In my opinion, GW2’s Dodge mechanic is the best thing to hit combat in MMOs thus far.
Having said that, from an overall (PvE and WvW) perspective and in my opinion, the rest of the combat system doesn’t feel satisfying. Overall damage numbers felt too high at release, but after all the power-creep, the game-play is a frustrating disappointment.
Combat feels panicky and random. Too often, huge spikes mean a mashing of self-heals way too early in the battle. From then on it’s a case of sustain (self-blasting waters, stealth-resets), which some classes are capable of and others are not.
That’s my experience of combat in GW2.
Are you sure this isn’t a byproduct of the “all damage, all the time” model that is strongly pushed for PvE content? If you build for nothing but damage, and take only damage increasing utility skills, it’s maybe not such a surprise that damage is hard to deal with, and only some classes have the luck to deal with it?
Meanwhile, occasionally in my guild people follow the advice to use a “WvW” meta build, and suddenly … they find they are able to do things that were formerly impossible, because those builds don’t just focus on damage, they also include damage avoidance, self-healing, and damage reduction gear, traits, and skills.
Yes and no …
If I walk near a smokescale with my ele and do nothing the assault skill will be fatal
If I do the same with my guardian it will barely leave a scratch
On the other hand there were things I’ve done on the ele that was fairly easy but it was a struggle on the guardian because the game was throwing a horde of mobs at you.
Sometimes it looks a lot more like the devs do not understand how the mobs scale in their own game. One of the WM necromancer’s skill that normally does ignorable damage can one shot you when it is a lv83 veteran.
1. How do you feel about this proposal?
I personally don’t like this form of a proposal because this idea is pretty much the reason we started world linking because there were to many servers in the first place. Reality is some of us would still prefer to ditch world linking and would rather have you guys come up with a better algorithm that based matchups purely on the population of your WvW rather than the amount of glicko and rank in which you hold. But it seems you guys working on the WvW team don’t want to bother taking the time to create a algorithm which bases matchups purely on population, cause i’m sorry if Planetside 2 can do a population balance system although there’s is slightly different i’m pretty sure you guys can to.
2. What, if anything, would you change about this current proposal?
Everything we don’t need more servers, you guys need to actually stop taking the easy route and take the hard long route for once and prospect out a new algorithm that bases matchups based on population then we won’t need world linking any longer, because all these new ideas you guys keep trying keep killing off the WvW population even further.
3. Would you be interested in transferring to a new free world?
Not even close I have server pride and would rather be back to not being paired up with anyone like most servers, not everyone cares for blob warfare.
Darkhaven
PPT Pusher/Fightmander
A story mode (easy mode) was not intended for raids. This is explained in the dev post.
There’s a ton of things in the game that weren’t originally intended. Raids themselves are a good example. So, “not originally intended” is a weak argument nowadays.
This attitude of it’s not hard for me so it’s not hard is one of the things that make people resent raiding so much.
This.
But making an easy mode is the worst possible way to make the game mode more accessible.
Why? Because you think so?
The sense of love and enjoyment and feeling of success that comes from overcoming raids at their current level of difficulty is so satisfying.
For those that are overcoming them at the current difficulty, perhaps. For the first few times, anyway (later on it’s just “the same as usual”). You forget however, that the difficulty is not an universal factor. Things difficult for one, are easy for another and impossible for some.
Additionally, not everyone find their enjoyment in the same things. Some will find success after many failures a thrilling and invigorating experience. For others it will be just a relief that the tedious and annoying part is already over.
Remember, remember, 15th of November
(edited by Astralporing.1957)
What WvW is currently lacking: People don’t have the feeling that developers even work on this game mode. We’re getting events for PvE and PvP has their seasons. WvW hasn’t had any tournament/event since a long time.
My suggestion: Do an event each week, exactly 2 days before reset, so the whole Thursday and Friday. If several events have been designed, they are repeatable by random (but not the same event 2 times in 4 weeks for example, simple suppression of redundancy). Those 2-day lasting events should be fun of course, and give each matchup a fun ending (fun prevents salt a lot!). Those events should not destroy already placed siege, do not make a captured object neutral etc.
Events:
Siege related:
Explosive Golem Rush: All alpha golems cost 75% less supplies, have their health halved and explode on death! Alpha Golems now look like Veteran Dredge Mining Suits or Giant Risen (random!). Soulbound Alpha Golem Blueprints are available at the siege vendor for 20 WvW Badges (not useable after the event).
King of the Hill: Hills on Alpine BL and Air Keep on DBL give 10x the points when captured, but also 5x the points while being held! The siege-cap is reduced, go use your arms and feet!
Nokk’s Gravity Mess: Trebuchet and Catapult have their projectile travel distance capped at 50%. Shield Generators now push the players 100% further
Heavy Supplies: Each supply decreases your walking speed by 1%. For 2 days there are useable Charr-Battle-Bikes at the siege vendor for 10 WvW Badges. Each Bike 15 supplies to transform into (No siege, but transformation).
Environment related:
Payback Time: Animals (with white names) now have a stunbar, 10k health, are aggressive and do insane damage! (no Loot)
They got the plague!: NPCs are sick and have the daze-animation. They do halved damage and spread poison onto each player who is in a 600 radius to the sick NPC. Tower/Keep Lords have the barfing animation which poisons players standing in its … area. Stonemist Castle is now a fortress of sickness: Players or NPCs who die in SM create a poisoness green blobby field on the ground which poisons and weaken + cripple every player stepping in it. The poison of all those effects should be extremely low, but long enough to inhibit your heals.
Call the Undertaker!: Instead of going downed, you will be transformed into a skeleton with 10 bone counters and can fight with simple hits and kicks. Additional skill “Throw yer bones”: throw a bone on an enemy within range 600 and daze/knockdown/stun this enemy (randomly chosen). This skill does not make damage, and decrease your bone-counter by 1. You’re not able to use/place siege or pay supplies for building it. This transformation ends when you’re dead again or have lost all bone counters (there’s a 30% chance to lose a bone counter when you’re CC’ed such as stun etc.).
Pirates!: All NPCs are replaced with pirate NPCs, and make grumpy/drunken pirate noises when standing close to them. Keep/Stonemist Castle Lords (big grumpy Charr pirates) carrying the new rifle legendary and can now oneshot a player when screaming “ARRRR!” cooldown on this skill 3 seconds, not reflectable/blockable. All NPC-camps such as Hylek/Ogre/Dredge etc. are now Quaggan-pirates! Catapult projectiles now have a big portwine-projectile. Trebuchets are firing Quaggans with metal helmets to hit walls á la Evil Knievel (just projectiles, no actual NPCs). While walking around in WvW you will be able to find wood planks, a weapon item which can be used 3 times or be brought to the new supply caravans for extra swiftness: A Dolyak in a small boat with wheels!
Friday Might Fever: Night Fever? No Way! This is all day long party time in each Garrison and Stonemist castle. The Lordroom as a discoball hanging from the roof, making the room shiney! The Garrison/Stonemist Castle NPCs are busting out some awesome dancemoves! Even in combat mode they do a dance-off in increased speed, rocks and bulders are falling from the roof of the lordroom damaging enemies (just like the AC-rumble-Boss). Each boulder gives allies a might buff. Gives “Party hard” a new definition! Catapults and Trebuchets now shoot discoballs as projectiles. Other Tower and Keep lords are grumpy, saying stuff like “of course I wasn’t invited!”, “kitten Partyanimals!”, “Ohhhh my head…”.
More events could be added over time! Make WvW great again!
I’ve played gw2 for years. Gw2’s combat system consists of the ‘soft’ trinity of —- damage, control, support. I’ve embraced it over the years, but lately I’ve reconsidered. Gw2’s combat is very choatic, whether it’s in dungeons, raids or the open-world. There’s a lack of a coherent structure to it.
With the release of HoT and the elite specs, the trinity has sort of made its way to gw2. My question is this. Why not fully embrace it? It’s not a question of if you want the trinity or not. It’s already here. My reasons and arguments for this are as follows.
1. All we need is a tank—With the introduction of the taunt mechanic, there is now a way to draw enemy aggro and control mobs, although it’s limited. “Control” in gw2’s traditional way is not useful at all. First off, there are cooldowns. A warrior’s ‘Kick’ or ‘Stomp’, as an example, should be used constantly and should have cooldowns of only 2 secs. See? NOW you’re controlling mobs.
2. We already have support—Eles, druids, guards, need I say more? Eles and druids can heal. Guards are basically smiting monks from gw1.
It’s unfortunate that people are so hostile to the trinity. However, the trinity is simply a way to structure combat. It has nothing to do with classes, but with roles. Also, more importantly, you’re not limited by roles. They just exist. Roles add tradeoffs and challenges, they’re a good thing.
Gw1 was really successful this way. Even though ANet added a lot of skills and balancing them was a nightmare, they got away with it. Why? Gw1 had structurally sound and organized combat. Combat had checks and balances. You really didn’t need to balance the skills and the game, the game did that for you through its combat.
Hey everybody,
this one’s about my personal experience with a new way to play Guild Wars 2. Just like lots of you guys, I’m playing this game since release. I have three Level 80 characters and played lots of, lots of hours – although I’m far from hardcore. Nowadays my playtime is more like 4-5 hours a week, which is all I get beside my family.
Now, while within these almost 5 years of Guild Wars 2, I never managed to build up a connection to the game world. For me, there barely was an immersion. Much unlike the good old World of Warcraft, where I can still remember running around Mulgore Fields during sunset.
I thought about this and came to the conclusion that this is not the fault of the world itself. The maps are beautiful crafted, the sound (music & enviroment) is phenomenal. I think, it way my playstyle that was ruining the experience for me. When there was something to do (e.g. killing a world boss), I jumped to a waypoint, waited 5 minutes, did what I had to do and jumped to the next event. I barely took notice of this great game world, because I didn’t take my time to do so. I don’t know, how many hours I spent running around crossroads or mulgore in World of Warcraft, but I’m absolutely sure, that it was way more than in any other GW2-Map. I knew every rock within those maps.
This all changed with the Lake Doric-Map, which had only very few waypoints. One day, I decided to skip even these waypoints. I simply walked (or flew) my way across the map and took all those events I quests, I stumbled upon. I only used waypoints to resurrect. By taking much more time traversing the map, I realized, that I managed to get a feeling for the world again. For the eerie atmosphere of the melandru-shrine, the beauty of the peach tree and the creepiness of the lost woods. I loved, how the soundscape and the general mood changed, when I came to a new location. It was a blast.
Now, with the new Caladbold-Quest, I decided to visit the places and search for the shards without using ANY waypoints. Only asuran portals were allowed. I asked myself, if that experience could be repeated on any other map. And to my joy, that was the case.
By traversing the world of Tyria, I came across events, players and places, I’d never seen before. I revisited old maps and did some old events, found lots of new events and just had a blast of a time. Again, I way able to get a hang for those maps, just like in those glory days with World of Warcraft. And, by the way, traveling from Lions Arch to the hearts of maguuma really feels like reaching the end of the world. Suddenly you can relate to a Soldier, who asks you, If you’d found a way out the jungle. You are trapped within this deadly, tangled jungle and really have to watch your step. Even though traveling across the jungle was oftentimes frustrating, it really felt like an accomplishment, finding the shard within the tangled depth.
So, I think, I will never go back to using waypoints. The world is too vivid, too beautiful to skip everything with a click on a waypoint.
So, unless you have the “Been there, done that”-Achievement, I recommend, trying out this way experience Guild Wars 2. Even for those, who won’t have much time for the game. The content will wait for you. Chances are high, that you will simply have more fun. And that’s what games are about!
—
tl;dr:
Found out, that skipping waypoints and running across the world is much more enjoyable for me. Try it out!
WvW dead already… Anet doesnt care.
To prevent chaining of Hard Control skills in WvW….
…Every time a character breaks or recovers from a Daze, Fear, Float, Knockback, Knockdown, Launch, Pull, Sink, Stun or Taunt, that character becomes immune to all ten of those effects from other players for 10 seconds.
You’re very welcome for this super idea!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I see about 3 or 4 sigils I would use
so much for build diversity
You just keep making this game more and more boring………
Enough crying on forums and the dev team caves in.
Way to go, Anet. Can we hope you delete thieves now when enough people open threads about them?
- great warlord Waha of Sea 2981bc
holly shlt this just happened
If you were fighting people 1v10, it doesn’t really matter which classes they were, you’d fall down.
Unless you were a berserker, then you’d probably stay standing for 5 minutes before those 10 could down you.
I’m sick of everybody being sick of DBL. I preferably play on DBL but feel a huge uselessness because everybody else’s attitude towards DBL is made of ignorance and indifference.
I have to agree with the OP, I hate the mini games and find it as a way of saying “we don’t care what our player base says”. I hear very few (yes some of you like them) say they like them. In fact all folks I play the game with are of the same opinion as me. My thought is if I wanted to play these so called mini games I would buy a console and get the Mario style games, not a MMO based in Fantasy…
I know they are not required but I would like to be able to max all my Masteries without playing mini games.
Again my opinion, along with all my game friends, but I bet if ArenaNet polled their customers mini games would be “Voted off the Island” lol…
Have a Great Day All……
Stealth needs a complete rework in general, it’s the safest defensive mechanism in the game and easily the worst implemented stealth I’ve seen in any game that isn’t some kind of solo play only game.
I get the feeling that many of the people defending high stealth uptime haven’t played all classes and all weapon sets, there’s a large number of skills that are completely negated by simply being in stealth.
Yes I include stealth camping mesmers, scrappers and other classes.
When you have classes that can keep u stuned and perma cc like thiefs and warrior mesmers etc its really not fun. After using 3 stun breaks i just get another.
I totally agree with Svarty. From a PvE point of view, there’re many veterans or bigger bosses (centaurs, jade armors etc.) that liberally stun and toss and overall forbid the fights.
In WvW, it’s even worse. High CC builds like berserker, some chronomancers, some DD or guardian totally forbid you to do anything and stomp you in the process, which is no fun at all.
Stability is no use, considering the way it works currently. In the previous version, it was a total immunity, and such stunlocks couldn’t happen as easily.
Stun breakers are roughly no use, because of the amount of CC you get : you can’t break that many stuns.
Dodges and blocks may help, but you can’t use them when you’re locked, and when the stunlock is an opening, then you’re doomed.
Listen, the devs have said many many many times that they do not have the resources to do lots of cool “stuff” and to fix “stuff”, so we need to help them.
And there is nothing “pay to win” here, these are all time saving convenience items that still can be earned through gameplay.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Whether or not it’s overpowered is up for debate.
What isn’t up for debate is that the build is stupid, easy, and downright unfun to play against.
That’s why it deserves to go, along with all other source of stealth stacking, non-animation-locking defenses, immunities, passives, and excessive CC.
This guy. He gets it.
Thief | Mesmer | Elementalist
The permastealth-trapper thief needs to be nerfed. There is no counter play to this. It’s toxic and should not exist in this game.
Nobody has ever seen a permastealth-trapper. How do you nerf what isn’t there?
maintain weakness, dodge true shot and pull, use soft cc when they charge you with sword/shield, corrupt their f3, cc their heal/f2. gotta have good reflexes to get anywhere in this game.
imo the necro meta is kinda sucky. I would go with pack runes and foot in the grave. having a stunbreak on reapers shroud will save your life countless times.
This went better than expected.
Changes on mechanics
- make it harder to contest a keep. It’s a stupid mechanic that a single player can contest a waypoint by doing marginal damage. Let it be at least a ram, a cat or a treb that contest
About the loot problem. I would improve the loot over reward tracks that a) depend on ranks (like prestige in fps ie) and a realm/server loyalty bonus.
So, it’s rewarding for players that show up and in the best case stick to their server.
- great warlord Waha of Sea 2981bc
Give mobs boons which are constantly applied and u have a good time.
“Robert Gee
Game Designer
We always consider raids and fractal composition when balancing. We gather input from a lot of different teams whenever we do a balance pass, including suggestions from fractals and raids teams. We try to keep in mind feedback from a variety of different sources when building our balance changes.
Regarding class optimization. I’d say that it’s more accurate to say we want every class to be viable in each game mode."
Except for Necro in raids and sPvP, it is quite obvious by the lack of any input regarding Necros outside of Epidemic that they haven’t been able to wrap their heads around a way to get this fixed.
I love playing my Necro but the DPS is extremely frustrating in many areas of the game. I was so disappointed in the balance for GS and reaper, it seemed overly cautious at best and completely underwhelming considering the fact we scrape the bottom of the barrel without bringing any unique skills in many parts of the game. Give us something worthwhile to allow us to want to be added to groups it’s pretty much all we ask. As far as solo play a little more DPS for PvE is not going to be the end of the world, it’s freaking AI!