Seriously?
I was helping a friend with chapter 3 in Bitterfrost Frontier two days ago and we’ve done the elixir quest so we can travel to the Bitter Cold. All of a sudden, I’m taking frostbite damage and I’m like, “Really? I gotta repeat this fetch quest again?” Keep in mind, I beat chapter 3 once already.
My friend, she decides to log out for that day. We both play again today. I did the elixir quest again. When we went back to the Bitter Cold, now it’s my friend taking frostbite damage! Now SHE’S the one that has to repeat the quest! Apparently, the cold-resistance buff resets every 24 hours, so HER buff wore off!
Just….why? Why wasn’t this a simple mastery instead? Like Ember Bay, Bloodstone Fen. Who in their right mind wants to repeat this fetch quest every time you come to this map? It’s tedious!
Really, I think it should’ve been a one-and-done thing, like counter-magic or nuhoch mastery.
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Actually, I think the size of DBL is good. The problem with DBL is the ELEVATION. It has too many high places. The cliffs are what hinders players from traversing the map more easily.
Maybe thats because people feel like anet has canceled the whole WvW-support. I saw I got aggressive and salty the last months. No reason to act like this in PvE. But WvW is just depressing.
I am sorry if players feel that way. I see it in posts, sure. But I believe we’ve made it clear that the game mode has not been abandoned. That was confirmed quite recently when a dev made some comments about upcoming changes. Unfortunately, the thread devolved into dev bashing, and the OP asked that we remove it.
I feel that while things may not be perfect, they are not as dire as some forum members paint them. Continuously dwelling on the negative isn’t necessary or productive and it doesn’t represent the true nature of the game mode.
Thank you, Gaile.
I used to be pessimistic about the state of WvW, but I’ve reconsidered. WvW is not as dire as people on these forums say it is. Linking has actually saved WvW. It’s not perfect, but it has helped stabilized populations.
That being said, I will say that balance is the bigger problem. You guys made a huge mistake releasing HoT elite specs. They do way too damage. Condi meta is not fun to play against.
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I know the expansion is a long time away, however, it never hurts to make early suggestions. While HoT was good in some ways, it was really bad in others. PvP and WvW are an example. PvE, on the other hand, was decent for the most part. Open-world, higher difficulty, fractals, gliding, soundtrack, HoT’s PvE really shined through imo. Raids, however, were a bad idea. I’d rather make the entire game more challenging than just a small part for a minority of players. Raid mechanics, imo, should have been in PvE meta events.
1. Balance/Reworks
Imo, this needs to be first priority. HoT elite specs have destroyed PvP and WvW. The damage on these specs is way too high and drastically speed up the combat. There’s really no way counter this. Core specs just don’t stand a chance. It’s imperative for the next expansion to NOT make the same mistake of power-creeping the new specs. Current specs need to be balanced along with the new specs.
Also, balance needs to be split separately across all three game modes. I know a handful of skills have been done already, but more needs to be done. PvE, PvP, WvW would all benefit if they were all balanced separately from each other.
Finally, skills reworks. Warrior sword off-hand, rifle, physical skills, are a few examples I can think of off the top of my head. I just don’t see much use for them in any game mode.
2. New weapon—land spear
Truly, I’m surprised that we have swords, bows, rifles, hammers, axes, pistols, all these modern weapons in Tyria….but not spears. Spears were the first weapons ever used by humans. I think it’s finally time.
3. More fractals
Fractals are the best group content ever done, imo. They are pretty well-balanced in difficulty. They’re engaging for most players, but not punishing. I think fractals should take precedence over raids.
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As far as where you should go, that’s up to you personally. I will say, though imo, that in the long run MMOs are in the twilight of their years. There won’t be a “next big thing” ever again. WoW was an anomaly at the right place at the right time. That’s not getting replicated. MMOs are NOT getting bigger folks. MMOs will revert to as how they began, as niche games. Gw2 is no exception. Gw2 can still gain new players and be successful, but it’s not getting bigger than WoW.
I wouldn’t worry about “wasting” time. As long as you have fun, that’s all that matters. MMOs don’t really die. Their dedicated audiences will always remain. Look at Lineage. Freakin ULTIMA online is active lol.
OP, I disagree.
Linking has saved wvw. ANet could’ve just merged all the servers to create an alliance system, in which there would be nothing but faceless zerg trains 24/7 and wvw would be officially dead. At least with linking, servers are kept.
I guess I’m “part of the problem” then.
Look, I agree with you. 2v2, 3v3, 4v4 TDM would be great to have. I’m never going to disagree about advocating for new game modes.
However, I’m going to be realistic. How about we fix what we already have first? 5v5 conquest. We need to understand that professions are balanced around 5v5 simply because conquest is all that exists in PvP. There’s nothing else to balance around lol! If we get 5v5 to work, it will be easier to balance around 2v2 and 3v3 down the road. We have a base to build from.
Besides, the primary problem is ELITE SPECS. This is why conquest suffers.
Steady progress, people.
Not yet! Patience!
Considering the rushed release of HoT, let ANet take as long as it will with the next expansion to get it right.
I think Anet will take a while before deciding to release its next xpac.
There was a thread somewhere where NCSoft told Anet to release its next xpac within 1-2 years, but Anet said they do what they wanna do and that the next xpac will likely not be released in that timeframe.
Considering the roll-out of HoT and its decimation of PvP and WvW, I think it’s for the best for ANet to take as long as they want to release the next expansion to make sure it goes more smoothly than last time.
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I’m not surprised by this. Esports was always destined to fail. This artificial PvP “competitive scene” was nothing more than smoke and mirrors. To add, ANet balanced PvP around pro-leaguer interests instead of the average player. That is a guaranteed way to drive people away from this game. You just end up making a minority of players happy at everyones’ expense. That people in these forums thought esports was a good thing for this game is disappointing. All that esports marketing….for what? OP elite specs, broken leagues, lack of balance.
Now, there’s a chance to finally fix PvP and make it fun to play instead of trying to make it “competitive”. Dare I say, there’s also a chance to move into WvW, which badly needs attention more than PvP.
Unranked is just a place to test builds man. There is nothing competitive about it.
Go play some ranked.
As if ranked is competitive lmao!
Honestly, I’m not surprised. This esports crusade was destined to fail.
All that esports marketing….for what? 1000 twitch views? OP elite specs? Lack of balance? Broken leagues? No separate queues? Dwindling players?
Sadly, some in this community thought that esports was a good thing was this game, that it made PvP “competitive”. Well…it’s not. It’s failed. Esports was an albatross on PvPs neck that kept it from progressing. Now there’s a chance, if ANet is willing, to finally fix PvP to at least make it fun to play.
I hope ANet and this community learned a lesson from this. A game needs to be fundamentally good before it can be competitive. It’s NEVER the other way around.
Meh….I think we’re better off with 5v5. OP, I suggest advocating for a new game type, like TDM, if you want 4v4 or 3v3. Here’s why. IMO, the simplicity and format of TDM can easily allow team-scaling. Conquest, on the other hand, contains a key factor: capture-points. Any team-scaling or reduction can easily throw conquest off-balance.
Example, two bunkers: 1 home, 1 mid. With two bunkers, you don’t even need far. Just have the other 2 rotate between home and mid as needed. With this, you can pretty much lock down the opposing team. This is why you need that fifth player to tip the scale.
Besides, you say 5v5 is hectic? Ha! Try 8v8. Yep, I played since those days. Even though it was fun, it was a MESS lol.
Looking back, I’d say 5v5 is the sweet spot for conquest.
I think simply put: too many beginners, not enough vets. Us veteran players have seen the evolution(or should I say de-volution…) of pvp since the new 2015 trait system and HoT. As a result, a lot of vets simply became disillusioned and quit, myself included.
Also, mixed queues and lack of team queue. With mixed queues of solo/duo and a lack of a team queue, bad match-ups are destined to happen. People aren’t matched with their proper skill level.
Right on the mark, OP.
The next expansion needs to shake up pvp. Big time. I’m talking combat rework, skill rework, balance, elite specs, everything. Dare I say, go in gw1’s direction. Just funnel more resources into actually fixing pvp, not just funnel pve players and rewards to prop it up.
I don’t give a fudge what anyone says, elite specs are OP and it’s not good for this game. Period. There’s a reason there’s been a massive exodus since HoT. The new trait system was the beginning of the end. Elite specs took a lot of skill out of this game the way they were brought out. PvP’s been dumbed down and casualized thanks to them.
However, I don’t see this happening. The next expansion will most likely focus on PvE, as always.
This game was suppose to be a play it your way.
HOT came out and pushed people into the small trinity we headed into too.
A small % of the people who were playing this game liked it. Someone posted GW2 Quarterly sales and its lower the base GW2 at year 3. HOT has been out for a year or so and it catered to everyone who doesnt play GW2.
It messed up PvP, WvW and a huge group did not like the meta maps which was 3/4 maps for HOT.
When you increased the speed of game play probably around 2-3 times. Destroy build diversity, cant deliver on promises given before HOT came out.
You destroy a trust you have with your player base.
Lets be honest, GW2 was casual friendly with WvW, PvP, Dungeons suppose to be the end game game play. They tried to make raids that content for hardcore players.
They probably should head in the direction you are suggesting but a problem is GW2 player base was not into the trinity. Heck GW1 is about playing X class then picking up another class to fill a different role. For instance i played monk/necro.
HoT was a double-edged sword.
I agree, HoT decimated PvP and WvW with powercreep and elite specs. However, support builds became more viable across all game modes. PvE content also became a bit more challenging across the board. These are good things. However, they also introduced raids, which is the WORST thing you can do to a game like this, IMO. “PvE endgame” will never work. It’s an oxymoron. As soon as metas are found, content becomes farmable and eventually people will stop doing it. Raids aren’t challenging, they’re punishing. Punishment is not challenge. I wish people would know the difference.
Also, I think what could’ve been done is introduce trinity mechanics through your personal story, rather than sticking them in a raid.
The trinity is fine. But I don’t think you make a compelling case for why we need it here in GW2. Why is controlling enemies by forcing them to attack you so critical? GW2 raids have proven that this can be handled in other ways. Meanwhile, I see no reason the rest of the game and the entire combat system should be redesigned to accommodate the trinity.
Simply making the vague observation that combat is “chaotic” is not a reason to make this change. Why should we do it?
It’s not a vague observation, it is a fact. Gw2 is a zergfest. Combat is choatic where ever you go: pve, pvp, wvw. This is due to how combat is structured and balanced in this game. It’s structured around the philosophy of damage, control, support. In a system like this, only damage truly matters. Control and support really only exist to supplement damage. They don’t have much strategic use.
I admit, though, in WvW and PvP there is more counterplay involved against humans than AI. I’d say PvE needs it more.
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I think the big thing of taunt is that it is another good skill used to break bars or interrupt a skill. So it is not entirely useless. Yes it can obviously pull a mob to attack you or your pet for a split second or 2. However I don’t think the point of that skill was to bring in the hard Trinity.
The trinity is basically halfway here. We have damage. We have support. All we need is a utility skill on a 5-10 cooldown that taunts a group of enemies from 1200-1500 range with high tough/vit and BAM. Trinity.
Why u needed to make this thread twice the first one is not remove or anything? Iircc you answered me with claims that the control i gw2 last only a few seconds and that its not enough an mobs run around. Now that depends are you talkinga bout bosses or mobs? If mobs then you are wrong because mobs have small healthy pulls and that makes it so pullling bliding interupting stunning them etc is enough to diable them and deal with them swiftly and without any trouble for bosses that varies depending on the boss i coud argue that yes the bosses might be more chaotic but the means in gw2 make so you have control over it with stacking getting fixated or blocking attacks and dodging. All these things that every class has make it so there doesnt need to be a tank to soak up the dmg because all the classes contributee to dmg prevention and control. The control only last too little if only one does it or all do it badly and dmg prevention or recovery doesnt work because ppl dont properly prepare for it or heal/recover from it after wards.
First off, why not make another thread? I made that one in a different forum. Nothing wrong with that. :P
Second, stuns, interrupts, pulls, etc tend to be have a single target, so more enemies get away from you and attack your allies. The real crowd-control is taunt, although it’s limited. Taunts have the double effect of not only disabling your enemies but more importantly attracting them towards you and away from your allies.
With bosses, it’s worse because they have breakbars. You have to cc them multiple times and they’re immune to taunt. Still, the situation is a bit better than before.
Gw2’s combat consists of the soft trinity of damage, control, support. I admit, although I’ve given it a chance for a long time, I’m starting to reconsider it. With the release of HoT and the elite specs, gw2 has taken a small step towards the trinity. Why not embrace it?
Whether in dungeons, fractals, raids or the open-world, damage is still king. The soft trinity guarantees this. Why? Control doesn’t exist and support only exists to sustain damage. There really is no punishment for stacking as much damage as possible against enemies. The way gw2 does “control” is by disabling enemies with cc, knockdowns, stuns. However, disabling only lasts for a couple seconds and you lose control of mobs. There’s just no reliable way to draw aggro and mobs in this game so support can be more viable.
IMO, the hostility against the trinity just doesn’t hold up to scrutiny. A lot of people say that the trinity limits build diversity and roles, but look at what we have now: “PS/warr” “condi chrono” “DH GS/torch” All for the sake of MORE damage. Raids are yesterday’s dungeons. If you don’t follow the meta…gtfo.
It’s just NOT true when people say the trinity is limited or obsolete. The trinity is just a way to structure and organize combat. It works. There’s a reason why multiple MMOs have historically used it.
The story dungeons are easier now that we have elite specs, however, the explorable ones still require a party.
I’d like to add one more thing.
If tournaments are a bust,(whether free or paid) the queues MUST be separated. Separate 5v5 and solo queue. No ifs, ands or buts. Separate queues are going to be the only thing keeping pvp alive.
If tournaments don’t work then that just means there aren’t enough pvp players to support the game mode anymore and this casual solo queue game mode is all pvp will ever be. Splitting the queues if the tournaments fail won’t accomplish anything.
Disagree.
Separate queues will keep this thing alive. It won’t even matter how many people are left at that point. As long as the option is there.
If tournaments succeed, then a team queue isn’t even necessary because…..tournaments lol.
I wouldn’t abandon the encounters that work without a tank simply because it requires better awareness for the entirety of the group. It makes it so you pay more attention to your positioning the positioning of the boss etc.
Yes that in a way exist in games with proper tanking but in a lesser extend. With that being said i do not disagree that theres a place for tanking because there is and it creates diff fights which is always good variety is good.
I believe you connect tanking with agro management and that already exist in game more so in raids (with actual absolute tanking through toughness and fixation which is more unpredictable and dynamic). Control in gw2 does come from agro management it rather comes through means to disable the enemy and rent them unable to threat your party. That happens with blinds, pulls, stuns, knockbacks etc, this style promotes a group aproach to the control department of the game something that is quite unique to gw2. Sure you can have a “tank” which is kind of better at doing that but not to the point were the tank is the only one who does that while the rest are either healers or dps’.
The problem I have with how gw2 does “control” is that it’s not enough to disable the enemy, you have to draw their aggression. Drawing the aggression has a strategic effect for everybody else. It gives you more immediate CONTROL of the fight. Besides taunt, which is used in a limited fashion, there’s no other way to truly control mobs. Not to mention, disabling requires more micro-management and you can easily lose control of the enemy mob.
If you want to make control and disabling work, they need to be constant so mobs don’t disperse and get away. To do that, you have to eliminate cooldowns. A warrior’s ‘Stomp’, for example should NOT be 40 seconds lol. Even then, there’s a small chance that mobs get away from you.
Thanks to HoT, healers have gotten more powerful. However, healers won’t win until another factor is involved: the tank. A tank controls and draws aggro so the healers can do their job.
Gw2 just doesn’t have tanks or a reliable way to control aggro. Yeah, you can stack toughness for survivability, but it’s not enough. A tank needs to draw the mobs so the damage dealers can wail and the healers can heal.
I’ve played gw2 for years. Gw2’s combat system consists of the ‘soft’ trinity of —- damage, control, support. I’ve embraced it over the years, but lately I’ve reconsidered. Gw2’s combat is very choatic, whether it’s in dungeons, raids or the open-world. There’s a lack of a coherent structure to it.
With the release of HoT and the elite specs, the trinity has sort of made its way to gw2. My question is this. Why not fully embrace it? It’s not a question of if you want the trinity or not. It’s already here. My reasons and arguments for this are as follows.
1. All we need is a tank—With the introduction of the taunt mechanic, there is now a way to draw enemy aggro and control mobs, although it’s limited. “Control” in gw2’s traditional way is not useful at all. First off, there are cooldowns. A warrior’s ‘Kick’ or ‘Stomp’, as an example, should be used constantly and should have cooldowns of only 2 secs. See? NOW you’re controlling mobs.
2. We already have support—Eles, druids, guards, need I say more? Eles and druids can heal. Guards are basically smiting monks from gw1.
It’s unfortunate that people are so hostile to the trinity. However, the trinity is simply a way to structure combat. It has nothing to do with classes, but with roles. Also, more importantly, you’re not limited by roles. They just exist. Roles add tradeoffs and challenges, they’re a good thing.
Gw1 was really successful this way. Even though ANet added a lot of skills and balancing them was a nightmare, they got away with it. Why? Gw1 had structurally sound and organized combat. Combat had checks and balances. You really didn’t need to balance the skills and the game, the game did that for you through its combat.
However, I always thought raids were a bad idea. There’s just no way anyone can expect to keep players if you make content for 1% of the playerbase. I’m not against group content, I’m against group content being accessible to the majority.
That’s the thing, raids have two key problems:
- The combat mechanics and design aren’t intended to work for 10 players tight-balanced content.
- GW2, on the PvE-side, is all about a rather casual way of playing a MMO. Not necessarily an easygoing one, but the HoT maps showed amiably well that you don’t need weak enemies to make something friendly to casual play. Raids are totally not the same type of gameplay, and just muddle the strengths of GW2 in this “please like your game”-desperate motion to appeal to everyone.
- Bonus! The combat balance is quite bad in GW2, which is mostly due to the slow speed at which balance updates happen. And when they happen they do very little, moving a few CDs around, merging and effect here or there, never doing any “big” reworks. This makes it very difficult to design tensely balanced content in the first place.
Overall, raids could work.
They just need to be designed for GW2. The ones we got feel more like something taken as directly from other MMOs as possible.
Precisely. Raids cannot function without the trinity. HoT kinda went there, but it’s not enough. At the end of the day, this has been an ongoing problem with gw2. Gw2 still has the ‘soft’ trinity—control, damage, support.
Now, when I say trinity and roles, I know that players will reflexively recoil in disgust. Still, hear me out. The trinity has nothing to do with classes but with combat roles. It’s simply a way of structuring combat. Roles are about tradeoffs and dependency. They add a sense of challenge. However, it’s also important that people should not be limited in their roles by class or profession, only that the roles exist.
At the end of the day, I’m vehemently against raids. Gw2 IS casual; meaning that it’s for the majority and the mainstream. It’s nothing to do with being “easy” or “hard”. However, HoT changed that a bit with the release of raids. Raids are content for a minute minority of players. IMO, they should have never been released.
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Gw2 did take a different direction with HoT. Some good, some bad, some disastrous. HoT maps were good, for example. Yeah, they’re tougher than normal level 80 maps, but that’s fine. I don’t mind the extra challenge. Others won’t mind it either. Maps are core to this game. Players will eventually be accustomed to them.
However, I always thought raids were a bad idea. There’s just no way anyone can expect to keep players if you make content for 1% of the playerbase. I’m not against group content, I’m against group content being inaccessible to the majority.
Looking back, I have to ask: Why was the dungeon team disbanded? It saddens me that dungeon content is non-existent. Yes, at least we have fractals, but…why not dungeons too?
I’m curious about the next expansion, but I will tell you I am NOT gung-ho about it like I was with HoT. Thanks to HoT, pvp and wvw have all but been destroyed.
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Let’s see how these tournaments work first.
If tournaments are 5v5 only and ranked pvp is changed to solo only, then…that works fine!
I’d like to add one more thing.
If tournaments are a bust,(whether free or paid) the queues MUST be separated. Separate 5v5 and solo queue. No ifs, ands or buts. Separate queues are going to be the only thing keeping pvp alive.
Yup, nothing else to see here….
If you bought HoT for the pvp, I will tell you right now—from a 4 year veteran—you’ve made a big mistake. HoT pvp is complete nonsense.
I was in your situation before. So, I quit. If I were you, I’d quit. Remember, there’s not a lot of players left. You’re bound to fight the same people more than once. The fewer players there are, the worse the matchmaking gets.
I actually don’t mind it. I like it.
IMO, the problem with DBL is ELEVATION. There’s just too many kitten cliffs. It’s really the only reason why it takes so long to get anywhere.
No, enough with the buffs please! 100% protection is only going to encourage condi spam since you cannot inflict direct damage.
Power creep is just going to kill this game even further. Condis from elite specs are the problem. They need to be slashed.
That’s the point of this thread. OP is trying to point out how ridiculous it is that Resistance is 100% immunity to both damage and control effects from condis, as well as blind, heal reduction from weakness, endurance regen reduction from weakness etc…. Its ridiculously overpowered. OP is trying to get people to admit that by getting them to admit how ridiculous it would be if protection offered the same results against power damage and hard CC. Resistance is just way too powerful to be a boon. Its handed out like candy, and you can double the duration of this clearly broken effect. It needs to be nerfed or flat out removed.
Resistance only seems balanced because condis have been buffed extensively, both in power and in application. But these buffs to condis didn’t come out until after resistance was in the game. Resistance is just not a healthy buff in the game. Never was, never will be in its current state.
Didn’t resistance get added after HoT and at the same time that condi stack limits were removed? What other major buffs got added after resistance?
So both slow and taunt were added with resistance. Plus HoT brought insane amounts of condi application with elite specs, way too much condi application. And since April 2016 patch, condi skills have been steadily buffed in the game.
Heh. True. True. I didn’t even read the OP, I just read the title. OP is correct.
You’re absolutely on-point, though. Resistance is ridiculously strong. As a warrior main, it’s all I use. I don’t even cleanse condis, I wait them out. I roll Knight gear with Runes of Resistance, plus Dogged March, so condis just roll right off unless I meet condi mesmers or thieves.
Elite specs brought insane condi AND boon application. The gameplay and speed is just absurdly fast. It needs to slow down.
My two cents:
I agree. I support automated tournaments. At the very least, this gives 5-man teams a reason to even play pvp. You know? Since their existence isn’t COMPLETELY pointless?
This is a team game, you know.
You can have the current ranked league system for solo players. Just take out duo.
Also, more importantly. In addition to automated tournaments, I support an implementation of a system of tournament rules. You can have “core specs only” or “elite specs only”, for example. This could be a work-around if ANet doesn’t have the resources to truly rework and balance pvp.
If ANet implements automated tournaments correctly, I will personally come back to pvp.
On-swap sigils? Good place? lol
IMO, on-swap sigils should be gone from this game. Even defensive ones. They don’t promote any active or counter-play whatsoever, it’s sneaky and passive. There’s just no visible way to counter weapon swap effects without first getting hit by them. It’s just unnecessary power creep.
Well, thanks to the condition buffs in this patch and now with the sigil buffs, I have no reason to even step foot in pvp ever again. I see that the elite-specced, powercreep, condi meta is still on the agenda. Well, not me. I hate the condi meta to the bone and will not accept it.
I STAY quitted.
Based on what I’m reading, condi engi and ranger builds will be used more often since they’ve been buffed.
….Just….great….
As if there wasn’t ENOUGH condi spam. Condi warr, condi necro, condi mes, condi rev, say hello to your new friends!!
PvP needs to slow the f- down. It is powercreeped to kingdom come. There can be no counterplay if the gameplay is absurdly fast. You don’t get enough time to respond to attacks. It all just becomes twitch based.
See, that is why I and many others left PvP. Those of us who played for years. It all just became like an fps. Whoever hits first wins. The Jun 2015 trait system change was the beginning of the end, HoT was catastrophic.
Based on what I’m reading, condi engi and ranger builds will be used more often since they’ve been buffed.
….Just….great….
As if there wasn’t ENOUGH condi spam. Condi warr, condi necro, condi mes, condi rev, say hello to your new friends!!
PvP needs to slow the f- down. It is powercreeped to kingdom come. There can be no counterplay if the gameplay is absurdly fast. You don’t get enough time to respond to attacks. It all just becomes twitch based.
See, that is why I and many others left PvP. Those of us who played for years. It all just became like an fps. Whoever hits first wins. The Jun 2015 trait system change was the beginning of the end, HoT was catastrophic.
No, enough with the buffs please! 100% protection is only going to encourage condi spam since you cannot inflict direct damage.
Power creep is just going to kill this game even further. Condis from elite specs are the problem. They need to be slashed.
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Powercreep is still alive I see!
Glad I quit lol!
I think what the PvP community wants often overwhelms the PvP devs causing them to spend less and less time actively engaging PvP topics with a positive mental attitude. The forums itself gets cluttered with many threads discussing the same things over and over and no one really feels like chiming into topics that can better experiences (even if they don’t completely agree with it). Majority of the devs and players have personal, selfish, agendas with PvP and usually do not want to support any efforts to make PvP more welcoming.
Sure, you can entice PvE players to get their gear in PvP…but how does that help them stay? What kittenes them off when they are in PvP? What can be done to help PvP situations that don’t make sense to them?
I don’t entirely miss the days without Elite Specs but it seems like no one wants to bother trying to bridge the gap between Core and Elite in anyway possible. Everything requires work and apparently it’s out of everyone’s pay grade.
I agree with your first paragraph about the amount of confusion and perhaps lack of vision or direction the game mode has. Trying to bring balance with the core skills I think by now is impossible. How else would you sell your expansion to the people who play PvP right? Playing without the expansions is shooting yourself in both feet.
I’ve read your post, and here’s what I think of it:
As much as I want to play without elite specializations, dividing the player base would cause game timers to increase. I think instead of dividing core and specializations, there should be more skills that can be used to keep up with what HoT brought in. If there were a larger player base for PvP, then I would support the division between the two.
I would sit down and write more about what I think can be done to change, but as you said, there’s too many people wanting too many different things from PvP. Everyone’s talking, but no one is heard.
I guess Guild Wars 2 really is a PvE game, heart & soul.
If bridging the gap between core/elite results in the same old powercreep then what is the point? The games will be ridiculously fast-paced since every profession is going to hit like a truck. We need to slash elite specs.
To be fair, I think you’ll get your wish anyway if and when the next expansion drops. I know for a fact that ANet is going to break pvp AGAIN and powercreep it to oblivion.
Nothing has changed. More of the same.
Powercreep is alive and well. Elite specs, conditions and passives will rule. People will keep using FOTM meta builds. No separate solo and team queues. No serious rework of skills and professions with respect to pvp. It also seems that solo-duo nonsense is going to be kept.
So…yup. A bust!
I like heavy armor for the most part, but what happened with the legs? Why do leggings almost always have a skirt, skirt-like garb or “butt cape” attached? There’s a lack of variety on heavy legs.
The only leggings that look like actual PANTS are Heavy Plate, Priory and Studded Plate. However Heavy Plate is a bit too short in length and Studded Plate has those things on the side. So that just leaves…Priory!
How about some pants!
Let’s see, I go to the TP and find that thick leather is back at the standard pre-patch price of about 1.5s. The other leather prices are roughly the same as before, except for T6 of course. Nothing has really changed.
As I said earlier in this thread, the leather farm just wasn’t necessary. We already have ways to get them. All the players needed was more access to T6 leather since the price is absurdly high compared to other T6 mats. You know? Supply and demand…yada yada yada
Skill balance is just not enough. Skills either need to be reworked or overhauled according to their respective game modes. Otherwise, you’re just trading metas.
PvE, PvP and WvW are, in a sense, three separate games. These game modes all have different rules and conditions. They need to be treated as such. I think it’s the only way.
The lore and correspondence books are a great idea!
However, I have a suggestion. Can we please combine them? For example, I made the mistake of finding one of E’s letters then storing it in the bank. I go out to Lake Doric and find another one and I can’t combine them to form the book so they take up less space in the inventory.
I’d rather not use the terms “casual” or “hardcore”. When it comes to players, these terms are pretty loosely defined, if at all. There’s really no consensus in the gaming industry or any game community on a strict definition of these terms. (As far as I know!)
I’d much rather use “skilled” or “unskilled”. So, to answer your question OP, if any player is skilled enough to use zerker, then use zerker if that player is comfortable using it. If not as skilled, just bring more support builds in your party.
This might be of some interest to people in this thread. Salvage rates from 4,000 drops from the new map. 1,000 each of Bloodstone-Warped Hides (the drops from the centaurs) and Unstable Hides (which drop from the random white mantle mobs in the map) with both the copper fed and silver fed salvage o matic.
TL;DR – The unstable hides give significantly more T2, 3, 4, 6 leather than the Bloodstone Warped Hides does. I don’t know if this is intentional or not, but if you want leather in other tiers than T5, then the centaur camp is not your friend. Instead just randomly killing white mantle mobs on the map is good-ish at that instead.
Of course. It’s like Bloodstone Fen.
Of course it’s the hardest to get … you thought it was going to rain down on you like a hailstorm?
Why shouldn’t it rain? The others certainly are!
Anet was pretty clear that this was a leather farming area … did you somehow infer this would mean T6 would be the primary drop there? Do you think that’s a realistic expectation? I don’t.
Oh no! I believe them! When ANet said leather farm, by gods, they meant leather farm! The thing is, we never really needed it. T1-5 leather is already plentiful as it is. It’s T6 that we all need. NO I didn’t infer that T6 was the primary drop, you know that doesn’t exist!
Seems to me you need to get your expectations properly aligned … and learn what you can do with those other leather tiers to get what you want.
Or how about just increasing drops so the ridiculously absurd price of hard leather falls? In relation to other T6 mats, hard leather is way too high.
It’s clear you don’t understand the relationship between the lower tiers and the highest tier if you believe that the new leather farm doesn’t increase the supply of T6 leather. I hope there are more people that are unawares of this … time to make some gold.
The supply didn’t change with that new farm. So long it’s a solid fact.
You can argue all you want as long as you want, but when the demand is 4x the supply for over a year it is a deficite and unhealthy situation for the market.Yes, because ONE DAY of data is going to give ONE WHOLE statistically significant data POINT, proving supply didn’t change with the new farm. Oh my, l2math is all I can respond with.
Oh no, I understand it just fine. I’ve farmed 100 leather hides yesterday. Know how many hardened leather I’ve salvaged? EIGHT.
It’s a slight increase, yes, but let’s not kid ourselves. Hard leather price is still going to be high. There’s just no reliable way to get it in this game.
You see, your post is demonstrating my point about not understanding the relationship between T6 and other leather teirs … let me ask you a question … how much T5 leather did you get? what did you do with that?
Thick leather? 40
Rugged leather? 20
Coarse leather? 10-15
Thin leather? 10
Rawhide leather? 10
Hard leather is still the hardest to get.