I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
Melee minions do work, but only if you let them take their positions before you initiate an attack, which is stupid mechanic indeed…
Not to mention a useless minion master Grandmaster Trait “Necromantic Corruption”.
Since we don’t have enough minions to benefit with the 10% chance and that it’s useless in PvE since mobs rarely use boons anyway…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I say that mob stats, abilities and attack speed needs more variance, than what they do now.
99% of mobs seem to use “High HP-High Dmg-Low/Zero Armor”, I can just “stand-spam-DPS”, without using dodge, utilities or elites, if I wear full berserker and DPS build. There’s no danger of dying at all in combat, which makes combat very repetive and boring. This makes the 1/3 of builds, which focus on maximum direct dmg, just to melt everything in 1-3 seconds, even killing mobs before they properly spawn and activate.
While 2/3 of abilities and mechanics are designed for “long duration combat scenarios”, battles which never end in less than a minute, but the amount of PvE content for these mechanics and abilities is just 1%…
I wonder why ANet chose not to make full use of GW2 combat mechanics, abandoning the engaging combat system they so advertised.
Although, the new content in Dry Top do offer engaging combat, but I really hope ANet would someday redesign the old content, better soon than at the end of GW2 development cycle…
I rarely do PvP or Hard PvE, unless it’s organized.
Remember to holster your weapon, it also affects the timer which takes you out of combat.
I rarely do PvP or Hard PvE, unless it’s organized.
As if auras from GW1 bosses.
Didn’t see this before on every map, only in places with a “strong light source”, like Flame Legion base in Diessa Plateu (where’s the portal to Font of Rhand), the light source interacted properly with textures, however…
Problem with this is that it doesn’t mix with the detail textures and on specific angles, gear look like they have no textures at all.
Mostly weapons suffer from this weird effect. Weapons which don’t have complex models and have rest details given by detail textures that are affected by lighting.
Will look very ugly, as if observing un-textured objects in some model viewer/editor program.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Character Model Limit: Lowest
Character Model Quality: LowThis is an MMO, not an FPS. Player character models are complex and taxing.
That was part of my settings, which were good, before September Feat Pack.
Now, I have to put Quality to lowest to eliminate part of framerate drops…
I rarely do PvP or Hard PvE, unless it’s organized.
Elementalist has more skills and traits that are used everywhere. Good class to use berserker gear and DPS builds. For group content, in open world, Berserker DPS is best possible, since 99% of mobs die in 1-3 seconds against such builds.
Necromancers will suffer in group content and part of their traits and skills are useless in PvE.
Necromancers have no consistent DPS capabilities for group content, only Daggers can hit 2 targets with Auto-attacks-only, Wells have long cooldowns and short durations, Minion Master builds not sure if the lvl scale up/down bug is fixed.
Since necromancers are designed for “attrition combat” (slowly kills foes, denies boons by removing or converting them and can survive quite long to let enemies to bleed out), but 99% of PvE consists of mobs that die in 1-3 seconds against berserker DPS…
Boon/Condition Manipulation abilities will have limited usage in PvE, since there’s barely mobs that use boons(very rare) or conditions(some, but not much).
Conditions are no good for group content, if mobs die in 1-3 seconds, conditions will never manage to deal damage.
I rarely do PvP or Hard PvE, unless it’s organized.
Might as well remember that NCsoft takes the renevue from gem store…
Then they give budgets to ANet…
Then again we don’t have any numbers of GW2, so there’s not much to determine of…
Not to mention that forum community is quite small, not much to determine here either…
I wonder if forum people read every post in 1 topic tho…
I rarely do PvP or Hard PvE, unless it’s organized.
Now players can be like in Zelda games, windwaker thingy…
I rarely do PvP or Hard PvE, unless it’s organized.
GW2 isn’t designed for constant farming, while many farmers may think othervise…
Oh well, I stay behind my thought:
Loot bags off from “Lesser Champions”. “Prime Champions” would be the only source of the loot bags (Lesser Champ is always spawned through scale up, Prime Champ is one of the target objectives in event thus legimite for the Loot bag)
But then again:
If mobs are given proper redesign, ranks could be valued better too if done properly…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Perhaps: ANet removes champ bags from champs that are not central to an event.
Well it’s another way to say: “Remove champ bags from extra lesser champions in events”
But then again, a better identification of “Prime Champion” and “Lesser Champion” would be nice to have.
I rarely do PvP or Hard PvE, unless it’s organized.
Better mob design.
Variation to stats, abilities, attack speed and special combat mechanics will do good.
Mobs that are “Why use other builds or game mechanics, when stand-spam-DPS wins majority of PvE”, is not a proper mob design, nor it’s good for “Play how I want” concept, we have choices, but best is always just DPS.
Could put it this way:
Of PvE, 99% is trash mobs which just die against stand-spam-DPS, while 1% are the boss monsters which have more unique combat mechanics and never die quick.
Or put it this way:
1% of PvE content is where 2/3 of game mechanics are actually used, while DPS is more in equal levels with them.
While 99% of PvE content is where DPS (1/3) is the best build, 2/3 of mechanics are useless in these.
Engaging combat, where use of dodging, active positioning and different effects like conditions, boons, control, healing and boon/condition manipulations can affect the results equally, just isn’t there right now, when we’re given the choice “Why use other builds or game mechanics, when stand-spam-DPS wins majority of PvE”…
I’d love to be able to kill mobs in group events, no matter what build I use, Control, Support or DPS.
Unlike now, where DPS builds slaughter everything in 1-3 seconds, even before mobs even properly spawn, which drives me into the dilemma of “Use this build and never get enough contribution/results or use DPS build like others to melt and win”…
Not to mention, that 2/3 of game mechanics are designed for “Long duration combat scenarios”.
Mobs that die in 1-3 seconds are not in category of “Long duration combat scenario”…
Of course, I’m not saying that game should be Super hard and punishing, nor am I talking about forcing players to play specific roles…
I rarely do PvP or Hard PvE, unless it’s organized.
Challenging content.
Well, for base, I’d say mob design needs some change, since 99% of mobs use same “High HP (which is buffed up with ranks for difficulty, works against every other build, but not against berserker DPS), High dmg (per hit but attack every 3-5 seconds, so mobs rarely manage to even use their abilities before they’re dead) and very low/0 armor (which makes mobs extremely vulnerable to direct damage and die very quickly, 2/3 of game mechanics were designed for long duration combat scenarios but such scenarios are extremely rare)”…
Would be nice if Conditions had more time to deal damage, Control can affect the direction of the combat and more targets than just champions, Healing to have use on mitigating some damage and Boon/Condition Manipulations to have more use by having mobs use more boons…
Also that “Stand next to mob and use weapon skills” passive-tactic should be more closer to suicide, than what it is now…
Mobs could use more variety in their stats, attack speed and abilities, instead of focusing all that on minority of Champion and above rank boss monsters…
Give us chance to create results with every build equally, while not forcing players to play specific roles.
Give active combat mechanics more use, dodging, positioning and etc.
Never let mobs melt under berserker zergs. I’d like to be able to play Healer-Conjure-Boon Support Elementalists, or support build in general and actually kill mobs in group events…
Having only 1% of PvE, which are mainly boss monsters with mechanics that prevent meltdown, our much needed “Long duration combat scenarios”, is not good for 2/3 of game mechanics and builds…
I rarely do PvP or Hard PvE, unless it’s organized.
Don’t forget, mob design is also quite bad.
For 99% of PvE content, only DPS is viable (Mobs die in 1-3 seconds when DPS builds are used, thus the mobs never have chance to deal damage or use any abilities), 1/3 of builds so to speak.
For 1% of PvE, which consists of boss monsters who never allow their battles to end in less than minute, 2/3 of builds are more viable, while DPS builds begin to suffer from short comings, because of their aim to kill the foe before they deal damage.
2/3 of builds are designed for “Long duration combat”, where mobs don’t die in 1-3 seconds. Usually, when used in group events, those builds can just barely deal any damage, when berserkers kill everything in 1-3 seconds. (Conditions need more time to deal dmg, Control prevents action, Healing assists damage resistance in a way and Boon/Condition Manipulations will provide advantages for long run)
What GW2 PvE now lacks, is the engaging combat mechanics that they so advertised…
Alot of combat mechanics are in disuse, no need to dodge, use utilities or keep on moving…
If you can kill the mobs before they deal any damage or use their abilities.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Not to mention that forum community is smaller than actual player base…
ANet doesn’t release the actual numbers and we in the forums have no way to determine it…
OK so if Anet doesn’t release the numbers. How can you honestly say it’s a small percentage? Some people simply just don’t say anything and take what’s fed to them. Not everyone is going to say what’s on there minds.
I come from a guild in GW1 one of the top 5 largest in it. Most all of them transitioned over to GW2. Currently about 5 are active in GW2. Most of the guild moved on to Archeage. They didn’t even bother with the forums as they know what’s said and has been said falls on def ears. Other people just keep playing cause they can’t afford other games. Leaving GW2 as there only outlet for Mmo gaming, since it is BTP.
So stop saying the “complainers” are the minority until you see factual numbers!
Just like any government it only takes a few to represent what thousands want!
Example case:
I’ve asked few people about mobs in PvE.
While quite many in forums say “Mobs are fine” and few do say that “Mobs are pitiful for majority of PvE”
In game, players have said that “mobs are too easy”, “Haven’t had engaging combat in PvE”, “Open world group content must be done with full berserker to get anything out of it” and so on. (While not exactly as this, but same general meaning)
Like government takes few to represent the thousands, but for GW2, we few in the forums are not elected and chosen by the thousands in game…
I rarely do PvP or Hard PvE, unless it’s organized.
Not to mention that forum community is smaller than actual player base…
ANet doesn’t release the actual numbers and we in the forums have no way to determine it…
I rarely do PvP or Hard PvE, unless it’s organized.
Did you upgrade all your boosters into Universal ones? Takes less space and you can choose what boost you want to use.
Check the blacklion merchants, they offer to convert your boosters for 10 silver per universal booster, it was either blacklion armor merchant or the other one.
I rarely do PvP or Hard PvE, unless it’s organized.
I have reported many bots, with huge majority now either started to switch their status to Invisible, or they were dealt with.
Even my block list is filled with names that I’ve tagged as “botter name.number”, huge number of them offline…
I rarely do PvP or Hard PvE, unless it’s organized.
I’d want to see 2H axes. I always thought it was funny that it was in the art but not in the game. Polearms and spears too.
2h axes, unlikely…
Polearms and Spears are same weapon types, Polearms…
Polearms include: Glaives, Halberds, Naginatas, Pikes and Spears (Don’t remember what else were there atm).
If you look carefully the spear weapon skins, you find many Glaives (Spear with blade as a head), Halberds (Axe-Spear combo, your 2h axes here, but with better range and can be used for thrusting and impaling), Naginatas (Pretty much same as Glaives), Pikes (Spears with hook-like shapes) and Spears (Designed for thrusting and impaling)
I rarely do PvP or Hard PvE, unless it’s organized.
Propably because farm trains, in more populated map copies, repeat that event for the Champion Brood Mother event.
Like the Priest of Melandru loosing his polymorph ability (The priest goes into a healing phase during the temple captures, polymorphing players to animals and force them to kill the acolytes, before they fully heal the priest), at one point the event will not reset properly…
I rarely do PvP or Hard PvE, unless it’s organized.
I miss the more engaging combat scenarios and mob variance…
Any kind of build is usable and creates results accordingly, there weren’t a best “1” build or best “1” damage type for every encounter (Thought there were slight limitations, that makes badly designed builds useless).
While mobs actually force us to use combat mechanics…
Mindless “stand next to foe and spam skills” without using anything else is quite boring, even I began to play other games when the PvE combat gets too boring…
Similar could be done in GW2, if mobs were to be designed abit better, while also easily avoiding “forced player roles” too.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
No worries, like many already pointed out in this topic:
Mass reporting incited by individual to harass someone is always ABUSE OF REPORT function.
They’ll feel the power of report function, not the harassed individual (requiring that there’s nothing to the reports)
I rarely do PvP or Hard PvE, unless it’s organized.
You can’t kill them solo, if they scale up to match 50+ players.
Another problem regarding GW2:
GW2 is not designed for farming (Especially not 1-spot-farming), you’re supposed to move around the world of Tyria.
I rarely do PvP or Hard PvE, unless it’s organized.
Yeah, the channelling time of Killshot is too long for heat of combat usage…
“interrupt me!” bait.
Then again, this adrenaline change hasn’t affected me much, using them more and taking adrenaline boosting skills and traits to ensure I have adrenaline, instead of focusing on maximum DPS potential in PvE.
Well, depending on what ANet does, who knows…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
My opinion, tho only about Sword of Justice.
The Active skill AoE is quite small, 130 units which is same as melee range attacks, would be more usable if it had larger one.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, I add this one here, since I’m wondering about some things.
Yoven mentioned Destiny, which is action FPS game…
Destiny, has 1 player single player, 6 player coop (No local coop available) and 12 player multiplayer.
Don’t think it’s up to par with GW2…
Who knows, GW2 could come out on Steam Box, but who knows.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
This Yoven.3672, is legimate for report, since he’s constantly spamming copy posts…
Atleast I think so.
I rarely do PvP or Hard PvE, unless it’s organized.
Not at the moment it seems. Current CDI focuses on Guild Logistics.
I don’t see much of harm if there’s Threshold, since conditions require high amount of condition dmg anyway, running half Ässed condition build wouldn’t be any good, rather go full Rampager or hybrid of 2 minor condition dmg boosting stat combos…
But the other suggestions could be quite good…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
…Adding a “Lancer” profession wouldn’t work…
Yeah, since “Lancer” is mounted infantry, which rides horses and use spears, which is specifically a “Exclusive NPC Centaur profession”.
Same goes for wishywashy “Dragoons” (Ride horses to reach battle field, but fights on foot with firearms, Harathi Sharpshooters pretty much fit this description, although they don’t “dismount”), they too would end up as “Exclusive NPC Centaur profession”.
I rarely do PvP or Hard PvE, unless it’s organized.
So far suggestions have been (Well ones that I’m aware of):
“Condition burst”
(It was about turning existing conditions into instant dmg, although the name is used on Engineer’s description to mean applying multible condition in short time…)
“Critical Condition”
(If I remember correct, this suggestion was about having conditions deal dmgXduration with crit dmg boosting it, when attack or the appliance crit hits)
“Advanced Condition stacks”
(Threshold of certain stacks, of certain conditions, would inflict unique condition that deals more damage than it’s lesser condition)
“Condition appliance Threshold”
(Conditions with low cond dmg or dur will not override conditions stacks that have higher stats over this threshold)
Don’t remember what else there were, and the kitten search function works somewhat, but only finds 2 topics with word “condition”….
Well, I’ve thought another idea to this list of suggestions, but dunno if someone else already suggested this (kitten search function can’t find anything).
“Condition appliance Threshold”
If the applied condition’s damage or duration don’t meet certain threshold, they won’t override pre-existing highcond-dmg/dur conditions.
According to Wiki page Level 80 attribute values:
- for full lvl 80 Rare gear, as minor stat, Cond dmg can be 617.
- for full lvl 80 Exotic gear, as minor stat, Cond dmg can be 698.
These numbers are gear only, doesn’t include sigil of Bursting, runes that boost cond dmg, 50-300 cond dmg from Trait line, traits that boost cond dmg by % of another stat or buff boosts.
These numbers could be base for lvl 80 threshold, and scale down accordingly.
It could also include the Trait line boost of 300, so that there’s “par” for threshold.
Example:Threshold is 617 (~=600) or 698 (~=700) and have minimum condition duration threshold of 30% or 40%
(Although part problem lies on mob design too, but not gonna delve deep into that right now)
Post more ideas, I’ll add them to this post, if there are any…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I said it before, and I’ll say it again Frostspectre, you are looking for interdependence in a group setting in a game that was not designed for that. Every class was designed to be independent (PVE-wise). Granted interdependence can make things faster with might stacking, vun stacking, etc., but it is not needed.
No matter what you do PVE-wise it will always be bring enough survivability and then the rest is damage, even with the newer mobs that you refer to. Unless you are suggesting that it be made that to complete content you need people built a specific way, in which case myself and others will vehemently fight you every step of the way.
What the heck are you talking about?
Points:
- 99% PvE content is dominated by full DPS berserker.
- You’re not required to use much of combat mechanics, as long as you can kill the mobs in 1-3 seconds.
- 1% is reserved for 2/3 of builds, which are Healing, Control, Condition and Boon/Condition Manipulation, combat mechanics that are designed for combat scenarios that don’t last 1-3 seconds.
- Mobs have general design and universal weakness against Direct Dmg only.
“Play how I want” means that you can play any build and win, also means that every build will create results EQUALLY and can affect the end results.
You’re not forced to play specific builds on specific content, you can play any build and win.
Playing other roles, like Support and Control can affect the results, but are not forcibly required to complete the content.
Changing mob abilities and stats will not make PvE impossible and super hard. Instead, we’d get rid of the ridiculous “SUPER EASY MODE”, that is quite the joke for PvE standards and disuse of combat mechanics.
Unfortunately, since 2/3 of builds are designed for long duration combat, where atleast 75% of mobs shouldn’t melt in 1-3 seconds against full berserker DPS builds.
Use of Healing, Control, Conditions and Boon/Condition manipulations will grant longevity, only if mobs could actually fight and create the proper combat scenario.
- Healing serves no purpose, as mobs never deal enough damage, that would make use of full berserker DPS hard to survive on their own. Best reserved for the 1% of mobs, which are boss monsters. (Why spend DPS on Support if it means mobs get more chances to deal damage and kill you)
- Control is reserved for 1% of all mobs, which are boss monsters. For open world group events, Control is pretty much useless, as players rarely cooperate to allow Control effects to be used effectively. For 5 man party content, Control is still reserved for bosses, since there’s no reason to use control effects on trash mobs.
- Conditions cannot deal damage if mobs die in 1-3 seconds, being DoT, everyone knows this.
- Boon/Condition Manipulations are reserved for 1% of Boss monsters, which creates long duration combat scenarios, since 99% of mobs rarely use Boons and Conditions.(Would you call that equally given possibilities?)
Definition of “Trash mob”:
Mobs that have insignificant abilities (Mob smashes AoE, but hey, it deals 500 dmg per tick, no need to get out and avoid it), deal pitiful damage (1000-5000 dmg every 3-5 seconds, very pitiful, even if singular attack would hit hard) and will never even down players in 1 vs 1 combat, if player just stand and spams weapon skills (Truth to be told, Trash mobs are just trash).
Quit deliberate retorting and misterpreting. Read what people are writing.
I rarely do PvP or Hard PvE, unless it’s organized.
Stop whining and let people farm for crying out loud. The rewards in this game are already nerfed to the ground. Is it so bad to let people farm the two spots in the game that are farmable? The two people who actually want to complete the event could just as easily move to another server instance rather than troll the farmers.
Also, what Joe said ^^. Where is the toxicity in this case other than a couple people yelling to stop attacking?
GW2 is not designed for farming…
This game ain’t WoW or other games where gear determines your abilities and you need to grind, farm and exploit all possible ways to get your gear done.
Thus there are the nerfs on farming activities, that is against the GW2 gameplay concept.
To play GW2, you’re supposed to move around the maps, move to next map after completing map content once.
Then again, Coiled Watch is designed to be completed, since it’s tied to Story Journal, farmers are acting very toxic against players who want to play the game.
Farmers are not playing the game, they’re only aiming for profits, which in the end doesn’t mean much, if you don’t play GW2 like GW2 is supposed to be played.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Or how about because you can still have support and control while in a full dps set? I still think you want certain builds or gear sets to be required, which would be bad for the game. You consistently refuse to accept that zerk geared players can provide all the support, control, and DPS for all PVE fights in the game. The current game type is the only one in which nearly all PVE content can be completed by every build/gear set without requiring the need for one specific set.
That’s not support or control, it’s just DPS but with some skills from there and here.
Essentially, when you aim for DPS build, you take what ever you think works with it.
You focus your resources on damage out put, thus it’s DPS build. You might take some other skills to provide control and support, but your character will not be able to make full use out of them, since you focused your resources on damage output…
GW2 trinity works like this:
If you focus your resources on DPS related traits and skills, your role is DPS, even if you placed some on Support and Control. Effects of Support and Control are weaker than your ability to DPS.
If you focus your resources on Support related traits and skills, your role is Support, even if you placed some on DPS and Control. Effect of DPS and Control are weaker than your ability to Support.
If you focus your resources on Control related traits and skills, your role is Control, even if you placed some on DPS and Support. Effects of DPS and Support are weaker than your ability to Control.
There’s serious issue with PvE content…
Berserker DPS builds can do 99% of PvE content, by only standing still and spamming skills, since mobs just melt in 1-3 seconds.
Support and Control are only required for 1% of PvE content.
See the discrepancy:
- DPS builds are viable for 99% of Pve.
- Support and Control are viable for 1% of PvE.
^See the problem here…
“Play how I want” concept also means that every build can create results equally, using other builds will always create different end results of the combat.
As 99% are trash mobs and 1% are boss monsters, Support and Control are always pulling the short straw.
This kind of discrepancy shouldn’t have existed in the first place.
Only the 1% of mobs, which are boss monsters of Champion and higher rank, truly makes use for 2/3 of builds. When you talk about use of Control and Support, you’re always referring to this 1%.
Conditions, Control, Healing, Boon/Condition Manipulations are for long duration combat scenarios, which is 1% of all PvE content, since berserker DPS is superior for 100% of PvE content. All those skills have only 1% use in whole PvE content.
Have you tried playing true Support and Control builds in every PvE content, it’s always: “Play berserker DPS, it’s superior for 100% content”
Hopefully ANet keeps their direction with the new mobs, so that we cannot blindly dominate them with full berserker and allow other builds to create results that match each other equally.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
2 handed axe?
More like Polearm, since there’s Halberds, Glaives and Pikes.
Halberds are combination of Spear and Axe, but with better reach than a 2 handed axe would have…
I rarely do PvP or Hard PvE, unless it’s organized.
What people would have wanted:
- Setting to Mixed or Home world map copy preference
- Queue system, so that we don’t need to repeat “join in ****”
- Reconnect on Disconnect, similar to one in GW1, would be nice to have, since getting disconnected and tossed into another map copy during events is extremely annoying, not to mention if it occurs when we’re about to take our loot…
I rarely do PvP or Hard PvE, unless it’s organized.
It comes from bad mob design, for instance will you ever see a hammer warrior in a dungeon, no, bcz dps sucks and mobs are stupid enough to come stack right into your dps.
Look at the new beetle mob design (dry top), it forces you to either stand in front or cc it to flip so that your team can dps.
Soloing those mobs (specially an elite can cost a zerker’s life since to attack, you have to withstand an attack too).
You will have to be smart and take out your hammer, swap to something else to dps. Hopefully they do something interesting with (hopefully) future dungeons, game needs new stuff and not reworked old stuff.
Well, hammer has pitiful damage, since 99% of mobs use universal design that makes them vulnerable to Direct dmg DPS builds with Berserker.
Why use hammer, when GS does better, why use conditions, since 99% of mobs have no resistance against Direct Dmg?
If the mobs would have more stat variety, it won’t be a problem with Hammer, you can still smash the foe with it and deal good damage and Control the mob in the same time, without being overshadowed by Direct Dmg DPS…
But no, mobs have to melt in 1-3 seconds with direct dmg berserker, this doesn’t create situation where Control and Support truly matter: Long duration combat scenario.
The Giant beetles are example of good design, that should have been there since the beginning, one cannot go full berserker and kill them by just standing infront of them and spam skills. Control skills actually have targets, instead of being all saved for the 1% of all mobs in GW2, although the Beetles do fall into the 1% when looking at rest of GW2 mobs…
Instead, we have these mobs that just melt 1-3 seconds, are just trash mobs, and the only mobs that truly are a threat and thus best targets for Hammer attacks, are the 1%.
This goes for other builds that are not Direct Dmg DPS, which are all good for long duration combat scenarios, which don’t exist, since you can melt mobs with Direct Dmg DPS builds.
We don’t have that, 2/3 builds are pretty much useless for 99% of PvE, limited to the 1% of PvE content, since Direct Dmg DPS builds will othervise melt mobs in 1-3 seconds in 100% of PvE content…
Problem would be fixed, if there weren’t mobs that consist 99% of PvE, which melt in 1-3 seconds against Direct Dmg DPS builds…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
What GW2 really could use, is variety designs for mobs, not just mobs that melts in 1-3 seconds under berserker DPS build groups.
99% of content are not supposed to melt in 1-3 seconds under 1 build, never.
Of course, you should be able to complete dungeons with any build, but atleast it’d be nice if using any build has potential to create results to match equally every other build in 100% of PvE content, and not limit 99% of the mobs for full berserker DPS builds, and give other builds just 1%.
I rarely do PvP or Hard PvE, unless it’s organized.
GW2 Trinity, well, for PvE, due to huge majority of mobs use same design and are Trash mobs too.
- High HP is used as buffer for higher rank mobs, to create difficulty, but they still melt under berserker Direct Dmg zergs. Unfortunately this reduces effectiviness of Condition dmg.
- Spike dmg is common attack for many mobs, they hit hard with single attacks but majority of mobs attack once every 3-5 seconds.
- Abilities are same as mosquito bites, most mobs abilities cannot even down players who stand and attack them, so players are not required to use most mechanics or dodge. Mobs also don’t use enough boons that could change the pace of the combat, so Boon/Condition manipulations are also in heavy disuse.
- NoRank, Veterans and Elites are trash mobs, Veterans and Elites might hit harder but still have the low/0 resistance against Direct Dmg, good way to limit other builds usefulness, by limiting the true long duration combat scenarios to Champions and higher ranks…
- Extremely low/0 armor, which main weakness is Direct Dmg. Usually HP is upped as buffer for mob rank ups, which reduces the effectiveness of Condition dmg…
- Regarding Ranks, I suspect ranks increase mob stats with multipliers, so near 0 number stats will never rise up enough.
Because mobs melt way too fast under Direct Dmg DPS builds with Berserker, this will always destroy the potential long durationcombat scenarios that any other build are designed for.
99% of PvE is “SUPER EASY MODE” quick combat with Full Berserker, support is not always required, especially in huge zergs, as support effects are mostly limited to 5 allies at a time, so they don’t affect majority of the zerg for most of the time.
Of all the PvE content, ones that creates long duration combat scenarios, is only 1%, these are the places where non-DPS builds will create results that can match DPS builds. This is too small fraction of all PvE content for other builds, when compared to Direct Dmg DPS builds viability for all PvE content…
If ANet would update the huge majority of mobs to have variety, give Veterans and Elites abilities of higher ranks but as toned-down versions.
NoRank mobs can play the role of Trash mobs, but they too should have some stat variety too, to create situations where there’s need for dodging, traits, other utilities and even control effects, instead of just blindly hitting the mob and hoping it dies before it kills the player.
Good examples of more varied mob design are Mordrem so far, full DPS berserker is near suicide against them, solo or group.
Veteran Karka offers the only mob that uses boons for best effect.
Giant Beetles offer the best target for general use of Control effects, and are not Champions for a good reason.
Well, unfortunately I don’t expect this kind of change any time soon. But I keep on wishing they update the mobs accordingly some day, so we can play any build and create results that match DPS builds then.
Optional right now, means “Useless for majority of content”…
A take on GW2 Trinity:
- DPS can provide support and Control, but they focus solely on DPS, while effects of Control and Support are less potent. This is DPS role.
- Support can deal damage and Control, but they focus solely on Support, while effects of DPS and Control are less potent. This is Support role.
- Control can deal damage and provide support, but they focus solely on Control, while effects of DPS and Support are less potent. This is Control role.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I haven’t been kicked yet either, but since there were some tweaks on GW2 graphics settings, I also would prefer not to see masses of players (If my Character Model Limit and Quality are both set to LOW, it’s serious frame rate drops, which wasn’t before the Feat Pack).
For group events, invisible mobs are already 1 problem, due to culling priorities in PvE…
I rarely do PvP or Hard PvE, unless it’s organized.
For WoW gameplay, go play WoW.
Although I’ve heard that WoW is now loosing players, since they changed the approach to other direction…
Then again, Blizzard/Activision is big company, that has very likely many offices (or what they’re called, can’t find the correct word) around the world.
While ANet has only 1 office(kitten word, can’t remember it) in america with 300+ employees.
If I remember correct…
Correct me if I’m wrong, tho I think I’m wrong about many things right now.
I rarely do PvP or Hard PvE, unless it’s organized.
Samurai, dunno how those are done, since they’re essentially Warriors with spears, swords, greatswords and longbow.
It’s either Cantha or Tengu that brings the profession into this game, if at all…
Warriors, they pretty much contain all possible, Pikeman, Fighter, Barbarian, Samurai, etc.
Although Samurai wear medium armor and Barbarians are 90% naked…
Lancers and Dragoons are no-go, both are cavalry infantry, although Dragoons (Uses fire-arms) ride horses to reach their destination but fights on foot. Lancers (uses Spear on horse-back) are for reason a Centaur “profession”. (Odd that Harathi Sharpshooters are not called Dragoons, even if incorrect, since Centaurs are permanently “mounted”)
Great-axes are very unlikely, since they’re not different from Greatswords.
Polearms however, they can be converted from Spears (Many spear have designs similar to Halberds, Naginatas and Pikes).
For Warrior, they’d use the Halberd as basis, that being Spear and Axe with greater reach than Greatsword, this is the “Two-handed Axe” that even has better range.
(Dunno if Hoplite/Phalanx with Shield and Spear combo are possible, but that falls mostly into Warriors expertise…)
Guardian, spears could be given as throwing weapons, Javelins etc. Could also wield Spear and Shield as Hoplite/Phalanx…
Perhaps Ranger would use them as Pikes and other possibilities.
Paragons, along with Monks got shredded into bits and given to other professions, Guardian got many of that, like “Anthem of Flame” (Virtue of Justice), Fall Back (Retreat), Stand Your Ground, spear throwing, Light of Deliverance (Virtue of Resolve), Ray of Judgement and more…
Death Knight/Dark Paragon for demoralizing and debuffing, unfortunately we have profession that does that, Necromancers, they can inlfict conditions and remove boons.
Unfortunately PvE is designed for direct dmg DPS, which is 99% of it, thus any profession with more anything else, than direct dmg DPS, are drawing the short straws, since they’re designed to give better chances at longer lasting combat scenarios, but as 99% of mobs are trash, combat never lasts long enough and there’s not enough mobs that makes 2/3 of abilities good for 100% of all PvE content and match direct dmg DPS results.
Pirate…
Scorpion Wire already exists, Thieves have it…
Stuff like cannons and other unusual mechanical wonders, falls into the expertise of Engineers…
Then again, it’s up to ANet to invent and add some classes, tho most likely ones are “Dervish” and “Ritualist” after proper redesigns and lore entries.
I rarely do PvP or Hard PvE, unless it’s organized.
The money GW2 makes, gem store, retail sales, digital sales, etc.
They all go to NCsoft, which then use it with every other profit, on what they want, not necessarily on GW2…
I rarely do PvP or Hard PvE, unless it’s organized.
Problem that when using Symbol of Protection without a target, using the camera angle to aim it (If I aim straight down to ground with the camera, if I can fully execute the Hammer skill 1 chain, the symbol would be cast there where my character’s feet are), the symbol itself is cast below ground, depends on the location tho, like in the screenshot, not sure what causes this to occur.
But in Dry Top, the symbol tends to be cast below the ground, during Dust Mite Threat event, where I cannot execute the skill chain with a target (Since mobs melt in 1-3 seconds), while hitting nothing at all…
This bug didn’t exist before the September Feat Pack, then the symbol could be aimed and didn’t sink into the ground, like it does now.
I rarely do PvP or Hard PvE, unless it’s organized.
Ah forgot to mention:
I noticed that character models have new colorless shine effect, which seems to go over details and makes objects with this shine looks flat, since bump maps don’t work with it, dunno if this is one of the “improvements” to settings tho.
Before the Feat Pack, I rarely saw this effect this strong.
One map, Diessa Plateu, when near the Flame Legion base (Where the portal to Fort Rhand), there was directional shine effect, has been there for long time, but this shine didn’t override detail textures (textures that creates the look of bumbs and shapes, which were affected by light sources, dunno what’s it called now, I only know they were called “Bump map” in D3) and it didn’t make objects look almost textureless flat
I rarely do PvP or Hard PvE, unless it’s organized.
Bigger problem about PvE is the mob design.
99% of mobs are too simple, a “Universal mob Design”, they’re there just to die against the player, they’re “Trash mobs” with useless abilities and attacks every 3-5 seconds, the worst thing about them is their ridiculous low/0 resistance against Direct Dmg, which causes the 99% of mobs to melt in 1-3 seconds when against berserkers and other DPS builds in general.
Another bad thing about the mob designs is that it’s not only NoRank mobs are trash mobs, even Veterans and Elites are just trash, while Champions and above ranks are the 1% of mobs that last longer.
Because of the poor mob design, even the combat system that we have is heavily unused, there’s no need to dodge, as mobs can’t kill you anyway, if you can kill them in 1-3 seconds with Direct Dmg centered builds.
Every other build works for combat scenarios which last far longer, but since majority of mobs are designed to melt in 1-3 seconds against Direct dmg, any other build will never get results that can match DPS builds, for majority of PvE content.
However, this is limited to 1% of all mobs, very limited content…
Could say that ANet focused too much of the abilities on Champs and above, while smarter move would have been to spread Champion and above ranks abilities to Veterans and Elites, in toned-down form. NoRanks would be your Trash mobs.
But there have been no notes from ANet, about intentions of redesigning the old mobs to work better with every possible builds and professions.
I rarely do PvP or Hard PvE, unless it’s organized.
Mounts? We already have mounts!
Your mount you’re so looking for in GW2.
Only problem with those is that they’re only in EotM.
Works same as GW1 Junundu and Siege Devourers:
- Transformations
- Modifies stats
- Has limitation to specific maps
- Replaces skill bar with one according to the mount.
I rarely do PvP or Hard PvE, unless it’s organized.
Sub-class, as in automated system that determines traits that are automatically unlocked for free.
Sounds interesting, but would take long to find good Sub-class combos, otherwise some sub-classes are not used for being underpowered.
Or perhaps same can be shaped as “Initiation to profession”, which is lvl gated and advises players to go to profession trainer and choose “Initiation training” from “sub-classes” presented, which then unlocks set of traits of that sub-class (for free) when player confirms their choice.
This way it’s not necessary for additional option in character creation, but dunno how it’s gonna be implemented anyway, along with the possible balance issues.
On other hand, it’s quite similar to start up in GW1 Faction, when choosing your secondary profession, where you could experiment skills and learn about the combos to use, until you decide on what you feel would work the best.
Last thought, it does sound like the old Trait book system…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Yeah, perhaps also including a list of combo effects somewhere. So that players can review them without minimizing their game to check the combos in wiki or some other reliable website.
Perhaps in Weapon skill tab on Hero panels “Skills and Traits” tab.
I rarely do PvP or Hard PvE, unless it’s organized.
Did any of those players who needed the event the succeed mention they needed it for the Living Story in chat before it was failed?
I’m sure most of the farmers there most of the time will be happy to let it succeed if someone needs it to succeed if the person asks nicely.
The players farming it have just as much of a right to play how they want as you do. When things conflict, most times if asked nicely the group that is blocking progress is more willing to play how you want for one round.
Actually farmers are heavily against succeeding the event, if it messes up their schedules, even if someone tells that he/she needs to complete it.
It’s going to continue to be a problem as long as there are events that give more “loot” for repeated failure than success.
It might not be “right”, but that’s how MMO players are. Arena.net should know this by now.
As long as farming doesn’t focus on 1 spot in a specific map, instead spreads around the area and moves on to another area.
Since GW2 has concept of “Move around and explore” than “find flaws to exploit for maximum profits at little time spent”. But that’s up to ANet to work it…
I rarely do PvP or Hard PvE, unless it’s organized.
Reptilian race more like.
Krait are possible, so are Forgotten,
but as Krait are following their cult like mouth to mouth spread unwritten religion of self-importance and genocide and Forgotten have just suddenly disappeared and not heard of for over 200 years, both have extremely slim chances…
As for Dragonic race, impossible with GW2 setup, (Glint was a good dragon, but it took alot of power from the Forgotten to release her from Kralkatorrik), othervise any other Dragon are always part of the Elder Dragons.
So far, all Dragons are huge, Elder and Champions that is.
Only champions which were simply corrupted member of other races, were about same size as player characters, tho slightly larger is more common.
This is not a good setup either, for “draconic” race, since there’s nothing draconic, other than the physical changes caused by the dragon’s corruptive power, rest is just same as any other playable race.
Unless ANet adds new species/race into GW2 which are draconic, but I highly doubt it, since every draconic species in Tyria are all part of the Elder Dragons…
I rarely do PvP or Hard PvE, unless it’s organized.