Showing Posts For Deified.7520:

How I would fix each gamemode

in Suggestions

Posted by: Deified.7520

Deified.7520

So it’s been over a year now and I haven’t seen any fixes to the big problems or talks about them. Now I don’t represent everyone so I could be wrong, but here is what I would do to each game mode.

1. PvP – Stop pushing esports. Unless you do a complete rework of the classes and skill system it will never do well. Start just trying to get players in there. New game modes (kill the lord, just capture the flag, etc). Offer PvE rewards (back pieces, armor sets, weapn skins) that you can only get in there. Then make guilds more useful. Allow players to create a whole team and a rank is tied to this team. Then allow teams to be sponsored by guilds. Guilds benefit from this by making a new upgrade tab that is from what your sponsored team does in pvp. Increase karma gain by X amount for 2 days if your sponsored team wins 5 ranked matches. Things like that.

2. PvE- start offering instanced PvE zones that act as raids. Not just a dungeon with 15 people, but an entire zone. A very hard zone that you basically need a group to venture through . Make it so that all dungeons must be unlocked by doing a meta event or dynamic event in the area (that is actually hard), then increase the rewards of doing dungeons. Makes them feel more important. Put in some way that players can do a hardmode of these dungeons that give you special tokens that allow you to get the hardmode version of the weapons and armor (unique looks and all).

3. WvW- make defending worth something. Right now most of WvW is running from tower to tower in a giant blob of names taking a structure, then moving onto another, and repeat. It gets incredibly boring after a while. Remove the AoE cap. AoE cap is a major thing pushing for zergs. I know it has something to do with the engine, but this is just killing the gameplay for smaller groups. IF there was no AoE cap people wouldn’t just stand in a giant blob of names. They may actually spread out. Siege weapons could be a lot better and that makes small groups a lot better.

4. Legendary/Ascended weapons- Stop making this a grind. This will kill your game. If your game is like all the others, eventually it will start to go dead. Make it so you put a variety of really hard things in the game. You do these hard events once and you get an item that is used for crafting a legendary or ascended item. Make ascended items precusrors to the legendary. An example of events. Kill Tequatl, complete mad kings puzzle, capture stonemist castle, capture northern keep on each borderlands, etc.

5. Guilds- put in an influence drain. Put in guild towns in each zone. These towns are owned by guilds with a certain amount of influence. A section of the town can be blocked off and only opened to guildies, or open to the public. Guilds can do special events, start hard meta events with good rewards, and use commodations to upgrade the town with a variety of things. You get access to 2-4 special dungeons that can only be accessed if you buy an item in the blocked off portion of the town. You can use your commodations to get special vendors and NPCs to stay in your town for a few days. This offers a drain on commodations.

Collaborative Development- Request for Topics

in CDI

Posted by: Deified.7520

Deified.7520

1. Zerging
2. Population imbalances
3. Siegings feeling more epic (many times structures aren’t defended, flipped, then in 5 mins get flipped again, and so on. Players don’t seem to care about defending them. Its always either the defenders are outmatched by a ton of people, or the attacks get zerged rushed. Really takes away from the epic feeling of attacking a huge tower/castle.).

Collaborative Development- Request for Topics

in CDI

Posted by: Deified.7520

Deified.7520

1. Balance. Would love to reach this level of build variety some day (http://gwpvx.gamepedia.com/PvX_wiki)
2.Rewards and Progression
3. Guilds and their importance in PvP

Collaborative Development- Request for Topics

in CDI

Posted by: Deified.7520

Deified.7520

1. Living Story
2. Open World/DE (things like getting players back into zones, increase affect DEs have on the world, etc)
3. Importance of Guilds in the PvE atmosphere

New player looking for class suggestions.

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

It sounds like you either want guardian, ranger or warrior. Both are classes that don’t require a ton of APM.

Thief, Necromancer, and Mesmer require medium APM

Engineer and ele require the highest APM

APM is actions per minute, basically how many keys you will be pushing during combat. Higher APM means more complexity and management.

Deathly Shiver?

in Necromancer

Posted by: Deified.7520

Deified.7520

Is this a new trait?

It applies 3 stacks of vuln for 12 seconds every 3 seconds to a radius of i think 360 around you when you’re in death shroud.

I’ve been using it with my support. Seems pretty good. I dont remember when this was changed or if it has always existed.

Gem Purchase Refund?

in Account & Technical Support

Posted by: Deified.7520

Deified.7520

Hello,

So when Heroic Edition first came out, it said you got heritage armor (hall of monuments armor) with it. Now today I decided I would get it without checking to see if it contained heritage armor. I assumed it did and bought the 2,000 gem digital upgrade with heroic edition. To my surprise it contained the gem store armors, not legacy. I was a bit disappointed.

I understand it is my fault fully, and I take responsibility for it. I was just wonder if there is any way I can get a refund on the digital delux edition. My main purpose for buying this was the legacy armor, since the rest of the stuff is mostly useless for my position and the armors aren’t what I was looking for, can I get a refund on the purchase. I haven’t use anything I bought.

I created a support ticket and I’m awaiting a reply on there, I was just wondering if I can get a quick response to see if its even possible.

(edited by Deified.7520)

First impressions of Engy Turrets

in Engineer

Posted by: Deified.7520

Deified.7520

Decided to try out engy turrets in WvW.

tl;dr They’re still bad/not viable in WvW.

All the AoEs, minimal damage, sacrifice of defensive skills, it is overall not worth it.

Most fights I had people ignored my turrets and went straight for me. I equpped toolkit hoping to increase my surviveability, sadly it didn’t do much. The damage people took was small and not noticable. They changed our rocket turrets toolbelt skill to a slow moving projectile AoE, so now that hardly ever hits anyone in WvW unless you use it on top of you during a fight. You die super fast, turrets still die when people dont even focus them (love those AoEs).

Anet, here is the problem with turrets. They do not fit this games current meta.

Viable builds have rapid secession of skills (spamming as some may refer to it) that maximize damage with lowest CDs put with low CD full damage negators (blocks, evades, invurnabiltiies, etc). Turrets offer none of this. They have large cooldowns, small/slow damage. They get taken out fast from AoEs. They offer little to no utility that is viable in fights. Some turrets offer some (flame turret, net turret), however they are easily countered.

Can these enter meta? You may pull something off by putting one turret with other skills, however full turrets or 2 turret builds aren’t viable.

Also, rocket turret toolbelt skill is pretty bad now. 1/2 second cast time, takes about 6 seconds to go about 700 range. Not gonna hit a lot of people with that and it is not worth the 23 second cooldown and mediocre damage.

(edited by Deified.7520)

Elite Supplies CD Reduction Mortar

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

The Recharge Reduction on the Mortar is not working. The increased in range seems to be working, and according to the tooltip the damage is working. However I am see no difference in the cooldown. I’ve checked to see if the elite skill itself is reduced, and it isn’t. I’ve checked the individual skills and they don’t either.

Depth-Key to Good PvP (3 points)

in Suggestions

Posted by: Deified.7520

Deified.7520

Hello,

So I’ve been taking a break from the game for a while now, and I saw you were working on new game modes and what not, setting up for a reveal around Jan. So I’ll try doing the format for good suggested by a dev. First paragraph is what I am suggesting. The sentence between the number and the (-) is ways to accomplish this suggestion followed by reasoning.

So what I’m suggesting is to increase the depth in combat. I don’t believe the problem lies in lack of game modes, but rather how players fight one another. Here are a few ways to do that

1. Increase punishment for misuse of skills – Right now many many skills have little to no CD, little to no cast times, AoE, and are very good. This setup is decreases punishment for misuse of skills by a ton. What does this do to the game? Makes it so players really don’t have to think as much during combat and also increases viability of spamming.

2. Reduce AoEs- AoEs create skill animations, clog up the screen, and again make combat less depth. When you are less aware of a players position and instead are just worried about being in the general radius of players (which you are about 80% of the time in spvp) the players again dont really have to think as much during combat. Combined with #1 it makes for some pretty lame combat.

3. Uncounterable Skills- Nothing makes a player more made than skills that they can’t counter via mechanics in game. In combat stealth, invurnablities, evades are the three big dogs. Its ok to have one of those, but you have all 3. Some classes have 2 or 3 of them at the same time. Again, takes away from the combat depth and kind of kills the combat overall. Players don’t like sitting there thinking there is nothing they can do.

Those I think are the three major flaws to the games current comabt. I think when you introduce the new game modes and keep the current combat balance

Is this true?

in Ranger

Posted by: Deified.7520

Deified.7520

So I always hear people saying that 40% of their damage is tied to their pet and since the pet dies so much they are kitten 40% of their damage in fights most of the time.

I just don’t believe this. The times I’ve played s/tpvp with my ranger I’ve done greats amount of damage with all weapons. Any time there is any sort of balance update, people always seem to use whole 40% of our damage is tied to our pet so we are kitten and anet is doing nothing to fix this. Everytime I ask why they give me really poor reasons. Saying things like do the math, use common sense, look at the numbers. I compared the physical damage of our auto attacks and they dont seem to be that huge of a difference. That is not considering the utility and attack speed of our attacks.

So can anyone explain to me where this 40% thing start, and if it is true? If it is true, can you show some proof that it is true? Not saying someone else provided proof or you heard it on the internet.

Story-Stretching too far

in Living World

Posted by: Deified.7520

Deified.7520

Hello,

I love lore in this game. I really do. When the living story first announced and in the first year of gw2 I was really excited for it. However since flame and frost we keep getting updates that are honestly seeming to have no connection. I feel like we’re in a library of uncompleted books and every 2 weeks someone writes and doesn’t finish a new book. I know I know, its all connected. You don’t want to reveal it. We will see. Honestly though, I’m starting to get discouarged. I’ve tried harder and harder each new release to think about how its connected and each release the previous release becomes what seems useless story wise and a whole new set of theories needs to be proposed.

This tequatl update, it really made me sad. I honestly think you guys really pushed this event way too hard. Do not get me wrong, I love updating stuff. I know you said you wanted to tie this into the living story. It just seems soooo pushed. So far the only connection that seems logical is that Rox trying to get into the warband. IF that is the only connection I’d be even more sad. I’m tried of every 2 weeks I’m getting more and more questions. Its been close to a year and I feel like we’ve progressed no where in terms of a story progression. Nothing seems to be solved. It seems like each living story is getting connected through a part of the story that is really lame and unsatisfying to those who are actually deeply involved in the story. Flame and frost got me really exited. Who was behind it all. What are their motives? How will we catch them. I then spend the next few months across the world in a distant land where the only connection is the refugees. All of whom have pretty much become unrelated to the current story. Then the whole aetherblades and Scarlet thing, and it seems she was the one behind the molten alliance. Why we never saw the MA in the months leading up to dragon bash was a bit disappointing. Then the whole Majory’s back story raised even more questions. Then we protect the queen from a assassination by scarlet, whose only clear motive currently is that she is just insane and hates the current order. Next thing I know I’m across the map inside of a swamp fighting a undead champion dragon of zhaitian, whom has rarely been mentioned in the story. This dragon was mysteriously buffed in the story and the only explanation is that its from the pact invasion. I’m really hoping we see this living story come to a good conclusion this year, because these recent releases have become disappointing story wise for me. Here are just a few of my questions.

1. Molten Alliance- Who was behind it all? Why did the MA just fall off the map? Why did they form an alliance between one another. Why did they attack those settlements.

2. Southsun- What happened to Canach. What will the consortium do with Southsun. How does this have any impact on the rest of the world and the overall story?

3. Zypherites- Was the only connection simply the election? What is this thing they’re rumored to be hiding? Where have they gone?

4. Dargon Bash- Most questions were actually answered in this. It would seem Scarlet was behind the alliance between Aetherblade and Pirates. They seemed to want to install a person in the council. Seemed like a pretty solid event. Just the questions about Majory and her backstory are left unanswered.

5. Queen’s Jubilee- Why did scarlet want to assassinate the queen of all people? Why not the grove? What did Scarlett see that made her go insane? What does the Pale Tree think of all this? Where did Scarlet go?

6. Rising of tequatl- Why? Why everything? This part of the story seems insanely random.

I mean like a few people I talk to, the main reason I play this game is for the story. I hate the endgame progression revolving hugely around gold and farming. So I look to the story, exploring, and open world stuff.

Teq Highlight Spawn Problem

in Tequatl Rising

Posted by: Deified.7520

Deified.7520

I totaly agree with you. Do you have some fix that could be add?
I started a post for this here

Honestly they need to give more control to when it spawns to the players. Thats why I love those events I listed. Most of the time it takes players to start them. So if a guild wants to get together and do it, they all port to the correct waypoint. Organize, they’re all already there without any server wide warnings or timers going off. By the time a zerg arrives at the end their entire group is ready and set.

Teq Highlight Spawn Problem

in Tequatl Rising

Posted by: Deified.7520

Deified.7520

Hello,

So I love hard content. Seeing teq needing as much strat as it needs is great. Kudos to blackgate for finally taking the beast down. Was looking at their strats. They had apparently 120 people in TS, lots of undead potions and such.

The question becomes, will this be possible after the event is over? I remember reading that after the event has finisher, it will spawn similar to Scarlet Invasions…randomly. Now a few times I’ve tried coordinating when they spawn. I’ve seen about 6 hours in between spawns. This almost guarantees that the people joining the event will be random. Most of the time I don’t get in with my friends and end up spamming join on (usually takes half the event) to get in the same zone as them.

Do you guys really think a random pugs in a server can tackle this event? Guilds will only be able to the coordinated members in there if they all just sit around in sparkfly all day.

I personally dont think most servers will be able to do it. At its current difficulty I think that 85% of the servers will see a sharp decline in people going to it and successfully completing it after the 2 week event is over. I also think this highlights a huge problem with the spawn system. When you make them random then it makes it a lot harder for large amounts of coordinated players to play with one another. This is the main reason I’ve always been a huge supporter of lots of pre-events (queen, ogre wars, flame temple tombs, zho’qafar, modniir) for world bosses. They make it so large coordinated groups can get their entire group into a zone easily. They make it so a huge pug zerg wont just appear when yellow text appears on their screen or the timer says it is up.

Just my thoughts on the matter.

Bloodlust [merged]

in WvW

Posted by: Deified.7520

Deified.7520

My review of the thing.

It is fun. Being a heavy roamer I like it a lot for small skrimishes. Map design in the area was great. Very fun.

When groups started bringing in huge groups it quickly became unfun. Being in there with 4 other people, groups would all be burst damage specs and just single out targets and spam everything. Typical stuff that people in this game do. Since I dislike the combat mechanics in the game it killed it for me when fights got above 3 people.

I kind of wish there was some personal reward. No world exp, event completion, etc.

I could care less about GvG. In this games current meta and combat mechanics it would be in the same position as sPvP.

The degarding point system was smart. It forces bigger servers to dedicate players to tag and defend the points for the buff. Makes it a bit harder for them to steam roll.

I expect to see a lot less roamers, it will be interesting.

Out of all I give it a solid 8/10.

ESL Final Twitch Views

in PvP

Posted by: Deified.7520

Deified.7520

I try to watch the twitch views, but I just get bored while watching. It’s just that its boring to watch. There isn’t a TON of strategy involved with the game mode. I’m already heavy into knowing which builds are which and they are usually very typical builds that you see popular in the game. They play the classes like I see played a lot. Usually during fights I can’t really tell what each player is doing (half the time it looks like they’re just spamming on one target, not that they really are. Just the way it looks). Again the map strategy isn’t huge. Somewhat predictable in what they do. Sometimes the seconday objectives can make it interesting to watch, but often times they aren’t hugely important.

The thing about MOBA’s and what not is they have a ton of characters. If gw2 had a ton of builds that were viable and people used a lot of team comp of these builds, it would be a lot interesting. With only 6 classes, 1 popular build for each that you see 90% of the time it isn’t that interesting.

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

I totally agree. I really think you hit the nail on the head with most of these.
The title is not very informative though, which is kinda sad since there you’re raising very legitimate concerns.

Especially this part:
“A lot of people complain that spvp doesn’t have rewards, game modes, etc. While it does have some weigh in on it, I think the biggest problem lies in the combat mechanics of the game”
Couldn’t be more true.

Yeah, I changed it. Hopefully it is better.

I just never trusted people that the reasons that are often discussed were why they dont spvp. They claim they dont like the lack of rewards. Then they go into WvW where all they get badges of honor and put them into a pile they will hardly ever use or buy an already over abundance of siege that they have. WvW ranks are the only slightly rewarding then, even then it requires quite a lot of WvW before you notice a big difference. The complain about lack of game modes, “I dont like running around capping points”, is something I don’t trust either. WvW is running around capturing points. Just one has a wall between you in the point. It is less about personal player skill than spvp. You may say you can roam. What do you do in spvp? 90% of the time the players in there could care less about winning the game. They just want to have fun and kill people.

I strongly stand by combat mechanics and the way combats being a factor, if not a large one, in causing players to not do spvp. As I said in the original post, the other parts of the game have crutches to help make up for these flawed mechanics (food buffs, WvW rank buffs, NPCs, siege, or you’re just fighting a computer, etc).

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

is the problem the combat system or class design ?

Rangers are meant to “survive”. by design they were given up to 3 evades on a weapon sets and the easest access to protection/regen/vigor while giving them an outside source of passive DPS.

Thief were given a high damage perma evade at low initiative cost by design

Mesmers, even they were designed to be stronger than most classes, from pet targeting/positioning down to what would be their stronger build(shatter), all by design

GW2 has an amazing combat system, it’s all the poor design choises and lack of action that are harming the game

Well while it is true that it is in part a class design, it can also be said to be a combat mechanic. The game has evades, invuln, and blocks. The game has low CD, lots of AoEs, etc. So it can be said that the build of the classes determines the combat mechanics of the game for PvP.

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

Well AoEs are needed because of all the lazy evade spamming classes and the constant porting all over. Also needed for the stealth trolls.

Push a button and fly all over the map automatic has some people thinking they are more skilled then other classes that dont have easy mode movement.

Yeah it’s a tricky subject. I mean we are seeing low numbers compared to the rest of the game in spvp. Especially in the hardcore sense. However since the mechanics are account wide and PvE and WvW are doing good for themselves, we can’t do much here. I think as more MMOs are release and the more dedicated players a left (casuals like to hop MMOs every time a new one comes out) we will see a more concrete opinion of the game and its mechanics, even in the number sense.

Mists: missing npc

in PvP

Posted by: Deified.7520

Deified.7520

I’ll talk with the team on Monday about this. Hang tight for an update!

You should make him a quaggan. Just to bring some race variety into vision of the mist

>:D

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

Mesmer running around spamming illusions…? That works for you? Really?

Have you ever fought a PU mesmer? It’s literally all they do. Run around in circles, hitting stealth and creating clones to spam condis.

Have you ever fought a spirit ranger? It’s all they do, run around spamming spirits and auto-attacking with shortbow.

Oh no wait, lemme try again.

Have you ever fought a Necro? It’s all they do, spam minions and run around spamming conds.

Why does Mesmer always get picked as top op class.

You’re right about the other classes. The reason I pick on Mesmer the most is because they frequency that they summon said illusions and the popularity of the class in PvP theaters. Like I said, the class isn’t insanely easy. It’s not a class that you can pick up and play. However, the class’s mechanics revolve around AI and reliance on AI (as some would say the same for a rangers pets). But you’re right, mesmer isn’t the only class that suffers from this. Engineer may eventually start getting the same criticism for their turrets, however engineer turrets are stationary and have a very high CD for most of them.

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

Hello,

Something I’ve always had a problem with in this games pvp is the combat mechanics. They are built so that the player doesn’t have to do a whole lot of work. Perhaps it was to appease crowds that dont normally MMO pvp, but I feel it is lazy.

Here are a list of some of the things that cause the combat to feel lazy.

1. AoEs. Lots of them. AoEs allow players to not directly target players. Just be in their general area and do lots of damage to multiple players.

2. Lots of full damage negators. Allows players to be forgiven for doing stupid things in game. These are things like invulnerability, evades, blocks, etc. We’re seeing more counter to blocks, however invulnerability and evade spamming is still a problem. Especially in this meta.

3. AI. Lots of AI means the stress and APM requirement of the player is reduced. Seeing the effectiveness of mesmers and spirit rangers is a testament to this. While mesmer isn’t the easiest class, their AIs do some pretty crazy stuff while the mesmer runs in circles around the target (essentially what they do in the current meta. Run around spamming illusions).

4. Low CD/No Cast time. This allows players to not worry about using a skill wrong. Again lower the skill level required to do well in the game. It makes spamming very forgivable and effective. We are seeing this the most right now in the current meta and the most complaints about it, though its always existed in the game.

5. Passive skills/traits. A great example is the rangers ability to divert a CC to the pet. There is no way to counter it unless someone waste a CC, essentially saying spamming is one way to remove it.

6. Lots of escapes. This combined with low CDs allows players to be forgiven for doing stupid things. An example is say he charges into a 3-4 people. Does enough damage to almost kill some of them. Then uses one of his many gap makers (leaps, teleports, etc) or stealths (currently no counter) to just run away. Essentially forgiving a player for charging into 4-5 people, something some classes can’t do.

Just my thoughts and opinion. It doesn’t represent everyone. A lot of people complain that spvp doesn’t have rewards, game modes, etc. While it does have some weigh in on it, I think the biggest problem lies in the combat mechanics of the game. In spvp they are a lot more noticeable because you dont have a large group, npcs, and other things to help crutch the flawed mechanics.

The sPvP complaints

in PvP

Posted by: Deified.7520

Deified.7520

I agree with you. I understand people want GvG. Honestly though, GvG with the current combat mechanics and state it would be so bad. It would probably be less popular than sPvP. Thats a different thread though haha.

I just dont get the complaints that people give when spvp offers viable solutions. They claim to know everything by just talking to people when they should be playing, watching champions, etc.

The sPvP complaints

in PvP

Posted by: Deified.7520

Deified.7520

Hello,

So don’t get me wrong, I know spvp has its problems. I have my own issues with it (mostly the combat currently), but this post isn’t about that. So as with many people, most of my friends prefer WvW over sPvP. Most of the time when we try to do serious WvW I hear a bombardment of complaints about WvW. Zergs, towers, etc. I always say just go into sPvP it is so much better and requires more skill than WvW. sPvP is the solution to many of your complaints. They give me some of the worst excuses. Here are a few. What I would like is for you guys to perhaps give me some links that prove them otherwise. Builds and other things. Since I don’t play any of my friends classes (I roll engineer/Necro while they roll ele, warrior, and thief) I would love to some links to some good builds.

1. No build variety. Everyone just goes bunker builds. “My ele can negate a ton of damage by just going bunker. Bunkers are supposed to by time for your team to get to the point and kill the people. I just run around negating the damage and it is boring.” “Thieves are supposed to be able to do a lot of damage and be very squishy. We’re dpsers. They nerfed a ton of our damage in spvp and I hardly do any. All I see is people running that evade build and bunkering with it.”

2. Lack of game modes. “I get tired of just capping points. I would love a deathmatch mode or something else”. Me-“People do that for the most part in hot join”. Them-“Its not the same”. -_-*.

3. I’m not feeling rewarded. I can’t use my PvE gear. ( I tell them thats not the point. If you want more skillful pvp like you complain about in WvW, then go into spvp where everyone is equal)

4. No Class variety. “All i see are teams of people running necromancer and spirit ranger. Thats all I see is like 3 classes.” I tell them that its the same way in WvW. Can’t tell you how many times I’ve fought mesmers, thieves, and warriors in WvW.

Don’t get me wrong, I know spvp has its problems. I just feel like when people try to validate why the do WvW over sPvP with these complaints, they are so bad. They don’t seem to take my word for it despite me doing a lot more spvp than they do. They claim they “talk to people of [insert class they play here] that do spvp all the time and they say the same thing I say”. It is very irritating and I’d love to get some links from other people to prove them wrong.

sPvP and it not doing well

in PvP

Posted by: Deified.7520

Deified.7520

i stopped reading at “its not rewarding.” clearly, you have no idea what spvp is about.

I’m so glad you only read up to that part. I’m even more glad you decided to comment on it to help with some self satisfaction thing you got going on. You are an amazing part of this forums community. Why there are players who say they hate going to the forums is beyond me. Again, thank you for getting the message of my post. I really appreciate it.

sPvP and it not doing well

in PvP

Posted by: Deified.7520

Deified.7520

So I think its pretty obvious that the sPvP scene could be in a better position in terms of how many players play it. I’m in 5 guilds, most with 100 or high, 2 with close to 500. Out of them all only 30 or so players have touched solo que.

Now some common complaints are its not rewarding. Another is it doesn’t have enough connection to PvE. Others say its boring. Then I got to think about esports and popular esports and I realized something. They have same aspects. Take LoL for example. One game mode, dont have all characters unlocked, nothing big in terms of rewards. New skins are one of the few rewards. Guess what, Gw2 has that all.

The biggest difference I found is that one is a MMO and one is a MOBA. So it got my thinking that it may lie not in what is given to the players, but rather the mechanics.

Now I’m not saying I’m an expert. This is my opinion. However, since release I noticed something about this games meta in terms of builds and combat. It is very very spam heavy. Most popular builds involve spamming. The recent big balance patch with necros only magnified it because now not only was there physical damage spamming, but condition spamming. With condition spamming it is a lot more clear when something is being spammed because you’re not seeing just numbers. You’re seeing actual red boxes. So the tell signs are a lot stronger.

Now you may be saying, if the game is spammy why is WvW so much more popular than spvp? I’ve often asked myself the same thing. Not only can they show off their PvE gear, but the games mechanic and combat problems aren’t too noticeable. In zergs its easy to chalk it up to just a zerg fight and big numbers. In roaming groups you often dont experience it because you’re either out numbered or the enemy is.

Perhaps I’m wrong. I just think this game needs a lot of mechanics looked at. Passive combat mechanics, uncounterable mechanics, lack of misuse skill punishment, things like that. I am just trying to wrap my head around why there are so few people in spvp and actively partake in it. Don’t get me wrong, I’m sure the lack of rewards and gamemodes has some pull on it. However, there are so many other games with much more popular pvp and still have popularity. I know that competitive PvP aspects in MMOs are never insanely popular. I just feel like there should be much more players interested in the PvP than there currently is.

FT-Not a weapon kit akittens current state

in Engineer

Posted by: Deified.7520

Deified.7520

FT is not a condition kit. Spec for power and try again.

I’ve tried that before. I’ve tried soldiers and berserkers. Also rampagers and I always see the same conclusion when I look at what we put out vs what we take when compared to other classes and specs we can use. Everytime it seems like I’m sacrificing so much survivability for the sake of low damage output.

FT-Not a weapon kit akittens current state

in Engineer

Posted by: Deified.7520

Deified.7520

So first let me say the FT is a great kit. However, people aren’t using it as it should be used. When you go into lets say another weapon kit (grenades, bomb kit) you auto attack with it. You do damage with it. With the current meta in usage of the FT kit, you use it for it’s utility (blinds, knockbacks, the explosion). You hardly see anyone bothering to stay in the kit, much less get juggernaut. It just current isn’t viable.

Here is why.

The kit sacrifices too much surviveability for its low damage. When you’re in the kit auto attack, you can’t dodge. You can’t block or anything. You only have the blind. The current meta of the game (and has been since launch) is comprised of using skills in rapid succession. Such as using high damage skills one after another to push out huge burst damage. Using high defensive skills in rapid succession to heal and stay alive. So the FT kit only has one main defensive ability, that is its knockback and its blind. The blind can save oyu for one attack, but it wont save you for long since most classes have an abundance of high damage skills and CC. The knockback, same thing. It may buy you some time, but not nearly enough to survive in a battle.

Since the recent patch, I saw the new dire state. Vit, Tough, and condi damage. I figured I’d give it a try with the FT. First I traited 10/30/0/30/0. A common all around FT build that traits for damage, surviveability. I used it with the elixir gun of course. The damage was ok, but not nearly enough to be effective in battle. For example I found a ele in WvW and we decided to go akittenone on one. I used my FT, my elixir gun, and my elixir R to help me survive in the battle with him. I was popping all my stuff and trying to do most of my damage with the FT. The ele actually stopped moving/dodging. Stood still and just spammed it’s attacks. It was doing a lot of damage to me and thanks to its skills it was able to heal its self and actually negate the damage from the FT. The battle didn’t look like it was going to end soon since I was furiously pushing everything I had to stay alive while he stood there spamming. Eventually a thief/warrior combo came up behind me and killed me in about .5 seconds.

So even with a lot of toughness, vit, and condi damage I couldn’t take out a ele who wasn’t even bothering to be defensive and a thief/warrior was still able to do 6k + to me despite the toughness. Now if I was the meta build with bombs/grenades and perm vigor and dodge spamming I probably could have survived, heck I probably could have killed the ele.

I just find that the FT is a great kit for utility, but it sucks as a weapon kit and its damage/survivability ratio is so bad thakittens not worth getting traits or staying in. I dont feel like using it as it was supposed to be intended to use is viable at all.

Does anyone else have success stories with the FT? Mainly in the PvP theater. If so where, what were your traits, and any other important information.

My SAB Review-6.5/10

in Super Adventure Box: Back to School

Posted by: Deified.7520

Deified.7520

Hello,

Let me first start out by saying I loved the first SAB world 1. I had a blast in it. Secondly I LOVE hard content. I like being challenged. Lidari was one of my favorite bosses and I spent trying to kill her and finally achieving it and being very happy (no guide either ).

So this review will kind of be directed at the makers of SAB so they know why I gave it a 6.5.

Something you must realize is that SAB is a mini game. This is most important. It doesn’t carry over and skills we learn in the “real world” into SAB and we dont take any skills we learn in SAB into the “real world”. Dodging is about the only thing.
The thing I loved about the first SAB was that is was a JP most of all. Jumping was one of the few mechanics that carried over and I had a blast. The enemies wont insanely hard, the final boss was fun to fight, there were no 1 shot kills. Most importantly it didn’t take a long time to do. So it didn’t take a huge chunk of my gaming time with gw2 away.

The problem with W2 was that you treated it as if it was a dungeon in the game, instead of a mini game. The levels took way too long, there were lots of one hit mechanics, and other mechanics (camera angles, random misses, etc) that didn’t work out with the game. It feels like you didn’t treat it as a mini game. Something that players can do on the side. I spent 1 hr + doing each zone and I found that I didn’t have a lot of time to experience the other parts of the game when I could game. The enemies were also insanely hard. Fighting 1+ assassin is not an easy feat when they have a high damage, evading, leap, knockdown attack.

Finally one hit mechanics. The arrow traps, the rapids (you could get out of them, but sometimes it was very hard). There were too many. It is important that with one hit mechanics you allow players adapt. Most of these there were no chances to adapt. This was even worse in trib mode which ill go into later. You may be thinking, lidari had a bunch of these! How is she any better? She had many many visual indicators. 1/4 of the arena is filled with red circles and big darkness balls? I should probably not get hit by those. Slow moving clones running at me? I should probably not let them hit me. The orb was the only thing that you had to be attacked by it to know what it did, and it didn’t always kill you. The arrow traps should have been high damage over time, not instant kill. The assassins should not be evading when attacked. The rapids should not knock you over, only push you back.

Now for tribulation mode. I only did w1 z1, and it gave me a good understanding on whakittens about. Trib mode is not hard. Trib mode does not represent any skill that a player has. First SAB doesn’t carry over a ton of skills needed in the real game aside from dodging/jumping. Secondly trib mode had a lot of one hit and other stupid aspects that have no visual indicators. How am I supposed to know that flowers now explode and kill me instantly without looking at a guide or dieing by one? How am I supposed to know that if I go this certain route an invisble wall of clouds would suddenly appear and stop me mid air and cause me to fall on the spikes. How am I supposed to know that these locations on the ground are actually pit falls trap without dieing to them? You dont. The game forces you to die to adapt rather than allowing you to adapt without dieing. This is a big no no for hard content. I felt like it was forcing players to buy the infinite coin if they wanted to have the least bit of fun in trib mode.

Finally forcing players to spend baubles to progress. Another big no no for me. I DO NOT want to spend time farming baubles. This is a mini game. If I’m going to farm anything, it is going to be champions since they have a much larger impact on the real world and on the game for me. I never bought the bauble upgrade before w2, so I ended up having to save up 250 baubles, buy the bag, then save up another 400 baubles. Doing this by going on “dig runs” over and over again. It is incredibly boring.

So those are the main reasons why I didn’t give it a 10/10.

It does have some good things. The new environments are really cool. Some mechanics could have been cool if not for the other aspects. The fish/squid, the rapids/jumping on crocs and turtles. The raft ride, the slippery ground. The flowers/jump pads (after you took out the weird landing/distance thing). The environments looked great. The concept of tribulation mode and how you get the weapons is really cool (just the execution of it wasn’t). The new HUB area/hidden JP was a cool addition. The way you rewarded players with the glove was great.

I really hope you correct these problems and make it feel more like a fun mini game, rather than a really hard, you have to die dungeon.

Scarlet Invasions- What to learn

in Dynamic Events

Posted by: Deified.7520

Deified.7520

Hello,

So I figured I’d talk about my little review of Scarlets Invasion event.

So the event is fun. It is very cool to see something added to the game permanently. However, it does have a few problems

1. The event itself is dreadfully boring. I find myself just spamming AoEs at mobs of enemies. I get bored very quickly during the event.

2. The event fails quite a lot. There isn’t a lot of strategy involved with doing the event. It is mostly a dps race of players. Some may say that you need to spread out more, however that is very debatable. I’ve had 7 at a twisted portal and have a few nightmares spawn.

What should we learn from this event? For starters, don’t just make objectives killing stuff. It seems like every world boss or event involves killing X then killing Y then killing Z. Look at pvp and pvp from past games. Capture the flag mechanics, capture point mechanics, siege weapons, npcs, things like that. These can all be used as objectives in a world boss to make it a bit more fun. The combat in this game is moderate. Not bad, but also not amazing. In large zergs in PvE it becomes dreadfully boring. So relying purely on combat (killing objectives) causes it to become stale rather quickly.

Secondly, you can’t make these events “hard” or complicated. Events require coordination. Getting a bunch of pugs to coordinate with one another is a HUGE chore for players trying to organize people. There are also those people who ignore you, tell you to stop talking , and all this other stuff.

Randomly spawns. I find timed spawns really boring. My favorite events are queen, ogre wars, and centaur. These all have a lot of pre events you need to do and it allows you to get a bit more immersed in the game instead of it just feeling like a timed farm.

Overall the event is OK, however I do find it could be better from the points above.

PSA-Mini Dungeons and Ascended

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hello,

I ran every mini dungeon today with a guild, including the ones that dont give achievements.

Here are my results

10% MF from salvage items
49 Emp Fragments
5 Dragonite Ores
Countless TX mats from respected monsters
47 Bloodstone dust (from killing champions associated with a few of them, and a few champions outside the entry ways)

Notes:
-Forsaken halls currently gives NO ascended items
-Death’s Anthem in Cursed Shore gives Dragonite Ore instead of Emp Shards
-Took me about 1 hour to do them all, would have been half the amount because we waited for people to run to waypoints or were bad at jumping
-We ran with about 8-10 people. No one got a ascended weapon. One or two got one exotic.

http://wiki.guildwars2.com/wiki/Mini_dungeon

SAB JP screenshot

in Super Adventure Box: Back to School

Posted by: Deified.7520

Deified.7520

I got all 4 flags, but I didn’t get any rewards. I went back to the first flag and realized i could shoot off fireworks again.

What did you get?

Medals in sPvP+Rewards Ideas

in PvP

Posted by: Deified.7520

Deified.7520

Hey,

So if anyone goes into pve, you’ll find people who complete map completion get a special medal next to their name.

I was thinking about leagues and I got a great idea. Split the spvp community into leagues that represent skill level. Things such as bronze, sliver, gold, and diamond league. When you do really well you go up in league. When you’re inside a league you get to display the medal next to your name, just like the map completion. However, it suffers from degeneration (so people dont play 5 matches, get into diamond, and boom finished). Give people something a bit noticable to display in PvE that shows their spvp skill.

The rewards dont have to be much, but rewards should be tied to the learboards at this point. So like the top 10 people get a special armor skin that only they can wear. When you buy it with glory, it unlocks it account wide similar to achievement skins. Then maybe the people at position 11-30 get a special skin, etc.

This isn’t the only problem with spvp, but it is just some ideas that could help.

Final solution for league and transfers

in WvW

Posted by: Deified.7520

Deified.7520

Community concern is that incentives will be high enough to draw players to transfer up the tiers, killing even more low tier servers, over filling silver tiers with players and so forth for gold. Can you comment on any plans to address community size issues?

I can’t comment at this time as we haven’t finalized anything. In addition, you should look at it this way, if people flee lower league servers to get into the top leagues, it opens the opportunity for people to move to those lower leagues and finish 1st or 2nd, rather than being in the top league and finishing 6th or 7th. The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league.

Devon, just so I can get this straight. So you’re saying that the rewards you gain are not based on how well your server does as a whole, but rather how well the player does? So first you put the servers into 2 leagues, bronze and gold. Each of these has a specific default reward that doesnt’ change on how well the server does. Then you have players complete an meta achievement to claim the rewards. Then the players get more rewards based on how well they do personally, rather than how well their server does? Like if I were to get 300 kills, 30 captures, and lets say 10 doyak kills in the bronze league, then have someone in the gold league get 100 kills, 10 captures, and 10 doyak kills, he would only have a better reward for being in a gold league, but I will have a better overall reward?

Guild Wars II sales climb to 3.5 million

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

I wonder, do they need to reach 5 million to add their first significant pve content or how many millions will it take?

Considering how many haters malign the game, I’m surprised it’s even doing as well as it is. It’s pretty sad to see some many people who don’t like a game do nothing but consistently malign it. It’s like you’re willing the game to fail because you personally don’t like it. It’s okay not to like something, but to be just this source of consistent negativity doesn’t help anyone…including the game.

3.5 million without China is actually a kitten good number for MMO sales.

Edit: SWToR was made by a bigger company, released first and as of August 2013, only had 2.6 million sales. That’s with the Star Wars IP and the Bioware name, as well as the advertising power of EA (and yes that game was promoted heavily).

In fact, can you name another MMORPG that sold 3.5 million copies in a year?

Only time i see the worst of the community come out is on the forums and in spvp. In WvW i think with not being able to talk to the other team helped a lot. I’m all for feedback though. A player who doesn’t like something does have the right to express this dislike on the forums. However, the manner in which he expresses it decides a lot. Try spending time on other places that don’t include LA map chat, spvp, and on the forums. Reddit, open world, pretty much everything else has a lot more enjoyable time. Though not everyone on the forums is bad. There are a lot of good people here, but you know what they say about bad apples.

A year later, DE's still dont replace quests!

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

They are going to fix this stuff. Players are starting to get tired of the grind model. Right now the LS has a huge part in keeping this game alive. I’ve got players getting a bit bored in my guild because they feel like there hasn’t been any real good content updates (not just new content, but fixing current content) in a long time. The invasions are cool, but its another run around and auto attack thing. I’m hoping we see some fixes to stuff, especially in the open world, soon.

Leveling up in Metrica... it's dead

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Queensdale and Wayfarer foothills are my favorite starting zones. Reasons why I didn’t like the other zones is usually one of the following

1. A bit confusing to navigate or tedious (this was the biggest problem with metrica)

2. Bland enviroment. Queensdale has rich and vibrant colors with an amazing NPC player interaction all over the map. Wayfarer foothills has this NPC interaction, but also captures the norns culture very well with the homesteads and the starting area. Metrica, Caldeon, and Plains of Ashford got very old for me.

3. Lack of players. I love interacting with players. If I can’t find anyone, I can’t really get into it.

Though I do have a few “zen” spots in these starting zone maps. I like to go there and talk with friends or just talk in map chat to a few players.

WvW Mechanics that support Zergging

in WvW

Posted by: Deified.7520

Deified.7520

The AoE cap is why I and many other PvPers will never take the Score System in this game seriously, nor World vs World seriously because of that.

Throw in other silly crap that should of never made it into a PvP game (Looking at the Down System) and you get this cluster kitten of a game that’s been designed around a Shoddy SPvP system and a terrible PVE system with this World vs World tacted on.

Warhammer Online has a fairly good pvp system but 2 realms caused it to fail

Guild Wars 2 has 3 Realms but a shoddy PvP system.. causing it to Fail.

At least the PvEers enjoy it.

Yeah sadly most of my hardcore PvP friends (love MOBA and those arena type games, played the heck out of arena WoW (got glad before they quit) came to this game and quit within a week. They were long friends of Gw1 too. I think the fact that sPvP is so grossly unpopular (some say because of rewards, but that wouldn’t cause the unpopularity it has currently alone) that something is wrong with this games pvp. They couldn’t get into WvW much because of the whole zerg fest thing.

I think once a few new MMOs come out, and more casuals leave the game. The dedicated fans will be left over and it will be interesting too see what the voice they represent is.

What is the point of Engineers?

in Engineer

Posted by: Deified.7520

Deified.7520

I think before the mashup the engineer was ment to use knockbacks and immobilize combined with our turrets acting as “living dots”.
Maybe thats just wishful thinking on my part because thats how I want to play my engi… sigh, one day.

if that were true, I’d be so happy.

@zenguy The question here is if the meta needs a high versitle class. Don’t get me wrong, its cool having a high skill class. However, the meta should support the class that requires the high skill. I mean nothing in this meta really shows that we are needed. Sure we can be versitle, but every other class can do. Guardians can dish out some decent dps, tank pretty good, and have some great support capabilities. Mesmers have some great teamfight skills and some great dps. Thief has some really good condi cleansing and healing with stealths and can dish out some wicked dps. Rangers just auto attack and do tons of damage, supply amazing support with spirits, and are pretty tanky too. You see my point? We are the glorified versatile class, but as the meta stands and has stood since release, we aren’t need since most of the other classes have a pretty good amount of versatility.

What is the point of Engineers?

in Engineer

Posted by: Deified.7520

Deified.7520

Have you tried tank engie in spvp? I am an abysmal guardian but I can 1v2 maybe 1v3 a point as an engie.

Depends on the build. I run the build that teldoo uses, so if you consider that tanking then yes I have tried it.

I’m not sure what it is, but it doesn’t feel as…satisfying to use a bunch of AoEs to do your damage. I just feel like I’m spamming and watching it looks like its just spamming. I know it is not, but it feels that way.

I mean I 2v1’d one quite a lot with my ranger, even more so when I played a mesmer. Depending on the class, I could easily do it on my necromancer too.

What is the point of Engineers?

in Engineer

Posted by: Deified.7520

Deified.7520

There doesn’t have to be just “one” class for each (subjective; arbitrary) damage category.

Engineers bring CC, control, conditions and sustain to groups. They still rate highly in the sPvP meta.

Maybe, but I would like the engineer to feel a little more unique. So far we just have AoE condition applications. So does necromancer, ranger with traps, etc.

I mean when I played my trap ranger, with all the cripples, immobilize, knockback, and a stealth on a pretty low CD, and then my healing spring I was doing just as well as an engineer, if not better. The spirits from what I see apply a similar sort of utility, CC, and control as them.

What is the point of Engineers?

in Engineer

Posted by: Deified.7520

Deified.7520

Hello,

First let me say I have played engineer since release. I will continue to play him as my alt.

Now lately I’ve been playing a few different classes in sPvP. I found that every class was considerably better than engineers.

Our main damage source seems to be grenades/bombs. I played necromancer and ranger (not even spirits, did a trap ranger) and the conditions and damage I was doing to people was astounding. I’ve never experienced this as a engineer in the meta condition build. I was even survive a lot more in fights.

This got me thinking. Where does engineer fall in fights?

Should we be condition masters? Not really, I think necromancers should take that.
Rangers got that high ranged dps. I just can’t find a area where our class fits.

So what do you guys think the point of engineers is? I know they are versatile. However, after playing the rest of the classes I don’t see how its worth it.

Here is my thoughts on engineers.

Lets look at engineers in other video games. Star conflict, team fortress 2, Firefall, and more. What do engineers in these games do in the most popular aspects. Create “forward” bases. These bases provide utility (such as ammo, shields, hp, etc) and map control (through teleporters, warp gates, etc). So far we can’t do any of this. Our turrets apply very little to no utility to ourselves or our party. They get decimated by one player in a few attacks, heck even NPCs.

Engineers can also hack stuff. Engineer can’t really do any hacking in this game. How could you implement this? Taking over summons could be a cool thing. Take over pets,minions, and summons for X amount of time.

Finally engineers have a lot of CC. Why not take advantage this? Have the position of an engineer affect the battle. Like scope. 600m or more away? Get this Buff. 300m or closer? Get this buff. Things like that.

Just my thoughts on the engineer. Right now I just don’t see how they fit in this game. Especially with the recent balance patch.

WvW Mechanics that support Zergging

in WvW

Posted by: Deified.7520

Deified.7520

For clarification on the swords, I’m purely talking about white swords. The ones that appear on structures when you attack them. Not the orange swords.

WvW Mechanics that support Zergging

in WvW

Posted by: Deified.7520

Deified.7520

Hello,

So one of the biggest issues I have in WvW is that I always feel like I can’t contribute much unless I’m in a zerg. Roaming is fun, but doesn’t really do much for the team overall. I figured I’d make a list of the mechanics of the game that I feel support zergging.

1. AoE Caps- This is something that is built into the game, I know. I know it is there for technical issues. I believe this is the next culling.
Solution: The next technology hurdle that anet needs to tackle. AoE hitting as many targets as possible could be great for conviencing people to not stack ontop of each other into a red blob.

2. Siege- This is a double sided sword. A few arrow carts can help a small group defend a place from a zerg. However, those same arrowcarts can decimate any small group that tries to attack it, usually forcing them to result in long range like catapults and what not. Even then, siege can still take them out with rather ease.
Solution: Make siege do more damage (the AoE ones at least) by how many targets are hit or within the AoE. Like an arrow cart does (this is just random numbers to show what I mean) 100 dps to one target, but does 500 dps per target if there’s 5 people in the AoE.

2. NPCs- NPC defenders can make it somewhat tedious for players of smaller groups to take things. It also promotes zerging by making default defenders at places so players don’t have to defend as much.
Solution: take the defenders out or reduce their numbers significantly. This could help improve the importance of having player defenders and spread out the population of WvW maps more.

3. Swords – Crossed swords appearing is a really forgiving mechanic. It lets people know when a place is being attacked, even when there are no players there. This means zergs have more map control/awareness without having to have people at their places.
Solution: Take them out. Help increase the importance of having player defenders or make it so you have to be within a certain radius to see the crossed swords. If a small group of players ninjas a tower, it is the defenders fault for not having anyone defending it or watching it.

4. Waypoints/Respawns/Teleporting. This combined with crossed swords heavily promotes zergging. You attack a place, crossed swords pop, a 60man zerg spawns in by the nearby waypoint, boom you’re dead. It makes underpopulated servers very hard to fight in maps that they are unpopulated in.
Solution- Take out waypoints or make it so that you can only teleport every so often (like 10min recharge rate or something). Maybe even put in a respawn time longer than what it currently is.

You want constructive feedback right? Here

in PvP

Posted by: Deified.7520

Deified.7520

The main reasons I’m having a huge issue getting myself or friends into spvp is as follows.

1. Rewards are horrendous. I’m level 19, played 3 games took about 40mins (hot join). Gained barely half a bar. Played a 2-3 ranked games, barely gained a bar and it took about 30mins. I do this in PvE I could have made 2 gold, leveled up, etc. There is very little satisfaction in playing PvP.

2. Can’t tell what is going on and I get frustrated. Way to many flashy animations going on at the screen that seeing call animations for very important skills in a fight is very hard. I end up just spamming dodges or randomly using all my defensive skills when I get low because if I try to watch it I get a headache from the colors or get kitten ed off that I can’t tell whats going on.

3. Lazy meta. Right now the meta just feels lazy. Ranger summons pets and autoattacks. Hammer warriors just hop around swinging their AoE stuns. Eles ride the lighting in, use a bunch of high damage AoE skills, then run in circles healing themselves. Engineers run in cricles spamming bombs. I can go on and on, everything just feels and looks spammy.

4. Lack of game modes to keep things interesting.

[Opinion]Yearly Review of Gw2

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Deified.7520

-WvW- 7/10.
Reasons: This game mode is one of the more popular aspects of the game. When looking at it from a “hardcore or serious” PvP standpoint, it has many flaws that prevent it from being viewed as such. Many dub it “Zerg v Zerg”, and rightfully so. This game mode heavily relies in “stacking” and numbers to be effective. While some may find this fun, others do not. Borderland maps are easily predictable in who is winning and some overall design flaws that really take away from the experience for some. Things such as trebbing structures from other structures, nightcapping, and the overall cluster of AoEs/animations can kill the experience for some. However, it is a very fun thing to play. Being in intense battles, people dieing, trebuchet shots flying overhead, it is all a very cool sight to see. It is a great part of the endgame, but like most things it has some room for improvement.

Living Story-8/10-
Reasons: The living story is a cool concept that Anet has been pushing hard into. Releasing new content every 2 weeks is astounding accomplishment and they should be applauded for their efforts. However, the living story fails to deliver on what it was created for. Making the world seem alive. In the past year we’ve seen a new enemy created with a newly created problem. Nothing in the storyline had any sort of connection to the world before it started. The living world’s main content delivery system is drawing players in through achievements. Sadly these really take away from the story and will sometimes make it feel more like a grind rather than a story. Though with each new story arc, we are seeing Anet improve on the living story. This most recent story had a great NPC and player interaction and the instanced parts of it felt amazing. The final boss fight had some cool and innovative mechanics that haven’t been seen too often (aside from gauntlet).

Final Ruling- 7.5/10. Guild wars 2 offers an open world and NPC interaction experience that has not been seen a lot in the current market. With amazing sights, and satisfying exploration, it really sets the bar for what should be expected in the genre. Sadly the game falls short on its PvP and combat mechanics. Clustering on the screen, general spamming, and lack of rewards cause this. However, its PvE and endgame experience is top notch. The living world offers a unique experience in the game, one that is not found too often in other MMOs. No sub, newly released content every 2 weeks, and a great community, this game is defiantly a buy and a great experience.

[Opinion]Yearly Review of Gw2

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hello! I’ve played Gw2 since release and I decided to write a little review of the game after one year. I’ve played a few MMOs in my time. My longest spam was Gw1 and WoW. I beta tested a lot of other MMOs in my spare time. I also play a few sandbox MMOs (Darkfall, Mortal Online, etc) every once in awhile

So lets get into it.

-Gameplay -7/10.
Reasons: The game has some of the best leveling and exploration mechanics in the game. The interaction with NPCs in gameplay is great, though it has a lot of room for improvement. The biggest issue that keeps this game from being a 10 is the skill system. The game feels very spammy most of the time, and it looks that way too. With the cluster of animations, low cds, and low cast times, the game feels like a very spammy game. Is this fun? That is up to the player, though personally I find it somewhat fun, but I feel like it can be so much more.

-Graphics -10/10.
Reasons: The visuals in the game are amazing. The attention to detail in the world and in the skills is amazing. When it comes to the open world, Gw2 takes home the gold. Finding new things, exploring new lands, looking at the stunning scenery. Finding your first jumping puzzle unintentionally is great.

-PvP (structured)- 5/10.
Reasons: The games structured PvP is a great idea of allowing players to get right into PvP without having to deal with leveling up. However, this part of the game feels like the least amount of time was put into it. PvP doesn’t interact with any other part of the game except with titles. This means going into here means you’re not progressing in the other aspects in anyway. The reward system PvP is very shallow too. You rank up to a new bracket of ranks every 10 levels. As you get higher and higher it gets longer and longer. The time it takes to rank up past level 20 is very very long. This coupled with the lack of interesting gamemodes (currently only capture point) makes it start to feel “grindy”. Spammy gameplay never goes well with PvP either. The fights often become cluttered with animations and it is generally hard to see whats going on, both in game and when spectating. Skills don’t usually have big call animations, making countering something quite tedious. There are lots of AoE skills, low CD skills, and other things that really take away from the game. This of course depends on the players, but when I saw somewhere on the forums where someone calculated the amount of players in ranked solo que only reached around 4k (out of millions of copies sold), it really shows that something is alienating players from it. What it is? It could be many of things, each with support from different players (reward system, skill/spam, balance, etc).

-PvE (endgame)- 8/10.
Reasons: If it wasn’t for the living story, the endgame PvE would be a 6. While fractals and dungeons are quite cool, some of the rewards for such are lackluster. The games current progression revolves heavily around gold. As a result, not all dungeons are done a lot. This has greatly improved in the recent patch and we’re heading in the right direction, but farming champions currently reigns supreme. Though most of the dungeons are beautifully designed and very fun. Fractals offer a unique look into dungeons and offer players a more challenging atmosphere. The living story really adds to the overall endgame for players in the PvE world too. This coupled with a amazing open world experience, the game earns a solid 8/10.

Downed state's Place in the game

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

It seems the root of the issues with downed state are born from the following.

1. Up and foremost Balance. I can see why this is a problem.

2. A persons ability to be rezzed (some believe manual rezzing by multi players, #4, and rez skills are a bit too much).

3. Penalty for dieing

So first balancing it out so each class does the same thing for skils while downed could be an option. I find the best downed states center around the persons ability to survive/negate a stomp. Mesmer, thief, ele, guardian, ranger, these all have some sort of ability to survive better through support. The ones who can heal themselves are even higher in terms of being good.

Then put a cap on manual rezzers. Perhaps 1-2 players can rez a person at once. Then take out the rally system.

Finally increase the penalty to your HP pool.

It seems like if they were to do something similar to this it would appease for the most part both crowds. The classes would be balanced, the downed state still in the game, it is harder to zerg rez, and finally helps increase the importance of staying alive.

My thoughts on Runes of Perplexity

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Keep rune, fix the spamability of stuns. Spamming is a huge problem in this game. They need to stop treating the symptoms with internal cooldowns and just address the sickness itself.

The only problem with this is that with the exception of thief no class can repeatedly spam the same skill over and over since they are tied to cooldowns. Now some classes can chain multiple stuns, knockdowns so on and so forth but the only way to address this issue would be to introduce a longer gcd(global cooldown) and noone wants that I don’t think. They could possibly add a system similar to defiant stacks to players where you can get one cc and then the rest become ineffective until the stacks are removed which I don’t think is a optimal choice either. So these runes are pretty much the best answer to that at the moment heh.

Not saying multiple skills, but difficulty preventing every stun each player can cast.

I tried going up against a hammer warrior and necromancer. I popped my stability save me a bit of time, he stripped it, I dodged 2 stuns, got feared once. Spent the next 15 seconds getting stunlocked and starting at my screen.

There are too many stun skills in the game for each class and not an effective DR to prevent unlimited stunlocking. As said earlier a coordinated team can just stunlock into oblivion. These stun skills often have little to no call animation either.

My thoughts on Runes of Perplexity

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Keep rune, fix the spamability of stuns. Spamming is a huge problem in this game. They need to stop treating the symptoms with internal cooldowns and just address the sickness itself.