“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
And u guys keep hitting on the “remove aoe cap” thing
joneirikb.7506, colisions detecting system is another thing that this game engine cant handle well, ANet have been decreesing some of the colision validations to incrase game performance.
Did ANet changed something where is now possible to remove cap..?
Haha, the whole collision detection + friendly fire is a joke (mostly), as both of them would completely destroy how zerging worked. Imagine a group of 50 players, when someone starts shooting 3-4 sup AC’s on top, and you try to run out but crash in the rest of the zerg? We’re not serious about adding that (But I’d love to see it for a week test!)
And the Aoe limit of 5 isn’t hard locked in any way. The game originally didn’t have any aoe limit at all, it was added very early in the game (I don’t remember when, probably within first couple of months). And Some warrior skills (banners iirc) was changed to target limit 10.
There was also a bug back when they changed the build system before HOT, that removed the target limit on a bunch of skills, notable Guardian staff and shouts. I remember it well! I was indestructible as long as I had 10+ people around me! Went to EOTM just to test it with my guardian shout/healway build, heal on every time I apply boons to friends, and I stood in the middle of enemy zerk, and just spammed skills with 20+ people attacking me, and outhealed them :p
yes, it is to not log around.
This is why I bought the upgrade mentioned above, so each of my toons can have 4 crafting professions active at the same time. I have 2 characters that each got 4 different craft’s maximized. I even plotted so each of them can craft all 4 ascended mats through their different crafts, without needing to swap characters.
but if one has the 4 professions, it has no sense to level it on other ones, cause 0 benefit.
Exactly. There really is no benefit to having maximized Armorsmith for example on multiple characters.
But a lot of people level up various crafting just for the XP on new characters.
but if you re-roll you need to log all the times bag you want to craft.
Nope, I just craft up a few bags before hand, and have them in bank until I roll a new toon. I usually have a few spares ones around just for that situation.
Also, considering the costs for buying the runes of holding, it’s as cheap or even a kitteneaper most of the time to just buy/order them from the TP.
and if you already have to log around, the 4 prof slots are useless.
I disagree, because I still have all my crafting on 2 toons, instead of 4. Much easier when I know that my Guardian + Thief got everything.
But this is personal taste.
and since it has 0 benefits, only costs to level the same prof, it would be nice to have an item to set it to max level after you got it once to max.
What you’re really asking for is making Crafting “Account Bound”. So that once you level up a craft, your entire account learns that craft.
The drawback (for some) is that you would effectively lose the XP for crafting on new toons.
I’m sure others would find other problems with this, but I personally wouldn’t mind as I find the crafting system in the game incredibly boring, dull, a gold sink, and RSI inducing. My main motivation for finishing leveling the crafting skills was “So I’ll never ever have to do that again!” And I still refuse to touch craft on my second account for that reason.
Even if I have to agree with Illconceived Was Na’s post as usual, I still really hate that I can’t turn of shoulders on outfits!
Not a particular fan, but for the sake of argument. The only way I can see this working is to:
Dungeons/Story (Instances) both are story based, and several players that likes playing solo would probably like to have a way of doing those.
For those that doesn’t remember or know them from GW1: Henchmen was premade characters with builds and gear etc, not customizable. This would allow ANet to setup a couple of functional characters, that would help, but likely not out-do another human.
This would also avoid the piles of extra work for them to make customizable heroes, and all the complaints and problems we would have with them etc (You know people would find a bunch of things to complain about…).
They could probably use the Destiny Edge characters for this, so they get a little bit more screen time etc.
Personally, I don’t think this is something ANet really should throw resources at. Other things I find more interesting or desirable.
About removing AoE caps, I thought the game actually ran without any caps back at launch or pre-start etc ? But they changed it to the 5 man target limit pretty fast. I mean they changed the warriors shouts to target 10 players, so 5 is definitively not a hard-cap.
The problem with removing AoE Cap’s is that it helps the organized groups. If you have 50 players semi organized, they will just run over 25 less organized players that much faster, making them feel the game is even more unfair.
Sure, 10 eles/necros etc could be hiding and ambushing a group of 50 and kill most of it by coordinating their aoe’s properly. But ask yourself, which situations is going to happen the most often ?
Still think this would work best if linked up to the Outnumbered effect, increase all 5 target max to 10 target max while outnumbered. It isn’t perfect, but it would be a better way to implement it than anything else I’ve heard or can think off.
Also thumbs up for collision control and friendly fire, they’ve even made the guard staff #1 almost friendly fire friendly !
If you’re interested in Dungeons, try Fractals. They’re basically the “new dungeons”.
By bringing the zergs closer together, you’ll probably see glassy artillery classes stay further towards the back, dart in to get off a few bombs and then use abilities to escape out again. As it stands now these classes are at the front, trying to lob their AOEs into the enemy as much as they can. We want heavy classes to lead the line, and duke it out with other heavies, all the while protecting their glassy characters. If they do their job right then glass cannons should be hard to get to among the rest of the zerg. Overall I’d say being a glass AOE cannon would become riskier, but in my opinion this is the way it should be. As it stands, AOE classes have too much range to allow heavies to close the gap.
Sounds like removing -300 range from all AOE skills ?
So all existing 1200 range becomes 900.
All existing 900 becomes 600 etc.
Basically forcing people to use normal attacks and single target attack at 1200, but forcing you to move a little closer to actually aoe carpet bomb. Close enough that you have to take some risk.
I think I could dig that. Who knows, might even change a bit how easy it is to carpet bomb walls.
I find Basilisk Venom to be the best elite for use even in PVE, stun bars goes away like bad dreams before ice-cream. Also short CD so I can actually use it multiple times, it even works a lot of times to stun something nasty and run away, or kill of the trash mobs etc.
GW1 splitted skills, and it turned into a titanic mess. ANet swore not to have to do that again. That’s also why they’ve been so hesitant about it, but they’ve started.
But I do agree on the principle, several classes still have a lot of skills that I don’t think is used anywhere (guardian’s spirit weapons is unfortunately a good example). And if you look at guardian’s used skills in most meta builds, the list is short.
Just face the facts, BG is it’s own tier. MegaBlackGate! Use the Megaserver system to split up BG randomly into 3 similar sized servers and pit them against each others in Tier BG ! And randomize them again each week, so the community can play together sometimes.
(Not entirely serious)
I’ll just add this right away, because I know it will come (for myself and others):
If they’re going to add bunch of buyable gemstore skins, we know there will be big flashy ones with crazy colors or sound effects. So please add an option from the very start to “only view basic mount skins”.
I want the clothes that I bought with hard earned dollars back :\ best part about them being individual pieces were mix-matching. I want that back. Tonic clothing is just a rip off.
I do agree, in the same ship.
But that is one thing it seems pretty clear we’re not getting back.
But they might be willing to make some of the sets into outfits, so we at least can get away from the tonic stuff (so no 15 min duration, no locking out skills, and we can at least dye them).
All for changing more of the town clothes into outfits.
The main problem I see, is that a lot of people are going to complain that “I don’t want X and Y combined, I hate Y and want X with Z!”
Personally not a fan of the riding pants for example, which I’m stuck with on both my hoodie tonics, and I loved the look I had with the red hoodie + the shorts on one of my toons. But we couldn’t just mix and fit what we like anylonger, so no matter what Anet puts together, people are going to complain.
(Except the basic town clothes, those would cause no trouble)
I’ve actually had this a lot the last month. Sitting on a horrible 4g internet in the woods, at the very edge of coverage. So every time it rains, blows, or some clouds come along, my ping reads:
Ping: 404 latency not found
And then fun things start to happen. Game freezes for 2-3 minutes, then suddenly everything goes sonic the hedge hog. Gliders glide under water. Spears on land. etc. Not to mention the many interesting ways to die that you can’t see.
The exact time each server updates its population numbers are unknown. ANet never told us, because they doesn’t want players to game the system.
If the server is full, and keeps being full, it might not open at all, etc.
Don’t really care about this.
Ok, in that case move along. Not much point for me to try explaining then.
Just pointing out that you guys are completely derailing. I mentioned sPvP and esport only because as far as my memory serves, that was the reason given they toned down the skill effects.
TLDR: I have nothing at all against ANet making an easy/story mode to instanced story missions, or even dungeons. If they have the time and resources to do that.
I personally won’t use it, but I’m all for letting people play to the difficulty they are comfortable with. And will gladly ask for a hard mode while they’re at it.
In the short term however, I can only recommend people to either get someone to help out, or just try to enjoy the aspect of figuring out how it works, how to beat.
Iirc the reason for the tone down of effects, was so you could actually see what was going on in sPvP back when they still tried to make it esport.
Think it was the one and only time I really cared about the whole esport thing, since I loved that change.
An option for it would be fantastic (as with all the else)
P.S speaking softly I would link all servers to make them 2 times less and increase the capacity to 120-150 of each server. Will make the fights more intense speaking softly
Not going to respond to the rest. But are you referencing to doubling the size of each link ? Theoretically Blackgate + Maguma into one link ? And then increasing the Map cap limits from 80-100 somewhere to 120-150 per map ?
Considering the maps struggle already at 80-100, SMC 3 way fights barely lest you use skill 1 etc, I don’t have the slightest clue how that would work with 150…. game standing still for 5 minutes and just kicking everyone out ? repeatedly ?
And considering we already got queue’s in weekends in prime time, I really can’t see any compelling argument for increasing the size of the links.
Sure, I’d love some new wvw maps, but it is fairly far down on my list of priorities.
Simply put, I think that dealing with the population/coverage balance, gameplay balance, and simply making the gameplay fun to play even if outnumbered are more important.
If you do like eye candy, I’d recommend Desert BL, it is pretty much everything you ask for, except that it is not EBG.
EBG is honestly the last map they should mess with, since it is the favorite map and works pretty well as it does. That whole line with “if it isn’t broken don’t fix it” etc, because lets face it, ANet does have a bad track record with “updating” thing in WvW, and if they did something that turns players off EBG…
Well at the moment, when you die you:
There are quite a few drawbacks to it, but each separately might not be very punishing (which is good, we want people to come out and fight!) collectively they take you out of the combat, and makes you wish to do better (hopefully).
If you want something more “punishing” like I dunno, lose 1 gold when you die, even worse the enemy get the 1g. Or one of your armor pieces are ruined permanently. What do you think would happen ? Personally I think no one would bother to fight (boring).
2 minute locked inside citadel so they can’t come out and fight you again? 5 minute cripple that can’t be removed? 50% health death penalty for 3 minutes?
The problem with all those, are that they are boring, and encourages boring play (play safe, never risk, 5vs1 etc, not to mention trolling/griefing for some of them, spawncamp etc).
If anything, most would probably like lessening of at least one of the existing penalties, the back to waypoint one. And make a way we can throw around portable waypoints, so people can respawn and run right back into the meat grinder. Think Zombie vs Zombie war, where both sides endlessly reanimate.
Uhm, /rant. Sorry.
I can’t see any reason for ANet to reduce the costs any way.
And really can’t see any way to do that, that wouldn’t be abused…
What I could see (and hope) is that they will consider making 1-2 smaller sized guild halls in the long run. Something more the size of large houses, rather than own map zones. That doesn’t require the whole capture the hall events, but might not be able to do all the upgrades.
Thus serve as an option for small guilds, and still giving them a reason to go that final mile and get a full guildhall if they wanted.
That, and I’d love to have a more “house” type of GH for myself, rather than my own personal titanic cave that I can’t be bothered to upgrade :p
My first spoon ever. It used to drop like heck in WvW, could get 2-5 a day, loved it. Sold for 10s, was the best/most reliable income we had in WvW for about a year.
I didn’t even know there was something called a “collection” back then, and when I realized, I noticed that i had exactly 1 spoon there, this one. They might have changed the drop rate later when they changed to the broken spoons.
But don’t get me started on that ********** kittening fractal spoon…
My favorite was when someone posted after the test weekend when everyone could try the new elite-spez: “All the new spez is bad and horrible, and all other elite’s are overpowered!” Which basically summed up all the class sub forums opinions in one sentence.
Honestly just ignore the forums on this, and play what you like. Every class is capable of at least almost everything, and you can play through the entire game as any class. It’s more about learning the class, making a build you like that works, and mastering it and the controls. Adapt to different enemies, and perhaps change out a few skills or some stats if you run into a problem etc.
For example, having fun watching the Bristleback’s suicide against my Wall of Reflect
Agree with OP and others that would like an option to remove visual clutter on my screen. Auras, Gliders, force basic armors like in PVP etc.
Atm I just run around with the number of models set to lowest, so other player models looks like basic stickfigures, it works. But I sometimes miss the option from Aion where you could completely disable other player models, it was glorious in a freaky way.
I’d also really like some more natural looking gliders. The basic glider looks really weird, like it wouldn’t hold its own weight etc. Phoenix Kite is about the only thing that looks like it could fly. And I really like the shape of Soul River Glider, and would love a non “energy” looking version of that. Gliders at the moment is very much breaking any kind of immersion because of the skins.
Edit: Forgot, There should also be options for limiting the amount of weapon and skill effects in the game. 5 people attacking the same enemy is already looking like a discotheque, 10 looks like a light show, 20 as a fireworks, and at 50 I usually equip a ranged attack, and put on the sunglasses. No wonder so many players never learn to dodge or read enemy attacks, they can’t see the moves! (or the enemy for that matter)
(edited by joneirikb.7506)
To be fair, they did add warpoint on kill. More with bloodlust, as per usual.
If you mainly play PvP, you’re mostly going to miss out on the new elite-specializations. They where pretty powerful when HOT came out, and I’d say they’re still a bit too strong compared to the core builds, but not insurmountably so. I think you’ll also miss out on some runes/sigils/stat combos, but not entirely certain.
For WvW it’s a bit of the same, but getting the “best” stats and runes/sigils etc can get pretty darn expensive. Thankfully they added a way to unlock the Elite-Specializations in WvW (the yellow currency thing that I still can’t remember the name of…).
But some classes is pretty dominated by their elite-specializations, DareDevil for example more or less replace core thieves. While other classes such as Guardian can do very well without the Dragonhunter, and the main zerg build is still core guard. The main roaming build is DH though.
TLDR: You can manage without, you’ll get some advantages with, but for the most part not super big. For WvW you might have to grind PVE for weeks to get some of the best gear stuff.
I’m perfectly fine with people bleeding their own eyes out with all the bling.
As long as I get an option to turn it all off on my screen.
Edit: This is also the reason I love to set the graphic settings to as few player models as possible, and lower the quality of them, to the effect they look barely more than stick figures in basic armor. Because I enjoy that more than most “bling looks”.
(edited by joneirikb.7506)
maddoctor.2738:
Carnius Magius.8091:
+1 to both of you, very well written.
This is also why I want to see the “test dummies” from the PvP map used in more places of the game. Bit harder than the usual veterans, but using profession skills, with clear strengths and weaknesses. They are actually fun to fight against.
I hate hitpoint sponges like the plague, and the entire “if we give this +1 billion stats, it gets hard!” mentality.
My main, Elrik, in his favorite look.
https://www.dropbox.com/s/usle4hatsaim4ip/gw013.jpg?dl=0
Had to explain to every single guild I’ve ever joined that I actually enjoy dark earthly colors on realistic looking and sensible armors. If I could dress him in full camo clothing and blend into the background, I would!
I personally would absolutely love this idea. But I also realize it won’t happen, as it would be pretty darn dumb for ANet to do that. And basically what Terrahero said, seems like the best we can hope for:
You would have a better chance just asking for elite specs to be more balanced with non-elite spec builds.
Support any and all customization of UI. Going from GW1 to GW2, the hardest change was that I couldn’t move the entire UI around as I wanted.
Regarding “Not So Secret”, and especially the Diving Googles:
The main problem is that all the jump pad mechanics are unreliable. I’ve managed and completed this JP, and can do the JP fairly reliably by now. I’ve done the Diving Googles as well, but certainly not reliably.
And every time I play it, all the different jump pad mechanics behave slightly different depending on lots of different factors. The spinning wheels mostly trigger on what direction you’re looking in. But the vertical jump pads often require you to time jumps perfectly as they trigger, and small changes in direction makes large differences in jump heights and directions. Which makes the last part of the Diving Googles into a death trap.
Just making the jump pads more reliable would make the entire thing much less frustrating, while still focusing on the actual jumping puzzle part, and not just the “random splat” part.
Honestly.
The simplest way to balance WvW, would be to not have WvW tied to the base servers.
Have a completely separate set of WvW servers people could join, that would fill up on their own, but only with people actually interested in WvW.
And cycle people out of the server if they become inactive for more than a month. (Or, perhaps, reset the populations of each server entirely annually)
This would make it so that each WvW server that is “full”, is full of players that are actually interested in WvW, and are active. Rather than an army of PvE players that have literally never pressed the B button outside of an accident, and have probably rebound that key entirely to RP walk.
Issue is, while this would be balanced, it would also make people pretty mad. What with the difficulties of swapping servers and all.
Since a very long time the pve population of a server doesn’t count for the wvw server status. So we already have what you propose.
Yes, but there is still a very huge population of potential players, that can (and will) come out if there are rewards, seasons, or other things tempting them to come out. Which can (and usually does) create some large problems regarding balance/population.
It isn’t clear cut either way, but it is a point worth discussing.
Wish I could mix light armor chest with medium armor legs. I’m so tired of all the capes and skirts.
Then you’re in luck, GW2 just turned 5 years, we should see the first WP in EBG ever very soon!
Making enemies use player classes would be a great improvement (Especially in helping people learn about different classes, having consistent attacks to learn from multiple enemies etc). And is one thing I do really miss from GW1.
I’d also love to see the pvp-test-dummies in the PVP map’s AI’s used for some veterans etc around the maps, those are fun to fight, while having clear weaknesses.
Obviously I don’t want Queensdale to be harder than HOT etc, heck leave the starter maps as easy as possible (It’s nice with some “safe havens”). But I really do wish that higher level areas had higher difficulty. Or at least some more difficult encounters, to prepare players for the “end game” stuff, since all the 80 content is on a completely different scale.
I’l make one exception, bring back Trogdor the angry cave troll champion to Queensdale…. I miss him.
Thank you starlinvf.1358 for a great post, I learned a few new things. +1 and wish I could give more.
Regarding the topic, I do wish for some more difficult enemies in the open world. But I also think the world would be boring if populated with nothing but difficult enemies.
What I would like to see, is more variety. Have some easy enemies, some medium, and some hard enemies. On all maps. So players have to test and find out which enemies they can fight or not, which ones they need numbers for, or have as challenges to solo etc. Basically something for everyone.
I especially would like to see “Hard Enemy Patrols”, moving groups/bands of various harder enemies. Since they’d be moving about players that doesn’t want to fight them could wait until they moved out to do map completion behind them etc. While at the same time learn some map awareness.
It would also be good small group content, for 2-5 people to group together to take out some hard targets. Something I generally miss nowadays, as there isn’t much reason to actually group up with people in open world.
Ping (and FPS I guess) visible ingame yes/no.
I’m sick of having the options window open just to see my ping (really flacky internet connection right now)
I’d also absolutely love to have 2 monitor support, just so I can toss the map and all windows onto the other screen. Even a larger chat window. (Would even make it less painful to have the options window open to see the stupid ping!)
Outnumbered : now removes the 5 target limit.
please make it so
Go into options, and you can remap keys to your hearts content. So you can have turning on A and D instead of strafing etc.
There is also an option that I think as called “melee assists” or some such, that will try to help you to stop in front of enemy when attacking instead of going through. Never really tested it so don’t know how well it works or exactly what it does.
+1 to Healix.5819 for good post.
Completely agree with OP.
That being said, one of the main reasons to keep the current system is just that gold sink. It keeps the economy/tradepost/crafting etc going around. Also imagine how much changes must be done to the crafting and crafting receipts.
Personally been wanting an option to use PvP build system for the entire rest of the game if I wanted to for just that reason.
My own solution has been to craft Celestial stuff for most characters, and tweak out with various ascended trinkets I’ve collected, and mostly zerk weapons with a few others mixed in.
A compromise I would be able to live with:
Move all the actual stats to the trinkets. So changing trinkets changes stats. Not armor/weapons, but keep those linked to sigil/runes.
So if I have a Scepter for my guardian, I can use it for both a power and condi without having to buy another scepter with zerk/dire stats etc.
For Guardians I find that Valor and Virtues are used in almost every build I see. And usually Dragon Hunter on the last one.
Valor is good and works with just about any build somehow. Honestly wouldn’t know what to do to change it. Probably swap some traits with Honor.
Virtues is just so good for the improvements to the Virtues. Especially since they also work with Dragon Hunter.
Something I’ve suggested before, is to make Virtues a “core specialization”, so it can’t be used in combination with DragonHunter (And probably given a slight buff to make it roughly equal in power to DH, to make competing choices). Then you’d have to pick which way you wanted to change your virtues, not stack both on top of each others.
Alternatively do the same with Valor, but I suspect 90% of the guardian players would lynch me if they could no longer play Medi-traps…
Increasing the map limit would be bad, especially with +30. We already have trouble with lag once we hit the current map limits. The map limit is also a balancing factor to avoid 100+ vs 50 or so.
I’m not personally against adding a map (another copy of EBG most likely), but it has to avoid the same trap that every other one of these ideas falls into. Being Static.
Any change/fix to the entire population/server/map aspect need to be dynamic enough to adjust itself. So we don’t end up with another map for total of 5 maps, and then people takes a break for expansion, vacation time, everyone goes back to school etc. And we sit with 5 maps, and only enough people for 1-2 maps per server/link.
Similarly, a dynamically changing Map-Limit could also be interesting.
And there is always EotM, which will always have an open slot for anyone that wants. That is why it is there after all.
Once the new content hits the queues will disappear. Everyone will be out and about in PvE-land. That will last for a month or two, and then maybe populations will go back up to what they normally would be.
Besides maybe if the WvW population on the overstacked server(s) sit in queue for long enough they’ll destack.
Yup, but that only further displays the problem. WvW is a game mode that is fun when each server has roughly same amount of people online at same time, at roughly same skill level, and roughly filling the maps.
So if everyone goes to play PVE for a month, WvW will be horrible for that same month, as for ex, neither server can field more than 50 max in prime-time. Just as it isn’t fun when we got (for ex) 600 players per server, 200 of them sitting in queue’s because of a beta weekend etc.
(This is why we can’t have nice things...)
Can see both sides of the coin. I understand the benefits of locking the weapon to the Spez, but on the other hand I do absolutely hate making a new character and level with other weapons until I can play with the weapon I want to.
Personally would prefer to de-couple the weapons from the spez, but as someone else said, keep all the benefits/traits for the weapons locked up into the Spez traitline.
(Some examples that I’ve noticed: Wanted to start a new thief for fun, and level with staff because I like the weapon. Would love to try a Revenant with both Shield and Shortbow sometime, etc)
The guild arena is actually good for this, even if it does feel a bit “out of the way” for many.
I think another compromise that ANet might look into for the future (mostly for new maps), would be to do as some games have done, and added “Dueling Arenas” to maps. Basically a safe area, where you can stand around and watch the ones fighting, or enter to fight. A good bit like an open world GH Arena.
Doubt it would be worth their time to add something like that to existing maps though (Unless they could recycle some existing arena like areas on maps, like the Norn Arena north of LA in Gendaran Fields)
Earn no PIPs while in safe-zone (spawn, that boon that makes you invulnerable).
They can AFK, but they have to AFK outside of spawn, where slippery evulz kitten roamers will have a gankfest. Or they can play I’m ok with either. This also stops most map switching for gaming outnumbered, as they would have to time it to run out of spawn. At least they would have to do something.
Also, I do really hate that I feel like I have to stand afk at spawn for a few minutes waiting for participation to wear off. Would very much love an option/feature/QoL to let the game just calculate it for me, and give it to me when I log out.
Still in favor for this one:
This game just bleeds poison. And the confusion it causes sets the community on fire, But I guess it’s just the weakness of our builds that causes this vulnerability. And I am stunned by the immobilisation of the builds which does give me the chills… You all cripple and torment yourself. Instead of building up some resistance in this game and clean your own game. That could whirl some light into these posts.
Pax wins this one, hands down. Well done. +1
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