Showing Posts For Deified.7520:

Balance Bug (?) - Engineer Medkits Healing

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

Hey,

Now I must say I’ve always dreamed of the #1 of the medkit to heal for a lot. But I feel like healing for 18k in full clerics + superior runs of altruism is a bit much.

If this is intentional, that’s great. I like it healing for a lot. But maybe bump it down to…4k a heal? I mean there’s no CD on it so its a bit much for it to healing 18k.

If its not intentional, then yeah I think there’s a bug in the scaling.

Mortar nerf

in Engineer

Posted by: Deified.7520

Deified.7520

I think the overall support, offense, and defense given by supply crate + grenade kit or bomb kit or both is far superior than what Mortar offers. Hell before the nerf it was this way, but the physical damage of the auto attack made it a bit more bearable. Especially since the main way you want to use mortar kit is #1 through combo fields. Now I see no reason to go mortar kit over the typical meta. Grenades and/or bomb kit excel in everything mortar kit tries to do. In condition pressure, physical dps, and overall support. It did before the nerf, like I said earlier, but it wasn’t that bad. Not its so bad that there’s no reason not to go supply crate.

I would’ve been ok with it if 10 or 15%. But 28%? That’s a lot.

A Legendary Journey - Precursor mastery!

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

I swear, that better not be the Chaos of Lyssa and Shadow of Grenth Recipes.

Anet, please don’t do this. This would be the worst decision in the world if that is what they are.

The reason people hate precursors right now is because it’s based off of RNG and most have to purchase it for huge amount of golds. If you’re replacing this with items like the Chaos of Lyssa and Shadow of Grenth, both of which can’t be acquired year around AND are based in RNG, it will solve NOTHING.

DO NOT put RNG items in the collections. You’re simply replacing one issue with multiple issues. If you decide to put RNG items like these recipes into the collections, they’ll sky rocket in price. They’ll probably cost the same amount as precursors and nothing will get solved.

People want collections/crafting to have a RELIABLE, GUARANTEED way o getting a legendary. Not something based in RNG.

EDIT: Sorry just saw this has been addressed. Nevermind. Thank you lazaar.

(edited by Deified.7520)

Does MM Change during Seasons?

in PvP

Posted by: Deified.7520

Deified.7520

I don’t PvP as much as I use to, but there have been times where I’ve been either placed against or have on my team players who are in impressive areas on the leaderboards.

For example I just played a game in which I had the #2 player on my team and the #1 player on the enemy team…

I’m not even on the leaderboard. As it stands right now I’m 68%. I’m no pro at this game’s PvP and I’m sure these higher up leaderboard players are much better than me. I’m just confused why I’m being made to fight them (and they’re being forced to play with a probably worse player than they are). Seems a bit…unfair on both sides?

Gem Card Question

in Players Helping Players

Posted by: Deified.7520

Deified.7520

Hey,

So I was thinking about purchasing a Gem Card from Amazon or Bestbuy. I was going to do it online, though when I looked at it it appeared that you actually ship the card and don’t do it online.

So I was hoping for clarification. If I purchase a gem card online at one of these websites, it actually ships me the card? Is there anyway I can just get the code on it and redeem it to my account?

PvP Unique Rewards (Keeping Casuals Invested)

in PvP

Posted by: Deified.7520

Deified.7520

The amount of rewards produced via reward tracks have to be balanced very carefully with the amount of sinks in the game mode. Having a relatively fixed-rate of progress for all players also makes for unique balancing. This is why we need rewards that are skill-based.

I agree on skill based rewards. Question is how we can put that in mode that would satisfy people. Leagues (which I fully acknowledge that you’ve said you guys are working on it)/seasons are one way to do this. Something maybe akin to WvW seasons where you can form like your own little teams and they have their own ratings (changing members would cause this rating to go away or be punished to avoid “taxis”). Maybe do something on Guild Sponsored teams you guys mentioned a while ago. Based on your win percentage or something means you get different rewards.

You can maybe look into a daily setup. Like a daily “bonuses”. Say you put in a daily achievement for playing 10 games or something like that. If you win 8 of those games, then you get a bonus. Or perhaps if you play 10 games or above and have a certain win percentage by reset, you get a reward. Something like that.

Streaks are another then you could look into. Maybe if a team wins X amount of games in a row in the rated modes, then they perhaps get “streak” bonuses. Rewards could be titles, minis, etc.

I think Evan is a great developer and I greatly appreciate him actually talking to us and keeping up developer communication. I can see the reasons of why some of the choices were made in sPvP reward tracks. I think the reward tracks are made that way so that 1, they don’t destroy the economy. They also are there as a way to make playing sPvP less punishing to character progression in all other game modes. To ease the change from going from PvE into sPvP and vice versa. I don’t think its wise to make sPvP more rewarding than PvE or close to it. They do that we could have a problem with people farming and afking. However, as Evan said, we need more skill based rewards and perhaps more PvEr exposure to reward tracks and what they give.

Also Evan I’d like to take this time to bring up a small issue with Reward tracks. If you go into a game, you can the sub rewards. However outside of the game you can’t seee the subrewards (tomes of knowledge, transmutation charges, etc). I feel like that those two things (tomes of knowledge and trans charges) can perhaps be one of the bigger enticements for none PvPers to want to play PvE. Way to get charges and to level up. Perhaps maybe add some way for players to see that these rewards exist without them having to go into a game?

PvP Unique Rewards (Keeping Casuals Invested)

in PvP

Posted by: Deified.7520

Deified.7520

There are certainly people who only want to play PvP competitively, and never care about PvE rewards. We are still working on systems that make those players feel rewarded, but right now all of our prestige rewards come from LAN tournaments. Reward tracks are geared more towards the larger audience.

I really like the idea of NPCs walking around to show off the armor. I certainly noticed that in Silverwastes.

Can’t wait to see those systems.

My point about the reward tracks is that in my experience, most of the larger audience seems to lean towards methods of rewards that require the lowest amount of work and reward the most. Reward tracks probably don’t come close to the rewards you get from playing PvE, especially instanced PvE. That combined with PvP be generally more intensive no the player may cause many of the larger audience to go back to PvE.

You talked about players not knowing about new reward tracks being a problem, but what if they know or were told about it before, but just kind went meh? Since the rewards aren’t near the levels you can get in PvE for arguably less stress and work.

It’s a tough nut to crack for sure. Finding a reward system that entices players from all game modes to play it, without making it a farm. It seems like the two best prospects we have at solving this issue is by offering rewards that are either unique to PvP (glorious and balth backpacks) or offering rewards that are RNG in other parts of the game mode (like dry top fossils). I would suggest precusrors, but I have a feeling the PvE community would be up in arms overnight if that were announced.

I just got another idea while writing this. PvE time gated rewards/crafts? These rewards would be pretty far into the crafting line, however they are rewards that would normally be timed gated. The crafted stuff. That could be a HUGE enticement for players to get into PvP via reward tracks. Laurels are an option too. Anything that is time gated. This of course would require some major economic research to make sure it doesn’t destroy the economy. However if these rewards are offered towards the end part of a reward track, it could be a huge boost to the playerbase.

PvP Unique Rewards (Keeping Casuals Invested)

in PvP

Posted by: Deified.7520

Deified.7520

I think one problem of reward tracks right now is their discoverability. We released the Maguuma Jungle Region reward track with Dry Top, and it gives you keys for chests, geodes for the unique items on vendors, and new skin components. I personally love this reward track being intertwined with PvE as it creates a great reward loop, but not many people seem to know about since it just appeared and looks like any other region track.

The new PvP exclusive armor track was also since reward tracks released, but I’m not sure how many players know about it.

I’m sure there are ways to solve the discoverability problem. Our main mechanism right now is feature highlights on release pages, but those aren’t in-game anywhere. Perhaps a story-journal style unlock that alerts you to each new reward track release would be more effective.

I think there are a few reasons why not many people may know about it or rather they just don’t care too much about it. So far everyone offered in these reward tracks (except for balth and glorious) can be acquired in PvE. In my experience, it seems like the “PvErs” or none PvPers would probably not want to do it. Reason being is it seems like a good portion of this community is always looking for one thing. Get the most rewards with least amount of effort. I know of a few players who look at these reward tracks and think, “why not just farm so and so area. Seems like it would be way easier!”.

Only exceptions being the Glorious and Balthazar paths which actually pulled a few hardcore PvEr players I know into PvP. Most stopped after getting a few pieces of the glorious armor and Balthazar back piece.

Then you have hardcore PvPers. Now you have the data and I don’t, so I’m just pulling this out of my butt. But I feel like most of the players who spend a lot of time in PvP have no use for the “mats” and other rewards in the reward tracks.

The only area that I saw the reward tracks work better for PvErs and entice them was dry top. Some people felt that was a better way to get fossils since it was so based on RNG.

So yeah more unique rewards or perhaps alternates methods of acquisition for RNG heavy items. Then again this could back fire and just kitten off the PvE community.

Now in terms of getting people to “see” it, here is something I suggest. Story Journal is one way to do it. What about pulling a similar method that the recent living story patch uses?

Have a 2-3 NPCs stand around in a high population area. Maybe walk aroudn the area. Like around the bank/TP. They are dressed in the glorious armor and perhaps say stuff about PvP. Like the “Mist warriors” do about WvW. Players can go up and talk to them and see information about PvP and the reward tracks and such.

(edited by Deified.7520)

You must rename your character...

in Account & Technical Support

Posted by: Deified.7520

Deified.7520

A bunch of names that are from the original Guild Wars and its lore were censored yesterday. They were names that we had believed were already in the filter, but we discovered that they were not. More of these will be happening in the coming days. Hope that clears it up for you.

May we ask why?

I mean I can understand if you plan on using those characters again for whatever reason. However, if you don’t it just feels like a unnecessary censor. Players probably like to name their names after those characters for memory reasons/nostalgia. Plus they can always give other players a run down of the history of the original character if asked.

Background Projects - Time2Talk

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey,

So recently more and more of the online community (which I know is a small % of the overall community) has been complaining. It hasn’t been good for the games online press with none players. While I don’t see the game dieing anytime soon, I do advise taking action.

Right now I think most players online have built up frustration from the content. I think a lot of people are looking for these free content updates to add things that change the way they play the game. Season 2 has been good so far, but it feels like things we’ve seen before. We’re essentially doing the same thing, just in different situations.

This combined with the break, many players are wondering “what is Anet doing?”. All this stuff has lead to these PR problems you’ve been having the last part of this year. With every small change you make that can be percieved as negative, it blows up. Overshadows any positives in online reporting/discussions.

My recommendation is to release some kind of trailer/preview thing for these background projects It will help give you an idea on how the feedback will be and online reactions. Give you a chance to make some last minute changes. I’m afraid you’re going to release these things and people are going to dislike them and the PR effect will be negative. It can also help tell the community that hey, we’re working on stuff. We care.

Some ideas on things that may have big positive effects in the online community and offer a change the way you play content are

New skills/weapons, New AI mechanics (not avoid this area or avoid this attack), multiple new areas release in quick secession or at once, and finally WvW/sPvP meta changers (new siege, new game mode will be doing this too, gambits, etc).

It really pains me to see this negative stuff happen and it just turn into a hate train of mis informed accusations about how the game is horrific, dead, dieing, and other nonsense. I usually argue with the about this stuff and debate it, but more proof would make it a lot easier to refute.

CDI- Guilds- Guild Halls

in CDI

Posted by: Deified.7520

Deified.7520

Anyways here is my idea

Proposal Overview
Provide an area that showcases guild accomplishments in the world that not only benefits the guild in a way to make them feel accomplished as a group/guild, but also provides benefits on the personal player level. This area can also be accessed by others. This will be done by incorporating open world and instanced areas with specific parts of the map

First there will be select locations in the map that will have a special NPC you can talk to. These npcs will then open a menu that gives a list of all the guilds that have the area he is at “claimed” (in other words have a base there), allows them to search by name, filed by size, etc. The list will have the format of showing the guild emblem on the left side, then on the right is the guilds name, amount of influence, merrits, size, and guild progression. The guild progression is like a set of achievements that a guild can accomplish and upon accomplishing them they unlock something special for their guild hall. It’s like the upgrades but instead of using a currency it uses actions/content. Examples could be holding SM for a certain amount of time in WvW, doing a guild challenge in a certain time limit, doing something special at tequatl, having a certain percentage of guildies at a certain fractal level (like 50% of your players are act fractal level 50), etc. These could unlock a variety of things. They could be trophies that hang in certain areas, special costmetic changes, special vendors, etc. The vendors could give a variety of things. They could be special gear, special guild siege, special buffs, guild wide buffs, buffs that interact with certain ingame events (like when activated, the next time you have a certain % of guilds at tequatl and you complete it, everyone in your guild gets 3 times more rewards or something along those lines).

For currency I suggest putting a cost that somehow interacts with the amount of members you have. I’m sure this will be incrediably hard to program, but like if you have 5 guild members the influence cost will be 500 with an upkeep cost of 250, if you have 50 guild members the guild hall cost will be 8,000 influence and 1500 upkeep cost. Then put in a flat rate of merrits for the inital cost. Such as 100 merrits to buy a guild hall plus the scaling influence cost. Owning a guild hall has an upkeep cost of influence which takes away influence daily. If you don’t keep logging in and your guild goes dead and you miss a influence payment, then you lose the guild hall and all upgrades within it. This is to help entice people to continue being active and reward active guilds.

Now with megaservers this area needs to be instanced. The area can be locations in games or just plots of land that upon entering the instance show a “guild fort”. Or perhaps you can see the guild fort but you can’t go inside of it in the open world and have to talk to the npc to get into a instanced version. Kind of like the home district in Divintys Reach.

The NPC has a list of guildies that you can visit if they have public enabled. Basically if the guild has enabled public guild halls it will allow random players to see them on the list, travel to their guild hall, and take advantage of certain vendors (like regular merchants). If they have it disabled they can’t see them on the list.

As for crafting tables and such I think a upgrade that can either be bought or earned are crafting tables (tied to a guild crafting achievement), Guild Bank, and regular bank. No TP.

Goal of Proposal
Right now guilds I feel don’t feel accomplished as a whole. There are many good guild accomplishments that a guild can do, yet there’s no way to show people that they’ve done this. You can have a 2 year old guild and a 6 month old guild and have them look the same progression wise. I want to give guilds some ways to “show off” what they’ve done as a community and to show other players that hey, we know what we’re doing.

Proposal Functionality
Right now one of the riches, most exciting, and most growing part of the game is the open world. With the living story it is constantly changing and there’s a lot of flexibility. So with new living story updates you can offer more guild areas. Guilds can change their areas at an influence cost, but keep their upgrades. So the living story will allow you to continue adding new “guild achievements” for guilds to earn while offering more halls for them to buy.

Associated Risks
Lots of complicated programming, possibly too many public guilds in a list, UI issues with the guild search, guilds losing their halls from being inactive and complaining, more work for the living story team.

CDI- Guilds- Guild Halls

in CDI

Posted by: Deified.7520

Deified.7520

Hello,

Before I submit my idea I’d like to bring forth a few issues that people need to address in their ideas because they’re pretty big.

1. Megaservers. If you suggest something that involves putting guild property in an open world area, the problem arises when megaservers are considered. Basically how will the guild halls/property interact with megaservers

2. Afk/Inactive guilds- Should there be any punishment if a guild goes inactive for a long time in regards to their guild property? This is especially important in situations where it is in the open world

3. Currency. How do guild acquire guild halls and with what currency? How will this balance to provide the same level of satisfaction to new and old guilds? For example my main guild has a huge amount of influence becase we’ve been around since release. We usually have max merrits too. If the cost is cheap/low then it may not provide our guild the same level of satisfaction then for a newer guild if it barely puts a dent in our currency. This goes for upgrades to it too

4. Usage. If guild halls “drain” capital cities of inhabitants, is this a problem? How can it be prevented? etc

My idea is in another reply, message capped

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Deified.7520

Deified.7520

1. Guild Messages on Login
2. Guild Calendar
3. Last Represented

Why Conquest Failed/New Mode Might

in PvP

Posted by: Deified.7520

Deified.7520

Although we can identify many problems, the one that personally bothers me the most is the following: “infodump”.

The game throws way too much information at you at every single moment. Conditions, boons, “random” passive procs, pets, “random” cleaves, particle effects, and skill spamming. There’s always way too many things happening at once, it’s nearly absurd. Throw into that pot the unsatisfying number of key telegraphed skills, because some weapon sets are entirely designed around being powerful with very quick cast times or animations that are too similar to each other.

I’m not a top player, but I have a hard time believing that even the best players can manage so much information at the same time and react strategically to it. For most of the situations, I feel, it’s much wiser to react instinctively, and you only have some “room to breath” when you pick the OP easy-to-play or hard-to-counterplay cheese.

The information this game expects you to be aware at any given time in combat makes more sense to a turn-based RPG, than to a fast paced RPG like this one where you can lost your entire health from a sudden 3-second burst.

Even if the top players can somehow manage this infodump, it still creates a massive skill gate to most of the playerbase, which turns the entire learning experience into a “I don’t even know what the hell killed me, again…”. And no, it’s not only about “L2P”, before someone throws this excuse. If the first impressions (and second, and third) of this game’s combat system is that of a mess, and if you need to study hard and dig deep to even understand what the hell is happening on the screen and on the UI versus each meta build, it won’t motivate many people to keep investing on, when there are other pvp games in the market that are equally complex, possibly deeper, but with much, much clearer gameplay.

The same problem applies to spectators, who can’t even understand what they see.

To me, this is my biggest problem.

I agree too. However I think that’s more of a problem with the skill system. The combat log doesn’t help at all too because so much crap is going through it, it’s impossible to see what happened where and when. Since well never see them split skills and changing the game to prevent infodump is too risky (WvWers and PvErs along with some sPvPers may like it a lot), the only way I see them fixing it is by introducing a game mode with reduced players. Max I see working is 3v3. 2v2 would probably work to. Do a 3v3, 2v2 arena type game mode like in WoW and I think it could do some good things for the game. Then maybe do a heroes ascent type a thing with all the game modes.

Why Conquest Failed/New Mode Might

in PvP

Posted by: Deified.7520

Deified.7520

Hello,

So its not secret that this game’s pvp is very underplayed compared to the rest of the game. We’ve seen many attempts to improve sPvP and bring in players, but most have fallen short. That is not to say we saw no improvement, but when compared to the game as a whole the population improvement seems marginal.

Here are some of the reasons why I think conquest fails as a game mode and is probably the worse out of the new one and TDM.

Problems:

1. Poor Meta. The meta that is produced by conquest design isn’t overall entertaining to watch or play. It does have its merits and is fun, as they say it “gets old fast”. The meta seems to be heavily focused on AoEs. Now the design of AoEs would warrent to move out of them, however thanks to conquest design compared to some map designs, the AoEs are often difficult to move out of. This could be because you can’t let the point get decapped. Another reason could be the frequency and size of AoEs being cast its near difficult to try to reduce their effect.

2. Lots of none combat related skills. The biggest thing to this game mode and the thing that decides if games are a win or lose is map awareness (and from that rotation). Rotating heavily relies on a users map awareness. If anyone here has ever played a dota or anything like that, you know that map awareness is something not a lot of people are good at. The ability not to focus in on one thing at a time. Conquest HEAVILY relies on this. So even if you’re the best player in the world in combat, if you’re not rotating well then you could lose a lot of your games. This frustrates a lot of people. This is also why WvW is so popular. WvW is a lot more based on a person’s combat expertise rather than things like rotating and map awareness. I believe this is one of the main reasons people prefer WvW to sPvP.

3. Hard to carry, easy to ruin. Unlike MOBAs where one person could easily carry a team or in WoW, its VERY hard to carry in this game and this game mode. The game mode is one of the primary reasons, but also the downed state. It is also very easy as one person to completely ruin a game. Someone not rotating well, going after a secondary objective at the wrong time, not focusing, etc; these can easily cost you a game

4. Lack of Big Plays. This doesn’t promote big plays. There aren’t many, if any, big plays that can take place with combat; so all of it relies on movement. Movement related big plays are often less entertaining. Not only this but they rarely happen with conquest. The best map it takes place is Temple of the Silent Storm. Legacy of Foefire it can happen, but it requires a team to take a BIG risk. Many of them don’t do it as a result.

5. The Downed State. The Downed State is a lot easier to manage and a lot less noticeable in WvW than it is in sPvP. Many of the people I’ve played with since release and new ones I play with all have gone through similar train of thoughts when it comes to the downed state. First they either started with PvE or WvW and liked it. Then they got in the fence about it after playing WvW mostly. Then after a lengthy period or prolonged sPvP play the begin to dislike the downed state and agree that it has no place in WvW or sPvP. I find it funny that the people I argued with a year and a half ago about the downed state now talk about how much they hate it.

Suggestions to Fix the downed state in sPvP and WvW

1. You can not heal players by “rubbing” them. You must use an ability or defend them and let them rez themselves up

2. You can not rally off of PvE creatures in WvW

So if we’re going to see the new sPvP game mode bring in players and warrant them playing over WvW its going to need to address that stuff. The downed state may not be the most important, but if we dont’ see a increase in the sPVP population it could be a major reason.

The new sPvP game mode needs to

1. Have the ability to see “big” plays without causing a team to sacrifice a ton, so much so that they don’t want to do it

2. Produce a different meta. With conquest fights were often focus on or around points causing the mobility of some classes and the freedom of movement during battle to be lessened.

3. Can one player make a big difference positively? Or just negatively?

If those things aren’t properly addressed I feel that the continued request for a TDM game mode will continue. The TDM has a lot of merits and could add a lot for the game, but that’s a discussion for another time.

(edited by Deified.7520)

Website pages not showing anything

in Forum and Website Bugs

Posted by: Deified.7520

Deified.7520

Hey,

So when I go to the Guild Wars 2 home page, it looks like the picture I attached. It is only the homepage and if i click on any of the links it goes back to normal. I’m using google crome. This is the only website that is happening to me on.

Attachments:

Area's/Events that need daily rare

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hello,

So with the introduction of a daily rare to the event in gendarren fields, I would love to see some other areas/events get similar. Of course some of these will need correct scaling, but I feel like they great bring some good traffic to areas of open world PvE. I also would love to see them get exclusive exotics or collectibles.

1. Vexa’s Lab. http://wiki.guildwars2.com/wiki/Vexa's_Lab. This is one of my favorite mini dungeons and is arguably one of the hardest in the game.

2. Forsaken Halls. http://wiki.guildwars2.com/wiki/Forsaken_Halls. Although this area needs a bit of work on making the final boss a bit more difficult, its has some of the most stunning visuals in the game. The way you start it is also very awesome.

3. Plains of Ashford. Every starter zone has a daily rare event except this one. I feel it needs for love. My recommendations for possible events are (with respected balance changes to make them a bit more difficult)

A. Battle in the Vault. http://wiki.guildwars2.com/wiki/Battle_in_the_Vault. Maybe use the boss from the instances here, the statue.

B. Battle for Ascalon City. http://wiki.guildwars2.com/wiki/The_Battle_for_Ascalon_City

C. Stonecrag Kraal http://wiki.guildwars2.com/wiki/Capture_Stonecrag_Kraal

4. Brisban Wildlands. Again I feel this zone can use a daily event love. I personally think the Bandits at and around Fort Vandaal should be the focus. Possible Events

A. http://wiki.guildwars2.com/wiki/Defeat_the_bandit_leader_Robbari

B. http://wiki.guildwars2.com/wiki/Defeat_the_sinister_triad

5. Dracon Stele’s Event: By far the coolest event in the game. http://wiki.guildwars2.com/wiki/Force_the_ancient_creature_back_into_its_prison

6. Karas the Undying. One of the most interesting hidden bosses. http://wiki.guildwars2.com/wiki/Defeat_Karas_the_Undying

So those are 6 open world things I’d love to see some focus. They could be daily rares or a collectible or more loot specific things like sigils and runes. I’d be so happy to see those things make it in

P.S. I’d love to see some kind of better rewards be incorporated into Jumping Puzzles, but specific ones. The hardest ones. Now I understand the problem of people farming them with mesmers, so I feel perhaps some way to circumvent it. Like a timer and it teleports you out if you don’t make it within time or something. Or you could go the way of the sigil of evasion and continue to put in JP specific loot. That would be perfectly fine with me.

Your 3 least fun 2 watch/fight classes?

in PvP

Posted by: Deified.7520

Deified.7520

Fast paced true, but its not much in entertainment value. They’re just doing the same thing over and over again with little skill punishment. At least with AI builds you can kill their minions and they don’t summon back right away like mesmers do with their clones/phantasms.

How long is the wait time for Solo Arena?

in PvP

Posted by: Deified.7520

Deified.7520

Most people do tpvp I find. team pvp ques are much smaller. Mostly because you get more rank points and a lot of people seem to dislike skyhammer in tpvp.

Your 3 least fun 2 watch/fight classes?

in PvP

Posted by: Deified.7520

Deified.7520

These are the top 3 classes that are find are the least entertaining to watch or to fight against. This is not to say they’re good or bad classes, it is mostly just entertainment value and why they are this way. I’d like to hear what yours are

Mine are the following

1. Mesmer. Reasons: This class clutters the battlefield with animations and clones. Making an already hard game to follow in combat even harder. Low Skill punishment. Once you get the rotation down, they almost constantly have 3 clones and/or phantasms up. Shatter? .5 seconds later 3 are back up. Their dps rotations are on low cooldowns and overall have low skill punishment despite being extremely vital to deciding a fight.

2. Warrior. Although this class has the best animations in the game because they’re very clear, its main survival skill is one of the worst designed PvP skills I’ve seen. Healing Signet. It offers no counter play and is a very good passive regen ability. Its only counter is to deal a lot of damage. Not doing a combo or anything skill related. Just spam your dps rotation as much as you can. The fights are often uneventful, boring, and plain.

3. Thief. This class often sets up for its dps rotation off screen. It’s dps rotation goes off in a very low amount of time and there is little animation/visual ques. Depending on build it can do massive damage. It’s main survivability mechanics are evades and invisibility. Both of which have little to no counter play. Evading is impossible to see coming and without a visual endurance bar on enemy UI icons, predicting it is very hard. The concept of using evades to counter skills is like using an RNG mechanic to counter something. An enemy that is fighting someone that is just about to evade often has no indication that hie is about to evade. A similar story with stealth. This game’s stealth is one of the worse I’ve ever seen. The only counter to stealth spamming attacks in random locations trying to “predict” him or use on of the few revealed skills in the game.

Let the “debates” begin!

Burst Ranger, is this right?

in PvP

Posted by: Deified.7520

Deified.7520

They’re not good in teamfights are are very squishy, but they are at all NO fun to fight. I understand what they tried to do. They tried to give a way for the ranger to deal damage without relying on his pet. But this. This just feels bad. I’d rather them just give the option to remove the pet and give them a flat bonus to damage then giving them a super fast machine gun.

Top 5 things sPvP needs

in PvP

Posted by: Deified.7520

Deified.7520

These are the top 5 things I think sPvP needs in order for it to reach it’s full potential.

1. Skill based rewards. Nothing rewards skill in this game. I mention the leaderboards in game and get scoffed at and people talk about how broken and bad they are. I don’t know exactly why, but it kind of sucks that players who are high in the leaderboard aren’t getting recognized as skill in the community. All of our other rewards, as cool as they may be, are time based rewards. You can be the worst person in sPvP and still eventually be a champion [x] will full spvp armor and a balthazar back peice with a rank 80 finisher. Those are cool rewards, but they depict time spent playing more than anything else. We need to award players for being good. When I play WoW:BC it was the gladiator title/armor. That was usually recognized as something to depict a good player. Heck a gladiator I knew back in the day sold his account for 1,000$ and 400 of it was because it was a gladiator. I’d love to see something like that in this game where it represents something so well that people are willing to throw 400$ at it to get it (not saying you should implement something in the cash shop for 400$, you get my point)

2. Improvements to spectating. Right now I find it hard to spectate because it’s so hard to see whats going on a lot. Once fights get above 3v3 there is just too much going on all the time during the fight. I’d like to see more support for a game mode that puts in smaller fights or has a smaller population count, or maybe some more skill/trait clarity so we can tell what’s going on a little better.

3. Big Plays. I want to see big plays. Those white knuckle, hair raising, on the edge of your seat moments that we see in MOBAs and what not. Personally I find with the constant metas, each class is constantly doing something big during combat. A mesmer’s burst rotation can destroy a class if caught, same with a thieves. A guardian’s shouts can really give their team a good advantage in teamfights. The thing is that if you somehow stop these, its not much a punishment to the player. They take a small hit but eventually after a dodge or two the can throw it at you again. This means any big plays that happen are often not in combat. A team going for lord, troop movement, etc. The thing is that those are just not that entertaining to watch. They also very rarely happen. So I’d love to see balance changes made or skill changes made too help encourage a lot more active teamwork. Both offensively and defensively. I think a big thing right now for this to happen is buffing active support roles. Right now in conquest we have bunkers and we have dpsers. Though trying to do main support with many classes just isn’t viable. IF someone on the field is running support and actually contributes greatly to a fight defensively, that means the other team needs to find a way to focus them. Then you get those whole thing of trying to keep the enemy support out of the fight while yours in the fight. That would be much more entertaining to watch then how fights are being played out right now

4. Ability to spectate ranked teams and specific players. I’d love the ability to watch some of the high ranked players on a leaderboard play. Granted there should be a delay when watching a ranked match. However I feel that this could GREATLY help players understand mechanics and what not and it could be entertaining. I loved doing it in Guild wars 1.

5. Seasons. I know you’re working on these like the new spvp game mode. Can’t wait to see it come to light

Those are just my top 5 things.

What's Going on in Leveling?

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey,

So I read the patch notes on the new player experience. I like the leveling system where you get rewards for leveling up. I kind of understand the tutorial focused changes in the starting zone. The main things I don’t understand are the following

1. Unlocking things. Things that made this game’s combat seem more unique are locked to future levels. Like weapon switching till level 15, utility skills, elite skills, etc. Some of them I understand like locking WvW and sPvP, but allowing players to bypass the system. What I don’t understand is the spread out of progressing your character.

2. Personal Story Changes. Again why take out an entire chapter? It just doesn’t make any sense from a development side. That’s a chunk of resources you guys wasted. Someone already has a thread going on this topic so I wont stay too far into details.

Those are my two biggest gripes. I really think that Anet needs to talk to us about what their intention/objective behind these changes were. What problems were they addressing?

Rare Collection-Treasure Hunter-Bug

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

Hello,

So today after watch the previews for the patches, I noticed on such as sam. Now usually I don’t bug you Anet about fixing bugs. I report them and let them do it on their own time. However now you’re releasing content that involves the content that is bugged. So I feel the need to create a preemptive bug report.

Bug #1

Right now it looks like one of the collections in treasure hunter is Sam. A rabbit trinket that drops from Ogre Wars meta event by Ebonhawke. This event has been bugged for a long time. About a month ago I started doing meta event/boss events again and when we came to do Ogre Wars it was bugged. There is no longer a meta event symbol at the top right and no events running. The meta event itself was at the stage when both humans and charr took the second outpost and is about to being the last event chain. Sadly they never start and they just sit there. It went on bugged like this till a new patch came. It was unbugged, had the meta event thing again, and all seemed well. A few days later I go back there and it is bugged again, same problem as before. I went back there today and it’s still bugged. Both times I went there with a small group of players (usually around 10-15) and I told them all to please report the bug.

Now I’m not too fond at buying stuff off the TP for achievements/quest like this without trying/doing the content a few times. However I’m going to be very disappointed if this bug still exist tomorrow after the patch. Ogre Wars was one of my favorite events and it saddens me that I can’t do it anymore.

Event in Question: http://wiki.guildwars2.com/wiki/Ogre_Wars

Just look at the wiki page and there are a load of bugs that can happen.

Possible Bug #2

The next event is in pursuit of knowledge. Now I’m not sure if this is a bug or just RNG. However this event sometimes doesn’t spawn the boss for a LONG time. I’ve sat there doing the pre events/any event that appears for an hour + and not have the boss spawn. Sometimes he spawns right away.

Event in Question: http://wiki.guildwars2.com/wiki/In_Pursuit_of_Knowledge

I really hope the reliability of these events improves with the feature patch, especially when the items that drop from them are so expensive.

When does S2 Start again?

in Living World

Posted by: Deified.7520

Deified.7520

Hello,

I was wondering when Season 2 will start up again. Since you have to log in during those two weeks, I want to make sure I have a good schedule to accomplish that and would like a somewhat acceptable heads up to when it starts back up again.

Can we get a date or even a month? Will season 2 start back up again this year? Will we have to wait till 2015 after the Holidays? Will there be holiday festivals?

Come on. Can we get serious??

in PvP

Posted by: Deified.7520

Deified.7520

I dont get outnumber matches often, however I do see a noticeable skill difference between players. Both for and against me. Usually if the matchmaking takes longer than an hour I’m assuming were going to have poor matchmaking. So many times I see a team who all have champion titles, rotate well, know their class rotations, use teamwork, know which classes to focus, etc. Then I see players going up against them who don’t rotate/afk on home, miss half of their rotations or just run in circles, don’t focus/work with the team, and generally seem like it’s their first time in spvp. I can’t blame the developers because the matchmaking is probably good if we had a lot more people in sPvP.

A rant for today

in PvP

Posted by: Deified.7520

Deified.7520

ANet has said the majority of people like sky hammer. The forums just flame it.

Don’t know about that. Most people in my guild who don’t even go on social media outlets dislike skyhammer and wouldn’t play it if they could. Just its apart of skyhammer so no choice. Some of them “capture a point then afk”.

The Shatterer.

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Thread explosion! Thanks for all the (rapid) responses. There seems to be a fairly consistent feeling that yes, these fights can be more engaging without becoming as difficult as the jungle wurm.

I like some of the ideas being presented, feel free to keep the discussion going. It’s also helpful to hear not only what’s working but why it’s working for you.

On the topic of using siege weapons as a role mechanic in these fights, is that something we want to see more of? I often worry that siege weapons can be just as boring as standing in the safe corner pressing the same attack. Do you feel that they can also cause some contention between players?

Yeah I can see your point with siege. I have to pull teeth to get people to drive siege with tequatl.

I think it could be tied to NPCs. I’ve used an similar concept with a few of my suggested changes for SB a long time ago.

For The Shatterer it can work like this.

1. NPCs drive the siege and fire them. However players must protect them. Basically take the tequatl mechanics of having protectors and just take out the turret driver. People like guarding a lot more than driving.

2. If you have some special condition that can’t be cured by condi cleanse and needs a special item, think about equipment boxes. Like they have some special version of an elixir gun that you need to spray on players to cure them.

3. Vehicles. I think people would enjoy interacting with vehicles more. Perhaps have a Zepplin do circles around the fight while raining down fire with their onboard cannons and players must go up to it and guard the NPCs firing them from branded griffons and other flying monsters attacking it. Maybe have “anti air” drive-able siege that can be used but is not required.

4. Siege similar to Marionette. PEOPLE LOVED THESE. I think putting in siege whose objective is to kill big groups of enemies makes people want to use them more. In these the siege golems were always filled and the front line ACs usually had one person driving them to. So if you do siege like that make sure their objective is to hold bag large groups

5. Optional Objectives. Theres objectives don’t have to be required to win, but do make the fight easier. In tequatl the turrets are pretty much required because of the time limit. One mistake and its over. First design the fight with a timer and that it can be doable without any secondary objectives. Then add in secondary objectives that make it easier/quicker/negate certain mechanics of the fight. Maybe have a group of Ebon Vanguard warriors assist in the fight and they “distract/hold back” enemy npcs that are spawned so they dont attack players and you acquired them by escorting a supply caravan from the south that arrives at the boss about half way through the fight. Mabye have some group like the Priory channeling some ancient spell that lowers the defenses of the boss and incorporate search/retrieve or some objective other than protection against waves of enemies into it. So basically design a boss to be completed without secondary objectives, but put in some that make a fight easier if done. It gives players something else to do in a fight aside from frontline attack and they get the same benefits. Of course this also means that if something is too easy to do then you’d have too many people trying to complete it. There’s a couple of ways to circumvent this, make more actions/attention required to do them. Similar to how tequatl is now. Frontline attacks you don’t have to do as much than someone whose guardian a turret or driving one. Another option is to make which secondary events based on RNG and don’t start till a few minutes after the boss pops. This makes it harder to wait for it since it may not appear and they become invested in the frontline spot.

How does x2 Shatter Mes Work?

in PvP

Posted by: Deified.7520

Deified.7520

Hello,

One of my least favorite classes to fight is a mesmer, specifically the Shatterer Mesmer. I just can’t seem to counter them and get very frustrated. I need some help understanding how this class deals its damage/plays with this build because I’ve looked at the build and still don’t understand how I can counter it. I’m hoping a third party explanation will be more clear.

Basically right now I try to fight a mesmer by using my AoEs (engineer) to take out his clones while dealing damage. There’s a few issues for me right now. One is everytime I dodge his shatterers or take out a clone, another one or phantasm seems to immediately replace it. I also don’t know who to watch. I usually try to watch animations in this game and I have so much trouble with mesmers. Do I watch the mesmer himself? What about his phantasms? Sometimes I take a lot of damage despite the mesmer just auto attacking me with his sword which leads me to believe it must be the phantasms. How do I counter them without the mesmer taking advantage of my shift of focus? I try to negate all the damage he throws at me but it seems like the minute I stop dodging or blocking I take 1/3 of my hp in a second. Then you have portal, how does one counter the portal? I see the entry portal placed down and I know if I leave say home point he will portal in possibly with friends. What do I do in this situation? Just sit there watching the portal?

Right now mesmer is the main class for me that frustrates me to the point losing the desire to sPvP and I think it’s due to a lack of understand of the class and I’d really like some help on understanding him. Right now combat log, experience, and videos/spectator aint doing a thing for me.

GM Team Now Giving (Some) Warnings

in Account & Technical Support

Posted by: Deified.7520

Deified.7520

I’d heavily advise the GMs to take pictures of the incident BEFORE the whisper. It’s amazing how someone’s actions/attitude will change when a GM whispers them. This is just so that if the person in question goes to a social media page and tries to start drama, the GM’s/Anet have a picture of what they were doing wrong before they were contacted.

Game Dev abusing power? Any way to report it?

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Well I think its jumping to conclusions. Lets take a look at what we have.

1. The person says he disconnected. This doesn’t mean the Anet person kicked him or abused his powers. Simply getting to the d/c and jumping to the conclusion that is was someone else is a bit much.

2. You don’t seem to be playing any instrument in the picture provided. You’re just standing there.

3. You refuse to move for a couple of seconds. Out of pride? It’s a bit…dramatic.

So all we have is a claim with no definite proof and the only thing close to proof that was provided is one that goes against your story of playing an instrument and adding to the fun. Instead what we see in the picture is you possibly trolling/being unreasonably prideful.

I’m all against any sort of abuse of power, but quite frankly this whole situation doesn’t have anything substantial to create a bunch of drama over it. I already think OP may be more on the dramatic side of a personality and is jumping to conclusions.

Year #2- Important Thing Game Needs

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

3. Rewards. Right now buffs are not a good reward for guilds. Don’t get me wrong their useful, but their effects aren’t readily observed by the players so it impacts them less. For example MF. When we activate our buffs, I don’t notice a big difference. I have 109% MF without the buff and I don’t feel like my drops changed. Blues and greens here and there, but most items that are worth something to me (Exotics, rares, etc) are dropped in things that aren’t affected by MF like chest and boxes. Flags again are something we don’t feel is worth wasting build ques on. We’d rather just continually building guild wide buffs. So maybe rewards like hiring a “specilist” vendor for 46 hours that unlocks a vendor that could sell gear, could offer something of value to us. Maybe a few laurel items at reduced cost, maybe things we use constantly and could affect those (like something that reduces waypoint cost) etc.

4. Items. Right now most of the items that display guild emblems look pretty poor. The guild commendation items are awesome, but again don’t display the emblem. The armors just look like beginner’s armor (in the cast of heavy and I think light), medium looks OK. But none of the looks make you look like an experienced play, you know what I mean? Being in any of the dungeon armors or anything else makes you just look better in the game and in a game where cosmetics is a huge part of endgame its no surprising they’re not popular. Here’s my advice, offer emblem sporting items; but they don’t have to be the center piece of the armor. Maybe they’re on the pectoral muscle like a badge. Maybe on one sleeve. Maybe on a piece of clothing hanging from the waste.

5. Emblems. You guys can expand so much on this. You can start offering emblems, borders, and icons with stuff in game. People.Will.Buy.Them! Gemstore too, another way to increase profits in the gemstore. Here’s one way you could do it. So right now you can use the world boss item to spawn world bosses. Maybe you can create an item when used in certain areas that only happen with certain actions met. For example maybe when T5 of the Dry Top Sandstorm is up then you can go to a certain area in dry top. When you use an item it could transport you to a special instance that has a special vendor for this area and for achieving dry top T5. It can also be made into a blocked off area like Kiel’s ship. Now of course this doesn’t promote guilds working together so maybe you can make it so that half way to the sandstorm (15 mins in about) the game detects how many people in your guild are in the instance. If you have 10 people or more and T5 is reached, they your guild has the ability to use a special vendor or get into this special area.

Just my thoughts, but basically I just want guilds feel more epic, more rewarding, and to feel more pride/loyalty when in a guild that has done a lot in the game. As of right now pride and loyalty depends heavily (if not entirely) on the community and if they have friends in the guild.

Year #2- Important Thing Game Needs

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

I’ve played the game since release, played gw1 a ton too. Love both games.

With gw2 there has always been this issue I had with it since release. I feel like there is a lot less guild pride when compared to other MMOs. Not as much to set your guild apart. A few things I think can cause this

1. Nothing to show for a guild’s accomplishment. My guild’s been here since about release. We’ve done everything. People at max fractals, legendary weapons, max upgraded, world bosses, etc. However there is nothing that we as a guild can show for it.

2. Size. My guild noticed that guild pride started going down a lot past 100 people. It caused people to feel like the guild was more of a LFG system. Only exception being WvW heavy guilds.

3. The reward and progression system. It just isn’t that good. It doesn’t take too long to get fully upgraded and you can also buy influence.

4. Lack of in game items that are cosmetically pleasing and shows your guild.

I’d like to see players feel more proud of their guild. To feel special when they’re in one that is well experienced. Just make guilds feel more…important.

So here are my ideas

1. Guild Halls/Structures/Towns. I know this has been mentioned a lot. It can DO SO MUCH for this game’s endgame progression and can easily be added to with future releases. How? These guild structures don’t have to house everything a City would have. However you can add trophies, merchants, anything from towns, portals, etc. Whatever you feel is fit. Once you figure out what you want in there you start adding onto them. So lets take the cosmetic side of guild halls. You can set “themes” just like Gw1. These themes can be unlocked from doing ingame stuff (you can also sell them on the gemstore too just like armors). I think a good number would be about 10 themes in game at the very least. Then you can start selling more on the gemstore which would skyrocket your profits for the gemstore. If there’s one thing people loving spending real money on, its their guild/organizations in game. Then you can apply this to other things. Give players a chance to maybe start customization specific things. Like the inside of a tavern and different furniture setups of the inn/tavern/pub in the guild hall/town. Then you can do NPCs and can change/buy different looks, npcs, and races. Maybe a centaur merchant. Maybe elonian. Maybe lionguard or grove merchant. The customization opportunities, additonal progresson opportunities, and gemstore profits opportunities are ENORMOUS for this.

2. There needs to be an influence drain on something. I mean right now some guilds have an absurd amount of influence. I recommend to tie in so an endgame upgrade. So maybe once you get to architecture 5 you unlock the guild hall above and the more you “upgrade” it to its full capacity the more influence gets drained. I mean right now my guild has 1,200,000 influence. The only time we felt influence was designed well was while we were upgrading. Then again when you introduced guild missions (but that barely put a dent in it compared to our supply/demand). Since then we never felt influence was scarce or barely pay attention to it. The same goes with merrits. We were short while upgrading, but we’ve been near/at max for a while now. So now if you guys ever add in any influence upgrades or things tied into influence with no drain, it will barely make an impact on us progression wise because we have an absurd amount of it.

The CDI is coming back! Topics

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

This is a tough nut to crack Chris.

Here are my thoughts it along with my vote.

So say we pick #1. Anet chooses. Right now thanks to the past week, some people are thinking you guy’s aren’t listen to the community. If we pick #1 and you choose topics that are not widley wanted by the community or desired, it will enforce this thought of Anet not listening. However, as others have mentioned, #1 could also provide the best results because its you’re game and you’re the developers.

So my vote is for #2. It’s safe in the regard of demonstrating your listening to the community. If you are, the things in #2 will be similar if not the same to #1. If not then you know what to expect without revealing anything.

Communicating with you

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey Chris/Regina, what are the possibilities of doing development path or track or something along those lings?

Like maybe you can do it for certain things that you consider to be important, but not name them. Like.

PvP Mechanic Path


25%

PvE piece of content


20%

Things like that. Give people an idea of what you all are working on, because I believe many people are a bit confused with what direction Anet wants to go with gw2.
\
Also thanks for talking again on the forums. Even if it isn’t revealing something I do truly appreciate it.

Gw2 2 Things it could greatly benefit from

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Ok so the community that does dungeons is apparently so small that they don’t have any plans/projects in the works and who can blame them? LFG is dead and never used now a days. Most people who do dungeons with me or that I know only seem to do them with guildies. Twitch streams that involve PvE are dead most of the time.

A increase in competitiveness could do the game mode a load of good things. It could increase stream views when players watch the “top” PvErs, could increase the desire of the playerbase to get into dungeons. Even if they do have ascended gear and legendary items.

[PvX] Downed/Stomping - The unwanted feature?

in Profession Balance

Posted by: Deified.7520

Deified.7520

Sooo, what’s going on with the balance of downed state and stomping ability between classes?

I’m sorry but in the 2 years this game has been out since release there has been little to no balance attention paid to these two aspects.

I refuse to believe that the downed state is balanced between the all classes perfectly since release. That’s near impossible for such a game changing feature.

Stomping state isn’t as big of a deal as downed state, but again not been addressed a lot.

So what is going on with this feature? Is it something that is just so bad for competitive pvp that its been abandoned balance wise because any way of balancing it would effect the other game modes too greatly?

I mean personally I believe that every class should be equal once downed. You want to give them a teleport, give them all one teleport. One self rezzing? All get self rezzing. Why should some classes be able to revive themselves better? Or some classes be able to stop stomping/survivng on the ground better? All the while the things that make these classes unique, different, and balance when alive don’t exist once they go downed?

I mean personally I think the downed state is the worst feature to have in a pvp game and I personally think it attributes to this game not being taken seriously in the esport scene, but I’ve given up on hoping it would get disabled. However at least balance it or attempt to. Right now it’s just this horrific mess where some classes are HUGELY situational and some classes are not.

Gw2 2 Things it could greatly benefit from

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Why does everything have to be a competition? If people want to compete with one another, they have pvp modes for that. The have competition between servers through wvw. They have a leader board for fractals for competition. Why does pve, which is supposed to be cooperative, have to also have it too? Is there something inherently wrong with not having everything competitive?

Competition breeds passionate and prolonged play. In a game where there is no gear ladder its something that this game needs more of. Like I’ve played with a lot of people since release. Generally this is how PvErs seem to play.

1. Go for ascended gear
2. Go for legendary gear
3. Do living story stuff

After they do those three things I see a drastic decrease in their playtime. Sometimes they go to other game modes like PvP or WvW. If you put competitiveness into PvE it offers a reward to PvE players that is always going on.

As said in the other reply, it can’t be forced onto players. Don’t make it required. Rather make it something for them to go after.

Gw2 2 Things it could greatly benefit from

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

2. Change the way you play. Since release, nothing added to the game has really changed the way we played the game. I think the only example is dry top and its very unique environment and events. I think this attributes to why it is so popular. However the game lacks this in other areas. I think the best way to do this is by introducing new skills. New skills and traits that CHANGE the way a class can be played rather than just buffing already existent playstyles. This isn’t what people want and why I think some people get so bored. Say for example a necromancer. Many builds are ranged right now. Sure we have a dagger, but its not often used. Why not release a new melee weapon. What about releasing more skills that deal with corruption and are VERY punishing but very rewarding? Same story with engineer. A melee weapon can change the way this class is played greatly. A staff on a warrior that is all about taking the offensive tactics of an enemy and turning them into defensive tactics for a warrior. Things like this. Things that change a way a class is viewed and played

Gw2 2 Things it could greatly benefit from

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hello,

So I’ve played since release and I’ve noticed a few things that I think the game desperately needs and could greatly benefit from not only population wise, but also profit wise.

1. Guild Pride- There is a large lack of guild pride in this game. This coupled with the ability to be in 5 guilds at once causes people to just need feel as special as I’ve seen in other games when inside a guild. Now I’m not suggesting removing the 5 guild feature. However there needs to be more ways for a guild to differentiate itself from others. Here are ways to do that.

A. Cosmetics. There is a huge lack of guild cosmetics in this game. The guild armor with the emblems on it was a start, but it could be expanded further. First you can do a much better version of guild armor. One that is tied to some end game guild progression. Maybe doing a set amount of guild challenges or having a lot of merits + influence unlocks it. Now keep in mind the emblem doesn’t need to be the center piece. It can be on the shoulder pads, gauntlets, or the chest. It doesn’t have to be huge like current ones. Maybe it only fits over a pectoral muscle. Kind of like a badge. Then you have the emblem itself. Perhaps allowing players to unlock new emblem pieces will help promote guild pride. Again these pieces are tied to guild content. So maybe using the world boss spawner on tequatl, wurm, or another hard boss a set amount of times and killing him when you do unlocks special emblem parts. Similar stories with guild challenges and missions. This allows guild members to where cosmetic items that can show off the accomplishments of their guild.

B. Guild Halls. I know this has been mentioned before. The potential of what these guild halls can add to the game is huge. It doesn’t have to be a capital city. I wouldn’t mind it not having a TP, but a bank/guild bank would be greatly appreciated. Basically you tie everything to do with guild halls into guilds. I’d say the “components” part of it like vendors and NPCS inside of it would be tied to influence and merits while the cosmetic side is for content. So again like above maybe if you spawn and kill 3 headed wurm 25 times you get a special guild hall. Similar story for other t3 bosses. Maybe a few t2 ones unlock guild halls do. Or you can have them unlock props like special tables, tapestries, etc.

C. Guild vs Guild and Guild PvP. Now I understand you would not put GvG in the game. I can see that. However you guys mentioned a long time ago a guild pvp concept that I would LOVE to see implemented. Guild sponsored PvP teams. Basically guilds could “sponsor” their own PvP teams. These sponsored pvp teams would have their own leaderboards that would display the team guild sponsor on it instead. Perhaps make it so guilds have a team slot and they put guildies into that teamslot and no matter whose in that teamslot, it has the same rank as before you switched out the members

D. PvE competitiveness. There is little to no competitiveness in PvE. This is a problem. In other popular MMOs, such as WoW, you had a bit of a dungeon ladder to climb. As such guilds who were high in the ladder were often view as skilled players. I feel like Anet needs to find a way to replicate this competitive feeling. It’s hard to say. I’d recommend doing a ladder that resets monthly and maybe have it based off Competitive Guild Achievements. These reset like your monthly achievements, can be failed, and if failed they take away from your guild competitive rank. So you have to indicate when entering a dungeon perhaps which achievement you want to work towards (so you can’t fail ones you aren’t doing). These can be killing bosses/doing the dungeon in a set amount of times, not getting a certain amount of deaths, killing a certain world boss, doing a jumping puzzle in a set amount of time, etc. There is no limit to how many times or how high this rank can go. However it does reset every month so it gives other guilds a chance to rise to glory. You can then tie rewards to this. Like being in the top 10% every guild member at the time of acquiring this gets a title. A special emblem is unlocked for the guild. Then you special buffs that increase your MF and other things that is active while you’re in the top 10%.

Then of course with each of these things they can not only increase gemstore profits by increasing demand for some unwanted items. You can also release new gemstore items that are tied to it.

Just my thoughts. I still stand behind the fact that this game needs a HUGE increase in guild pride. There is so little for it save for a few WvW guilds in top tiers.

Kessex Hills Bug- Bad Community Interaction

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

Hello,

So there is an event bug that is causing a community similar to what we saw in the queensdale champion train and I highly advise allowing it to continue.

The event chain in question: http://wiki.guildwars2.com/wiki/Prevent_the_toxic_alchemist_from_contaminating_Togatl_Grounds

Basically that event I linked, people want you to fail it. Failing it causes the hylek to become toxic, then after that event you lure out the alchemist

However, if you succeed it, it lures out the alchemist but he doesn’t drop any loot. What I’m seeing is people getting mad/rude to other players because they’re trying to complete the event rather than sit around and watch it fail. It’s promoting a horrible community that players leveling in this zone should not be exposed to at such a low level.

That is my recommendation, I hope this gets addressed soon. It always pains me to see new players have to go through this. It doesn’t represent the game at all in a good light.

Bank of the mists

in PvP

Posted by: Deified.7520

Deified.7520

These are awesome suggestions. Thanks for keeping it civil and constructive.

Okay bank just for rank 80 pvp’ers

Special hub in the mists for rank 80s. Includes trading post and bank

What are you trying to accomplish by gating this special area by player rank?

I believe people are asking for more recognition for being competitive sPvPers. We have dragon finishers and we have the balthy back, but nothing really causes a player to stand out, if you know what I mean. I mean if I look over a sea of players, its hard to find out which one is really good at sPvP, which ones just do hot joins (had a guildy who only did the max hot joins each day to get the balthy back peice, however they “hate sPvP” and don’t go in there much any more), which ones are top in leaderboards. So I think the original comment you’re replying to is a sign to a much more broad request.

Here is a concern I have on the bank subject

1. Should center of the mist become a town? If we add a tp and a bank and such things, players could easily flood these areas for the sake of just doing city stuff and not PvP. Then it makes it harder for players to say in map chat and look for groups and talk about PvP.

Some ideas I have

1. Make the area locked for rank 40+ sPvPers only. This means people who actively contributed to sPvP and played it have access to this area. For a PvEr who may not like PvP to power through and get to rank 40 purely for this, I don’t mind rewarding them for it. For hardcore PvPers its a well deserved reward. It’s a good half way reward

2. Design of this area. This area CAN NOT be a forgotten run down ruin that promotes despair/blandness. Currently center of the mist is so boring aesthetically wise. This area should have magnificent statues, plants, etc. Something akin to the hall of heroes. When you walked through the hall of heroes, it just felt so epic. I’d love for this area to promote a similar feeling. PvE has some of the most amazing visuals in MMO gaming, its time PvP got something similar to gawk and stare at.

Ideas on promoting the “uniqueness” of good players

1. TOL armor is great. However I’m worried on how many people will be disgruntled on how hard it may be for them to acquire. That is why I propose this as a ladder reward. Maybe do a ladder monthly and at the end of the month if you’re in the top 10% then you get a full set of the armor. For players 10-25% top precent maybe you get 2 pieces. Of course I would suggest making it so that players have to play to be in the top %. It always kind of sucks for me to see someone with no more than 50 games in the top 10 and you see other people with hundreds of games. Cause then maybe they just won a few games where the other team was just having a bad day or got bad players. They then stop playing as often and now you have people who constantly PvP and support the game mode being beat by people who pvp maybe a few times a day. Not sure what equation to use to fix this, but I would like to see it fixed. My suggestion for starters is to perhaps get rid of the number that says how many games someone has won or lost. Just hide that and only show the win %. This is only a bandaid in my opinion, but something to consider.

2. Titles. There are a few ways you can do titles. I do not recommend time spent palying rewards, we have a lot of those. Some ideas for titles would be something similar to the TOL armor suggestion where its based on top % get a special title. Then titles for more specific stuff that is an accomplishment, but doesn’t cause players playstyle to not be for the game mode. Like one would be a title rewarded to players for getting the top player in the match or on your team. Like if you get top player 50 times you get a title or something like that.

3. Medals. Something akin to the map completion medal. A special medal that players can display next to their name. Again same concept as before in terms of how it is rewarded, based on skillful play rather than time spent playing.

Ogre Wars - In Pursuit of Knowledge Bugged

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

Events in Question

http://wiki.guildwars2.com/wiki/Ogre_Wars

http://wiki.guildwars2.com/wiki/In_Pursuit_of_Knowledge

Bugs

Ogre Wars : Event blocked, no progress. Currently stock on “Charr and Vanguard forces are assaulting Foulbear Kraal and its leaders.”, there are no events on the map despite it being at this stage. NPCs are standing still. Vanguard in the mine by ebonhawke, Charr sitting inside where the first Ogre camp they take is

In Pursuit of Knowledge : Event blocked/not progressing. Despite there being no events on the map and the priory controlling everything, it stays stuck at “The Dredge and Priory are competing for center camps”. No commissar spawn or change, just stuck in that stage.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: Deified.7520

Deified.7520

You guys know how we do it!

“When it’s ready”, indeed.

@ balance and splitting skills: Splitting the entire game into 2 (or 3, if you want to be technical: PvE, WvW, PvP) sets of #‘s creates a LOT of overhead in maintaining 3 sets of numbers. As most skills are fine across game types, it’s more efficient to split off problem skills and leave the majority of skills consistent across game types. It also means that people have a general sense of relative balance across all game types, and don’t have 2-3 sets of numbers to learn.

How do you determine what is a problem skill and what is not? Like what patterns/community actions tell you that its a problem skill and needs to be split?

Breakdown of GW2 balance

in Profession Balance

Posted by: Deified.7520

Deified.7520

There’s too much selfish support in this game. The only time I ever see someone affected by a support skill is when another player uses it to do something for himself and his teammate getting support from it was just a bypass/something he didn’t think about.

Umm….You know this game was designed from Day 1 for every class to be self reliant right?

And the meta sure has flourished because of it, right? People consider PvE combat to be boring and zerker too strong. People complain about the meta for PvP being too “cheese”, boring, and none changing. There needs to be more teamwork or smaller numbers. 5 “self reliant” classes fighting isn’t entertaining at all to watch.

Breakdown of GW2 balance

in Profession Balance

Posted by: Deified.7520

Deified.7520

Things that should have hard personal counters (meaning a player can counter it by himself)

1. Stealth

2. Invurnabilities (too many of these in the game, remove some and it wont need hard counter)

3. Evades (impossible to counter right now unless you spam)

Things that should have third party counters (meaning they have to work together with another player to counter. Example being a shout that removes conditions, however it does not remove conditions from the player using it. Promotes a teamwork set of mind instead of saving it for when he has conditions)

1. Conditions

2. CC

3. Super high burst – Such as the ability to apply a Aegis to a teammate or a shield that stuns players who attack him. Again this would not cause anything to happen to the player using it.

There’s too much selfish support in this game. The only time I ever see someone affected by a support skill is when another player uses it to do something for himself and his teammate getting support from it was just a bypass/something he didn’t think about.

[PvP]Balance/Skill Design-Upping Variety

in Profession Balance

Posted by: Deified.7520

Deified.7520

TDM would just result in basically the conquest meta, just without bunkers. So I personally would rather not have tdm. However if the community would like one so badly, I wouldn’t go over 3v3 with it.

King of the hill, meh. Would again result in the same meta as conquest

Capture the flag maybe. Mobility/survivabliity would be a huge factor. If they do a CTF mode, I’d like to see it based more around classes using each other to survive and relying on each other to survive/capture the flag.

[PvP]Balance/Skill Design-Upping Variety

in Profession Balance

Posted by: Deified.7520

Deified.7520

Hello,

So I’ve played since release and thought about this a lot (posted about it a few times again) and with more balance changes on the way, I thought I’d discuss this games skill system and how it affects variety.

So first, why the current meta is the way it is. The fact of the matter is that there just aren’t a lot of “meta” or great builds out there for classes. You may see 1-2 builds (variations of them, but very similar) being played out in serious PvP. So the question is why.

I’d like to discuss that.

So I believe the reason that the meta and variety of builds is in the position it is, it is because for a build to be good it must met a very narrow set of requirements. Doing any build that doesn’t meet these requirements is very punishing for the player. More punishing than most games. Builds must account for SO much in the game that it kills variety in the builds because most of them do not achieve this to the most optimal standard. So what are these requirements

1. Defensive damage negators being used consistently by the enemy. These are your blocks, your invurnables, your evades, and it includes perceived damage negation (stealth).

2. Blinds being used consistently. Almost every class can apply blinds. Guardian, Necro, Thief, and Engineer are the most popular classes that utilize blind.

3. Dealing with multiple sources of condition application

4. Managing many conditions consistently through a battle

5. Dealing with multiple sources of high burst/phyiscal DPS

6. Dealing with multiple sources of CC

7. Dealing damage against targets consistently and in big numbers

Those six things are basically what most builds need to meet in PvP battles. Now think, in a game where each class has access to only 27 skills, how many combinations of 1 heal, 4 utilities, and 1 elite can be made that meets those six things to the most optimal level. Usually its only one build. If a class doesn’t meet even one of those requirements, he falls apart in a battle against builds that do. Now this issue is what I believe led Anet to not want to do TDM type of battles and always have a secondary objective. This leads me to my next point

Artificial Build Variety.

So what is this? Basically it’s the developers utilizing outside mechanics (outside being not in the players direct control) to enforce other builds. An example of this is Conquest. Because of the point capture mechanics and how they are the main factors to winning, Bunker builds rose up. Although these builds may be considered as “lame” by some, it did offer more build variety in that now there were bunker builds that mostly specialized in just surviving, allowing the damage focused requirements to be obsolete.

Sadly though, the meta hasn’t changed much since release. It’s been roughly the same in terms of how classes play. Usually they either are bunkers, or physical/condi DPS. Anet has did balance passes, this is no lie. However they didn’t change the meta significantly in any way. So the question becomes, how can we see more build variety in this game?

For me, I see two possible routes

Route #1: You redo the skill system. Make it harder for classes to achieve multiple aspects of the battle alone. Harder for them to achieve the survivability, damage, and other aspects that we see in the current meta. This could help enforce players using teamwork to achieve those aspects and working together, instead of passive support during combat.

Route #2: More artificial build variety. Start putting in more game modes that enforce build variety. That present players with a new objective for a build that they can work to making.

At least those are my thoughts on the whole situation.

More item rewarded without making them!

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey,

So I figured I’d post here an idea I had. I think its a great idea. I may have found a way that you could add some armor rewards and weapons rewarded to the playerbase without making them…use ones that are in the game but don’t drop!

I know what you’re thinking. Deified, there are no armors and weapons in the game that don’t drop! Sadly thats where you’re wrong. Since release in this game, I had my eyes and ears open for any clues/hints on their drops in the game. Some dropped in PvP, but no longer do. In two years I’ve never come across anything conclusive. So it must be because they dont drop. I figured why waste some awesome looking gear!

Here is a list that I made for you guys

Weapons

1. http://wiki.guildwars2.com/wiki/Reaper_of_Souls

2. http://wiki.guildwars2.com/wiki/Dark_Moon_Shield

Armors

1. Most of http://wiki.guildwars2.com/wiki/Stalwart_armor

2. Most of http://wiki.guildwars2.com/wiki/PvP_Rubric_armor

3. http://wiki.guildwars2.com/wiki/Tribal_armor

4. Guild Armor for each armor type (light, medium, and heavy). Currently only the chest can be obtained.

These skins can easily be used as test subjects for new mechanics/routes/reward systems that you want to see how the playerbase reacts to them before putting newly made armor sets into them and potentially ruining new item acquisition if it goes badly. Its been 2 years. Its time these armor skin and weapon skins in the game stop being wasted.

[PvX] Looking for builds for all game modes!

in Mesmer

Posted by: Deified.7520

Deified.7520

Hello,

I help with a build wiki website and right now I’m looking for any Mesmer builds you play.

No matter how unique or none meta it is, if its a build you play and have fun with I’d like for you to post it. No matter the build I will submit it. If you’d like, please add a title to the build also (or I’ll pick one based on the skill sets and such).

So any game mode, any build; as long as you play it and have fun with it. PvE dungeons/fractals/open world (including world bosses). WvW roaming, zerging, etc. sPvP conquest.

Thank you in advance. I hope to see some cool builds!

Also if anyone would like, please point me to what builds are in meta right now. Our website has most of the conquest (spvp/tpvp) meta builds. Right now I really need WvW (roaming and zerging) and PvE builds.