I vote build diversity or class balance (if both are interchangeable). If not interchangeable I vote class balance over build diversity.
My set my mouse to be very very fast, like unusable fast (i.e if I just touch it the pointer will go from one end of the screen to the other) I want my camera rotation to speed to be very very fast, but it is slower than I’d like it. Definitely slower than other games I’ve played and I don’t even use the max camera rotation speed and max mouse speed for those games.
I agree 100% please allow us the option to remove camera acceleration and make it linear with mouse movement. Thanks.
Even with the fastest camera rotation speed and highest mouse sensitivity the camera doesn’t turn as fast as it should turn. Please allow us make the camera rotation speed faster.
Thank you.
Where are you guys getting all this info from?
Any news on whether Warrior Heals are being improved? They have by far the worst heals in the game! such long cast time and cooldowns. Compare that to thief insta cast heal and Guardian heal that blocks during cast time.
(edited by Geff.1930)
The problem is that whenever they try to balance Warrior as a melee class they have to take into consideration that Warriors have ranged options. This is making the balancing very difficult. Guardians for instance have very limited ranged options and they are balanced well for melee as a result.
That works too. Remove them and make a new class.
Remove longbows, remove rifles, remove banners. Re-balance accordingly. (i.e better melee survivability, better more active utilities to replace boring banners)
Swapping weapons interrupts your current action while swapping attunements not.
Yeah, I don’t like this. It makes sense for weapon abilities because otherwise the animations would look really weird. But, it does not make sense for non-weapon specific utilities. For instance if you are casting a heal on yourself you have to wait for the full cast time before you can switch weapons otherwise you will inadvertently interrupt your heal.
No bueno senor.
You are mixing the concept of PvE with the concept and intention of an “MMO”. Almost every well known MMO on the out right now have a PvP component to it built in (Only exception being Final Fantasy XI, XIV). And newer mmos that will be hitting the market are being marketed heavily as being PvP orientated.
This would not be the case if there wasn’t a market for it.
I would say PvP is as much a part of an MMO’s DNA as PvE is. PvE has an expiration date (assuming content updates are not being made with unrealistic frequency), at some point people will realize that they are in a hamster wheel constantly fighting A.I. in hopes of finding better gear to fight even more A.I. in the future. It’s not like the A.I. is smart either, they have a specific pattern, they are not reactionary. Fighting players on the other hand is a different matter. PvP is more akin to a sport not unlike soccer or baseball.
The PvE part of an MMO is like any single player experience with some co-op. Once you reach the max lvl, as far as I’m concerned the PvE part of the MMO is over. I’m not going to run on the hamster wheel, sorry. I’m sure many people feel the same way.
(edited by Geff.1930)
Jon,
Your game balance is already top notch. Keep tweaking and balancing with a scalpel and not a sledgehammer.
Says everyone who is not a warrior.
oops wrong section? :/
Do I have to buy a bag from the gemstore and transform it to be able to use it in spvp?
Banners just have a boring skill mechanic. You can buff it all you want to try to make it viable, but it will still be boring.
Only the elite banner is interesting and worthy of my skill slot because of its res effect.
Here is my opinion, from the perspective of a long time Warrior player who recently switched to Thiefs seriously:
——-
First, to set some context I’ll post my builds:
Thief (10/30/0/30/0):
-Dagger/Dagger (off set seldom/never used)
-Rune of Lyssa Set
-Valkyrie Amulet with Valkyrie Jewel
-Utilities: Withdraw, Skale Venom, Shadow Refuge, Spider Venom, Basilisk Venom
Warrior (10/30/20/0/10):
-Axe/Mace, Mace/Shield
-Rune of Soldier Set
-Valyrie Amulet with Berserker Jewel
-Utilities: Mending, For Great Justice, Throw Bolas, On my Mark, Battle Standard
——-
Observations:
Survivability
Thiefs are statistically less “tanky”, however it is erroneous to say that they have less survivability. Their survivability in large part comes from them having access to the best heal skill in the game, Withdraw. If traited to gain vigor upon heal, much of a thief’s life is spent in dodge frames, this is their prime defense.
Thiefs have to be constantly moving around and jumping in and out of combat to survive, but they are good at it. If things go south thiefs have many escape utilities, Withdraw, Shadow Refuge, Swiftness on Dodge (to name a few). By contrast Warriors don’t have any reliable escapes.
Both thiefs and warriors die ridiculously fast from condition damage. Especially condition damage from Shortbow Rangers and Necros. While necro condition burst is somewhat justified given their low mobility, shortbow rangers require some revision imo.
Staying on target
Warriors have less mobility, but (ideally) this is made up for by them having more hard CC options (stun, immobilize). However, considering that players have a variety of sources of stability/stun break/block/invulnerability hard CC is not sufficient to stay on target a majority of the time. Thiefs have fewer hard CC options, but have more soft CC (dancing dagger is amazing). In general thiefs have an easier time staying on target as a result of their mobility (especially due to dodge granting swiftness).
imo warriors need shorter cooldowns on certain abilities that cause cripple, or they should get more ways to cause cripple.
Damage
Warrior and thief sustained damage are comparable assuming that the warrior can stay on target (not always the case). However, thief burst damage is better by a wide margin. This is due to the fact that 1.) thiefs have a much wider range of Damage % modifiers from traits (eg: 10% if ninitiative above 6, 10% if target has condition, 10% if endurance is not full, 20% if target is below 50% Health) 2.) initiative mechanic allows them to time their burst accurately 3.) their burst is not reliant on CC. By contrast, Warrior burst is heavily reliant on CC, and as mentioned already CC is not reliable given that there are so many stun breaks/stability/invulnerability/block sources.
All this is not to say that thiefs have inappropriate burst capability, the opposite is correct. They need to be bursty because their burst is closely tied to their survivability. If a thief stays in combat for too long he will die.
imo warrior and thief damage is at a good place right now. However, their damage cannot hold a torch to condition damage and the ridiculous state it is in right now.
Utility
Overall, I would rate warriors as having higher utility. First and most important, warriors can stay and fight at a point for a longer period of time. By contrast, as mentioned already thiefs have to keep on the move. Shadow refuge is better than Battle Standard for ressing because of its much much shorter cooldown, however pulling off a successful res is also more risky. The wider array of hard CC available to warriors allows them to interrupt death blows effectively.
(edited by Geff.1930)
Ele is still a player. You get nothing.
Hotfix incoming. It’s so hawt and lava-infused. It’s like molten sun magma is dripping into an ocean of flames. And then put it in the microwave on popcorn setting, but then push the “add 30 second” button like 400 times. And there are lit candles around.
It’s that hawt.
No wonder the Kodan is not not a playable race.
The problem is not the clones, the problem is the fact that:
1. They are practically impervious to any kind of CC.
2. They are immune to damage or CC from all sources 20% of the time as a result of Blurred Frenzy(2 sec invulverability, 10 sec CD).
Why do I say they are practically immune to CC? (disregarding CC invulnerability from Blurred frenzy) Swap teleports them even if they are immobilized (not sure if this is intended). It is not affected by the Cripple at all (unlike most movement skills). It might also break Stun (although I’m not sure about this). All this on a kittening 12 second cooldown?
I’ve heard that the staff skill Phase Retreat behaves similarly if traited (10 second cooldown).
Here is a melee class fighting a Mesmer:
1st Approach: stunned from magic bullet (2 sec wasted), then afterwards blurred frenzy (2 sec wasted), then swap.
2nd Approach: knockback from Illusionary Wave(if offhand GS). Or phase retreat(if offhand staff), or invis(if torch).
3rd Approach: blurred frenzy, swap
repeat.
(edited by Geff.1930)
Here is my opinion, from the perspective of a casual.
1. Mesmer (Retaliation/Confusion Bunker, and Shatter builds)
2. Ranger (Condition Ranger with a lot of CC kite all day while doing insane damage passively from bleeds, burns)
3. Engi (Condition Engi, not as bad as Ranger, less kiteability, more CC)
4. Necro (Condition necro, they do insane damage, more than Ranger and Engi, less kite, but more tankiness to make up for it.)
5. Ele (They are balanced. Bunkers do well almost everyone runs condition damage spec now)
6. Guardian (They are balanced, again people think they are OP because of the plethora of condition removals)
6. Thief (extremely squishy, only good for killing low heath targets)
7. Warrior (extremely prone to CC and condition damage(condition damage builds make up the lion’s share of DPS builds atm)).
(edited by Geff.1930)
Meditation gives only momentary respite as the conditions are reapplied within a matter of milliseconds to seconds.
I saw it with my own eyes. It was a little over 1.3k per tick. The burning was from a guardian.
Bleeding does similar or more damage.
It seems like everyone who is DPS is currently running a condition damage of some form or another because conditions do such massive damage.
For example, in the past I’ve been burned for upto 1.3k damage per tick.
Every time, without exception, the highest post-death damage display always shows Bleeding followed by Burning.
I run condition removing shouts to no avail.
Based on reading the march end survey it’s easy to conclude that a majority of players consider Elementalists to be slightly on the OP side. I don’t understand why this is the case based on what I’ve seen while playing, for the following reasons:
1. It seems like a majority of elementalist damage burst avoidable because they are AoE based.
2. While elementalists do have some stun breaks, from my fights against Eles they seem to be very prone to CC. Even if you don’t kill them (likely unless you are with a group) you can force them to use up their few defensive cooldowns and retreat.
Compare this to Mesmers:
1. Blurred Frenzy, most OP skill I have ever seen. 2 seconds of invulnerability on a 10 second cooldown, wtf? What other class has 2 seconds of invulnerability on a 10s cooldown? I’m not even considering the extra burst.
2. Ilusionary Leap, while technically not a stun break can basically nullify the effects of immobilize or snare or freeze. On a 12 second cooldown.
Honnestly, the definition of a “zerg” has always been a little subjective. But it’s the first time I heard someone say it means a group of 3 or more XD A Mesmer can be a zerg all by himself now.
Still, your solution is useless. 7% less damage for a 5v1 fight?
Also, what happens for a 50v50 fight? Everyone will be doing 50% less damage cause they got 49 friends nearby? Think also about that. Not everything is 1vX
7% less damage is more than you would think as it is being applied to several people and not just one. That damage adds up.
I was intending for this to be applied only in the context of sPvP, not WvW obviously.
I agree the definition if zerging is subjective. In sPvP what can be defined as a zerg is probably a much fewer number of people than in WvW.
One of the most common complains from new players or players who want to get into pvp is that they die before they can respond. This problem commonly occurs when there are 3 or more players stacked together and they all target and chain CC a single target. There is no way to respond to these situations because there is no diminishing returns on chain CC in this game.
Here is my idea:
If there are 3 players of the same team within X meter radius, all three players do -x% damage.
If 4 players, all four players do -x + (-y)% damage.
If 5 players, all five players do -x + (-2y)% damage.
and so forth.
Ofcourse the damage reduction has to be tested to see what is appropriate, ballpark figures would be -5% for 3 players and +(-1%) for each player after that.
This game has this fantastic new invention called CC removal. Try it.
By the same token I can ask: What’s the point of PvE? You kill mobs to get gear to do what?… Kill more mobs and get more gear? And so on and so forth.
Maybe there is something about the hamster wheel that creates the illusion that there is a point to it all.
The boulder will eventually roll down the hill again anyway.
@Geff
Perhaps.. but does that really have any weight on the topic?In league of legends, you have 30 levels.. used to get a player adjusted to the game and balance out “who” you’re fighting (IE: How experienced they are).
Progression in this manner is assisted by IP/Runes/Champ Pool.
In that you’re not overwhelmed with “choices” from the get go and can learn the game at your own pace.GW2 doesn’t have that.. it’s “all or nothing” zero progression.. and unless you also PvE, you’ll have no attachment to your account what so ever.
At that point, there are also no actual tie-ins from PvE to PvP.. as you said, they’re separate ~ while that’s good for the eSport, it doesn’t do anything for the longevity of the game.
In this instance, GW2 incorporated WvW ~ which IS a tie-in!
This is where you go to fight other people and ofcourse, experience the world, to an extent.
However, WvW is currently suffering from “spam combat” ~ in that your individual skill or that of your “team” is irrelevant to the outcome, as all the other side needs to counter you… are more “aoe’s”.
This means that anyone that likes sPvP wont really bother with WvW and again.. GW2 lose that tie-in.
In otherwords.. sure GW2 is “2 games in one” ~ but can that really be considered a good thing? ~ given how it’s currently handled.
I do think that having 2 games in one is a good thing. There are 2 playerbases in the world of online gaming, those who like PvE (classic mmorpg players) and those who like PvP (LoL, HoN, Dota, BLC, SMITE, FPS players). A lot of people who like PvE don’t like PvP and vice versa. Having 2 separate microcosms that cater to these two separate playerbases is a good thing.
WvW is for PvE’ers who want to do some relaxed PvP non-skill-based PvP with their PvE acquisitions (i.e. people who like unblanced “open-world PvP”).
Infact, I think that the two microcosms should be further separated by not requiring the PvPers even set foot in the world of tyria and allowing them to start their characters directly in the mists. Furthermore, marketing should be targeting the LoL, HoN, Dota, BLC, SMITE, FPS players rather than just the mmorpg players. That being said, I don’t think that sPvP is quite ready for that shift yet because of one thing that it is lacking, a ladder and matchmaking system. I agree that low skilled players should not just get stomped by higher skilled players who have played sPvP for longer and have had more practice. Devs have hinted that they are working on a ladder/matchmaking system.
I disagree on your comments about progression, sPvP does have progression. Rather than progression in the form of stat/skill improvements, you improve your personal skill level and adeptness as you play more. The Additional appearance customization options that you get from lvling up your PvP rank is just icing on the cake. This is reminiscent of the old entirely skill-based BLC, before they ruined it by adding medallions etc. that you acquire over time.
This game is the first game I’ve seen that has incorporated both a hermetic PvP world and a PvE/WvW world within the same client so that people can freely travel between the two. The separation itself is not novel, Warhammer did it with the two seperate games Warhammer: Age of Reckoning (the mmorpg) and Warhammer: Wrath of Heroes (the exclusively PvP game).
(edited by Geff.1930)
What some people don’t tend to realize is that GW2 is really 2 games in one. There is the regular PvE and WvW content which attracts mmorpg players. PvE and WvW have systems which mmorpg players are familiar with and get the hang of easily.
sPvP is a different animal. Regular mmorpg players probably try it, get facerolled, and then then QQ on forums and then go back to PvE/WvW. sPvP is for the competetive gaming audience. People who have played LoL, HoN, Dota and BLC are familiar with the fact that this kind of PvP requires a great deal of practice and you can’t expect yourself to be immediately good at it.
sPvP players never have to kill a single mob in PvE (after the opening storyline instance). While regular PvE/WvW players never need to play sPvP. The progression in one does not affect the progression in the other in any way. This is why GW2 is 2 games in one.
I’ve already stated this on a couple topics. The issue does not get any attention apparently. I have a lvl 80 Asura warrior, and I’m very active in sPvP. After playing Human Warrior I’ve hardly ever gone back to playing Asura just because the visibility is so much better.
https://forum-en.gw2archive.eu/forum/races/asura/Asura-Camera-zoomout-issues
If you have played another race like Human, you probably have noticed that Asura Max zoomout with camera is lower and the camera sits lower towards the ground. The lower visibility caused by this gives other races an advantage in sPvP.
Please ask devs to change this.
I wonder if this bug report will ever be seen considering how many threads are inundating the bug report section.
Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5
Posted by: Geff.1930
1.) Ori nodes are rare.
2.) There are no definite ori node spots, nodes can randomly spawn either mithril or ori with ori having a much lower % chance.
I myself have seen this as I was mining with a guildmate before. My guildmate saw an ori node in the same spot I saw a mithril node and vice-versa at a different node.
This makes it more difficult to play the Asura race. Please standardize camera zoomout and angle for all races.
Asura camera seems also to be closer to the ground. Visibility in sPvP becomes a problem.
You do realize that the experiment you describe is a developmental psych experiment, and was designed to demonstrate that (rather young) children below a certain age are incapable of delayed gratification, don’t you?
I.e., it’s an indicator of emotional maturity.
I’m not quite sure that’s the brush you want to be painting people with here.
In that specific example, yes. But, there is a phenomenon that makes people give added value to rewards closer in time as opposed to farther in time. In cognitive psychology it’s called hyperbolic discounting if i recall correctly. This phenomenon is studied more in economics for obvious reasons.
I don’t understand what you are complaining about still. You choose where you go, so you should have an idea about your intended destination as the range of Whiling Blade doesn’t change. If you want to hit someone who is moving you should be able to predict where the person will move such that you will hit that person. The animation for Whiling Blade is really fast (definitely not 2 secs). You move much faster than Guardian’s Whirling Wrath which makes Whirling Blade more accurate and more difficult to dodge.
you choose where to go, then your forced painfully to watch for a good 2 seconds as your character moves that way, unable to control where he goes
Currently the system in WvW works like this, you spend time effort and gold to gain keeps/towers/camps in the hopes of winning a matchup far far down the line (1 week).
Lets look at the simple a psychological experiment called the jelly bean experiment where kids are given a jelly bean and told that they can either eat it now, or they can wait for x amount of time to get y additional amount of jelly beans. If the x is too great and the value of y is too small then the wait is not rewarding enough to merit delayed gratification. Conversely, the wait is more satisfying and justifiable if the wait time is shorter and the reward is greater. Extreme examples: Would you rather eat the jelly bean now or would you rather wait one year to get one additional jelly bean? Would you rather eat the jelly bean now or wait 30 seconds and get five packets of jelly beans?
In WvW right now x is 1 week and y is bragging rights or the satisfaction of winning. If you reduce x and increase y WvW would be much more satisfying.
Imo, WvW was much more fun and satisfying when it lasted one day before win/loss. Perhaps there was less of an incentive to spend large amounts of gold on siege, but it was still more fun.
Having a long match means that your individual effort is much less impactful. Your effort already has a very low impact due to the large number of people who play WvW but the long match times makes it even less impactful.
Another problem is that points are gained passively as a result of owning objectives (keeps/towers/camps). It’s a slow process, no action directly results in an immediate isolated point gain for your team. Compare this to soccer, for instance, where a goal = points for your team. Which do you think is more satisfying?
The “win” is completely passive as well. There is no point quota you reach (like in sPvP), the win is just as a result of time passing.
What are your thoughts?
Do you enjoy WvW? Why or why not?
Do you feel like you as an individual are having a substantive impact?
Did you prefer the 1 day matchups or the current 1 week matchups? Why?
When you win a matchup do you feel satisfied or indifferent? Why?
Oh right ok, well if you ‘Ctrl’ + ‘Right Click’ on a certain skill, you can make it your auto-attack skill, so you can use 100 blades as soon as its off cooldown without even looking. I find that helps because I don’t need to look.
You must be a very successful pvper.
Yes I win in battles against almost every enemy
Lol wtf? Sarcasm chain?
This is not a bug. The tournaments have to actually end before you can get the chests. if your team loses on the second round, you get your copper chest only after the 3rd round is finished. You just have to wait.
Battle Standard bug is the worst, by far imo. It has such a massive cooldown and it goes on it’s full cooldown even if I get interrupted or I interrupt it myself by dodge rolling.
Sad Panda
Yeah, sorry I meant axe/axe is lackluster. Axe mainhand is actually pretty okay the auto attack is pretty good for sustained damage, however skilled players will never let you stay on them for long and you will have to employ a number of skills to keep CC off yourself to be effective. This means that your Utility skills will be filled with more CC removals than damage enhancers. Axe offhand is terrible, period Whirling axe can be easily interrupted or avoided completely with just one dodge roll or movement skill. You have to employ CC to make Whirling Axe effective, same can be said of HB, however HB has far superior damage and a much lower cooldown.
Axe is a very solid mainhand weapon. Axe/Mace can compete against GS if only for the CC that Tremor provides. Otherwise GS is better in every way.
As an alt weapon set nothing surpasses Mace/Shield in my opinion, Shield stance and the dual stuns from Mace adrenaline skill and Shield Bash has saved my kitten so many times.
“In PvP dual axes is not viable. It does not have as much mobility and evasion as GS…”
False. GS has one serious damage skill that roots you. If you miss, you need Whirlwind evasion because you have nothing left for the next 5 seconds and you’re about to get owned. Axes give you much more consistent damage output, allowing you maintain constant pressure and giving you the option to be mobile the entire time. Combine that with the various knockdowns and roots in your utility skills and you’ve got more than enough options to be entirely viable. And you don’t have to spec glass-cannon to be effective like you do if you want your Hundred Blades to not feel like being slapped with a wet noodle.
Wrong, HB is a situational skill. It’s is not meant to be used off cooldown. Maybe bad warriors will use it off cooldown willy nilly, but to get full effectiveness you have to CC your enemy first or make sure your ally CC’s the enemy.
Whirlwind blade on the other hand is a skill that makes GS so great. It does very good damage, gives your evasion frames, it is only on an 8 second cooldown, it is very difficult to miss. If you are not using Whiling blade effectively you have not unlocked the full potential of GS. It’s an amazing skill.
Compare that to the lackluster dual axe abilities.
Yeah that idea works too. I myself have also forgotten to ready on a few occasions.
I think that the scoreboard popup just gives a nicer interface, remotely similar to the interface you would see while waiting for everyone to ready in a a Dota or Arena style game like LoL or Bloodline Champions.
Also, I’ve been wondering, why do we have to be ready so many times? When you are in the hall of memories and you click “go now” when a tournament is ready doesn’t that imply that you’re ready (i.e not afk or otherwise pre-occupied)?
(edited by Geff.1930)
In PvE any weapon/set of weapons is viable because it doesn’t matter as long as you kill the mob. You will kill the dungeon mob/boss anyway why does it matter what weapon you use to do it?
In PvP dual axes is not viable. It does not have as much mobility and evasion as GS (lack of Whirlwind attack and Rush), and it has the same amount of CC as GS (basically none). So GS basically performs the same tasks as Dual Axes, but better. Offhand mace on the other hand provides a very nice hard CC (Tremor).
Again, since you are talking about PvE, it doesn’t matter what you choose, just go with what you like the look and feel of.
Oops, meant to put this in the suggestions section. Could a moderator please move this thread?
Currently a wide majority of people who play tournaments don’t know that they can avoid the ridiculous 5 minute wait if they just click ready. I understand that there is an unobtrusive ready button pop up in the pre-matches which is meant to make people click it. But, you have to understand that people are stupid and probably a majority of us ride the short bus.
So, here is my solution. It is a simple one, I assure you. Just give us a scoreboard popup in the pre-match, you know the one with the green check marks next to the people who have already readied; and make the scoreboard uncloseable and obtrusive. This will force even those of us with the lowest attention spans to pause and give notice.
If this doesn’t work (who knows, humanity never ceases to amaze), you can remove the pre-match entirely and put in a separate lobby where people can ready.