Showing Posts For Etienne.3049:

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Etienne.3049

Etienne.3049

I actually think the downed state is bad anywhere, not just in PvP. A system that, in certain situations, makes it better to leave enemies alive then kill them shouldn’t exist in my opinion. An example of such a situation, in PvE, is when you fight 4 enemies, kill one fast and get a second to low health; if at that point you have low health it’s better to change target to either of the other enemies so the low health enemy dies quickly once you get downed.

Some other things I consider mistakes:
Stealth: It’s completely unbalanceable. In WvW thieves can enter almost any fight (including 1 v a few) without a decent chance of losing (if the thief escapes I consider it more of a draw since he/she’s free to try again after a short while).

The restrictions in choosing skills: In my opinion there are only 3 real skill slots.

Increase movement speed signets: In order not to feel like I’m moving far too slow I have to use 1 of my 3 skill slots for a speed boost signet on half the classes, on the other half I have to find some other way to boost my speed. In my opinion it would be better to give a far larger out of combat speed boost and let things like swiftness only apply in combat.

Conditions: The current way conditions work is horrible, with only a few players using conditions their effectiveness goes down a lot. The condition cap should be personal if existing at all (considering epidemic there could be reasons for a skill cap to exist, just not in the way it is now).

Also I think the personal story and most of the living story is rather bad but I’m not sure that counts a design, the latest bit of the living story could be fine IF, and only if, Scarlet is a pawn of something/someone else.

Collaborative Development- Request for Topics

in CDI

Posted by: Etienne.3049

Etienne.3049

1 The condition cap.
2 Time gating.
3 The amount of new account bound items being introduced.

Clocktower Feedback: Misty Players

in Blood and Madness

Posted by: Etienne.3049

Etienne.3049

I don’t really care about the PvP or PvE thing (didn’t even notice it because my armor skin is exactly the same).
While I don’t particularly enjoy racing misty balls, I do like the fact that there are no other player models obsuring everything and it being less difficult with orange dyed armor (instead of blue or green). I would personally have prefered a solo instance (meaning mostly no waiting for others to finish/fail).
Most of what’s lost is the constant frustration over not seeing my own character through the other chartacters, mostly the norn and charr.

Comment on the trait reset item

in Twilight Assault

Posted by: Etienne.3049

Etienne.3049

Hmm that came out all wrong, let me rephrase: Why do you bring up irrelevant things like this trivial fee and near-useless gemstore item, or waypoints, or repair costs? Of all the things wrong with the direction this game is going that is what you go on about?

I tried to make it as clear as possible that that was not my main point, I’d have removed it if I didn’t think that would make Brother Grimm’s reply incomprehensible.

For me, this requirement is a feature, not a flaw, for reasons I gave here.

I can’t really respond to an argument based on elementalist traits (due to not having one at lvl 80). And I suppose the main point would be that we disagree on what is more important. Anyway I’d still say whether it’s a feature or a flaw introducing a cashshop item to bypass/fix it is a bad descision.

Comment on the trait reset item

in Twilight Assault

Posted by: Etienne.3049

Etienne.3049

As I tried to explain, I don’t believe the trait reset is at all comparable to the trade post as a gold sink and anyway that was definitly not the point I was trying to make. If they removed that item and made traits able to be reset anywhere for the same amount of silver it costs at a trainer I might not agree with it but I certainly wouldn’t find it bad enough to complain about.

And I think I can blame Anet for trying to fix a design flaw (needing to be in one of several locations to reset trait points) by introducing a cashshop item.

And in response to Supremelo (who posted while I was typing), minor point: at launch you had to save up attribute refund points to reduce attributes (refund point were obtained one every so much xp (can’t remember, nor care how much)). By the way a system that was also flawed but changed in a much better way.

(edited by Etienne.3049)

Comment on the trait reset item

in Twilight Assault

Posted by: Etienne.3049

Etienne.3049

I’m very disappointed by the way this game is turning out, in my opinion Arenanet/you has/have made mistake after mistake for at least a few months now but in my opinion this is a new low: you/they try to fix a design flaw (not being able to change traits [just] anywhere) by a cashshop item.


I already don’t see the use of having to pay for a trait switch anyway (which is what initially must have caused it to only be possible at certain NPCs), its effects as a gold sink have to be miniscule compared to the trade post fees yet it still might discourage people from experimenting with different trait setups (which might make the game more fun) thereby getting the negative result without the positive. (The same arguments also go for waypoint fees and armor damage.)

But the way you/they handle this is just pathetic. What’s next? A cashshop item that lets you have a personal condition cap for an hour (as opposed to the global condition cap there is now)?

(edited by Etienne.3049)

Disappointed by recent updates

in Living World

Posted by: Etienne.3049

Etienne.3049

All of this is my opinion, to anything you disagree with please mentaly add: “in my opinion”.

I’m rather disappointed by the recent living world updates, specifically the last two, Super Adventure Box 2 and Tequatl.

The problem with Super Adventure Box world 2 is simple, the worlds are too long and parts aren’t fun. I tried world 2 map 1 before the fixes after a few days and the geysers knocked me down when they went down while I was in the air. They where later changed to never go down, but things like this really show a severe lack of testing.
Worst were the instant death traps in the assassin (a word that will probably be filtered out by an overzealous word filter but I mean the ninja things) areas. Instant death is generally a bad mechanic, that might be useable in huge boss fights (and then preferably still not) but should never be used anywhere else; and certainly not from all directions, barely visible on the walls, in an area full of foes for which mobility is important in defeating them for several floors on top of each other (identical floors of course so the paths though them will be as hard as possible to remember).
And the same update introduced a hard mode, as far as I saw completely based on instant death traps discoverable only with trial and error, the entire difficulty of which seemed to be having enough continue coins (I didn’t get far, later parts might contain actual difficulty) and at the same time introduced a gem store infinite continue coin, although I will assume ArenaNet weren’t lying when they stated they didn’t make these areas/mode to sell it.
The same update intoduced account bound crafting, my opinion of which I have already given in a post in the suggestions part of the forums but will copy to here: Crafted items (like ascended weapons) and crafting materials (including charged quartz) should in my opinion never be account bound as that forces people who don’t want to to level a craft skill and prevents people who like to from crafting things to sell. I can’t see any reason why dropped ascended weapons should be account bound either.
I do like the new magic find system though.

The Tequatl update was also horrible, adding massive amounts of health and timers to bosses. Before this update I occasionally ran around with big groups of people doing world boss events but after a while I stopped doing the Claw of Jormag events because it was far too tedious (it took a very long time with no actual fun/challenge), now all world boss events seem to be rather tedious (and yet the only good source of the account bound Dragonite Ore) because they take a long time and I still don’t feel like there’s much I can do to screw up (probably partly because of the 30-100 other people around) and if the events fails the boss didn’t defeat the players, no, the timer just ran out (if you need to add some sort of time based loss possibility to the events the boss progressively getting stronger and disapearing only when it has actually won the battle (like there’s fewer than say 10 players fighting it or it’s back at full health after having recieved damage) might be a decent way, but just simple timers are just bad (unless there’s something to explain the timer like say the fire elemental exploding after 15 minutes)).
And then there’s the new Tequatl event which is apparently meant for groups of 80+ somewhat organised people. Today I tried it again around 23:00 for most of europe and 22:00 BST, at around 5 minutes in (and maybe 1% damage) I tried to count how many players there were, my best estimate was 10, I suppose Ruins of Surmia has just given up on it and I probably should too. I’ve never seen it go under 85% health (far short of the 75% required for any reward).

I really hope the next updates will be better een though the majority of earlier living world updates has been rather mediocre.

A number of suggestions

in Suggestions

Posted by: Etienne.3049

Etienne.3049

Account wide crafting.
The only thing the two craft skills per character accomplishes is that people have to spread the craft skills they want over up to 4 characters (out of the 5 slots everybody has). Just merge all the craft stuff (craft level, discovered/unlocked recipes) on different characters into one for the entire account (the highest level of each craft amongst all characters on an account would be the account level, any recipe known to a character would be known to the account).

Add a use for useless items.
currently there is no use for certain items (like Mini Queen Jenna (beyond the first) and Mini Risen Priest of Balthazar). Just adding a vendor value of maybe a few silver should make these not completely useless.

Add shortcut “c” for character select in the logout pop-up.
In GW1 I could get to the character select screen by pressing F12 followed by c and I’d like to be able to do so in this game too.

Allow people to reset their personal story.
Just add a way to completely reset the personal story (preferably including the choices at character creation) to let people redo it completely without making another character.

Redo the cats.
Make a completely new model for the cats in the game, the current model just looks bad.

Remove stealth.
Remove the stealth mechanic. It doesn’t seem balancable at all. For instance in WvW, a stealth thief will always get the first attack, and almost always get away after the fight, whether he/she won or lost.

(edited by Etienne.3049)

A number of suggestions

in Suggestions

Posted by: Etienne.3049

Etienne.3049

Because the search function doesn’t appear to work (if this is also for forum suggestions; please fix that or at least remove the search box) and I don’t want to make a topic for each I’ll just list some/most of the things that annoy me in this game, some are rather trivial and others will be much more important (with the more trivial ones generally lower in the post).

Drastically reduce the number of account bound items.
Every item should in my opinion be tradeable with the possible exception of specific items (like liquid karma, story rewards, items directly obtained with karma and legendary items). Crafted items (like ascended weapons) and crafting materials (including charged quartz) should in my opinion never be account bound as that forces people who don’t want to to level a craft skill and prevents people who like to from crafting things to sell. I can’t see any reason why dropped ascended weapons should be account bound either.

Remove time gating.
I can see no reason someone who plays an hour a day every day should be able to do things someone who plays 7 hours once a week can’t (specifically, the first player would be able to obtain laurel items and ascended crafted items a lot faster). The best way I could think of to resolve this is to convert all laurels to karma using a specific exchange rate and converting laurel costs for items using the same ratio.
This does not mean I want to see the dailies/monthlies gone, I just don’t like them having rewards that can’t be obtained otherwise (yes laurels can be obtained in small quantities with achievement points but after a point those become time gated too).

Rework the condition cap.
Currently condition builds are prevented from being as effective as regular damage builds by the condition cap. Just setting the maximum to 25 per player per enemy or specific numbers for different kinds of enemies (like 50 for regular enemies, 100 for veterans, 250 for champions except world bosses, 500 for world bosses and 125 for anything in an instance) should make it a lot better. I don’t understand why 10 necromancers can have 25x bleeding, poison, crippled and fear on 6 enemies in one zone but those same 10 necromancers can only have 25x bleeding on a boss.

Add a use all option to stacks of items.
Clicking 500 times to use a stack of any item should not be necessary.

Don’t make items permanently unobtainable.
In my opinion no skin/mini or anything that might be like those should ever be permanently unobtainable. They don’t have to be obtainable all the time, I don’t mind certain items only being available for two weeks a year. Just don’t make an item never be obtainable again.

Remove the speed boost signets.
Currently I always have the 25% speed boost signet in the skill bar of those classes that have it, leaving me with only 2 skill slots to choose a skill for, and I get annoyed at the walking speed of any class that doesn’t. A better idea to me would be to increase all classes’ move speed out of combat by 25% and either give the signets another passive effect or give them 25% speed boost in combat.

Add an event cosmetic storage.
Like the festival hat guy in GW1, currently I have quite a few event cosmetic items in my bank and I don’t understand why I can’t show them to an NPC so that NPC can give me one whenever I want one, just like in GW1.

Keep WvW bonuses from last match.
Just leave the WvW point bonuses obtained the previous week active (and half them if that would be to good). Currently you get the most bonuses on Friday and the least in the weekend. Having the same bonuses regardless of the day of the week seems preferable to me.

Add autoloot (at least in WvW).
By which I mean completely automatically add all loot to the inventory. currently a player can lie defeated in WvW in a fortification that will be inaccessible to that player (another world took it) for a long time and see a loot bag or even a rare/exotic chest spawn besides him/her which is just annoying and seems completely unnecessary to me. At least in PvE most locations where loot is for a player should be accessible to that player.

Remove WvW armor damage.
Currently there is a reason for people to back away of a fight their side is losing (or even a close fight), it seems better to me to give the players nothing to lose in a massive battle which should get most people to go all out. If the slight gold sink this provides is very important just slightly reduce the rewards.

Dodge relative to the “camera”.
Allow me to dodge relative to the way I’m looking as opposed to the way my character is facing. Currently to revive someone my character will face another way than I’m looking which might, due to the dodge being relative to the character facing, cause a dodge into the enemy I’m trying to get away from.

LFG Beta?

in Tequatl Rising

Posted by: Etienne.3049

Etienne.3049

They release stuff “without testing it”: people complain.
They test it and people complain.

I won’t deny there’ll always be people who complain however there will be many more complaints in the following instances:

They release untested/barely tested stuff that ends up not working right.
They test something after the announced release date.

Testing something before the date it’s supposed to be released should greatly reduce the amount of complaints; and should also be what is usually done.

Buyers Market on the TP

in Suggestions

Posted by: Etienne.3049

Etienne.3049

The 15% fee is a great gold sink and is probably the main thing keeping inflation down.
Besides that I don’t really see the problem with only having people who want a quick/guaranteed sale sell to the highest bidder anyway.

Ecto again

in Super Adventure Box: Back to School

Posted by: Etienne.3049

Etienne.3049

Ecto was the main form of currency in gw1. It shouldnt be a surprise to anyone that ectos have a lot of worth. Its how it should be.

It was only used as a currency because of the limited amount of platinum you could store on a character capping transactions at 100 platinum necessitating the use of some valueable item for transactions over that amount. I don’t believe it was ever intended to be a currency nor should it be in this game.

Looking for guild(s) on Ruins of Surmia (WvW, PvE (dungeons))

in Guilds

Posted by: Etienne.3049

Etienne.3049

I’m looking for one or more guilds on the Ruins of Surmia world. One for WvW and one for PvE (mostly for dungeons as for the other parts of PvE I seem to be doing fine with the other people already doing the area anyway) or one for both.