I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
Functions that could be useful to have (My opinions mostly, but there are also others who agreed with these.)
- Queue function, since repeating “Join in *” is annoying and frustrating.
- Mixed and Home sorting selector, so that we can affect priorities on some extent.
- “Reconnect on Disconnect”, which would work when game crashes or on dc, reserves the player’s spot for some time, so that the player can get back into the battle, instead of being thrown into another map copy…
I rarely do PvP or Hard PvE, unless it’s organized.
(Great Axes)
That’d fall into category of Polearms. Which can be made out of underwater weapon “Spears”, check some of those skins, many use halberd like designs of Axe-blade and spearhead combos.
Death Knight !!! or…Dragonslayer…
Death Knight, dunno, it’ll be fusion of Warrior and Necromancer. Warriors have burst defense and melee power, while Necromancers are designed for Attrition combat.
Dragonslayer, unfortunately lore doesn’t have anything to support this, since Elder Dragons are so mighty that no one can take on them alone and they always have horde of minions and Dragon Champions to support them. (Even Snaff needed protection while struggling with Kralkatorrik, but defenses failed and he died before managed to bring down Kralkatorrik).
Not to mention that Dragon Champions have similar design, they have army of minions too.
I rarely do PvP or Hard PvE, unless it’s organized.
Your points are still the same. You still don’t understand defiance. Granted, a lot of people don’t. You still see healing as a superior support. By just changing your vision of the game, you’ll see the support and control you’re asking for.
Unshakable (Still this is important on preventing Stun-lock)
Oh well, gotta write the same set of points on how “optional” are builds, other than DPS and DPS-support.
First GW2 Trinity:
- DPS can provide support and CC, but they focus solely on DPS, while effects of CC and Support are less potent. This is DPS role.
- Support can deal damage and CC, but they focus solely on Support, while effects of DPS and CC are less potent. This is Support role.
- CC can deal damage and provide support, but they focus solely on CC, while effects of DPS and Support are less potent. This is CC role.
- Healing, works better as to relieve pressure on players and speed up recovery of players so that they can return back to full combat effectiviness.
“Zhaitan Campaing” majority of mobs however deal spike damage with singular attacks, these attacks are best mitigated with dodging and blocking, healing is useless against this.
(So healing makes no difference since mobs don’t create situation where they can affect the results, like DPS and DPS-support builds can. Use healing to make 0 results.)
- CC, basic idea is that you use them to control your foes, controlled foes cannot perform actions.
“Zhaitan Campaing” mobs, anything below Champion are trash mobs with insignificant abilities. Champs and above have Unshakable, that in open world PvE scales up so much that CC is useless, while in dungeons it’s same problem of trash mobs below champion rank, since there are no other targets to use these skills on.
(Because of the lack of any other target that requires stuns and the fact that you have to sacrifice something to get strong CC effects, mainly damage output, CC is pretty much useless in open world PvE, but has limited usefulness in dungeons, unlike DPS and DPS-support. Use CC to make no results.)
- DoT, literally burns through armor, but these require alot of time to deal the full damage.
“Zhaitan Campaing” mobs use universal design of “High HP-Spike DMG-0 Armor”, as HP works as a buffer against conditions and the mobs have 0 armor, the most effective method to kill these mobs, is to use high powered Direct Damage builds, trying to use conditions cannot deal enough damage to match the Direct Damage output.
(Since players can kill 0-armor-mobs faster with Direct Damage, conditions will never be able to dishout enough damage ticks to match them, unlike DPS and DPS-support. Use Conditions to make no results.)
- Boon manipulation, used to destroy, convert or steal enemy’s source of advantage, unfortunately these skills usually deal slightly less damage than damage oriented skills.
“Zhaitan Campaing” mobs very rarely use boons, so it’s waste of utility or weapon slot, which could be used for another high damage oriented skill.
(Since they don’t and skills with conversion/destruction/stealing deal less damage, unlike DPS and DPS-support. Use Boon manipulations to make no results.)
My suggestion is to bring out the variety to mobs in “Zhaitan Campaing” and end this eternal “you’re useless if you don’t use DPS or DPS-support builds”.
- Game will still be “Play how I want”, only that using any other build than DPS and DPS-support will have more impact on results, unlike what they do now. You’ll stop being useless if you want to help your buddies, to do that you have to sacrifice some dps or survivability.
- +*Group content* or Solo content, you can still complete them with any build you want to use.
- It should eliminate the issue of “SUPER EASY MODE” and +*bring GW2 to Easy difficulty*. Mobs will stop from being “Stand here and press 1 to kill”.+
- It will never make content impossible to do, you can still +use any build you wish. You can bash that heavy armor mob with full berserker and kill it eventually, tho conditions would finish it off slightly faster.+
- Also that it will make other builds more viable to use on every content. You can still play any build you want and even have party full of berserkers, but results will be different if you used other builds and party setups.
- If a good Tutorial is implemented, players can learn the combat mechanics and have situations to use them, rather than having the functions and never use them.
I rarely do PvP or Hard PvE, unless it’s organized.
Partially wishing that Megaserver system had “Reconnect on disconnect” function…
I rarely do PvP or Hard PvE, unless it’s organized.
Feels abit more like stuff that is more valuable tend to drop more with specific classes, the prices will start to drop.
If everyone move away from Medium or Heavy, the amount of that weight relevant drops will diminish and prices would rise.
Well, this is abit optimistic view of it, as I’m not aware of the full extents of dangers that this could cause tho…
I rarely do PvP or Hard PvE, unless it’s organized.
Sorry, I don’t like repeating myself
https://forum-en.gw2archive.eu/forum/game/gw2/Question-Plans-on-old-group-content/first#content
etc
Unfortunately that is irrelewant topic…
I’ll admit this though, when I wrote those old topics about PvE Content, I was mentally disappointed on how playing builds that fall into category of Support and CC just didn’t create results that match DPS and DPS-support.
I wasn’t thinking clearly that time and felt that playing builds other than DPS and DPS-support, were useless (Which they still are in majority of content, even on lvl 80 areas), since mobs didn’t possess anything else other than “High HP-Spike DMG skills-0 Armor”, which is used as base on majority of the “Zhaitan Campaing” content.
This new topic here, is about making Support and CC builds to have more impact on results, so that they can match DPS and DPS-support builds.
- DoT can’t deal damage, if mobs die too quick. (If there are mobs that don’t die too quick, conditions would actually deal dmg)
- CC has no use if mobs that are good targets for it are always protected by Unshakable (Still this is important on preventing Stun-lock). (If there are mobs that have powerful abilities and are ranked Elite or Veteran, CC would have more use)
- Healing can’t create difference if mobs cannot deal damage, either that they’re killed too quickly or their abilities deal pitiful dmg-per-second. (If there are mobs that inflict DoT, healing can create breathing room against them and give their own condition removals time to recharge, spike damage is different matter, that healing cannot prevent without defensive boons)
- Boon manipulation do nothing, if the mobs just don’t use boons. (If there are mobs that apply boons, even if the boons provide small bonus to mobs dps, having boon removal would actually make a difference.
This is not about making GW2 into hardcore super hard 1-hit-you’re-dead crap.
This would move the difficulty from “SUPER EASY MODE” into “Easy”, when following the concept of “Play how I want”, which is relevant in this suggestion too.
Even if mobs would use more Heavy armor, Heavy DoT, Area Denial AoE, Healing and Boons, you can still use any build you want and win, SOLO and GROUP content. Be it full berserker or mixed Cleric-Soldier, you can make results that are similar to each other.
The suggestion would also create more learning experiences, if mobs actually create more situations to force players to use all of the combat mechanics. Of course, it’d be good if ANet creates a consistent Tutorial area with hints, information and demonstrations about the mechanics players can use.
I rarely do PvP or Hard PvE, unless it’s organized.
Speaking of Taidha Covington, this world boss’ bug is always exploited, voluntary and involuntary, so that we can all call Taidha Covington: “Pacifist Taidha” or “Queen of Pacifism”.
This is mostly because Taidha Covington’s bug will prevent her from executing skills and event related triggers, like the teleporation phases.
I wonder if fix for Taidha comes someday, ANet only fixed the dying issue, while left this “Pacifism” bug untouched…
Random thought:
I wonder what ANet’s gonna do with the concept of “Bosses that are immune to Cripple, Chill and Immobilize”, since they did make most bosses of Dry Top immune to these conditions.
On one thought, making world bosses immune to Immobilize could fix alot of problems, but this is just a small thing and small piece of opinion of mine…
I rarely do PvP or Hard PvE, unless it’s organized.
Does this fit the criteria?
Updating old PvE content (Zhaitan Campaing content)
This is to make other builds, rather than just DPS and DPS-support, to create results in combat (I’ve played Support and CC builds, and I’ve found that playing with them creates no difference compared to DPS and DPS-support). It follows the “Play how I want” concept, players can use any build they want and win, content doesn’t change from “SUPER EASY MODE” into “1-hit-kill-ninjagaidenFTW”, difficulty would instead go up to easy on common content.
If this doesn’t belong here, I can delete this message.
I rarely do PvP or Hard PvE, unless it’s organized.
Posts by Ayrilana very obviously kept read my past topics and not this one…
Even if I admitted that: I was mentally disappointed on how builds other than DPS and DPS Support couldn’t create difference on results.
No. I only used one post from a previous thread for reasons that I have already explained why.
What you’re trying to do is buff content so that people who do CC and Support can have more of a role. You’re not trying to only buff the difficulty. Just look at your first post of this thread. In fact, look at the very first sentence.
Here’s a screenshot as I don’t feeling like going through the effort to quote just that on my phone.
Because playing as Support or CC roles have no purpose in majority of content, they can’t do anything about the results.
Still, I forgot to mention about the difficulty, Zhaitan Campaing is SUPER EASY.
Updating it would only make it EASY, not 1-hit-death-NINJAGAIDENFTW"…
Of course, it means buffing content, but Zhaitan Campaing is already “stand-here-use-attack-skill-and-win”, I should say “SUPER EASY MODE”, while we don’t use the whole combat system.
You can defeat the varied mobs with any build, but builds that fall to Support and CC categories will have more effect on results. I’ve repeated many times that Support and CC cannot create differences compared to DPS and DPS-support, this is from experience, since I’ve played alot with Support and CC builds.
- DPS can provide support and CC, but they focus solely on DPS, while effects of CC and Support are less potent. This is DPS role.
- Support can deal damage and CC, but they focus solely on Support, while effects of DPS and CC are less potent. This is Support role.
- CC can deal damage and provide support, but they focus solely on CC, while effects of DPS and Support are less potent. This is CC role.
You don’t have to form a party with 1 of each roles, you can use full berserker if you want to and win, but with other roles present, the experience and results will vary more.
Instead Zhaitan Campaing mobs are the following: High HP-Spike DMG-0 Armor.
This is speculation: Ranks might use numbers as multipliers, example x2 or so. Multiplying small number grows less than multiplying bigger number, that’s basic math.
I really hope the ranks do work this way, if they don’t, they would work like “+++HP and DMG, with +0.01 on armor”
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
What Shatterer could use, is some stomp attack that it uses to scatter players in it’s feet.
Or simply removal of the blind spots.
Battle should take more place in the dragons face, rather than just there to give him manicure and leave…
I rarely do PvP or Hard PvE, unless it’s organized.
Yea, those banner back items suck.
In actuality, the banner should be higher, if it’s below head level, no one will ever see it, for most of the time…
I rarely do PvP or Hard PvE, unless it’s organized.
Like I said somewhere yesterday. Some people were born to kitten and complain. You could give them the world and they’d still be unhappy.
That being said. Kodan Monks.
>__o¿
Why be the spirit of the bear when you can be the freaking bear?
And monks because I miss being a dedicated party protector.
If you play Guardian, you’ll be always providing boons to allies.
Although to be Party Protector, you have to use Cleric gear, Mace, Shield and Hammer to provide defensive and healing boons.
- Support can deal damage and CC, but they focus solely on Support. This is Support role.
Dedicated how ever, is not permitted, you have to deal damage to contribute, if you don’t, you’re pretty much dead-weight and you don’t get contributions.
Most likely, Monks would be unarmed Martial Artist style combat class with medium or light armor. This would fit the far eastern theme of Tengu too.
Perhaps their mechanic would be for example: “combo stances” (Similar to Assassin Combo attacks in GW1), one of the combo stances would be named “Way of the Empty Palm”.
These Monks would use bare hands (weapon item would be hand-wrappings or combat gauntlets) or Staffs (Would just reuse Staffs as melee weapons with some magical power to boot)
Halberds, only if ANet changes Spears into “amphibious” weapon type. They’d be reach, but not same as Greatswords (Most melee attacks have 130 unit range, even GS has this same range).
Most spears also have same design as Halberds, Axe and Spear in one.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
It’s all about the design of the scenario.
Unfavorable scenarios for ressing:
- Most scenarios are designed according to “play how I want” concept, so there’s always WP nearby to use for ressing, ressing Defeated is unfortunately a waste of time because of the nearby WPs.
- Ressing increases aggro rating to 100%, if there are mobs with powerful spike damage AoEs, it’s certain Suicide.
- Ressing Defeated player during combat (Doesn’t apply to Downed players) takes 3 times longer to complete, which takes away players ability to deal damage and contribute.
- In comparison of using nearby WP against During Combat “Resurrect”, the WP will always take less time, as Defeated player gets up then proceeds to run back to the combat area. This also doesn’t take away players ability to deal damage and contribute.
Favorable scenario to ress Defeated players:
- There are hardly scenarios in open world PvE where ressing Defeated players is good tactic, the best scenario to ress Defeated, would have to be enclosed arena with timed entrance (Means you WP out, you can’t get back in if the doors close) and no WPs inside of it to use for self-revival, use of WPs would remove player from the arena.
- Only time when there was dire need to res Defeated players, was during the fight against Scarlet Briar’s Hologram in Breachmaker, the arena didn’t have any nearby WPs to use, except on the ground level, outside the arena, also that access to the Breachmaker was open for a limited time.
I rarely do PvP or Hard PvE, unless it’s organized.
Would you guys quit hounding him, you didn’t read his posts at all because it is very clear that he is asking old content to be designed as new content. And where is all the complaints about the new content? Oh right, people are saying its too easy.
So let me ask you, if people are whining that new content is too easy, what do you think that makes of old content? Where you can go anywhere in open world PvE on a full zerk damage build and kill any mob in one or two hits?
PvE is facerolling easy, the new updates have helped, but those kinds of improvements need to be backported to the rest of Tyria. The OP talked almost nothing about roles but just that the current PvE implementation does not allow “play how you want”, it forces all characters into DPS because nothing else is effective.
Yes, you can play how you want, but it does not change the results significantly unless you are on a full zerker damage or damage/support build.
I have never seen something so deliberately misinterpreted.
Finally someone who read the first post of this topic…
Thank you.
Posts by Ayrilana very obviously kept read my past topics and not this one…
Even if I admitted that: I was mentally disappointed on how builds other than DPS and DPS Support couldn’t create difference on results.
I rarely do PvP or Hard PvE, unless it’s organized.
- DPS can provide support and CC, but they focus solely on DPS, while effects of CC and Support are less potent. This is DPS role.
- Support can deal damage and CC, but they focus solely on Support, while effects of DPS and CC are less potent. This is Support role.
- CC can deal damage and provide support, but they focus solely on CC, while effects of DPS and Support are less potent. This is CC role.
Odd how players want to retort it and say that there’s no Trinity or keep saying that you’re making “forced” roles..
I rarely do PvP or Hard PvE, unless it’s organized.
One example you have was that husks are best dealt with by taking condition damage. You want more of this throughout the game. You give enemies devaestatibg attacks where it would be very beneficial to have someone in a healing/support role (build). Do you not see what you’re trying to do? You’re crafting situations where one role/build is more preferred over another. Players are then forced to spread out the composition of their groups to encompass all three of the roles (builds) to be effective/efficient.
I made it clear that you can kill the Husks with any build, but Conditions would perform best against them.
You can use CC or Support against them and win if you use the combat mechanics, since the Zhaitan Campaing doesn’t teach you to use the combat mechanics.
Get your information correct, this is not about forcing players to play specific roles. This is about making the difference with any build and not only solely with DPS or DPS-support.
You say that pure DPS roles (builds) will still be able to do all content. Well all other roles (builds) currently can still do all content so long as they do enough damage. If they’re still doing Damage like you said (I did not say they wouldn’t) then they’ll get credit. If they’re in a group with other players in evenly split roles (builds) like you want, they’ll get credit even easier.
I have tested that, I can easily to not use any thing other than the weapon skills to kill nearly every mob and boss (there’s more to the context, saying “boss” doesn’t mean 1vs1, if you do, you should get some help for yourself), while also staying alive.
The mobs of Zhaitan Campaing cannot create situations that requires more use of other builds, other than DPS and DPS-support, since these mobs don’t have:
Heavy Armor, Heavy DoT, Area Denial or Buffing.
The mobs are 100% same, from beginning to end, even when scaled up.
Get your information correct, this is not about forcing players to play specific roles. This is about making the difference with any build and not only solely with DPS or DPS-support.
I rarely do PvP or Hard PvE, unless it’s organized.
The problem, at the end of the day, is that especially when it comes to open world content, the vast majority of players WANT faceroll easy content. Otherwise they complain endlessly that the content is “too hard” and “not fun.”
Yeah, pretty much the Zhaitan Campaing to blame, which set the bar too “high” for players. Answer would be pretty much update that content, so that there is no content to support Super Easy mode…
Do you read your own posts?
You haven’t read this topics post, instead you read my past topic posts and keep that as essential to this one. What an idiot, old topics have no weight…
I however admit, that I wrote those due to mental dissapointment, because when I played builds other than DPS and DPS-support, I were just useless, since the mobs weren’t capable of creating the situation where my support actually made difference.
And I used Healing-Conjure-Boon Support Elementalist, I did get maximum rewards, but I was more of dead weight, as my healing or boons didn’t do much difference compared to full berserker Staff Conjure elementalist, that I played very selfisly, but healing only ME and dealing damage, I did better than as Support Elementalist.
Get your information correct, this is not about forcing players to play specific roles. This is about making the difference with any build and not only solely with DPS or DPS-support.
The trinity system in other games had players use specific roles to do content. In GW2, you’re forcing that system onto players by having tem need to be support, CC, or DPS. Currently all players can perform all three but you’re trying to make it so that enemies are buffed in such a way that one type is more effective than the other. At the end of your original post, you state that players are better if they have every role present.
Get your information correct, this is not about forcing players to play specific roles. This is about making the difference with any build and not only solely with DPS or DPS-support.
Just for clarification, build is the same thing as role. Players bring a specific build to do a specific thing. Players have a DPS build to do DPS and players do a staff camping cleric guardian with a healing build to do healing support. These players use these builds to specialize in one particular aspect. How is that not a role? I’ll stress again that builds are roles. There can be multiple builds that fit within a role.
GW2 trinity is not about dedicated roles, it’s about combination of abilities and damage dealing, but has slight nodding on making priority of desired mechanics, like Support, CC or DPS.
- DPS can provide support and CC, but they focus solely on DPS, while effects of CC and Support are less potent. This is DPS role.
- Support can deal damage and CC, but they focus solely on Support, while effects of DPS and CC are less potent. This is Support role.
- CC can deal damage and provide support, but they focus solely on CC, while effects of DPS and Support are less potent. This is CC role.
Get your information correct, this is not about forcing players to play specific roles. This is about making the difference with any build and not only solely with DPS or DPS-support.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Pretty much because they have to keep up the concept of “play how I want”.
I even made suggestion about updating the Zhaitan Campaing (Stuff that came in the game launch, fractals are not part of this since they were added later as extra dungeon content, and there’s more of the no-campaing centric updates.) designs, since the design is too easy already, which makes builds like "healing support and “CC”, performing worse than a DPS or DPS-support build.
Too bad some are taking it as “forced Trinity, require all three in party to work”, even if I wrote on the original post that “any build works, but having one, two or all will change the results”.
I did write couple of topics out of mental disappointment, that I do admit, but since I’ve calmed down and got over it, I tried to revise the suggestion to follow “play how I want” concept and make the content teach players about the combat system that has been forgotten from the design of that PvE content
I rarely do PvP or Hard PvE, unless it’s organized.
Most classes have direct access to DPS, support, and CC. What you’re attempting to do is shift the everything so that having support and CC is now more required.
I found something:
- “Play how I want” would be Solo only. Players can no longer decide what build they use, since it could be incompactible with the group.
- Group events would be slightly harder, depending on the content, if there’s not atleast 1 of each from the Trinity.
At least one of each from the trinity. Sounds awfully like roles to me.
In your posts, you comment about how husks make having berserkers useless for as you need condition damage. You state that this kind of thing should be spread across all old PvE content. What this does is force players to have to have players to perform that specific role.
Roles and builds are the same thing. What you’re trying to do is make it so that specific build are required.
Last times, I’ve been distraught by the “optionality” of every other build than Direct damage and Direct damage Support.
Rather than “optional”, those builds have almost no effect on results.
Read this topics original post completely before posting…
I was mentally abit disappointed, on how playing healing support, CC, conditions and boon manipulations never did reward me, having no effect on results, since the job was better done by Direct Damage or Direct Damage Support, which can make the difference due to the too simplified design ANet used…
Now, it’s you who’re forcing the idea of dedicated roles and using that as an excuse to say that builds other than Direct Damage and Direct Damage Support should not have effect on combat scenarios.
Read my original post again.
This is a revised with “play how I want” in mind, before I was mentally disappointed on not making a difference with full cleric gear and healer-dmg support build, while I could have played full berserker and do better, even without using dodge.
My suggestion is to give more significant results when playing with Healer support, CC, Conditions and Boon manipulation builds. It’s always been about combination of stuff, not dedicated as you think it is.
You can still play any build you want in this suggestion, solo and group. You can play full berserker DPS build or full Cleric Healer Support build (Do note, playing GW2 trinity still means everyone does damage, even if the build used is Support or CC, and not a focused DPS build) and still make a difference everywhere.
Zhaitan Campaing is best done with full berserker, DPS or Support type. You don’t even need to use other combat mechanics, like dodge in most content, group or solo…
Again repeating:
GW2 trinity of “Support-CC-DPS” doesn’t mean that Support and CC don’t deal any damage, since those that set up their characters to solely to support or CC will not gain any contributions (Unless partying, but again, they’re dead-weight, since they’re dedicating their builds too much on 1 aspect)
Example: My Healer-DMG support Elementalist can heal, buff and deal damage. I even get full contribution on world bosses, however, due to poorly designed easy content, it’s like I want to do worse than others that use DPS or DPS-support builds, since the mobs don’t create situation where my healing or buffing would affect the results, and that I’m doing less damage than PVT gear builds.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Trinity system does not exist in the game. I think that you’re confusing what’s in the game with what a trinity system really is. Also, you’re buffing enemies so that people that want to play a specific role can do so. How is that not trying to introduce the trinity system into the game?
More like you’re confused…
I never talked about dedicated roles. I talked about having more effect with some builds, but are not the requirement to play the game.
To support these ideals, they replaced the conventional “holy trinity” system of DPS, healer, and tank with a more adaptable system of damage, control, and support.
I rarely do PvP or Hard PvE, unless it’s organized.
- Trait, Gear and Skills Templates, propably have to drop Gear out since it’s harder to achieve.
- Megaserver controls. (They’d be: Queue to join full maps, Option to Mixed or Home map copy and “Reconnect on disconnect” in one box)
- First Person View to take screenshots without need to back on wall to hide player character.
Broom’s not a Mount, it’s a toy, like it’s categorized in gem store.
Mecha Siege Devourers are Mounts, technically they’re “Transformations”, but they use same limitations as GW1 Junundu and Siege Devourers.
I rarely do PvP or Hard PvE, unless it’s organized.
Except your suggestions would make it almost necessary to have those type of roles. Those roles of support, CC, and damage can be performed by all members at the same time. You don’t need to waste a slot for someone to specifically do that role.
Oh. The GW2 trinity was more of a joke at the expense of the typIcal MMO trinity. Nobody ever tries to invite players to groups based on those roles. It’s only the people that are stuck in the trinity mindset, and unwilling to accept that this games does not follow that, who try to do that.
Many of us love GW2 because of the lack of a trinity system. What you’re attempting to do is bring it back. No thanks.
Since I pointed out that the other “optional” roles have almost no effect on results…
Since the LS2 brought out the mobs.
And I’m not talking about dedicated slots. Support Healer, CC, Heavy Conditions and Boon Manipulations are underused and unrewarding mechanics, since Zhaitan Campaing mobs melt too fast when using Direct damage only, which is the reason players denounce the GW2 Trinity of “Support, CC and DPS”.
Again, Support Healer, CC, Heavy Conditions and Boon Manipulations are not limited to what they do, they can still deal damage, since dealing damage is requirement for contribution, mechanic to prevent dedicated roles.
I also mentioned that you can still defeat the LS2 mobs without Healer Support, CC, Heavy Conditions and Boon manipulation. This is integral to “play how I want”.
My suggestion is to cause these builds to have more effect on results, which means mobs are slightly more resistant against Direct Damage and Direct Damage support builds. They are not impossible to defeat, only abit harder.
Same would apply the other way, if there’s no Direct Damage or Direct Damage support, it’s abit harder for them too.
The GW2 Trinity exists, but Zhaitan Campaing content doesn’t give it reasons to be used, except as DPS and DPS Support.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Sounds like the OP is trying to sneak the trinity system into this game.
The Trinity does exist, but most content is designed to be too easy, which is why part of community refuses to acknowledge GW2 Trinity of “Support, CC and DPS”. Those just say that there’s only DPS and DPS Support. CC has limited use, since there are not many mobs to CC, majority are just Champs, which are pretty much immune in open world PvE (intended design to prevent stun locks, players are not always very coordinated in open PvE champs).
You can do nearly all content with only DPS and DPS support, due to the simple design.
Playing Healer Support, CC, Heavy Conditions and Boon manipulation are useless in majority of content (Mainly Zhaitan Campaing), as I’ve pointed out before, there are not enough mob varieties to make a difference, nor are there mobs that really do put players to fully use the combat system.
The release of S2 living story:
- Introduced Three-Toed-Tootsie and Giant Beetles, which are very vulnerable to CC. CC builds are very effective.
- Extended use of Heavy armor in form of common mob “Mordrem Husk”, which chops off 75% from direct damage. Conditions will chew through them quick however. Conditions can deal the full damage since zerkers cannot chop these mobs too quick.
- Mordrem Hounds will buff nearby mobs with High Power Retaliation, boon removal has use, since the hounds can reapply it quite fast. On other hand, Hounds are spikers, dealing huge single attack damage, especially on the back. Boon manipulation is good to have, or the players will need more help if they fail to kill these fast enough.
- Mordrem Trashers have devastating DoT and AoE attacks, which act as Area Denial. Players can choose to dodge and attack, or bring Healer Support to reduce the damage from DoT and AoE that chip health off, or CC to prevent these mobs from using their abilities.
- Jungle Tendrils utilize heavy area denial, possessing powerful melee attack and inflict conditions, Veterans and above will bombard areas with poison so standing on 1 spot is instant down, second volley of poison means death, dodging their attacks and strategically attack them (Melee or ranged) will kill them.
So, yes, I’m trying to introduce the GW2 Trinity into more use.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
So in the beginning players might enjoy your suggested changes, in the end players prefer the easy ways.
Yeah, since Zhaitan Campaing offers the easiest possible, some encounters can be done without even dodging once.
And it’s typical that some players look for exploitable flaws, for a easy gains.
I’ve seen some players complain about the new mordrem too, about that it’s too much their use of short duration retaliation, heavy DoT and area denial.
Sometimes I wonder if the bosses that can be pretty much “cced” with immobilize, which causes that they cannot do stuff properly, who knows, ANet tested cripple, immob and chill immunity on the new season 2 event bosses in Dry Top, who knows if they extend that further to new content, and even old content.
Including that Fractals, they’re designed to be fully optional (It was added into the game later, so it’s not technically part of Zhaitan Campaing, nor does it have any ties with story mode either, like the dungeons that came with Zhaitan Campaing), unlike other content. Since crafting Ascended is not must game content, if I don’t craft ascended, I can’t play most of it, only the 1-10 levels.
Not to mention the lack of tutorial about the game combat mechanics, which I also mentioned…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Serious stuff baking…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, sometimes when I try to quickly move around with the WPs, being set to face certain directions can always confuse and make me run in wrong direction.
In my opinion: Every WP use will always keep player’s character facing north.
That’s just my opinion, dunno about others
I rarely do PvP or Hard PvE, unless it’s organized.
Last times, I’ve been distraught by the “optionality” of every other build than Direct damage and Direct damage Support.*
Rather than “optional”, those builds have almost no effect on results, when compared to DPS and DPS-support.
Supporting others is also psychological. Having no effect on results equals that you’re useless, this is mostly because of the PvE content designs.
First thing: GW2 Trinity.
- DPS can provide support and CC, but they focus solely on DPS, while effects of CC and Support are less potent. This is DPS role.
- Support can deal damage and CC, but they focus solely on Support, while effects of DPS and CC are less potent. This is Support role.
- CC can deal damage and provide support, but they focus solely on CC, while effects of DPS and Support are less potent. This is CC role.
Open PvE and Group events:
Playing as healer support HAS ALMOST NO EFFECT ON RESULTS, Mobs rarely use boons SO BOON MANUPULATIONS ARE USELESS IN MOST CASES, Conditions damage REQUIRES MORE TIME TO CREATE RESULTS BUT MOBS ARE SLAUGHTERED TOO FAST and CC isn’t much use due to heavy scale up and ANY MOBS LESSER THAN CHAMPION RARELY POSE SERIOUS THREAT THAT SHOULD BE CCED.
Also that two good mob ranks are treated as “trash” ranks, Veteran and Elite, these two could be given toned down versions of higher rank mobs abilities, giving builds, other than DPS and DPS-support, targets to utilize their abilities against.
This applies mostly on “Zhaitan Campaing” (PvE, PvP and content that came in same “box”), which is designed to be easy and uses “Play how I want” concept.
Unfortunate fact is that it’s too easy and doesn’t have any form of solid Tutorial, which means alot of players don’t even know what “dodge” means and some think that Aggro doesn’t exist.
Repeating again: Any other build other than Direct damage or Direct damage Support, don’t have much of effect on results, which means players play as DPS builds to kill mobs fast, create all the required results, because the mobs use same overall design everywhere.
Rather than “optional”, those builds are useless, since they cannot create results to match that what DPS and DPS-support can.
The release of Season 2 LS did bring out more elaborate combat, giving more use for dodging, healing, CC, boon manipulation and Conditions.
Direct damage and direct damage support builds are still usable, but other builds now have more SIGNIFICANT EFFECT ON RESULTS, making them more viable.
My suggestion is not to remove “play how I want”, but to update the old content, bring variety and stuff into it, this will cause healing, CC, Boon manipulation and Conditions to create more significant results in combat, so that they can match Direct damage and direct damage support.
(Edited with highlights, since some players seem to think I’m talking about forcing players to play roles and then proceed to ignore this main topic-post…)
The content would be still possible to complete with any build, but the less used builds will create results to match the now best builds.
Example:
- Mobs apply 3-5-10 stacks of might or retaliation on themselves, having boon manipulations ready can reduce the damage these might stacks or retaliation creates.
One can still kill these mobs without Boon Manipulation skills. - Mobs have more armor, direct damage builds cannot defeat them fast enough, conditions will chew through it however.
One can still kill these mobs without Conditions. - Mobs of lesser ranks (Veterans and Elites) will use abilities that can devastate groups if left unattented, bringing CC can prevent them from using these abilities.
One can still kill these mobs without CC skills. - Mobs apply constantly conditions so that singular player’s own abilities cannot stop these, healer support can provide “First Aid” and help the players to live through this.
One can still kill these mobs without Healing skills. - Mobs create Area denial pressure, players can quickly exhaust their defensive abilities, unless there’s player that can provide helpful boons.
One can still kill these mobs without Helpful Boons.
- Even if mobs would use any of those, players still can defeat them with any build they choose to use. Though results are be better if every type of builds are present in the combat scenario.
Also, since “Zhaitan Campaing” is technically “SUPER EASY MODE”, where you can get rewarded so easily that you don’t have to use utilities or dodge functions.
My suggestion is NOT about making it like 1-hit-you’re-dead.
With correct adjustment, which were used on the season 2 Mordrem, bosses and giant beetles, it’ll be still EASY, but not ridiculous “SUPER EASY MODE”, where all mobs use universal design which is best dealt with high powered Direct Damage builds.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
It’s quite possible for Tengu to become playable race, there’s concept art with different tengu heads, and their place in GW2 world is quite significant.
Possible, that Monks become your far eastern themed “martial artist” class with empty handed attacks (The weapons could be hand wrappings, which thieves could also use, to get those "1 handed dual skills some more use), also could utilize pre-existing staffs as two-handed melee weapons with some magical powers too perhaps, and possibly a skill named “Way of the Empty Hand” (or Palm, which ever works better. In reference of GW1 elite “Way of the Empty Palm”).
In a way, such profession is also possible with Tengu’s far eastern theme.
Dervishes, that depends how the teachings are resurrected, since the destruction of Order of the Sunspear, there pretty much haven’t been anyone to teach this art…
I rarely do PvP or Hard PvE, unless it’s organized.
Yea but just imagine the clipping…
Clipping will be an issue, if the cape is not given proper collision detection settings.
GW1 had collision detection on the torso and head only, which caused the cape to clip with armor and limbs.
For Charr, proper collision detection is required, especially when running.
I rarely do PvP or Hard PvE, unless it’s organized.
PvE being in mind I assume:
- Perhaps make Vulnerability to increase damage for conditions too (old suggestion, don’t remember who), I asked around abit about this and one player said that it’d be good to have change for PvE and PvP, well not certain of it myself, only the devs might know.
- Perhaps make some threshold that prevents low powered conditions from overriding the stronger ones (Don’t know if someone suggested something like this). Dunno how it could be made tho, to give low priority to low powered conditions and allow high powered conditions to replace the ones below the threshold, while conditions above cannot replace each other until there’s only ones that are above the threshold. Well not sure how this kind of thing would be implemented, also that there must be a “sweet spot” found for the threshold.
- Or instead of threshold, conditions will replace the other if it’s condition damage source is weaker. But perhaps not, since it’d make war between players trying to max out condition dmg, but then again it’s about the speed which one can apply conditions, but now thinking it further, threshold would be better…
- Other suggestion was “critical conditions”, don’t remember much about this one, but I think it was about giving conditions chance on crit to inflict cond dmgXduration instantly instead of applying condition to tick.
I rarely do PvP or Hard PvE, unless it’s organized.
Hopefully September Feature Pack includes atleast the reintroduction of Queue system (Since it’s big annoyance to join into a full map copy and have to repeat the same process over and over again, since othervise player cannot get a spot in the map copy, should there be one freed and there are many other players trying to get in too).
Since Reconnect function (to reconnect to last map copy on disconnect or crash) and “district selection” (Propably simply as Home and Mixed settings) are harder to get done.
I rarely do PvP or Hard PvE, unless it’s organized.
First person view, I don’t see much of combat advantage tho, mostly it’s gonna give you disadvantage of limited visibility during combat.
What’s there more to first person view?
There’s the option to move your camera positioning to left or right, I keep it on right, so that my character isn’t all infront of me, tho it hasn’t mattered much.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, they expanded content for grind-whiners, the ascended gear, since they caved in on their demands.
Really hoped they’d give us complete crafting options for 1-400 crafting tho (like craft basic rare or exotic back items, etc.). Instead gave us the “optional” content, which was expanded even more…
I rarely do PvP or Hard PvE, unless it’s organized.
Have you repeatedly farmed stuff as much as possible as fast as possible, with every respawn and stuff?
Well, it could be that you’ve accumulated too much DR (Not certain if it affects alot of things, since ANet has their “game mechanics are company secrets” policy).
Atleast for me, I try to avoid repeating stuff on same areas, I kill every world boss atleast once each, farm nodes from Orr once and so on, in once a day basis.
And I don’t have issues like nodes not respawning or rewards being diminished.
Daily achievements, I have seen no problems there either. So I dunno what it could be with those, unless some company secret functions of DR.
I rarely do PvP or Hard PvE, unless it’s organized.
ANet created the Mecha Siege Devourers for GW2, on testing grounds tho, EotM, which use same design as the Junundu and Siege Devourers in GW1.
- Transforms player into the mount form, replaces player character model with the mount model, doesn’t place player character on the mount.
- Provides it’s own set of skills.
- Is limited to specific areas or maps.
- Has it’s own limits, like slower movement speed or can’t traverse over some terrain.
As this is an easy method to implement “mounts”, or more correctly “combat transformation”, with least amount of balance issues on overall design…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
First one is quite old, in Straits of Devastation, I did report it before, I even got a guildie to check if it really was a bug, and that guildie too could jump through the hole in the roof. After that did some jumping around the hole, the existing roof acted as a floor, tho invisible one…
Second is quite recent, in Sparkfly Fen, I guess it’s supposed to be some filter or something trigger that would change the lighting inside the cave, but that didn’t work and the cave was as lid as outside areas.
I rarely do PvP or Hard PvE, unless it’s organized.
I think I’m leaning slightly toward this being a joke thread.
+1 for dual-wielding shields though.
Samurai Jack?
Yeah, most profession suggestions are quite bad, sometimes idiotic…
Like:
- Mage as healer class (Elementalist, doh)
- Psionic who controls foes (Mesmer, doh)
- and now the Staff master (Elementalist, double doh)
I rarely do PvP or Hard PvE, unless it’s organized.
I’ve managed it too, but only once players there used more cripples, chills and immobilize conditions.
Immobilizing the thieves is the key, atleast with Warrior (Dual sword/Longbow and Throw Bolas skill) with atleast +50% condition duration, one could immobilize thieves for about 20 seconds, long enough for simpleminded DPS players to kill.
Othervise majority focus on dps and fail to kill the Skritt Thieves due to scale up…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
PvP is 5v5, not 5v1 like PvE.
But sure, defiance can be reworked so that every interrupt instead gives a stack of miss. One stack of miss nullifies one hit from an attack. So single target attacks could be nullified with 1 interrupt, cleaves with 3 interrupts and area attacks with 5 interrupts.
But I’m pretty sure this would make even more people confused and complain how control doesn’t work. Not to mention that it wouldn’t really make any sense.
I’m guessing they’d be kittened off at players who CC the boss, causing their attacks to miss.
If I understood your suggestion correctly…
I rarely do PvP or Hard PvE, unless it’s organized.
Perhaps also because someone could use the same program to bind multible buttons into 1 and create unfair advantages against other players, without a playstation controller…
So it’s about the use of the 3rd party programs, anyone could use the same program to get unfair advantages over other players, while some would use it to map buttons for a console controller.
As said before, it’s up to ANet to decide and create controller support, if they want to…
I rarely do PvP or Hard PvE, unless it’s organized.
In a way this is to prevent players from moving to more successful worlds, thus wrecking the WvW completely.
There’s always bad players who would change sides to the winning world, if their own world is loosing…
I rarely do PvP or Hard PvE, unless it’s organized.
I think it’s to discourage zerging, depending on the design.
Since zerging is pretty much the best gameplay method, where your survivability is better than in smaller group and you’re hardly requested to even have skillbar with group support.
However, zerging requires almost no tactics, which is why content is being designed to be harder for mindless zergs, as that doesn’t encourage players to play other builds, than full dps (since you have to get some damage done to fill the contribution, full dps is mostly desired in large zergs, playing any other build with more support or CC will have less damage, just to make the support and CC more potent)
With small groups however, one can fill up their contribution even with low damage builds, in this the damage based contribution pretty much is to prevent players from playing “dedicated roles”.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Creatures gain an exploration XP bonus when they have not been killed recently. Try killing yellow creatures you find on the less traveled areas of the map; they don’t get killed very often.
Odd, I figured the exploration XP bonus would be account based, not global…
When looking at it, I suppose it’s to make players scatter from actively farmed areas.
But on other hand it could limit creature killing exploration, since some areas will be diminished of the exploration XP bonus…
I rarely do PvP or Hard PvE, unless it’s organized.
(anti farmers rich elites)
The rich elite? More like some player, mostly some casuals who are not really rich, wants to complete the event chain.
Part psychological, players want to complete the event, even if it’s less rewarding, just for sake of completing the event. They don’t always have time for “later”.
On one thought tho, I really wish that the players exploiting this design flaw would have their accounts reverted, due to very hostile behaviour and supporting use of exploitable issues…
I rarely do PvP or Hard PvE, unless it’s organized.
Or perhaps hidden commander tags option, only visible to other commanders. Other non-commander players cannot see this tag, unless they’re part of the squad
But then players who want to follow some commander would have to use LFG tho…
And that commanders won’t propably have time to manage all those random players.
I rarely do PvP or Hard PvE, unless it’s organized.
Sorry but i disagree with the easy mode you talk about.Lets take Kholer’s whirlwind attack for example.It can be interupted once and then you just keep dodging it.What is the difference if i interupt that attack or dodge it?I don’t take dmg in neither situation.Right now dodge has replaced the interupt.
Kholer, you speaking of dungeon content, there your party size is 5, which causes the boss have 5 stacks of defiance after successful CC, you just have to have party members to have a CC skill if possible, coordinate that your party members chip off the 5 defiance, so that you can use more powerful CC, like Skullcrack with Paralyzation Sigil.
Well, repeating myself:
In a way, Unshakable is bad design choice, but also the mobs during the Unshakable boss, which are mostly simple mobs (which could be good for creating opportunities for using CC on other than just the boss).
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Well, in a way players can soft stun lock bosses, with Immobilize, unless they’re immune to soft CC effects.
Like Taidha Covington and some other bosses that can be rendered almost harmless (or completely harmless, due to bad design) with constant Immobilize appliance.
In a way, Unshakable is bad design choice, but also the mobs during the Unshakable boss, which are mostly simple mobs (which could be good for creating opportunities for using CC on other than just the boss).
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I rerolled Female Asura Ranger (below lvl 10) into Female Sylvari Ranger (lvl 80)
Female Sylvari Thief (below lvl 30) into Female Human Thief (lvl 80)
Male Norn Guardian (below lvl 20) into Female Charr Guardian (lvl 80)
I rarely do PvP or Hard PvE, unless it’s organized.
Like the power creep in GW1, many core skills were useless compared to the new skills that every new expansion released.
Flare for example is one of the skills that were a joke among the players.
Took long time until it was looked into, they revised exhaustion into “overcast” effect that boosts some elementalist skills, like the Flare.
I rarely do PvP or Hard PvE, unless it’s organized.