Yaks’ Bend
The Sixth Degree {TSD}
Dear EB and BP,
Thank you for all the bags you have graciously donated to the evil empire on reset night on EBG with your tactics of focusing all of your attacks on YB non-stop. Both EB and BP love to take the advantage of having the one server draw us away while the other launch an attack at SM or the towers on the other side YB’s area while staying away from each other’s area. Running away from us will only temporary delay the inevitable of your demise, although it was fun chasing your group across the map. But in the end we will find you and you will be face the wrath of the evil empire so just graciously hand us the goodies and drop dead.
Isn’t a little early to start with the trash talking?
Personally I am looking forward to some amazing fighting this week.
Kill Shot is a highly telegraphed channel. It’s fine.
Warrior ability to shrug off all conditions and dash/charge away while passively regaining all their health and immune to CC is what needs nerfed.
Where is the telegraph when you only see a culled nameplate somewhere in the enemy zerg 1500 units away? KS needs to telegraph a targeting reticule at your feet, similar to that deadeye boss fight from a couple patches ago.
Crying about KillShot is so BWE/2012.
Killshot can and will hit that hard against any number of targets that have modest toughness:
((1256 * 3.25 * 3500) * 2.5) / 2000 = 17.8k
It does have a monstrously long wind up and it does have to be setup so I don’t think it is OP, but the fact that 25% or more of the population now run with a Warrior is somewhat telling as to how powerful the class as a whole is.
that guy is probably extremely squishy.
Practically no warrior is squishy. They can go full zerk and still have 20k+ HP and easily sit on 2.5k armor.
mega lolz (fifteen characters)
Sorry to all the people who i’ve turned into a moose on over the day. I just couldn’t resist the temptation of all those ramatonic stomps you were giving us.
Also, @all VP guardians. Please put some dmg into your builds, its fun chasing you around when you get seperated but dam does it make the 1v1’s boring.
Much love,
Your supreme overlord Moose
Our guardians, including myself, generally run support builds. These might not be interesting for you to fight in a 1v1 situation. Probably pretty hard to kill.
Lets face it though, when you try to come at us with even numbers, even outnumber us by quit a lot, you rarely come out on top.
Team builds are OP
Thanks for your advice on having more damage but I think we will just carry on as we are. Seems to work just fine for us.
/salute
There is also another trait called PREDATOR’S INSTINCT, also worth trying.
Under no circumstance should anyone use this worthless trait.
PvE 1) Dungeon encounter design
that’s it. this game still doesn’t compare to competing MMOs in this department at all.
1. Skills. The direction this game is heading in.
a, Unfixed weapon skills or fixed weapon skills for all classes or select classes?
b, Elite skills, large effect long cd or small effect small cd?
Ascended works as a long term time-gated background progression while unlocking skills through completing content works as a bridge between casuals and hardcores as a mainform of progression.
Roleplay is something you need to decide if it is a necessity for resources because if this game is at the stage were you can’t sit in chairs than you have a lot of work to do considering a certain competitor may attract the crowd your trying to hold. To me this needs its own subsection just like spvp and wvw.
Living Story. This imo should be in its own subsection like spvp and wvw. I’ll be honest with saying that I am out of touch with the game to give decent feedback on it other than more permanent content.
48LoP# 31 Control the options: get others to play with the cards you deal.
PvE:
Condition damage Cap (making condition builds viable)
WvW:
Condition damage Cap (making condition builds viable)
PvP:
Condition damage Cap (making multiple condition builds viable in a group)
I would prefer to see the condition cap discussed/solved before Class Balance is the focus. If the condition system needs to be overhauled to address the issue, it seems counter productive to balance and then change a core mechanic and have to balance again.
Ulari
PvE
1) Class/build/role balance – certain classes/builds/roles rule the meta, this needs to be addressed as not all of us enjoy playing those classes/builds/roles
2) RNG/DR/Rewards – RNG favours a few, but a lot of us haven’t seen a shred of good RNG since launch, with the DR and farming nerfs, certain items have become incredibly hard to come by whereas before we could reliably farm certain areas for these items (we didn’t get tone of it, but certainly more than the RNG chance at one random mat from and RNG chance at a Heavy Moldy Bag drop…). Rewards in general are pretty lackluster
3) Less frequent, but larger, more interesting LS content – at the moment the LS is rolled out fast, but the content is only good for a couple days, ultimately leaving me with the feeling that the LS is just dragging on and on, and I find it’s loosing it’s impact/becoming less interesting
1) Class skills/skill mechanics
2) Quests/Dungeon mechanics
3) Living world combat process
1. Encounter difficulty vs rewards
2. Profession / Build usefulness – lack of content for control / support / condition builds
3. Not legendary legendaries – based on farming and RNG rather then performing legendary feats across the entire game.
(edited by Tongku.5326)
PvE:
1. Build viability, bosses being physical DPS checks
2. New armors and cosmetics
3. RNG / rewards
sPvP:
1. Rewards
WvW:
1. Supply, running errands instead of getting to fight
2. Zerging
3. Rewards
1. AoE Resistance or Immunity for Turrets and Hunter Pets in PvE Maps Only.
Is there any reason for not doing this? If so, what is that reason? Overall health against directed assaults is usually not the primary problem. The primary problem is PvE boss AoEs that oneshot Hunter Pets .that are difficult to control and worse, Engineer Turrets that cannot be moved at all are the problem. Even if we had gotten the health buff given to hunter pets, immovable turrets would still be oneshot by many unavoidable (for a stationary turret) boss mechanics.
2. Roles in PvE.
Control and Support are extremely lackluster in most PvE encounters next to pure Damage.
3. RnG in the store.
This has been a problem for a long time. I feel that items should be RNG, or Paid, but not both. The best items being RNG-Only has kept me personally from wanting to invest real money in Gems. I want to buy an item, not a rare chance that I might possibly get what I want.
(edited by KTheAlchemist.7158)
1. Content that doesn’t revolve around achievement points
- I feel like every single patch since Fractals has been an achievement grind. Even holiday events are more focused on getting some meta achievement. This is turning every update into a sour /login /logout for me.
2. Balance entirely separated for WvW/PvE/PvP
- Please just do this already. It took you how many years to realize this mistake for GW1. Why are you doing this to yourselves again? It’s not a bad thing.
3. I want Anet to realize that it’s okay to give up on something that didn’t work. Stop trying to bandaid fix things that are simply not going to work like you originally planned.
- I see things that Anet has recognized as being mistakes, yet they are still here. I see things that Anet has been trying to fix from day one and are still broken. Some of these things really just need to go. Don’t bother fixing them, just admit that it didn’t work and scrap it or at least make them optional. (I’m looking at you, Ranger pets)
(edited by Neb.4170)
1. Control role in dungeons. I want snares, boon removal and interrupts to feel useful.
2. Defiant in dungeons. I want to CC bosses.
3. Stacking in dungeons. It is boring, and it should be considered an exploit. I want real tactics. Stacking isn’t a real tactic. Try it out in sPvP and see if it works. If it doesn’t, then it should not work in dungeons.
1) Rewards need to match the risk and time involved (especially for Dungeon Paths and Fractals).
2) More build variety in gear, traits, and skill sets. It’s too easy to find one optimal build that trumps the rest. I could also say the same about class balancing and role diversity.
3) Boring world bosses (100 people tickling a dragon’s foot to death. Tequatl revamp was a step in the right direction, but issue #1 affects #3).
I would love to elaborate in the follow-up discussions.
1) PvE Class Balance – PvE is plagued by Warriors and guardians and for a good reason… Please split PvP and PvE.
2) Build Diversity – People play only DPS in PvE, Conditions are useless vs bosses, Poor boss mechanics and dodge-or-die dungeon encounters foster this DPS meta
3) Anti-zerg mechanics/Rewards – Currently zerging champions is the most profitable brainless activity in the game, everything else is timegated and that is killing the game
(edited by Wayfinder.8452)
1. Prioritizing content updates (Please polish the current content before giving new stuff, and limit the ‘temporary’ aspect of living story to the story part.)
2. Class and stat balancing, particularly in PvE with conditions and healing as well as aforementioned role diversity in general.
3. Better incorporation of game mechanics. By this I essentially mean making more boss fights and dungeon encounters that require more use of dodge, positioning, and other mechanics both existing and new that will make them require more than just sheer stacking and zerker DPS to kill.
(edited by Black Box.9312)
PvE:
Role diversity: What happened to Support and Control?
Skin Storage: I can’t keep buying bank slots for all the 1-time-only skins that keep being added.
Living Story & Scope: The LS, with a few exceptions, feels less like expansion equivalent content and more like bi-weekly festivals.
1) Increasing PvE build diversity
2) Aesthetics (armor variety, clipping)
3) More integrated lore in-game
1) Encouraging build diversity and roles away from solely Direct Damage in PvE Dungeons.
2) Condition Cap in group content
3) Moar Guild Content
1. Balance between temporary and permanent content
2. Boss encounters and class balance
3. Accessibility of ascended items
PvE
1. Rewards.
2. Dailies.
3. Balance.
(edited by Shiren.9532)
1.) Dungeons
2.) Class balance
3.) Dungeon Rewards
1) Doungens – add hard Mode or somthing with better risk / reward
2) PvE balance skilsl and classes
2) more hard to obtaind and unique skins for weapons and armor
General development philosophy
•The perceived lack of development time and effort given to less popular races and classes, and Arena Net’s confirmed focus on “wider reaching” issues (IE, warrior) to the apparent detriment of those lesser played options.
•The perceived lack of development time and effort given to less popular races and classes, and Arena Net’s confirmed focus on “wider reaching” issues (IE, warrior) to the apparent detriment of those lesser played options.
•The perceived lack of development time and effort given to less popular races and classes, and Arena Net’s confirmed focus on “wider reaching” issues (IE, warrior) to the apparent detriment of those lesser played options.
PvE:
1: Loot RNG and DR.
2: Class Balance (focus on Rangers and Pets)
3: Rewards (For anything in the game.)
And please fix the tearing on my Ranger—-(or all characters that has it) right leg comes right through the coat.
1. Class Balance and FUN. I want more fun/skills/variety/etc.
2. PVE : Rewards and fun group content.
3. Rewards In General. This game has the most whacked risk/reward I’ve ever seen.
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