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Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

you’re not always going to do things you find appealing and fun.

Then why bother doing them at all?
I don’t know about the rest of you but I play games to have fun. If it’s not fun, there is no reason to play.
Playing a game that is not fun does not sound like any fun to me at all! ;-)

I’ll clue you in.
Some activities in the game are not fun.
Rewards however are fun. If I want fun rewards sometimes I need to do stuff that is not fun.
It’s as simple as that.

Let’s give you a practical example:

Do I love bringing rare items to pact provisioners each day to get my tokens? No. I hate pact provisioners. And the absurdly bothersome time gate.
Do I want legendary armor? absolutely yes – I consider that to be where the “fun” is at in this game.
So what does that mean? It means that if I want to have my fun I have to do the daily chore of bringing those guys their rares so they give me the time gated tokens I need for my armor.

Does that clear things up?

Not in the least. I don’t view “things” as fun at all. No interest at all in legendary weapons or armor. Doing things you do not want to do just to get a few flashy trinkets sounds way to much like real life, thank you very much!
I do not need gold, I have all the armor and weapon skins I want or will use. (I have been using the exact same armor skins on my 3 mains since day 1 because I like them).
I have maxed out inventory and banks, stocked full of every kind of material available and loads of armor chests that I have not even bothered to open as I have no need for them. I have no need for any additional items.
You have a goal, you want the pretty armor skin. That is what I want, goals to work for but other then more worthless skins or trinkets. Progression, levels (even if it does never pass 80), a simple set of doable dailies to finish without having to do something I do not like to do. You can talk till your blue in the face, but there is nothing you or anyone else can say that can convince me to use my gaming time to play something that is not fun, I will simply go play something else that IS fun.

Alright then – but MMOs might not be for you then.
They’re not designed to remain “fun” and “fresh” for a long time – they substitute this lack of gameplay or game experience fun and freshness with long-term vanity goals or progression goals.

If you play games solely for the gameplay and experience I would argue there are better things out there.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

It’s evenly balanced – in fact weighted heavier to PvE

13 accessible dailys.

Gametype 1 WvW – 4 daily options

Gametype 2 – sPvP – 4 options

Gametype 3 – PvE – 5 options

And yes, whether you like it or not, sPvP and WvW are two different game modes. One is balance based, one is hybrid PvE open world PvP fighting. For the record, the WvW achievements are more geared towards fighting npc’s than actual players.

Whenever I went into WvW maps to try to get 100% map completion for them (Vistas and so forth), I was always getting hunted down by other players and killed. So that made getting those done a huge grind. Player characters are leaps and bounds away from NPC enemies, in terms of how much damage and skill they can dish out. I know, you were mentioning WvW achievements, but the NPC part reminded me of the struggle I had doing maps.

See my post above – you are the perfect example of what I mentioned.
If you had been here on release ( not saying you should have been) and spent the time then to do WvW map completion with the open server re-rolls – you would have been spared a lot of difficulty and grief for a small time investment.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

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Posted by: Harper.4173

Harper.4173

I never said you had to be a PvP expert to do dailies. I said that some people don’t LIKE PvP.

And PvP dailies are not PvP – they are a farm. Nobody fights – and even if trolls appear people usually zerg them down.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Everyone has their price tag in MMOs as to what amount of entertainment they’re willing to give up for the profit that comes with doing something they don’t want to do (like grind/farm/etc).

You do realize that unless you’re a gold seller there is no actual profit, right? It is ALL supposed to be entertainment.

ROFL you seem to be taking the word ‘profit’ to mean RL money. Profit in this case means what you gain in exchange for doing what you don’t enjoy. This can mean gold and ap like in the case of dailies… but it can mean other stuff, too. You give up one thing to gain another.

~EW

What other kind of profit would I do something I don’t enjoy for? Are you telling me you do things you don’t enjoy for some kind of imaginary profit? Why on earth would anyone waste the little precious time they have in this life doing something they don’t enjoy for something imaginary?

Well – they do it so they get the item they want. That imaginary source of happiness and joy.

Enjoyment in a game can come from the actual gameplay experience OR other associated things.

For MMOs it goes like this – I might not enjoy X content but that content might be the best and fastest way to get me the thing I need to enjoy the game more overall – or help me get an advantage in the type of content I enjoy.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Everyone has their price tag in MMOs as to what amount of entertainment they’re willing to give up for the profit that comes with doing something they don’t want to do (like grind/farm/etc).

You do realize that unless you’re a gold seller there is no actual profit, right? It is ALL supposed to be entertainment.

Yes – but you do realize some things turn a profit because of “investments of time” so to speak.

A little time a day spent doing something you do not enjoy might end up paying back tenth fold when it helps you get something you want or value a lot.

Let’s look at an example:

Back when GW2 first came out servers weren’t locked – so you could switch servers whenever you wanted.
A lot of people used this to get their WvW map completion ( which was required for legendaries back then) really easily – because they just switched to each server and get the stuff they had capped – then switch to another and get the other stuff and so on till you had 100% WvW map completion.

People that did not take the time to do this when the server switches were free were stuck waiting weeks for certain high-end objectives to be capped by their server.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

you’re not always going to do things you find appealing and fun.

Then why bother doing them at all?
I don’t know about the rest of you but I play games to have fun. If it’s not fun, there is no reason to play.
Playing a game that is not fun does not sound like any fun to me at all! ;-)

I’ll clue you in.
Some activities in the game are not fun.
Rewards however are fun. If I want fun rewards sometimes I need to do stuff that is not fun.
It’s as simple as that.

Let’s give you a practical example:

Do I love bringing rare items to pact provisioners each day to get my tokens? No. I hate pact provisioners. And the absurdly bothersome time gate.
Do I want legendary armor? absolutely yes – I consider that to be where the “fun” is at in this game.
So what does that mean? It means that if I want to have my fun I have to do the daily chore of bringing those guys their rares so they give me the time gated tokens I need for my armor.

Does that clear things up?

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

wvw can be casual, pvp can be casual it and they take no effort, you simply do what you enjoy doing. Walking up to a wvw vendor and buying a thingy take no effort, walking up to a vista takes no effort. etc etc

WvW and PvP might be EASY – if there are no opposing players when you walk in and you can accomplish your goal without conflict, that would be easy. But for those who don’t enjoy PvP conflict, even the potential for that to occur makes those activities UNfun. And since a majority of the Daily list are WvW and PvP, that means for those players who simply dislike PvP conflict and want to avoid it, the Dailies are heavily weighted against them. Of the remaining PvE options, if one is a World Boss and you don’t have that kind of time, that further restricts your choices.

Therefore Dailies are weighted against casual players.

If you are being serious you are hands down my favorite person right now.
I can’t even believe you might be serious – but here’s hoping.

That aside – without the possibility of conflict there is no possibility for reward.
See how simple that was?

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

No, but you are complaining they are less casual-friendly when in fact, they have recently been made MORE casual friendly.

Is it hurting the PvP and WvWers at all?

Plus, never was demanding anything from ANet, unlike other threads. I merely thought I had a right to voice my frustration with feeling “locked out” of getting Daily rewards due to not everything in the game appealing to literally everyone.

Also, I thought I gave a relatively good argument and was not “complaining”. Guess people who are not great at every aspect of this game are not allowed to share their struggles in these forums. -_-

I’ll explain something that i think you’re missing.
You don’t need to find PvP appealing in order to do your dailies in a daily PvP server.
If you want to get things done you’re not always going to do things you find appealing and fun.

Also how does viewing a vista, gathering some wood and going into a daily pvp server require that you are “great at every aspect of the game”?

Do you even know what a daily pvp server is?
Nobody fights there – you do not have to know PvP or want to play it to go there and do your daily – it is organized SPECIFICALLY for people to get their dailies and nothing else.

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

Ugh, it’s really frustrating when misinformation is spread (in both camps) whether unintentionally through ignorance or intentionally through dishonesty.

The only thing you are bypassing is the time gate. Instead of having to do another Tarir to get your keys used – you get more with one Tarir.
I honestly don’t see this as a problem. It’s about as bad as gathering mats in different maps.

It’s the same thing as chaining breaches in SW.

Where is the problem?

It’s very different to SW because in SW you still have to participate in any map’s breach/VW you want rewards from. This is a result of AB being on a timer and SW not being on one; you gain access to several map’s rewards that you did nothing to be rewarded for. The chests do not require participation in that map’s events to open. This is the complete opposite of how SW works. Now I know some people are making the argument of ‘you did work for the keys’… once again that is where the April update comes in; you now do considerably less work for much more currency and many more keys; this argument is silly and misleading. You only lose out on currency/keys if you get a particularly good (e.g more maps than usual) run.

You do not have to do events to get keys. You get your key back per grand chest you open.

How many grand chests can you loot? The last time I did AB, I counted five.

The whole point of this farm is to loot those 5 chests over and over on alts and on different maps. If you’re looting the other chests, you’re doing it very wrong.

That aside – how is this an exploit? People are using keys that they earned to get those chests – it’s just that they’re doing it faster – opening more chests per tarir cycle. Nothing else changes.
If they open more – they’re going to run out of keys faster – and need to play more for keys. How is this a problem?

This argument would be valid prior to the April patch.

As a result of the April 19th patch it does not simply mean that you are just speeding up the use of keys. There is an over-abundance of keys and currency rewarded now. You’re not going to run out any time soon unless, as I mentioned earlier, in favourable circumstances. Even then just do 1 AB HP train and you’d cover the loss for many loot farms.

~~~

Someone raised a good point re: the DCing and not being able to loot chests if this were changed. I guess this would only be an issue if you were to DC and not be able to get back into the event before it finished. Honestly though… this is how every other single map works elsewhere in the game? So I’m not sure why AB has to be an outlier. I suppose how it works with the current AB meta is that you miss out on the vital currency and key rewards.

By participate you mean go to Troll boss – longbow autoattack and tab out right? That’s amazing participation requirements right there.

Let’s not kid ourselves -nowhere in the open world are you actually required to “participate” – you just have to dps the boss a little.
Participation would require understanding of the event and the intent to help out.

Most of the time people don’t “participate” – they afk zerg hit stuff and have no idea what’s going on.

The chests do not require participation in that map’s events to open. This is the complete opposite of how SW works.

But they do require keys – and currency – and while you didn’t participate in THAT map specifically – the fact that you had keys and currency means that you at ONE point participated in an AB map doing stuff.
If you have more keys and currency then it means you didn’t claim your rewards then – so you are doing it now – or that you have "participated’ more than you’ve been rewarded – so you get your rewards now.

you now do considerably less work for much more currency and many more keys; this argument is silly and misleading. You only lose out on currency/keys if you get a particularly good (e.g more maps than usual) run.

Then your problem should not be with the players doing this but with the fact that the content is easier to do.

That aside – how is this argument misleading and silly?
You can run out of keys very easily.
If you have no keys – and do one tarir event and open 3 map’s worth of chests you’re out of keys.
The more maps you open the faster you run out – so the more you have to do in order to come back.

The system does not spawn infinite keys OR currency.

This argument would be valid prior to the April patch.
As a result of the April 19th patch it does not simply mean that you are just speeding up the use of keys. There is an over-abundance of keys and currency rewarded now. You’re not going to run out any time soon unless, as I mentioned earlier, in favourable circumstances. Even then just do 1 AB HP train and you’d cover the loss for many loot farms.

Again – the problem is not the players but the april patch then. This Over-abundance appeared because nobody was happy with how HoT rewarded players.

Someone raised a good point re: the DCing and not being able to loot chests if this were changed.

And this is a very good point.

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

I honestly don’t get how DS is not farmable.
Get into map – people start doing stuff – tab out and wait.
First camps are taken – go to each one and open the 5-7 chests at each camp – tab out again.
Second camps are taken – go to each camp – open the 5-7 chests – tab out again.
Repeat until event is over. Loot all the end-map pods.

You’ve gotten all your pods.
You’ve watched you favorite youtube video/movie.

Where is problem?

Auric basin chests pay for themselves with aurlium lumps you get per opening(grands). You do not get any currency back from opening noxious pods, and machetes are much more expensive.

Noxious pods also give much less loot.

The point is people will farm rewards that they haven’t “worked” for regardless – in every and any map. It’s honestly pointless to complain about it.

How were SW chest trains not a problem? One person used a shovel and everyone got a chest.

Also the chests don’t pay for themselves. Even if you only open the biggest chests you WILL eventually run out of keys.

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

Yes because Anet have never unintentionally introduced farms into the game and then nerfed them. No, never.

And Anet certainly didn’t make the noxious pods in Dragon Stand unable to be looted by multiple characters across multiple maps, nope.

Noxious Pods have nothing with the map lockout, it exists only because the vendor that opens after the MoM successful fight. You lose time and coin farming pods at DS, is only worth because the collections.

If they remove the lockout, most people will simple teleport/taxi into a successful map instead doing and helping in a 1 hour or more chain event to unlock it.

AB was like that before the QoL, the amount of organization for do a successful map made most people avoid it like plague to a point that you depended on big guilds to do one, like TT. So we had a single good map and several fail maps – right now only Chak Gerent is like that since most people hate TD as a whole.

Now, after the QoL changes + people discovering how good is AB for farm no matter if you’re on a multiloot squad or not, we have several successful maps, last time that I did with a squad we had 6 successful maps (normally you loot 3 maps, barely finishing the 3rd one if you farmed enough keys/currency to buy it and have enough bag space/copper feed salvage machine), something that would be impossible before.

I honestly don’t get how DS is not farmable.
Get into map – people start doing stuff – tab out and wait.
First camps are taken – go to each one and open the 5-7 chests at each camp – tab out again.
Second camps are taken – go to each camp – open the 5-7 chests – tab out again.
Repeat until event is over. Loot all the end-map pods.

You’ve gotten all your pods.
You’ve watched you favorite youtube video/movie.

Where is problem?

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

Keys are rate limiting.

The only thing it’s doing is suppressing ecto prices, which are already off the wall to high inflation.

I don’t think terms like “rate limiting” will help the OP much.

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

I don’t understand why anyone is complaining about it?

Because it’s killing the rest of the game. Don’t you get it? GW2 is completely dead now except for this one lone map. Dead I tell you. Dead.

Joke all you want, but it’s actually going to ruin the economy and kill off other areas of the game if let alone too long. Humans take the path of least resistance, and right now auric basin is by far that path.

You can’t just let an easy exploit go unfixed for months.

Please fix this before it’s too late anet.

You amuse me OP.
First of all – this is not new. Pre-HoT GW2 had things like this – ever heard of SW breach farming?

Second of all – you can do this with all the maps.
Third of all – how is this ruining the economy? Most things of value that come out of those chests are bound or salvage fodder.

That aside – how is this an exploit? People are using keys that they earned to get those chests – it’s just that they’re doing it faster – opening more chests per tarir cycle. Nothing else changes.
If they open more – they’re going to run out of keys faster – and need to play more for keys. How is this a problem?

If here they fall they shall live on when ever you cry “For Ascalon!”

Dailies no longer geared towards casuals?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Being a casual player who has a full-time job and doesn’t get to play much when I am able to log in, I feel that recent changes to the Dailies have made it more difficult to complete. I don’t understand why they couldn’t have kept the do-able ones for those of us who have less gametime, while also adding the more intense ones for higher-level toons. As it is now, whenever I log in the list of Dailies that automatically show up on my UI are mostly ones that I don’t have the time nor the level of character for. I realize there are a lot more within the Hero window, of course. But it just feels like the choices have dwindled.

Now, I know some people may jump in here and claim that Dailies are meant to push us out of comfort zone and go explore more content, but not all of us have the time to go to the 80-level zones, run dungeons, or play PvP/WvW. Other people may also state that those of us who can’t play often have no right to earn the Daily rewards, that if the devs created more casual-friendly Daily content, it would be “dumbing down” the Daily system and somehow affect die-hard players.

What do the rest of you think about the changes to the Daily system? And has anyone else had issues pursuing the Dailies as a result? Let’s try to have a friendly, constructive, conversation here, and not attack each other.

Dailies are incredibly simple to do. Take today’s ones I did.

Kryta lumberer – mine 10 wood – how hard is that? Does that take more than 4 minutes? It does not.

Maguma Jungle vista viewer – go to The Grove – find vista literally 10 seconds away from WP – view – done.

For your third daily you can go to a PvP Daily server – and even if you don’t get on the right team to get the profession win – you could easily have done the daily kill 3 people daily in about 1-2 minutes.

There you go – at worst it took you 10 minutes – and got you 2 gold. Is that hard?

Not do mention you can do all your dailies every day in PvP daily servers and it usually takes under 10 minutes.

Dailies now are the fastest they have ever been – you should have been here on release.

If here they fall they shall live on when ever you cry “For Ascalon!”

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Harper.4173

Harper.4173

The only thing you are bypassing is the time gate. Instead of having to do another Tarir to get your keys used – you get more with one Tarir.
I honestly don’t see this as a problem. It’s about as bad as gathering mats in different maps.

It’s the same thing as chaining breaches in SW.

Where is the problem?

If here they fall they shall live on when ever you cry “For Ascalon!”

Elitism, a growing concern.

in Fractals, Dungeons & Raids

Posted by: Harper.4173

Harper.4173

The people publishing AP requirements are advertising how bad they are themselves, I wouldn’t be too bummed about getting kicked by people like that. Find or make some friends to run dailies and avoid taking more than 2 pugs in any run.

How exactly are people bad if they simply dislike to play with certain people?
How am I bad if I want people that I know will most likely know the content by heart. How am I bad if I don’t feel like explaining stuff to new players?

If here they fall they shall live on when ever you cry “For Ascalon!”

Which Title Do You Display? and Why?

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Posted by: Harper.4173

Harper.4173

GW1 titles are the best titles! I don’t have GWAMM but I do have all the others. Legend of the Mists and Flameseeker are personal favorites!

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Other than general imposing if your own playstyle, I’ll have to correct you on a few things here. First, WvW is basically never balanced around big groups. At all. Aside from the stability and wall changes, I can’t actually think of a single change that was done specifically to balance big group combat in WvW. This is because, by and large, balancing big group combat in WvW is silly. Once you get 30 vs. 30 going, it’s a numbers game, not a matter of class composition.

Balance comes not from just skills but also map design – the maps for example in WvW are balanced in order to encourage fights.
Also – one core design that you forget to mention is the number of targets cap on most skills in this game – both ones that do damage and ones that help allies – why do you think that cap is there?

WvW was never meant to be as popular as it is. Anet’s systems couldn’t even handle the mass zerg. Likewise, the idea that everyone wants WvW to be big group vs. big group is false. There have been constant threads and suggestions throughout the entirety of GW2’s life about how to break up the zerg. Most of them bad, but those ideas wouldn’t keep popping up if all the players wanted to blob together.

WvW is not popular – It was at its height after release and has done less good ever since with the exception of the seasons (but those were a karma train so..).
Anet never anticipated the zergs would be so common and would emerge the nr.1 strategy in WvW but have realized they can’t exactly change it without making the game really unfun in a lot of ways.
I also agree that smaller group content would be fun in PvP but that doesn’t blind me to the fact that serious WvW is zerg WvW and that most people going there now are looking for that – because the others have mostly dropped out long ago.

I’m sorry, but raising the stats of the players by 15% does not drastically change the field of play. It just makes the numbers bigger.

I gave you a very detailed example where stats are raised ( ascended) and other utilities are applied ( movement speed, 5% damage , 5% armor reduction, -20% condi duration, etc).
If you don’t understand that bigger numbers do change the field of play significantly then please enlighten me on this:
When PvP is balanced why is it that more often than not skill reductions or increases in damage are in the 10-15-20% range?

If you meet another player in WvW – both of equal skill and roaming – that 15-20% might be the edge you need to win. Of course you can’t accept that because it doesn’t suit your narrative but try at least to consider it. It’s like you stopped reading right after that quote you took and didn’t look at the rest of it.

What you’re saying is not plausible or probable, though. It is a general feeling of certainty fueled solely by the lack of contrary evidence, not any sort of extrapolation or prediction.

Of course it isn’t – after all if you don’t agree then I must be wrong.

Far more so than you are implying. The thing with dungeons, and event farms, and bugs is that these issues were often extremely complicated issues. Dungeons were abandoned due to a lack of ROI on development time, bugs are prioritized by importance which causes some of the minor bugs to go by the wayside for long periods of time, fractal leaderboards were a dumb idea, legendary weapons apparently take forever to develop, etc. and so on..

The point still stands though – throughout their history Anet have been incredibly slow at doing what they should be – taking their sweet time with absolutely everything they do deliver – and sometimes not delivering at all.

But those problems, they end up fixed in weeks, not one year + one month. The stability change is a simple variable adjustment on the cooldown between consecutive stats, which while having great impact in the game is something that can be fixed in an afternoon. Therefore, since it wasn’t fixed in weeks or months or even within a year, the change was probably intended.

What you’re saying is not plausible or probable, though. It is a general feeling of certainty fueled solely by the lack of contrary evidence, not any sort of extrapolation or prediction.

Cliffiside, Thaumanova Reactor, heck even Aetherblade I use stability. It is surprisingly useful for stopping the hammer stun, avoiding random pulls from portals, or dealing with the pulls from the golems.

Alright – but apart from the random pulls from portals everything else you can dodge – you know that right? And you need a stunbreak for the hammer stun.
Honestly I get it – some people need it in FOTM – but outside FOTM? Is stability really a thing in PvE?

Enemies don’t have stability precisely because it is a problem. You can shave down stacks of defiance, but you have to strip stability. Thus, stability didn’t get used. However, now that stability can be muscled through, it is an option for future design choices.

Except mobs ( not champs) also have break bars.

That is false. Firstly because you’re never going to achieve a perfect PVE balance state, either. Secondly, the PVE environment itself is dynamic, changing via various updates, so the balance of the classes in PVE are always subject to change. Third, there’s still going to be metas that focus heavily on certain content, and/or emphasize classes for reasons that are not actually true, so you’ll never actually know when PVE is in a balanced state.

This is misleading.
First of all a perfect state is never reached in anything. But you can reach a “pretty balanced” state where people are used to the game and aren’t complaining and then very rarely and in small increments change and ajust that.
PvE is dynamic? How? I did agree it changes when new elite specializations come out – but aside from that it would only change with:

-New weapon types added
-New skills added
-New content added
-New runes/sigils added
-New gear types added
-New classes / elite specs added

How often does this happen? Does this seem to happen with an alarming frequency in GW2? And even when it does – it’s usually less than a handful new things.

The workload doesn’t decrease just because there’s fewer people working on it. If it takes a 9 man team to make balance changes every 3 months, then for the same quality of work it would take a 3 man team 9 months.

But they’re not doing the same amount of work because they’re not balancing the same number of game types.

If here they fall they shall live on when ever you cry “For Ascalon!”

Why do people going far? soloqueue spvp

in PvP

Posted by: Harper.4173

Harper.4173

To the OP:
It’s called over rotating and this is why it is happening so often in ranked lately:

  • New player begins play in spvp. He gets yelled at by teammates for “not rotating”
  • New player then starts rotating randomly while not knowing what he is doing because he’d rather not be yelled at for not rotating.
  • New player sort of reaches intermediate level play but still doesn’t understand rotations. Now rotating randomly has become a habit such to the point that most random rotating players believe they know how the rotate and stop asking questions to learn from older players, if they ever asked questions at all.
  • When other players approach the intermediate player about poor decisions in rotation, he has two choices: Listen and learn something or Ignore the advice and continue believing he already knows how to rotate. 9/10 of these intermediate players just ignore the advice and continue on with their trial & error style rotation habits because they are defensive from toxic criticism and would rather not hear it.

The best thing to do, is make sure criticism is constructive and positive, not negative and angry. If it’s positive, sometimes players actually listen and learn something.

The problem here is that the “new player” never bothered to read anything about sPvP or watch any video before he started playing it. Nor did he do it after he was told he’s doing poorly.

It’s common human decency to put in the minimal amount of effort into informing yourself before starting an activity where your performance influences others.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

That sound like a great idea! Let’s ban paying customers because they’ve hurt someone’s feelings.

How about people just toughen up – realize that words don’t actually hurt if you choose to ignore them and maybe we can just go back to normal.

Don’t know where you come from. But in civilised communities it’s common sense that you be nice to each other. If your parents missed to teach you the basics of human interaction that’s bad for you, but you still may learn, right?

And you agreed to these terms by installing Guild Wars 2.

While playing Guild Wars 2, you must respect the rights of others and their rights to play and enjoy the Game. To this end, you may not defraud, harass, threaten, embarrass or cause distress and/or unwanted attention to other players. This includes posting insulting, offensive, or abusive comments about players, repeatedly sending unwanted messages, reporting players maliciously, attacking a player based on race, sexual orientation, religion, heritage, etc. Hate speech is not tolerated.

Be nice? Sure – but telling someone they’re bad and they’re in the wrong place is not being “un-nice” – it’s being honest if they truly are bad.
Ranked PvP is not for the inexperienced – that’s what unranked is for. If people can’t even read chat then yes – I’m going to call them out.
Is that not nice? At least it’s honest.

Just because people are supposed to be civil doesn’t mean you can put up with completely terrible players just for the sake of being “nice”.
Sometime people just need to be told the plain truth.

According to the matchmaker you belong on whatever team you’re in and should just L2p and git gud and stop blaming others(or if you want a team you can boss around and tell everyone what to do using whatever type of language you wish;preferably people who know you because random people usually will not tolerate verbal abuse, make your own team before entering). Oh and calling people names and telling them they don’t belong in the game and to leave and stuff is breaking the rules, did you even read the rules….

The matchmaker is a joke – and I’ll explain why.
People can “farm” their rank. Yes – it is entirely possible.
I’ve seen people in sapphire who don’t know how to rotate, who don’t know how to go in 3 v 1 and are just godawful. How is this possible you ask me? How are they rated so highly?

They farmed their rank last season. They are not good – but they managed to artificially increase their rank. Here’s a method( I’m sure there were others).

Last season very few people played stronghold – especially near the end – you could created a cheese group of 3 MM necros and 1 healer ele and go in as a 4man. You didn’t even have to be good because:

1. You weren’t going to play stronghold-prepared people – you did this at various times around the day when a lot of people forgot stronghold ticked on and got into the matches but weren’t prepared for it.

2.The queues were long – but eventually the matchmaking system gave up on trying to give you a balanced game and just gave you whoever else was on – usually newbie players that were amber or emerald and had no idea what they were even doing – most likely joining stronghold by mistake.
Very rarely would you get other teams that did this – and if you did and they were better than you you would lose once and postpone your farm until a time these better guys weren’t on.

So yes – it was possible to be horrible at the game and still get to ruby/diamond or legendary simply by doing this.
The queue times were long – about 40 minutes sometimes – but after those 40 minutes you were almost always guaranteed a win because your 4 man diamond team would go against 5 unprepared for stronghold emerald/amber/sapphire players.
Rinse and repeat – get to legendary.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

That sound like a great idea! Let’s ban paying customers because they’ve hurt someone’s feelings.

How about people just toughen up – realize that words don’t actually hurt if you choose to ignore them and maybe we can just go back to normal.

Don’t know where you come from. But in civilised communities it’s common sense that you be nice to each other. If your parents missed to teach you the basics of human interaction that’s bad for you, but you still may learn, right?

And you agreed to these terms by installing Guild Wars 2.

While playing Guild Wars 2, you must respect the rights of others and their rights to play and enjoy the Game. To this end, you may not defraud, harass, threaten, embarrass or cause distress and/or unwanted attention to other players. This includes posting insulting, offensive, or abusive comments about players, repeatedly sending unwanted messages, reporting players maliciously, attacking a player based on race, sexual orientation, religion, heritage, etc. Hate speech is not tolerated.

Be nice? Sure – but telling someone they’re bad and they’re in the wrong place is not being “un-nice” – it’s being honest if they truly are bad.
Ranked PvP is not for the inexperienced – that’s what unranked is for. If people can’t even read chat then yes – I’m going to call them out.
Is that not nice? At least it’s honest.

Just because people are supposed to be civil doesn’t mean you can put up with completely terrible players just for the sake of being “nice”.
Sometime people just need to be told the plain truth.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

A balance team for each mode yes – but since each mode is balanced separately maybe it hasn’t occurred to you but each balance team could be smaller- because they have LESS to do.
So you could have the current balance team split in three – same number of people.

Also – if you think your ganking is of any real influence to WvW – you’re way out of it – or must play on some really bad servers.
If you play to win – scouting is THE only thing you’ve mentioned that’s of note – and even if you scout – you’ll still need your zerg to come and fight for you.
Not to mention scouting =/= pvp =/= actually fighting.

You assume that a split would require one of your two options. You might be right – but most likely are wrong.

3 smaller balance teams would still be more manpower than 1 for all modes lumped together. I don’t really see how the smaller teams would have any less to do since Anet has stated that they want the meta to change on a regular basis.

My ganking does effect your reinforcements getting back to the fight whether I’m killing them or making a group mad enough to chase me across the map. If you need a zerg to defend then you must be on a really uncoordinated server. If you use a omniblob run everything over as a tactic you must be on a really uncoordinated server.

You have yet to give any reasonable way to make your split balancing work without effecting development of other areas of the game.

3 teams would require more manpower than one? HOW?
Let me explain this simply: 9 man team – split it into 3 teams of 3 men – you now have the manpower of 9 people into 3 teams. Same manpower – three times the groups.

Anet has stated they want the meta to change in regards to PvP – because of seasons and how they want them to not feel stale or boring.

The PvE meta for example has changed but very rarely – incredibly rarely to be precise.
For example – warrior – warrior in PvE has always been relegated to offensive group support – its meta role has never changed. It has improved or become weaker – but never changed.

Ele has always been ranged dps – that role never changed.

PvE meta will require balncing ONLY when new elite specs are released if you manage to balance it well once.
It’s not like they’re churning out TONS of content that requires that they change the balance of PvE so that it fits with the new content.

]My ganking does effect your reinforcements getting back to the fight whether I’m killing them or making a group mad enough to chase me across the map

Right – you kill one person every now and again – sure – effective.
Also – no serious group of decent WvW players would bother to chase you – where exactly are you people playing this stuff?

If you need a zerg to defend then you must be on a really uncoordinated server. If you use a omniblob run everything over as a tactic you must be on a really uncoordinated server.

I’m on JQ – we use multiple blobs – and we’re so uncoordinated we usually beat blobs twice our size. We’re just bad overall – teach us please.

You have yet to give any reasonable way to make your split balancing work without effecting development of other areas of the game.

You seem to not realize that balancing for WvW and PvE would be far less frequent than for PvP. Because they’re not supposed to have frequent meta shifts.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

It’s really not. Someone already commented on this though. Unless the server merge changed the environment drastically (which would be contradictory to when the stability changes actually occurred), there will still be solo roamers, havoc teams, and small groups of friends who run around to do things. The fact that the encounters are PVP is a more important factor than all the similarities between PVE and PVP combined. When a balance change is made in PVP, it has a mirrored effect in WvW, but little effect in PVE.

Sure they exist – but are they the core of WvW? I would say no.
Are they the majority? Again I would say no.
Are they the focus of WvW? Most likely not – since things have always been balanced around BIG groups and not small skirmish groups of 1-2-3-4-5 people.
So when I say WvW – I mean the majority of WvW – the core aspect of WvW. Go to the WvW forums – see what people do there.
Go in WvW – see what people do there – the vast majority will scout or zerg. Not everyone does – but most do – and that’s what defines the gametype.

Those are pretty meaningless. Miniscule stat advantages aside,

First of all buffs are not meaningless – I’m pretty sure they matter quite a bit. Ascended gear also matters.
For example Bowl of Lemongrass Poultry Soup will give you -20% condi duration – that matters – a lot. It’s BIS food. Having it or not having it might make a difference in a fight. Stack that with utilities – boosters and other things – and you’ll see they DO matter.
What about a movement speed booster? 15% – considering you can have that for free and not use a utility and trait I’d say it’s pretty strong.
Let’s not forget the damage booster – 5% is pretty strong – in fact one of the most widespread sigils in this game is 5% flat damage ( Force sigil) and you can basically have another one for free.
If you think these are meaningless – you’re wrong.
Go against a person with full buffs in BIS gear with BIS food and he’ll probably have an overal 20-25% stronger character just because of these “small things”.

back when I played WvW the opposite was true: 90% of skirmishes ended with someone dead. Whether it was by superior chase skills, or better burst, or getting bogged down with conditions, or the fight becomes a 2 vs. 1, in the end somebody was lying on the ground.

When was that exactly? And what server was it on?
I’ve been on T1 servers in both EU ( at launch and 1 year after) and US ( ever since I moved from EU) and I can tell you roaming never worked like that unless your opponent was just bad.
Do you not remember the numerous threads of “warrior OP because they can run in WvW” and “stealth OP in WvW because you can reset fights 4 ever”?

I get the very distinct feeling that you’re taking the experience on your server, with your preferred mode of play, with your builds, and imposing them upon the entirety of the WvW population.

I do take my experience because that’s what I’ve done and seen in WvW. And I’ve only played on servers that actually take WvW seriously.

That’s the thing: there’s no proof of this. You need evidence to say that, if balance modes were split, that the WvW and PVE teams wouldn’t have also agreed upon stability changes. Given that there’s several reasons to put these changes into every game mode, as well as the characteristic “lack of foresight” on many design decisions, there exists the very real possibility that splitting the balance teams wouldn’t produced the same result. Maybe Anet thinks the hammer meta is cancer, too.

True – but the way I see it the evidence sure makes my side of the argument more realistic.

That doesn’t prove it at all. They very well could’ve intended to hit WvW, but only deemed it a problem after a sufficient “settling” period, or after receiving enough complaints about the change. They could’ve done it to split up ZvZ combat, but after everyone refused to change tactics Anet gave in and made ZvZ better.

The fact that we’re not part of the balance team means we’ll never know – still you’re looking at it through what’s possible and not actually seeing what I’ve said is more than possible it’s actually plausible and probable.

If the stability changes really had some type of unintended effect on WvW, then Anet sure did drag their feet to fix this unintended effect.

And they certainly don’t have a track record of breaking things and letting them rot? Or promising and not delivering. Does it seem unlikely that they would take long fixing something? Did they seem to you to be a “hop to it and fix it” kind of company?
-Dungeons
-Fractals
-New legendaries and new legendary types in 2013
-Fractal leaderboards
-Even farms like cursed shore fail event farming that were incredibly “toxic” ( or so the community says) and that were very very strong farms took them weeks to fix.

No, it is obvious: they meant for the change for all game modes, and it was only after a year of complaints that they changed their mind. And so, there is no evidence that split balance would have avoided this.

Sure – of course – by that logic them releasing HoT in the poor state it was in is clear evidence they didn’t want to sell it. Right?

I use it in fractals. But you’re missing the point: the biggest problem with stability in PVE were the enemies. Stability was an inflexible boon to give to enemies, because it was all or nothing. You either had an enemy completely immune to hard CC, or you didn’t. Unless you were one of the few classes that had a good boon strip available, you were entirely subject to enemy stability. With the change, this meant that stability as a design option for enemies is now wide open. Every class can fight against and overpower stability, instead of a select few with a select few skills.

I’m sorry – where do you use it exactly? Where is stability useful in FOTM?
That aside – what enemies have stability? Where is stability on enemies a problem? When was it ever? The only problem was the defiant on bosses. That’s been changed to a break bar.
I’ve played this game a lot – I don’t remember stability being a problem on any mobs at any time. Perhaps you can point me in the right direction.

The “longer lasting balance” thing is utterly false. Anet balances almost exclusively in PVP, and in the entirety of the game’s run not once has PVP been balanced. Adding more teams to other parts of the game would just make it so each game mode has its own unique frequent iterations of problems. The balance teams wouldn’t be smaller either: the entire balance team is dedicated almost solely to PVP, so additional mode focuses would require additional people.

You ignore the fact that if you stop balancing around PvP you can stop balancing once you reach a balanced state. It’s pretty simple really.
If you obtain good PvE balance once – provided you no longer change balance for PvP ( because of split) you don’t need to rebalance PvE over and over and over again. It stays how you left it. Get what I’m saying?

If here they fall they shall live on when ever you cry “For Ascalon!”

For the love of Dwayna! class stack

in PvP

Posted by: Harper.4173

Harper.4173

After a pretty depressing loss streak of 9 games, i finally win one (which isnt a l2p issue, after 2000+ games i know for a fact i’m not the main reason for.)

Then, poof next match im matched with 4 warriors, none of whom switch and get our kitten handed to us.

Matchmaking doesnt take class into consideration at all, which is ridiculous seeing as team comp heavily influences success.

On top of that players want to play the class they are good at, or their favorite, so being forced to switch to something you aren’t good at, or having the odds stacked against you by comp is just not practical or fair.

Suggestion (Which i’m certain has been made MANY times)- Limit classes to 2 per team, id be happy even limited to 1 per team.

ESL started adding this rule to matches, even that should be an obvious indicator class stacking is bad for the game, screw queue times, id rather wait longer for a balanced match up than 1 minute for an abysmal one.

You’re wrong man – warrior is OP now – the more of them you have the better.
How could you lose with 4 of the most OP class in the game?

/s

Also fully agree with the 2/team limit. It should make things better.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

A balance team for each mode yes – but since each mode is balanced separately maybe it hasn’t occurred to you but each balance team could be smaller- because they have LESS to do.
So you could have the current balance team split in three – same number of people.

Also – if you think your ganking is of any real influence to WvW – you’re way out of it – or must play on some really bad servers.
If you play to win – scouting is THE only thing you’ve mentioned that’s of note – and even if you scout – you’ll still need your zerg to come and fight for you.
Not to mention scouting =/= pvp =/= actually fighting.

You assume that a split would require one of your two options. You might be right – but most likely are wrong.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Splitting skills for PvP and PvE seems to be fine for most of you. It may not be an issue if you only play PvE. It also may not be an issue if you only play PvP.

It is indeed an issue if you play PvE and PvP and both with multiple classes. The required skill knowledge increases drastically and ends up frustrating.

Also remember how confusing and unclear this will be for new players.

Don’t think in that limited mind please: just form your point of only playing one mode.

Please speak for yourself. You might end up frustrated and confused, but lets be real here. To think all new players are mentally deficient is a bad way to go about setting precedence for “balance”.

Balance should be done around the high end of every mode of play. Yes, this increases the “burden of knowledge” but that ultimately creates a healthier state as people have more information as a whole.

Thank you. I find this coddling mentality demeaning to all players.

You mean the players who don’t know how CC works? Who can’t execute a breakbar against the Shatterer or any of the Wyverns? The overwhelming majority who spam buttons at any open world event? The fair number who do the same in pug fractals and dungeons and raids every single day? You really don’t think Anet has justification for dumbing down the game when people can’t even handle dodging?

The playerbase can blame itself for this as much as a lack of dev resources.

Have you considered at all that the influx of inept, facerolling players is due, at least partially if not entirely, to the dumbing down of the NPE and ANet’s repeated handling of the playerbase with kid gloves? When you make a game accessible to the lowest common denominator, that’s exactly the kind of crowd you’ll inevitably draw.

To that Anet would invariably reply with if they can play they can pay.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

I don’t see why you’re against PvP/PvE split in GW2 then. PvP builds work great in PvE (I have even changed my PvE builds because I liked how they worked in PvP) due to the casual atmosphere of it, not the other way round as my PvE builds (which work great in PvE) can attest, so I don’t see that being an issue and the immersion is already a non-issue.

Basically that means a learning curve, but I don’t really see that being all too steep. Fundamentally the skills will act the same just with different numbers associated with them. On the other hand, if you aren’t referring to general PvE, well raids and ‘harder’ content already require or would prefer special skill sets which probably are already going to differ from your PvP builds anyway. The help provided to new players won’t change either, I’ve seen dozens of ‘new’ PvPers directed to wikis/videos on current metas. If learning the Meta is the steep curve, then that will be just as steep in a new PvP/PvE split balancing world.

Well, that’s the thing. If PVE is a casual outlet, then there’s no need to split its skills. That’s why I say this entire thread is overreacting horribly: There isn’t some necessary benchmark that is now missed because persisting memory got a reduction. You’re not suddenly losing against enemies that you were once winning against. The desire to split the skills is born to deal with what are mild inconveniences at worst.

Having separate balance teams means two things. First, less updates because Anet has to devote resources to them (remember, this is the same company that can’t make legendary weapons), and second a continually growing schism between game modes. It’ll start out as only mildly different, but as the game continually updates, the divide between PVP and PVE will continue to grow.

You continue to miss the point – just because this patch didn’t hit PvE or WvW too hard doesn’t mean split balancing should not exist. I gave you reasons too:
Past patches that resulted in a stale WvW meta for months – all for the sake of PvP.

Having separate balance teams also means longer lasting balance in one mode – because once it’s fairly balanced you don’t have to come back and fix it very often – since the changes you make to the other modes do not affect it.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Disagree on skirmishes.

For example, WvW abuses plenty of thief and mesmer stealth builds that simply are NOT seen insPvP due to stealth decapping features.

Similarly, bunker chronomancers and trap rangers might be a thing in sPvP due to the core nature of conquest — skills effective on a cap circle — but in WvW skirmishes where people don’t hold on to prioritizing the capping of 3 circles in a map, builds differ quite a bit.

Then you have WvW with exclusive rune/food interactions completely affecting the balance of some builds.

Thieves suffered in spvp where their crit cap was 60% bonus crit damage, but in WvW where the crit damage bonus can go beyond 110% thieves flourished. As have sword/warhorn and hammer/axe+mace warriors which would be laughed out of sPvP.

WvW pvp balance is extremely different from spvp just because of the stat and synergies allowed in that format vs the restrictions placed in spvp.

A thief in WvW can constantly play p/d or permastealth builds and constantly reset and profit, while such troll builds alongside PU mesmers gain no profit in spvp where the stealth hampers more than it helps.

I don’t think he does much WvW. Or PvP.
I mean – look at this statement:

Unless you run in zerg vs zerg it’s pretty similar, really.

It’s like he doesn’t even WvW at all. He’s saying something along the lines of: “yeah WvW is totally similar to PvP – if you ignore the 90% of it that isn’t and nitpick that last 10% that might be somewhat similar – totally”.

And worst of all I have to point this out – me – who doesn’t even WvW that often but still manage to realize these are COMPLETELY different game types.

It’s like saying F1 formula and Off-road Rally are the same because they both use cars.

If here they fall they shall live on when ever you cry “For Ascalon!”

(edited by Harper.4173)

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

PvP and WvW aren’t completely different game types? Really?

One is a 5 v 5 STRUCTURED environment where all stats are equalized and players play for dominance over 3 standard objectives that are located in a small map for about 15 minutes.

The other is an X v X server-wide fight that has no stat equality – where each server can field any number of people at any time one one of the 4 maps available. The servers fight over numerous objectives over the course of a week.

They couldn’t be any more different. The only similarity is that you use the same characters are PvP and that you fight other human opponents.

Tactics, timings, strategies are completely different.

That aside – I fail to understand how you missed my point. If WvW balance was separate from PvP the whole “pirate ship” stale meta wouldn’t have been a thing because the stability change would have been exclusive to PvP.

Unless you run in zerg vs zerg it’s pretty similar, really. Small skirmishes and duels play out in the same way. Besides, there’s no proof that the stability changes still wouldn’t have hit WvW and PVE, even if they were split. It’s easy to come up with a reasoning for it: An outlet for additional PVE combat design, less reliance on boon stripping, the option to scale individual skills so you can have different intensities and durations of stability, etc. What you are championing as proof of the need of skill splits is at best a “what if” scenario.

I don’t know what WvW you’ve been playing but almost all WvW that’s even remotely serious is zerg vs zerg. I’m sorry – ZvZ is the reason people go to WvW. It’s the reason the fights are server-wide. Everything about WvW revolves around this concept.

SO when I say WvW – I say primarily ZvZ. Because that’s primarily what people go there to do and it’s also primarily what happens in WvW.

I also have to contradict you on the “small skirmishes and fights play out the same way” – no they do not.
First of all you can have a million buffs on you, food, and better gear than your opponent. Say we ignore that – say it’s equal – 90% of skirmishes in WvW end up with someone running away and the fight doesn’t even end.

WvW is not for small skirmishes ( as much as I’d like it to be). And you won’t have small skirmishes because most times people will fight and either disengage before they die or simply find they can’t kill each other and move on.
EIther that or a zerg or some other group runs by and kills the “skirmish” off quickly.

Besides, there’s no proof that the stability changes still wouldn’t have hit WvW and PVE, even if they were split.

What?
IF the changes had been split then WvW wouldn’t have received them – ergo better gameplay.
IF you mean I can’t prove they wouldn’t have made the same change across all game types regardless of split then I say to you : The very fact that they changed stability again to fix it in WvW proves that they didn’t intend to hit WvW the way they did with the initial change.

My point is: A change that was done for the sake of PvP – this was state by the devs ( apparently they wanted stability to have more play and counterplay) ended up negatively impacting a different are of the game which they acknowledged because they actually had to change it again to fix it.
Split balance would have avoided this.

Also – you do realize your PVE examples are jokes right? Where exactly do you use stability in PvE?
Do you use it in the open world?
Do you use it in dungeons?
Do you use it in Raids?

Where exactly is stability useful in PvE? Where exactly is it needed? Where did it need to be balanced?

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

why is it every time some gets their feelings hurt they come on the forums and com plain about the community being toxic? Do these people live in a bubble? Do you even interact with the real world? This game is way less toxic than real life or most other games for that matter

Um no sorry but you are wrong, people in real life would never come up to me and say the horrible things that people on this game say sometimes and if they did they’d probably get slapped in the face which is something you can’t do over the internet so that’s where cowards go to try to bully people and talk a lot of crap since they think there’s not gonna be any consequences .

The people that don’t do that in real life don’t do it because they’re interested in the social aspect and implications those harsh words may have.
You’ll find that a lot of harsh verbal violence takes place between either very close people ( where there’s a lot of anger and people feel justified) or between total strangers ( where there are no foreseeable social consequences).

If people talked that way you’d probably slap them and then they’d probably hit you back.
Violence is not the answer – I agree – but responding to verbal violence with physical violence as you suggest just shows how poorly people understand things and how unprepared you are to deal with violence of any sort in your life.

Oh what a weird conclusion to come to considering you don’t even know me.
And yea in real life most people don’t go around verbally abusing others and if they do they can expect some type of retaliation which is usually physical, just because it’s the internet and you can hide behind a monitor doesn’t mean you have the right to verbally abuse anyone and I’m glad there’s report features for that, I think they should make the punishments harsher though. I mean if some one really wanted to they could record /screen shot people who harass them and sue them over it and with enough proof could win and make that person serve some time in jail/prison, it’s happened before and I’m sure it will happen again. Maybe if we had harsher punishments for it on games people would think twice before trying to bully some one and everyone can have a more happy peaceful gaming environment.

Actually over the internet it isn’t “verbal” abuse because there is no spoken language. The fact that you still believe that IRL a verbal abuse should be followed by a physical response still says a lot about you and what your core values are.

Also good luck with the screen caps and judging people continents away – let me know how that works out.

Do you have any idea how absurdly funny that idea of yours just was? Imagine this happening. Do you honestly believe justice systems all over the world are equipped to deal with the possibly overwhelming number of cases that might appear? Do you think they’d care somebody called you “bad” or “noob” in PvP?

Silencing people is not the solution – if you want people to not be hurt by bullying maybe you should help them by teaching and encouraging them to not be so sensitive and actually toughen up.

It’s not that hard precisely because it’s the internet. These are written words – the moment you realize you can just stop looking at them is the moment you realize you’re not in such a bad spot.

Seriously – all this SJW “microaggression” stuff has gotten really out of hand.

If here they fall they shall live on when ever you cry “For Ascalon!”

Warrior is not OP

in PvP

Posted by: Harper.4173

Harper.4173

This thread is a joke, right? The build you’re defending was already competitive and many warriors were able to get to Legendary in S1 and S2 with it, even by solo Q. Sure, there were more “optimal” professions in ESL, but warrior was no slouch.

Then, Anet nerfed the hell out of Reaper, Scrapper, Mesmer, Druid, Tempest, Revenant and ignorantly buffed a build on warrior that was already very strong.

Even without the buff to warrior, this particular build would be OP since everyone else got nerfed. Anet should never buff and nerf in the same patch as it creates this sort of power leap. If you can be bothered to look at my post history, you’ll see that I’ve got posts ~ 6 months old detailing how strong the build was and how it only seemed weak because every other profession was overtuned.

What’s funny is that the “meta” build isn’t even the best version of it for team play. It’s possible to nuke the entire team on point and drop them in under 5 seconds. When I play with a friend, I get him to go in first to “pull aggro” and I leap in and nearly instantly drop half the team before they can call target and focus me. This was possible even when people were running super tanky amulets that are no longer in the game.

And what league are you playing in? Amber?

That aside – saying this build was strong before is a joke – warrior wasn’t even a thing last season. When you saw one you usually cursed at him if he was in your team or laughed if he was on the opposite team.

If here they fall they shall live on when ever you cry “For Ascalon!”

50/50 algo promotes mmr tanking

in PvP

Posted by: Harper.4173

Harper.4173

So me getting through Emerald in two days or whatever, does that mean I have a higher MMR or what?

From what I understand of the system, it mainly focuses on your MMR, and then finds people within your pip range and makes the teams based on that (favoring one side, because Anet reasons.)

This means that kittenty Sapphire players with low MMR’s that just grinding to Diamond/Leg could theoretically never face good players who were diamon/leg, because their MMR wouldn’t match up. It basically makes the rank identifier literally meaningless, because each player is facing people within his MMR range the entire time, meaning kittenty players will once again grind to leg against other kittenty players that have also grinded enough.

Essentially, getting leg only means you played enough games, not that you’re “good.”

This year’s iteration of PvP seasons is a joke – and so is the Legendary Backpiece associated. You can farm it by grinding just like every other item in this game.
And here I was thinking it would be something special that only people that were actually good at PvP would have.

If here they fall they shall live on when ever you cry “For Ascalon!”

50/50 algo promotes mmr tanking

in PvP

Posted by: Harper.4173

Harper.4173

It seems true. After a win streak I always have a loss streak. Err not that its a problem that I lose, but I mean the streaks tend to mirror each other. So if I go on a 4 win streak I tend to go on a 4 loss streak after. I make progress but it is psychologically annoying as all heck that once my win streak is over I basically know for a fact I am in for a bunch of losses in a row no matter how well I play because I am going to have dead weight team mates.

Exactly so – this is how it is for me as well – as good as I’m doing I can’t even enjoy it because I know that I’ll pay for it by having to serve on team potato after.

If here they fall they shall live on when ever you cry “For Ascalon!”

50/50 algo promotes mmr tanking

in PvP

Posted by: Harper.4173

Harper.4173

It is really just that. If you win too many matches it forces you into losses. If you lose too many it forces wins on your even if you afk. You really can’t do anything about those matches. What the point of even trying? Might as well to lose on purpose to trick system into thinking you need wins. Back to season 1 crap. GJ.

Majority of my matches are absolutely one sided (either in enemy or my team favor). Each team having 40-60% win chance is total lie.

Why is it so hard to reset MMR like promised before HoT. Oh rrright it was a lie too.

Why is it so hard to make matches where each team has actual 50% win/lose chance?

I’ve had some terrible matches.
Been in a match were we were 200 to 0 in the first 2-3 minutes.
Been in a match where we were paired against MUCH higher tier opponents. It was I think 3 blue + 2 green ( my team) vs 3 blue and 2 red on theirs.

If here they fall they shall live on when ever you cry “For Ascalon!”

Warrior is not OP

in PvP

Posted by: Harper.4173

Harper.4173

Nerf might stacking/generation and stance duration and warriors will be fine. Healing Signet has always been one of the most OP heals as has been Defiant Stance, much like Revenant’s Glint heal.

Warriors do such ridiculous damage because they can might stack so easily and their base numbers on greatsword are ridiculously large.

What other class has a 6.5 sec cd weaponskill that cleaves for 50k+ damage in PvE?

In PvP a warrior with 100b takes off 2/3 of a 2300 toughness condi ranger’s HP. That’s a toughness specced shamans ranger, it’s absurd.

Not even thief backstabs hit that hard, and the warrior has enough CC combos to assure a 100b landing, between headbutt/bull’s charge and mace/shield.

Similarly, warrior hammer autoattacks and skills do pretty high base damage.

Warrior scalings need to be tweaked so warriors need to invest as much into offense and be as vulnerable as a berzerker ele or thief to do the kind of damage a warrior is doing.

Problem is that warrior is essentially a berk thief/ele with double the HP, a bunch of immunity stances, tons of condi clear, and high base weapon damage.

At least ele requires plenty of finesse and might stack rotations to do its damage while a warrior only needs to hit someone with their greatsword and profit off 15+ might stacks.

I laughed so hard. You almost sound like you might know what you’re talking about.

That aside – warrior isn’t OP in this meta at all.
It’s just people’s reactions.

I’ve gotten into matches with:
3 necros, 3 eles, 3 scrappers and 3 revs all on my team – nobody say anything. Like it’ all good.
The moment you get even 2 warriors (god forbid 3) on the same team other players are like" Omg warrior is the new necro " or " look so many wars gg".

It’s just that warrior has been so rare in PvP people automatically freak when they see one.

If here they fall they shall live on when ever you cry “For Ascalon!”

The Ascension: Awkwardly Top-Heavy?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

The problem is that you can’t have them in their “resting” ( out of combat state) at all times. They have to do that forward lean that’s so upsetting and unrealistic.

If here they fall they shall live on when ever you cry “For Ascalon!”

What is your main/favorite class to play?

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

Warrior for life.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

@gebrechen Ill agree that the players are kittens, but Arena Net should have seen this coming a mile away. They started pushing their game as an Esport and then blatantly dis-balanced it with HoT. Anybody who’s played any MOBAs or any competitive game should have been aware what kinda behavior comes along with it. They then made the game F2P and put heavy ingame monetary rewards with progressing along PvP. Add on how troublesome it is to report unsportsmanlike behavior and tada~

Its the perfect storm

And that’s why good companies ban people for that behaviour. It’s even easier in a game without a sub fee.

That sound like a great idea! Let’s ban paying customers because they’ve hurt someone’s feelings.

How about people just toughen up – realize that words don’t actually hurt if you choose to ignore them and maybe we can just go back to normal.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

PvP and WvW aren’t completely different game types? Really?

One is a 5 v 5 STRUCTURED environment where all stats are equalized and players play for dominance over 3 standard objectives that are located in a small map for about 15 minutes.

The other is an X v X server-wide fight that has no stat equality – where each server can field any number of people at any time one one of the 4 maps available. The servers fight over numerous objectives over the course of a week.

They couldn’t be any more different. The only similarity is that you use the same characters are PvP and that you fight other human opponents.

Tactics, timings, strategies are completely different.

That aside – I fail to understand how you missed my point. If WvW balance was separate from PvP the whole “pirate ship” stale meta wouldn’t have been a thing because the stability change would have been exclusive to PvP.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

I think you guys are horribly overreacting. I read the patch notes myself, and immediately though “From a PVE perspective, this doesn’t mean a darn thing for me”. The tweaks are minor and in the grand scheme mean little to nothing for any of the classes that were changed.

I take it you don’t play Mesmer, right? Persistence of Memory went from a six second reduction in phantasm recharge to three: and that’s under the most optimal settings. I wouldn’t call a 50 percent reduction minor.

Usually, when a game is going down hill, it pulls crap like GW2 does. Over inflates its cash shop with things that, in all honesty, should be a part of the game (primarily glider skins come to mind, there should be craftable ones for each armor profession, order ones from the order vendors, profession ones, SOMETHING, to help lessen the blow of HoTs lack of non-gem customization content).

Celebrate your victory over Sabetha by buying her mini from the gemstore!

It doesn’t really matter if Mesmer damage is nerfed anyway because people don’t bring them for damage anyway. They have one of the lowest DPS in a raid but their utility is very overpowered. Hense why the utilities are being adjusted. They were overpowered in PvE and pretty much provide a significant dps boost to raids.

Just because high-end PvE doesn’t use them as damage dealers doesn’t mean you should nerf their dps like it’s nothing.

I get that Raid mesmers are utlity focused – I raid a lot and know this – but why punish all those that want to play mesmer in the open world or other non-hardcore areas of the game?

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

I think you guys are horribly overreacting. I read the patch notes myself, and immediately though “From a PVE perspective, this doesn’t mean a darn thing for me”. The tweaks are minor and in the grand scheme mean little to nothing for any of the classes that were changed.

I take it you don’t play Mesmer, right? Persistence of Memory went from a six second reduction in phantasm recharge to three: and that’s under the most optimal settings. I wouldn’t call a 50 percent reduction minor.

Usually, when a game is going down hill, it pulls crap like GW2 does. Over inflates its cash shop with things that, in all honesty, should be a part of the game (primarily glider skins come to mind, there should be craftable ones for each armor profession, order ones from the order vendors, profession ones, SOMETHING, to help lessen the blow of HoTs lack of non-gem customization content).

Celebrate your victory over Sabetha by buying her mini from the gemstore!

Oh, I don’t raid but that is a perfect example of what I mean. THAT should have been a drop. Hell there should be Sabetha armor skin drops too, or at the very least weapon drops… or maybe… just maybe… a glider drop?

Don’t forget the Exalted Glider in the gem store – you know – the one that could have been an awesome way to reward players for reaching max mastery with the Exalted.
Instead you can buy it for yourself off the gem store to prove what a good and diligent player you’ve been.

If here they fall they shall live on when ever you cry “For Ascalon!”

Another Patch of more PvP nerfs to PvE

in Guild Wars 2 Discussion

Posted by: Harper.4173

Harper.4173

I think you guys are horribly overreacting. I read the patch notes myself, and immediately though “From a PVE perspective, this doesn’t mean a darn thing for me”. The tweaks are minor and in the grand scheme mean little to nothing for any of the classes that were changed.

I say this every time this topic comes up: skill splits are what caused City of Heroes to fall. The change in how everything worked from PVE to PVP meant that it was a massive learning barrier that most players couldn’t be bothered with. “Why try to learn the entire game all over again just so I could fight some guys”? The answer was they didn’t, so the PVP community perished and the PVE community could barely keep the game afloat.

Seamless transition between modes is a good thing that should be strived for.

It’s not about this patch in particular – at least not for me.
It’s about the general way things are done in this game.
Look at the stability change that happened a while ago where stability was changed from a duration boon to a boon that has stacks. That change impacted WvW in a major way and ruined the fun of fights in WvW for months to come. Only recently did Anet do something to address it – further underlining that yes there was a problem that their own balance created.

And why was stability changed? Because of PvP -a completely different game type than WvW.

This sort of thing should not happen in the future!

Also – do you honestly believe GW2’s PvP population is what is keeping this game afloat?
Do you honestly believe GW2 has native PvP players? Not just players that do seasons for the backpiece – but players that actually PvP regularly and enjoy it. I honestly don’t know the percentages but I would hardly say there are many of them – in any case they’re not the ones keeping the game afloat.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

Ever since expansions were promised you had the guarantee of cheese. Cheese elite specs are JUST another way to promote selling the expansion. Other ways are:

-Mastery tracks
-Gliding
-New legendary skins and other skins in general
-Instant level 80 item

They do it to promote sales.
Next expansion will definitely see more cheese – just because it exists and therefore has to sell.

Also – if you don’t play cheese build you are hurting your team. You might just want to play “the difficult build” but most people just want to win the game.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

2. He is wrong to be upset with his team which is upset and “toxic” simply because Anet decided to make things the way they are – if he wants to be mad and upset he should direct that at Anet.

2. Wrong. He should report his team mates to Anet, because they are the ones with the disgusting behaviour. It’s nor Anet, neither the players fault, when people get angry because he plays a build thats not popular.
Don’t blame the victim.

So being upset at people for underperforming is now considered victim blaming?

I wonder if you’d feel the same way if a doctor underperformed while managing a patient. Different situations but the same general logic can apply.

The victims here are both the player in question and the other 4 teammates of his. They’re suffering because of each other and the one who created the system that led to all this si Anet.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

This isn’t LoL and your behaviour isn’t wanted here. Take your unfriendly behaviour else where.
Anet could do everyone a big favour and take reports more serious.

Nobody wants this to be LoL. The comparison was made because people said “the toxic community is why GW2’s PvP is in a sorry state” – to which people replied with the obvious point that there are many other games out there with communities far more toxic (Dota, LoL, CoD) that have had massive PvP success.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

why is it every time some gets their feelings hurt they come on the forums and com plain about the community being toxic? Do these people live in a bubble? Do you even interact with the real world? This game is way less toxic than real life or most other games for that matter

Um no sorry but you are wrong, people in real life would never come up to me and say the horrible things that people on this game say sometimes and if they did they’d probably get slapped in the face which is something you can’t do over the internet so that’s where cowards go to try to bully people and talk a lot of crap since they think there’s not gonna be any consequences .

The people that don’t do that in real life don’t do it because they’re interested in the social aspect and implications those harsh words may have.
You’ll find that a lot of harsh verbal violence takes place between either very close people ( where there’s a lot of anger and people feel justified) or between total strangers ( where there are no foreseeable social consequences).

If people talked that way you’d probably slap them and then they’d probably hit you back.
Violence is not the answer – I agree – but responding to verbal violence with physical violence as you suggest just shows how poorly people understand things and how unprepared you are to deal with violence of any sort in your life.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

why is it every time some gets their feelings hurt they come on the forums and com plain about the community being toxic? Do these people live in a bubble? Do you even interact with the real world? This game is way less toxic than real life or most other games for that matter

Because people have forgotten the art of “just moving on”.
If someone insults you in PvP – instead of going “oh that guy’s an kitten” and not minding it today’s oversensitive people need a place to vent because they’ve been verbally attacked and need to construct a safe zone in order to hide their fragile selves.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

So uninstall this too – this game is balanced around the idea that Elite specs are the new thing and if you’re not going to pay you’re going to be underpowered. Your team will rage at you and for good reason.

Almost all ( if not all ) elite specs are clear upgrades over the classic core classes – so you’re holding your team back if you don’t have elite specs.

Ummmm official post or you are blatantly lying. No need for the post. You’re lying.

Anet will never release such a statement ever. Because it’s going to cause backlash.

However go to http://metabattle.com/wiki/MetaBattle_Wiki. You’ll find that all classes considered meta in PvP right now use the elite specs. All of them. Let that sink in.
Look at the pro leagues too – do you see many (or any?) non-elite specs?

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

So uninstall this too – this game is balanced around the idea that Elite specs are the new thing and if you’re not going to pay you’re going to be underpowered. Your team will rage at you and for good reason.

Almost all ( if not all ) elite specs are clear upgrades over the classic core classes – so you’re holding your team back if you don’t have elite specs.

So what exactly does your comment mean? Its not helpings the OP’s cause and it surely aint helping the game’s cause.

And while Im at it, holy crap at the number of toxic posters on this thread who pretty much consolidate the op’s point. Do the forums have ‘ignore’ too?

OP is directing his anger at his team when he should be directing it at the state of the game. It’s not the “toxic community” that’s the problem – it’s the state of the game that’s causing the toxicity he experienced.

If here they fall they shall live on when ever you cry “For Ascalon!”

Balance Officially toxic

in PvP

Posted by: Harper.4173

Harper.4173

So uninstall this too – this game is balanced around the idea that Elite specs are the new thing and if you’re not going to pay you’re going to be underpowered. Your team will rage at you and for good reason.

Its not a good reason, the balance should be such that he can play the core class without being significantly underpowered.

And I agree with you fully. I am just explaining these things:

1. His teammates are completely in the right to be upset – because they are at a disadvantage because of him.

2. He is wrong to be upset with his team which is upset and “toxic” simply because Anet decided to make things the way they are – if he wants to be mad and upset he should direct that at Anet.

3. While I agree that elite specs should not be “upgrades” over the core classes it’s blatantly obvious Anet intends them to be so – in order to incentivize people to buy HoT.
I wouldn’t be surprised if these Elte specs became free once the new Xpack came out and the new elite specs were even more OP.

If here they fall they shall live on when ever you cry “For Ascalon!”