It’s starting to appear clearer that Arenanet is going to have the Revenant playthrough all personal story and living world story without an explanation on how, lore-wise, that could possibly happen. Because, ya know, video games.
At least that’s the impression I get from watching/reading interviews like <a href=“https://www.youtube.com/watch?v=a6Nd4t6XvT8&t=385”>this one</a>(around 5 minute mark).
I don’t understand how they could miss such an oversight like this. You can’t give the Revenant a rich origin story that takes place years after the content that they’re experiencing. Maybe Jon Peters didn’t explain things right (he isn’t the lore guy) and they actually have a plan for this. Thoughts?
The personal storyline have always been based on race and faction and not on class. So it doesn’t logically follow that a new class would get some new personal storyline when the races are still the same.
-snip-
Mate, pve meta in this game applies only to dungeons/fractals. Since this is the old content and everyone and their mothers will play HoT where there will be mostly (or only) an open world content, it doesn’t matter what the meta is/will be. People run dungeons not for fun but for gold. It doesn’t matter how you farm gold because it’s mundane. All you want is gold.
WoW i didn’t know im the only person in this game that does the dungeons for fun……
You and maybe 5 other people who started playing gw2 2 weeks ago.
Those of us that have run dungeons 1000+ times already just want to get it over with asap.
People discussing something doesn’t make that something a problem. logic 101.
Frequent discussion of a topic indicates there is indeed a problem. And this is probably the most discussed topic on these forums.
Right now, you’re sounding like one of those people that denies global warming is a thing. I can point you to as much evidence as you like and you will still say “nope, not true.”
Wrong. In fact ironically you are the one that sounds like those people that denies global warming. Because under your logic just because something is discussed a lot automatically means it is a problem and global warming deniers do talk about the “global warming hoax” a lot. So far I’m the only one that is calling for empiricism and logic.
Context! Not once have I strayed from discussing the homogenized state of dungeon metas. Ergo, unless I specify otherwise, I am still referring to dungeon metas. There will always be a meta. I have not advocated for nerfing anything here. I only advocate for variation in metas, which is quite possible to do without nerfing a thing.
The only “problems” that you demonstrate are that you personally don’t want to get a second set of gear. That is literally the only problem you bring up: you personally don’t want to put forth the effort to be optimal at different content.
Wrong. You have called for making content changes such that some fights are better optimally done with other build types and that means that the old build optimal build is no longer as effective, which is by definition a nerf.
The only “problem” with your arguments is that they are short sighted and without any real evidence to show that they would result in a better state of things than before and based solely on your own opinions which a lot of people here don’t share as the posts indicate.
And why should some different builds not be optimal in some paths? You keep failing to answer this one very important question. Why should different dungeon content not have different metas?
Because doing so would mean a net increase in frustration and decrease in fun for those using single dedicated dungeon runners with a single build because they’d have to change characters or gear. I’ve already stated this no less than 3 times yet you chose to ignore it. You are artificially introducing unneeded complexity into a system with no tangible benefit.
This is perhaps the most ironic and unself-conscious statement you made so far.
You admit that you are not the sole arbiter of what is “supposed” to be or not and say that is ANET’s job but you conclude with: “ANET isn’t perfect at making things the way they are SUPPOSED to be.” once again claiming you are the sole arbiter of what is supposed to be or not. You get points for contradicting yourself within the same paragraph. Congratulations.
I don’t see how I’m contradicting myself when the examples I gave are ANet’s own words. That’s right, I didn’t say that Berserker is supposed to be the highest DPS (though I agree it should be), nor did I say Necromancer is an attrition profession. Those are ANet’s words.
Lol are you serious? In the beginning of the paragraph you say you are not the sole arbiter of what things are supposed to be, yet by the end of the paragraph you say ANET isn’t perfect at making things the way they are Supposed to be. That by definition is a self contradiction because by stating that you implicitly mean that you know how things are supposed to be. Those are YOUR words.
Wrong. In this case you are advocating for artificially creating different situations requiring different approaches where they didn’t exist before. That is the antithesis of common sense.
Got news for you: it’s a computer program Every situation is artificially created.
Got news for you: Adding unnecessary new code to a computer program is bad coding. Your statement is also a strawman argument since I never said computer programs were not artificially created. So in fact you basically dishonestly strawmanned me while failing to answer my response to your so-called “common sense” statement.
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I would much rather they stop generating things at rates people can’t use and then have to try to invent new sinks for them like silk and probably leather eventually. Maybe Nopale too, these seem to be well on their way to suffering the same fate as leather.
No.
A lot of people can use them at that rate. I have no extra dragonites or any mats of that tier left because I’ve refined all that I get.
Arguing to nerf drop rates for everyone just because you yourself can’t be bothered to level your crafting skill or simply destroy the extras is ridiculous.
Heh I can’t be bothered to level my crafting skill? They’ve been at max level for ages. Dragonite just becomes completely useless once you are done with crafting ascended items.
It is a crappy design process to overproduce first then try to fix at a later point.
So you want the system changed for everyone just because you personally can’t be bothered to refine or destroy them? Yeah great argument.
All right then, would you like me to go through Google and link every single thread discussing this exact same topic? I think you’d get sick of it at say, the 30th one? I know I can go well beyond that if you insist.
People discussing something doesn’t make that something a problem. logic 101.
There is indeed a problem with 5-zerk being the meta for everything: a lot of players feel slighted and pressured into something that they don’t actually enjoy in order to do content that they do enjoy.
Again you are asserting it is a problem without demonstrating why. 5 zerk is nowhere near meta for everything. There are tons of different builds for pvp and wvw for example, which are 2 other giant pieces of GW2. Also there are always a meta for any game content, you nerf it something else will become meta. My main problem is with your so-called solution, which would lead to a lot more problems as I have demonstrated in my other posts.
Also there’s a difference between viable and optimal as many people and myself have pointed out. No one is pressuring anyone to build zerk because all other possible builds are viable for successfully completing content. The problem lies in some people not using the meta being mad that their own build is sub optimal even though it’s still viable.
In any other game, you wouldn’t think the same strategy works against everything, would you? Even in sports, this isn’t the case: you don’t take on the New England Patriots and the Detroit Lions in the same manner, for example. In Golf, you don’t tackle every hole the same way. So why is it okay for all dungeons to be handled the same? Because you are lazy and don’t want to buy a second set of gear?
Wrong again. I’ve already pointed out there are plenty of different builds for wvw and pvp which are giant parts of gw2. Therefore zerk being optimal in pve doesn’t mean it “works against everything”.
You’re right; I’m not the sole arbiter of what is “supposed” to be or not. That is ANet’s job. Berserker is supposed to be the highest DPS set, and it is! Necromancer is supposed to be an attrition profession that is hard to get away from and…well, it’s not. Moral of the story: ANet isn’t perfect at making things the way they are supposed to be.
This is perhaps the most ironic and unself-conscious statement you made so far.
You admit that you are not the sole arbiter of what is “supposed” to be or not and say that is ANET’s job but you conclude with: “ANET isn’t perfect at making things the way they are SUPPOSED to be.” once again claiming you are the sole arbiter of what is supposed to be or not. You get points for contradicting yourself within the same paragraph. Congratulations.
However, common sense dictates that different situations require different approaches. I’m advocating that ANet encourage a well-stocked toolbox over three sizes of hammer in dungeons.
Wrong. In this case you are advocating for artificially creating different situations requiring different approaches where they didn’t exist before. That is the antithesis of common sense.
I would disagree with your assessment that encouraging mixed groups to do things optimally is “solving a non-existent problem.” The problem exists, whether you want to believe it or not. That’s why threads like this keep popping up in the first place. What you are saying is “because someone doesn’t like the Zerker playstyle, they can’t feel wanted.” They may actually be a better player than you, but because they don’t conform to your view, they are inferior.
You have yet to show why it is a problem. You just asserted it.
And I’ve never stated “because someone doesn’t like zerker playstyle, they can’t feel wanted”. I don’t even know where you came up with that.
The point is simple. Right now every build is VIABLE in pve, but only specific builds are OPTIMAL.
What you want to do is to make it mandatory to have different OPTIMAL builds for different content.
This results in no change for those players who want to just be viable with their soldiers , condi, or mix-match gear because they will still be going to dungeons and other battles with them regardless.
However this will result in the OPTIMAL players now having to swap characters/gear prior to different encounters, which is a net increase in tedium and frustration with no tangible benefit.
A simple benefit analysis shows your argued changes will lead to a net decrease in fun and no real benefit.
2 Things… firstly, as a disclaimer, I really like playing Zerker. If there were options in pve I’d probably still choose zerker for all my toons. Secondly, if conditions stacking was fixed in pve they could be equally viable in PVE. Although I’m not sure how they work I’d love to see how this simple benefit analysis… sounds like a first year project management chapter.
Not really getting what you are saying here. Nowhere did I say I was against buffing conditions. I was specifically against nerfing some content such that only conditions are optimal to force people to choose different builds for different pve content.
I would disagree with your assessment that encouraging mixed groups to do things optimally is “solving a non-existent problem.” The problem exists, whether you want to believe it or not. That’s why threads like this keep popping up in the first place. What you are saying is “because someone doesn’t like the Zerker playstyle, they can’t feel wanted.” They may actually be a better player than you, but because they don’t conform to your view, they are inferior.
You have yet to show why it is a problem. You just asserted it.
I have pointed out a few resons why one can consider the actual situation disappointing, just browse a few of my posts in this thread.
I said this before and I’ll repeat it again : nerfing berserker is a nonsense. However, buffing condition and deeply reworking how conditions interact in a party is important if one wants to have a variety of optimal or roughly optimal builds/party setup.
3/4 of the stats sets are irrelevant for PvE, some are for good reasons (Nomad is irrelevant in PvE for a good reason : you don’t need to be this tanky) some are for bad reasons (Sinister is irrelevant for a bad reason : your fellow players will overwrite your bleed stacks thus lowering your dps).
If we could have just 1/2 of irrelevant stat sets (i.e the tankier ones) that would be an amazing progress in variety. More variety means it takes a bit longer to get bored of content, players can find a playstyle adapted to them more easily.
The actual situation can be fine for you. However, what if we could keep the builds you love and play relevant while opening new opportunities for optimal play ? WvW and sPvP feature rich and varied meta builds, why can’t PvE have the same variety ?
My statement there was not in response to you.
I have no issues with buffing other builds to be just as good. However to rebalance pve content so that only specific builds(such as condi) are optimal for some content and not others is a bad idea because it requires people to change characters and builds for specific content which is why I responded to the other person.
I would disagree with your assessment that encouraging mixed groups to do things optimally is “solving a non-existent problem.” The problem exists, whether you want to believe it or not. That’s why threads like this keep popping up in the first place. What you are saying is “because someone doesn’t like the Zerker playstyle, they can’t feel wanted.” They may actually be a better player than you, but because they don’t conform to your view, they are inferior.
You have yet to show why it is a problem. You just asserted it.
And I’ve never stated “because someone doesn’t like zerker playstyle, they can’t feel wanted”. I don’t even know where you came up with that.
The point is simple. Right now every build is VIABLE in pve, but only specific builds are OPTIMAL.
What you want to do is to make it mandatory to have different OPTIMAL builds for different content.
This results in no change for those players who want to just be viable with their soldiers , condi, or mix-match gear because they will still be going to dungeons and other battles with them regardless.
However this will result in the OPTIMAL players now having to swap characters/gear prior to different encounters, which is a net increase in tedium and frustration with no tangible benefit.
A simple benefit analysis shows your argued changes will lead to a net decrease in fun and no real benefit.
The fact we are even having this conversation shows that it is a problem. Why is it a problem for different content to have different optimal strategies? One would think that’s what is supposed to be the case.
No, the fact that we are having this conversation shows that we are having a conversation. You still haven’t actually substantiated your argument with any evidence.
Different content aside from pve already has different optimal strategies. The scope of this discussion is around pve. You are advocating for additional optimal builds for different pve content when it isn’t needed and would just increase frustration and tedium as I’ve explained already.
And no, one does not necessarily think that is supposed to be the case because that is subjective. You are not the sole arbiter of deciding what is supposed to be or not.
You are the one advocating for the change therefore it’s incumbent on you to backup your assertions with evidence rather than just sophistry, which is what you’ve been throwing out so far.
I would much rather they stop generating things at rates people can’t use and then have to try to invent new sinks for them like silk and probably leather eventually. Maybe Nopale too, these seem to be well on their way to suffering the same fate as leather.
No.
A lot of people can use them at that rate. I have no extra dragonites or any mats of that tier left because I’ve refined all that I get.
Arguing to nerf drop rates for everyone just because you yourself can’t be bothered to level your crafting skill or simply destroy the extras is ridiculous.
Hi Anet, thank you for this game, but please treat it the way it deserves!
A heads up, don’t bother posting things like. "Anet wouldn’t do X because thats the way it is inteded to be. Especially NOT “Lol, not gonna happen.”
- Don’t forget dungeons. Fractals are not dungeons! (http://www.usgamer.net/articles/guild-wars-2-heart-of-thorns-interview)
- Revisit old classes. Necro needs to bring more utility to groups. Make Ranger bow gameplay more exciting, and so on…
- Fire the person who designs all thos ugly leather trench coats. There are enough for the next 5 years. Leather sometimes needs to be skin tight.
-Make pristine fractal relics a currency but maintain the double click =15 tokens.
-Add a buff tab for your account where all the birthday karma and mf buffs are stored, they take up so much space.
-STOP creating outfits! Maybe once a while but not so many. How weird is a thief in full plate armor? It also restricts mixing armor together.
-Give world bosses rewarding loot, and nice looking gear. If you sell all via the gem store people will buy this stuff and eventually stop playing because they had no rewarding experience – they just saved up money and bought it.
-Do special discounts which can only be bought with real money. But do not restrict items this way. Example: You can buy an infinite mining tool for a discount of 5€ but you wont be able to buy this with gold.
-Again do not put nice skins into the game via the black lion chest. It is NOT rewarding and I believe you want to keep your players.
-Add craftable Minis to the game, for more endgame content.
-Hiding the Living Story behind gems is kittened. It’s like a dlc, which is cancer to the gaming industry.
-Add a series of quest which reward a permanent 25% movespeed buff while out of combat and replace those skills for something useful.
-Make the precursor hunt challenging, NOT grinding. Like beating a jumping puzzle in a certain time.
-Add an option for a list of favourite waypoints to the world map.
-Add an option to write a note to an item. So you can take a break off the game and return without selling something you forgot the purpose of, just to remember it minutes later.
-STOP with these obscure and grossly oversized backpieces. It just makes the game look so weird and unbelieveable.
-VERY IMPORTANT Look into performance, seriously there is so much optimization to be done. It cannot be that FPS drop while 5 people gather around you, or while turning your camera in lions arch with a gtx670 OC, a fx8320(3.5 Ghz) and 8gig ram on a 1920×1080 display Settings NOT maxed out. NO other game does this.
And things like the mouse bug when you turn the camera that the cursor glitches and interrupts the camera and you have to click again. < Really annoying.Pls don’t treat this expansion like it would be and update. It isn’t. Expansion =/= Update.
Thank you.
Not going to happen.
I would disagree with your assessment that encouraging mixed groups to do things optimally is “solving a non-existent problem.” The problem exists, whether you want to believe it or not. That’s why threads like this keep popping up in the first place. What you are saying is “because someone doesn’t like the Zerker playstyle, they can’t feel wanted.” They may actually be a better player than you, but because they don’t conform to your view, they are inferior.
You have yet to show why it is a problem. You just asserted it.
And I’ve never stated “because someone doesn’t like zerker playstyle, they can’t feel wanted”. I don’t even know where you came up with that.
The point is simple. Right now every build is VIABLE in pve, but only specific builds are OPTIMAL.
What you want to do is to make it mandatory to have different OPTIMAL builds for different content.
This results in no change for those players who want to just be viable with their soldiers , condi, or mix-match gear because they will still be going to dungeons and other battles with them regardless.
However this will result in the OPTIMAL players now having to swap characters/gear prior to different encounters, which is a net increase in tedium and frustration with no tangible benefit.
A simple benefit analysis shows your argued changes will lead to a net decrease in fun and no real benefit.
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This is not even a problem. You can either destroy them or use them for refining. I refine all mine and they disappear quickly. (x100 per refine)
For the sake of enforcing build diversity you are basically suggesting a system that increases frustration and decreases fun.
There’s a reason why they didn’t go with the holy trinity for this game. Forcing people to have specific setups for specific encounters would just reintroduce all the traditional frustrations and annoyances that come with the old school MMOs.
The whole point of GW2 is to allow people to have their own builds and while not optimal still be able to experience most if not all the content. Forcing specific builds for specific encounters not only makes group formation tedious but promotes greater elitism with gear checks and role calls etc.
I don’t think you really thought about the consequences of what you espouse.
I have thought about the consequences of each of those ideas, which is why I maintain that they would all be good to the game.
For the first one, think about Husks. You can beat them easily enough with Zerker gear, but you do it significantly faster with a condition build instead. Since the meta is all about efficiency, a dungeon path with a Husk boss would trade out 1-3 Zerkers for condition builds instead; something that is currently completely absent from the dungeon meta. You can still complete the content with anything you like, so nothing is being forced on anyone, but now something is wanted that wasn’t before.
On the NPC escort idea, it depends on implementation. If the NPC does not attack anything and keeps moving regardless, the most frustrating parts of escort missions are solved (NPC backtracking or stopping and bugging out). Importance of different builds varies with enemy types, numbers, special buffs or debuffs, and even terrain. Again, any composition can complete the content, but what is most efficient may be something currently not seen in dungeons.
As for spread out ranged enemies, again, nothing is forced on the player. Perhaps a party decides to spread out and kill everything, or perhaps they run around the circle, killing each individual enemy much faster, but having to deal with the pressure from the rest that they can’t hit simultaneously. This one is nothing special mechanically, but it does require different tactics than “Guardian GS5+Ice Bow.” Different tactics are always good to require as it makes people think.
All three of these ideas favor something other than current dungeon meta. They do not require something other than current dungeon meta.
At the end of the day what you say essentially boils down to making mixed groups mandatory for beating content optimally, which is a solution looking for a problem that isn’t there.
The net result of your changes would be to make things unnecessarily more tedious and less fun because people would have to either swap characters and/or gear to optimally beat different content what they used to be able to beat optimally with their dedicated pve character with one gear setup that is well known. (ie one with zerker build in most cases)
Frankly I don’t care how easy content is or that I beat it in x% faster time with some builds over others. Pve content runs dry after the first 100 times you’ve done it no matter how interesting it can be. At that point the only thing left is to try to get it over with asap to minimize the tedium if you need to farm that content for additional loot. What you state will increase that tedium for me due to either making me swap characters or gear for specific encounters or take longer to beat with my pve char’s current gear with no tangible benefit whatsoever. What you don’t realize is your proposal simply results in a net increase in tedium and frustration and net decrease in fun at the end of the day.
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What races should be playable in the next expansion(s)?
Will be hard to have new races because you’d then have to do an entire story campaign for that race. The only way they could do it is maybe they have only a few story missions spread out every 10 to 20 levels or have them reuse story missions from other races otherwise it would be too much effort for ANET.
The alternative is that they change encounters in dungeon paths so that what is optimal for one encounter is not optimal for another in the same path. If the most efficient way to handle a dungeon path is with a wide variety of builds (including gear, because gear is an important part), rather than 5 glass cannon (and yes, it is possible to manage this without forcing certain builds), then I would say that’s a pretty healthy meta. Everything is important to bring because, at some point, it will be the most efficient thing to have.
This is exactly what I’m referring to. Why is it so important to “fix” what isn’t broken? What possible justification can there be for this, than to make content harder for one specific play style? Its not as if nomads can’t clear the content. If everyone can clear the content, with no major issues, what exactly is it that needs fixing? Honestly, what I’m reading between the lines in these posts, is that people want to have their cake and eat it too. They want their selfish stats like vitality and toughness to somehow be valuable to groups. Making that happen will only introduce negatives into the game. Those negatives would be tanking requirements and reduction in freedom in group composition. It would be absolutely terrible to have to hold a slot in groups for someone who can tank. It would open up more requests/requirements to link gear and builds to qualify for that slot. You may as well add an inspect feature in the game if you go this route. I’m pretty sure phiw would not like that. I’m sorry, but I think people should stop complaining and trying to come up with ideas to fix what isn’t broken.
Simply put, because it’s currently one-dimensional. Pretty much everything has some situation where it is optimal, but current dungeon design only reflects a small portion of that.
Everything will have a meta, that is definite and unchangable. However, different content can have different metas. What I don’t understand is why some people are so vehemently against this idea.
Here are some examples of things they could do:
1. Boss has incredibly high armor. Assuming you must defeat the boss to advance, the meta for the path now includes Sinister/Carrion/Rabid condition builds; something currently absent from all dungeon metas right now.
2. NPC must be escorted with valuable cargo. Lots of ways to handle this one, with nuances increasing importance of DPS, healing, stealth, control, or defenses.
3. Spread out ranged enemies. Stack & smack tactics won’t work, so you have to survive pressure as you kill them.
All three of these are things that could be done to add variety. 5-zerk would still be able to complete the content, it just wouldn’t be optimal in those situations. If situations like these were mixed in along with situations we do see in dungeons, things would get a lot more interesting while still remaining doable by most compositions.
For the sake of enforcing build diversity you are basically suggesting a system that increases frustration and decreases fun.
There’s a reason why they didn’t go with the holy trinity for this game. Forcing people to have specific setups for specific encounters would just reintroduce all the traditional frustrations and annoyances that come with the old school MMOs.
The whole point of GW2 is to allow people to have their own builds and while not optimal still be able to experience most if not all the content. Forcing specific builds for specific encounters not only makes group formation tedious but promotes greater elitism with gear checks and role calls etc.
I don’t think you really thought about the consequences of what you espouse.
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Your conclusion is not very sound considering all the information is not even out yet for the Revenant class and you haven’t even played it.
This doesn’t seem like an issue. AP in itself doesn’t confer any real advantage anyway and the amount of points that would be taken away is trivial at best. There are far more important things for devs to spend their time on.
.
I mean, what other games has a whole bank specified to crafting mats? What other games has a button to store crafting mats in the bank without having to go there?
WOW does
WOW also charges you 15 dollars a month. That much money can be used to buy more bank slots in GW2 with ease.
They either provide enough space or they don’t.
There’s no substance to your argument, you’re just saying I don’t have a right to complain because I can buy more space if I “really” need it. That’s my whole issue in the first place though:
The cash shop should be for luxury purchases. I want to store more than 30 items and do not consider that a luxury. To that you have essentially said “not uh”.
That’s a subjective statement. What isn’t “enough” for some(like you) are enough for others. You are not the sole arbiter of “what is enough” nor is your opinion the only one that matters.
It would be nice to know how particular items came into the world, and to be able to tag items as gifts when sending them to players. E.g. “Crafted by …” or “This was a gift from …” This would probably introduce some nasty data overhead if the information isn’t already contained somewhere and is hidden, but it’s a thought nonetheless.
A friend of mine who played Ragnarok Online had a smith called “Someone Else”, so all of the weapons he sold to other players were prefixed with “Someone Else’s …”. Which was pretty funny :P
That feature is totally unnecessary not to mention impractical to implement. There are far more important things ANET can spend time and resources on.
The point of the contested entrance is for you to complete the events that unlock them. Working as intended.
The problem is most of those event chains are group events requiring more than 5 people to complete like risen wizard. So if no one else is around to help your team is basically stuck. The dungeon entrance should be always accessible and the event chain can stay as they are.
Most people who do the event chains are not doing it to get inside the dungeon anyway and most people who do the dungeon don’t want to bother with the event chain.
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I’m sure this has been brought up before, but Bloodstone/Empyreal/Dragonite stacks are taking up insane amounts of inventory space, mostly because they drop in large quantities and there aren’t that many uses for them.
So why not implement a way to reduce the stack sizes, like you did with the essences of luck? Now some of you may argue this is already implemented in the form of bricks and stars, but that takes 2 obsidian shards and 10 thermocatalytic reagents per craft. What we really need is a way to clump them in larger units without the use of other components.
Here is my suggestion, exemplified by bloodstone dust:
Allow us to craft 100 bloodstone dusts in to a bag of bloodstone dust (which is also a stackable, depositable crafting material) and change the cost of a bloodstone brick to 1 bag instead of 100 dusts. Alternatively, allow us to craft 250 dust in to a bag and make it stackable. Upon unpacking the bag you receive 250 dust.Another alternative is to just divide all the drops and requirements by 10. So instead of getting 30 (example, don’t know the actual number) dusts per dungeon and needing 100 per brick, you would get 3 and need 10.
Also a photo of my stacks to prove that the struggle is real :P And I’m sure there are many people out there, who have even more stacks.
It’s only a problem if you don’t craft, in which case you can just simply destroy them anyway. Once you craft with them they disappear quickly.
With so many people trying to learn a new class on the fly, the world boss fights (if any) are going to be absolute train wrecks.
Boss battles are more about knowing how the boss behaves and boss mechanics instead of your own class. You can beat 100% of bosses in this game with just auto attack and knowing how to dodge.
In the case of GW2 i have found that the community here is somewhat of a bastion away from what has become of most of the gaming community- People here are decent, nice, and helpful quite often.
I have come back from a 2 year break and this is my second week. I have had people guide me to vistas, volunteer on lowbie story mode dungeons, and of course, answer my noob questions.
Even more- people in gw2 are likely to be “light” roleplayers, not going full on roleplay but rather acting in character as select times to increase overall immersion.
In contrast- my 2 years spent in WoW a while ago i found a large portion of the playerbase to be like zombies, some of which didn’t even seem all that happy about what they were playing yet ran several raids per day. It got real awkward before i quit, i remember i could confront with 100 players in a day and not socially interact with a single one.
On a broader note, games in general i.e H1z1, Dota 2, Rust, Archeage and a number of first person shooters are filled with toxicity- trolls and people who find that yelling and spamming and just generally being annoying is entertaining. Quite sad.It is my opinion that in its current state (as its clearly been updated over the years) Gw2 is by a large margin the best all around game that i own. The fact that its so well polished and that they spend the extra effort to add social stimuli to the game i.e the harp, the bobble head thing ect- shows that these developers are EXTREMELY active and caring about their product- and i think that love for their game spills over into the community.
It’s hard to believe that a game which is 3 years old is the best one i own but Arena net has really stepped up.
P.s. Havent seen a single bot! This used to be a MAJOR problem, glad its fixed!
No, great games don’t inspire great communities. Case in point are games like LoL, Smite, Dota2, WOW, diablo 3 (post patches) and etc.
What inspires good behavior and good community are game mechanics that encourage good behavior such as ones in GW2.
How many specializations per profession?
in Guild Wars 2: Heart of Thorns
Posted by: DeathPanel.8362
A-net has stated that they would like each profession to eventually have three specializations available.
Where did they state this? Because that would be perfect for me seeing as I have 3 chars of each class.
My main issue with the whole deal is that this is a game which after everything is said and done is supposed to be fun for those that engage with it. The current implementation of RNG allows for some users of the game to be basically be “kitten” upon with no regard. That is not fun and goes against the core ideology of the game. That is a major flaw imo, one that definitely warrants correcting.
Mystic Forge is a completely optional part of the game and so are legendary weapons. No one is forcing you to use it or penalizing you for not using it.
Complaining about bad luck and quitting due to it is akin to someone complaining he didn’t win the mega jackpot lottery after buying a whole bunch of tickets and committing suicide because he spent all his savings on it and thought life was specifically unfair to him.
There are those who will join the army of Revenants.
And there are those who will explore the inner ends of the jungle.
Who will you be when the expansion comes out?
You missed the 3rd type, who has 200+ skill books and can level up 3 revenants to 80 right away and explore the inner ends of the jungle with them.
I’m looking at that +70% critical chance increase from fury trait and wondering why I’d need precision as a revenant with it. Being Power/Ferocity/Condi seems like it might be the best dps option for Revenant if this trait stays the same.
Edit: it’s been pointed out that the total critical chance from fury is going to be 30% not 70. Looks like zerker will probably remain king.
That’s assuming they don’t nerf it a week after release.
Devs typically release a class overpowered and nerf it down in the weeks and months after release.
I’m a logic person. After buying 3 precursors, I have done the math, using statistics and the experience of other people to persuade myself to use the mystic forge instead of buying the precursors. Basically, the odds of getting a pre is .2 % from rares. Using a cumulative binomial calculator, the odds of getting 1 or more pre from 350 attempts is 50%….
Well, after 1100 attempts, I’ve convinced myself to quit. I know.. 100 trolls will say good ridden. Whatever. I’ll never buy an Anet game or all other affiliates. You have wasted my time enough already…
You apparently don’t understand how probably works.
Just because your chance of getting an outcome is roughly in your favor probability-wise (which it isn’t actually in your favor assuming your numbers are right.) doesn’t mean it’s guaranteed to happen.
You’re the one that chose to waste your own time frankly. There’s no requirement in game to get a legendary to access any content or any advantage so it’s totally optional.
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This would be an extremely broken mechanic.
Depends. A commander tag could function like a waypoint and if in combat or been in combat for set amount of time prior be contested and unable to be teleported to. Or maybe can’t be teleported to as long as they are in hostile territory like inside keep or castle walls etc.
With the release of new details about the Revenant’s abilities, it just solidifies just how awesome this class will be. It’s a good thing they can’t weapon swap, because that would have been too Overpowered. The set weapon, plus ability to swap out Legendary Stances, makes the Revenant the go-to class for all players. Strong options with melee and ranged attacks, blocks, crowd controls, conditions, and more!
Now here’s my concern.
*Because the Revenant is so good, that means a lot of players might be making this their new main in PvE. The possible Meta change could also mean too many Revenants in SPvP and WvW. In order to prevent this, other classes might need some buffs to keep other professions relevant. Perhaps this is where Specializations come in?
*Now if the strength of the Revenant is too much, options would be to either buff other classes… or nerf down Revenants. If it’s the former, and all other classes are buffed, that would lead Anet down the slippery slope of Power Creep.
Nothing a few nerfs from ANET won’t fix.
The info so far makes it look as if certain builds for Rev are basically hard counters to condition builds.
I suppose one could counter with:
Why didnt people take a couple of minutes to explain what was about to happen before the encounter began ?
Kind of goes both ways. If you want or expect people to be informed while playing olen world content with you it seems like common sense to contribute to informing them.
Because players come and go from the zone at all times and you can’t be expected to realistically explain in /shout for each new person that zones in every minute. So no it doesn’t go both ways. I’ve seen plenty of instances of where someone did explain in detail in /shout to people only to have a new person zoning in 2 minutes later ask in /shout the exact same question or not asking at all and messing up anyway.
I find the OP’s story hard to believe. I had the game since release and I’ve never been kicked from any FOTM group ever and I’ve ran FOTM with every class of characters in the past. The only time I’ve seen others get kicked or voted to kick someone was due to them being generally abusive and rude or refusing to listen after messing things up for everyone else.
In my honest opinion; in doing (^) this it’d allow more people to pour hundreds of more hours into their game, defining and shaping EACH one of their characters just how they want to, it would allow for some truly diverse play-styles that i have been searching for in Gw2 for a while, i have my own little secret built using traits, though if i could combine that with masteries this could make for some really revolutionary gameplay changes.
No, that just makes it a massive grind and totally repetitive. I am not going to relevel masteries for each of my 24 characters.
Account based masteries pool total like WvW skill points with option to invest in the masteries you want for each character is the optimal choice.
So just roll back to the system that only party leader can kick other member.
Having a single person being able to kick anyone is inherently a far more abusable system than where you need 2 people to kick.
Legendarys are already too easy, why make them easier? These are supposed to be “LEGENDARY” weapons, not something handed out by walking around a few zones collecting stuff. They needed to increase the difficulty of obtaining legendarys. That or make Ancient Legendarys for those of us that actually want a challenge. Make them 5-10x Harder to obtain then current legendarys.
There’s no evidence it will be easier. The expansion most likely will introduce an alternate but just as difficult way of obtaining legendaries.
The main problem with having an additional wvw map is that it further splits the playerbase. Howadays wvw zones are already near dead unless during peak hours. Adding an additional zone will just further dilute how many players are in each WvW zone.
I would’ve preferred if they added additional areas to existing WvW zones or something to that effect instead.
Is this purchasable or free expansion. (if purchased how to purchase?)
Will new zones and class be unlocked for only those with expansion?
Will masteries be respeccable?
Will my gf dump me after I spend all my time leveling characters #25-28 and maxing their masteries instead of with her?
I very much dislike the lack of choices. For pve/wvw/pvp you are stuck with very few choices unless you do a combination of them. For example if you only like to do PVE you are stuck with maybe 3 out of 4 things you can do and 2 of them may be tedious and time consuming. (such as fractal runner and specific zone event completion)
No, I disagree with you.I like the new direction and 100% support it.
The old system had 2 PvP, 2WvW and 6 PvE ones.
Now it’s 4 of each.
PvE players had a lot more choices… People in PvP and WvW had none.Now it’s 4 of each which brings the different mode on more equal footing.
It’s not a good idea in general. While I can tolerate this new system some of my friends that played this game that are thinking of coming back to it told me they literally won’t be coming back because of this.
The new system while maybe granting more aps on average does make it harder and take longer for those focused exclusively on pve to get the daily reward.
Yup, 35 laurels per 28 days. We’ll see what’s the amount of laurel in the 28th day, but with the old system you had 485 laurels per year, now you have kitten laurels per year (excluding the reward on the 28th days. So my guess is that you could have something like 700-750 laurels in a year if you always choose the laurel chest every 28th day, which is a lot more than it used to be.
Actually if what you say is true you get less since the monthly reward of 10 laurels is removed since previously it was between 38 and 41 laurels per month if you did dailies and monthly unless there’s some additional laurel reward I’ve missed.
This seems to just be a matter of a group of people wanting to force everyone to play the game their narrow-minded way. There will always be an optimal way to play any game at any given time, and usually good players gravitate towards that optimal way while bad players refuse to and complain.
There will always be a “meta” regardless of how the game is changed. If all of a sudden cleric gear is the optimal gear to equip for most game modes then that will become the new meta and the very same group of people will be here whining about that and saying how cleric gear is killing the game. Meanwhile the good players will simply adapt and play the game while the whiners will continue whining.
Most likely what this change will do is make progression even slower and earning laurels even harder along with even less daily rewards. Every change ANET has made to gameplay has resulted in slowing progression to date without exception.
Wrong. leveling is now faster after the changes back in Sept..
Only if you already have a ton of gold to unlok the traits. If you don’t and want to unlock the traits by doing the required tasks you’ll be 80 with a handful of unlocked and a ton of locked traits. So … you’re not really 80
Actually there’s no evidence whatsoever leveling rate has increased he is just making an unsubstantiated claim. In fact an argument can be made that leveling is slower since they nerfed the queensdale trains.
Low-Level Experience Curve
Reduced the amount of time it takes to reach level 15.Let’s not forget that they also stripped a lot of useful things from the starting area vendors, such as food and salvage kits. And removed resource nodes from those areas, as well. So, time wasted running into the city to get starting supplies, and EXP lost from not being able to mine right away.
Honestly, unless you just charge straight ahead and get through those levels as fast as possible, you lose as much as you gain. And if you ARE charging through them, why? To key farm? That hardly got faster.
I’m not defending anything here, except that there actually is evidence that the leveling process was made faster, and there is documentation for that. The person who originally said it wasn’t just making some unsubstantiated claim. That’s all. I’m not defending what ANET has done or will do. I’m not defending the NPE. I’m not saying there’s been a net gain in leveling speed. I’m taking one thing that was being picked to death and saying that it does have a basis in fact.
Wrong. As others and myself have already pointed out, the leveling experience is slower.
I’ve already used this analogy but I’ll use it again in case you’re too slow to understand.
If you had 10 bucks and I took 6 bucks from you and gave you back 2 bucks afterwards you empirically have less money than you did at the start. The evidence of you getting back the 2 bucks is not evidence that you have more money than you have at the start.
You are using a single piece of evidence ignoring the context of the evidence (which is that gain is more than offset by all the nerfs and experience rate on the whole is slower) and that is dishonest.
I don’t understand this focus on PVP. GW2 will never become a real E Sport and even if it does it has no chance to compete with dedicated Mobas like LOL, DOTA2, or Smite. Meanwhile they are taking away resources that can be better spent on new content for wvw and pve.
Yeah, god forbid the arguably most neglected part of the game get an update. How dare they?
If ANet had a PvP focus as you claim, PvP wouldn’t be in such a horrific state currently.
The point is any effort at all is wasted on PvP. Even if they removed that game mode all together it would not make a difference since a vast majority of players spend most of their time in pve and wvw.
They are wasting too much time on that game mode currently as is.
I don’t understand this focus on PVP. GW2 will never become a real E Sport and even if it does it has no chance to compete with dedicated Mobas like LOL, DOTA2, or Smite. Meanwhile they are taking away resources that can be better spent on new content for wvw and pve.
Worst case would be them putting them in black lion chests.
I could see them doing that if GW2 ever starts dying for real and they want to make a final cash grab.
If a dev could enlighten us…
Yup hoping to see dev input or advice from Gaile now the weekend is through
What will most likely happen is the laurel rate will be nerfed by 10 per month since the monthly reward will be removed. Worst case scenario they will remove the laurels from the daily rewards as well and make them rare random drops from the daily chest.
Most likely what this change will do is make progression even slower and earning laurels even harder along with even less daily rewards. Every change ANET has made to gameplay has resulted in slowing progression to date without exception.
Wrong. leveling is now faster after the changes back in Sept..
Only if you already have a ton of gold to unlok the traits. If you don’t and want to unlock the traits by doing the required tasks you’ll be 80 with a handful of unlocked and a ton of locked traits. So … you’re not really 80
Actually there’s no evidence whatsoever leveling rate has increased he is just making an unsubstantiated claim. In fact an argument can be made that leveling is slower since they nerfed the queensdale trains.
Low-Level Experience Curve
Reduced the amount of time it takes to reach level 15.
You mean how it took like 10 less minutes than it did before to get to 15 according to those notes?
Sorry but that distinction is trivial and not worth mentioning and also does nothing to negate my point that experience is not faster. The change to the trait progression system and nerf to newbie zone champ trains easily and more than negated what little change that was. On the whole progression is far slower.
Here’s the analogy of what you just did in case you don’t get it. If you had 10 bucks and I took 6 bucks from you and then gave you back 2 bucks leaving you with 6 bucks and then I claimed “there’s no evidence that you have more money than you had before” and then you tried to negate my argument by pointing to the video evidence of when I gave you the 2 bucks back ignoring the part where I took 6 bucks from you.
(edited by DeathPanel.8362)