If you want to watch a Mesmer stream, I recommend watching Xee: http://www.twitch.tv/jhaxe
Xee is a nice kid and a solid player, who really tries to answer his viewer’s questions.
While I’m sure Jonathan had long stretches of quiet time to write in the weeks before launch, perhaps he decided that his time was better spent elsewhere. Also, if the features were not ready to be discussed, then I suppose that it would not have been possible to discuss them before the game was released. Would you feel better if they over-promised a number of features BEFORE you bought the game? I expect not.
The absence of a monthly sub removes the incentive for them to string players along to prevent them from cancelling and it creates an option for us, the players, to come and go from the game freely if we are not happy with its current state, but later want to play again.
Since there is no real incentive for Arena Net to “ignore and lie” to the community, I would imagine that they are doing neither of those things and in fact may have jumped the gun on announcing the blog post a bit, which then got pushed back for whatever reason.
Knowing Arena Net, they probably decided that rolling out an actual feature would be more welcome to the community than words and are working their a** off to get Paid Tournaments up, so the blog post got pushed back. And maybe, they are more concerned about working on the game than babysitting our impatience — just maybe.
I’d bet money that the delay is because they are finalizing a new feature.
Projectile reflects: When you reflect projectiles that apply conditions, the condition damage is based on your own condition damage, not the condition damage of the player firing the projectiles. This mechanic sharply reduces the risk to players running projectile-based condition builds.
When you reflect a projectile that applies conditions back onto a player, the damage for that condition should be based on the original damage of the player who fired the projectile.
I bet you just spammed ‘2’ to write this post.
There are not.
Adding to mine:
6. Blinds.
7. Counter CC.
(Also, you dodge to avoid getting stunned.)
Very soon, I’ll be posting blogs about the things we plan to do, so watch for those. You know our policy – we try not to make empty promises, and we try to tell you about things only when we feel they’re ready to be talked about.
Like blog posts?
1. Stun breaks.
2. Stability.
3. Dodge. (Have you actually watched the hammer animations? My dead grandfather could react quickly enough to avoid 80% of the abilities.)
4. Various traits that proc on stun.
5. Hammer Guardian and a Hammer Warrior, both fighting on the same point? I would love to face the team that runs this and thinks it’s even remotely a good idea in the current meta.
Just saying.
Atlas Ele [glhf]
Initial disclaimer: I read this suggestion on Reddit before the official forums were active, so please note that (a) it is not originally my own and (b) perhaps it has already been suggested here.
If not, here goes: Create an option for Fast Cast Ground Targeting, so that ground targeted abilities fire on key up, not key down. Upon key down, the targeting reticle shows, and upon key up, the ability fires. As is, all abilities trigger on key down, which is great for responsiveness, but this minor tweak will allow for very fast ground targeting, with the reticle, without the need to double tap the keys or click (which I often find to be buggy and slow…).
In other words, when you press the key down for a ground targeted ability, the reticle appears, and when you then release the key (key up), the ability fires. This is different than current Fast Cast Ground Targeting, which fires immediately upon pressing the key down.
(edited by Atlas.6901)
Just because it’s easier, doesn’t mean that’s what they should do.
Actually, when you’re talking about balance, adopting the easier route is exactly what they should do.
Attempting to make too many changes at once, like balancing various classes based on perceived ills all at the same time, will just create new and different balance issues. However, I think Arena Net has the experience to know that attempting to do too much too soon can lead to additional, major issues. Radical changes are something you can experiment with in closed testing environments, but not release versions of the game.
I will trade you all the tournament chests I have received to date for competitive matchmaking and some form of ladder ranking system, so that our team can measure our progress and success.
Or the removing of the downed state from tournaments? If yes, I agree.
I disliked downed state when I was new to the game. Then I grew to accept it. Now I like it.
I’ll take the matchmaking and ladder ranking trade instead, sorry.
Call me crazy, but if one class is out of line, I think it might be easier to bring that class back in line with the others and then make other balance adjustments from there. In other words, it will probably be easier to balance 1 class with the 7 than 7 to the 1.
I will trade you all the tournament chests I have received to date for competitive matchmaking and some form of ladder ranking system, so that our team can measure our progress and success.
Pre-Heartseeker nerf, I was guilty of typing “lol thef” when I’d 1v1 and destroy a 2-spamming thief.
I realized it was a bad idea, though, after playing a game that had at least 4 thieves (not uncommon then, or now), stomping at least 2-3 of them in separate fights, typing “lol thef,” and then watching as the thief zerg of my victims would bee-line through whatever else was happening on the map to 2-spam the kitten out of me repeatedly.
I decided that I didn’t need the fan club and toned it down after that.
Really funny video, even though I disagree with the implicit premise of it.
You count the cash you made.
Stay tuned!
Chap, any update?
Hate to pester you, but the Free Tournament pug stomp is starting to get old. Coordinating queues among organized teams sort of works, but even that is imperfect, and playing three games in hopes of getting one competitive one is not fun for anybody. I really hope that the update will include information about Paid Tournaments and improved matchmaking.
It’s also really hard for any meaningful meta to develop when the more skilled, coordinated teams are only meeting each other occasionally (by coordinating or otherwise). There are some apparent balance issues on the margins with several classes, but it’s hard to pin down a solution to those issues until you provide a platform for high-level 5v5 teams to constantly play, beat up, and one up eachother over many iterations.
Finally, providing a platform for high-level teams to constantly play one another should improve stream spectating, since viewers can reliably expect to watch good games. That may temper some of the balance suggestions from players who are still learning the game and have not realized the potential of certain classes relative to others.
Really looking forward to the update and fingers crossed that these important features will make their way into the game very soon.
- Atlas Ele [glhf]