread about things being hard, because they’re not. It is not about things being in-completable, because they’re not. It is a thread about things being needlessly annoying.
[…]
Actually, being saturated in control effects just isn’t enjoyable in general. If you can avoid it no difference is made, if you’re constantly stuck in it until death it’s frustrating, and if you have the resilience to ride it out and save some stability just in case (i.e. my approach right now) it’s tedious.[…]
The problem with understanding your post is that everything you complain about as being too annoying, frustrating, pick-your-favourite-adjective, can be understood as SC being too hard in the sense that it requires players to adjust their playstyle to whatever mob they’re fighting. And this, whether you like it or not, is what playing in SC (and other areas of the game) comes down to: adjusting your playstyle so being in SC (or anywhere else) is not totally annoying.
Your main beef with SC is that the mobs are “needlessly annoying”. What other people find challenging (and after a while not really challenging anymore) you find annoying and, what is more, you actually don’t see any point to the fighting styles of certain mobs. Okay, fine. However, everything you describe as annoying can be countered – if you get spiked or CC’ed then you only have yourself to blame. So your problem is that you don’t seem to want to adjust your playstyle and thus claim that the mobs’ main objective is to interrupt your preferred style of play, which renders their skills annoying. As that is what I get from what you wrote (and it is by no means an unreasonable interpretation of your text), I cannot help but see this as another QQ-thread.
On another note, saying that avoiding attacks makes no difference is quite ridiculous (and this is why it is so hard to take what you’re trying to say seriously and so easy to attribute it to a “l2p” issue, as many have done). There’s a very clear difference between being hit and not being hit (and thus CC’ed). What other effect should a move to avoid an attack have? You have neutralised the attack and can proceed to kill the mob. Congratulations.
Well, but maybe my reading comprehension isn’t so good either, as you so saucily and arrogantly throw into everyone’s face who does not 100% agree with you.
Ok, so the Troll/Kohler thing is possibly an exploit? Then why are they programmed to attack each other? That makes zero sense. They could’ve just been designed only to attack player characters and their minions etc. In fact, if it is an exploit this should be addressed in the next patch. Seriously though, everyone knows about this, I am certain Anet knows about this, and so far they haven’t touched it, which tells me it’s working as intended.
About the other point: so, if I get rare mats and craft something I don’t need, say a rune I got through discovery, then I am allowed to sell it, right? But if I bought mats from the TP and then sold what I’ve crafted for profit, then that is considered an exploit? Or does the whole thing depend on quantities? If I buy mats for runes and sell 3 a week it’s okay, if I sell 50 per day it’s not?
(edited by frogshake.2419)
@Vioxis
I agree that it’s not a far cry. However, some vulnerability or 2 stacks of bleeding is very, very tame as manveruppd has already pointed out. It doesn’t feel risky at all, in fact it isn’t, because I can simply use these conditions to heal myself or throw them at a foe via various skills. This is fun, no doubt, but the stacks are so small that it’s almost not worth the effort. Also, life stealing in GW2 is laughably ineffective when compared to life stealing in GW1.
So, while I totally agree that variations of what I’d like the necro to be are there, I don’t think they are very well designed. In short, I want blood magic to be way more bloody.
It’s not fun if you’re not constantly balancing on the line between ultimate power and accidentally killing yourself!
Exactly
[whine]
Holy f! I’ve just discovered that one trait line that was originally planned was called Blood Rituals and it dealt partly with sacrificing health (http://wiki.guildwars2.com/wiki/List_of_historical_traits), which means that there could have been skills “powered” by sacrificing health. Why oh why was this not implemented?
[/whine]
(edited by frogshake.2419)
I agree with your view of what the necromancer was in GW1 and what it should still be in GW2 – at least if you choose to play the necro that way (because the GW1 MM was probably the safest build to use as a necro). I’d gladly decide to take on lots of bleeding stacks for example in order to gain massive damage capabilities.
BiP is nice, but why not increase Might to 15 stacks and increase the bleeding received to anything between 5 to 10 stacks? That along with fixed Vampiric would provide the player with the ability to compensate for the damage wrought by self-bleeds, which shouldn’t be removable, by stealing the opponents health. Or have wells that force the player to sacrifice 1/3 of their health in order to AoE steal health from their foes – sacrifice first, then reward – with the sacrifice being the most dangerous part of the fight for the necro due to the large drop in health.
Skills such as these would be powerful, yes, but using them together (drop 1/3 of health + lots of unremovable self-bleeds) provides a big risk with a potentially high reward.
tl;dr
Provide us with traits/skills that force us to take risks and strike the perfect balance between HP sacrifice and vampiric skills in order to be very powerful.
(edited by frogshake.2419)
Hey Anet and fellow players,
I was wondering whether or not it would be possible to have dungeon tokens delivered to players per mail, if the dungeon is bugged and does not give the final reward after completion. I assume there is a log of activities for each map/dungeon which could be used as the basis for such a system.
Another option – in case this cannot be automated – would be to finally introduce GMs WoW-style. You write an ingame support ticket, e.g. “Completed dungeon XY but got no reward”, and one to three days later you get contacted by a GM in-game to talk about it. The GM checks the log, if the story of the player checks out the tokens are rewarded. I know that this is a lot of work, but I was really impressed how the GM in-game support system works in WoW and I am sure this would greatly improve GW2 in that department.
The latter option could, of course, also be used to deal with various other bugs and problems. Thoughts, suggestions?
Edit: I’ve just realised that this topic might be better suited for the GW2 Discussion area, maybe it should be moved?
What’s weird is that there has been no game update since yesterday, right?
For what it’s worth, this is the first time I’ve encountered this bug. Hope they’ll look into it after xmas – sent them a bug report in game.
The same thing has just happened to me
Ok so its sounds like you could counter the summon delay by having a subset of traits. So we fixed a bug that lets all those triats work together but that also makes them not able to exploit the delay anymore. Since it seems like they were working and mostly balanced without the delay I am going to go ahead and reduce the delay on this stuff to .25 seconds. I just tested it at 0 seconds and that breaks some other things so I think .25 is the best compromise.
^ THIS! 10.000x THIS! This is exactly what we’d like to see more of. I’m not even talking about the change itself, but about the communication. Jon, this thread was handled exactly as it should’ve been handled. More of this please. Even the grey post worked, where it said that the issue has been forwarded to the team.
Keep at it
I absolutely agree. Thanks for talking to us and fixing the bug(s)! Btw, I assume the code does not allow for the delay to be even shorter, e.g. 0.1 seconds, right?
You’re working on it? So nice of you considering the event is already over. I’d suggest you work on events of this scale beforehand making sure it runs smoothly, but what do I know…
On the other hand, this does feel like a once in a lifetime experience
Oh Anet, all you do is fail…
This is so horribly laggy it actually makes me laugh.
You can do everything in the game still without the ascended gear unless you’re getting into the high lvls of the new dungeon
Everything but that, got it. So unlike WoW. Oh, wait…
Actually, they’ve made it really easy to stop playing, because I think for most of us who bought this game because of the lack of gear treadmill, we just don’t care to log in anymore. I haven’t logged in since I heard of this a couple of days ago.
In fact, I WISH I could log in and enjoy my beloved characters and that beautiful scenery and that fun combat system. I really wish I could. After all, it’s not like I have to spend any more money on what I’ve already invested so much time in.
I feel exactly the same way. I really want to still enjoy the game but somehow I can’t bring myself to fire it up again. Played for a few minutes this morning but then just logged off – enthusiasm gone. Completely. Was looking forward to the expansion and incidentally it’s my day off today and yet I’m not playing. What really took the cake today was that laughable patch.
I guess the only way for Anet to learn is to fail hard. Well, my wallet will remain closed.
Like you just took some random stuff from each class and decided that is the priority, despite some blatant bugs/imbalances.
Must be part of the manifesto :P
Why does Anet hate mesmers so much? Lol
Who knows… what a joke this patch is.
Anyone who still thinks this isn’t the beginning of a gear grind is fooling themselves at this point. We were fooled by Anet the first time around, but the situation ought to be clear to everyone by now.
Fool me once, shame on me…
I’m starting to wonder if the devs even examine or play mesmers, because every patch brings tonnes of bugs and ridiculous PvE nerfs to the class and the only way they could possibly think it is a good idea is if they don’t personally ever play the class and instead take all their feedback on Mesmers from the elementalist or warrior forum
Which is why they need to split PvE and PvP skills once and for all. Not that the nerfs aren’t bad for WvW, but I don’t see the logic at all behind screwing the class in PvE.
It will be the last, seriously. No, really. Cross my heart and hope to die.
Arenanet, there’s an old saying.
“The man who chases two rabbits, catches neither”A.net developers seriously need to repeat this quote a hundred times in their head. It seems like they don’t really know what they’re doing at the moment.
They haven’t since they’ve released the game – they throw out random nerfs (alongside few that were warranted) while ignoring bugfixes. They introduce a gear treadmill and don’t address the issue in any serious manner. Awful, just awful what happened and is happening to such a promising game.
They took my favorite MMO ever, a bright spot of uniqueness and creativity in a sea of WoW clones, and they turned it into a WoW clone.
I wonder, does Anet seriously believe that pandas will abandon WoW just because GW2 now also has a gear treadmill? How deluded they must be…
You really think an Ele wouldn’t do MORE damage to you or that siege equipment? Again this is an across the board Mesmer nerf that was not needed. My Ele can farm people on walls all day long better than my Mesmer ever could. This was a knee jerk reaction from Anet to a non-issue.
If it was a huge issue in WvW then separate the skills already. Killing the class in all aspects of play because people aren’t bright enough to take 2 seconds to one shot the illusion in WvW is ridiculous.
I absolutely agree. Anet should split the skills. Hell, they’ve already started, so why not do at least this properly instead of turning this game into even more of a huge clusterkitten?
error code 42:6:3:2060
Oh come on – I don’t even have a full set of exotics yet (yeah, I’m slow, but I was having too much fun exploring the world) and was looking forward to being done with gear acquisition (stat-wise, I don’t actually mind (all that much) to grind for gear that simply looks nice…). Gah!
Also, how about hiring some, what are they called again – oh, yes, PR professionals so you can learn how to communicate new features in a way that is not absolutely ambiguous (although if that’s what you’re going for: great job!).
Erm, if you feel like your illusions disappear to fast grab Deceptive Evasion which creates a clone every time you dodge (Dueling trait line) and put some points in Illusions to get the shortened recharge. Also put some points into Chaos for shorter staff skill recharge. Throw Mirror Images into your build and voila – you’ll never run out of illusions.
If you add Debilitating Dissipation (clones apply a random condition to nearby foes when they are killed) you also get some use out of them dying when you don’t want to use a shatter just yet.
I often – depending on the situation, of course – shatter my illusions when my illusion summoning skills have recharged so I get the extra damage of Mind Wrack in there. Also, as soon as the first illusion shatters (I find they seldomly shatter at the exact same time) I create the next so I hardly ever have no illusions active.
Granted, you don’t have the same illusions active throughout one fight, but then again, why would you?
I just have to reply to this:
“That way you can actually use them for their intended purpose in AOE situation.”
Funny, why don’t you shatter them in AoE situations? Or pick a target that you think might live a bit longer? And if we’re talking “intended purpose” in AoE situations, the case could be made that their purpose is to be shattered (iWarden doesn’t necessarily support this, especially with Phantasmal Haste, but whatever).
“So your suggestion is to deal with it….when a certain combat mechanic doesn’t work well you make suggestion so it improves…YOU DONT JUST DEAL WITH IT.”
There is no need for improvement, so yeah, deal with it. Try to figure out what you can do with what you have. Just because a mechanic doesn’t work the way you want it to work doesn’t mean it’s broken and requires fixing.
(edited by frogshake.2419)
Phase Retreat sometimes teleports me below the map. In Timberline Falls on the lowest platform of the kreait tower Phase Retreat has twice teleported me under the wood planks and got me stuck there with no means of getting free again. Very annoying…