Shyamal- Asuran Necromancer | Varg Houtman- Norn Ranger
Nemo Randolf- Human Guardian
This is a problem with the entire game and has been there since launch.
So my Ranger is Lord Faren’s best friend (according to my personal story) but he acts like he does not know him on the Southsun shore stuff… so what up with that, wouldn’t he be all “bff what up”?
The enduring elements of any good MMORPG are lacking in GW2. Once you get past the very fun wrapping, you find a game that ages quickly. Here are some of the reasons why:
(1) PvE is shallow.
Most of the content in this game is easy. The content that isn’t easy is difficult by virtue of cheap mechanics rather than intelligent fights.
GW1 had a decent solution when it introduced Hard Mode. Having instanced areas that are significantly more challenging could provide some much needed content. Rewards could be scaled or added as needed from dungeon to dungeon, including titles that demonstrated mastery of the most difficult content in the game.
Of course, if the dungeon content remains insipid, there would be little motivation to play a hard mode.
Something that would make the game more interesting is a complex system of buff/debuff and condition/cleanse. This way support and condition builds would have a real and meaningful role to play in encounters. Such a system could also apply to PvP. As it is, the system is dull because it gives incentive and is designed (intentionally or not) for players to take up dps roles.
Additionally, GW1 had an enjoyable elite-skill capture system. Something like this kept me engaged in the first game for quite sometime. Nothing similar exists in this game.
Finally, atmospherically the game is hobbled by poor story telling. The personal story is a particularly egregious example of this, as it morphed into Traherne’s story. That would have been acceptable (barely) if the story had at least credibly communicated how important and vital his role was. Also, dragons destroying the world is a lowest common denominator fantasy trope. And don’t get me started on Orr.
(2) Build variety is non-existent.
It’s clear that the general skill and abilities in this game were not thought out well, either from a balance or fundamental design perspective. The fact that there is clearly one (occasionally two?) best build for each profession that far outstrips the performance of other builds is evidence of inadequate design.
This is a problem compounded by the shallow PvE. When everything is centered around damage/damage/damage, and “challenging” fights in dungeons reduce to slaying an HP sponge, it’s difficult, if not near-impossible, to design abilities and skills that provide anything meaningful other than different ways of dealing damage.
The trinity just reduces fights to battles over hp bars, but you still need something more interesting to replace it.
(3) Competitive play is shallow.
One of the great draws to PvP in Guild Wars 1 was the ever-changing meta as players moved from one flavor of builds to another. This system was far from perfect, and indeed suffered from some serious flaws, but it did have a degree of customization and strategy that is otherwise completely lacking in Guild Wars 2.
WvW is a trite affair. It’s highly repetitive, and victories in the zones don’t feel significantly attached to the rewards given to the server that captures important territory. Not only are there few compelling reasons to fight in WvW, but the fights that do occur are largely reduced to zerg strategies.
Additionally, the rewards from PvP (and to some extent WvW) are too detached from PvE. It would be beneficial to have better ways to display your commitment to and skill in structured or tournament play.
you cant win. What you can do is not die sometimes . Good thieves are imposibruuu
If the thief is worth their salt you wont kill him.
If I dodge a thief’s opening attack from stealth, the thief should become revealed. As it is, I can use my best intuition and planning and dodging to avoid damage against a stealthed thief but this means nothing when the thief can miss 10 backstabs in a row until i blow all of my cd/ dodges. It takes planning, counterplay, and skill to evade a stealthed thief so I think we should be rewarded for doing so.
At the very least, the thief trips and falls down stunned for a second or so if they miss a melee attack from stealth?
Also it will make landing backstabs/tactical strikes more skillful to land considering how much of an advantage they give for how easy it is to pull them off currently.
thoughts? comments?
EDIT: I am not complaining or whining or any of that. I am simply suggesting a way to get thief gameplay into a better area where it requires more skill to pull off great burst damage from stealth. A change like this will benefit everyone in that it makes thief gameplay much more skillful and purposeful.
Also, please stop saying useless comments like “l2play noob op pick up thief and try it”. You contribute nothing to the discussion at all. And not that it means much at all, but I do play thief.
(edited by Turbo Whale.1738)
I’m sorry, but when I see threads/posts like this, I start thinking PR campaign.
It is painfully obvious there are 1-2 dominant builds on each class, most of which are cheap. Hell, most people argue that warrior has NONE, and would almost certainly agree that he belongs in a burst spec and must use Greatsword. -lame-
Balance here goes like this: out of the 100’s of builds a player can make, you either:
A) Copy and paste one of the few cheese builds for each class and start dominating
or
B) Try something else and get wrecked in utter futility
Not only is build diversity a huge problem, but the 5% of builds that are OP haven’t even been balanced unto each other properly. It has a lot to do with failed mechanics such as A.I., stealth, and huge disparities in boon stacking, conditions, cleanses, mobility, ect…
This, combined with the fact that conquest is an inherently unbalanced format that supports the extreme bunker build and cowardly playstyles such as zerging and running away due to someone constantly being outnumbered, has ruined pvp.
As for me being a hater, I hate that my pvp game is pretty much dead, and that they didn’t listen to all the logical feedback back when the population was at critical mass.
We had 4 months of building up on a living story, 4 months (!!!!!), and all we get in the very end is a bonfire? This undercuts even my lowest expectations.
Korean’s dont stick to games with bad pvp.
As was mentioned earlier in this thread, we have stated that we are unable to provide a reply to all suggestions posted in the suggestion subforum.
We do, however, regularly read the suggestions forum and deliver feedback to the design team on a daily basis. Just because you haven’t seen a reply does not mean it’s not being read.
this is exactly the wrong response.
but at least you said something.
Make all incoming damage remove stealth. Problem solved.
Yeah, level based karma jugs was a pretty bone headed decision. You get a full jug for finishing dailies even at level 1, not to mention the fact that you can dump multiple stacks of them onto a brand new character if you wanted to and saved them up.
The fact that they shared the same name and graphic was even dumber, I have a feeling this ‘design’ was a last minute thing someone thought necessary. This is why it isn’t a good idea to make critical decisions while stoned.
so I believe you can only get 1 of each / account. stupid idea for such an useless reward.
You’re correct, Paul, except that the cost/reward for this specific item is crazily out of whack. It costs roughly 60-70s to make 1 of these items, whereas the 30 minute equivalent item is about 3.5s per.
They disallowed DPS meters so that it’s harder for the playerbase and theorycrafters to gather data about performance.
This keeps current functions obscure to the playerbase so that when a developer makes a claim, it’s hard for players to refute or engage them.
It’s very clear from design decisions like not having a Public Test Realm that they take the feedback from the playerbase at large with a grain of salt.
Just allow rangers to tame warriors as pet.
But that would be a ranger nerf
Variety in GW2? BLASPHEMY, HANG HIM!
No lol they won’t bring back dual professions. The best we’ll get is maybe a new weapon set or two in 2015 at best considering the snails pace the game is moving at right now.
I don’t believe for one second the balance argument holds ground for more skills because GW2 is not even balanced, although that’s not a skill problem but rather everything except zerker is sub-par and weak scaling, slightly different story in pvp.
gw2 does not work on spvp because theres no microtransactions they can implement in it all the new updates only bring new junk in the gem store and thats all they care about
you do realice that gw2 is dead right?
Um if you have to use healing power so your terrible heals become less terrible but are still terrible and now your damage is terrible. Than you have traded being terrible for being terrible.
The recent changes with custom arenas now allow people to choose which team they get to be in. This allows groups of people to be in the same team and coordinate.
Today I was playing in hotjoin and I noticed the opposing team members all had the same guild tag and they were playing it like a tPvP match. Needless to say they always beat the poor team on the other end and it was pretty obvious they were calling for help etc. As a result they got huge scores and won matches with insane margins. Fighting them was no fun since someone would always come and make it a 2v1 or 3v1.
I got tired of this. I figured they were always red so I chose to join the red team next time and jumped on the gravy train. One of their guys obviously got left out but why should I care?
This attitude is spoiling hotjoin where you’re supposed to be able to happily solo in the knowledge that others are doing the same. It was the ultimate “solo queue”. Even if everyone in a party joined a server there was guarantee that they would be in the same team. This is how it should be.
I request the developers to remove the ability to select which team you can join in public custom arenas. By coordinating, they’re spoiling the fun of hotjoin – something that has been accessible to us right from the start.
This should be removed, I don’t play much spvp but when I do I do it solo, I gave up on Tpvp because the match making is so bad, bunch of solo’s against 5 of the top 10 is a dumb way to do it. Which is weird because gw1 had random arena’s and team arena’s and look how good that did, why change something that works?
Anyways Spvp is turning into the same thing but on a much larger scale, tried a few different games today and everyone of them ended up being a bunch of random low levels against 30/40+ guild teams that just waited for people to join the opposite team so they could be on the same team.
This change has taken all the fun out of Spvp because every match is a blowout, the update might of boosted your below average pvp player base for now but I assure you it will quickly dwindle down to nothing if it keeps going like this.
As a Thief player myself I have the following problems with stealth:
- If you build for stealth you pretty much have to use it as much as possible, otherwise your survivability is almost non-existant.
- The Thief can stealth far too much IMO. The utilities only allow you to stealth for 3 seconds every 40 or so, and this is perfectly fine, but with so many ini regain options a Thief can spam stealth too frequently.
- When stealthed you’re either fighting against a skilled player, who will know how to hit you (nulifying it’s suvivability), or you’re fighting a not so skilled player, which 9 times out of 10 is an easy win and not much fun. There doesn’t seem to be much middle ground like there is with other defenses.
Personally I feel stealth should be removed from our weapon skills and replaced with other survival options. Stealth should only be available from utility/elite skills or from a profession mechanic. Stealth itself is good and can be a powerful tool, it’s just too easy to spam it.
Edit – @Phaedryn: Regarding your comment “I don’t consider any class in GW2 to be a true stealth class”. As a DP thief, with the right traits, I can stay stealthed permanently if played right. I have stayed stealthed for well over a minute while roaming WvW. If that’s not a stealth class I don’t know what is.
(edited by Rin.1046)
Very impressive OP.
I like you the way you broke things down very formally.
If I were to ask you how many those who had left the game overall because of thief OP stealth mechanic? you would be very surprised. Many and Many, but I Dare you not say that thief is OP because Arenanet indented them to be.
Let me ask you another question, how many posts and thread which had raised concerns about thief Stealth, that were later Eraced and Closed? Far too many.
I would Dare hope Arenanet take this matter serious and resolve it very soon.
Obviously, Stealth does reduce depth and skill, why so?
It only takes 1-2 utilities to master thief.
It only takes 1-2 key buttons to take advantage of stealth.
It only takes 1-2-3 hits to kill and finish off. your enemies. .
It only takes 1-2-3 to walk by a full zerge; unseen.
It only takes 1 to vanish without a scrape.
It only takes 1-2 for any new thief players to master stealth.
It only takes 1-2 combo finishers to wipe a full party.
It only takes 1-2-3 to 0-100+ dps.
As the saying goes, “Very cheap play”.
It’s a Shame
(edited by Burnfall.9573)
The stealth mechanic needs to be changed, as soon as possible.
If stealth stops point capping in sPvP, it will never be balanced as your main defense mechanic stops point capping (e.g. if Aegis stopped point capping).
Since Anet balances on sPvP, it throws balance elsewhere off.
No game I have ever played has had such a extensive stealth, AND lets you attack with no negative effect. Stealth is worst game mechanic you can make in a multiplayer game, cept maybe killing someone only to not have them dead(cough downedstate). Want to know why no competitive players play GW2? Stealth and downed state. No good competitive player worth his salt would waste time with stupid mechanics. They want skill based combat, not who can abuse a game mechanic the most combat. inb4 “if so good lrn2adapt”(you know good players adapt and are still better than you, they just go to a different game thats more fun and skilled to play than waste time with dumb mechanics)
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