Showing Posts Upvoted By jihm.2315:

i hate my character being the main hero

in Lore

Posted by: ThiBash.5634

ThiBash.5634

I’m kinda shocked that being the main heroes means our characters are forced to commit murder on a beaten and defenseless enemy. I’d have preferred to capture her.

She seemingly killed one of your friends and was actively trying to kill you while you finish her.

She was down. When the players goe down, they also attack stuff to rally. It’s self defense. Scarlet was literally fighting for her life at that point.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

Romance Repetition

in Battle for Lion’s Arch - Aftermath

Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

I don’t like to see ANY romance in MAIN story plot.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

"You should go" "I don't leave you" seriously

in Battle for Lion’s Arch - Aftermath

Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Most cliche dialogue since ever, why do you even put it in? It’s just broken leg, for christ sake and Scarlet lie down almost dead, but noooo Rox can’t leave poor Braham, stupid cat, i hope Rytlock will not accept her in warband.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

i hate my character being the main hero

in Lore

Posted by: Poplolita.2638

Poplolita.2638

Those are the vocal minority. We should talk more loudly than them to make our point valid.
Anyway, I totally agree with you with the idea that our character should not get ALL the credit. It doesn’t feel right at all to see hundred of people fighting beside us just for us to get all the credit. It feels like kormir or Traherne but backward.

How long are we supposed to wait?

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

ArenaNet Developers need to understand that when we complain, it also means we care.
My 10+ infractions means I care a lot. That’s not a joke. It may seem I hate the developers, which is not true, I love them, I just hate the decisions.

What I don’t understand why ArenaNet doesn’t mix living world with balance?


Have a bunch of NPC’s to raise funds for the new debt Lions Arch has accumulated thanks to it’s destruction and be a major part of the PvP matches.

These NPC’s will also be ‘in charge’ of balance, have fun, RP as these NPC’s in updates!

These NPC’s will be raising funds in PvP games. Taking a step further, these NPC’s can get balance feedback without people flooding the forums.

Hell, this is an excuse to bring back the Guild Wars, except instead of battling for the bloodstones, make it a popular game event in Tyria where the people can enjoy the games, a morale boost and economic boost.

Just recently WvW was involved with the living world, it’s time for sPvP to do the same.

As game developers ArenaNet, you need to step back and examine every mechanic closely and determine if it is good, bad or ugly.

I can tell you for a fact, traits can be removed entirely for a different system that can be more fun, more engaging and more freedom for balancing.

Look at League of Legends, they went through plenty of mechanics changes. THERE IS NO SHAME! Roit knows full well when they kitten hard, admit their kitten s ON CAMERA and they have the most played game of all time.

Don’t treat us like we are toxic, don’t treat us like we are a massive group. Don’t be afraid to talk to us individually and often. We bite but it’s because we don’t want to let go. Embrace the loving pain XD

(edited by Nova Stiker.8396)

After 500 PvP match, I don't understand

in PvP

Posted by: Dany Little Star.2837

Dany Little Star.2837

1) Is it too much complicated creating a system that balance the various professions in the teams of a battle? ( 3 thiefs, 4 mesmers, 4 warrrios…)
2) Why we have a ladder based on the single player when every match is played in team?
3) What is the sense of a soloQ ladder?
4) Why we have not a GvG system? Guild Wars of what?
5) Why we have to pray you for an update in pvp?(nerf or buff skill)

1v1 Balance

in PvP

Posted by: Liewec.2896

Liewec.2896

nerf rock, paper is fine
greets, scissors

paper>rock
rock>scissors
scissors>paper
warrior>rock
warrior>paper
warrior>scissors

The positive thread

in PvP

Posted by: Arachnid.4062

Arachnid.4062

9. Sometimes those balance patches dont make everyone quit.

The positive thread

in PvP

Posted by: Radmage.3741

Radmage.3741

9: Hambow Warrior is new and exciting.

I Gave Up On This Game Am I Wrong?

in Guild Wars 2 Discussion

Posted by: Karizee.8076

Karizee.8076

Lots of Blizzard shills hawking their game on the GW2 forums these days, things must be getting paaaaainful over there

Really disappointed

in PvP

Posted by: kylwilson.9137

kylwilson.9137

Sigh. You don’t get it. ANET needs to make a game that a majority of players want to play. PvP is not as successful as everyone hoped. Why?

Because it’s still in beta.

\o/

Get rid of the stat inequalities!

in Profession Balance

Posted by: Terrahero.9358

Terrahero.9358

It started out as a bit of flavor, and to give certain profession their strengths and weaknesses.
But after a year and a half of balance blundering, its lost all meaning. Warriors were suppose to be balanced around having natively high armor and hp, but theyve been completely overbuffed.
Now there isnt really any reason why a full zerker warrior has more hp and armor then medium armor professions who dedicates stats to toughness and vitality.

Inversely, Elementalist were suppose to draw their survivability from healing and boons, but had their healing and boons nerfed quite harshly over several patches that it doesnt justify the low armor and hp anymore.

Its one of those things that were suppose to be a part of balancing professions, that very quickly got forgotten entirely and never changed. I dont recall any changes have ever been made to a professions base hp/armor.

Please reconsider base-health values

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I want to start a debate about the huge gap in base health between various classes and why I consider them to be hurtful for the game as a whole.

First, let’s check the base health values for various classes:

  • Low (Thief, Guardian, Elementalist) – 10.805 HP
  • Medium (Ranger, Engineer, Mesmer) – 15.082 HP
  • High (Warrior, Necromancer) – 18.372 HP

That’s a 4277 HP difference between low and medium health classes and a whooping 7567 HP difference between low and high health classes. It means that high health classes have 70% more HP than low health classes.

Now why is this a problem?

First and foremost, because of PvE. A boss, by logic, needs to deal a fixed amount of damage with his attacks. Assuming you want to make this encounter equally threatening to each class, how hard should such an attack hit?

If this mob hits for 10.000, this will scare the Warrior (especially after mitigation is taken into account), but hardly kill him. The glass cannon Thief on the other hand may vary well be instant-gibbed.

On the other hand if you buff the attack to 15.000 damage so that it’s threatening to the glass-cannon Warrior, then it means the attack will practically instant-kill all other classes.

Point being, there is no middle ground for the encounter designer. Base survivability between classes is so different that it’s nigh impossible to balance an encounter in a way that feels equally threatening and challenging to all involved.

This vast gab in base-survivability has also lead to a certain amount of pigeonholing. Thieves for example, the most notorious glass-cannons in this game, partially play that way because no other way feels viable. Even a full Soldier Thief won’t be as durable as a Berserker Warrior when it comes to taking hits.

But this extreme also works in other directions, as seen in Bunker builds. The low base-HP on both Bunkers and Elementalists mean that their heals heal for a very large % of their total health-pool, making it harder to burn them down.

Imagine a world where there’d be less extremes and both Bunkers and Elementalists had 20% more base-HP in return for a nerf to their overall healing output. It would make fights against them in PvP more consistent and their HP less “bouncy”. In general it would feel better for all involved. The Bunkers would be less susceptible to burst but might end up slightly less tanky over a longer fight. I for one would consider this a good change.

I also think it would help classes feel less pigeonholed into certain play-styles and thus encourage build diversity.

It would also help encounter designers find a more agreeable sweet-spot between instant-gibs and barely threatening.

Hence I propose that all low HP classes have their base-HP at level 80 bumped up by roughly 2000 HP in return for slight nerfs to their burst (Thieves), Protection up-time (Guardians) and self-healing (Elementalists).

Improving Healing Power & Support Play

in Profession Balance

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

I, personally, always loved playing a support role in MMOs. The Support playstyle generally involves focusing more on allies than enemies, and healing and buffing them against whatever enemies we come across. Its a rewarding playstyle that takes practice (in most cases), patience, and attention to both ally and enemy detail. In most games, support characters are rewarded for their hard work via loot bags, scoreboard notice, and the unending gratitude of their teammates.

In GW2, most support players are rewarded with little loot, a frustrating supporting experience (because everyone thinks you’re DPS if you’re not a Guardian or Engineer), and blame for not running “full Berserker like everyone else.” It’s not to say that there aren’t any rewards. There’s a cool little title “Combat Healer” that nobody really cares to notice, and if you’re putting out lots of heals in sPvP you’ll be greeted with “Chaos Archangel, Combat Medic!” which is honestly really effing cool… but not enough.

There are many people who come to Guild Wars 2 hoping to be able to play a viable support role. The “Holy Trinity” in this game has be turned into Damage / Control / Support with each category being either a primary, secondary, or tertiary aspect of any build. Aggressive playstyles are rewarded with more rewards while defensive playstyles gain … very little if not a tPvP bunker.


Here are some improvements I think would definitely help improve Support play in GW2. (Mind you, this is from a Mesmer perspective. I don’t have much experience with Healing Power’s influence on other classes besides Elementalist)

HEALING POWER
Healing Power is currently very underwhelming; why go Healing Power when you could easily spec Toughness or vitality for defense? To trait for high Healing Power one must sacrifice damage, and since healing power only effects the potency of heals (survivability) and Regeneration boon (Defensive Support) it makes a crappy defensive stat and a much more potent support statistic.

  • Quicker Rezzing - When I started speccing for healing power, I assumed that I’d be resurrecting my allies from downed faster. I figured “Surely these green healing numbers of mine that are springing up over this poor fool’s corpse must be greater than the brute Zerker Warrior kneeling right next to me. I specced for healing!”. I was wrong of course, and I can’t help but wonder.. why?
    - I think that your revive speed should increase respective to your healing.
    500 Healing Power = 10%
    1000 Healing Power = 20%
    1500 Healing Power = 30%
  • More Gear Choices - Givers Gear -while totally underwhelming and barely worth it- was a step in the right direction. More options, such as a Healing Power / Power / Precision set would open up new opportunities for support specs. Runes like Superior Runes of Altruism (please put in sPvP) /Water (please fix 6th rune bug) / Dwayna are great examples of how new support runes, sigils, and food could be implemented.

REWARDING SUPPORT PLAY
One of the best things about Guild Wars 2 is that you can find a reward for everything you’re interested in. People who like to farm, run dungeons, go full DPS, go full tank, WvW, sPvP, ect, can always find something that’ll reward them for their playstyle… except support. The biggest complaint about running support builds is the lack of reward for all the effort.

  • Loot for Support Players - I don’t know the technical side of this, so forgive my ignorance, but there’s got to be some way to reward players who focus more on heals and boons for allies than trying to tag enemies.

- Healing allies for a certain amount of HP through a battle should earn bags/gold.
- Number of boons cast on allies should earn bags/gold.
- Peripheral damage done (Example: Granting someone Retaliation/Might) should earn bags/gold
- Rezzing downed allies should earn greater rewards.

If we could figure out a possible way to implement this into the reward system, there would be many happy healers.

  • Should Have a Visual Indicator (Tag of sorts) - You can see a Commander anywhere on your map, which is hella important for WvW. Having an icon or glow or .. something that allows you to see the healers in a skirmish would save a lot of time and headache and help a lot with team coordination.
  • Should earn achievements. - I wanted to make a thread about earning rewards in dungeons for different achievements. (Clearing a dungeon within a certain time / Clearing all the mobs / Never wiping / Healing a certain amount / Inflicting X amount of damage to a single boss in 5 seconds ) Achievements would make people WANT to explore a supportive role.

(edited by Chaos Archangel.5071)

[Warrior] Longbow auto attack speed

in Profession Balance

Posted by: Shadow.7139

Shadow.7139

sorry, but no, your a warrior not a ranger!

[PvP][Guardian] Selfless Daring & Vigor nerf

in Profession Balance

Posted by: Tryble.6819

Tryble.6819

I feel that Guardian’s bunkering is the standard that other bunker build should be buffed to achieve.

Screwin’ up Guard’s vigor access is gonna be bad for them; consistent dodging and its synergy with Selfless Daring is perhaps the keystone aspect of Gaurd’s survivability. They do share the lowest HP pool in the game, and while heavy armor’s good, it’s of no benefit against the condition meta that’s so common right now.

Restoring Selfless Daring’s normal scaling would be an okay middle ground; with less vigor there’s less dodging, and though the HP/s would probably remain about the same, Guards still have to contend with fewer dodges to escape dangerous attacks.

why Guardian HP is so low?

in Profession Balance

Posted by: Mightymealworm.8409

Mightymealworm.8409

Yup, close range with low mobility and virtually no soft cc= a lot of your build is making up for your deficiencies and therefor has less room go very heavy into offence. This is part of the problem that forces guards into bunker to be competitive. This, and all our good traits are in defensive trees. Our offensive trees are pure garbage (meditations are on a hybrid tree).

Defense Warriors in explorable dungeons?

in Warrior

Posted by: Faranox.4217

Faranox.4217

Play the way you enjoy!

Chops Mcgee, of Anvil Rock

too many clones/pets!

in PvP

Posted by: Bsgapollo.5364

Bsgapollo.5364

Level 80 Elementalist, experienced player in pvp, trying out pve for now.

too many clones/pets!

in PvP

Posted by: Malediktus.9250

Malediktus.9250

I agree way too many pets with too much health

1st person worldwide to reach 35,000 achievement points.

too many clones/pets!

in PvP

Posted by: The Gates Assassin.9827

The Gates Assassin.9827

I once faced an asuran spirit ranger who was named Storm Spirit with an accent on the i. The pet was named the same. I died out of rage.

I could not agree with this more. I think the biggest problem in PvP is that the main counter to AI (AoE) is actually countering AoE! Because I can only hit 5 targets with AoE, taking allies actually protects you an your party from AoE! It’s so backwards! They should raise the target limit to 10.

Main: Raine Avina (Engineer)
Message me any time in game.

How do you kill a guardian?

in Thief

Posted by: glaphen.5230

glaphen.5230

… when everyone else cant even kill a zerker Thief ever.

If you’re going to engage in the debate, consider starting off with a message other than “I am either dishonest or deluded, but here’s what I think…”

Please master explain how to kill a Thief in WvW that isn’t a moron. The only counter to Thieves is a Thief using a zerker Backstab build. Anything else and the Thief will always escape. A fight with a Thief in WvW either ends with you dead or the Thief escaping and possibly coming back to try again.

Thief Stealth = Worst Mistake In The Game

in Thief

Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So other then Thieves that rely on the games most broken mechanic anyone else think that it is LONG over due that Anet pull the finger out and fix Stealth? Is it not bad enough they have obscene damage and movement they have to have the most broken mechanic in the game.

Sure i know the Thieves will come screaming “L2P” and such but anyone else think this mechanic is seriously in need of being fixed. Why is it that Stealth in other MMO is a “Use at right time” mechanic but here its “lol spam, spam, spam” mechanic…

Balance changes

in Guild Wars 2 Discussion

Posted by: LordByron.8369

LordByron.8369

i have just a big question to developers….

Don t you think one day, pve players will be tired of all this and leave?

The situation is already Beyond broken and getting worse any patch with USELESS buffs on weak classes and HUGE NERFS to the same.

We are tired fo LFG 2 warriors 2 guardians 1 thief…..

Do you think is a good idea to nerf D/D ele and ranger again?

Seems obvious that anything that can potentially kill a thief in WWW has to be nerfed to the ground that was why i quit WWW but those also affect PvE where

only 2 classes are playing the game….

If things get on like this i just hope that only PvP players will keep playing so they will see if pvp is so important to destroy balance in the rest of the game.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.