… Which leads me over to iteration. It’s a powerful, yet time consuming tool to use to achieve maximum quality. You’ve proven it works for a game like GuildWars 2. Yet the use could in my opinion be improved by increasing the speed of changes. I see your two-week updates and ask myself how much was changed in iteration-heavy areas like character and skill balance, and mostly i fail to detect a single change. In reality, effective changes are made too rarely to even notice a break of habits due to any change. I’m not going to point anything out but again a few examples that will make my point:
- Ranger pets got their love in about 829 patches. None had an effect on meta.
- Turrets are most commonly used as blast finishers instead of turrets you deploy. No patch renamed them to “deployable TNT”.
- Guardian weapons – not used since the army of the dead in TA 3021.
(I’m sorry for the hyperboles, the text was getting annoyingly objective.)
Too few patches changed the meta significantly. I think i dont need to point out why a change of the meta is good for the economy and therefore the gem selling revenue, if that is an argument for you.
Yet, there’s some hope arising when I see what’s coming up with the update of 4/15. I think most of us players hope so.
… Nevertheless, this upcoming “feature update” feels like a beautyful, empty box. It happens to have major game fixes rather than active features. Mostly either things that should have been in since release, or were major issues since release, or just arguable changes that do not provide addtional features.
I’d like to point out some examples again:
- The reduction of clumsyness in PvP, especially buildmaking features. this should be in since lauch, along with a still missing GW1 build saving system. Hard to believe you needed years after release to develop this.
- The megaserver system announcement was well promoted, but failed to answer major questions that arises: How will the increased loading time for each map be adressed? Does the server management profit from it? Why are we players not allowed to decide which kind of people we want to play with? (looking at megabosses which people killed only on some servers regularly.) In the end, this led to people be thinking they’re treated like idiots. Bad reputation for updates!
The things I’d really be calling big features would be the wardrobe, the new traits and the pvp reward tracks. they’re enhancement for the existing system. Changes like balance changes, runes&sigils, accont bound WXP and similar are needed chanegs, but not features.
I’m not saying it’s bad to have the major flaws of the game fixed. They just shouldn’t be called features. Even on a marketing point of view it’s not good to disappoint your customers. Especially when user satisfaction is such an important factor, which directly increases revenue of gem selling. As for that i hope for as much revenue for ArenaNet as possible, since they’re providing me a great world to spend my spare time in.
Kind regards
TL;DR:
- Removing existing content is usually bad
- Game has major design flaws that need to be adressed since launch. This decreases player, read: customer satisfaction.
- Too few updates, too few iteration.
- Flaws in 4/15 update.
_
edit: typo.
(edited by pza.8024)
Another issue with the current update system is the clearly missing focus on severe, major problems the game has. Some of them are currently beeing adressed, as a “feature pack”. There are problems i’m sure of having been reported thousands of times, that still were not adressed to this date. Since I’m not certain of what actually will be in the upcoming 4/15 patch, and do certainly not like to repeat what other people already posted, i’m just going to post two examples in different areas of what are major issues :
- You’re playing a ranger. Your axe auto attack bounces off a yellow mob, causing it to attack you. It also bounces of dead bodies on the floor instead of your enemies.
- You log in the first time. You create a character, chose your race, class, your storylines, so on. Enter game, fine. Sooner or later you’ll ask yourself: “how did those choices affect my character? Did i spend enough attention on my personal story?” Or even: “Should i have chosen fire element and balthazar to deal more damage?”
So basically it seems the focus of updates seems to be alot on quantity instead of quality. Since the game released, many bugs were fixed, many improvements were made, that’s right. Not going to be unfair here. Yet, for a game as big as GuildWars 2 it’s not remotely ACCEPTABLE that, after almost two years, there are really basic bugs and missing announced features that might not be breaking the game like the ones in the example, but show blatantly that there are flaws in the game. As a merchant, i’d especially keep an eye on the tidyness of the entrance of my store, not only the quantity of items, or the amount of banners on the sidewalk.
The less flaws you show ingame, the less people will be leaving because of irritation.
One major reason seems to be the lack of perspective in the game design. Without having attended to any design meeting at ArenaNet, I tend to think many design decisions on game release were written in stone, like if they were a ne plus ultra and could not be improved ever. This especially contradicts to the quality method of iteration.
Hello,
I’m writing this in order to express my current feelings about the design philosophy of GuildWars 2. There’ll be a TL;DR at the end of this post, for those who don’t want to read the “why” and “how” but the “what”.
First, let me introduce myself as an experienced player who has about 1800 hours played so far (way more in GuildWars 1), aswell as having a bit of experience on strategic game design after release in terms of marketing and quality. This doesn’t mean my opinion counts more than anybody else’s, but i could be finding core issues others dont immediatly see. I’ll try to keep this as simple and objective as possible though. Oh, and i’m no native speaker, so please bear me.
Let’s get it going.
As much as i appreciate the terms “living world” and “living story”, i dislike the way it was implemented. Since forming a living, changing world through various, quick updates is currently a major selling point of GuildWars 2, it’s obvious to spend ressources in it in order to keep it working. Yet, it could be a mistake to put so much weigth on this pillar, since its stability is dependant on user acceptance and each player’s personal flavour.
In my opinion there’s flaw in how this living world is beeing realized, as result of a possible misinterpretation of the players desires. What sounds like a “cool idea”, is in fact a world that has a chance to keep people fascinated as long as they’re following and liking the story, read: as long as they don’t miss anything and enjoy it, they will keep playing. The downside: Everyone who doesn’t enjoy a single chapter, misses something, gets bored, or for whatever reason decides to not participate, is beeing excluded from not only this particular content, but from all of the content normally would be existing in that area.
The misinterpretation of players desires shows as follows: Given the player likes new content, that means updates at all, he would likely prefer the enhancement of either quality or quantity of whatever he bought the game for, for example “i like open world, i wish to play more areas”. or “i like events, i want more world bosses”. The word “more” here means the player wants to have access to more choice to do. this is a very important point in my opinion. Removing content, temporary or forever, means removing choice. this is especially dangerous for whatever is popular, but also for the less popular.
As a result, the idea of achieving a real living changing world through removal of exisiting, popular or non-popular leads to bad feedback among the players. Worst of all, they accuse the living world – the major pillar of GW2.
As more and more people get unsatisfied, reputation of updates in general sinks and every politician will know – a bad reputation is difficult to lose. A bad reputation on advance is fatal for updates.
Let me draw you an image (keep in mind it’s an image, and never 100% accurate)
You and your guys go to your favourite restaurant in the lunch break, just like everyday. Some of you love the pizza, some others love pasta, you yourself are a bit different and like the risotto most. That day is different though. The waitress arrives, you order, and for some reason the waitress tells you there’s no more risotto on the menu. Instead, you can have some fish. You really love risotto, but since there’s no, you’re okay with the fish. Your friends order the usual. Once the pizza arrives, there’s fish on it. And in the pasta. Well, okay. Some of them don’t like it, leave it. You really enjoyed your fish. So much, you come back the next day and order it again. “Nope”, says the waitress. “but you can have our random fractal-box with a chance of fish in it.”
What about Polymock?
Automated Player Minipet fights you could bet on?
chesslike games like the one in front of rata sum?
Snowball fight?
A Rollercoaster?
oh and spectating other people’s matches while waiting is always fun. (i do not play pvp so i can only guess that you’ll get a notice once it’s your turn in the queue)
(edited by pza.8024)
- What kind of issue are you specifically having that could be related to lag?
Skill lag - What server are you on?
Elona Reach - Has there ever been a time when you or a friend are experiencing lag, while others in your party are not?
Yes. Most of the time only few complain on TS about skillag. if everyone experienced skillag, everyone would suddently be shouting bad words at once.
- Has there ever been a time where one party in a map is experiencing lag, while other parties in that same map are not?
No idea if its partybased or not. imo would not make sense. or you mean enemies? yes. enemies definetely profited sometimes from our skillags. probably the other way round, too.
- Do you experience the lag at very specific times?
Only when big zerg vs big zerg - If so, can you estimate how many players are in each zerg?
50vs50 or 30vs30vs30, happens on EB all the time.
Additional Info: Instant skills do activate at once while skillagging, from what i remember (Engi kits). not sure about if the effects occur during a skillag. maybe someone else can check that out (swiftness on kit equip for example)
I like. But the accessability to condition remove is too much. I general, my opinion is that anet should decrease condition spam and slightly reduce the condition cleanses so that conditions would still be viable. But if they dont, this suggestion is ok.
i hope i’m not necroing this thread too much, but i just wanted to say THANK YOU ANET for both Power Block and Disruptor’s Sustainment, which sound like a great way to improve the skill of mesmers interrupting abilities (since its more rewarding). a pity it’s only mesmer, but, well, he’s the king of rupt.
i wonder if power block affect monsters…
i totally agree with OP. The passive traiting does nothing but be a minmaxing feature that does nothing to benefit the actual build diversity. you either pick more damage when this or more damage when that. or better you pick every single one.
I would probably like synergies more, since there is close to none until now.
by synergy i mean stuff like the engineers’:
- swapping to medkit trigger on-heal-runes
- getting swiftness via a trait on kit swap and then getting addtionally vigor via another trait
fictive examples for well designed traits that add diversity, meaning you can use skills in a different way than before, aswell as adding synergies, means a net of different skills, traits and runes working together in a meaningful way:
- Greater Conflagration: burning you apply spreads up to 4 nearby targets (120 range) —-— people could start using single target skills in more situations
- Active Defense: blocking a melee attack using shield stance knocks the attacker down (X s cooldown) —-— produces synergies with blocking skills and attack skills
- Slippery Ground: when attuned to water your attacks on blinded, moving targets knock them down (X s cooldown) —-— creates synergy between attunements and traits
- “Bed of Coals”: when attuned to fire, your weapon skills apply burning on knocked enemies. —-— creates synergy between attunements and traits
- “Come at Me, Bro!”: gain adrenaline each time you attack an enemy with a melee attack above 90% health (x s cooldown) —-- promotes not using a ranged weapon before entering a combat
- _ “I Meant to Do That!”_: When you get knocked down, you gain one bar of adrenaline and gain 3 seconds of quickness (X s cooldown) —-— promotes not using perma stability.
- Furious Healing: Reduces the cooldown for your healing ability by 30%, but also reduces its healing by 15% —-— creates synergy with runes that trigger on healing
it’s important when adding trait to not simply BUFF a certain way of play like those %dmg traits, but instead adding DIVERSITY, by adding a different synergizing effect or enhancing a secondary effect. only this promotes build diversity.
gw1 was full of those synergies. they all got lost in gw2. i believe it’s more “newbie friendly”…. the big boys in anet should start playing other games like diablo 2 and 3, to see that this concept was a successfull one, and the main reason why guildwars was alive for so long.
The only thing anyone can count on is balance changes are probably not going to happen during WvW Season2 March28-May30
So either next Tuesday, or not until June.
that’s not right. only changes to wvw rank skills are not going to happen during season, since you cannot respec them. balance patches can come whenever they like, because why not?
Hello peeps,
Let’s make it quick: I wanted to make a list of ideas on how to fix the participation rewarding for escorting dolyaks. I want you players to add and discuss your ideas for this thread to become very constructive for the devs
Remember to ask yourself “when must the event trigger for a player?”: The rewarding must trigger reliably but should not be exploitable (read: the player has to do something actively in order to receive the reward). Participation intensity should but isn’t required to be scalable according to the effort of each player (gold, silver bronze medals).
Here we go:
- Add weak NPC’s (Skrit) that attack dolyaks randomly. Killing them AND guiding the dolyak to the end would grant you participation. event fails on dolyak death.
- Add a way to increase speed of dolyaks through environmental stuff. Like haystacks in a supply camp or in a tower/fort that you can pick up, and use at determined positions along the path of the dolyak, so that the dolyak got healed and gets motivated to walk a bit quicker. Using more haystacks on the determined positions will increase participation. If the dolyak fails to arrive sefely, the event fails.
- Add quick rewards: Example: Kill an enemy player near a living dolyak and it will grant you participation on a “saved the dolyak!” event. it would fail if the dolyak got killed. it would start when it got attacked. to prevent it to be farmable during night by two friends of different servers i’d suggest to make the event “once per dolyak”, if this is possible.
you mean, write a ticket asking which language to use?
Hello guys!
I’m a native german speaker, i play on a german server in a german guild and i always try to do the best to support you guys in increasing the quality of our game. that means i try to report as many bugs as i can via the ingame button, which comes in handy since it creates a screenshot (very good tool btw). Since my english is understandable (not perfect, i know) i try to write the bug report in english and in german (so that you guys can pick whichever language you understand better, my broken english or the fine german)
i have some german guildies though that tend to not report any bugs, because they fear they would not be understood and they would be doing useless work. now shall i tell them that it’s enough if they write their reports in german or should i help them translating?
Not all would be the same ooc. Any class with movement skills would be skyrockets.
OP: tell me one clas that doesnt have access to perma swiftness or at least a 25% speedbuff. Mesmers got blink. theyre basically a fast class. Engineer is slower. And i dont play necro that much but hes slower too i think.
Conclusion: youre trying to balance stuff around just one skill.
(edited by pza.8024)
Not enough cleanses? They win. Enough cleanses? Stalemate, or they lose because they couldn’t outrun you.
some classes beeing able o outrun others by design is a different topic…
what’s wrong having to take enough condicleanses to fight a condiclass effectively? didn’t you die in GW1 too, if you fought a difficult encounter without condition removal?
what if you didn’t have to prepare yourself for a condition build? would conditions be viable? certainly not. they wouldn’t be a threat, or else you would have to take condition removal.
point is:
if you dont take condition removal, why should you win?
if you don’t take stability, why should you win against cc heavy classes?
if you dont have scissors with you, why should your rock win over paper?
get enough paper, rock and scissors in yor build to be able to react to every encounter. or just take rock and own scissors, but always fail to the slightest sheet of paper.
this thread is getting hilariously awkward. all i see is “ermergerd the meta is so unplayable! i’m waiting since they announced the game for a nerf of class X, right now i cannot even log in i get instakilled by Y, devs have never done ANY good to this game, all they do is bulldozer”
like if this game was so horrendously broken. and some of those people even start namecalling devs for not answering to their mostly just egocentric posts in or out of cdi’s. which is just tremendously awkward.
these guys should turn down the volume of shouting, really. it doesn’t help anyway. and it ruins the fun for everyone else, especially for the people from anet that have to deal with this. they’re just people after all. in the end, they just stop reading the forums.
(edited by pza.8024)
so i’m trying to cool down this this thread, although i’m of course in favor of “moar balance updates plox!”
a) people tend to complain about changes when they’re happy with how it was. those people didn’t go into the forums and responded to such topics like these.
b) more balance updates means more work for anet, on stuff that get changed a couple of weeks later again and therefore have little to no long term effect. that’s what people complain about living world, too.
c) people mostly whine for balance changes when they’re tired, when they see something repeating itself (“w always better than x, y is strong, z is useless”). That’s sometimes because they always play the same thing (only few classes, only few gamemodes, only few builds). level up a new character if you’re tired, do something you never do. that helps on opening up your minds. only few of us have done EVERYTHING in this game often enough to get bored of it.
d) too many changes and people returning to the game will find their game confusing, since builds they ran got useless and stuff they had got worthless. it can be a pain to have to learn a new meta before you rejoin a game.
you forget they are planning to rebalance every single sigil and every single runeset. so POTENTIALLY it could become an issue, and if, only for warrs.
Obviously I am not a video game programmer, so don’t try to retort with
“Well how would YOU fix it then?!”
at least give it a try. i think any idea is welcome and those can come from players aswell as from programmers, mostly because we all do not know what’s possible and what isn’t.
a funny thing would be, if thieves could only stealth when not in line of sight of any players. as this might be difficult/buggy/impossible to achieve, why not make thieves be able to stealth only out of combat…? or at least most skills could work only out of combat.
ofcourse buff thieves ability to fight without stealth in return.
Best solution is to nerf warrior and remove fast hands altogether and give it to my gf.
You’re welcome.
Double fixed, because I want half second swap times.
fixed.
@OP i’m pretty sure this topic comes in too late for anet to see it, discukittenange it, test it, translate it fix the changes bugs. but oh well, just hope.
sorry for ot.^^
edit: whats wrong with the word “d i s c u s s”?
edit2: messed up the quoteception, sorry. nvm
(edited by pza.8024)
All of this comes down to 2 things:
- It is quite easy to produce a setup incorporating multiple hard CCs that also does good damage by itself. The most damaging skills should require some element of CC to setup and land, but a CC oriented build should not be able to put out significant pressure by itself.
- Vast inequities of Stability uptime across classes, or CC mitigation that is largely passive, or CC mitigation that does not provide Stability such that Stunbreakers might break 1 hard CC, only to be layered with another.
That being said, CC should be capable of being layered as a team effort towards focusing a target. This is one of the core bases of teamfights and this should not be discarded. So here are two things that can be done:
- Give most stunbreakers for most classes some minimal Stability uptime. 1-2 seconds is already enough to break chained Hard CC.
- Eliminate Immobilise stacking with a view towards incorporating snare-breaks (targeted cleanses of Immobilise) into more skills.
as a passionate engineer i must say, this is GREAT feedback. the only thing i would add is that for a real cc-chain break, stability must be 2-3 seconds imo.
@OP, luckily i didn’t scroll down in the first place, or else i would be discouraged to read this wall of text due to my limited time for the forums. i’d like you to know for the future, that, although i like the style of your feedback, it’s quite lengthy to read and the longer your post is, the less likely it is to be read. this applies especially for devs, although they always say they read everything that is on the forums.
i just hope this helps making the communication between devs and players easier and (in my opinion) valuable posts like these are taken into consideration more often.
@svarty: thanks for tl;dr, but this should be the op’s work, since he knows best what he wants to tell us.
@Topic: I LOVE the second last boss encounter in crucible of eternity – submarine – (Bjarl the Rampager). Knockdown this boss at the right moment to hold off its immunity! the boss could hit harder, though, but that has nothing to do with the mechanics of the boss.
(edited by pza.8024)
As well. Professions have access to plenty of cleanse to handle that no problem. Just because “most builds” as you put it, do not have access to “half that” is a problem with your builds. It is completely illogical to play the builds you do with no condition removal, then complain that you cannot cleanse them. FYI, 64% of every skill and trait in the game that removes conditions do 3 or more. Last I checked 3 is most of 5 and 64% is most of the skills.
As I stated before,
not sure where you got these numbers from
Probably this page and simple calculations
you got me wrong buddy. it doesn’t matter where the numbers are from, as long as they don’t take into consideration basic balance cornerstones like trigger chances, cooldowns, gear slots, and other. they are just wrong. it’s like saying “10% of the population is beautiful”
You asked, I answered. And no, the information he gave is completely accurate and easily proven. 64% of all condition removals remove at least 3 conditions. Period. Cooldowns don’t factor into it, chances don’t factor in, gear doesn’t either. It just is the case. The exact value of those cleanses, now that is up for debate with the other factors. What he stated is not.
Your example, however, is predicated on opinion and cannot be backed up with facts. Your ability to make a compelling argument is shockingly disappointing if that is the best you can do.
i can give you a hundred random, biased numbers just to prove my point of view is right.(1) but i’m not. instead, i’m asking people to think about what they are posting and the readers to think about what they are reading to improve this discussions quality.
in order to prove that a stack multiple conditions could be cleared easily, the various REAL counters to those should have been named, for example using multiple projectile finishers, mending, ether renewal, purge conditions and so on. in addition one could have mentioned the several ways of mitigating incoming conditions via blocks, passive cleanses or converts etc. i’m not going to do the author’s work for him though.
(1)but i’m giving you examples of stupid number crunching (these statements do not represent my opinion and only exist to give example of bad numbers):
- “human thieves have access to 66% more condition removal skills than other races thieves. therefore they are imba vs condi classes.”
- “an inch is 2.54 times bigger than a centimeter. therefore skyscrapers in america are higher than in europe.”
As well. Professions have access to plenty of cleanse to handle that no problem. Just because “most builds” as you put it, do not have access to “half that” is a problem with your builds. It is completely illogical to play the builds you do with no condition removal, then complain that you cannot cleanse them. FYI, 64% of every skill and trait in the game that removes conditions do 3 or more. Last I checked 3 is most of 5 and 64% is most of the skills.
As I stated before,
not sure where you got these numbers from
Probably this page and simple calculations
you got me wrong buddy. it doesn’t matter where the numbers are from, as long as they don’t take into consideration basic balance cornerstones like trigger chances, cooldowns, gear slots, and other. they are just wrong. it’s like saying “10% of the population is beautiful”
“Cleanse”, lol. Engineers can apply up to 5 condis with a single grenade skill.
Speaking of “lol” only two of the grenades do damage for a total of 3,959 damage
he’s referring to the possibility to remove conditions. an example: you get 5 stacks of confusion over 10 seconds from somewhere. now a granade engi starts spamming his conditions at you. you fail dodging once, get 3 more conditions on you. you use your condition remove, which removes 3 conditions. confusion still on, and you wasted your condition remove on cover condis.
As well. Professions have access to plenty of cleanse to handle that no problem. Just because “most builds” as you put it, do not have access to “half that” is a problem with your builds. It is completely illogical to play the builds you do with no condition removal, then complain that you cannot cleanse them. FYI, 64% of every skill and trait in the game that removes conditions do 3 or more. Last I checked 3 is most of 5 and 64% is most of the skills.
As I stated before,
not sure where you got these numbers from… and why you don’t consider cooldowns, availability etc… trying to falsify wrong statistics with even wronger statistics is just not the way to go.
how much time do you guys spend in meetings, discussing the CDI’s, per day/week?
like 95% of all discussions, it’s leading nowhere but to two general ideas: “op!” and “not op.”.
so i’m gonna make the start to do something productive, which, in case a dev should actually read this, might even be useful.
- Problem:
Conditions work too well in small fights, but are not strong enough in pve/zerg fights.
- solution:
Nerf condis for smaller fights, increase value in bigger fights.
- possible methods:
(1) nerf condition durations, buff their damage/effect instead. this contradicts the very heart of a condition, but reduces the amount of stacks that are applied by each character, leading to more players beeing able to apply conditions to a target, while maintaining the dps of each single player.
(2) add measurments to nerf some of the strongest AoE cleanses, like nullfield, light fields in combination with finishers, soldiers runes, heal turret, etc. An internal cooldown is not the most elegant solution, but might work.
(3) Add methods to apply more conditions to whole zergs. (bigger aoe for condition skills, more targets affected etc.)
(4) increase/remove the amount of stacks applied to one target. especially bosses tend to be a good target for conditions, since they can survive very long. but due to the nature of condition beeing capped a very low stack count, it’s hardly useful once more than two condi-players attack the same boss.
(4.1)Alternatively, make the total amount of stacks capped per player, read: for every player attacking an enemy, the total amount of condition stacks could be increased by x, x beeing a number between 10-25.
- risks/downsides
(1) burning and bleeding would essentially get closer together, with the only difference beeing that bleeding would be stackable in intensity, while burning stacks in duration.
(2) a change of that size must be well thouht and is probably hard to balance out. the risk of breaking something is possibly high, the risk of a hatestorm from current metaplayers is equally high.
(3) Arrow carts skills #2 and #3 prove this a useful method to strengthen conditions against zergs. yet the very quick application of massive conditions to each enemy combined with the high amount of cleanes reduces the overall time each condition stays on one target, which essentially renders the duration silly and contradictionary to what a condition is intended to be: sustained damage.
(4),(4.1) increasing/removing the amount of total stacks for each condition would open up space for a “new” kind of build, which would be a “condition spike”. the term is already beeing used, but spike here means killing an enemy in a split second through conditions. although build variety is a good thing, small condition groups would essentially be strenghthened even more, which is bad and should be balanced separatedly.
Lets fix this:
- conditions counter pvp
- direct damage counter pve
- tank counters wvw
Problem, officer?
build variety?
there is, in form of different kinds of support. but that’s not the topic and its importance arguable.
my point is, a major condition nerf would affect mostly pvp meta and make viability of pve and wvw condi builds even worse, reducing their build variety.
careful one must be when suggesting major stuff.
Secondly, direct damage is countered directly by toughness. Use that big, sexy human brain of yours and figure something out. Since conditions have no direct counter, they effect everyone equally. Therefore, high toughness targets don’t counter condi damage. So while Might-stacking is there to boost your damage against the toughness counter, why does it boost condi damage?
Ever thought about this: conditions are meant to counter tanks?
And that low toughness tagets (like zerkers) counter condition builds, because they wont get any extra damage because of their lack of defense?That’d be great if direct damage countered conditions. It’d be like rock/paper/scissors. Tank counters direct, condi counters tank, direct counters condi.
But it doesn’t work that way.
Conditions can counter every build.
Lets fix this:
- conditions counter pvp
- direct damage counter pve
- tank counters wvw
Problem, officer?
so get real.
FGS#4 might be working as intended, which is the definition of something not beeing bugged. that’s right.
But it definetly isn’t beeing used as intended, which would be as an attack or simple mobility skill. as a result a harsh statement would be it was getting exploited, like arrowcart cornershooting via windowed mode is beeing exploited. both working as intended, but well… with at least a need of rethinking, for the sake of FGS. It doesn’t want to be the cornerkitten.
try thinking this way: if it dealt twenty times the current damage with a much smaller hitbox, effectively dealing the same damage if using it without stacking, the skill would suddently be incredible imba at corners. this would instantly be called a bug, although it worked the same way it does now.
engineer is strong, but even stronger if you master him. necro, warrior, ranger, guardian are all easier to master. mesmer arguably, but that might be just me.
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grenades (with grenadier), bombkit, elixir U.
i use bombkit if melee is not too dangerous or when kiting a monster. the attack speed underwater with bombs is REALLY high and the damage really strong. grenades don’t always hit, especially on moving targets, but it’s the best ranged solution. elixir U is the best way increase the damage output. add in Fast-Acting Elixirs if you plan on staying for longer.
i think dps comes mostly due to bugged fiery greatsword #4. yet i’m not saying the dps is low, but elementalist is really a hard class to master, probably the hardest along with the engineer.
lol engineer is so hard to play, not. there are no hard to play class in this game, only hard enemy, not happening often in PvE tho.
and ele fgs 4 alone is not bugged(on wall or not), its only bugged when used with lightning flash, without it, ele is still best dps.
what a badboy over here! i wonder why so i hardly ever met a good engineer while roaming, in dungeons or whatever. i could write more, but that would be off topic.
you’re saying fgs#4 is not bugged. a skill that is intended to be a mobility skill and produces a wall of fire behind you. and mobility skills should always be best used for running against walls… yeah, that makes sense.
Remember WvW zerg fighting is about staying alive. It is not about delivering max damage.
it depends. whenever you know what you’re doing, whatever you can do to spike the opponent zerg down is good enough for helping your side. just remind yourself of what a tornado meteor shower can do with a zerg. if you get a kill before the opponent does, you’re going to have a huge advantage. they start rezzing, throwing multiple banners etc. so damage DOES matter, and so do conditions. not all ofcourse. mostly the quick conditions.
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i think dps comes mostly due to bugged fiery greatsword #4. yet i’m not saying the dps is low, but elementalist is really a hard class to master, probably the hardest along with the engineer.
100 blades is just one skill either.
backstab is just one skill either.
poison grenades is just one skill either.
condition remove.
Waypoints destroy a lot of tactical gameplay. With a working open field intelligence you can counter attacks even before they start by using waypoints. They also inhibit the introduction of element like destroyable objects, objects that can close bottlenecks forcing the enemy to use a longer way to its target or something like anti-swiftness traps. Waypoints would make such things obsolete and encourage zergy brawlfests. I would prefer wurm tunnels as a fast method to travel over the map if we really need this.
what?
1) why do waypoints destroy tactical gameplay?
2) whats the problem of open field intelligence and precaution attacks? isn’t this the summit of tactical gameplay?
3)why do waypoints INHIBIT the introduction of destroyable objects? Do you realize WP’s in WvW need to be build first? Wouldn’t WP’s be be just an expensive counter to those destroyable objects, like say, stability is for CC? Isn’t this allowed or even desired?
4) Are supply traps really that obsolete in WvW, although there are plenty of possible waypoints on borderlands?
5) Why exactly do waypoints help zergs more than it does smaller groups, and therefore encourage zerging?
I might believe this waypoint topic requires much more thinking than it looks like.
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I’d sum this up
problem: running for a long time is boring, but eventually necessary to make siege tactics possible (arguable though)
solution: make running more interesting by having something to do on the way
possible methods:
- caravans could randomly be attacked by npcs.
- severe reduction of zerging and increased amount of small team roaming so that randoms can quickly find a new Group after dying.
- Make waypoints be contested only when siege is attacking
Personal opinion is that waypoints do offer a good amount of tactical gameplay by being able to quicken the response to an attack. Otherwise wvw would turn into mindless zerging with 20 golems. Also, the ability to respawn in a keep makes attacks on intruders less risky and increases the action and awards during a siege or an attack. Also its more forgiving if a siegebreak attack goes wrong. More than everything else it’s a motivation for every player to contribute actively (by scouting for attacks on own wp or helping an attack against a waypoint-keep), to the effords of a server.
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Well they could improve one thing, and i wonder if this would be a consensus without any risks:
Problem:
- full bag handling: slows you down, emits a huge obstructing message on screen to press away, hindering gameplay.
Possible solution:
- Add an togglable option to not pick up stuff if your bag is full but instead receive a message in your chat that your bag is full. This should be enough for many people and for those who this isnt enough theres still the option to uncheck this feature and keep everything the way it is.
The second big problem is that people always expect some kind of “blizzard patch” which basically reworks all classes, changes the meta drastically and basically buffs 95% of all skills to be double as good. This way people get appeased, new builds get available and freshen the game up. Only consequence is the higher damage/hp numbers and the amount of work. But blizz has amuch bigger more experienced staff.
Only when every class and every build thinks of itself “i am so overpowered!” and content difficult enough people will be satisfied. But thats quite difficult to reach.
well most of all my concern is the non-existing overview. ~1800 posts right now only in the ranger cdi, noone can tell me that ANYONE is gonna read and completely understand every single post.
so what they should have done is create a temporary subforum with different topics on how to improve ranger. maybe each topic with a button which people could use to express importance.
this way people who wanted to discuss a special topic would have an overview over already made discussions. otherwise we would see the same dscussions (e.g. pet stowing) over and over again because you can’t expect the users to read 1800 posts.
you know, quality starts with organizing stuff. the less work for each of us, the better it gets done.
i guess this CDI is either leading to many hours of useless work for the devs, aswell as a non-optimal result due to bad organization.
Or they just don’t care about results and want our need for attention to get satisfied. read: CDI is just make up.
L2p? by pressing “F”?
hmm.. i see now..
you don’t learn spamming F in PvE or PvP during combat, do you?
the only time you’d lose bags is when you die and enemies die after. but either:
- your team wins the battle and rezzes you, so you can pick it up
- you didn’t deserve the loot since your team lost, in which case you just need to learn to be a good sportsman.
- in case you have a spawnpoint near: you didn’t respawn quick enough to pick loot dropping after revival. lying there dead, while you could respawn and come back to fight is not helpful. this is a common new-to-wvw issue.
don’t get angry when someone tells you you need to learn something.
In this video: Perplexity runes melting noobs
you’re kind of right, yet nice video. also: you must be fighting noobs to win 1v3+. or play a really op build, but a build that beats 3 equal players playing decent builds at once does not exist right now. Anet? PLOX GIEV
All i hear is “QQ i forgot to press F in fight now and then, we lost and now i’m unable to accept what i lost.” This is a l2p issue you should be ashamed to whine about.
Inb4 “kits do not have an activation timer →no small time required to switch”.
From a more practical point of view i suggest u overthink the idea of just going full ranged, since the benefit you get is minimal if existing at all. Instead of pbr you could just use your nades. U’ll open up space for elixir R or bomb kit which excels any dps skill in melee range. U could even use thumper turret for blasting firefields for additional 9 stafks of might for the whole group. Thats also probably more dps than pbr/ft2.
edge no, soil yes. i can already see them war banners used for nothing
There’s something g that already does this. It’s called poison. If you are poisoned while in the downed state and someone tries to war banner you, you will remain at the downed state.
http://www.technobuffalo.com/wp-content/uploads/2013/02/The-more-you-know.png
sorry to say, but this is simply not true. poison does not prevent war banner rezzing. i couldn’t test myself but i let my guild test it and the result was negative.
Why? People who dont stack wont use their supplies when u need them anyway.
Explain
i’ll just give an example of how it would be if the radius would be like 1000+:
- zerg standing at spawn
- commander says “stack, supplycheck”
- 20 people stack, 5 people stand around
- commander gets supplyinfo of the 20 stacking people + 5 people standing around
- /supplyinfo tells him zerg has 100 mats
- goes to attack wall/door, counts with having 100 mats, though he only has 50, cause he didnt see that those people which didnt stack were AFK and had 10 supplies each.
- attack fails.
even now any guildraid trie not to stack on top of randoms to be sure of how many supplies they have.
Has nothing to do with dx9.
Its server lag, and would not be less harmful if it only affected t1
That’s been part of the game forever. Upleveled’s are easier to down, hence the term: Rallybot. You’re targeted for being weak. You’re being targeted because we want people to live. You’re targeted for bringing extra CC and potential heals. You’re being targeted for the bags. Mostly, I target you because I hate upleveled players.
I will always hunt you. I will always get my group to focus you. I will stomp you and steal your bag. I will destroy you. I will stomp your dreams, your hopes, and everything you hold dear…. I will be your ruin.
Nothing personal <3
From an objective point of view, i can tell you (and mostly anybody else, including myself) like to stomp upleveled in their faces, well… mostly because it gets you a kick demolishing even a group of 3-4 guys with ease. Not even talking about loot here.
I can understand this point of view though the real question should rather be: what fan we do to avoid new players, -upleveled- from getting just overpwnd over and over again getting farmed by thieves no zergs care about and ragequitting that gamemode? One answer is:
get id of that green killme-sign
Or
Make them drop no loot
Make them stronger
Etc.
