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im not even mad
Eliminate links, Create 6 new servers (new names) because of pride/ server loyalty etc. Allow the community free xfers for the first month to manual balance. If guilds really cared about fights they wouldn’t stack 1 server.
Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
That’s your opinion. I happen to disagree with that.
Very good, then please share your supported opinion. We don’t battle with single sentences.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2
Subjective (and highly subjective at that). Their very existence had an impact on the game that for many players is really negative.
Then I recommend you rebuke my argument with a less subjective one, not with a more subjective one.
Having raids as endgame content is good for the game, but the lack of difficulty settings offered by the devs created a polarizing effect on the community.
Locking the best armors behind raid content, as reward carrots, was also a poor idea.
Profession “balancing” for 2 years was done with raids in mind first, and this hurt all other pve content, wvw and spvp. …Think about this… Many wvw players have begged the devs for years to get rid of the problematic ghost thief, and it wasn’t fixed until a solo player beat a raid boss on that build…
Again, raids are great end game content, but they were poorly implemented and alienated a huge portion of the casual playerbase unnecessarily. That was completely avoidable and the wrong approach considering the devs know 100% that the majority of the playerbase are casuals.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Their policy of developing 5 hours worth of content for 3 months of work is stupid anyway. Especially when new zones have almost no reason to go back to them
The biggest problems I have with Wooden Potatoes are that, first, while he is very knowledgeable about the game, he does let ArenaNet influence his opinion more than he should (being straight up told on twitter that he should focus on the last raid when it dropped even though he had not originally planned to do so, for instance) and his tendency to blow off other opinions as trivial and temporary (again, we see that clearly in his second video here when he shrugs off raiding concerns as solely a result of the content drought – when those concerns persist heavily today).
And to be clear – I’m not saying he is a paid Anet shill. He definitely isn’t. But it is obvious that he takes at least some probably unintentional direction from them in what and how he covers things, probably from his respect for people at the company (which can be both a bad and a good thing).
That said, I do agree with some of what he said. I absolutely love season 3 of the living story and see the great work the anet teams are doing.
I don’t agree with a lot of what he says, but then again, I’ve never (personally) rated him as any sort of GW2 authority anyway.
Or how about we dont remove everything that makes GW2 just GW2 and instead actually focus on fixing major balance issues like condition output of certain builds, healing output of certain builds, stealth stacking and possibly even scoring issues if we are feeling ambitious?
ive seen arc divider crits for 9k but…I had this today, autoattack doing 7.5k with 2# doing 10k.
Its more for consistency than anything else, and it could make it slightly less annoying to find out where they are tapping your keep without doing anything.
Imagine if Sentries (the ones that causes the orange dots regardless if you are stealthed or not) revealed players (cause sentries know they are there…i mean…hello… Orange dots). That would make them more valuable when fighting them (I use em for the dots atm…helps a bit)
If we went with that route I think it would only make sense to have each group of guards at upgraded objectives have a new guard that reveals players as well. This would reveal any roaming classes in stealth, while also presenting a clear target for them to take out if they didn’t want to be revealed.
It isn’t OP against Ghost Thieves
Can you imagine what the game would be like if everybody was on ghost thief builds?
I got ya back on this one, you need to go without this riveting action.
LOL that crack me the hell up, thanks for that XD
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
As has been pointed out a ridiculous number of times, Ghost Thief is NOT a trap build. Ghost Thief runs exactly one trap and doesn’t use Trapper runes. Pretty much everybody except ANet knows Ghost Thief is a problem and should be fixed. Posting here won’t get ANet’s attention. Try Reddit.
“Youre lips are movin and youre complaining about something thats wingeing.”
Title says it all.
VOTE HERE: http://www.strawpoll.me/12569761
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I think it’s extremely unhealthy for WvW; I am seeing more of these pop up around the place especially thanks to sites like Metabattle advertising it plain as day.
The build has been around for a long time even dating back to 2014, but since post-HoT with conditions being ramped up along with powercreep in general this build, although gimmick in it’s own right, still poses a problem in WvW.
It’s unhealthy because the traps do not apply damage once triggered like every other trap utility in the game (which applies reveal, respectively) thus allowing the thief to stay permanently stealthed whilst dishing out these irritable traps and regarding some classes – there is absolutely little to no counter-play unless you drop a Stealth Trap and even then that entire animation alone is just begging for that trapper thief to vomit their condi’s on you whilst you’re stationary and you better hope you got condi removals or you know… blast dat light field boiz.
Source: https://wiki.guildwars2.com/wiki/Trap
Many reddit threads along with offical Gw2 forum threads sum up the frustrations trying to either fight or escape this build. Here’s just one example:
Source: https://www.reddit.com/r/Guildwars2/comments/5m9efq/something_should_be_done_about_condi_trapper/
I’m not asking for a complete nerf; I’m merely asking for some counter-play to be added in the form of small damage on the traps once procced which should apply the reveal debuff thus allowing us to at least initiate combat with the thief (many attacks in this game require a target, after all).
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EDIT: I am sorry if I have caused confusion with the terms trapper thief and ghost thief. It was to my knowledge (from a year or so ago) that server mates generally called this build “trapper thief” and that’s stuck in my mind since then. For clarity – yes I am talking about ghost thief and I am still adamant in my belief that this build should have counter play added to it.
This is my first ever poll I’ve made on the site so I’m new with how that functions – the poll speaks for itself atm – 70% in favour. Thanks to those who have voted. I know ANet probably won’t acknowledge this plea but it helps to know quite a portion of players agree that the build in it’s current state is unhealthy for WvW and changes should be made to make counter play an option.
(edited by Senkkei.1987)
This was a post from Robert Gee from the Official Skill Balance Thread: 22 February Update. With this type of mindset, every class in the game is “balanced” which I think is a huge problem with the balancing team. They would only need to make minor tweaks here and there to keep them within a certain threshold. Also players attitude really hinders what classes are welcomed in what instances as well. It seems speed and numbers are all that matter to most of the end game players and necro isn’t competing in either of those categories. If PVE is ever going to be balanced then they need to change their view from every class being viable to every class being wanted. Personally I think every core profession(not specializations) should bring something unique to the table and players would want to bring 1 of each class to maximize the benefits.
Okey, kinda shocking to hear that anet is ignoring it. I thouhgt i will get answers like “stop cry” or “necros are only for noobs”. But im happy that you share the same thoughts.
Yeah, true, the idea/concept is rly bad.
It feels like
Anet designer: “hey lets make some short raids, with bosses who dont require much skill and lets add a few classes who just stay on point and do dps”
Aner worker: “Oh good idea, lets do this concept to any raid and bossfight, so we dont need to be to creative and the players have something to do for the next 6 months”
No amount of balance passes are going to fix anything, as evidenced by the last four years, where nothing has been successful save for removing builds from content, never once creating more builds and diversity of play.
What we need is a repass of game mechanics, starting with the major systems like dodging and stats and aggro and AI, and working its way down to individual class mechanics across pretty much all of the classes.
(edited by Conncept.7638)
Hello,
i am strugling with the fact, that the classes in this game are so badly unbalanced as nowhere in a other game.
So lets talk first about the (boring) raids:
I was raiding now for like 7 weeks. And what i have seen were the boring, always same setups..
Like: 1 Mesmer Tank, 1 DPS Mesmer, 2 PS warriors, 2 Druids and mostly 4 Tempests..
I would love to see more varied setups like 1 druid healer, 1 ele healer, 1 necro dps, 1 thief dps and so on..
I LOVE to play necro. But necro is so much hated and nobody takes necros into raids (thats why i raid with my PS).
In my opinion EVERY class should be playable in raids or any other content like fractals or PvP.
Necros are just useless somehow.. they dont do as much dps as tempests.. they dont share any boons and they are also useless as tanks. But IF one day, the necro gets a buff and will do more dps than tempests, then nobody will take tempests into raids anymore.
The reason why im writing this post is because i logged on into the game today, wanted to do fractals and felt the hate against necros today..
I read lfg texts like “T4 daily (no necro)” or i joined 100cm and got kicked because “necro is no dps”.. SO WHAT AM I?
Im playing power necro since 5 months, clear nearly everyday 100cm with it and i do often so much better than other players with other classes.. Yeah, necro has a lot HP but for what does a class need a lot HP in GW2 when you are useless in PvE.
The concept behind the necro is somehow fail. The skills are cool and thats why i love to play power necro, but on the other way, necro isnt the best class vor PvP and espacially not for PvE.
Im not sure how balanced the other classes are, maybe you can share me your expiriences with your main class -> pros and cons in PvE and PvP.
But its disappointed that after 4 years, anet isnt able to find a way to make all classes playable in all contents..
I cant imagine how player do still play GW2 after 4 years.. I play it only 8 months and i already feel bored. I do log in only for fractals and then i dont know what to do. Raids are also done in 2 days tho. I miss more enjoyable ideas. The new maps, anet released the last months are also done in 1 week and nobody goes to them anymore.
(edited by SigiSixx.4826)
I love roaming in the DBL. I think its a great map, and I don’t have to deal with blobs unless I band together with other roamers and attack a keep. DBL is fine, and I hope they make a third map that is just as detailed.
and then :
I dislike DBL and avoid playing there if at all possible. It’s really difficult to navigate and if you die in a fight there is no way you’re getting back to the tag.
It also seems really PvE heavy. Like the person who designed it had no interest in big fights. Seige Wars is not my idea of a good time, unless I want to go semi AFK while listening to music on a night capping crew.
I play WvW for intense Zerg/Blob fights and in my experience they are in short supply on DBL.
This is interesting because it seems like the very same design choices are the reason why DBL is both liked and disliked. Which eventually means that it’s your personal taste, and not an absolute design flaw. Then there’s the question whether the design meets the player’s expectations.
Now, for more specifics :
It’s really difficult to navigate and if you die in a fight there is no way you’re getting back to the tag.
If I were ironic, I’d say somthing like “git gud”. I’ll just say learn the map, learn the paths, and do your best not to die. Even if it includes avoid fights or disengage.
Like the person who designed it had no interest in big fights. Seige Wars is not my idea of a good time, unless I want to go semi AFK while listening to music on a night capping crew.
I play WvW for intense Zerg/Blob fights and in my experience they are in short supply on DBL.
So, let’s have a look at what ANet says about it in the official site :
In this massive war, three huge armies—each representing their world—battle for control of the castles and keeps, raid enemy supply caravans, and clash in open-field battles on five massive maps in week-long matches and seasonal tournaments.
The three Borderlands maps and a huge “neutral” center map are loaded with objectives that are worth points for the team that claims them, and successfully holding those objectives will make them more powerful over time. Players can band together to lay siege to castles, raid enemy supply caravans, clash with other players in truly massive battles, wreak havoc behind enemy lines, or build mighty weapons of warlike trebuchets and siege golems.
See ? Intense Zergs and blob fights are somehow mentioned, but they’re not the main focus. The focus is objectives, PPT, keeps, siege, supply caravans, etc.
I understand you’re unhappy about it, but it’s their design, and if you don’t like it, you may either leave the game, or stick to Alpine, which of course you can do every week.
What builds/skills do you find OP and in what context?
My short list:
DH – Rotational defense combined with passive defense is too strong
Necro – Deathly Chill is crushing it in skirmish. Epi is still an issue.
Thief – Ever-vade builds, Ghost Thief
Warrior – The passive Signet heal needs an adjustment downwards
Mesmer – Condi Chrono for a variety of reasons needs to meet a nerf bat
“Youre lips are movin and youre complaining about something thats wingeing.”
The score is only a symptom and not the actual problem. Tweaking the score doesn’t change population balance or coverage issues. All it does is mask the problem.
Server linking was a band aid to that underlying condition. It sort of worked in that it creates some better matches and fixes the stale issue. Unfortunately they left Glicko and the RNG in the mix so matches still become lopsided.
+1 Spot on!
Right on the mark, OP.
The next expansion needs to shake up pvp. Big time. I’m talking combat rework, skill rework, balance, elite specs, everything. Dare I say, go in gw1’s direction. Just funnel more resources into actually fixing pvp, not just funnel pve players and rewards to prop it up.
I don’t give a fudge what anyone says, elite specs are OP and it’s not good for this game. Period. There’s a reason there’s been a massive exodus since HoT. The new trait system was the beginning of the end. Elite specs took a lot of skill out of this game the way they were brought out. PvP’s been dumbed down and casualized thanks to them.
However, I don’t see this happening. The next expansion will most likely focus on PvE, as always.
Tittle says it all, blow up all current servers and start up 9 new servers. I say 9 mew servers because 15 are dead. 12 servers are and 3 are considered dead.
Server linking in theory sounds amazing idea but practically its bad. If a server gets a bad link for 2 months and they are stuck in a tier they dont beling in that server starts to lose players. Look at TC…
Server loyalty is dead. Server community is dead. People don’t care about servers anymore that “server pride” its dead. I think its timr to blow up all current servers and start 9 new servers or 12.
BG is over stacked, mag was stacked idk whats the case with mag now, TC died because they got stuck in t1 for more than a month. I think its definitely time to reset WvW. WvW needs a complete RESET.
Also introduce 1up and 1 down system. People argue that with this system the server who doesnt belong certain tier can get rolled into that tier and get rolled over or roll over other server for that week…. I mean look at current glicko/rng system its kitten. Servers are getting RNG into kitten T3 or T4 and dying there because they got stucked there. Glicko system is dumb. 3,4,5 is dumb. 1,2,3 is dumb. 2,4,6 or whatever was other victory point system anet tested out it was DUMB TOO.
1 up 1 down system is the way to go. Start 12 new servers. #ResetWvW #MakeWvWGreatAgain
remove it, fortified structures are a bad part of this game from top to bottom
I say add more hide holes, secret passages for keeps but put in see through stealth guards that roam the hide holes.
Encourage stealth hiders in keeps but also make it way more challenging to not get marked.
After playing upward of 600 games per season 1 – 5 I find myself barely playing 3 games a day this season. I notice no changes to match making, no changes to class stacking. And today after facing 3 teams with 4 DH in each and my teams with none I can’t deal with it anymore. My enthusiasm has eroded so badly that I find myself unable to even think about playing the game I loved for so long. I dunno if I will see this season out but it will definitely be my last. This game has been soul destroying to me, seeing the worst matchups I can imagine, I can’t even….
Thief was always top dog in wvw and since HoT they have 3-4 top builds one more stupid than the others.
Problem is that most of those thief players still think it’s skill why the win.
- great warlord Waha of Sea 2981bc
… more points through PPK than their opponents can muster in PPT.
This is why PPK is bad. It makes dominant servers more dominant.
PPK is the ONLY that is result of active play, vs players, and not vs NPC’s. Sitting on siege in T3 objectives must go: make siege do damage only against buildings, not players.
No ideea what “dominant” means to you in a game where most servers desperately work to avoid getting into the top tier – T1. The time of dominant servers are gone, all we have now a massive migration, of almost everyone:
1. either because looking to find fights, since action is almost inexistent in a 24/7 game, except some short periods of time
2. these groups are followed by those who want bags, they go where the gold rush it is
3. then lastly those who don’t care about anything above just sick of empty maps
The rest just give up on game, stop playing it for a while or forever, or just log in and afk on siege.
But imbalance indeed IT IS a huge problem, in the top, next to server lag. Not because the scoring – that just reflects the problem, but because ONE side or two out of three can’t fight back. That kills the game for all 3 sides. Giving some siege to fix balance means nothing, scoring means nothing: fun fights are everything, fought over something that results in rewarding experience, like a scoreboard and realm rewards.
Fix metrics first, then do proper balance of numbers & quality of those player numbers. After that competition can begin and scoring can mean something.