I can’t wait until they buff Warriors with increased mobility and condition removal. Then I’ll have the highest armor, the highest health, the highest damage, condition removal and mobility.
I’ll be unstoppable.
We’re 9 days away from patch. Does anyone have any juicy details pertaining to this months WvW patch? Other than the culling fix? Progression system; return of the orbs; new siege vehicles; anything?
GW2 has spoiled me as well.
Dodge rolling and moving while casting are necessary mechanics in order for me to even consider another MMO.
If any MMO has to make me stand still to cast or does not provide a way for me to avoid taking damage by evading then forget it.
It’s sad that GW2 is so easy and has no challenge. Really really sad.
Of coarse, what was I thinking? Lets make this as easy as possible. No one needs to be challenged. Especially not in a video game. Of all places.
Good luck in increasing the population of sPVP.
That fish smells terrible from where I’m standing.
^ i could swear i have a sniper gun in BF3… that requires me to hold breath and shoot the target in the head to kill him instantaneously. And in COD i also remember having guns that could kill instantaneously. Even a knife. I could kill people with one knive strike. Unless it was Bruce Lee, obviously. That dude could take on 12 of us holding our knives in COD and mop the floor with us.
You’re too young. I go farther back than that. Quakeworld, Quake 2, Quake 3 Arena.
I couldn’t come close to this level of skill and I was considered really good.
https://www.youtube.com/watch?v=liobVa82TgI
Why do all professions need to be dull and similar? That is so uninventive. An engi surely would have a bomb lying around that would trigger and blow people away. Or a ranger with its wound licking pet.
What is next. All need the same base hp, armor, skills and weapons available?
A bit of flavour is good. If someone who has the ability to move (mesmer, warrior, thief and ele) is making it hard on you, then lure them to a spot you know they can’t easily escape from.
The downed state is an awesome idea and serves to further strategic play, which is good and creates deeper gameplay and teamwork. If you only like to mindlessly butcher other people in the simplest sense, then perhaps this game isn’t the best choice for you.
Preach it brother.
You can’t convince me that the downed state makes sense because I know that it doesn’t. I come from team FPS shooters that require a ridiculous amount of team play and hand an eye coordination. If those games had a downed state it would be hilarious.
Although those days are far away behind me; the memories are fresh like as if I had them yesterday. The adrenaline rush of being outnumbered 3 vs 1 and owning them all maybe a distant memory but; I could replay that part in my head in slow motion like Tom Cruise in The Last Samurai.
Now days developers are arguably less passionate about what they do and don’t even play the game themselves. It’s more about money than anything else. In an effort to attract as many customers as possible; the game is dumbed down too far and/or unbalance due to too many unique abilities. The end result is skilled players getting bored or frustrated by the unbalance.
Once the Athletes leave; you can forget about spectators. If there are no spectators then you can forget about your esport.
Ahahahaha!! OMG!! Bruce Lee!!! Tom Cruise!! The Last Samurai!! This thread is getting more and more hilarious!
Okay, ive had my lulz, but now onto serious stuff: Are you really comparing a game with headshots and a RPG??? How does headshots and downed state could coexist in a fps? It doesnt make any sense at all, you are completely detached from reality, wake up. This is a game in a fantasy setting, with wizards, necromancers, assassins with stealth, big bulky ogres with greatswords, etc., in a genre where dying from one single hit form full health is considered not acceptable. We, in this genre, usually had healers, which could bump you from near death to full health in a split second (see infuse from gw1). Now, we dont have healers, but instead we have seen that replaced by the 6th skill and downed state. Makes all sense, and adds another layer of tacticality and strategy to the game. It also adds some great clutch moves, that require skill, reflexive behavior and high awareness, completely the opposite of a simpleton death matchmode game.
Of course, all this goes to smithereens when you have bruce Lee and Tom Cruise teaming up in Enter the Last Samurai Dragon. All arguments are invalid.
One shot kill? Don’t be silly.
In the games I played you had to hit the guy at least 4 or 5 times to bring them down. We didn’t have auto aim either. There’s no computer that aimed for the player. You couldn’t “target” someone; pressed a button and applied a “condition” or a “dot” or a “heal”.
We actually had to aim. Yes, aim. We had to observe, predict movement and behavior to learn how to anticipate. The game play was so fast that you had to rewind and slow motion everything to see what happened.
Why do all professions need to be dull and similar? That is so uninventive. An engi surely would have a bomb lying around that would trigger and blow people away. Or a ranger with its wound licking pet.
What is next. All need the same base hp, armor, skills and weapons available?
A bit of flavour is good. If someone who has the ability to move (mesmer, warrior, thief and ele) is making it hard on you, then lure them to a spot you know they can’t easily escape from.
The downed state is an awesome idea and serves to further strategic play, which is good and creates deeper gameplay and teamwork. If you only like to mindlessly butcher other people in the simplest sense, then perhaps this game isn’t the best choice for you.
Preach it brother.
You can’t convince me that the downed state makes sense because I know that it doesn’t. I come from team FPS shooters that require a ridiculous amount of team play and hand an eye coordination. If those games had a downed state it would be hilarious.
Although those days are far away behind me; the memories are fresh like as if I had them yesterday. The adrenaline rush of being outnumbered 3 vs 1 and owning them all maybe a distant memory but; I could replay that part in my head in slow motion like Tom Cruise in The Last Samurai.
Now days developers are arguably less passionate about what they do and don’t even play the game themselves. It’s more about money than anything else. In an effort to attract as many customers as possible; the game is dumbed down too far and/or unbalance due to too many unique abilities. The end result is skilled players getting bored or frustrated by the unbalance.
Once the Athletes leave; you can forget about spectators. If there are no spectators then you can forget about your esport.
I don’t see how Arenanet is going to convince me to run around with 11k health and 1900 armor and 15 second cooldown on attunment swapping.
As far as I can tell I will be stuck with Water and Arcana until the next MMO comes out.
Downed state rewards bad play.
When your health reaches zero, you’re invulnerable for a few seconds until you’re downed. While downed you can deal damage to a target. If that target goes down while you’re downed, you instantly revive.
Some classes have interrupts while downed. Try to stomp a Thief or a Mesmer and record how much time it’ll take. Some classes buy themselves so much time to be revived that being downed isn’t even a liability to the team as long as they’ve accomplished what they were supposed to do.
If I bring your health down to zero by blowing all my cooldowns; I still have to walk up to you in melee range and stun myself for 3 seconds to finish you off. Not only will my stomp be interrupted by the downed player but, I can also be interrupted by another player. Those interrupts can be carefully used to avoid overlap and remove my ability to stomp altogether.
Not only is the downed state not fun to watch but, for me, it’s not fun play. I would rather be dead. Why? Because if I knew that I would die once my health reached zero; I would play a lot more carefully and strategically. Knowing that I could revive myself and my friends can revive me creates a moral hazard. I’m actually willing to take risks knowing that even with bad play I can succeed.
In my opinion; this is precisely the reason why it’ll never become an esport and why competitive players will never take it seriously.
(edited by Calae.1738)
Don’t you love economics?
Money chasing money and producing nothing. No actual productive contribution to the gaming experience. Buy low and sell high.
Sometimes I wonder how the human race even got this far.
He should just replace the John in his name to Agent…
“Mr. Anderson, we’re willing to wipe the account clean, give you a fresh 80. All that we’re asking in return is your cooperation in bringing an ectoplasm market manipulator to justice.”
nice
I think the principle of downed state is fine, I just think the execution needs a little work. The professions need better balance, as other people have stated, and some classes certainly have stronger downed states than others.
But everyone here seems to think that downed players do insane damage, and I haven’t seen that in sPvP. Downed is pretty much downed, and after you sit through the initial interrupt or the disappearing/movement skill, finishing an opponent is simple. If a downed player manages to outmaneuver you—an alive and attacking opponent—then props to them for surviving.
If you are outnumbered in PvP, fundamentally the odds aren’t any worse for you than they were initially. And, at times, you can still stomp people in an outnumbered situation, or even down the teammate that stopped to res them.
It’s highly unlikely that you could stomp someone in a situation where you are outnumbered. Even a thief who stealths is essentially stunned for the animation period and will get nailed hard.
Never mind the fact that 1 person can resurrect a downed player in less than 10 seconds but; that downed player can DPS and sometimes even fear, knockdown, immobilize while downed.
This game is asking that a player in a 1vs2 situation essentially run away for backup or troll around structures using line of sight.
What do you think is more exciting to watch? Someone owning 2 people or someone running away from 2 people?
It won’t matter what they do to the queue if there is a small pool of players in it. I would work on incentives first. Find out why people don’t want to play sPVP.
Ask them. Why do you think sPVP sucks? Why? What would make it fun?
Boons are strong, I can see why they want some sort of counter to boons, but I’m not keen on ‘more damage against more boons’.
I’d rather see more effective / accessible ways to convert / remove / steal boons on your target, possibly including specific boons instead of just ‘a boon’. It’s a fine line to walk, and whatever they do, they need to make sure it doesn’t go too far.
Wait until you play a class that needs those boons in order to make up for the vast difference in health and armor that other classes enjoy.
I’m sure you’ll really like boon removal there.
To be frank no one is supposed to beat two people in reality. 2v1 is inherently a disadvantage, winning it is primarily about the other two making significant mistakes, build wars or being vastly inferior.
Explain that to Bruce Lee if he was alive. This guy would mop the floor with 12 people each holding knives.
Further, yea, you should lose a 1v2 against equally skilled opponents. That’s the same in any decently balanced game.
I disagree.
A highly skilled player should be able to mop the floor with 3 or 4 bad players or 2 equally skilled players.
Unfortunately this is not possible due to auto aim and the downed state.
I dislike the downed state and rally and is the only reason why I don’t play sPVP.
I can tolerate it in WvW to a certain extent and have no issue with it in PVE.
An Elementalist with no toughness, vitality, healing investment is a walking free kill and an unpleasant gaming experience. How about the developers find a way to make that viable before any nerfs are made to the bunker build?
I would like all classes to have the same base armor and health and work from there. Sounds to me like it would simplify balance a lot more.
it turns out that there exists a bunker build for eles that is quite good. they are not the poor helpless low hp class with no defense.
it’s madness to give the ele a 1200 gap closer that’s immune to slows. TWELVEHUNDRED. “poor defenseless eles need a way to reset fights.” right.
make rtl affected by slows. how is this still in the game?? we’ll see how the stealth nerf works out, but i have a feeling it won’t be enough.
see thats why you arent a game developer..You have something in your mind and think only how to bring it down to what you think is fair no matter the cost..
Just because there is ONE bruiser build that you think its too strong that doesnt mean we should nerf whatever keeps remotely viable all other specs..
Get it on your head..Rtl affects everything.Healing power and its scaling affects mostly what you hate of..
But sure keep goingIn short if milo was in charge eles would be even more pigeonholed into heavy bunker builds only this time they would just be less effective.
Exactly.
If Elementalist mobility is nerfed; people would have no choice but to spec into bunker. While other classes who have high base health and armor would just select traits that boosts damage output.
it turns out that there exists a bunker build for eles that is quite good. they are not the poor helpless low hp class with no defense.
it’s madness to give the ele a 1200 gap closer that’s immune to slows. TWELVEHUNDRED. “poor defenseless eles need a way to reset fights.” right.
make rtl affected by slows. how is this still in the game?? we’ll see how the stealth nerf works out, but i have a feeling it won’t be enough.
Lets assume I can read your mind and extract data from it.
Does giving Class B condition removal, healing abilities and protection boons offset the low health and armor? I might have some healing abilities and 1 condition removal on my weapon skills but, other than that I have to select specific traits in order to get the rest. (cough bunker cough)
A) Do you think the Elementalist should be gutted in order to avoid it from being able to do everything well?
B) Do you think the developers should use the Elementalist as a template for all other professions?
C) Do you think the developers should create abilities on other professions that counters the Elementalist?
Why?
Can I generally disagree with all 3?
Hey, by all means you can add 4 or 5 or as many as you want.
if they are glass, then they need to blast or die. there also need to be way to leave combat, for sure, but it can’t be a get-out-of-jail-free card like they have now. rtl needs to be affected by slows, for instance. then you would need to actually pay attention to your conditions before attempting to rtl away.
Lets try to look at this from a different perspective then.
Class A – 18,372 base health, 2147 base armor
Class B – 10,805 base health, 1853 base armor
What would you provide class B with in order to balance it with class A?
thieves and elementalists suffer from idgaf syndrome.
it works like this. if you are a thief or an ele, you don’t have to think twice before you engage an enemy. you don’t have to consider if you are outmatched or if the enemy will send reinforcements. you can just say “idgaf” and begin fighting. if things start to go south, you can just leave. ele with rtl and thief with stealth. there’s little an enemy can do to stop you. in addition, the ele has great survivability.
idgaf syndrome is a balance problem the devs need to address. your choice to engage or not should be an important one. there should not be so many options for leaving fights.
so: ele and thief need to have their “lol bye” options restricted. then, all classes need to have their unused skills and traits buffed slowly to bring them in line with the rest of the good builds.
If the disengage skills are restricted then these professions need to be able to stand toe to toe with the other professions. My investment in Toughness and Vitality are significant in order to make up for playing a class with the lowest health and armor in the game.
(edited by Calae.1738)
A) Do you think the Elementalist should be gutted in order to avoid it from being able to do everything well?
B) Do you think the developers should use the Elementalist as a template for all other professions?
C) Do you think the developers should create abilities on other professions that counters the Elementalist?
Why?
(edited by Calae.1738)
The reason why StarCraft works with counter’s is because no matter which race you play with; everyone has a counter to everything.
You can’t do that in an MMO without making all the classes the same. Could you imagine if every class in GW2 has a counter to every ability on every class? It would be absurd.
The end result will be rock paper scissors. Warrior beats Rogue, Rogue beats Mage, Mage beats Warrior. I consider this the same as build A counters build B; build B counters build C; build C counters build A.
Why punish builds? Why not punish bad play and reward skilled play?
Your analogy is a bit flawed because each side has units that counter other units in a rock paper scissors style. In a group setting in an MMO, one group is the terran, one group is the zerg, and one group is the protoss and all that matters is the one group has the tools available to fight off both other groups. The way to do this is to spread the utility around some and while this may get in the way of your warrior/rogue/mage model, it doesn’t invalidate it.
So in 5v5 you have units on each team that brings different utilities. Like team fortress, the engineer that builds turrets, the scout that moves fast, the medic that heals, the heavy weapons guy that’s slow and deals a lot of damage blah blah blah.
Meh I’m probably playing the wrong game.
Good job?
I cant image it being that fun to just rush though every thing. Why would anyone want level 80 with out doing any thing but spend gold?Because I’ve already done it before and doing it again makes me want to fall asleep.
If the game was actually challenging and difficult then I might consider leveling the old fashioned way. Unfortunately I have to try really hard to die in PVE. NPC’s are auto attacked to death and the gameplay is so dull that it makes me wonder how anyone can consider it even remotely interesting.
If the game is so tedious to you why play at all? Spvp and wvw auto level, this game has practically no barriers to entry for most of its content. Do you just want a new cursed shore farming character? You sound jaded/burned out, maybe take a break from the game for a bit?
Why play it at all? WvW buddy. WvW…
Good job?
I cant image it being that fun to just rush though every thing. Why would anyone want level 80 with out doing any thing but spend gold?
Because I’ve already done it before and doing it again makes me want to fall asleep.
If the game was actually challenging and difficult then I might consider leveling the old fashioned way. Unfortunately I have to try really hard to die in PVE. NPC’s are auto attacked to death and the gameplay is so dull that it makes me wonder how anyone can consider it even remotely interesting.
The reason why StarCraft works with counter’s is because no matter which race you play with; everyone has a counter to everything.
You can’t do that in an MMO without making all the classes the same. Could you imagine if every class in GW2 has a counter to every ability on every class? It would be absurd.
The end result will be rock paper scissors. Warrior beats Rogue, Rogue beats Mage, Mage beats Warrior. I consider this the same as build A counters build B; build B counters build C; build C counters build A.
Why punish builds? Why not punish bad play and reward skilled play?
I understand what the dev said but I still don’t understand why low-res models are not avaiable for pve.
If the server doesn’t send the data then there is nothing to render. It won’t matter whether there is a low res option or not. If the server sent all the data; then the client could configure itself to an acceptable performance/visual quality provided it had the options to do so.
Right now culling kills 2 birds with 1 stone; it reduces the load on their servers and our clients. However, some of us have fancy clients and would like them to send us all the data. Unfortunately for now; due to technical reasons; they can’t.
In a video game that prints money you have to have a drain somewhere that destroys money. If some of the money created cannot be destroyed then it will simply accumulate to infinity. People trading with each other are not destroying money; they’re simply moving money from one pocket to another.
There has to be mechanisms that destroys some of the money being created in order for the money to preserve value. In an economy that fails; the people lose faith in the value of the money and the result of that is they end up creating their own money.
I’m sorry if I’m misunderstanding your post, but that is wrong. People trading through the TP are destroying money through the tax.
You misunderstood my post. People trading with each other in the absence of a tax are simply moving money around.
Which is why tax is needed right?
A tax on the seller serves multiple purposes.
-Money sink
-Avoid players from using TP as storage
-Reduces asset speculation by increasing risk
-Makes large volume trades more risky (reduces leverage)
I’m sure I could think of others but those are the main ones I can think of.
It’s not good design.
When ever you start meddling with the meta by creating counters to something you end up having to create a counter to the counter. This ends up going in circles; counter to a counter to a counter to a counter.
Blizzard devs understood this at one point and turned away from it because they saw that they would end up changing abilities forever. I’m not a fan of the rock paper scissors approach. I find it uninspiring and uncreative. It spells lazy game design.
I don’t know how to solve this problem, so I’m going to make an ability that counters it. Instead of punishing bad play, they punish builds by making another build counter a build.
Its stupid.
(edited by Calae.1738)
In a video game that prints money you have to have a drain somewhere that destroys money. If some of the money created cannot be destroyed then it will simply accumulate to infinity. People trading with each other are not destroying money; they’re simply moving money from one pocket to another.
There has to be mechanisms that destroys some of the money being created in order for the money to preserve value. In an economy that fails; the people lose faith in the value of the money and the result of that is they end up creating their own money.
I’m sorry if I’m misunderstanding your post, but that is wrong. People trading through the TP are destroying money through the tax.
You misunderstood my post. People trading with each other in the absence of a tax are simply moving money around.
In a video game that prints money you have to have a drain somewhere that destroys money. If some of the money created cannot be destroyed then it will simply accumulate to infinity. People trading with each other are not destroying money; they’re simply moving money from one pocket to another.
There has to be mechanisms that destroys some of the money being created in order for the money to preserve value. In an economy that fails; the prices continue to rise exponentially until the numbers become redundant.
(edited by Calae.1738)
Ruby and Beryl are the best price to performance ratio.
120 Power
84 Precision or Vitality
12% crit damage
Getting 12% crit damage usually comes at a heavy cost of another stat. The only way to get crit damage at a very attractive budget is by using orbs, rings, accessories, amulets and capes. Crit damage on weapons and armor is too costly.
You can get P/V/T leg armor with 340 WvW tokens or 300 tokens from the PVE dungeon Ascalonian Catacombs.
Why isn’t there P/V/T armor on a karma vendor? The person doing it probably forgot to put it in.
GW2 is extremely casual.
Want proof? Go dig through the posts where people were complaining at the Wintersday jumping puzzle. A jumping puzzle that I completed on my first try and never went back again.
We have a generation of people who get angry when they fail. Instead of blaming themselves and trying to improve they expect someone else to come in and fix it.
http://dulfy.net/2013/02/27/gw2-guild-bounty-guide/
Use that
bosses walk around different maps depending which boss you get
I find it hilarious that a game designer could come up with this.
The whole design idea behind guild bounty is to follow a trail on a map; alt tabbing every 30 seconds to find an NPC; constantly hitting interact + escape to talk to the NPC to keep him from moving; activate guild mission; post waypoint in guild chat; run to the NPC; kill the NPC in 60 seconds.
They have artists but they’re proabably all busy making teddy bear backpacks for 7 year olds.
You keep using the mystic toilet and they’ll keep designing stuff for it.
Just stop using it.
I just need someone to tell me “this is variance and totally normal”. Yes I have read the other posts on normalized ecto return rates.
I am new to the game (got my first toon to 80 a few days ago). Since then I have started keeping records on rares I salvage.
I just salvaged my 90th rare/exotic. Levels range from 68-80 with most rares being 80. I used Mystic Kits the entire way (the 250 charge one from the MF).
My average ecto return on the 90 rares/exotics was: 0.689655172413793.
Am I doing anything wrong here?
Not sure if the sample is large enough. I would salvage at least 1000 to be sure.
If I was the devs…
I would spawn veterans and champions during every dragon event that pound your face in if you don’t kill them fast enough. After they beat you to a pulp they send you a mail calling you a noob.
What are you saying?
Are you saying most people enjoy standing still auto attacking a dragon to death in order to get a chest? I may not be a neuroscientist but, I think humans enjoy puzzle solving mechanisms. You know, activities that require basic cognitive functions.
And yet Call of Duty still sells millions of copies every year.
rimshot
Fact of the matter is, some people get enjoyment out of menial tasks like this. And while I don’t see the appeal myself, I don’t think there’s any reason to degrade or punish them for it either.
That game is rated M for 17+. GW2 is rated T for 13+.
Personally, menial tasks like these hurt the game more than you think.
I could not believe what was being said so I had to experience this with my own eyes.
Hundreds of players, waiting for a Dragon to spawn. Some of them are chatting in map chat, others are alt tabbed browsing the net waiting for the music to change.
Why?
2 chests per day per character provides many shinies; thats why. The interesting part is that you can actually stand still and auto attack these dragons to death.
I honestly can’t figure out why this would be fun in anyway.
Hmm just cause you dont like it you have to come here and post about it.
Most of them dont like the way you play the game either.
What are you saying?
Are you saying most people enjoy standing still auto attacking a dragon to death in order to get a chest? I may not be a neuroscientist but, I think humans enjoy puzzle solving mechanisms. You know, activities that require basic cognitive functions.
Tbh do we really need another thread about this?
Consider this the shock and awe version.
I could not believe what was being said so I had to experience this with my own eyes.
Hundreds of players, waiting for a Dragon to spawn. Some of them are chatting in map chat, others are alt tabbed browsing the net waiting for the music to change.
Why?
2 chests per day per character provides many shinies; thats why. The interesting part is that you can actually stand still and auto attack these dragons to death.
I honestly can’t figure out why this would be fun in anyway.
What are you guys talking about?
Grinds don’t have any meaning without rewards. It depends on how the reward schedule is structured.
1) An event is completed (Player receives all rewards – 100% chance)
2) An event is completed (Player recieves reward token. Player can buy items from catalogue ranging from 1 token to 100 tokens.)
3) An event is completed (Player may or may not recieve reward – 10% chance)
2 and 3 are grinds by definition. The only way to make 1 repeatable is to make it fun and varied. It has to be random enough to provide a different experience each time. Which MMO developers have yet to do.
GW2 is a casual game for a casual crowd who whines and complains when content is too hard. If the PVP was any good there would be a reason to stay but, all the pro gamers have left. If there are still some remaining; depending on how March addresses the state of PVP in general; they’ll be all gone before April.
Grind:
A reward system combined with a style of gameplay that is easy and repetitive. If there is no reward there is no grind. If the reward can be aquired by repeating the same task over and over again; then that is a grind.
I like this, except for the fact that a grind is subjective. What I find a grind, you may not.
Which is why I would add that when something repetitive becomes boring or tedious, then it becomes a grind.
In fact, the first few times I farm an area, I don’t find it to be a grind. As I continue, it becomes more of a grind.
If going out in the open world killing NPC’s was fun and had no reward; even if you did it countless times it is not a grind. You’re actually enjoying yourself.
[b]Ask yourself this…
If all rewards were removed from Guild Wars 2, which part of the game do you think would be fun enough to play without any reward?
The very idea that the designer has to bribe the player with rewards in order to get them to play thier game; calls into question if the game is any fun at all.[/b]
This is common to all MMORPGs actually. Actually no; all games. Actually, not even that. It’s even common even in life.
If there’s no reward in doing something, people won’t do it.
I suppose all those people playing WvWvW must be crazy.