(edited by Calae.1738)
Actually about 15% of the population finds making money very fun, irrelevant of the uses of that money. Ever gotten unnecessarily rich in a single player RPG like Skyrim?
I don’t understand how earning a virtual currency can be fun if the the intent is to aquire more. Sounds more like psychological disorder to me.
I tryed not having this signet take up a utility slot but, a constant 25% movement speed increase seems indispensable. I never activate the signet. Ever.
Do you guys think this is good game design? I’m looking at it from a class mechanics perspective. It feels like this signet is actually removing 1 utility slot from my belt.
Do any of you NOT use it?
I would remove all passive effects from every skill, utility and major traits. Each of these must have a useful mechanic. Minor traits would be the only place where the player would choose passive effects (ex: reduced cooldown by 20%, increased damage by 10% ect)
I think they’re paranoid that players will become bored before the February update. In Februray, laurels will be awarded with achievements.
We really don’t know the potential amount of laurels we’ll be able to aquire per month after the next content update.
There are 4 of them.
-Increase Magic Find by 20%
-Increase Gold Find by 20%
-Increase Karma gained by 15%
-Increased Experience gained by 20%Did you guys run out of ideas of something? Here I’ll help you out…
-Increased Movement Speed by 15%
-Increased all Weapon Range by 5%
-Increased Velocity of Projectiles by 10%
-Increased Endurance Regeneration by 20%Please never become a game designer.
Obviously I’m not lazy enough.
Step 1: Buy 250 Iron ore or Platinum Ore
Step 2: Refine 20 Iron ore or Platinum ore into Iron or Platinum ingots
Step 3: Vendor or sell ingots on the TP
Step 4: Watch in amazement as you complete the daily in 5 seconds
Step 5: ???
Step 6: Profit
Here you go.
For 27 silver you’ll have enough ore to last you 2 weeks.
You’re welcome.
I sold all my lodestones awhile ago. My gamble that arenanet would provide another way to aquire lodestones was correct.
I think they’re trying to prevent the infusion slot from being a damage or survivability increase. Agony is mostly there for gating.
I’m just disappointed in the lack of creativity and innovation. I honestly didn’t expect them to do something like this. I bet the infusion item works as a buff too. Which probably took 1 person less than a day to code that in.
There are 4 of them.
-Increase Magic Find by 20%
-Increase Gold Find by 20%
-Increase Karma gained by 15%
-Increased Experience gained by 20%
Did you guys run out of ideas of something? Here I’ll help you out…
-Increased Movement Speed by 15%
-Increased all Weapon Range by 5%
-Increased Velocity of Projectiles by 10%
-Increased Endurance Regeneration by 20%
Expect Orichalcum prices to go up a bit.
The patch with be released today at 23:59 and 59 seconds no matter what timezone you’re in.
Nothing is more meaningless in GW2 than winning in WvW.
The day that WvW stops being fun is the day you’ll stop playing the game. I would lose every week if it meant having epic battles. Those are the real experiences.
Before you argue that epic battles are the result of people’s desire to win; think again.
I would pay gems or real money to buy lvl 80 characters.
Leveling isn’t fun, its a chore.
That my friends is player culling in action right there. I can’t wait until culling is fixed. Try that again when it is. Garunteed you’ll get face planted instantly.
Keyboard doesn’t matter. Logitech G700 all the way. 4 thumb buttons, 3 wheel buttons, 3 index finger buttons. Can’t beat that.
There would be no market manipulation if legendaries were obtainable in the same way acsended rings are obtainable. The huge volume of items required to forge the legendary is the sole driver behind market power trading.
John understands that without constant item demand there would be such a glut in supply of items on the TP that everything would be selling at vendor price.
In order for a market to exist you need demand because supply just pops into existance in the game world.
The trick is how to create demand.
Increasing stats on gear is completely pointless and meaningless.
The NPC stats are adjusted to player stats as new tiers are introduced. It’s like in a running competion where the runners are about to reach the finish line; a few more miles of road are added to push the finish line farther away. Its like running on a hamster wheel. You aren’t going anywhere.
Besides, in WoW; the number are so rediculously inflated that they take up almost the whole screen. So what if my Fireball hit the target for 16,789,987 damage on a target that has 456,678,422 health? Whats the point of this other that it being stupid?
If the world isn’t threatning, it becomes boring. The rewards become grinds. When players are bored, they’re grinding for the rewards and they’ll whine that the game is a boring grind.
If the world is challenging, it becomes frustrating. The rewards become achievements. When players are frustrated, some will whine because they can’t complete the challenge and others will enjoy it because the reward feels like an achievement.
You can’t solve this problem and make everyone happy.
In trying to achieve e-sport balance; the skillsets of all classes were dumbed down so much that a drooling monkey could figure it out.
I don’t think this e-sport is going to be very popular at all. Players need to be able to master thier classes in order for there to be a skill gap. The classes are so simplified and basic that there won’t be any skill gaps. Even worse, the elite player will become so bored of the classes that the e-sport won’t have the athletes. Without athletes you have no spectators. Without spectators you have no sport.
You’d think this would be basic knoweldge.
Are there plans to increase the variety of armors in Guild Wars 2?
Light Armor users are lacking leggings that don’t look like dresses.
Medium armor users are lacking chest pieces that don’t look like trench coats.
Heavy armor users are lacking armor that shows skin.
Perhaps its the intention of development to make armor types have certain themes in order for players to easily recognize. I think we should get rid of all armor types (Heavy, Medium, Light) and let players choose which pieces to wear from the entire selection. It would provide a lot more variety for the playerbase. We’ll have crazy combinations of styles that could inspire the artists to create more.
I would like to have the option of keeping the fallback model as the default model at all times. I realy don’t care what players are wearing and if they’re weilding rainbow weapons.
In the early days of PC gaming, FPS games gave us a lot of customizability on what the engine rendered.
I can’t believe people are still bickering over this.
I do find it quite comical though. Arenanet wanted to bring the community together by eliminating elements of competition towards fellow players and encouraging cooperation.
Nothing says “screw you” more than magic find does. It doesn’t help your friends in anyway but instead; harms the group in the most selfish way possible.
Ironic isn’t it?
Culling is never going to go away unless the action is spread out to multiple areas of the map. Uninterruptable mass ressurections, AoE lawn mower trains and a lack of well placed diverisfied objectives on the map all contribute to zerg tactics.
I don’t like zergs. I prefer small group combat but, maybe the designers don’t want it that way. Culling and ability delay is game breaking to me. The engine cannot support this type of gameplay.
We are arguing that smaller groups should have tools to deal with large zergs. This is not going to be easy to balance. Its not going to be a one dimensional solution of increasing the targets that player AoE can hit. Large zergs of players should be easily countered by seige equipment.
Trebuchet and catapult fire should flaten players and send them back to Lion’s Arch in a box. Arrow carts should have multiple utilities like immobilize, cripple, chill and pelt players into swiss cheese. Balistae fire should pierce through players in a line or deal explosive AoE knockback. Zerg mass ressurections should be severly limited; 1 player max and should be interruptable by damage.
(edited by Calae.1738)
You obviously have never been at the receiving end of a melee assist train in other RvR based games. If you think AoE in this game is a lawnmover, melee trains in DaoC etc. are 18 wheelers.
And no, they don’t take any more skill.
Nerfing AoE would just result in huge blobs of warriors and guardians slashing everything down in milliseconds.
Knockbacks, immobilize, cripples, fear, chills and knockdowns will make quick work of a “melee assist train”.
The greatest disadvantage of a melee assist train is they attack 1 target at a time. This tactic would work in the presence of single target “healers”. Healers can easily heal unfocused damage because they are given enough time to react. In the absense of healers, players behave differently knowing that they don’t have someone babysitting thier health bars. When a players health reaches critical levels, they will naturally break formation to seek shelter from incoming attacks or use skills that make them invulnerable for those few precious seconds.
(edited by Calae.1738)
I don’t think I’ve ever agreed with Covenn before, but he is 100% correct here. AOE being capped at 5 targets is the problem.
Calae, you have recognized the issue correctly, but your proposed solution is the opposite of what it should be. Uncapping (or drastically raising the cap) of AOE would punish zergs to the point of hilarity.
I’m not against trying it out if. Lets ask Arenanet to remove the AoE cap for kittens and giggles and see what happens.
That would be the greatest reset night ever…
Maybe for a day or two.
WvW will eventually degenerate into AoE spam. Your average gamer will be bored to tears very quickly I can assure you.
AoE needs to be nerfed hard. Really hard….
Sadly, you have no idea what you are talking about. AoE in this game is the weakest implementation of any MMO I have played in any game in the last decade +. The exact reason why zergs and zerg balls are successful is because they can rush through enemy AoE with no consequence.
Nerfing AoE more than it already is will make the exact zerg problem you are complaining about far worse.
I don’t think I’ve ever agreed with Covenn before, but he is 100% correct here. AOE being capped at 5 targets is the problem.
Calae, you have recognized the issue correctly, but your proposed solution is the opposite of what it should be. Uncapping (or drastically raising the cap) of AOE would punish zergs to the point of hilarity.
I’m not against trying it out if. Lets ask Arenanet to remove the AoE cap for kittens and giggles and see what happens.
AoE needs to be nerfed hard. Really hard.
All you need is 1 commander and a bunch of lemmings following the commander closely. Everyone in the group is required to use weapon sets that deals AoE damage on the move. What this creates is a lawn mower. You know what a lawn mower is right? You know that device with rotating blades on 4 wheels that you push around that cuts grass? Yea that.
WvW is a pathetic zerg fest. A bunch of skilless lemmings spamming their auto attacks running around like a swarm of bees.
Sadly, you have no idea what you are talking about. AoE in this game is the weakest implementation of any MMO I have played in any game in the last decade +. The exact reason why zergs and zerg balls are successful is because they can rush through enemy AoE with no consequence.
Nerfing AoE more than it already is will make the exact zerg problem you are complaining about far worse.
A zerg doesn’t need to stomp anyone. They can just AoE downed players from a safe distance. You don’t even need range AoE. You could just have melee AoE.
Imagine a ball of players running around spamming melee autoattacks. 1 commander and 30+ players just mindlessly following the commander where ever he goes spamming thier autoattacks. They have basically turned themselves into anti-player seige. I call it the lawn mower.
If you propose higher AoE damage and unlimited target AoE; the strongest tacic in the game will be lawn mowers. The larger the group, the more effective it will be. Just run around and cut the grass. No need to stomp.
I think AoE doesn’t require much skill to execute and is uninteresting gameplay. Then again this is my opinion. I think seige equipment should be AoE. AoE on the move is total crap.
I propose we limit AoE for every profession considerably. 90% of every class abilities should be single target. Any AoE ability needs to be on a 10+ second cooldown.
A Greatsword autoattack for example could be retooled to strike the closest front target at 100% damage and cleave nearby targets at 10% damage.
AoE needs to be nerfed hard. Really hard.
All you need is 1 commander and a bunch of lemmings following the commander closely. Everyone in the group is required to use weapon sets that deals AoE damage on the move. What this creates is a lawn mower. You know what a lawn mower is right? You know that device with rotating blades on 4 wheels that you push around that cuts grass? Yea that.
WvW is a pathetic zerg fest. A bunch of skilless lemmings spamming their auto attacks running around like a swarm of bees.
The zergs aren’t able to kill eachother quick enough, and the distance between defensive points is too short. This is causing build up of those ‘lemmings’.
Look at it this way. 2 groups of 30 players each have been grinding it out back and forth against each other for 20 minutes. Neither side gaining or losing ground. During this time, a group of 10 players is able to move around to the flank and hit it. Currently the 10 man group isn’t able to put much of a dent into the zerg due to not enough aoe. They can knock down a few, but have to back out leaving the zerg largely intact. Now imagine that the 10 man’s aoe damage doesn’t have a max target. That 10 man can eat a larger chunk out of the zerg, turning the tide of the fight and winning the engagement. Currently you have to have a flanking force of nearly equal size to push zergs around. They only fear equal sized groups, and that should never be the case. In small group fights there are classes than utilize aoe more than others. However in small group fights this damage can be mitigated by dodging, or NOT playing glass cannon.
Are you proposing that a single player should be able to AoE an unlimited amout of players? It might work to take down zergs of 30+ players but, seige will have to be retooled. A player will become walking seige.
AoE needs to be nerfed hard. Really hard.
All you need is 1 commander and a bunch of lemmings following the commander closely. Everyone in the group is required to use weapon sets that deals AoE damage on the move. What this creates is a lawn mower. You know what a lawn mower is right? You know that device with rotating blades on 4 wheels that you push around that cuts grass? Yea that.
WvW is a pathetic zerg fest. A bunch of skilless lemmings spamming their auto attacks running around like a swarm of bees.
You are so wrong. The reason that it’s turning into a zergfest is because AoE is too weak not because it is too strong.
The reason its a zergfest is because the map is not designed to make zergs ineffective. The map is designed to make zergs effective. A zerg running around like a lawn mower can effectively attack and defend Eternal Battlegrounds assuming thier home towers and keeps are fully upgraded.
AoE needs to be nerfed hard. Really hard.
All you need is 1 commander and a bunch of lemmings following the commander closely. Everyone in the group is required to use weapon sets that deals AoE damage on the move. What this creates is a lawn mower. You know what a lawn mower is right? You know that device with rotating blades on 4 wheels that you push around that cuts grass? Yea that.
WvW is a pathetic zerg fest. A bunch of skilless lemmings spamming their auto attacks running around like a swarm of bees.
Don’t torture yourself. Do something else while you wait. The time will pass much faster.
We’ll be carrying useless elites for a very long time. I don’t even remember the last time I used mine.
The problem with GW1 is that it was impossible balance. With GW2 they wanted this game to be an E-Sport. Well, I don’t think this is going to work out for them. There’s like what; 12 people playing SPVP? In total?
I say they dump the E-Sport and focus on the open world, dungeons and WvW.
Balance be kitten
As a Ranger, I don’t know how you’re going to be able to use the longbow more creatively. That’s my biggest beef about the weapon skills. Some professions are given a useful set of tools that are useful in many situations but, for some others you have to wonder; who were they targeting? The mentally challenged?
Having a lot of gold in GW2 is really awesome. There are so many interesting things to buy…
…
Theres nothing innovative about this combat other than dodge.
Overall, theres really nothing to master. There are no combo systems in place that require precision and timing to execute. The skills are very boring and uninspiring.
Take the Ranger longbow for example.
SKill 1 – autoattack shoot an arrow
Skill 2 – faster version of skill 1 on a cooldown
Skill 3 – shoot an arrow and inflict vulnerability
Skill 4 – pushback shot
SKill 5 – ground targeted AoE
What is there for me to master in this?
What kind of skills can I perfect here?
What is there for me to practice exactly?
It’s almost as brain dead as a first person shooter. Here’s your gun sir, just point and shoot.
I created a new character today. It was a Norn. When I reached the worm pit area to kill the big blue worm I just stood there and pressed auto attack once. The worm died.
My hands weren’t even on my keyboard and mouse.
The point that I’m trying to make here is that it doesn’t take any human intelligence to kill NPCs in GW2. A robot could do it.
If anyone in our group states that they are wearing magic find; they get instantly booted and added to block list.
No one would admit that they wear magic find. They won’t have the courage to say it.
A gear inspection system would be great. This way all the MF people can play with themselves. Everyone is happy.
Steampunk is the reason why Engineers are very unpopular. The whole idea of the class feels out of place and breaks immersion. It’s like puting a space marine next to a ninja and a samurai.
From the most boring to least boring.
1) Warrior
2) Necro
3) Ranger
4) Mesmer
5) Thief
6) Guardian
7) Engineer
8) Elementalist
Not only is necro boring as heck to play but, the sound effects they make are very annoying.
If GW2 fails theres really nothing else. World of Warcraft, Star Wars the Old Republic, Tera and The Secret World are all the same crap. GW2 was the only thing that stood out to be different. It got 3 million people because it was different.
Screwing this up would be like screwing up mash potatoes. They can’t make GW2 fail because if they do they’re idiots.
As soon as people hear the word nerf they start freaking out. Which is normal.
A more elaborate explaination about your design philosophy and intended gaming experience would go a long way at calming people down. Because then they would understand the big picture.
Arenanet pretty much saw the mistake they made with all those AoE abilities. Guild Wars 2 is literally an AoE fest. Nothing screams “skilless noob” more than AoE does.
Single target combo that require precision, timing and setup are fun to execute and requires skill. Targeting the ground from a distance is not only boring but deals more damage than single target; which is completely kitten
I just want to assure you that I do not dislike when people talk, communicate or link the yellow item they got from the last enemy. I love when people want to interract in dungeons and such.
But I’m just wondering, why? Why do people link stuff all the time if it’s rare and up? I’m not annoyed by it or anything like that, I’m just curious why people do it. Or why do you link your items if you get anything?
It’s because they are happy and want to show other people the reason why they are happy. Humans are social creatures; we seek acceptance with other socal circles. People have a social need to have another person beside them in time of pain and distress; same with pleasure and happiness.
In reality all they want to see is other people say “grats”. Thats the social reinforcment of acceptance. Meaning that the person is looking for acceptance in the social group.
Themepark vs Sandbox
Themepark will eventually get boring because it’s scripted. Doing it more than once is like watching the same movie playing over and over again.
Sandbox is player driven content. It’s always random. The most memorable experiences for me are in WvW. I’ve experienced many epic battles and various warfare tactics.
When player culling is fixed, WvW is going to be so ridiculously fun people won’t want to log off.
This is not the fault of the players. This is the fault of the designers.
Designers have a job to do. Design content with a set of rules. I doubt that skipping mobs is a valid ruleset. Sounds more like an oversight than anything else. Why spend all this developement time and resources to create content that can be skipped?
The players are seeking the reward in the lowest time possible. This is the path of least resistance which is totally normal human behavior. Even animals do this.
What is not normal, is developers developing content for nothing since the players will just skip it anyway.
Getting a Legendary in this game is the equivelent to digging the foundation of a football stadium with a spoon.
It’s long and boring.
You want Legendary?
How about completeing 10 insanely hard jumping puzzles in less than 30 minutes? How about having to solo a champion mob that one shots your face if you don’t dodge out of the way?
How about a world event dragon boss that’s actually hard to kill and requires massive teamwork and cooperation?
How about going on a treasure hunt in a 5 man dungeon chasing a mob with a big loot bag through a gauntlet of tough enemies and clever traps?