Warriors are heavy. Heavy should mean slow…
By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.
This is a GAME.
Using gap closers for escape tools is still doesn’t look right and a warrior can choose them to not completely kitten themselves with it.
Why doesn’t it look right? This class has no disengage mechanic unlike others. Nor does it have clones/stealth/other help.
Don’t miss it, don’t want it. This is not THAT game.
Warriors are heavy. Heavy should mean slow…
By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.
This is a GAME.
Zerging is a broken mechanic that dosent work , never worked and will never work. First lets establish what’s a zerg, it dosent necessary mean a blob of 50 players, a zerg is a group of players that can stick together to make the things easier or faster. It can be 5 players or 10 or 1000 dosent matter, moving as a blob should never be considered a strategy and should never be rewarding.
PvE, Open World: Let’s talk about open world, the zergs in there are a laggy mess, you cant see whats going on, your contribution is pointless , no strategy involved, most of the time its too easy and sometimes its too hard or boring becauses the scaling gets crazy when the mob has like 20 billion hp.
PvE: dungeons , zergs exist there too , stacking together in one spot is very effective once again, there’s more risk than open world and its harder but its still the same core mechanic , move as a blob and kill stuff with less risk to get more rewards
WvW, this is where zergs shine, AoE cap limit cannot kill zergs, only a zerg can take a keep and the bigger numbers always win , not much to say there.
SPvP Hotjoin Vs Tourny : This is the only reason why zergs dont work in spvp because of the capture the point system , if it was death match only, moving as a blob would be very rewarding, if a player dies just wait for him to respawn and strike the ennemy team again. But in hotjoin of course the zergs dominate.
Solution PvE: Rework mob AI, punish players for moving together like a blob like it was done in gw1, if anybody remembers FoW the fastest speed clears were done with a group that is not moving together and instead does different parts of the dungeon to finish it quicker than a blob.
Solution WvW: Remove the AOE cap limit seriously ….. when a blob of 50 gets one shotted by 2 staff eles they will understand that they need another strategy. Also scale the door’s HP with the players around. Taking a tower solo should be possible without any ram or whatever its called.
Solution spvp: limit/nerf the downed state, when you down somebody in a 2v1 or 3v1, the res goes FASTER than the stomp, why?. If you are downed , you shouldnt prevent players from stomping you, you are defeated , you lost, there shouldnt be any second chance unless your teammates helps you at his own risk. Maybe take 50% more damage while ressing or something that prevents this perma-res non-sense.
So yea pls nerf zergs, too OP.
OP : Nerf people gathering and playing together because i don’t like it.
Also your provided solutions aren’t going to work.
“rework mob ai " like that’s just going to miraculously happen because you just asked for it.
The other two have been addressed by others.
Also your second post proves you don’t know the first thing about high-tier WvW.
The feature patch isn’t even out yet and people are already complaining about the changes not being enough and this and that. Just wait and see.
ITT People complain about a troll build that can do pretty much nothing else but troll.
Why do you not understand that if your opponent runs away you’ve effectively won the fight?
If there were 2 parties in LFG…
GWWW
and
Ele Ele Mesmer MesmerWich would you choose?
Not to mention nobody will ever say no to a warrior…even if there are alread 3 in party…
Always the group that has a guardian. And that says something about the game right there.
Human. Nothing else.
[moderator removed offensive comments]
I had originally watched this issue arise whenever I was leveling alts within the first few months of the game, where people that are level 80 refuse to help out those who are not, especially when it came to dungeons. This makes leveling of new characters an absolute grind, as dungeons provide the best experience you can get.
I admit that I have not played for a couple of months, but my girlfriend has since got the game and we have been helping each other out. The problem is that new players are pushed so far away from even thinking about doing the dungeons now that Anet are not supporting new players enough.
Now, I managed to help get my girlfriend up to level 80 at last, with only one successful dungeon run in all that time. That was when i thought that it would now be a breeze and we could play whatever content we desired.I WAS WRONG
We are still unable to play dungeons, even with the lfg tool that is meant to help such matters.
Why?
I found out that players are not just going off character levels when it comes to doing dungeons, but achievement points as well. Because my girlfriend has less than 1k achievement points, due to not having had the game for that long and having been unable to do the dungeons due to the ‘elite’ kittens
This is completely disgraceful of any players who use this ‘ranking’ system to determine who they want in their parties for dungeons. I mean, who do they think they are?! They apparently do not like challenge- they want everything in the game to be a breeze – they exploit the dungeons and only allow experienced people to help them. Do they feel they require a purely experienced party because they play so badly that they would fail the dungeon otherwise? Come on people…be more accepting of other players…don’t go around insulting any new players to the game.This is more of a rant than anything, but there are multiple solutions that can be done:
1) Anet hides achievement points
2) Anet alters scaling so that a level 80 scaled down to a level 35 (for example) actually plays not much different to a level 35
3) PLAYERS respect other people and their levelling up, gaining of acheivement points etc. and help out, no matter how great the challenge becomes.
Thank you but no.
I will not waste MY time to help you level up and carry you through dungeons if this is the attitude you display. Players like you – who demand that others help and carry them and call that " respect " are never going to be helped by me.
APs are relevant because not everybody has the time to help you through the game. Ever considered joining a guild? Finding some friends to play with before you demand that the whole playerbase start carrying you through the content?
Who do we think we are? We’re players – same as you – and we can choose to play HOWEVER WE WANT.
I make achievement point gated runs specifically because I don’t have the time necessary to have inexperienced players in my runs. I want people that have been with this game a long time or people who’ve put in the effort and who care about it.
The AP system doesn’t guarantee that but it’s a lot safer than using nothing at all.
Also from experience I’ve never had terribad players are 9k+ AP ( merely slow/ mediocre ones) and never had great amazing imba 1337 leet player at below 3k AP. Just how it is.
So good luck to you, your girlfriend and your attitude – hope we never meet in game.
Was that an satisfying ending? **SPOILERS**
in Battle for Lion’s Arch - Aftermath
Posted by: Harper.4173
I did get to stomp her – so yes.
I would have preferred if i got to chop her into bits or tear her apart. The stomp thing is sort of underwhelming.
Terrible idea. Would not want.
In GW2 – the nature of the content in PVE means that in 90% of cases you won’t be the only one hitting a target. And IF you’re hitting a target by yourself chances are the content is easy enough you’ll down it no matter what traits you run.
You want to use trait number V in the Arms trait line instead of number I. Just saying.
I have the same kind of problem with GW2 warriors that I had with WoW warriors and warriors in most games. The entire class revolves around brute forcing your way through everything. Charging, knocking down, stomping, shouting and swinging around your weapon like a neanderthal while generating rage to do these things even more effectively. How can that be made exciting?!
It’s the kind of class that never required much thinking in any RPG. Not even in the ye olde tabletop ones. Good for both beginner and experienced gamers as it performs reasonably well in unsteady hands and shines when used by an expert. See Lupicus solo and such. Warriors are like Captain America on horse steroid.
That is exciting – but not for everybody.
How can providing boons and healing allies be exciting? How can helping a downed ally be exciting? I find neither of these of any worth, and if I have to do them I do it just because it is required to make the run go well.
What I like to do is smash things in the face.
The dungeons are not going to be reworked. They’re designed to be easily done by that random pug group that has a few baddies in it. That’s the standard they’re measuring by – the dungeon is made for that specific group to be able to complete it.
That’s what I’m saying – the new TA path although easy is harder than what pugs usually do and as such nobody does it. Because it requires a tad more effort and time.
The devs are in a very sticky situation now :
On one hand they have a minority of players that ask for better, more challenging and more rewarding dungeons.
On the other hand they have a LOT of players that are casual and bad to the extreme that would be unable to complete any content that’s harder than what we have in dungeons right now.
The sad part is that the second group I mentioned is MORE numerous – and they’re also the ones more likely to spend cash in the gem store ( because good players can just farm or find smart ways to make money) – it’s the casuals that they have to keep happy.
They tried finding middle ground with fractals – content that everyone can do but if you’re good you can do it in a " hard mode" and if you’re bad you can still do it in " easy mode".
The problems there have been listed in the fractals CDI and mostly revolve around lack of content, lack of story and inappropriate rewards.
I do not believe a dungeon overhaul will fix anything.
Well whatever it is – it would be nice to get an official response and maybe a fix if it is a bug. If not just knowing would be good.
So – I’ve got this Fused Hammer Skin – which I’m looking to sell.
I’ve seen them on the TP and they sell for quite a lovely sum – only issue is whenever I right click mine in order to sell it the only options that I get are : Preview, Use or Destroy.
If I select use it opens a transmutation window and warns me that once I go through with the process the item will become soulbound ( so no chance of a sell then).
So my question is this – is the item bugged or is it just something I’m missing?
I’d assume it’s a bug since the skin doesn’t say soulbound nor accountbound – so technically I should be able to sell it right?
There are others listed on the TP right now. So what gives?
So how do we all rate the end of LS season 1
in Battle for Lion’s Arch - Aftermath
Posted by: Harper.4173
Story 2/10.
Implementation 5/10.
I agree – this would be immensely helpful.
If that’s the answer, would you like to see more challenges within Dungeons or leave them as is?
My point is : if you want the game to be challenging, keep the good and go forward : take the active gameplay that encourages skill (and zerker, for a good zerker is skilled because there is little room for error) and make more unforgiving bosses, bring even more action by randomizing their skills, reducing their CDs, create multiple way-outs (ways to act to mitigate damage) of OS skills to promote even more action. and give necros cleave
It all comes down to boss AI, again :’(
Excellent. Through this topic, it has exposed many solutions, such as, the reconfiguration of AI’s. I fully support the idea of AI’s, basically, need a buff in Dungeons or in the PvE world in general.
An additional question just came to mind and that is this; the basic melee attack from the AI, should that be pared with a players Auto-Attack speed?
The AI won’t be fixed. It would require a LOT of effort and difficulty. At most they’ll raise the difficulty in other ways – see new TA Aetherblade path ; see mistlock instability implementation.
You consider TA Aetherblade difficult? In what twisted parallel dimension do you live in? The path lacks popularity, however not because it is too hard (aside from beeing difficult to stay awake during countless waves of aethertrash).
While some mistlock instabilities have a decent touch to them (less damage while on low stamina for example) other are simply stupid (mainly scritped agony, which together with lots of entry agony for the “new fractals”, the removal of fotm 51+ and a slight reduce in difficulty for lvl49 (~50) put fotm further away from something you could really call “competetive pve endgame”.
It’s not difficult – but it is MORE difficult than COF P1, AC 1 and 3, HoTW 1. So yes – it has increased difficulty than the " meta " dungeons. It’s also more difficult in the sense that it is difficult to farm.
FOTM can be improved – there’s a whole CDI thread about it. More levels can be added, new fractals can be added. Agony is an issue but it’s the best we have right now?
What would the alternative be?
Competitive AC P1 runs?!
If that’s the answer, would you like to see more challenges within Dungeons or leave them as is?
My point is : if you want the game to be challenging, keep the good and go forward : take the active gameplay that encourages skill (and zerker, for a good zerker is skilled because there is little room for error) and make more unforgiving bosses, bring even more action by randomizing their skills, reducing their CDs, create multiple way-outs (ways to act to mitigate damage) of OS skills to promote even more action. and give necros cleave
It all comes down to boss AI, again :’(
Excellent. Through this topic, it has exposed many solutions, such as, the reconfiguration of AI’s. I fully support the idea of AI’s, basically, need a buff in Dungeons or in the PvE world in general.
An additional question just came to mind and that is this; the basic melee attack from the AI, should that be pared with a players Auto-Attack speed?
The AI won’t be fixed. It would require a LOT of effort and difficulty. At most they’ll raise the difficulty in other ways – see new TA Aetherblade path ; see mistlock instability implementation.
Dungeons were designed to be medium-hard to complete ON release. Not 1+ years after.
You want harder content? Go do fractals at level 30+.Dungeons are designed in such a way that NO MATTER HOW BAD YOU ARE you will still complete it if you keep trying. That means that a VERY GOOD GROUP will breeze right on through. Regardless of gear – but zerker will make it the fastest.
I am familiar with high level Fractals and my experience tells me that Fractals should be the standard of any Dungeon. In short, shouldn’t Arena Net consider creating, or reconfiguring, more difficult Dungeons in order to avoid such repetitions?
No. Because dungeons are for farming at the moment. Make them more difficult and the majority of players who run them will quit doing them.
In your opinion, would you prefer Dungeons be developed for competitive purposes in the future?
No.
We have fractals for that – and a leaderboard was already promised so I believe they also intend for fractals to be the " Competitive high-end PVE " part.
Dungeons can never be made competitive. They’re too easy – but make them harder and a LOT of the community won’t be able to do them which defeats the purpose of having them in the first place.
Just keep them as they are. Give us more fractals.
Make 100 Blades the Burst skill, let the Warrior move at 50% speed while doing it, making each level of burst determine the number of swings.
Make Arcing Slice the new skill 2 for more reliable fury stacks.
Now Warriors won’t be quite as OP in PvE, and GS will be more reliable (and viable) in PvP.
This is a terrible idea.
Warriors are NOT op in PVE. You’re thinking about eles and the insane burn they do with FGS.
Ruining GS for warrior isn’t a fix here. HB is fine. AS needs a rework.
Dungeons were designed to be medium-hard to complete ON release. Not 1+ years after.
You want harder content? Go do fractals at level 30+.Dungeons are designed in such a way that NO MATTER HOW BAD YOU ARE you will still complete it if you keep trying. That means that a VERY GOOD GROUP will breeze right on through. Regardless of gear – but zerker will make it the fastest.
I am familiar with high level Fractals and my experience tells me that Fractals should be the standard of any Dungeon. In short, shouldn’t Arena Net consider creating, or reconfiguring, more difficult Dungeons in order to avoid such repetitions?
No. Because dungeons are for farming at the moment. Make them more difficult and the majority of players who run them will quit doing them.
1) Glass Cannoning is supposed to be high risk, high reward. The fact that most parties run full zerk, to the point that you’re seen as a burden for not following suit, suggests that the risk factor isn’t there. Increasing the difficulty will do wonders, it’ll increase the importance of support, in increasing the difficulty they could rework control’s effectiveness, and if they make it harder to melee burn mobs down, ranged will become valuable again. To make things more clear, Zerker parties would still be possible, it’d just require much more skill to run one without wiping. Ideally most parties will consist of 1-3 dps and 2 other specs to support them.
2) Rather not this one, it’d just some abitrary challenge that’d artifcally make taking someone with a different spec important.
3) Dungeons are the way they are now because they’re became farmable. Farming them is what has caused the player base’s tactics to develop so rapidly that an optimum strategy was found. Farming is what drives this need for efficiency, and has driven the need to create universally optimum tactic. With farming gone, only people who actually want to do the content for fun will remain, the farmers will move onto the next farmable thing. That said this is probably the laziest, and least helpful solution.
1) Wrong- there’s a HIGH risk involved for NEW players. The whole concept of high-risk / high-reward is balanced for people that DON’T know the content by heart.
It WAS a VERY risky trick before everyone knew the dungeons.
How would YOU go about doing any dungeon path/ new content in full zerker gear if you didn’t know the run? Didn’t think you’d do too great.
Also – it’s risky if people don’t know the game, the dodges, their builds, etc.
If you think making mobs HARDER to burn down will do anything to improve the current state of the dungeons you are wrong. People want to get them done FASTER not longer.
Also ranged is valuable – for people who can’t dodge and melee.
When this game came out there were a TON of threads about melee being suicide.
What has changed? People got good at it. Now we can melee and have threads about ranged being useless.
Also 1-3 DPS and 2 support sounds a lot like a trinity set-up to me. Why not just have 5 DPS that know what they’re doing that can support each other as well?
Add more support oriented ( aka dedicated support player) if the others are bad and can’t handle their game – but don’t punish good players.
3)The only reason cof P1 farm was nerfed and other dungeon rewards were buffed is because Anet wanted the FARMERS from Cof P1 to go do OTHER dungeons as well.
If they didn’t want the farmers in other dungeons ( farming them) they wouldn’t have changed COF P1 and you’d have exactly what you want.
ONE dungeon that all the farmers farm for farm. And THE REST of the dungeons that nobody did except the " people who do it for fun " aka that dozen or so players.
I know how few did dungeons before there was any profit in them. I needed odd tokens for armor from like CM or TA and NOBODY – literally nobody did those. I had to ask friends to come specifically.
Also – moving the farmers isn’t easy – people are complaining about champ trains also.
Let’s face it – the MAJORITY of players here play to farm.
Legendary items, ascended gear, vanity gear – it all costs a TON of money.
The primary goal of ANY GW2 player is to make cash, with a few exceptions. So yeah – alienate the farming players, because they’re not like 80% of the player base.
The roles of dps/tank/healer are old and boring, and done to death by other games. (Though we could always use more— condition could be improved, etc.)
I understand that this game doesn’t need Tanks/Healers and that was definitely a topic that concerned me the most. First, I enjoyed playing the role as Healer. I don’t mind having others do the majority of the Damage. Since that was my first build as a Guardian, it quickly grew outdated and unwanted as Guild Wars 2 became more populated. Therefore, I was forced to change to a different build and train myself in that new combat style that the majority of players prefer or else threaten dismal from the party.
So, in the end, has Guild Wars 2 become such a linear game, in which, players must continue to update their build, play-style, and meet a standard to enjoy the game?
That’s about my problem with the whole Zerker thing. If you want to play in some way other then the current DPS meta, you’ll have difficulty finding a party. Shame too because this linearity exactly what a lot of players came to GW2 to escape. This mentality is largely driven by players’ desire for gold gain.
I can think of 3 solutions off the top of my head.
1) Increase the difficulty of dungeons to the point that full Zerker parties won’t work.
2) Add challenges that target specific skillsets
3) Make the dungeon rewards undesirable to farmers
1) that’s biased, hateful and unfair. Why should that be the case? Why shouldn’t Cleric’s be unable to complete dungeons?
Just because zerker is most effective at clearing a dungeon doesn’t mean it will not immediately be replaced by a new meta the moment it is no longer the best possible alternative.
Zerker isn’t a gear set friend, it’s a state of mind.
2)Could work, but most player won’t bother.
3)Then who’ll do your dungeons?
Do you remember how much people did dungeons before the 1+ gold reward system was implemented?
People did CoF P1 – TO FARM. And pretty much none of the other dungeons because they weren’t worth it.
End result is that it is safer to go full on offensive, as a dead enemy do not spike. And the faster you kill it the less number of times you have to evade that spike.
This is the issue I am trying to expose to the Guild Wars Community and some may not realize it just yet. At this time, it requires less tactics to complete Dungeons, which is unfortunate. Don’t get me wrong. I do not want dungeons to take longer, but at the same time you are earning Gear/Items that is one level below from Ascended Gear/Items.
Would it make more sense if Dungeons required more tactics, or profession combination, in order to obtain such an item?
Increase a dungeon’s difficulty and you’ll turn it into a ghost town. There are a LOT of dungeon paths that nobody does and the reason for that is that they aren’t speedy enough.
The roles of dps/tank/healer are old and boring, and done to death by other games. (Though we could always use more— condition could be improved, etc.)
I understand that this game doesn’t need Tanks/Healers and that was definitely a topic that concerned me the most. First, I enjoyed playing the role as Healer. I don’t mind having others do the majority of the Damage. Since that was my first build as a Guardian, it quickly grew outdated and unwanted as Guild Wars 2 became more populated. Therefore, I was forced to change to a different build and train myself in that new combat style that the majority of players prefer or else threaten dismal from the party.
So, in the end, has Guild Wars 2 become such a linear game, in which, players must continue to update their build, play-style, and meet a standard to enjoy the game?
Yes – in ANY game you have to keep up with the other people doing the content.
You can’t expect to go away from any form of human activity for a long time and not have some catching up to do when you get back into it.
If you want to be effective you have to play what people have found to be most effective. And you have to do that IF you want to play with the players that VALUE effectiveness ( the majority of the player base).
If you don’t care about effectiveness you can bring any build or play anything you want if you find similarly minded individuals. Or new players that don’t know what’s what yet.
Just don’t call the game broken because you don’t want to put in the effort to party up with people that actually CARE about doing good in dungeons.
Hello Guild Wars Community,
I’m sure everyone has noticed how simple Dungeons have become and the high demand for Damage (Berserker) Class characters. My issue regarding this topic is not the Dungeons, but the ability to complete a Dungeon within minutes with Berserk Class characters.
I have spoken with other fans of MMOs and League of Legends was mentioned. I am not a player of League of Legends and know nothing about the game, but what they described to me was that each party needed particular classes in order to complete Dungeons and obtain the reward. They informed me that it is recommended that a Healer, Tank, Damage, Range, etc, is necessary to complete any Dungeon. So, I thought to myself, “How come Guild Wars 2 doesn’t have something similar?” This is where the discussion of the topic begins.
I understand the flexibility of each class and the chosen profession. I understand that the creators of Guild Wars 2 did not have the desire to restrict players to one particular play-style. In the end, my question still stands. Why are the Dungeons so simple to the point where no defense is necessary to complete? Why is it that one profession, or one build, complete Dungeons almost effortlessly?
Since this is my first committed MMO, my goal here is not to criticize Guild Wars 2, I enjoy Guilds Wars 2 much so that if this topic can enlighten new ideas to the game that maybe players may not be restricted to the social norm, and that it may bring new experiences to current and upcoming Guild Wars 2 players.
Thank you for your attention and please leave any comments.
Respectfully,
DogCompany
Dungeons are NOT so simple that no defense alone will get you a successful speed clear.
You must not have been here when the game launched.
The dungeons are simple because any decent player KNOWS THEM BY HEART NOW. And that means you can avoid A TON of damage and other issues just because you’re experienced.
Also players have gotten good with dodges, their own class and build, and are now generally MUCH more effective.
Dungeons were designed to be medium-hard to complete ON release. Not 1+ years after.
You want harder content? Go do fractals at level 30+.
Dungeons are designed in such a way that NO MATTER HOW BAD YOU ARE you will still complete it if you keep trying. That means that a VERY GOOD GROUP will breeze right on through. Regardless of gear – but zerker will make it the fastest.
1) First of all I think the thread title is encouraging hostility not, open discussion.
2) It would seem that it is a few short post away from “You’re a poo-head, No you’re a poo-head” again not, open discussion.Might be for the best if this thread gets closed.
no not really. the overpowerd warrior experiment is experimenting on the hypothesis that warriors are overpowered…which is a commonplace claim right now. you cant call a hypothesis socially pressing in any manner if it is a relevant issue and common idea or concept.
2) you are half right here. the people claiming warriors are OP are shoing videos of warrior doing really well with ZERO experience having ever been on warrior…. and pictures of them beating top tier players and the single guy that isnt is basically saying nanan nana boo boo i am rubber yhou are glue while supporting no picutres statitics or anything relevant other than ad hominem.
You do realize we’re supposed to take your word on too many things for people to even consider paying attention to you and your post.
Good luck.
I wonder if there is like this rotating wheel, with dozens of different things about the warrior from minor traits to individual weapon attacks, that anti-warrior individuals walk up to and spin. And once the wheel stops, they will complain about that on the balance forum. No matter what it is.
Because that is what this seems to be. It’s gotta be real, right? Tell me someone put you up to complaining about Warrior Deep Cuts of all things.
This ^^^
I’ve also found that your theory must be correct. Only way to explain all this.
If this was the case I would make a ranger. It would be an awesome class to play.
That is IF they would make a way for the class to be played WITHOUT the silly pet.
Get Knight’s. With Knight’s trinkets you’ll be tanky enough for most zones, with zerker trinkets you’ll deal enough dps to be alright.
Seriously – mounts are a bad idea. The game doesn’t need them – why would we have them?
For long distance travel we have waypoints.
For short distance we can run.
They serve no purpose.For looks. And bragging rights. No different than the flying broom and the undergrounddredgething you can buy for gems.
You guys said looks and bragging rights – the issue here is that in other games pets serve a purpose. You travel with them.
There are different types each with a different speed attached to them and different abilities. They’re a part of the game mechanics.
So yeah – bragging rights – great – but wouldn’t you rather have a new set of legendary weapons – maybe even other legendary items – such as trinkets or armor – or better yet – MORE armor sets instead of pets?
The developers only have THAT much time to design cool things to put into the game.
Pets would be very hard to implement since you’d have to have pets that are appropriately sized for both Asura and Norn/Charr.
I get the appeal for pets – but personally if they’re going to spend their time developing something it might as well be new legendary weapons / new awesome armor sets or new cool back pieces.
Ok – I might get a lot of negative feedback for this post but why the hell not.
Disclaimer – I don’t play ranger. I did have a ranger in GW1. Never made one here.
Why? Because of the problem I’m making this post about : pets.
The reason I never made a ranger in GW2 is because pets are mandatory – you don’t get to choose whether you want one or not – no. Part of your DPS and overall effectiveness is tied in with this AI critter that is very poorly optimized right now.
I feel that’s the main flaw with the ranger class in GW2 from the conceptual point of view. Sure – the class has balance issue, bugs and whatnot – but these are fixable.
The real issue is that the class forces a pet down your throat. That’s the reason I never made a ranger, that’s the reason a LOT of people I know in the game haven’t made one.
And yes – I realize that reworking the class’ core mechanic is a huge thing to undertake but I could really see the class doing better if people could OPT to not have pets.
Not everybody who wants to play a ranger wants to have critters running around after them 24/7.
You know – when you think of the ranger archetype the most prominent figure that comes to my head is Aragorn. Did he have a pet? No.
Why are we forced to have them?
Give rangers a choice – you want a pet – sure go for it.
You want no pet ? Sure – go for it.
Any feedback would be appreciated.
Seriously – mounts are a bad idea. The game doesn’t need them – why would we have them?
For long distance travel we have waypoints.
For short distance we can run.
They serve no purpose.
Well, rather than say other people simply need to love your warrior. . . .
The general consensus is that the warrior became OP when ANET tried to quickly move them from being useless to useful.
The main disadvantage of the warrior was supposed to be (if you look at the original builds) condition damage. Now, the warrior is frankly far too able to remove conditions and avoid being locked down. Add passive healing, high toughness and high armor and you simply have too many benefits and not enough weaknesses.
Cleansing Ire and Dogged March are the biggest problems. Warriors should get locked down more and should take more condition damage with fewer cleanses. But God help another class that winds up toe to toe with you.
You need a pretty big claw back (nerf) of the abilities ANET put in after launch (cleansing ire, dogged march and healing signet) in that order.
Except most classes run condition heavy builds so what you’re saying is that warriors should easily be stomped and locked down by almost every other class.
You should stop orienting your hate towards warriors – it’s getting old. Do something new why don’t you?
I disagree with the OP on some points – and disagree with his attitude because this is another one of those " make the game the way i would like it " threads.
While the AI could be made more challenging the fact that they haven’t done it by now means it will probably never happen.
In case you haven’t noticed OP – one hit skills do not one hit you in PVT gear.
I’ve done content in full Knight’s and full zerker’s. There are a LOT of things that will one shot you as a full zerker and leave you at around 30-40% HP as full knight. I can imagine PVT gear does this even better.
Some boss mechanics need to stay ONE SHOT so people don’t afk during the engagement in their " awesome omg cleric’s so tanky " gear.
Even with this people have done Arah without dodging ONCE. Is that what you want the game to be?
Dodging and blocking are fine the way they are – they reward skilled play. You dodge well? Great – no damage.
You popped a good block ? Great – no damage.
What you’re saying is to reward skilled players less because less skilled players are doing poorly. So we should all get hit – for the common good of the proletariat right?
The game’s combat is fine, zerker is fine.
Using fractals to tell story:
Proposal Overview
Fractals should be used to tell as more about the lore/history of Tyria.Goal of Proposal
Increase the amount of lore used for the fractals and creating new fractals which story and background informations. This is such a good oppertunity to tell us about things that happende before GW2, things that could happen in the future, things of an alternate version of Tyria.Proposal Functionality
Existing fractals:
I think the fractals should have some more story, like what is this underwater fractal thing, what happened in this strange rata-sum version, is it ascalon we are over-running? It would be great if we got some more informations about them while doing them, either by getting more informations from Dessa or by some writings found in them or NPCs you could talk to.New fractals:
- There could be fractals which tell us about events that happened between GW1 and GW2
- Fractals that tell us about things that happened even before GW1
- Fractals telling alternate versions of history: I would especially love to see a fractal where we help Shiro to kill the Emporer (still a great fan of Shiro
)
- Fractals about a possible future: Everything is overrun by Scarlet (sorry, I just had to write that here, since I like here even if so many hate her^^)
I’ll complete the list here with this examples, since I could go on about this for a long time.Associated Risks
Of course people might not care about lore/story, making it a bit of wasted time for you devs, but I still think many would think it a nice addition and if it leads to new fractals everyone should be happy.Hi Moon,
Thanks for delivering a very good proposal for more Lore based fractals.
TimmyF this post is a good example to discuss ideas around.
Chris
A cool idea – and I agree with this – pre-GW1 stories would be awesome.
A few ideas :
Ascalonians driving back the Charr.
Margonites in the Crystal Desert.
The actual Guild Wars.
The sinking of Orr.
White Mantle vs Invading Charr.
The list could go on – we should have these – they would be epic.
Lore is pretty important. I’m not really loving this shift the game is doing away from GW1 lore to this tech-punk-Scarlet nonsense.
I wish it would go away.
I agree – the game has lost a LOT by not having these added in – still there is hope. In future updates we might finally get these areas in one form or another.
Keep asking for this, keep the spirit of what these places were and what they meant to us alive and we’ll eventually prevail. They can’t ignore us forever.
The good news is, these changes are already taking place with enemy design. The zerker mentality itself might only be a temporary issue.
No matter how the enemy design changes – there will always be the optimal gear set or combo that’ll be desired – whatever that is.
Why do you think that will just go away ? Because people want it to?
Just be prepared for these threads in the future when we’ll call them " the something something mentality ".
Human nature doesn’t change.
Of course MMO content needs replayability and rewards.
I’m not saying that you should feel rewarded just by the fact of completing this content, but that it would be actually hard enough for a failure to be expected.When I PUG for some GW2 dungeon, I’m fairly certain on having it finished. It might take longer than I expected, there can be a wipe at some point … it doesn’t matter at all. It’s just a brief delay on getting my gold.
It’s possible, however, to have content where failure is a quite feasible option and something must be paid for the access. Even if eventually would be speedcleared (like every PvE content), this kind of content encourages you to ensure a success over trying to do it as fast as possible, and that might be an option for different gear stats to have a chance.Obviously this is the kind of design that a lot of people won’t ever step into and I don’t expect it to ever happen in GW2 (even if I’m pretty much describing GW1 elite zones), but it’s also obvious that if they keep tuning the content based on an average player PUG, it’s not going to be hard to speedclear it on berserkers.
Sorry to break it to you but GW2’s dungeons were designed in such a way that in 90% of cases if you stick with it and pull through the wipes you’ll eventually get it done.
This is intended – it is by design.
In GW1 if you dies you would accumulate death penalty – when enough stacked and before there were means of removal it could make certain fights a clear death sentence.
In elite areas – UW/FOW a party wipe meant kicking all players outside with the loss of all progress.
What we have in GW2 is easy mode compared to that approach.
The dungeons mind you are not that easy to complete though – you now have certainty that you’ll get them done because you’ve been doing them for the past year – same as the pugs. You now have gear and know your class and build well.
When the game came out that wasn’t the case – the groups didn’t know what to do, were undergeared and not very experienced – the content hasn’t become easier – the players have gotten better.
So how do you fix it? you don’t.
Just add in " Hard Mode " – like in GW1 – put in better rewards for that and give players a chance who want harder content a choice.
That’s pretty much the only thing you can do now – if you revamp it all you’ll basically destroy the average newbie party that are just getting in the game.
Your idea about " encouraging a success " instead of clearing it as fast as possible is silly.
As soon as people learn how to succeed at it consistently ( 5-10 runs ) it will become a race to complete it as fast as possible.
This is true for all content. And if it can’t be cleared fast it won’t be done.
Again I ask – why are SE P2, COF P3 and the new Aetherblade TA path never done? Because they’re too long. Why would people bother?
Even the elite content you mention from GW1 was being cleared by speed runs. Even though there was a possibility of failure – people found out how to do it and became good at it.
You can’t fix " Zerker " because it’s not about zerker gear – it’s about getting rewards FAST and hard.
And in a game where Ascended is a thing, where legendary weapons take a LONG time to build and stuff in the gem store is more and more difficult to get with just in game gold you can’t really expect people to not want the most gold for their time spent now can you?
If you amp up the difficulty and make everything " a challenge" then prepare to have a lot of content that nobody will do.
… including the people who were asking for a challenge…
You mean that insignificantly small minority?
How many people do hard content just for the sake of hard content? very few. And out of them the majority does it for bragging rights. Done it once ? Rights acquired. No need to repeat.
So what then?
If you want to “fix” the zerker mentality, probably you should “fix” the farm mentality first.
If the content were challenging enough so just finishing it could be seen as a success, then we might see a lot more of diversiity. As long as it’s balanced around random and uncoordinated PUGs and mostly around repeating it over and over in order to farm gold, it’s quite understandable for people to chose the spec that gets it done faster.
If just finishing it could be seen as success why would anyone do it more than once?
People play for the rewards and sometimes for the bragging rights.
I’ve done EVERY dungeon path once – for the achievement – but only do a few of them because they’re easy and reward me the most.
If you amp up the difficulty and make everything " a challenge" then prepare to have a lot of content that nobody will do.
Example : high-end fractals – look at the CDI topic – everybody wants better rewards and better means to acquire fractal weapons.
People do the content because of the rewards, not for the sake of doing it. This is true for almost every MMO game.
I really haven’t seen a thread like this. There may be a few, as I did not do any amount of searching. If so, I apologize.
How would YOU incentivise using gear other than zerkers in PvE?
I’m not saying that players aren’t justified in forcing others to use zerkers, because they are. Zerkers gear is the optimal choice if you’re out in open world PvE or Dungeons.
I personally have never used zerkers and find no issue finding groups for content, but having this mentality clouding Guild Wars 2 is some what disheartening.
So, once again, how would you incentivise using gear other than zerkers?
My suggestion:
Cause defencive stats like Vitality and Toughness to interact with skill cooldowns. For example, toughness could lower a warrior’s stance cooldowns.
Zerker is not the issue. There will ALWAYS be optimal gear – and people with the " zerker mentality " will always want to play with people that have that optimal gear.
Zerker is and never was an issue. There’s always going to be that ONE set or ONE item combo that’s the most effective – and will be the most sought after.
There’ve been countless threads about this. It will never change.
Proposal Overview
Create more fractals that are in some way related to GW1 or GW2 Lore.
Goal of Proposal
More content will incentivize players to start doing or come back to FOTM.
Proposal Functionality
If the added fractals would be related to lore in any way it could attract large numbers of players – we all remember the reaction of the player base to the possibility of a Abaddon fractal.
This is a great idea. I even think there are a couple GW1 missions that could be brought over, slightly modified, as a Fractal. Aurora Glade would be an interesting choice that comes to mind.
Oddly enough I was thinking of that exact one. But there is a LOT they could bring back.
It would only serve to promote the game’s lore more and in turn players would flock to see the new fractals – and if the rewards are reworked and improved there’s a HIGH chance they’ll stay on board.
It is crucial that FOTM is improved – it’s almost everything this game has going for it in terms of high-end PVE.
The question of " how’s high-end PVE" comes very often from a lot of players that might want to give GW2 a go but don’t feel it offers enough of a challenge. And while there is some hardcore open-world content that is too different to instanced high-end pve to be considered a substitute.
Proposal Overview
Rework or remove the Dredge fractal.
Goal of Proposal
The Dredge fractal – as it is now – is THE most hated and unliked fractal in the entire set.
Changing it so that it rewards good players that have skill and coordination or just taking it out entirely would go a long way to improving the overall feel and quality of fractals. Short of crashing or being kicked out it is THE worst thing that can happen to you on a FOTM run.
Proposal Functionality
In order to rework this fractal for it to be somewhat decent we should look at what I believe to be the core trait of a good T3 fractal. The Skill to reward ration.
A good example of this is the Volcanic fractal – a good group will breeze on through with little issue while a bad/uncoordinated group will take a long time and a lot of wipes.
This is – in my opinion – the way to go – reward the good players and incentivize worse players to get better and use teamwork.
In its current state the fractal is unjustifiably long and unrewarding for skilled group and this alone promotes all forms of exploits / glitch using in order to make the terrible experience shorter.
Proposal Overview
Create more fractals that are in some way related to GW1 or GW2 Lore.
Goal of Proposal
More content will incentivize players to start doing or come back to FOTM.
Proposal Functionality
If the added fractals would be related to lore in any way it could attract large numbers of players – we all remember the reaction of the player base to the possibility of a Abaddon fractal.
Proposal Overview
Create a token-based acquisition system for fractal weapons.
Goal of Proposal
By making fractal weapon acquisition more consistent ( note. not easier ) you can ensure that the fractal-oriented player base feel their efforts and time spent are being rewarded instead of feeling left out and becoming frustrated by not being able to get their weapon no matter how much they strive for it.
Creating a system that would enable you to save tonics means you could track your progress so your efforts feel validated and as a player you understand you’re working TOWARDS something rather than just playing and hoping the RNG gods will be kind.
It would also create incentive for newer players to get into fractals – since they now know fractal weapons are something they can work towards and not just pray they’ll drop.
Proposal Functionality
Fractal weapons still need to stay hard to obtain – just that the means through which they are obtained need to become more consistent.
A 100 Pristine fractal relic cost ( possibly 200) per weapon seems like a fair price for any ONE weapon of choice. The right number of course could be up to debate but the core issue is that we should have a fixed number. No matter how high or low.
Alternatively normal fractal relics could be used – 3000-4000/ weapon?
Another solution could be a vendor – with the ability to trade 4 fractal weapons ( any of them ) for 1 specific fractal weapon. This would mean you could find a use for all those fractal weapons you can’t equip.
Hoping this could be implemented in the future.
I cannot stress out enough how frustrating it is to go into FOTM time after time and not only not get the weapon you want but feel you’re just as far away from it as you were when you started.
I’ve done maybe over 300 FOTM runs, most of them 30+. Pre-patch, post-patch, you name it.
I feel no closer to getting that fractal longbow than I was when I started. That right there is the issue. Give us something TANGIBLE to work towards.