I’d rather see uniform prices for lv80 exotics. Currently there shouldn’t be any combination of stats that are much more harder to acquire than others.
Lol. The joy of actually finding loot. Lol.
I agree that DR is a bad practice and a band aid, not a real solution. I also agree that some parts of the game has bad effort vs reward scale that disfavors the player. But it should be easy to see that GW2 isn’t trying to imitate D2/D3 loot system and in heart, isn’t completely relying on RNG.
That’s why we have various tokens we can exchange for unique rewards. As people looking to play this game with a WoW mentality will be disappointed, people who play this game with a D2/D3 mentality will also be disappointed.
The bottom line is: RNG is uninteresting. We don’t need more RNG in this game.
Living and Dynamic world technically never existed in general PvE of this game, unfortunately. Timed boss spawns is a system that makes most sense under megaserver architecture. And as mentioned, there’s already website that lists when which event will happen, so the argument is really moot.
But, you can’t know when dungeons will be open, where it will be open, etc. Fortunately they don’t ever really bug anymore, but these things do happen. As it currently works, you just need 1 person to find where a dungeon is open on a site, and guest to the server. Since that will no longer work, it forces more to open dungeons. This isn’t my complaint, many of us do this anyways, and doesn’t take very long, but it will be an inconvenience to some.
This can be a legitimate concern. However the megaserver change will make the map instances that contain these dungeon opener events more populated, thus increasing the chance that they will be completed.
Although I hope ANet either do away with these opener events, or make them completely progression based with no cooldown timer and prerequisite chain, so if a group of 5 wants to open up the dungeon, they can quickly join up in one map instance and open the dungeon. It currently isn’t possible due to home server instances cannot be accessed to those players who are outside of it. With the new system, it will be easier to complete these events, but harder to look for a map instance that already has it completed.
Question: What about players that can’t participate in any Tequall event etc.? due to sleep time, job or even WvW raids. For example Tequatll appear at 6 am.(standing up to get into work), 15:30 pm(still in work), 21 pm(raiding @ WvW). So tell my how to the hell i can make any Tequatll? And don’t answer like: u have sunday or satuday, cos i’m off at weekends for whole days.
ps. Those are hours in my country’s time zone(UTC + 2)
Join a guild that can spawn those events? It’s right there in the new devblog.
Since release, I always thought it’s pointless to allow guilds to have different “chapters” across different servers, since players can join multiple guilds at the same time. What it does is to create confusion in wvw, as the same guild technically can be on the opposite teams of a match.
As of now, guilds should have been purely a subset of players on the same server, with the exception of a unique and universal guild name, ie, when Guild X is made on Server A, nobody on server B and C should make a guild named X.
With the planned changes to guilds (unified chapters), it seems that guild will be a competing variable to home server of a player during assignment of map instance, shall there be a mismatch between the two (ie, the player is on another chapter of the guild, apart from the main chapter).
This is a really inelegant solution, at least on paper. Inter-server guild interactivity is and will still be limited to chatting… I think it would be a better idea to refocus guild and allow players to create custom chat channels that’s open to all servers.
However, more populated places will suffer in terms of community spirit of you have separate overflow-clouds and if you cannot chose from them (something they haven’t explained yet). Cause essentially, the megablob system makes the choice for us.
I don’t care for playing with randoms, I want to see friendly faces I AFK next to or run world bosses next to and have funny map chat with. I wanna see my server’s guild tags around. And I definitelly dont want any server bashing, which always came up in overflows during big events like Knightfall. By removing real servers, all we have left is a cloud of overflows essentially.If you actually read the devblog and devpost you would see your concern is already addressed. If you read the dev posts, you would understand that ANet is already aware that it’s important to maintain a comfortable size of players in the popular maps. If you apply reading comprehension and correlates to the original devblog, you would come to an understanding that the map instance under megaserver architecture will realize exactly what you want—as seeing familiar faces more than unfamiliar faces. I think you have a personal fantasy where most GW2 players dislike others from another server and would actively and mutually ruin the gameplay experience for each other. It’s time to wake up and face the fact that 1) trolls who really want to do that can already do that by guesting and 2) players from another server aren’t looking to ruin you.
I think you’re the one who’s not reading what Hedix is saying. He wants to make choices himself, not have a megaserver force them on him. I agree with him.
Make what choice? As far as I know, guesting is not going away yet. If you want to play with another server’s community, just guest away—nothing from the blog post saying megaserver will prohibit you from doing.
Also it will be easier to jump to another instance, as currently you can only jump onto overflow instances, but after the update you can jump to wherever there are people who can ferry you to.
Let’s talk about choice: You choose your home server, you choose your guild, you choose your friends. Algorithm will place you into an instance based on your choices. If the algorithm fails for some kitten reasons, there’s the ferry option.
However, more populated places will suffer in terms of community spirit of you have separate overflow-clouds and if you cannot chose from them (something they haven’t explained yet). Cause essentially, the megablob system makes the choice for us.
I don’t care for playing with randoms, I want to see friendly faces I AFK next to or run world bosses next to and have funny map chat with. I wanna see my server’s guild tags around. And I definitelly dont want any server bashing, which always came up in overflows during big events like Knightfall. By removing real servers, all we have left is a cloud of overflows essentially.
If you actually read the devblog and devpost you would see your concern is already addressed. If you read the dev posts, you would understand that ANet is already aware that it’s important to maintain a comfortable size of players in the popular maps. If you apply reading comprehension and correlates to the original devblog, you would come to an understanding that the map instance under megaserver architecture will realize exactly what you want—as seeing familiar faces more than unfamiliar faces. I think you have a personal fantasy where most GW2 players dislike others from another server and would actively and mutually ruin the gameplay experience for each other. It’s time to wake up and face the fact that 1) trolls who really want to do that can already do that by guesting and 2) players from another server aren’t looking to ruin you.
EDIT. @ Anthony.
A few crucial things need to be clarified here, after your post talking about maps being filled out.
- Will the megaserver system be applied just to the overflow, i.e. when a real map is full?
- Will we still have our real servers that we can choose from?
- Will we still be able to guest, an make events like “meet at X pm on server Y”?
I don’t see the point of asking when the answer is basically right there in the devblog. Read it again. #1 and #2 are answered, and #3 can be easily inferred from basic reading comprehension and reasoning.
I do not understand the concerns over how communities might get diluted over the new system. The original blog post made it clear that you will be more likely to be play with people on your own server. All the hypothetical ruinous situations where you got “outsiders” in your previously non-overlow (home) instance is a bit absurd.
“More likely”. Not “able to”, only more likely to. The fabled Anet’s RNG element! Whereas right now, we are not just “more likely” to play with people we want, we ACTUALLY CAN.
Please read the devblog, my reply, and your reply again.
By “more likely” it is meant for that in the event of full map instance, which currently offloading plays to overflow maps. In this situation, the new megaserver algorithm will more likely to place you and those who you associated to (home server and guild) together on the same instance.
And if that doesn’t work, it is said that you can travel to another instance, which I imagine will be very similar to ferrying people as of now.
Will this system breaks existing communities?
The whole goal of this new system is to enhance the in-game social environment. We completely get that the community of your home world is important to you, and this is why MegaServers takes that into account. But I also think that with this tool, we can go further. While home world communities are important, they are also very abstract. Choosing which home world to pick is a difficult task, even more difficult when you’re playing the game for the first time, because more often than not, you don’t know what the differences are between each of those worlds. Also, home worlds communities can be quite unbalanced, population wise.So wait, you are tailoring this to new players while ignoring the communities established by your old loyal playerbase. Wow. slow clap Of course communities are important! With the poorly presented, barely-playable Living Story, my great server community on RoS has been the only reason for me to play this game! Enhancing social environment? Well let us keep our social servers then! Choosing a server is not a problem if you’re a newcommer, you join an existing community. A quick web search will reveal most of the server “atmospheres”. Destroying long build communities for the small benefit of the incoming newbies is not worth it.
Again, we don’t want “different people”, if you’re in a Megaboss or a WvW guild, you want to be able to go to a city and ask for reinforcements in the map chat! You do not want to look for say Surmians in a sea of random server people, some of which will be your opposing WvW servers! It just breaks the social game aspect as we’ve had it for 1.5 years!Also, while this feature may have worked ok from the start, adding it in the game 1,5 years after release is NOT an a wise decision!
This is quite a doomsday scenario you cooked up here. Your definition of “community” is rather twisted. You never had control of who you’ll be seeing in most of the open world pve maps, as you cannot stop people from guesting or making new characters at your server. So no, losing control of something you never had (nor have any rights to) doesn’t ruin anything that matters.
Now fancy me again with the following situation: Your server is underpopulated. A mid-level map has 10 players scattered doing whatever (hears, dynamic events etc). An average player, X, joined this map and plan to do activities. X isn’t likely to personally know all the other 10 players on this map, who he will most likely not meet during his time playing because each map is so huge.
With megaservers, 40 more players are on the map. More players means an easier time for X adhoc group up with others to complete dynamic events, hearts, and possibly tackle champions. X will likely enjoy playing others more than him soloing, as the game is designed to leave virtually no room that other players can ruin casual pve experience for X.
Please tell me how average player X would feel his community being destroyed.
I do not understand the concerns over how communities might get diluted over the new system. The original blog post made it clear that you will be more likely to be play with people on your own server. All the hypothetical ruinous situations where you got “outsiders” in your previously non-overlow (home) instance is a bit absurd.
What his system will do is to patch the ways where large raid groups would manipulate instance generation and gathering. This isn’t necessarily a detrimental change. It seems some people forgot that willingly manipulate overflow generation is not an intended feature.
In conclusion, how good or bad this new mechanics is largely depend on implementation. I’m pretty sure ANet has not finalize their algorithms on how exactly players will be placed into which instance. And even when they do figure it out, we’ll still have to see how it works in game. ANet isn’t well known to get stuff right in the first try (MMO developers rarely do in large), thus the limited roll out in beginner areas and cities.
Now, instead of worrying about “communities” being destroyed by megaservers (ANet said explicitly that it will not), people should make more suggestions in detailed areas, such as disallowing wvw opposing servers from share city instances.
I know that a VERY small percentage of the people who play GW2 actually read the forums and then a very small percentage of those people actually post on the forums. With that said, it seems the majority of the people who do post on the forums have nothing good to say about the game…. SO WHY ARE THEY PLAYING IT?!? Go find a different game to play if you don’t like this one and stop being toxic and unhelpful on these forums! If ANet isn’t living up to your expectations, then leave, nobody will miss you, including ANet.
Maybe because posting on the official forum doesn’t require one to be an active subscriber? It can be logically concluded that if people aren’t happy about the game, they’ll spend more time pushing for change instead of playing the game. From that stand points, most replies in this thread are useful… the only unhelpful ones are like the reply you made which adds nothing to the discussion. ANet will miss their players because less players → less people spend money on buying gems → less revenue. If you don’t care about a discussion and cannot make an intelligent reply, the best choice of action is not posting at all.
have you got any idea how the wages are there? the equivalent of 14$ in CHINA might be 1-2 weeks of work (thats a guess)
Lol. Do you think the any video game would be marketed toward a crowd who’d be spending 1~2 weeks of salary to buy it?
simple answer: more vertical progression before lv80. After that it’s more horizontal progression. The logic of reducing choice → facilitate learning is inconceivable to me, so this is definitely a bad approach.
So many threads about necros and rangers in pve nowadays lol. funny my first two chars are precisely necro and ranger… maybe i should start lfg with them in dungeons and see how deep this unpleasant rabbit hole goes…
I think more people leave because they get burned out of zerging queensdale all the time instead of experiencing the game as a whole. Does anyone even fight the dragons anymore? >.<
wth does “experience the game as a whole” mean in this stage of GW2’s lifespan?? Some types of content appeal to some players, and it is logical that players prefer some content of the game over other. There hasn’t been and will not be a magical update that adds something to the game that’s everybody gonna love any play the hell out of it. A more logical solution is for ANet to identify the strata of players, see how many people prefer which kind of gameplay and iterate on the existing content as well as introducing new content (in a piecemeal fashion).
Right now you can complete content very fast just by having zerk gear, any class (excluding necros) will do. In gw1 you had to had a very specific build (like t4 for uwsc iirc).
I’m pretty sure this why gw1 has more diversity. One would specialized builds/equips for different areas of the game, while in gw2 it’s a hot piece of uninteresting, homogenized mess.
Yes. GW1 had tons of skills; it’s one of the reasons made that game have diversity. It doesn’t logically translate into we GW2 should set lower level of expectation. Diversity should be achieved one way or another. Since ANet would rather break down and die instead of adding more skills and more weapons to the game, they need to find a solution another way.
When the game offer you everything from the start, people complain about how easy and un-rewarding it is. When the game offer you something every few levels, people complain about how punishing it is. There will never exist a game, pleasing everyone and what you find bad, others may find good.
This baffles me. There is no evidence suggest that new players found traits being confusing, and are quitting the game over it. What we actually have is people saying overworld pve (especially lv80- maps) are easy. Maybe too easy. But a large factor of the perceived easiness is because of a downscaled lv80 is always going to be much stronger (mainly due to equipment, stats from traits, and effects from traits). Nerfing strength of progressing characters are only deepening this disparity.
While we who have multiple lv80 characters may rejoice for easy trait resetting and more Grandmaster traits, the rest of the changes are hardly friendly to new players.
- In early levels, instead of gaining stats every level, new chars only gain power every six levels.
- Dungeons, especially Story Mode dungeons, already have arbitrary level requirement that don’t match their mechanical difficulty very well. Weakening sub end-game characters without raising minimum level requirement to these dungeons will only lead to more new players being frustrated for unable to complete dungeons.
- The scenario where new players may put 4 points into one trait line and another 14 into another is ludicrous when considering how easy it has been to reset traits. It’s an equivalent of saying a platformer game is confusing as there’s a hole on the ground, and the player may not know how to jump to overcome the obstacle. This is basically saying new players are stupid, which is quite insulting.
It’s a good thing that level 80 characters get the supposed “horizontal progression”… but why in gods’ name do new characters have to pay for the price? This is a slippery slope. What’s next? Elite skill unlocked at lv50?
Anyway, it would be nice for devs to explain why they think sub-level 80 characters need to be weakened when there are other, more subtle ways of teaching them how traits work in gw2.
I agree. I haven’t completely left yet, but I’m on my way out.
Their silence and lack of communication is a core issue. The neglect of dungeons and focus on a crappy living story is another part.
Lack of communication? This the only MMO where devs actually get in game and play with the community. I have never seen devs care so much about their game as Arenanet does. You have entire CDI threads with the devs talking with the players trying to better the game. They pop up in every now and then on random threads just to let people know they are listening. Why people keep bringing up communication as a problem is beyond me.
Because you haven’t seen better. ANet is far from the worst, but let me assure you, there are devs in the mmo industry makes ANet’s “efforts” pale in comparison. Posts discussing incompetency of ANet tend to get deleted, so if you truly want to know why I make this claim, feel free to further this discussion with me in PM.
Also, making dev posts at random threads does not necessarily mean they are listening. Do you not know the CDI threads have a reputation of “just for show”. I think I am seeing why… they come in and post, toying with ideas, but then nothing happens beyond mere talks.
It looks like the issue is the polarization between “any (kitten) build can do” and the “zerk meta”.
There is just simply not enough content that lies between the two. I agree with people saying that the overworld PvE “can be done with any build”. This categorizes the low end of the spectrum. On the other hand, dungeon speed clears categorizes the other extreme.
The only one PvE activity I can think of that requires a higher minimum build/skill quality, yet not enough to force everyone to chase the (current, boring) meta is:
- Casual LFP dungeon. Like parties advertise ‘p2’.
And only for specific, popular paths that are easiest. That list of paths can easily be altered from ninja changes by ANet.
And only giving good reward once a day.
Zerker build has ruined this game !
No. Zerker meta is a symptom, not a cause.
I hope if the White Mantles are being brought back, they will be more interesting than the current bandit, inquest etc racial antagonist groups. Their existence doesn’t make a lot of sense anymore… The Mursaats are no more; they have no power over anything.
I absolutely hate the old architecture with all the ships conveniently fused into stones and hang in midair. It was just ugly and I sincerely hope if LA does get to be rebuild… it will look different and more aesthetically appealing. Maybe like the Havens, all stoney, or like Pact’s buildings that fuses the architectural strengths of all races.
People have explained countless times on this forum on why:
The lore reason being it’s not the Pact’s function to protect LA and chasing down Scarlet. The NPC in LA now explains this. Now I fully agree that there could be more padding within the context of lore to explain Trahearne’s reasoning of inaction. Maybe a Pact meeting scene, or even an in-context mail. It’s poor writing on ANet’s part for not giving sufficient and satisfying explanation of the Pact’s inaction.
The real reason being ANet doesn’t want to mingle Personal Story and Living Story. It’s a design pattern that’s been observed since the start of LS updates and there shouldn’t be any surprise nowadays?
And yes, this is the core reason why LS sucks from a lore and storytelling point of view.
The bar scene is an obvious end-of-season cliffhanger kind of thing, with writing quality no worse than what I expect from LS. This isn’t something worth throwing up arms about.. I just hope the next installment will have its writing improved.
I’m still wishing to see a certain NPC opens the portal for Sylvari character to the Realm of Torment…
This is hilarious. Oversensitive people find everything to be bad taste. Maybe people feel “over promoting” homosexual relationship is a bad taste when they started “need more heterosexual relationship” thread. And this thread is even worse.
Let’s stop being silly and realize: Marjory and Kasmeer are the mortal enemies of Scarlet and Scarlet’s death being satisfactory is proper and logical. Dislike these fictional characters all you want, but let’s not adding more faults to the list of reasons why LS is badly written, especially when it’s not actually a fault.
it’s a shame. though if these new hair styles are in new char creation screen, people would scream for a free makeover ticket every time new options are added.
Never do anything like 6 Minutes again
in Battle for Lion’s Arch - Aftermath
Posted by: kgptzac.8419
snip
If you read this thread in its entirety, you will find most of your points already debunked. “Get organized and do something about it” isn’t really a valid response for this particular achievement. It’s not like an entire guild of 150 people can open up a private overflow. If that’s possible then sure, it would be fair. But we all know it isn’t possible, thus we are asking no more of such achievement.
And also being bugged one week out of two weeks window didn’t help.
Actually, an entire guild of 150+ people can open up their own overflow. And large guilds do it pretty frequently. Its been done for Wurm, Karma, Marionette, and Wardens. Sure you will end up with some players that just get lucky and happen to be zoning in, but more often than not, they are there for the achievement anyways and are willing to listen to the guild/alliance running the event.
ok so in large guilds there’s a button to “spawn overflow for guild”, and for members there’s a “join overflow” button? wow I never knew that existed!
Blade shards and found belongings - really?
in Battle for Lion’s Arch - Aftermath
Posted by: kgptzac.8419
Since I regularly read forums I was not hit by this… but come to think of it, the lack of announcement either in game or on the launcher seems to be… not nice. It’s common sense to leave the trader up for a period of time after special event tokens stopped being handed out. It’s common sense in online gaming. Apparently ANet not only went against this common sense, they also failed to properly telling players.
looks like their communication problems is deeper than I thought.
This is happening daily, and is quite ridiculous. Please fix asap.
I would consider something helpful if there’s a sticky threads that lists current meta builds for each class, along with their usage and roles. It’s not too much to ask since many class subforum has similar threads.
Since there is no such thread, and if you take a look on what kind of threads currently are on the first page of the dungeons subforum, it shouldn’t be hard to see that it isn’t very helpful to people who most need help on dungeons.
That is asking a lot of job. Anway, this is already done for most professions in the profession subforum. Why put that again in the dungeon subforum. And btw the Dungeon Mentor and the all the help they give to a lot of people is already an achievement. You ask for more?
Yeah they ask us to be always happy to take their insults and trolls and let them beat on us every day without complaint. They want to ask us our help, and when we give it, they want to deride us and make us feel like we are nothing because we are “sheep” and “elitist” and whatever other insult isn’t caught by the kitten filter. We don’t do enough. No matter how much of our free time we donate to you guys with guides, builds, tests, videos, threads, posts, it won’t be enough because they want to be spoonfed while playing their pretend trinity roles.
Now now, there is no need to assume an elitist stance in defense of being accused of being elitist.
I stand behind my previous comment: the dungeons subforum isn’t helpful to those who most need help in dungeons. Sorry for not making my example clear on what would make the subforum helpful: Not only a list of meta builds, but also how they synergize with each other, etc, and how to speedrun paths, etc.
Note that I am not saying particular people being helpful or not helpful; my comment was about and only about the dungeon subforum as a whole. I am in no position and actually am not claiming an individual or group of individuals not being helpful. I’m also not saying the subforum has no value for it not being helpful.
I think a good example of a helpful subforum is https://forum-en.gw2archive.eu/forum/game/players
But let’s stop this tangent. I don’t see discussions within the dungeon subforum that are about “pretend trinity roles”.
Stop acting like you people do stuff based on player feedback,its BULL.If it is so,we would have proper game modes for pvp by now,balanced pvp and more maps instead of stuff being stripped from pvp.
Yes! Genie, make it so!
In all seriousness… We DO listen to you guys. We can’t snap our fingers and have it all done. That’s just not how game development works, unfortunately.
These things take time. We need to flesh out ideas, brainstorm, iterate, code, script, document, etc. Not all in the order, but you get the idea. There is a process. One that takes time.
We’re not like the sims, where you can just fast forward to the results. We have put a lot of features in this game as a direct result from player feedback.
I don’t do spvp but can the dev or someone back up this comment? Just you say you listen to us players doesn’t automatically make it true… or is it only confined in sPvP changes? Throughout the history of GW2 patch notes, can you list some changes that are specifically made on the request of the player base?
I took a break from GW2 for a year. I came back and virtually the only change that’s “direct result from player feedback” is the unified wallet. And I’m not talking about bug fixing and balancing, since those should be done without players constantly kittening about them.
Lastly to be on topic. The things OP listed since removed from the game… did players want them removed? Or maybe just improved?
Never do anything like 6 Minutes again
in Battle for Lion’s Arch - Aftermath
Posted by: kgptzac.8419
snip
If you read this thread in its entirety, you will find most of your points already debunked. “Get organized and do something about it” isn’t really a valid response for this particular achievement. It’s not like an entire guild of 150 people can open up a private overflow. If that’s possible then sure, it would be fair. But we all know it isn’t possible, thus we are asking no more of such achievement.
And also being bugged one week out of two weeks window didn’t help.
I am sure that ArenaNet knows how to make proper expansions:
- http://wiki.guildwars.com/wiki/Guild_Wars_Factions
- http://wiki.guildwars.com/wiki/Guild_Wars_Nightfall
- http://wiki.guildwars.com/wiki/Guild_Wars_Eye_of_the_North
In the original Guild Wars, there’s an equivalent Living stories:
http://wiki.guildwars.com/wiki/Guild_Wars_Beyond
And of course, the important question is whether they’ll bring something of similar quality to GW2.
If you want it to be necessary to take certain classes through content, you end up with “lf healer” and “lf tank” all over again. Nobody wants that.
Sure we don’t want “lf healer”, “lf tank”. We currently have “No necro”, “No ranger”, “heavies only” (lol), and the most controversial “zerk only”. I argue it isn’t inherently better than your hypothetical case.
Having more ways to earn and spend karma isn’t going to be unfair for either new or old players, just saying.
first person camera would have a disastrous FOV angle… i know it sometimes better than having your character blocking the entire screen, but still, it’s terribad.
I’m asking for a camera freeze feature that ignores collision with terrain…
If you’ve been paying close attention to the game client’s behaviour, you can already notice some of these changes to the engine, but they’re very subtle.
It’s probably the least rewarding programming job between the different teams working at Arenanet in terms of player gratitude.
What about these subtle changes and how do you know it’s there? I still remember having a good laugh at Tybalt and his apple stand in the invaded version of LA.
Go do the frikin Hearts/DE’s/Explroe the World! WHy is everyone so obsessed with getting to lvl 80 with tomes/crafting. Even if you get it to 80 you still need Waypoints to move around
Well among other things, there are quite a bunch of elitist jerks that prefer only 80s in dungeons, thus shutting players out of dungeons and FOTM.
I think most people lfg for lv80s are neither elitists nor jerks. Though I really wouldn’t recommend doing dungeons (at least explorable mode) before lv80, simply because the dungeon system is rather arcane and not friendly to new players.
Sorry, his argument is by no means a straw man argument (why has that phrase been coming up so much lately?) dungeons are a minor part of pve. Pve is 1/3 of the game modes. So… He’s right.
Yes it is a strawman, since I never ever advocated a fix involving changing the whole game. That is a strawman argument. If he/she is just going to misrepresent what I said, and then beat up on that, then that discussion is over. Discussions are impossible without both parties being reasonable, and willing to see each other’s side. If one of the two just goes down the alley of childishly beating up on something the other clearly didn’t say, then that is a strawman.
Inter-class-interdependence
The problem with the lack of a trinity, is that there is no inter-class-interdependence. If there WAS inter-class-dependence, then even unbalanced classes would still be desired to some agree, since they had a niche use. But once you remove inter-class-dependence, every class can fulfill the same shoes.
That sounds nice on paper, until you realize that not every class fills those shoes equally well, and some of the shoes have holes in them, due to design errors (see: ranger pets).
That is how we have arrived at the current Meta, where warriors dominate the PVE game, along with guardians. Because they are the best at mechanics that are most important in PVE. All other mechanics seem neglected in comparison.
Why would you want to bring a ranger along, when their pet is dead most of the time, and they don’t really provide any meaningful support? Meanwhile you can bring a warrior and guardian along, who provided massive support for the whole party, and really good DPS on top of that. This is why we arrived at the current Meta.
Unfortunately, inter-class-interdependence is something ANet explicitly trying to get away with. All the suggestions of falling back to the Holy Trinity paradigm is not going to convince ANet (and people should realize this by now).
ANet should stick to its “soft trinity” of dps/support/cc, without overwhelming emphasis in dps. Also, it should be viable for players to specialize in different roles within their class without a huge performance hit, otherwise it would be homogenizing (like how it is now).
Also, someone mentioned elementalist can do tank, dps, and heal… I think that’s cool in GW1 (done it on my ele myself), and looking back to GW1’s ele, the class is a marvelous example of freedom. Basically one class that can fulfill 3 roles in a specialized way. GW2 removed this kind of specialization (everybody can be dps/cc/support), the cost would be aforementioned homogenization and actually loss of freedom (to choose).
I’m wondering how to make a build for dungeons… it doesn’t feel melee weapons are good at aoe attacks…
This one is with female vocal and I think it’s even better:
http://www.youtube.com/watch?v=nl_rsTre628Sharm did a great job with the addition of female vocals as a standalone version. However, in a sense of in game during the battle, I don’t think the vocals fit very well.
I agree. Sharm’s version is fantastic, but in game I think Scarlet’s lines are more fitting… maybe just because I’ve gotten too used to that lunatic, or maybe because the original boss piece is about kitten
I made a sylvari thief. Used scroll getting to lv20 and went to LA, now lv45. I would like some suggestions on how best play thief in pve.
First and foremost is zergy events commonly found in LA. I learned how wonderful is to have a spammable blast finisher (shortbow #2) and wished I started this character back in Escape from LA where zergs were bigger. I like to res downed players because of the exp and the easy access to stealth.
Second. Boss fights like the Knight and Hologram. I find the lack of 1200 range weapon is quite annoying. P/P #3 is cool and dandy, but unfortunately there is virtually no utility skill that can effectively augment my own damage. Hologram fight is more fun due to shortbow #5 bypassing beam mark aoe’s, so higher prime attunement uptime. Lack of 1200 range weapon continue to be an issue… but the most hated part is when ultraviolet drops tactical strikes to everyone that is not dodgable. Being low level with low health, it’s in an instant down.
I didn’t do a lot of open world solo pve and personal story stuff. From what I see, stealth around in PS instances don’t do much good. What I would like to know is how thief plays in dungeon. Obviously using stealth to bypass certain steps is a logical thing to do, but is the class a good dps/support apart from that?
In my opinion, an expansion must hit in 2014.
For a thread titled like this, I expected to see theories and rumors to back up this claim why an expansion “must” hit in 2014.
I don’t think ANet is seeing any subscription based MMOs as competitors, and perhaps we should add microtransaction based MMOs too the list as well. Existing MMOs are slow in terms of updating their content to compete with newer games, anyway.
1. make it 3/4 votes required for kicking. (easily done)
2. make dungeon runs’ rewards more evenly distributed throughout the run than the current “finish teh boss or you get nothing” paradigm. (lolhard).